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Chapter I - The Auros Anomaly
Auros-II Hive Eire San Meccor History of the Thorians The God Incarnate The Omnissiads The Omnissiad Omega The Omnissiad Pragmentums Chapter II - Dramatis Personae
The Principles The Masses Servitors The Protagonists The Bestial The Daemonic Chapter III - Miscellany Psychic Discipline: Theosophamy Wargear Armor Skills and Talents Vehicles
The Auros Anomaly The Auros Anomaly
• San Meccor
• History of the Thorians
• The God Incarnate
• The Omnissiads
Chapter 1: The Auros Anomaly
The Auros Anomaly The World of Auros-II All but forgotten, Auros-II was once home to the hustle and bustle of large-scale mining operations supervised by Adeptus Mechanicus contingents from the sector Forgeworld of Nürn. When the mines inevitably dried up, interest in the world dwindled to nothing and the world would have been left to die a long yet peaceful death at the Mechanicus' abandonment were it not for the Eccliarchies need for an interim world along one of its most popular pilgrimage routes. With no interest in the world, the nominal control and ownership passed peacefully from the adepts of Mars to the Ministorum and has remained so ever since. The world itself was once covered in vast oceans, but suffered a localized cataclysm and the planet withered and died. After long, grinding centuries and longer still before any Imperial set foot upon Auros, it had become a bountiful desert world - ripe with untapped fields of fossil fuels and rich in raw materials. Since its discovery late in M.32, the world has seen a return to a hellish state with the addition of lethal pollutants and near-complete atmospheric decay. Auros-II has a low population due to its unique geography and difficulty in producing localized produce.
Planetary Data Population: Unknown/Variable (resident population estimated to be fewer than 9 million). Location: Aelys Sector, Segmentum Solar Tithe Grade: Exactis Particular Climate/Geography/Biosphere: Sparse natural flora or fauna, severely damaged eco-system that does not encourage life sustaining conditions, with the few examples highly dangerous and predatorial. Two major settlements exist, one on each hemisphere; Hive Eire and San Meccor. Governmental Type: Ecclesiarchal clerical administration. Planetary Governor: Salazaar Tal'Malut Adept Presence: Strong Ministorum presence. Minor Adeptus Mechanicus presence. Military: Minor planetary defense force stationed at Hive Eire. Trade/Economy: Auros-II exists only as a stop for vessels traveling from Segmentum Tempestus to Segmentum Solar. Once large scale mining operations produced raw materials in ores and fuels, but only a handful of active mines and refineries remain to provide a local commodity.
The marked exception is the remarkable gardens of Black Eden, enclosed by massive atmospheric shielding that allows the growth and cultivation of localized agriculture. The terra-forming process was faulty and resulted in a strange phenomena that lends to the installations name; anything grown within Black Eden, be it vegetable or fruit, grows to the shade of a deep amethyst.
Planetary History Auros-II and its sibling celestial bodies were discovered in M.32 by an Explorator fleet earmarking possible candidates for mineral extraction and terra-forming by the adepts of Forgeworld Nürn. Out of the four planetary bodies, only Auros-II was suitable for colonization and being rich in materials the cost of terra-forming was acceptable in return for long -term gains. The system was unceremoniously named after it's discoverer, Magos Auron Dembrsk, although he and his crew never returned to oversee the construction process that followed nearly a century and a half later. The world swiftly became imminent domain to the Adeptus Mechanicus up until 792.M40 when projected numbers alerted the tri-annual tithes would run dry in a projected two hundred years. Forgeworld Nürn, long focusing on the production of armaments and supplies for the Imperial war effort simply redacted the majority of its workforce on the planet. Left behind were countless servitors, automated functionaries, and menial craftsman entrusted to care for the delicate and ancient machines. With little governance, the many machines and life support systems of the planet soon fell into a state of despair due to the high maintenance requirement. In the vacuum left behind the Ecclesiarchy became stronger until 731.M41 when the Ministorum officially took administrative rights to the world. Since then Auros-II has become a notable, yet still obscure, world situated on the outskirts of a popular pilgrimage route. Intended to cater to displaced vessels exiting the warp and a place of quiet retreat.
Hive Eire Hive Eire is the planets official capital and bears remarkable similarities to a Forgeworld proper. Sprawling wider than taller, Eire is atypical of a hive in many counts of its construction. Large, sweeping sectors are composed of derelict refineries and factories now taken as home by squatters and outcast damned. Habitation sectors are guarded jealously by locals against the constant in wash of abandoned travelers since intentionally life sustaining quarters are sparse and in high demand. Outside the protective and clean docks on the mid and upper levels of the hive, dying and sick line cramped walkways and corridors that pass for streets. Adeptus officials and nobility make residence in the highest alcoves of the hive. Once intended to suit the needs of studious Magos', these upper levels has been slowly transformed to accommodate the imperial nobleman's needs for lavish decorum, yet can still be considered cramped when compared to the ruling elite quarters of other, more traditional hives.
Beneath Eire is a sprawling labyrinth of tunnels and service ducts that extend to the deep core of the world. These super structures harbor many secrets and ancient caches waiting to be rediscovered. Many brave and foolish treasure hunters have risked expeditions beyond the underhive to lay claim to such imagined wonders that can be found, but all have fallen prey to myriad horrors that have taken residence below. Those who have escaped their ill-conceived attempts and returned to the surface have formed the basis of many dark rumors; they speak of monstrosities as large as a carnosaur that burrow through the deep earth like a fish swims through the sea. Others claim of forgotten communities existing deep below, warmed by the heat of the planets core. A very few speak of the data-ghosts, revenant apparitions of long deceased tech priests who guard the secrets of the machine cult from would-be tomb robbers. All have been dismissed by officials as hysteria and severe trauma, citing mutants migrations into the tunnels as the likely truth behind the wild tales. Nonetheless, extensive files exist with the Adeptus Mechanicus of Nürn and the Holy Inquisition.
Chapter 1: The Auros Anomaly
As such, the world has become a remarkably unremarkable pit stop on many a pilgrims journey to Holy Terra, or rarer, the arduous return to their homes. Because of its climate, position in the Imperium as a fringe world, and it's little renown Auros-II has been safe from the ravages of war. While unrest from the localized working population has risen throughout the planet's history, no civil war or violent uprising has marked the passages of time. Most potential disturbances to productivity by the Adeptus Mechanicus was traditionally met by severe punishment and lobotomies, and disgruntled workers were pacified as they were reconfigured into servitors that could perform other duties to elevate the work loads. When power shifted to the Ecclesiarchy, the emphasis of the mines becoming obsolete, and the decline of the overall population dropping, there was left little reason for discontent on the planet. Subsequently, the face of the world has changed over the centuries. The dirt-smeared and tired faces of miners has been replaced by the gaunt, fasting frames of pilgrims and white robed clerics of the God-Emperor. While Auros-II is far from an inviting world, and even less pleasant to the eyes, it's quiet nature and relative safety has made it an attractive location for retiring Ecclesiarchy officials who make home personal villas around Black Eden and compose the greater partition of San Meccor. Others less privileged, such as stranded pilgrims, make their livings at Hive Eire where they serve as porters and dock hands. Joined by them are members of the Departmento Munitorium who oversee the service of the local planetary defense force. Severely underfunded, ranked Adepts sent to Auros-II almost universally consider the position to be a form of political punishment or exile without exemption. This animosity and resent has led to a decline in the training and logistics of the planetary defense force to the point of inefficiency and lack of proper training. Most members of the PDF are little better than paid thugs or bullies, who cajole and harass unfortunates when they are not attending to customs duties.
6: Manufactorum
5: Worker Pens
4: Hive Rail Station
3: Derelict Chapel
2: Enforcer Station
1: Docking Bay
Chapter 1: The Auros Anomaly
Black Eden
San Meccor
When Auros-II was first settled, the early Explorators noted the strange phenomena the world bore as a challenge to the first teams set to terra-form the planet - All attempts to grow localized produce failed. Due to fragile eco-system and damage caused to the atmosphere by the terra-forming process, most of the flora on the world withered and died. Great swathes of land capable of bearing agriculture were extracted and relocated, placed in the protective umbra of Mechanicus Atmospheric arrays. During this process some unknown malfunction occurred causing all flora to be grown in this protective field to turn a deep amethyst shade. Unable to determine the cause, but able to disprove claims of taint and malice, this strange occurrence eventually would lead to the site being unofficially dubbed 'Black Eden' and It's true founding name lost to the centuries.
San Meccor is the circular city that envelopes the Black Eden gardens and exists on the cusp of its protective atmospheric shielding. It is the second largest installation and hab-fortress on Auros-II and dominated by a strong Ecclesiarchal presence. Of all of Auros-II, San Meccor is the only destination worth looking over twice - Adorned with the decorum of retired prelates, cardinals, and lesser clergy men, the circular rim around Black Eden heralds t he only true beauty to be seen on all the world. Marble colonnades and silver embossed statues of saints greet those privileged to visit the installation. At the plas-steel gates of the city stand two colossal guardians in eternal vigilance - the vestigial images of Saint San and his Shield Bearer Meccor, for whom the Ecclesiarchy named the ring-city.
1: The Praetors 2: The Ulterimus Data-combs 3: Pilgrims Run 4: Black Eden 5: The Penitents Forum
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6: Harrow's Bastion 7: The Basilica Sabesti
A
8: Shrine of the Lonely God
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7
F
B 4 E 3 C
A: The Silent Libraries
D
B: The Racks of Purgation
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C: The Rogue Embassy D: Marifal Gardens E: Monasteries of the Pious f: The Conservatorium
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While the Thorians as a faction have only grown in prominence since the 36th millennium, the heart of their philosophy is one that dates back much, much further. Resurrectionist cults and philosophies have waxed and waned throughout the history of the Imperium, and can be traced back to the earliest days of the Inquisition. Now considered to be one of the more puritan factions, the chequered history of those who believe in the Emperor's rebirth has not always been considered to stand on the right side of heresy. The history of the Thorians is, at its heart, the history of the battle for the Emperor's soul.
The First Four The ideal of restoring the Emperor to the Imperium in mortal form is at the heart of the Inquisition's formation. In the dark days that followed Horus' invasion of Terra and the Emperor's internment in the Golden Throne, the empire he had created was reeling in the aftermath of the civil war and the Emperor's ascension. Four individuals, trusted servants of the Emperor during the building of his galactic empire, gathered together to discuss what was to happen. They were divided in opinion, with two believing that the fledgling Imperium could not survive without the Emperor to directly lead Humanity, while the other two were adamant that the Emperor has ascended to a higher plane and that it was folly to interfere with the course of events as they had unfolded. The two resurrectionists, known only as Promeus and Moriana, left Terra to begin their quest of bringing back the Emperor, while the two that remained acted quickly to establish themselves with the newly formed Senatorum Imperialis. Known to the Primarchs as loyal servants, these two began to lay the plans for the formation of an organization that would combat the efforts of the two dissidents. Thus were the seeds of the Inquisition itself sown. With the backing of the Primarchs, the two first Inquisitors made themselves known to the High Lords and began to recruit likeminded individuals from amongst the adepts and warriors on Terra. Their dream of an organization dedicated to the protection of the Emperor would not be realized in their lifetimes, even extended as they were by arcane technologies, and the Inquisition as it is seen today did not fully come in to existence until the 32nd millennium, by which time the Imperium itself and its many institutions were beginning to grow and spread across the galaxy. Promeus and Moriana were not idle during this time, and in the wake of the news of the Emperor's ascension gathered together a following of their own, particularly amongst those cults and sects that were now appearing on many worlds claiming the deification of the Emperor. At some point Moriana and Promeus split, their goal still the same but Moriana determined to use whatever means necessary to achieve her aim. Fearful that Moriana would unleash unspeakable powers of Chaos to achieve her goal, Promeus created a small army of dedicated followers to combat the menace he believed she posed. These two factions clashed many times until Promeus's disciples prevailed and Moriana disappeared, probably into the Eye of Terror. As the Inquisition grew and its presence was felt further and further from Terra, it came into contact with the
The Rise of Horusianism For nearly a millennia the Promeans continued on their quest, combating threats to the Emperor while seeking a means by which He might be brought back to a mortal body. The research of the Promeans rivaled the greatest libraries of the Imperium, but it was dispersed across the galaxy like pieces of a puzzle scattered over a wilderness. By the 33rd millennium the Inquisition boasted several thousand Inquisitors and hundreds of thousands of agents, but was still little more than individual bands of dedicated men and women pursuing their own goals, with little or no organization amongst themselves. Thus were the seeds of heresy allowed to take root once more. It is not known whether Moriana herself was still alive at this point, unnaturally sustained perhaps by the energies of the Eye of Terror, but her legacy was to make itself felt again. Over a period of several centuries, those Inquisitors that had once claimed to be Promeans began to pursue a new philosophy. Amongst the great number of texts compiled over the millennia by their predecessors was a growing body of information concerning musings on the nature of Horus and his possession by Chaos. Considered by many to be unholy tomes whose secrets were best left forgotten, these texts once more began to be rediscovered and entered circulation and debate. As the resurrectionists took greater note of these works, a splinter philosophy began to form, eventually to be dubbed the Horusians. Unwittingly, they were continuing the work of Moriana, investigating the possibility of using the power of Chaos to restore the Emperor to a mortal form fit for his psychic presence. The nature of their works took them to some of the most uncharted areas of the galaxy, in particular around the Eye of Terror, and unobserved by most they grew in numbers and influence. A few true Promeans still remained, and as they became aware of what was happening they were horrified. Only a handful had ever read the first teachings of Promeus, or had been recruited by Inquisitors that had seen his works, but they immediately recognized the hand of Moriana in the beliefs of the Horusians. Now a dwindling factions, spread across the Imperium, the few Promeans that remained did what they could to thwart the efforts of the Horusians, but there was little they could do and by the end of the 34th millennium the Horusians were a dominant part of the Inquisition agenda. It was a woman named Stalia von Dressen that stood against the tide. She had been inducted to the Inquisition by a man named Lord Phoran, who had in his possession a second generation copy of Promeus' original works. This had been passed from master to apprentice for nearly two and a half thousand years, and the keepers of the book were all dedicated Promeans. Inheriting this mantle, von Dressen was still young and idealistic. Warned by her mentor of the threat posed by the Horusians, von Dressen made it her life's work to combat this menace and see the Horusians' power broken. Abandoning her normal Inquisitorial duties, von Dressen embarked upon a lifetime of
Chapter 1: The Auros Anomaly
HISTORY OF THE THORIANS
Promeans. Several hundred years had passed since the fateful first conclave, and even then the Inquisition, ever a confederacy of individuals rather than a single body, was pursuing several different agendas. The original intent, to prevent the reincarnation of the Emperor, had been diluted over the centuries, and when the Promeans were discovered fighting against an ill-specified Chaos threat, they were brought into the fold. Neither the Inquisitors that contacted the sect nor the Promeans themselves were aware of the irony of their cooperation, and thus the first resurrectionists Inquisition faction was created.
