Credits Originally Written Wr itten By Albert-Jan Buwalda
Updated and Expanded By Messiahcide
this Fan Supplement is completely unofficial and in no way endorsed by Games Workshop or Fantasy Fantasy Flight Games
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War Waste "The Emperor destroyed my world in a sea of flame, and yet he expects me to serve his puppets? I will not serve in his name, I will survive so he can not have the satisfaction of my death!" - Donn, War-waster Regulator
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War wasted worlds are the blasted, poisoned ghosts of once prosperous worlds where the survivors meek out bleak existences on the fringes of their now post -apocalyptic landscapes. All war wastes are fundamentally tied by global scale wars culminating in nuclear, biological, or chemical super weapons wiping out the vast majority of life of the world. The battle for survival in the horrid horrid conditions of such world reshape the remaining population as the world slowly dies around them. Mutation, depravity, and a degeneration of culture are all staples of the war wastes, equally creating a breeding ground for heresy, mutation, and war-forged heroes.
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Dying on a War Wasted world There is no such thing as truly living on a war wasted world. Rather, death incarnate surrounds those who pathetically cling to life despite the dying nature of their world. Uncontaminated food and water are prized above all other possessions. Cannibalism is a perfectly acceptable alternative to starving, even as it corrupts the mind and soul. Few war wastes can ever hope to recover without external aid - and those few that do earn the Imperium's efforts to rebuild are often wiped clean of 'indigenous' populations before new colonists arrive to ensure tainted bloodlines do not corrupt renovation efforts.
War Waster Characters Most born on a war waste can loosely fit into two categories; craven men and women who do not hesitate to take advantage of any situation, or marauders and reavers who prey upon other survivors. It is a rare soul who can maintain any semblance of sanity or morality in such conditions and surrounded by such brazen scum and degenerates. Starting Skills: War Waster characters begin with the Common Lore (War) (Int), Common Lore (Wastelands) (Int) and Survival (Int) as trained Skills. Primal Endurance: War-wasters Endurance: War-wasters know a universal truth only the strong survive and might makes right. Those who can survive under such conditions thrive, while those who cannot quickly perish. Benefit: War-wasters Benefit: War-wasters treat Search (Per), Navigation (Surface) (Int) and Tracking (Int) as basic skills. They cannot start the game with Common Common Lore (Int)(Imperial (Int)(Imperial Creed) and Common Lore (Int)(Imperium) through any means. Iron Stomach: Uncontaminated food and water is scarce on war-wastes and those born on such worlds have developed stronger digestive systems to compensate for this Benefit: You gain +10 bonus to Carouse Carouse skill test made to resist the effects of ingested toxins, poison or tainted foods. Weary Intuition: War-wasters Intuition: War-wasters are a paranoid stock - never trusting the motives or deeds of others. There is always an
ulterior motive for any action taken, and anyone can turn on you when the moment is right. This healthy paranoia has served the war-waster well in surviving long. Benefit: All Benefit: All war-wasters gain +1 bonus to Initiative rolls Tainted Flesh: Plague, Flesh: Plague, radiation contamination, and active biological weapons are all hallmarks of the war wastes. Few, if any, war wasters are truly untainted by their planet's exposure to such weapons of mass destruction. Penalty: War-wasters Penalty: War-wasters start the game with 15+3D5 Corruption points Starting Wounds: War Waster characters double their starting Toughness Bonus and add 1d5+1 to the result to determine their starting wounds. Starting Fate Points: War Wasters begin with a number of Fate Points equal to the tenth digit of their total Corruption Points value. Example: A starting character with 24 Corruption Points would have 2 Fate Points.
Table 1-1: Generating Characteristics Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Agility (Ag) Intelligence (Int) Perception (Per) Willpower (WP) Fellowship (Fel)
Base 2d10+ 2d10+ 2d10+ 2d10+ 2d10+ 2d10+ 2d10+ 2d10+
25 25 20 25 25 15 15 25 15
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War-Wastes Careers r
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Characters from Imperial World can take any of the following Career Paths:
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Assassin War-Wastes Assassins are skilled killers and murderers whose natural skill has only been enhanced by their savage landscapes and lack of external authority restricting their craft. Most assassins belong to numerous death cults that have risen to prominence on such worlds.