Chapter 1: The Auros Anomaly
travelling, contacting as many of her fellow Inquisitors as was possible. With the Book of Promeus as her guide, she began to recruit to her cause, particularly amongst the oldest and most respected Inquisitors, as well as creating antiHorusian cells in the worlds that she visited. Now well respected amongst the higher circles of the Inquisition, she met Lord Inquisitor Ardlan Baigdan. Between them, they spent two decades on Terra itself and using references and clues from the Book of Promeus they found some of the texts created by the original founders of the Inquisition. Though these were truly ancient and terribly incomplete, the two of them pieced together enough information to show them the original schism between the Inquisition and the Promeans. Aged one hundred and twenty years old, von Dressen reached a harsh decision. For her entire life she had been dedicated to the Promean cause, and now had to search deep in her heart to admit that it had been a fool's errand. It is a testament to her conviction that Horusianism had to be stopped that she destroyed her copy of the Book of Promeus and, with Baigdan, initiated a pogrom of pro-resurrection Inquisitors. By the time she died, aged three hundred and four, this new order was beginning to establish itself and the Horusians were embattled and dwindling. By the start of the 35th millennium, the Inquisition had turned full circle and resurrectionism was once again all but eliminated from the Inquisition's goals.
The Reign of Blood With all but a few Inquisitors having abandoned the resurrectionist agenda, the Inquisition enjoyed a period of relative stability for several hundred years. However, during this time a new threat was emerging that would focus the attention of the Inquisition to external forces menacing the stability of the Imperium. Thus it was that when perhaps the Inquisition was most needed, its eye was focusing on new alien races discovered on the Eastern Fringe and events on Terra were rapidly turning to anarchy. The 361st High Lord of the Administratum, Goge Vandire, used a combination of blackmail, bribery and murder to establish control of the Senatorum Imperialis, including taking the mantle of Ecclesiarch. Using the power of both positions, Vandire set about establishing a galaxy-wide tyranny subservient to his insane demands. A few Inquisitors had tried to warn of the impending catastrophe, but to most of their comrades the seemingly petty machinations of a single High Lord had appeared inconsequential when compared with the threat arising in the Halo Stars. With his Frateris Templars, a corruption of the Imperial Fleet and Imperial Guard, Vandire attempted to impose strict rules of behavior on the populace of the Segmentum Solar and beyond. Deviation in ritual and belief was ruthlessly crushed, while dogma was enforced proclaiming the semi-divinity of Vandire himself. Many that have read of these terrible times have wondered how the Inquisition could have allowed it to happen. To understand this, one must look at two things: an oversight of the importance of the Ministorum and the temporal power it wielded, and a resurgence in proresurrectionism around the world of Dimmamar.
A New Philosophy For the first millennia of the Age of Imperium, certain Inquisitors had become fixated upon the resurrection of the Emperor by restoring or strengthening his crippled mortal body. With the purge initiated by von Dressen and Baigdan, resurrectionism had become an isolated, almost extinct philosophy. However, as the centuries passed, those
Inquisitors that were intrigued by the possibilities of resurrection but wary both of the dangers associated with and the prohibitions placed upon pursuing such an agenda, a different approach was taken. These scattered individuals carried out their works in secret to begin with, wary of antiresurrectionist sentiments throughout the Inquisition However, as the studies of several progressed and they came into contact with one another, a tangential philosophy was born – the Incarnationists. The principles of Incarnationism were simply yet eloquently penned by Theodre the Questioning in the works titled Musings Upon the Will of the Emperor: “The Emperor walks among us. He chooses his vessels to do his work, as he has done so since time began. The rotting carcass maintained in the Golden Throne is not the Emperor, for he travels abroad, tending to his Divine Will, instilling his power into those that have been chosen. But what if the Emperor could be granted a body that does not wither and die, that could be his vessel for all eternity to come? I believe that such a thing is possible, that the Emperor yet waits for his new body to be found or created. In essence, a new Emperor will be created to lead Mankind to its destiny and conquest of the galaxy.” Though the Incarnationists were but a fledgling faction, their numbers included not only several well-placed and highly respected Inquisitor Lords such as Theodre, but also a number of young, dynamic Inquisitors that were keen to be pro-active in an organization that had become increasingly dogmatic as it had grown and become more established. Thus it was that before he came to prominence amongst the rest of the Imperium, Sebastian Thor was well known to several agents of the Inquisition. Ever interested in tales of sainthood and remarkable individuals, a number of Incarnationists were drawn to the world of Dimmamar, even before the rise of Vandire and his Reign of Blood. At a young age, Thor was noted not for his physical size or skill, but for his presence, charisma and oratory ability; talents, some Inquisitors believed, that verged on supernatural. As was usual in such circumstances, Thor was closely observed to detect the taint of Chaos or alien influence or mutation in his remarkable skills, but was found to be resoundingly pure. Totally pure, which in itself raised eyebrows amongst the Incarnationists. The excitement of the Incarnationists was felt by other members of the Inquisition, and so it was that those who were not perturbed by growing stories of ancient pyramids at the galaxy's edge were caught up in the growing interest in Dimmamar. Though few would ever realize it, the rise of Sebastian Thor not only halted Vandire's reign, but was also partly responsible for it being allowed to start.
Acceptance As the Reign of Blood continued and Thor spoke out against Vandire, the Inquisition were content to aid him by shadowy means but otherwise left him be, interested to see whether this potential Divine Vessel would provide some kind of key to them. As evidence of this marked fate grew, such as Thor's astounding ability to generate such great faith in those around him that it could conjure or quell warp storms, the Incarnationists had found themselves a new focus. While before they had looked for all manner of vessels that the Emperor might inhabit, they began to focus on the saintly, human beings that might provide the final answer. They became known as Thorians. With their emphasis on finding a natural human receptacle, close work with the burgeoning Ordo Hereticus
The God Incarnate The Principles of the God Incarnate The Emperor really is a god, His ascension after the fight with Horus is very real. Like the other gods He exists within the Warp and in essence He is the god of Humanity. The one limitation to any god is that to have power over the physical world, they must rely upon mortals to do their work. The Emperor is in fact the greatest example of this – the galaxy spanning Imperium is merely the material instrument of the Emperor. In a similar fashion, the Chaos gods must have Champions, possess worshippers or temporarily create physical manifestations in the form of Daemons. At the bottom line, the Warp is merely a reflection of the material world, and without mortals, none of the gods would exist. All of the existing background points towards the gods, and other Warp entities, craving after the physical universe. However, what if a god could become a physical incarnation? As a man (the Emperor) can become a god, it stands to reason that a god could become a man. This is the idea of the God- Incarnate, the physical vessel for a god in the material world. The idea of the God-Incarnate is that there will be a certain individual (or individuals) who will allow this to happen - a god could invest their power into the mortal body and literally become a living god (commonly known amongst Thorians as Divine Avatars). Without being restricted to the Warp, and therefore restricted to the manipulation of crass, mortal pawns, what power would a god have?
The Implications of the God Incarnate One can imagine that Humanity would be doomed if one of the Divine Avatars were to become the incarnation of a Chaos god. Similarly, the idea of the God-Incarnate is not restricted to Humans - the Eldar are striving to create a new god to defeat Slaanesh, while a God-Incarnate of Gork or Mork would be terrible. However, possibly an even greater threat to the Imperium, and the reason why the GodIncarnate is such a secret that only the Inquisition know of it (not even the High Lords of Terra know) is that it would be possible to reincarnate the Emperor into a living being again. As far as the many of the Inquisition are concerned, the 'second coming' of the Emperor would be a bad thing. This is quite an understandable position really, and springs from uncertainty. If the Emperor were to become a God-Incarnate, what would happen to the Astronomican? What would be Humanity's reaction to having their god walking among them? Would the Imperium be torn apart by war, as believers and unbelievers in the second coming clashed. If the Emperor were in physical form, could He be killed again, and if so would He be destroyed forever, exposing Humanity to the many perils that the Emperor protects them from? Would the Emperor be destroyed if things went wrong, if the Divine Avatar was unsuitable? All in all, many of the Inquisition would rather see the status quo sustained.
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and their own devout policies of daemon-hunting and antipossession rituals, the Thorians were regarded as stoic, proImperial Inquisitors, and thus gained wide acceptance, even if their number was relatively small at first. The Principles of the God Incarnate were written in mid M.40 by Inquisitor Helsten, and were the compiled dissertations of several Thorian Inquisitors from the Tiberias Conclave. Though not widely known amongst even the Inquisition, these principles can be said to be part of the foundation of the Inquisition and its mission. With this knowledge under their control and a great determination to destroy the Emperor's enemies, the Thorians have come to be regarded as one of the most puritanical factions, even though their philosophy was once perhaps the most heretical of all.
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The Inquisition and the Magi It is the real task of the Inquisition to seek out possible Divine Avatars and either kill them, control them or study them according to their personal philosophy. Over ten thousand years they have gathered information about what to look for to indicate a possible Divine Avatar (see Signs and Portents below). Under the cover of rooting out heretics, witches and mutants, some Inquisitors are searching for individuals that show signs of Divine Avatar-like properties. The Magi (the original philosophical descendants of Moriana) are doing the same thing, only rather than wishing to suppress the God-Incarnate they want to bring it about. Some of the Magi may be trying to create a God-Incarnate of the Chaos gods, out of selfish hope to either be the Divine Avatar themselves, or by earning eternal favor of their god for being the most loyal of servants. Others may be trying to reincarnate the Emperor, seeing this as the true way forward for Humanity. So we have the Inquisitors and the Magi both questing after the same thing, but for very different reasons an eternity of secret conflict.
Signs and Portents The myths and legends surrounding the God-Incarnate tell of the coming of the new god amidst great upheaval, strife and war. Just as Revelations lays down the horrors of the second coming, or Ragnarok heralds the end of the world, so too will the God- Incarnate's arrival be proceeded by momentous events. There are many Inquisitors that believe the end of the 41st millennium is just such as time with such tumultuous circumstances - Ghazghkull's biggest Waaagh! the multiple hive fleets attacking the Imperium, the reawakening of the Necrontyr, and a growing Adeptus Mechanicus schism - all indications of growing turmoil and strife. Similarly, there are indicators that point towards who the Divine Avatar/s will be; shrouded in myths and legends as you'd expect, some of them as simple as 'Ten ways to recognize the Divine Avatar': “He shall have a great doom upon his brow, he shall be a witch of great power, he shall be altered in the physical form, he shall be able to talk and walk with the animals” Nobody knows all of the signs, and part of the reason for the Inquisition hunting down all the psykers, aliens and mutants they can is to study them, to find out what they can about these individuals so that they might better understand the type of person who would become a Divine Avatar.
The Omnissiads There is a movement within the Mechanicus not unlike that of the Inquisitorial Thorians. Theirs is a philosophy considered highly dangerous by their brethren, a philosophy in which the summoning of either the Omnissiah (the Mechanicus' term for the Emperor), or the Machine God himself into a pre-built, or extensively modified, Avatar, is greatly desired so that he might lead the Tech Priests on to the end of their Quest for Knowledge. Though the majority of this faction may be united in purpose, these members of the Mechanicus differ greatly in method. Some may seek out the most able of their mindscrubbed servitors, so that they may create a host of both flesh and metal for their Machine God. There are Genetors that grow monstrous creatures, that they consider absolute organic perfection, in great bio-vats, or even darker, those that may pursue an entirely mechanical construct, touching
upon the dark and forbidden arts of Abominable Intelligence. To the Adeptus Mechanicus, this is on par with the soliciting of daemonic entities so reviled by Inquisitors of a Puritan (or sane) state of mind. Unsurprisingly, this particular tenet results in its adherents maintaining and fostering close relationships with other likeminded philosophies, such as the aforementioned Thorians, Horusians, and other Resurrectionist Cults that may provide assistance in the great endeavor to make the Machine God walk amongst his followers. It is for this reason that the Inquisition knows so much about the Omnissiads and has formed numerous secretive pacts with the Mechanicus in the name of eradicating the heretical sentiment of summoning Deities. To the Omnissiads it is clear that the hour of His return is at hand. The xeno-heresies of the Necrontyr have revealed themselves so that they may be righteously smote, the unbelievers of the Forge World Gryphonne IV have been judged unworthy and purged, and numerous Dark Mechanicus traitors slain or captured in the recent assault upon Cadia.
During the mid-36th millennium, Magos Ephraemi Grattardrak Forgeworld Nürn penned the infamous Omni Rescriptus, a codex detailing his pursuits in the creation of the 'Omnissiad Alpha and Omega'. The Omni Rescriptus was not published in Grattardrak's lifetime and was discovered post-mortem after its author had been declared Excommunicate Mechanicum and summarily executed. Similar to the concepts of the 'God-Incarnate' of the Thorian faction, the Omni Rescriptus purposes the theory of a divine convergence required before the Omnissiah can manifest into the materium and present himself to his faithful followers. The first part of this is simple - the knowledge and consciousness of the Omnissiah himself, while the second is the Corpus Machina, the host to receive it. The theorems presented within the codex take the traditional dogma of the Mechanicum liberally. Grattardrak's codex became heretical when he espoused the nature of the Emperor - the Omnissiad Alpha, or All-Knowledge, current corporeal form should be terminated and his spiritual essence transferred to a more suitable and long lasting host so that the Omnissiah could be freed from the weakness of mortal flesh. By the 41st millennium, there are only 209 leaves of the codex surviving.
Grattardrak's Folly Magos Grattardrak became ever more obsessed with his theorems that it became an inevitable conclusion that he would put them to the test. In order to do so, Ephraemi constructed a massive auger array system. While preparing to activate summoning algorithms to produce an Abominable Intelligent super-computer, the Magos drained the power of his entire Forge World in order to power his arcane devices. Insane enough at the best of times, Grattardrak's timing couldn't have been worse - the sudden loss of power brought the swift attention of the Fabricator-General. Shortly after an investigation, Grattardrak was stripped of his bionics and repurposed for duty after being declared Heretek. Due to politicking of the time, the Magos' works were not destroyed in the process but instead stored in the Inquisitorial Grand Librarum of Olynthia III on behest of a Thorian present at the time. The Ephraemi Omni Rescriptus was collected with several other techno-heretical doctrines and preserved as the Four Unbinaric Codices.
The Omnissiad Omega The Machine God The Machine God (also known as the Omnissiah or Deus Mechanicus) is the theological entity worshipped by the Tech-priests and other servants of the Adeptus Mechanicus as the embodiment and bestower of all knowledge and technology in the universe. For many in the Imperium of Man, this belief conflicts with the orthodox theology of the Imperial Cult where the only God of humanity is the Emperor of Mankind. But since the Adeptus Mechanicus is vital to the survival of the Imperium, conflict over this issue is often avoided by the Mechanicus' willing conflation of the Machine God's avatar in the physical world, the Omnissiah, with the Emperor himself. This compromise truly satisfies neither believers in the Cult Mechanicus or the Imperial Cult, but it keeps the peace between the two faiths and the Imperium functioning.
The Principles of the Omnissiad Omega The Emperor is not the Omnissiah. Not yet, at least. When the Emperor presented himself to humanity, it was as a partial avatar of the Omnissiah - weakened by the mortal frame he was cursed with. The Omega - the body, the host, the Holy Corpus Machina, has yet to be built. Until the faithful can piece together this divine host, the Omnissiah shall be bound in perpetual limbo. Adherents to this belief point to the recent failings of the Golden Throne on Terra as a portent. The Omnissiah cannot wait for Man. The Omega must be completed, or the Adeptus Mechanicus will forever be denied their savior. The Quest for Knowledge will grind to a halt and recession will seal the fate of both the Imperium and the Mechanicus irrevocably. Whether Puritan or Radical, Adept or Heretek, the fundamental premise of the Omega theorem would be considered extremely heretical were it to be discovered by the Holy Ordos. In all variables, in all theoretical designs, the birth of the Omnissiah begins with the death of the Emperor. This very act would send ripples of destruction throughout the Imperium were it ever to be enacted - bringing harm to countless organizations with the Adeptus Astronomican and the Adeptus Ministorum falling into complete anarchy.
Chapter 1: The Auros Anomaly
Codex Ephraemi Omni Rescriptus
Chapter 1: The Auros Anomaly
The Omnissiad Pragmentums The Omnissiad Pragmentums, also known as adherents of the Order of the Iron Messiah, is a secret society within the Holy Ordos, formed at some point prior to the 39th Millennium. Their way of life—regarded with hostility by the mainstream conservative Inquisition—was inspired by the history and teachings of the Cult Mechanicus rather than the Imperial Creed . Three hundred years after the disappearance of Magos Ephraemi Grattardrak, a cult known as the Pragmentums was formed out of admiration for his philosophy and accomplishments. The cult was composed of secret members from within the society of the Inquisition. At the time, it was known only to a few inquisitive outsiders and its own members who numbered several hundred strong. Some
Pragmentums devoted their entire lives to the teachings of the cult where they existed outside the mainstream society of the Inquisition; others studied and met in secret in order to maintain their ordinary appearances. Idolizing the Emperor as the greatest of all teachers, the Pragmentums sought to emulate him as his aspect as Omnissiah. While basing their teachings on the Ephraemi Omni Rescriptus, adherents to the Pragmentum faction also strongly believe in the Imperial Truth - a long proscribed doctrine that few know originated in the earliest days of the crusades by the God-Emperor himself. The Inquisition views the Omnissiad Pragmentums with contempt for mixing Imperial Creed and Cult Mechanicus teachings. Hence, one of their goals is to root out and destroy the secretive organization before its teachings can spread even further throughout the Imperium.
Dramatis Personae The Principals
• The Masses
• Servitors
• The Bestial
• The Daemonic
• The Protagonists
Chapter 2: Dramatis Personae
The Principals The Principals details and describes NPCs that play an important role in the plot of The Thorian Throne. As such, they are each detailed individually. The people and creatures in The Masses do not receive such individual attention.
Inquisitor Eram Arcturus A radical extremist of the Omnissiad Pragmentum faction of the Inquisition and bio-chauvinist with a remarkable mind even by the scrupulous standards of the Mechanicus, Eram Arcturus was spared from bio-harvesting and exiled from Forgeworld Nürn by those who were loath to lose his brilliance in the hopes banishment would erase the frailties of flesh. Instead, the techno-heresies committed by the dual esteemed and cursed Eram Arcturus grew to nearlegend before he was claimed by the Inquisition as an acolyte, and some say inevitably, to the position of Inquisitor himself.
Eram Arcturus WS 62
BS 45
S 46
T 48
Movement: 5/10/15/30
Ag 56
Int 61
Per 55
WP 63
Fel 38
Wounds: 30
Skills: Awareness +20, Charm +20, Command +20, Logic +20, Tech-Use+20, Common Lore (Ecclesiarchy, Imperial Creed, Imperium, Mechanicum, Underworld) +10, Deceive +20, Dodge +20, Disguise +20, Forbidden Lore (Daemonology, Heresy, Archeotech, Mutants, Ecclesiarchy, Navigators, Warp) +20, Forbidden Lore (Inquisition, Heresy) +20, Scrutiny, +20, Secret Signs (Occult) +10, Medicae+20, Secret Tongue (Pragmentum Techna-Lingua), Speak Language (High Gothic, Low Gothic) Talents: Air of Authority, Ambidextrous, Assassin Strike, Binary Chatter, Blademaster, Blind Fighting, Catfall, Chem Geld, Combat Formation, Crippling Strike, Dark Soul, Deadeye Shot, Die Hard, Disarm, Energy Cache, Mechanicus Implants, Ferric Lure, Ferric Summons, Foresight, Infused Knowledge, Into the Jaws of Hell, Last Man Standing, Luminen Blast, Luminen Charge, Luminen Shock, Maglev Transcendence, Master Chirurgeon, Master Orator, Master Enginseer, Meditation, Consumed by Spite, Exotic Weapon Training (Varied), Fearless, Master Orator, Talented (Forbidden Lore), Talented (Tech-Use), Talented (Logic), Melee Weapon Training (Power, Primitive), Pistol Training (Las, SP), Resistance (Psychic), Strong Minded, Logis Prophesying, Leap Up Armor: Carapace chest plate and greaves with mesh woven vambraces (Arms 3, Body 6, Legs 5). Refractor Field Weapons: Power Blade (1d0+6† E; Pen 6; Power Field). † Includes Strength Bonus Gear: Auger Array, Calculus Logi, Cortex Implant, Cranial Armor, Subskin Armor, Synthetic Muscle Grafts, Immateria Ward
Lord Antigonus Balorodin An esteemed Inquisitor of the Thorian Faction and former pupil to the great Tawb-Shiba, Antigonus Balorodin is best known within the circles of the Inquisition as the Expulgator of Thoth Prime. Antigonus' work was diligent but unremarkable for several decades. He uncovered and destroyed a Genestealer cult on Thrand's Landing, which brought Antigonus into contact with two Inquisitors of the Ordo Malleus. For the next seven years Antigonus was initiated into the workings of the Ordo, during which his studies and investigations into the nature of the Divine Avatar were suspended. It was after this period that Antigonus was drawn to Thoth Prime to combat the growing Eldar threat on the mining world. The details of the Expulgation of Thoth Prime are told elsewhere, but of importance is Antigonus' creation of the Soulwatcher helm. Using a mix of Eldar and Imperial technology, the Soulwatcher helm allows Antigonus to look at the psychic aura of any living creature, or so he believes. With the aid of the Soulwatcher helm, Antigonus has moved from success to success. Able to look into the soul of those he speaks to, Antigonus can detect lies and half truths with unerring accuracy and detect motive and emotion. He has become expert at rooting out the truth, and in particular
Lord Antigonus Balorodin WS 35
BS 65
S 43
T 48
Movement: 4/8/12/24
Ag 42
Int 56
Per 55
WP 34
Fel 35
Wounds: 17
Skills: Psyniscience+20, Tech-Use, Scholastic Lore (Cryptology, Judgment), Logic+20, Intimidate+20, Common Lore (Imperium, The Imperial Guard, Nobility), Interrogation +10, Inquiry, Forbidden Lore (Archeotech, Xenos, Mutants, The Inquisition, Pirates, Psykers, The Warp)+10, Drive, Dodge, Demolition, Evaluate, Awareness+20, Acrobatics+10, Silent Move, Talents: Air of Authority, Talented (Psyniscience), Talented (Logic), Dual Shot, Two-Weapon Wielder, Duty Unto Death, Fearless, Disturbing Voice, Crack Shot, Catfall, Blind Fighting, Combat Formation, Combat Sense, Foresight, Gunslinger, Light Sleeper, Orthoproxy, Paranoia, Polyglot, Sharpshooter, Dead-Eye Shot, Sprint, Takedown, Step Aside Psychic Powers: Dominate, Compel, Mind Scan, Terrify, See Me Not! Armor: Enforcer Light Carapace Armor (All 5), Soulwatcher Helm (4 Head) Weapons: Shuriken Pistol (1d10+4 R, Pen 4, Clip 40 , Rld 2 Full, Reliable, S/3/5), Bolt Pistol )1d10+5 X, Pen Clip 8, Rld Full, Tearing, S/2/-) Gear: Soulwatcher Helm, The Sacred Writ, Master-Crafted Bolt Pistol, Shuriken Pistol, Shock Glove, Data-slate, Two Frag Grenades, Two Krak Grenades, MIU Implant Soulwatcher Helm: This provides four points of protection to the head, and includes an aura-scrye and psi-tracker. The helmet, due to its mysterious nature, grants Balorodin a Psi-Rating of 3 and grants him Wytch-Sight. The Sacred Writ: This device is attached to Balorodin's back and, connected by an MIU, automatically records his
observations of his subjects. This allows him to predict his enemies actions accordingly should he meet them again. Should Balorodin face an enemy for a second or subsequent time, he may perform a Logic Test as a free action consulting his notes from the Sacred Writ. This grants Balorodin a Dodge test with an Unnatural Agility bonus each round he passes the Logic Test. (The Dodge is still rolled for, however
Chapter 2: Dramatis Personae
for uncovering cults and plots long before they would normally come to the attention of the Inquisition. He can also spot Psykers and latent psykers at a glance, and has on occasion worked closely with the Black Ships of the Inquisition. To Antigonus, the Soulwatcher helm allows him to see the purity of others. The Soulwatcher helm has not come without a price though. It has divorced Antigonus from Humanity, reducing men, women and children to little more than flickering, weak soul-fires. He increasingly views things as abstract, intellectual problems, removed from suffering and consequences. Inquisitors that have known Antigonus for many years express growing doubt at his worryingly erratic behavior. He has, it is claimed by some, an aversion of mirrors, borne about by his inability to look at himself. He has become quick to judge, relying more and more on the Soulwatcher helm and less on the traditional methods of the Inquisition. This has brought into doubt the veracity of some of his investigations, although to date there is no hard evidence that Antigonus has been made any errors or proceeded without cause.