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Scum e
Scum in the war wastes forms the basis of society in the shattered remains of their world. Beggars, thieves, drifters and exiles are as common as rad-wastes and no zones and to live on such a world is to inherently have no moral obligations to taking what you can when you can, escaping when caught, and having a quick tongue and quicker trigger finger when all else fails. Often it is the scum who rises to the top - as chiefs, gang leaders, or conniving their way to power.
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Cleric F
In the aftermath of a planet's destruction, people turn to any voice with a claim to a salvation - imagined or real. It is the war-wastes clerics that rise up to goad what remains of the populace into whatever scrap of faith is left to galvanize. Whether true to the Imperial Creed or twisted visionaries, the war-wastes clerics are heralds to their shattered worlds.
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Guardsman u
War-Wastes Guardsmen are the remnants of military factions left on the world - warriors forged from the teachings of planetary defense force survivors, garrisoned troops, and other hold outs. Militant and organized, they are accustomed to lives as raiders and salvagers.
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Arbitrators k
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War-Wastes Arbitrators are few and far between on their worlds - they are the remnants of the law enforcement the world once enjoyed. Raised on stories of law and order, these men of justice have little to go on but their own convictions, outdated notions and a loaded gun justifying their aims.
Tech-Priests Tech priests of the war wastes are known more appropriately as techno-barbarians, reclaimators or worse. Their knowledge is often second-hand, debased, or more horrifying horrifying - innovative. They are unparalleled masters of what technology remains on their world and few can fathom the archaic and esoteric knowledge they weld into weapons of war.
Table 1-2: Generating Random Pasts Roll D100
Effect
01-20
The Wanderer: You Wanderer: You have spent the majority of your life alone, drifting from place to place never able to stay in one place very long. Through your travels you have seen the worst the wastes have to offer and survived. You are likely a loner and a man/woman of few words. Tribal: Raised by a tribal group, taught to survive and rely on your closest friends and family and to suspect the motives of outsiders. You are likely reserved or suspect of those you don’t know or are unfamiliar, but fiercely loyal to those you consider your friend. A New Beginning: Though Beginning: Though the world has died, humanity lives on. You were born and raised in a settlement that has grown from a tribe or nomadic group into a permanent collection of shelters, with some sort of law and regulation which each person adheres to keep the group alive. For the most part you work better in a group then on your own and are highly loyal to those closest to you. The Weapons of war are just the will of a new god: Raised god: Raised by cultist or religious extremist. You are loyal to your cult or religious group, but highly intolerant of outsiders, seeing them as less than worthy. Raider: You Raider: You grew up amongst the assorted wasteland scum fighting for everything you own. You have seen war, betrayal and outstanding loyalty. You cherish your pride, territory and fellow raiders above all.
21-40
41-60
61-80 81-00
Wasteland Rules
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Radiation
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In the wastelands there are some places that were hit directly by atomic bombs or nuclear reactors that had a meltdown. These sectors have high radiation levels and characters will suffer the consequences. Upon entering such an area every PC must take a toughness test every hour they are exposed t o radiation. If the test is failed the PC takes 1D5 wounds and a level of fatigue unless adequately protected.
Interacting with a Atomic Bomb During the nuclear arms race many warheads were made, yet not all were detonated during the conflict. Most remaining were not launched and a few didn’t detonate at all. Chances are that you will encounter one during your trip through the wasteland. What you do with them is up to you.
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Table 1-3: Interacting with a Bomb Action Hacking into the mainframe Disarm Bomb Arm Bomb Set Detonation Time
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Test Tech-Use -10 Trade (Technomat) Trade (Technomat) Trade (Technomat) -10
Firearms (Talent)
New Skills, Traits Traits and Talents Here are a few new skills, traits and talents introduced to give Wasteland campaign and characters more life and diversity.
Apostate Mechanic (Talent) Prerequisites: Tech-Use Prerequisites: Tech-Use +10 or Trade (Technomat) The War Waster modifies himself with arcane technology and now wields techno-arcane powers normally the preserve of the Priesthood of Mars. For the purpose of fulfilling prerequisites, the character counts as possessing the Mechanicus Implants Trait. He does not gain any of the normal effects of the trait, and he may no t necessarily have the same implants, but rather equivalent devices of his o wn devising. War Waster characters can take the Apostate Mechanic Talent at Rank 2 for 500 XP.