Chapter 2: Dramatis Personae
Fatima Al'Sif Known as the Heletrix Bride or Angel of Aelys, Fatima appeared from the outskirts of the deserts to Hive Eire.Remarkable by surviving the harsh desert environs without provisions, she quickly became popular with the lower class citizens.
Fatima Al'Sif WS 25
BS 35
S 28
T 32
Movement: 3/6/9/18
Ag 35
Int 40
Per 37
WP 75
Fel 26
Wounds: 4
Mastered Skills: Warp Lore Mastery. Skills: Awareness +20, Common Lore (Imperium), Forbidden Lore (Cults, Mutants, Psykers, Warp) +10, Intimidate +10 Search, Scrutiny. Paragon Talents: Heightened Reactions, Mental Aegis Talents: Corpus Conversion, Dark Soul, Disturbing Voice, Favored by the Warp, Fearless, Hatred (Mechanicus, Black Ships, Inquisition), Jaded, Psy Rating 14, Touched by the Fates (4), Peer (Ecclesiarchy, Heretics), Good Reputation (Ecclesiarchy, Aelys Sector), Enemy (Ecclesiarchy, Black Ships, Inquisition). Weapons: None Armor: Armored Greatcoat (Torso 4, Arms 2, Legs 2) Alpha-level psyker: Fatima knows all minor psychic powers, all major Biomantic, Telepathic, and Divination powers, Compel, Dominate, Mind Scan, Psychic Shriek, Telepathy, all three abilities of the Primaris Psychokinesis, Temporal Manipulation, and Will Unleashed Fatima’s Psy Rating is 14, and possesses the Unnatural Willpower (x2) Trait. Immortal: Anytime Fatima dies, she will be revived at the end of the round equal to how many excessive wounds she has suffered, and regaining a wound every other turn.
Inquisitor Vincenzo Borgia Inquisitor Vincenzo Borgia is a name well known is certain parts of the Inquisition. He is a consummate diplomat and notorious backroom dealer within Inquisitorial politics. Few would have ever guessed that the 10th child of a Rogue Trader dynasty would ever have amounted to much, but he has proven detractors wrong against and again. House Borgia earns most of its wealth through its endeavors as Rogue Traders but there is only ever one head of the family. Carlo Borgia, Vincenzo's father and the reigning patriarch, has sired ten sons in the desire to weed out the weakness and ensure that one of them was worthy of inheriting the family's power. Vincenzo had little interest in inheriting that sort of burden, more so he was interested in the Imperial Creed. Seeing that his son would likely never maneuver to take power, Carlo sent him off to join the Ecclesiarchy. It would be many years of learning and acting as priest to houses of nobility due to Vincenzo's own noble blood which apparently made him worthy of taking the confessions of nobility. Deep down, Vincenzo found a deep loathing for many of the spoiled and selfish nobles and it one particular family he was serving under in the Cadian Sector that drew his ire. They were the ruling house of a mining world, meaning they controlled the world. He would soon come to find the family were truly vile heretics, worshiping one of the dark powers. Distressed by this, Vincenzo went out onto the mining world and rallied the workers against the governor. The pious miners, already downtrodden by harsh leadership rose up behind the priest. The incident would become known as the Faith Insurrection and almost earned Vincenzo a burning at
Vincenzo Borgia WS 41
BS 44
S 31
T 42
Movement: 3/6/9/18 Fate: 4
Ag 42
Int 40
Per 40
WP 64
Fel 55
Wounds: 17
Skills: Literacy, Speak Language (High Gothic, Low Gothic), Common Lore (Imperial Creed), Trade (Copyist, Valet), Command +20, Deceive +20, Charm +20, Dodge+20, Interrogation +20, Inquiry +20, Awareness +20, Logic +20, Carouse +20. Barter +20, Scholastic Lore (Legend) +20. Scholastic Lore (Occult) +20, Forbidden Lore (Heresy) +20, Forbidden Lore (Daemonology) +10, Common Lore (Imperium) +20, Disguise, Tech-use, Common Lore (Aelys Sector), Scholastic Lore (Amalathian Creed), Forbidden Lore (Starchild Cult), Forbidden Lore (Warp) +10, Invocation +10, Psyniscience +10 Skill Mastery: Tech Lore Mastery, Charismatic Mastery, Shadow Craft Mastery, Investigation Mastery, Cytological Mastery, Forbidden Lore Mastery, Warp Lore Mastery, Common Lore Mastery, Scholastic Lore Mastery Traits: Etiquette, Supremely Connected, Vendetta, Wealth, Indomitable Will of the Inquisition, Purity is the Only Defense, Sin-Scarred, Unnatural Willpower (x2)
Talents: Peer (Nobility, Ecclesiarchy, Middle Classes, Workers, Adeptus Arbites, Administratum, Military, Government, Inquisition), Melee Weapon Training (Primitive, Power), Pistol Weapon Training (SP, Bolt), Thrown Weapon Training (Primitive), Quick Draw, Rapid Reload, Decadence, Unshakeable Faith, Blademaster, Combat Master, Disarm, Wall of Steel, Orthoproxy, Master Orator, Air of Authority, Resistance (Psychic Powers), Strong Minded, Acolyte Network, Ambidextrous, Two Weapon Wielder (Melee), Sure Strike, Swift Attack, Lightning Attack, Resistance (Fear), Two Weapon Wielder (Ballistic), Gunslinger, Dual Shot, Independent Targeting, Deadeye Shot, Sharpshooter, Mental Fortress, Mental Aegis, Armor of Contempt, Dark Soul, Hatred (Heretics, Daemons), Iron Discipline, Into the Jaws of Hell, Heroic Leadership, Sorcerer, Master Sorcerer, Shadow Lord, Favored by the Warp, Sublime Arts, Renowned Warrior, Conciliator, Peerless Marksman, Indomitable Fortitude, Worthy of the Aelys Elite, Soul of Stone, Committed Xanthite, Ear of the Lord Sector, Lord of Domains, Rival (Thorians), Denouncer Gear: Aquila Necklace, Ecclesiarchy Robes (Good Quality), Charm (skull), Backpack, Bolt Pistol (Best Quality), Power Sword (Common Quality), Inquisitorial Rosette, Digi-melta, Micro-bead, Multi-key, Stummers, Auto-quill, Xeno Mesh (Best Quality), Best-Quality Rosarius, Inquisitorial Robes (Best Quality), Data-slate, Excruciator Kit, Photo-contacts (Good Quality), Auspex, Disguise Kit Major Arcana: Exsanguine, Flaming Word, Leach Life, Create Door, Push, Force Bolt, Force Blade, Mind Scan, Terrify, Seal Wounds, Regenerate, Dowsing, Holocaust Minor Arcana: Spasm, Precognition, Healer, Staunch Bleeding, Touch of Madness, Unnatural Aim, Resist Possession, Call Item, Inflict Pain, Sense Presence
Chapter 2: Dramatis Personae
the pyre until they found why he had done it. The Inquisitorial investigation uncovered the horrifying truth that the ruling family were devout worshipers of Slaanesh. More so they were linked to a sector-wide Pleasure Cult. Unable to ignore this or the fact that the cleric was the only one to notice, an Amalathian Inquisitor took him as an acolyte. While in service to the Inquisition, Vincenzo distinguished himself as a champion of the Amalathian creed. More so he was responsible for the confession of Arch-Heretic Granthul Slake, the original architect of the uncovered pleasure cult. Vincenzo grew in prominence for his skills at manipulation and working within the system to get what he desired. During a fateful encounter with the remnants of that Pleasure Cult, Vincenzo's master fell. Knowing he could not allow this investigation to fall apart now, Vincenzo assumed his master's identity until the enemy was extinguished and put to the pyre once and for all. Afterwards he turned himself over to the Inquisition for judgment on his actions. Much to Vincenzo's surprise and the protests of several enemies he'd made within the Inquisition, it was decided to elevated him to actual Inquisitorial Status. However, he would be put through a ritual trial to ensure his devotion to the cause. When Vincenzo emerged from that, he was a different man. Many of the qualities his father had hoped he would show in competing for control of House Borgia now surfaced as he adapted to the workings of the Inquisition. He desires the power and reach to help keep the Imperium working as it should and has made a name for himself as a diplomat and conciliator between groups.
Chapter 2: Dramatis Personae
Inquisitress Jena Orechiel Inquisitors come from all works of life, from humble agri-workers’ sons to highborn noble’s daughters. If they show potential and pass the arduous trials that test their purity of soul and resistance to temptation then they may well be taken into the Inquisition as an acolyte. In this respect it is true to say that the Inquisition is an equal opportunities employer! This was the case when the young daughter of an estranged planetary governor was enrolled at the Schola Progenium of Ophilla. Most young girls that enter into the care of the Ecclesiarchy are destined to serve in the sisterhood of one of the many orders and young Jena was no different. However, Jena had a fiery spirit who seemed to have a natural affliction for authority. She was constantly caught outside her boarding's after curfew and generally misbehaving. This in itself was nothing out of the ordinary, after all many Progena are equally disruptive, especially when they have recently arrived at the Schola. This rebellious behavior is usually beaten out of the troublemakers by the Drill Abbots. Jena was different, her stubbornness and fierce convictions would not allow her to succumb to the Drill Abbots demands to conform. One Drill Abbot, Belphus Meere, a retired Mordian Sergeant, took particular interest in young Jena. Belphus made it his personal mission to supplicate the noble’s daughter. The Drill Abbot set constant ordeals for Jena to overcome whether it was all night runs to counting grains of salt. Still Jena refused bend to his will in fact the harder and more demanding the tasks the more determined she became. Over time the conflict between the young noble’s daughter and the Drill Abbot started to foster a mutual and grudging respect. Long after Jena should have been handed over to the Sisterhood she remained at the Schola Progenium deemed as ‘unprepared’. It was this extended stay along with a recommendation from Belphus Meere that lead to the Head Abbot to call upon the Inquisition to see if Jena was worthy to be recruited into the most holy of the Imperium’s organizations. The hooded representative that came to evaluate Jena agreed with Belphus Meere’s assessment that Jena’s steadfast determination and unfloundering drive to succeed were worthy traits of a potential Inquisitor. However, Jena was far from ready to take on the mantle – youth and pride being two obstacles she had yet to conquer. Still the meeting with the hooded man had had a calming effect on Jena. She began to trust and accept the teachings of the Schola and even started to forge a strong friendship with her once nemesis, Belphus. Jena launched herself into her studies with the same determination she had used to fight against the staff of the Schola. She spent many hours in the Sanctus Librarium studying texts banned to most other students taking particular interest in anything recorded on Xenos creatures and artifacts. When Jena reached a mature enough age she was whisked away for induction into the Inquisition, her fascination with aliens predictably leading her to Ordo Xenos where she served as an acolyte in Inquisitor Dargasto’s retinue. Dargasto shared many of Jena’s traits of
determination and a fascination of alien species and cultures, being a venerable Inquisitor these qualities were tempered with age and experience – something Jena was yet to gain. After spending years in her mentor’s warband Inquisitor Dargasto’s life was tragically ended in a fire fight between a Magos and his entourage of Tech-Priests, both groups were searching for an alien device that may have pointed to the reawakening of an ancient alien race known as the C’tan. With the death of her master Jena took on the mantle to become a fully instated Inquisitor. She vowed to continue her mentor’s crusade to discover all she could on the reawakening of the C’tan. As well as her Inquisitorial seal,
profession. She always gains an additional +15 modifier when attempting to charm or command men and a +5 when attempting to charm women.
Inquisitress Jena Orechiel WS 35
BS 35
S 35
T 35
Ag 52
Movement: 3/6/9/18 Fate: 2
Int 50
Per 45
WP 40
Fel 65
Wounds: 18
Skills: Athletics, Awareness+10, Command+20, Common Lore (War, Imperium, Ecclesiarchy, Nobility), Dodge+20, Interrogation+20, Linguistics, Parry+20, Inquiry+20, Deceive+20, Charm +20, Scrutiny+10 Skill Masteries: Scholastic Lore Mastery, Forbidden Lore Mastery Talents: Air of Authority, Crippling Strike, Crushing Blow, Iron Discipline, Into the jaws of Hell, Lightning Attack, Nerves of Steel, Swift Attack, True Grit, Talented (Charm), Talented (Inquiry), Talented (Command), Talented (Forbidden Lore), Talented (Deceive) Weapons: Shuriken Pistol (1d10+4 R, Pen 4, Clip 40 , Rld 2 Full, Reliable, S/3/5) Armor: Concealed Mesh (5 all) Gear: 2 Shuriken Pistol clips, Conversion Field, Concealed Mesh Armor Alluring: Seductive and beautiful, Jena Orechiel has learned to use her natural gifts as yet another tool in her
Rogue Trader Demetri Papadopoulos For five notorious years, the rogue trader Demetri Papadopoulos terrorized Imperial space as the captain of the Haven's Dawn. Known for his sharp temper and sharper flying skills, Papadopoulos was one of the few traders recognized as a true potential threat to Segmentum stability. His piracy career was cut short by a strange mutiny, however, and he was abandoned to the Imperials who had been hunting him since he’d raided a ship carrying valuable artifacts. Barely evading detention and judgment, Demetri turned to the Cold Trade to rebuild his power base . He has been meticulously hunting and killing the mutineers who betrayed him ever since.
Chapter 2: Dramatis Personae
Lady Inquisitor Orechiel also inherited Dargasto’s considerable wealth and Warband, which consisted of an ageing Astropath and a primitive alien warrior called a Kroot. One of her first acts as an Inquisitor was to re-visit the Schola Progenium and sequester her old friend, the Drill Abbot, Belphus Meere into her retinue. In the decades that followed Inquisitor Lady Jena Orechiel performed her duty; hunting down heretics, daemons and alien infestations, garnering a good reputation amongst her peers within the Inquisition. However, not all of her fellow Inquisitors agreed with her often-outlandish methods. Her blatant use of xenos weapons and technology had been frowned upon by the more conservative members of the Ordo as was the use of aliens in her retinue, it was even rumored she had, on occasion, cavorted with the enigmatic Eldar – even having one in her service at one point. This in turn has sometimes lead her into conflict with the more puritan thinking factions within the Inquisition. To keep her enemies – those within the Inquisition as well as outside it – off track, Inquisitor Jena Orechiel has often changed her name, using a variety of aristocratic aliases allowing her to move freely through the circles of bluebloods in the Imperium, often the very people who court the attention of the Inquisition. These have occasionally been more than fleeting social relationships. Jena is beautiful woman, an advantage she has used in the past to gain her objectives.
Chapter 2: Dramatis Personae
Talents: Air of Authority, Basic Weapon Training (Las, Bolt, SP), Decadence, Jaded, Melee Weapon Training (Universal), Nerves of Steel, Pistol Training (Bolt, Las, SP), Resistance (fear), Peer (Rogue Traders, Criminal), Swift Attack.
Rogue Trader Demetri Papadopoulos WS 45
BS 41
S 38
T 42
Ag 40
Movement: 4/8/12/24 Profit Factor: 42
Int 37
Per 38
WP 45
Fel 56
Armor: Light carapace (arms 4, body 4, legs 3)
Wounds: 20
Weapons: Bolt pistol with red-dot laser sight (30m, S/2/-, 1d10+5 X, Pen 4, Clip 8, Rld Full, Tearing), BestCraftsmanship mono-sword (1d10+4 R, Pen 2, Balanced).
Skills: Awareness+10, Barter. Charm, Commerce +10, Command +10, Common Lore (Imperium, Merchant), Dodge, Evaluate +!0, Forbidden Lore (Xenos), Inquiry +10, Navigation (Stellar)+10, Pilot (Space Craft), Tech-Use, Trade (Trader), Scrutiny +10, Speak Language (High Gothic, Low Gothic, Trader's Cant).
Gear: Captain's finery, 4 bolt-pistol clips, Personal Vox, signet ring, respirator.
Traits: Touched by the Fates (2) Talents: Air of Authority, Basic Weapon Training (Universal), Blademaster, Dual Strike, Iron Discipline, Jaded, Lightning Attack, Master and Commander, Melee Weapon Training (Universal), Nerves of Steel, Pistol Training (Bolt, Las, SP), Resistance (Fear), Peer (Nobility), Renowned Warrant, Swift Attack, Two-Weapon Wielder (Melee) Armor: Mesh-lined finery (arms 3, body 4, legs 3). Weapons: Bolt pistol (30m; S/2/-' 1d10+5 X; pen 4; clip 8, reload full, tearing), 2 power swords (1d10+8 R; pen 5 ; power field, balanced). Gear: 2 bolt-pistol clips
Rogue Trader Felicia Ariss Felicia Ariss was born on the Sanguis Blade in Imperial Space. Her family is an austere and proud one, whose members have served the Imperium with distinction for generations -- as she herself points out, "It is an important family tradition."
Rogue Trader Felicia Ariss WS 48
BS 42
S 30
T 40
Movement: 3/6/9/18 Profit Factor: 45
Ag 35
Int 38
Per 37
WP 45
Fel 41
Wounds: 22
Skills: Awareness, Barter, Charm+20, Commerce+10, Command+20, Common Lore (Imperium, Void, Imperial Navy, War), Deceive+20, Dodge +10, Intimidate, Interrogation+10, Inquiry, Navigation (Stellar) 10, Speak Language (High Gothic, Low Gothic)+10. Traits: Touched by the Fates (2), Writ of Authority .
†Includes Strength Bonus. Gear: 4 spare overcharge clips for laspistols, master command key for the Ebon Watch, key to the ship’s vault, 30 Thrones.
Tal Popkov Little known outside the Aelys sub-sector, Tal Popkov is a smuggler of some minor talent with connections with the Forge Felons cartel. Hereticus Minoris.
Smuggler Tal Popkov WS 37
BS 40
S 36
T 35
Movement: 3/6/9/18
Ag 34
Int 35
Per 36
WP 42
Fel 30
Wounds: 15
Skills: Awareness, Carouse, Ciphers (War Cant) (Int), Climb (S), Command +10, Common Lore (Imperial Guard, Imperium, Tech), Deceive, Dodge (Ag), Drive (Ground Vehicle), Gamble, Inquiry, Intimidate, Navigation (Ground), Pilot (Civilian Craft) +10, Secret Tongue (Military), Speak Language (Low Gothic), Survival, Tech Use, Trade (Merchant, Officer). Talents: Basic Weapon Training (Las, SP), Jaded, Melee Weapon Training (Primitive), Nerves of Steel, Pistol Training (Las, SP), Quick Draw, Rapid Reload, Swift Attack, Peer (Underworld, Criminal), Dual Wielder (Ballistic). Armor: Reinforced coveralls with flak paneling (Body 3, Arms 2, Legs 2).
Pilgrim Sera Ceristas A pilgrim of note travelling from a convent world onward to Holy Terra.
Pilgrim Sera Ceristas WS 31
BS 35
S 30
T 40
Movement: 4/8/12/24
Ag 43
Int 59
Per 34
WP 72
Fel 65
Wounds: 15
Skills: Literacy, Speak Language (High Gothic, Low Gothic), Common Lore (Ecclesiarchy, Imperial Creed, Imperial Guard), Performer (Singer) +10, Medicae +10, Charm +20, Awareness +20, Chem Use +20, Scholastic Lore (Chymistry) +10, Trade (Apothecary), Inquiry, Trade (Copyist), Dodge, Scrutiny, Deceive +10, Tech Use +20, Command +10, Interrogation +10, Command +20, Concealment Talents: Pistol Weapon Training (SP, Bolt, Flame), Peer (Imperial Guard, Ecclesiarchy, Nobility, Adepta Sororitas, Pilgrims, Workers, Military), Pure Faith, Divine Ministration, Talented (Medicae), Master Chirurgeon, Miraculous Recovery, Resistance (Fear, Psychic Powers), Pious
Chapter 2: Dramatis Personae
Weapons: Mono knife (3m; 1d5+3† R; Pen 2), Two heavy Laspistols with overcharge pack (30m; S/2/–; 1d10+4 E; Pen 0; Clip 15; Full).
Chapter 2: Dramatis Personae
Observation, Master Orator, Grace, Conciliator, Voice of the Masses, Wrath of the Righteous Armor: Simple Robes Weapons: None. Gear: Simple Robes, Ecclesiarchal Trappings.
Severus Gruuber Veteran of a hundred battlefields, Sergeant Severus Gruuber retired to Auros-II after his tenure in the Imperial Guard and now serves as a color sergeant for the local planetary defense force. While highly sought by ranking members of the Ecclesiarchal representatives on world to pursue a career as a Drill-Abbot, Severus Gruuber has turned down each request in favor of enjoying the light duties of his current station.
Sergeant Severus Gruuber WS 47
BS 43
S 59
T 53
Movement: 4/8/12/24 Profit Factor: 42
Ag 38
Int 32
Per 38
WP 35
Fel 34
Wounds: 20
Skills: Awareness, Common Lore (Imperium, War, Imperial Creed +10, Imperial Guard, Dodge +20, Interrogation, Speak Language (Low Gothic) (INT), Common Lore (Imperium), Pilot (Military Craft) +20, Demolitions +20, Navigation (Surface) +10, Intimidate, Survival +20, Command, Drive Ground Vehicle +20 Talents: Basic Weapon Training (Las, SP, Bolt, Flame, Melta, Plasma, Launcher), Melee Weapon Training (Primitive, Power), Heavy Weapon Training (SP, Bolt, Las, Launcher, Melta, Plasma, Pistol Weapon Training (Las, SP), Nerves of Steel, Rapid Reload, Resistance (Fear), Bulging Biceps, Swift Attack, Lightning Attack, Blade Master Combat Master, Hardy Gear: Re-breather, Auspex, Data-slate, Comm-Bead, three Frag Grenades, two Krak Grenades.
Deacon Onatus Administratively punctual, Deacon Onatus is more noted for his righteous zeal to which he places the unfaithful to the pyre. Considered by the local Redemptionists to be of pure faith, Onatus straddles the fine line between his responsibilities to the Creed Temporal and enacting a holy crusade on his own behest. The deacon has not been warmly welcomed since his arrival to Auros-II fully three years ago. Due to the local variations in faith, his hard stance and ultra-puritan views have mixed poorly with the native clergymen. As a result, most consider Deacon Onatus to be a blood thirsty and vengeful man who will never be sated.
Armor: Best-Quality Storm trooper Carapace (All 6), Armored Great Coat (+2 AP to body). Weapons: Best-Quality Hellgun with red-Dot Sight (20m, S/2/-, 1d10+4 E, Pen 7, Clip 30, Rld 2 Full)
Deacon Onatus WS 23
BS 31
S 34
T 36
Movement: 3/6/9/18
Ag 32
Int 38
Per 32
WP 33
Fel 41
Wounds: 17
Skills: Awareness, Basic Weapon Training (Las), Charm, Common Lore (Imperial Creed), Deceive, Literacy, Pistol
Talents: Air of Authority, Master Orator Armor: Ecclesiarchal Robes (Arms 1, Body 1, Legs 1) Weapons: Las Carbine (60m; S/2/-; 1d10+2 E; Pen 0; Clip 40, Reload Full; Reliable), Laspistol (30m; S/-/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable) Gear: Devotional Tome
Hierophant Zeph Nadeem Hierophant Pater Nadeem is a man of few words, yet those he utters hold great weight to the populace of Auros-II. A key figure in the Aurosian Mysteries and the cult of the Eclipsed, Nadeem is considered by and large to be the true voice of the people. Because of his nuanced beliefs that stray from the ultrapuritanical views held by his contemporary, Deacon Onatus, he was exiled to the hab-shelters of San Meccor.
Conservator Ghashiun Hierophant Zeph Nadeem WS 32
BS 25
S 35
Movement: 3/6/9/18
T 30
Ag 35
Int 43
Per 38
WP 38
Fel 41
Wounds: 13
Conservator of the Imperial Reclamation Service, Auros Expeditionary Fleet, Ghashiun has been investigating the many myriad ruins and derelict hab-shelters of both Hive Eire and the cursed earth outside it's protective walls for remnants of historio-significance.
Skills: Awareness +10, Barter +10, Charm +10, Ciphers (Aurosian Court) +10, Command +10, Common Lore (Imperial Creed, Imperium, Administratum) +20, Deceive +10, Evaluate +10, Literacy +10, Logic , Scrutiny +10, Scholastic law (Imperial Creed, Ecclesiarchy, Judgment) +10, Security, Speak Language (High Gothic, Low Gothic), Trade (Confessor) +10.
Movement: 3/6/9/18
Talents: Air of Authority, Jaded, Master Orator, Paranoia, Peer (Ecclesiarchy, Aurosian Nobility), Pistol Training (Las), Basic Weapon Training (Las, SP), Disarm, Melee Weapon Training (Shock), Pistol Training (SP).
Skills: Acrobatics, Awareness, Common Lore (Imperium) +20, Interrogation, Scholastic Lore (Judgment. Occult, Archeotech) +20, Scrutiny+10, Speak Language (Low Gothic)
Armor: Rosarius
Talents: Basic Weapon Training (Las, SP), Disarm, Melee Weapon Training (Shock), Pistol Training (Las, SP), Takedown, Talented (Scholastic Lore)
Weapons: Shock Staff (1d5+1 I; Pen 2; Shocking) Gear: Ecclesiarchy robes, Staff of Office, prayer book, familial signet ring, ward acessor (Ministorum, Auros church), letters of patent and dispatch, encrypted long-range vox, personal reliquary, auto-quill, hip flask of fine amasec.