Common Lore (Wastelands) (Wastelands) (Skill) The character is affluent to the particular nature of his war wasted world, or the wasteland remains of it. He has a distinct knowledge on the factions, powers, and dangers of his homeworld that few off worlders could ever hope to master with the same level of intuition and luck.
War Wasters seldom have time to master weapons, but must rely on quick wits to utilize any weapon they may come across. War Waster's with the Firearms Talent may use any weapon with a reduced penalty of -10 instead of the normal -20. If the weapon has the Flame quality, the target is granted only a +15 to his Agility Test to Test to avoid being hit. War Waster characters can take the Firearms Talent at Rank 1 for 300 XP.
Tainted Fate (Talent) Prerequisites: Non-player Prerequisites: Non-player Characters only (they must have free will) and may not applied to Daemons and other non-living creatures. The NPC has a number of Fate Points equal to half his Willpower Bonus (rounding up). He may use these Fate Points in exactly the same way as Player Characters and may even ‘burn’ a Fate Point to survive death and destruction at the GM’s discretion. The NPC also benefits from the rules for Righteous Fury. If the NPC has a corruption value, calculate his Fate Points equal to half of his Corruption Bonus (rounding up) instead.
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Wasteland NPCs k
Raider
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Raiders are any group of wastelanders who pillage, plunder, murder, or otherwise ruin the day of anyone unfortunate enough to not be one of them. If there were still laws, they'd be outlaws. Raiders tend to organize into loose confederations of gangs in the post-apocalyptic wasteland and are a constant problem. Raiders typically prey upon travelers and very small towns, leaving more populous or la rger areas alone.
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BS
S
T
Ag
Int
Per WP Fel
28 28 35 30 30 30 28 28 30
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Movement: 3/6/9/18
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Wounds: 10 Wounds: 10
Skills: Awareness Skills: Awareness (Per), Carouse Carouse (T), Ciphers (Warband) (Int), Common Lore (Wasteland) (Int), Dodge (Ag), Intimidate (S), Speak Language (Low Gothic) (Int)
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Talents: Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (SP), Firearms Weapons: Hercutor with two clips
Armor: Flak Vest (Body: 3) Weapons: (Choose one): Stub Automatic Automatic with three three clips, a Frag Grenade and a Knife (Mono), an Autogun with two two clips and a Knife (Mono), or a Bastard Sword (Mono)
Raider Chieftain WS
Raider Bodyguard
BS
S
T
BS
S
T
Ag
Int
Per WP Fel
28 32 35 40 35 30 28 32 30 Movement: 3/6/9/18
Wounds: 12 Wounds: 12
Skills: Awareness Skills: Awareness (Per), Carouse Carouse (T), Ciphers (Warband) (Int), Common Lore (Wasteland) (Int), Dodge (Ag), Intimidate (S), Speak Language (Low Gothic) (Int) Talents: Basic Weapon Training (SP),Die Hard, Iron Jaw, Leap Up, Melee W eapon Training (Primitive), Pistol Training (SP), Firearms Armor: Xeno Vest (Body: 4)
Int
Per WP Fel
30 34 40 40 35 30 28 35 30 Movement: 3/6/9/18
WS
Ag
Wounds: 15 Wounds: 15
Skills: Awareness Skills: Awareness +10 (Per), Carouse (T), Ciphers (Warband) (Int), Common Lore (Wasteland) (Int), Dodge (Ag), Intimidate +10 (S), Speak Language (Low Gothic) (Int) Talents: Ambidextrous, Talents: Ambidextrous, Basic Weapon Training (SP),Die Hard, Iron Jaw, Leap Up, Melee Weapon Training (Primitive, Chain), Pistol Training (SP, Bolt), Tainted Fate (2), Firearms Armor: Xeno Mesh (Arms, Body, Legs: 4) Weapons: Bolt Pistol with three clips and Chainsword
Talon Company Mercenary Talon Company is a mercenary organization active in the Capital Wasteland. Doing various jobs, from bounty hunting to fighting against the super mutant occupiers of Washington, D.C., even as far as mercenaries go, these men and women are vicious, killing anyone that doesn't wear their emblem (similar to raiders). The reason for this is simple: in 2277, they are working for an unknown third party, with simple orders: keep the Capital W asteland a lawless, disorganized place.