Conservator Ghashiun WS 45
BS 41
S 38
T 42
Ag 40
Int 37
Per 38
WP 45
Fel 56
Wounds: 16
Armor: Enforcer Light Carapace (All 5) Weapons: Combat Shotgun (30m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Scatter), Hand Cannon (35m; S/-/-; 1d10+4 I; Pen 2; Clip 5; Reload 2 Full), Shock Staff (1d5+1 I; Pen 2; Shocking). Gear: Micro-bead, Photo-visor, Respirator, 1 Combat Shotgun Magazine, 2 Hand Cannon Magazines.
Chapter 2: Dramatis Personae
Training (Las), Scholastic Lore (Imperial Creed) +10, Speak Language (High Gothic, Low Gothic)
Chapter 2: Dramatis Personae
The Masses This section details rules for the anonymous masses that form a crucial part of the Thorian Throne Campaign, unnamed though they are.
Auros-II PDF To represent the Auros-II PDF, use the Enforcer from page 339 in the Dark Heresy Rulebook with the following changes: Additional Skills: Common Lore (War) (Int) and Dodge (Ag).
Armor: Flak Armor (All 4). Weapons: Combat Knife (1d5+6 R; Primitive), Autogun (90m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload Full) or Lasgun, (100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable). Gear: Respirator, 3 reloads for either autogun or lasgun, unpleasant trinkets, ritual fetishes.
Additional Talents: Basic Weapon Training (Las), Pistol Training (Las), and Nerves of Steel. Replacement Gear: Guard Flak Armor (All 4), lasgun (100m; S/3/-; 1d10+3 E, Pen 0; Clip 60; Rld Full; Reliable), knife (1m; 1d5+3 R; Primitive), 3 spare clips, micro-bead, lamp pack, respirator.
Auros-II Defenders To represent the Auros-II Defenders, use the Enforcer from page 339 in the Dark Heresy Rulebook, using the above changes as well as the following additions. Characteristics: Increase WS by +10, BS by +10, Strength by +5, and Willpower by +5. Additional Wounds: 4. Additional Skills: Common Lore (War) (Int), Dodge (Ag), Interrogation (WP), and Scrutiny +10 (Per). Additional Talents: Basic Weapon Training (Las), Pistol Training (Las), Jaded, Nerves of Steel, and Quick Draw. Replacement Gear: Storm Trooper Carapace Armor (page 143), Hellgun (page 138), Laspistol (30m; S/-/-; 1d10+2 E; Pen 0; Clip 15; Rld Full; Reliable), mono-knives (1m; 1d5+4 R; Pen 2), backpack ammo pack, 2 Frag Grenades (3XSB; 2d10 X; Pen 0; Blast 4).
Renegade Militia Either consumed by the unholy influence taking over Hive Eire, confused and separated or taking advantage of the turmoil, much of Hive Eire's militia have turned into something just barely better than roving mobs.
Renegade Militia WS 35
BS 35
S 35
T 35
Movement: 3/6/9/18
Sophistics Skitarri Sophistic Skitarri WS 35
BS 35
S 35
T 35
Movement: 3/6/9/18
Ag 30
Int 30
Per 35
WP 35
Fel 25
Wounds: 12
Skills: Awareness, Common Lore (Tech), Speak Language (Low Gothic) , Secret Tongue (Techno-Cant), Tech-Use, Traits: Machine (2)
Ag 30
Int 20
Per 30
WP 35
Fel 20
Wounds: 10
Skills: Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)
Talents: Basic Weapon Training (Las, SP), Melee weapon Training (Chain, Primitive), Pistol Training (Las, SP) Armor: Enforcer Light Carapace (Head 5, Arms 5, Body 5, Legs 5)
Talents: Basic Weapon Training (Las, SP), Melee Weapon Training (Primitive), Pistol Training (SP).
Weapons: Lasgun (100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (30m; S/-/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Chainsword (1d10+2 R; Pen 2; Balanced, Tearing).
Traits: Disciplined
Gear: Micro-bead, Photo-visor, Respirator.
Sophistics Heretek WS 25
BS 25
S 40
Movement: 3/6/9/18
T 40
Ag 30
Int 35
Per 35
WP 35
Fel 15
Wounds: 12
Skills: Awareness, Chem-Use, Common Lore (Tech)+20, Logic+10, Scholastic Lore (Varied)+10, Secret Tongue (Techno-Cant)+10, Speak Language (Low Gothic), TechUse+10 Talents: Binary Chatter, Electrical Succor, Energy Cache, Luminen Charge, Luminen Shock, Mechadendrite Use (any), Pistol Training (Bolt, Las, Plasma, Solid Projectile). Traits: Machine 4. Natural Weapons (Fist or Mechadendrite) Armor: None (All 4) Weapons: Unarmed (1d5+1 I, Primitive), Laspistol (1d10+2 E, Pen 0, Clip 30, Rld Full, Reliable, S/-/-), Luminen Shock (1d10+3 E) Gear: Basic MIU Interface, up to three other cybernetic devices - such as Mechadendrites, tools, dataslate, personal cogitator, 2 Laspistol clips.
Porters Forlorn travelers, marooned privateers, or simply unlucky pilgrims found wanting, the Porters of Auros-II are a motley group of individuals who have been abandoned and forced to take on the meager living as dock hands to make their way. Each strives to find passage one day to a distant star in the vain hope of a better tomorrow, but bitterness has made them hardened souls no better than the common dreg.
Porters WS 20
BS 18
S 28
T 30
Movement: 3/6/9/18
Ag 30
Int 30
Per 25
WP 20
Fel 25
Wounds: 10
Skills: Awareness (Per), Blather +10 (Fel), Climb (S), Speak Language (Low Gothic) (Int), Gamble (Int), Deceive (Fel), Sleight of Hand (Ag), Survival (Int) Talents: Melee Weapon Training (Primitive) Weapons: Improvised (1d0 I; Primitive, Unbalanced). Gear: Rags, 2 Doses of Obscura
Nephilim Cherubim are without-doubt the most complex Familiar constructs routinely created in the Imperium, but not all Cherubim are created equal. Some are more complex and versatile than others. Some are Nephilim. Nephilim is a term used to describe any advanced-form of Cherubim; this could be caused by a quirk of the tissue-growth tanks, the work of a Master-Magos, a specially commissioned design or even the God-Emperor smiling upon His newly-created servant. Whatever the reason, Nephilim function at a higher capacity than other Cherubim. There is no consistent way to get a vat-grown Nephilim, it is as much a matter of luck and skill as any work of art and often it may not be apparent whether a Cherub is 'advanced' until it has been in service to its Master for some-time. Nephilim is a term used almost exclusively by Adeptus-Biologicus Adepts and Cherubimconnoisseurs and is an abstract-label for an ideal not a class of Cherubim; even most Masters of Nephilim are unaware of the distinction or terminology. Nephilim is a high-gothic word and literally-translates as 'Half-Breed' (though it has connotations of holiness). The reason for some Cherubim to be called this name is unclear even to most BiologicusAdepts. Those who do know the origins of the term generally keep-quiet because the truth is less-than palatable.
Chapter 2: Dramatis Personae
Sophistics Heretek
Chapter 2: Dramatis Personae
Nephilim WS 12
BS 12
S 16
T 20
Movement: 3/6/9/18
Ag 30
Int 22
Per 27
WP 22
Fel 10
bionic-brain replacement will work, effectively leaving the child as an artificially-sustained carcass. Luckily the procedure is not common and there are only twenty-two recorded-cases of Nephilim being created in this manner in the last 4-millennia. In all but one case the procedure was done for the Master's personal-reasons, not to create better Cherubim.
Wounds: 4
True Nephilim Skills: Awareness, Concealment +10, Performer (singing) +20 or Trade (Copyist, Tailor, or Valet) +10. Traits: Flier 5, Machine (1), Programmed Instinct, Size (Scrawny). Talents: Talented (Performer or Trade).
WS 15
BS 15
S 16
T 20
Movement: 3/6/9/18
Ag 34
Int 18
Per 30
WP 25
Fel 16
Wounds: 4
Skills: Awareness+10, Concealment+10, Performer (singing) +20 or Trade (Copyist, Tailor, or Valet) +20.
Weapons: Balled Fist (1d5–3 I; Primitive) Armor: Machine (Head 1, Arms 1, Body 1, Legs 1.)
Traits: Flier 6, Machine (1), Programmed Instinct, Size (Scrawny).
Commands: Cherubim can be commanded as per a cyberfamiliar (see page 142). In addition it may be given orders to carry out any pre-programmed tasks it understands (i.e. “lay out my vestments”, “copy that tract”, “hold aloft the prayer scroll”, etc.)
Talents: Talented (Performer or Trade).
Programmed Instinct: Cherubim will not attack or engage in violence unless specifically ordered to so. They flee if injured or startled, and left to their own devices they are indolent creatures, often perching in high places and simply watching until called for or set a task. Some might even regard them as sly, and stories flourish in noble households and churches of them filching small shiny objects and hiding them in the rafters.
Frateris Militia
TRUE NEPHILIM Originally the term Nephilim applied only to a very-small number of Cherubim who were created not from vat-tissue but from children enslaved into Servitors, hence the practice of referring to them as an angelic 'half-breed'. Because Nephilim created in this way have already formed a natural neural-system that is infinitely more complex than any created by the Adeptus-Biologicus, they tend to produce the most advanced and capable Cherubim and eventually the label was corrupted to indicate any high-functioning Cherub. To create a True-Nephilim, the child must be below age-6, due to problems with bone-density after this age. The child is then, for lack of better-terminology, lobotomized and embalmed. They are fed growth-retardant chemicals and what brain is left, is thoroughly mind-scrubbed. A set of wings is retrofitted to the spine, which must be severed in several-places before being respliced. Finally, they are implanted with inhibitors, fitted with cranial-pacifiers and other bionic-equipment as required. The procedure is not without its problems though; there have been recorded-incidents where the embalming-process has resulted in death, as the skin suffocates under the chemical treatment. Other problems have led to persistentvegetative states of the brain-stem so that not even an entire
Weapons: Balled Fist (1d5–3 I; Primitive) Armor: Machine (Head 1, Arms 1, Body 1, Legs 1.)
The Frateris Militia are masses of the faithful gathered by the Ecclesiarchy to fight wars of faith against enemies of the Emperor and mankind. They constitute the unofficial and generally ill-trained troops who fight, indirectly, in the interests of the Ecclesiarchy. Although most such mobs consist of no more than faithful Imperial citizens, some "brothers" have had military experience in the Imperial Guard or a PDF. They make up for this general lack of military training with selfless fanaticism.
Frateris Militia WS 30
BS 35
S 30
T 35
Movement: 3/6/9/18
Ag 35
Int 30
Per 30
WP 35
Fel 35
Wounds: 14
Skills: Awareness, Common Lore (Imperial Creed), Literacy, Speak Language (Low Gothic) Talents: Basic Weapon Training (SP), Melee weapon Training (Primitive), Pistol Training (SP) Armor: Flak Jacket (Arms 3, Body 3, Legs 3) Weapons: Autogun (90m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload Full), Knife (3m; 1d5 R; Pen 0 Primitive). Gear: Devotional Chap Book.
Sophistic Arch-Heretek
These specialized constructs serve as aides to the dreaded Magos Interrogus. Each Excruciator Servitor is able to monitor prisoner vital signs, as well as assist in any necessary triage. These automatons also wield fiendish modifications called Excruciator Arrays, ghastly devices capable of inflicting all manner of pain and torture on their victims. Tirelessly, they serve the Magos Interrogus in their grisly work, heedless to cries of pain and pleas for mercy.
WS
BS
S
T
Ag
Int
Per
WP
Fel
30
35
30
35
35
30
30
35
35
Excruciator Servitor WS 25
BS -
S 40
T 50
Ag 20
Int 20
Per 20
WP 30
Fel -
Movement: 3/6/9/18
Wounds: 15
Skills: Awareness +10, Charm, Common Lore (Machine Cult, Tech) +10, Common Lore (Underworld), Deceive, Disguise, Dodge, Forbidden Lore (Heresy, Adeptus Mechanicus, Psykers, the Warp), Intimidation, Literacy, Scholastic Lore (Occult) +10, Scrutiny, Secret Tongue (Tech), Speak Language (Low Gothic), Tech-Use +10. Traits: Mechanicus Implants
Skills: Interrogation +20, Medicae +20.
Talents: Binary Chatter, Die Hard, Feedback Screech, Mighty Shot, Nerves of Steel, Paranoia, Resistance (Fear, Psychic Powers). Strong Minded, Technical Knock, Warped Logic†.
Traits: Improved Natural Weapons, Machine (4)
Armor: Flak Robes (3 All)
Talents: Master Chirurgeon.
Weapons: Hellpistol (35m, S/2/-, 1d10+3 I, Pen 3, Clip 20, Rld 2 Full), Mono-Blade (Melee, 1d5+4 R, Pen 0, Mono)
Movement: 2/4/6/12
Wounds: 10
Armor: Machine (4 All) Weapons: Excruciatus Array† (Melee; 1d5+8 R, Pen 2,, Special, Tearing, Toxic
† Excruciatus Array: This specialized implant includes a host of horrific interrogation tools, all grafted directly onto the servitor's arms. Normally applied with surgical precision to a victim's unwilling flesh, these tools can also be used as debilitating weapons should the need arise. When using an Excruciatus Array in combat, any Wound that deals at least one point of Damage, after taking into account Armor and Toughness Bonuses, causes the target to suffer Blood Loss.
Sophistic Arch-Heretek The Adeptus Mechanicus considers many paths of knowledge and discovery to be heretical in the eyes of the Omnissiah. To pursue such paths risks inviting the wrath of the Priesthood of Mars, and many worlds and systems have burned for the transgressions of a misguided few. however, there are those amongst the Mechanicus who have chosen to eschew these restrictions. These fallen members of the Mechanicum are known as Hereteks, and they pursue technology and knowledge without restraint, delving deep into studies of xenos technology, the Warp, and other forbidden topics. They are incredibly dangerous individuals whose heretical beliefs undermine the very foundations of the Adeptus Mechanicus.
Gear: 3 Charge Packs, Cerebral Plugs, Data-Slate, MIU, Personal Auspex. Utility Mechadendrite with Mono-Blade Attachment plus any other suitable Implants
† Warped Logic: Those who study the forbidden secrets of the universe often find their minds opened to new perspectives that inspire irrational and twisted logical threads and theories. A gifted few are even able to convey their ideas to others, sowing seeds of doubt and corruption in a new and fertile ground. An Arch-Heretek may substitute his Intelligence Bonus in place of his Fellowship Bonus when using either Charm or Deceive to compel an individual to do something they would not otherwise be inclined to do. If the Test is successful, the target acquires 1d5 Corruption Points. This ability may be used a number of times equal to the Arch-Heretek's Intelligence Bonus. .
Chapter 2: Dramatis Personae
Excruciator Servitor
Chapter 2: Dramatis Personae
Rogue Trader Companion In addition to their armsmen and lackies, Rogue Traders are often accompanied by trusted companions. These individuals are colleagues and friends who fight steadfastly by the Rogue Trader's side. This profile can be used to represent the companions of a rogue trader.
Companion WS 40
BS 45
S 40
T 40
Ag 35
Movement: 3/6/9/18
Int 35
Per 35
WP 35
Fel 30
Training (Chain, Primitive), Pistol Training (Universal), Resistance (Fear) Armor: Naval flak armor (Arms 3, Body 4, Head 3, Legs 3) Weapons: Lasgun (S/3/-, 1d10+3 E, Pen 0, Clip 60, Rld Full, Reliable), 3 Frag Grenades (9m, S/-/-, 2d10 X, Pen 0, Blast [4], mono knife (1d5+3 R, Pen 2). Gear: 2 spare lasgun clips, 2 hotshot charges for lasgun, personal Vox, house uniform (bearing the colors of their dynasty), respirator, photovisor.
House Equerry
Wounds: 14
Skills: Awareness +10, Carouse, Common Lore (Imperium, Rogue Traders), Dodge, Drive (Land Vehicle), Inquiry Talents: Basic Weapon Training (Las, SP, Bolt), Crack Shot, † Disarm, Loyal to the End , Melee Weapon Training (Chain, Primitive, Shock), Nerves of Steel, Pistol Training (Las, SP, Bolt), Quick Draw. Armor: Flak and carapace (Body 4, Arms and Legs 2). Weapons: Bolt Pistol (30m, S/2/-, 1d10+5 X, Pen 4, Clip 8, Rld Full, Tearing) Compact Laspistol (25m, S/2/-, 1d10+2 I, Pen 0, Clip 25, Rld Full), Shock Maul (1d10+6 I, Shocking).
The equerries are the professional servants who are the bridge between the wants of the nobility and high elite and the wants being enacted. They also function as go betweens between the nobility and the unpleasantness of those who toil in their service and can be seen loitering at the edges of all gatherings of the great.
House Equerry WS 20
BS 20
S 30
T 30
Ag 30
Movement: 3/6/9/18 Gear: Fine dynasty uniform or personal dress of their master, micro-bead, 2 bolt pistol clips, 1 Krak grenade. Filtration plugs, photo-contacts.
† Loyal to the End: As long as their master lives, most companions will never leave his or her side. As long as the companion's master is alive and either visible or in voice communication (such as over Vox or by psychic means) then they add +30 to all Willpower tests to resist fear, compulsions or the effects of Fellowship skills that would make them work against or in some way betray their master. Should their master be slain, they will either collapse in grief, or fight to the death.
Rogue Trader Household Troops Rogue Traders often have a trusted retinue of competent warriors. This profile can be used to represent the household troops of a Rogue Trader.
Household Troops WS 32
BS 35
S 32
T 38
Movement: 3/6/9/18
Ag 35
Int 23
Per 31
WP 25
Fel 21
Wounds: 12
Skills: Awareness, Climb, Common Lore (Imperium, War), Concealment, Drive (Land, Walker), Search, Silent Move. Talents: Basic Weapon Training (Universal), Heavy Weapons Training (SP, Launcher, Las), Melee Weapon
Int 30
Per 25
WP 30
Fel 40
Wounds: 10
Skills: Carouse, Common Lore (Imperium), Speak Language (Low Gothic, High Gothic), Awareness, Charm, Literacy, Scholastic Lore (Heraldry), Trade (Servant) +10, Trade (Copyist) +10 Talents: Pistol Training (Las) Armor: None. Weapons: Compact Laspistol (15m; S/–/–; 1d10+1 E; Clip 15; Rld Full; Reliable). Gear: Fine but understated clothes, auto-quill, data-slate, chrono, seal of access to holdings of the house they serve, plus 25% chance of one cybernetic sense.
Petty Noble Petty nobles gather around the presence of the truly great and powerful. Dressed in an exaggerated high style and sporting every refinement they can afford, most of the petty nobility that come to the festival are either the product of some obscure bloodline or a merchant clan of adequate success whose aspirations outstrip their means, or a minor house in thrall to one of the sector’s great players, arriving on Quaddis at their coattails and vying endlessly for prominence and favor.
WS 20
BS 20
S 30
T 30
Ag 30
Movement: 3/6/9/18
Int 25
Per 25
WP 30
Fel 30
Wounds: 10
Weapons: Pump-Action Shotgun (30m, S/-/-, 1d10+4 I, Pen 0, Clip 8, Rld 2 Full, Scatter), Mining Implement (Melee, 1d10+2 I, Pen 0, Primitive, Unbalanced). †
Skills: Carouse, Common Lore (Imperium), Speak Language (Low Gothic, High Gothic), Deceive +10, Literacy Talents: Melee Weapon Training (Primitive), Pistol Training (Las). Armor: None. †
Weapons: Ornamental knife (3m; 1d5+3 R, Primitive), compact Laspistol (15m; S/–/–; 1d10+1 E; Clip 15; Rld Full; Reliable). †
Includes Strength Bonus.
Gear: Fine ornate clothes, jewellery, 1d10x100 Thrones.
††
Torch-Wielding Mob
Torch-Wielding Mob WS 30
BS 25
S 30
T 35
Ag 30
Int 25
Variable Size: Due to the sheer number of individuals involved, a Torch Wielding Mob is considered a single, massive Entity. A mob with 50 Wounds remaining has the Size (Enormous) Trait, but as the Mob suffers Damage, it shrinks in size, representing individuals within the mob fleeing or being killed (see Table 2-1: Mob Strength for details). A mob's Base Movement value is unaffected by its size. A mob is considered dispersed when all of its Wounds are depleted. If a mob ever loses more than half of its Wounds in a single Round it must make a Challenging (+0) Willpower Test or lose another 1d10 Wounds as craven individuals flee in the face of overwhelming power. Additionally, mobs gain certain bonuses, Talents, and Traits based on the number of members remaining in them (See Table 2-1: Mob strength for details).
Per 25
WP 35
Fel 30
Vast and Overwhelming: A mob is composed of dozens or even hundreds of individuals and is capable of attacking many Explorers at once. It can make additional attacks as part of a Standard Attack Action, dividing its attacks as evenly as possible between all enemies it is currently engaging (see Table 2-1: Mob Strength for details). Characters surrounded by a mob suffer a -30 penalty to Tests to Dodge and Parry. †††
Movement: 3/6/9/18
†
Wounds: 50
Skills: Awareness, Common Lore (Imperium), Speak Language (Low Gothic) †,
††
Traits: Variable Size Vast and overwhelming , Wall of ††† Bodies
Wall of Bodies: Attacks made with melee or ranged weapons against a mob deal half their listed Damage. Weapons with the Blast, Flame, or Scatter quality, or that otherwise cover an area, deal full Damage to a mob. Mobs cannot be Knocked Down, Grappled, or Pinned. Mobs cannot Dodge, Parry, or benefit from cover. Mobs do not gain Fatigue, but instead suffer one Wound (ignoring Armor and Toughness Bonus) for each point of Fatigue that they would gain.
Table 2-1: Mob Strength Wounds Remaining 50+ 40-49 30-39 20-29 10-19 2-9
Size Massive
Extra Attacks 7
Characteristic Bonuses +20 Willpower
Massive Enormous Enormous Enormous Hulking
6 5 4 3 2
+15 Willpower +10 Willpower +5 Willpower -
Talents and Traits Fear (2), Nerves of Steel, Unshakable Faith Fear (1), Nerves of Steel Fear (1) Fear (1) -
Chapter 2: Dramatis Personae
Talents: Basic Weapon Training (SP), Melee Weapon Training (Improvised).
Petty Noble
Armor: Machine (All 7) Weapons: Unarmed (1d5+10, Primitive) and any two of the following - Breacher, Chain Axe, Electro-Flail, Flamer, Heavy Bolter, Heavy Stubber, Melta Gun, Missile Launcher (Frag and Krak), Plasma Gun, or Webber. Gear: Internal vox-bead, ammo hopper or power cells equivalent to three clips for each weapon, targeting system (as red dot laser sight).
The Janus Simulacra These human-form servers are advanced indeed, often containing only the barest minimum of living tissue. They skirt the edge of the direst techno-heresy with their cogitatorassisted cortex functions and seeming parody of human responses. Playthings of the most fantastically wealthy, simulacra are often fashoined in the shape of gilded works of art - human-sized dolls come to life or seemingly animate statuary. But beneath their resplendent finery lives a clockwork heart and hydraulic-fed piston limbs slaved to a harvested living cortex and spliced-in nerve ganglia. Despite the wonder and sophistication of these creations, only the most depraved or foolhardy would attempt the sin of passing one as human or aping sentience too closesly, for to do so would provoke the unbridled wrath of the Cult Mechanicus, and entire worlds have burned for this transgression in the past.
Janus Simulacra WS 30
Praetorian Battle-Servitor While the more commonly encountered basic models of gun- and combat-servitors serve as powerful guardians and foot soldiers, the Praetorian class represents another order of power entirely. Massive in stature they are heavily armed and armored, mounted on a tracked or otherwise augmented chassis for stability and possessed of wrathful and destructive machine-spirits.
BS 30
S 40
T 50
Movement: 3/6/9/18
Ag 30
Int 20
Per 30
WP 35
Fel 20
Wounds: 12
Skills: Awareness +10, Dodge, plus any one Entertainer, Lore, or Trade at +20. Talents: Talented (one programmed Skill) Traits: Dark Sight, Machine (4), Natural Weapon (fist)
Praetorian Battle-Servitor Armor: Machine (All 4)
WS 40
BS 40
S 50
T 50
Movement: 4/8/12/24
Ag 30
Int 20
Per 30
WP 40
Fel 05
Wounds: 20
Skills: Awareness +10 Traits: Armor Plated, Auto-Stablized, Darksight, Fear 1, Machine (5), Natural Weapon (servo-fist), Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2)
Weapons: Unarmed (1d5+4, Primitive). Gear: Internal comm-bead plus any equipment or systems required to fulfill its function.
Chapter 2: Dramatis Personae
Servitors
Talents: Two-Weapon Wielder (ranged), plus any Weapon Training appropriate to its armament.
Chapter 2: Dramatis Personae
Cargo Servitor
Warp-Tainted Servitor
Cargo Servitor
The servitor's eyes glow, and slaving needles project from its flesh and neuro-interfaces. Signs are carved upon bloodless flesh and dripped in wax upon metal; parchment charms trail from its torso. The blood of human sacrifice has dripped upon it, and its taint is manifest.
WS 20
BS 10
S 50
T 40
Ag 20
Int 10
Per 20
WP 30
Fel 05
Warp-Tainted Servitor Movement: 2/4/6/12
Wounds: 15
WS 35
Skills: None
BS 25
S 50
T 50
Ag 10
Int 10
Per 30
WP 40
Fel 10
Traits: None.
Movement: 2/4/6/12
Talents: None.
Skills: Awareness
Armor: Machine Armor (All 4)
Traits: Dark Sight, Machine (5), Natural Weapon (Metal Shears), Size (Hulking), Sturdy, "The Needles, By the Emperor", Unnatural Strength (x2)
Weapons: Loader Arms (1d5 I, Pen 0) Gear: Internal Micro-bead
Wounds: 16
Talents: Melee Weapon Training (Primitive), Basic Weapon Training (Primitive)
Defense Turret
Armor: Machine Armor (All 5) Weapons: Industrial metal shears (1d10+10 R, Primitive), Gas-Compression Rivet Gun (15m, S/3/-, 1d10+8 I, Pen 0, Primitive).