Talos Company Mercenary Profile WS
BS
S
T
Ag
Int
Per WP Fel
28 38 36 36 35 32 32 40 30 Movement: 3/6/9/18
Wounds: 10 Wounds: 10
Skills: Awareness Skills: Awareness +10 (Per), (Per), Ciphers (Mercenary) (Mercenary) +10 (Int), Common Lore (Wasteland) (Int), Concealment (Ag), Dodge (Ag), Intimidate (S), Security (Ag), Speak Language (Low Gothic) (Int), Tracking (Int) Talents: Basic Weapon Training (SP, Las, Bolt), Deadeye Shot, Die Hard, Insanely Faithful, Iron Jaw, Leap Up, Melee W eapon Training (Primitive), Pistol Training (SP, Las, Bolt), Rapid Reload, Firearms Armor: Light Enforcer Carapace (Arms, Body, Legs: 5) Weapons: (Choose One): Hellgun with a Back Pack and 2 Frag Grenades, Armageddon Autogun with 4 Clips of Man-Stopper Bullets and 3 Fire Bombs, or Boltgun with two Clips with a Red-Dot Laser Sight
Super Mutant Super mutants are mutated humans, products of infection by the Forced Evolutionary Virus (FEV). They are much taller, bulkier and muscular than pure strain humans, have (mostly) green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Although they are completely sterile, sterile, the rapid regeneration of their cells caused by FEV makes them virtually biologically immortal (but not immune to death from injury).
Super Mutant Profile WS
BS
S
T
Ag
Int
Per WP Fel
32 32 45 45 35 20 25 40 25 Movement: 3/6/9/18
Wounds: 18 Wounds: 18
Skills: Awareness Skills: Awareness (Per), Common Common Lore (Wasteland, (Wasteland, Mutants) (Int), Dodge (Ag), Intimidate +10 (S), Speak Language (Low Gothic) (Int) Talents: Bulging Muscles, Die Hard, Insanely Faithful, Heavy Weapon Training (SP), Iron Jaw, Melee Weapon Training (Primitive, Power), Nerves of Steel, Rapid Reload, Resistance (Poisons), Unnatural Strength, Unnatural Toughness, Tainted Fate (2) Armor: None Weapons: (Choose One): Assault Cannon with one Clip, Missile Launcher Launcher with 8 Krak Missiles, Power Power Hammer (1d10+6 E ;Pen 6; Power Field, Unwieldy; 5 Kg; 2,500; Very Rare)
Enclave Soldier Enclave soldiers are the main infantry of the Enclave, and are the toughest, strongest, fastest and most well-equipped human enemies in the wastelands. Their equipment is is superior to even even the advanced armor and weapons used by the Brotherhood of Steel. Enclave soldiers also benefit from organized military training and advanced communication systems.
Enclave Soldier Profile WS
BS
S
T
Ag
Int
Per WP Fel
32 40 38 38 36 32 30 40 32 Movement: 3/6/9/18
Wounds: 15 Wounds: 15
Skills: Awareness Skills: Awareness (Per), Common Common Lore (Wasteland, (Wasteland, Mutants) (Int), Dodge (Ag), Intimidate +10 (S), Speak Language (Low Gothic) (Int), Tech-Use +20 (Int) Talents: Basic Weapon Training (Plasma), Bulging Muscles, Deadeye Shot, Die Hard, Fearless, Heavy Weapon Training (SP), Iron Jaw, Rapid Reload, Technical Knock Armor: Power Armor (All: 9) with integrated Micro Fusion Cell (120 years of power), Auspex, Micro Bead Infra-Red Goggles and Vox-Caster Weapons: (Choose One): Assault Cannon with one Clip or Mark III Sunfury with 2 Plasma Flasks, Firearms
War Wasters All of the NPCS NPCS listed here are are from War Wastes and benefit from the Primal Endurance, Weary Intuition, Iron Stomach, and Tainted Flesh traits.
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