Defense Turret WS -
BS 30
S -
T 30
Ag -
Int 20
Movement: 0/0/0/0
Per 35
WP 40
Fel -
Wounds: 10
Skills: Awareness. Traits: Armor Plating, Machine (3) Talents: Basic Weapon Training (Las), Heightened Senses (Sight) Armor: Machine Armor (All 5) Weapons: 2 Lasguns (100m, S/3/-, 1d10+3 E, Pen 0, Clip Unlimited, Rld N/A, Reliable). Gear: Cybernetic Senses (Sight), Internal Micro-bead.
Gear: Internal micro-bead, binding sigils, parchment charms, embedded servitor-slaver needles. "The Needles, By the Emperor": Servitors such as these have several needles placed into their skin. Forcefully removing the special neuro-interface slaver needles will kill the servitor, whilst removing the others has no effect. This removal requires a successful unarmed attack on the servitor, followed by a Difficult (+0) Strength or Agility Test. All the neuro-interface needles can be removed with one successful test.
Umbra Umbra are c.80mm resilient black spheres, shot through with patterns of light and dark It is thought by many a Magos that the Umbra are projections into our universe of greater, warp-based entities. They may be manifestations of a single warp-creature. It is unknown if they are intelligent, how they reproduce or if they are aware of their surroundings in any but the most rudimentary fashion. So little is known of the Umbra that wild speculation far outweighs solid fact. They are attracted to warp technology for reasons unknown, and often swarm about a ship’s engines, normally causing annoyance to crews, especially those on EVA to do repairs to a ship’s hull. They have also been reported near Eldar Webway portals and Ork telly-portas. When provoked (the various stimuli are varied) Umbra have been reported to turn murderous, stalking ship’s crews and colonists. One report contained an eyewitness account of a great dark beast-like manifestation that heretically rivaled the Emperor’s Own Titans for size and destructive power. They attack by manifesting tentacles, claws, gaping jaws and bludgeoning pseudopodia from any source of shadow within 6 meters..
Umbra WS 40
BS 15
S 35
Movement: 1/2/3/6
T 50
Ag 40
Int 35
Per 35
WP 35
Fel 15
Wounds: 15
Skills: Awareness +10, Concealment+20, Dodge, Silent Move +20, Traits: Dark Sight, From Beyond, Hoverer5, Miniscule, Natural Armor3, Nictomancy, Strange Physiology
Nictomancy: Umbra can manifest pseudopodia and attack with them a variable number of times based on the ambient light level of the encounter. Bright 1 Attack, Shadow: 2 Attacks, Darkness: 3 Attacks Photo-vulnerability: Very bright lights and Las weapons are harmful to Umbra. Las weapons are considered Armor Piercing to Umbra. A complete absence of shadow is fatal to Umbra, for they not only manipulate darkness, they are maintained by it. Deathshriek: When an Umbra dies, it releases a psionic pulse. Anyone within 30 meters must pass a Willpower test or suffer (1d10 X) damage, armor does not apply to this damage. Weapons: Nictomantic Pseudopod (1d10+3 Pen 2 Tearing) Armor: Natural Armor (All 3)
Talents: Ambidextrous, Iron Jaw
Chapter 2: Dramatis Personae
The Bestial
Chapter 2: Dramatis Personae
The Daemonic Daemon Prince Daemon Princes are former mortal Champions of Chaos who have been elevated to daemonhood by the Gods of Chaos. They have bartered their humanity for unearthly power and immortality
Daemon Prince WS 75
BS 60
S 66
T 45
Ag 48
Movement: 7/14/21/42
Int 48
Per 48
WP 75
Fel 30
Wounds: 80
Skills: Awareness +10, Climb, Command +20, Dodge +10, Forbidden Lore (Daemons, Psykers, Warp) +20, Intimidate +20, Literacy, Scrutiny +20, Speak Language (Low Gothic, Unholy Tongue) Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Armor: Armor of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 meters. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply.
Chaos Heretic
Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favor in return for service and human sacrifice. if Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts
Few prosper or survive in the service and worship of the Dark Gods thanks to their cruelty, capriciousness and thirst for human life. Those that do are fanatics, dark souls who have given themselves over utterly to the worship of Chaos, steeped in sin and depravity and far from sane. Although often undisciplined and unskilled in the arts of warfare, they are nevertheless extraordinarily dangerous, particularly in large numbers, because they are without fear and willing to die for their foul gods. They stop at nothing, no matter how horrific the deed, in the name of Chaos.
Chaos Space Marine WS 50
BS 50
S 65
T 45
Movement: 5/10/15/30
Ag 40
Chaos Heretic WS 28
BS 25
S 30
Movement: 3/6/9/18
T 30
Ag 30
Int 20
Per 30
WP 40
Fel 20
Wounds: 10
Skills: Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Traits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)
Int 35
Per 40
WP 43
Fel 17
Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP).
Wounds: 29
Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S).
Armor: Flak Robes and Brazen Carapace Armor (Arms 5, Body 6, Legs 4, Horde 5). Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full). Gear: Respirator, 3 reloads for autopistol.
Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2),Unnatural Toughness (x2). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Armor: Astartes Power Armor (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines.
Across the void of space men live as they have lived for millennia upon the sand, rock and soil of worlds bathed in the light of alien suns. So is Humanity's seed cast far and wide beyond the knowledge of Man, to thrive bitterly in the darkness, to take root and cling with robust and savage determination.
Chapter 2: Dramatis Personae
Chaos Space Marine
Chapter 2: Dramatis Personae
The Protagonists
Sister Lillian Verna Trust in your Fear
The Protagonists This appendix is divided into two parts: The Principals and The Masses. The Protagonists details and describes Player Characters that enact their progress and discovery of the Thorian Throne Campaign.
Six-Jay
Sister Lillian Verna WS 37
BS 49
S 32
T 40
Movement: 4/8/12/24 Corruption: 0
Ag 39
Int 31
Per 31
WP 40
Fel 20
Wounds: 17 Insanity: 0 Fate: 2
The only true fear is of dying with your duty not done. ++ Solomon Praetus has been found innocent in the heresies of his former master, after exhaustive inquiry it has been determined that his soul is pure of taint by the grace of Him on Earth and his allegiance to the Golden Throne is undaunted. In recognition of his exemplary service he has been given the distinction of choosing summary execution or mind wipe. ++
Six-Jay WS 28
BS 48
S 34
T 57
Movement: 4/8/12/24 Corruption: 10
Ag 40
Int 30
Per 30
WP 38
Fel 29
Wounds: 23 Insanity: 11 Fate: 3
Skills: Dodge+10, Demolition +10, Awareness +10, Common Lore (Guard), Command, Concealment, Silent Move, Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Imperium, War, Philosophy), Literacy (High Gothic, Low Gothic), Drive (Ground), Traits: Sheltered Upbringing, Tempered Will Talents: Basic Weapon Training (Solid Projectile), Pistol Weapon Training (Solid Projectile), Melee Weapon Training (Primitive), Heavy Weapon Training (Solid Projectile), Quick Draw, Rapid Reload, True Grit, Bulging Biceps , Step Aside, Heightened Senses, Resist (Fear)
Skills: Awareness, Dodge+10, Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Literacy, Speak High Gothic, Speak Low Gothic), Performer (singer), Common Lore (Administratum), Common Lore (Imperium), Common Lore (war), Scholastic Lore (Philosophy) Traits: Sheltered Upbringing, Tempered Will, Untouchable Talents: Basic Weapon Training (Bolt, Flame), Basic Weapon Training (Las), Melee Weapon Training (Primitive, Power), Pistol Training (Las, Bolt, Flame), Unshakeable Faith, Hatred (Heretics), Pure Faith, Ambidextrous, Mighty Shot, Cleanse and Purify, Crack Shot, Jaded, Quick Draw, Hip Shooting, Pilot (Jump Pack), Two-Weapon Wielder (Ballistic, Melee), Leap Up, Dual Shot Armor: Sororitas Power Armor (Body 8, Head/Arms/Legs 7) Weapons: Hand Flamers (1d10+4 E, Pen 2, Clip 6, Rld 2 Full, Flame, S/-/-), Storm Bolter (1d10+5 X, Pen 4, Clip 60, Rld Full, Storm, Tearing, S/2/4). Gear: Sororitas Power armor, 2 Hand Flamers and 2 reloads, Storm Bolter and 2 reloads, chaplet Ecclesiasticus, Ring of suffrage, copy of rule of the Sororitas, Scoriada, writing kit, shield robes., Jump Pack
Verispex-Adept Colombos The wise man learns from the death of others...
Comptroller Colombos Armor: Enforcer Carapace Armor (Head 4, Body/Arms/Legs 5) Weapons: Heavy Stubber "Orthlack" Pattern (200m, 1d10+4, -/-10 Pen 3, 40, 1 full 8 reloads, Drum Mag), Carnodon (35m, 1d10+4, 1/3/-, pen 2, 6 2full 3 reloads, 2 Hyper density - +2 pen, gain tearing, enemies hit must take +10 toughness or be knocked down). Gear: knife, Carnodon, Heavy Stubber, Enforcer Carapace Armor, Soulwatcher Helm, Master-Crafted Bolt Pistol, Shuriken Pistol, Shock Glove, Data-slate, Two Frag Grenades
WS 25
BS 31
S 33
T 33
Movement: 3/6/9/18 Corruption: 0
Ag 35
Int 43
Per 39
WP 44
Fel 26
Wounds: 10 Insanity: 0 Fate: 2
Skills: Speak Language (Low Gothic), Literacy, Trade (Copyist), Scholastic Lore (Legend) +20, Common Lore (Imperium) +20, Logic +10, Awareness +20, Common Lore (Tech) +20, Chem-Use, Speak Language (High Gothic), Common Lore (Administratum) +20, Forbidden Lore (Cults), Scholastic Lore (Bureaucracy) +10, Scholastic Lore (Occult) +10, Forbidden Lore (Heresy) +10, Common Lore (Ecclesiarchy) +10, Search, Tech-Use, Evaluate, Common Lore (Machine Cult), Forbidden Lore (Mutants) +10, Forbidden Lore (Inquisition) +10, Scholastic Lore (Chymistry), Scholastic Lore (Numerology), Deceive, Dodge, Scrutiny, Common Lore (Adeptus Arbites), Scholastic Lore (Astromancy), Scholastic Lore (Heraldry), Scholastic Lore
Traits: Blessed Ignorance, Hagiography, Liturgical Familiarity, Superior Origins
Discipline(Divination): Divine Shot, Precognitive Strike, Precognitive Dodge, Personal Augury
Talents: Pistol Training (SP), Light Sleeper, Sprint, Total Recall, Jaded, Foresight, Seen This Before, Unparalleled Proficiency, Talented (Scholastic Lore) Armor: Verispex Armor (Arms/Body 2), Verispex Helmet (Head 4) Weapons: Stub Pistol (1d10+3 I, Pen 0, Clip 9, Rld Full, S/3/-) Gear: Stub Pistol (4 clips), Scholarly Robes (Common Quality clothing), Auto-quill, Backpack, Verispex Armor & Helm (includes Auspex, Chrono, Data-Slate, Combi-tool, Infra-red goggles, Photo-visor, +10 to Search and Tracking Tests, +10 to Awareness/Medicae tests in the field)
One brother cast in the light, to absolve the sins of the family.
Vincent Salazar S 42
T 40
Movement: 4/8/12/24 Corruption: 6
Ag 31
One brother left in the darkness, to see the evil that hides within.
Martin Salazar WS 31
BS 29
S 31
T 30
Int 38
Per 34
WP 51
Ag 30
Int 50
Per 31
WP 50
Fel 40
Wounds: 11 Insanity: 19 Fate: 2
Sanctioning Side Effect: The Horror, The Horror
Men must die so that Man endures...
BS 23
Be A Boon to your Brothers and a bane to your enemies
Movement: 4/8/12/24 Corruption: 0
Vincent Salazar
WS 42
Martin Salazar
Fel 32
Wounds: 15 Insanity: 6 Fate: 2
Skills: Awareness+10, Dodge+20, Ciphers(Acolyte), Forbidden Lore(Psykers), Secret Tongue(Acolyte), Psyniscience(Per), Invocation(WP), Trade(Soothsayer)(Fel), Literacy(Int), Speak Language(Low/High Gothic), Common Lore (Imperial Creed)
Skills: Barter, Deceive, Dodge, Forbidden Lore (Warp), Forbidden Lore(Psykers), Sleight of Hand, Gamble, Scrutiny +20, Inquiry +20, Interrogation +20, Logic, Secret Tongue(Acolyte), Ciphers(Acolyte/Inquisition), Scholastic Lore(Imperial Creed), Psyniscience(Per), Invocation(WP), Trade(Merchant)(Fel), Literacy, Speak Language (Low/High Gothic), Common Lore (Imperial Creed) Traits: Unreadable Mind, Etiquette, Famulous Network, Wealth, Sanctioned Psyker, Soul Bound Talents: Resistance(Psychic Powers), Bulging Biceps, Iron Jaw, Talented(Inquiry), Talented (Interrogation), Melee Weapon Training(Primitive), Pistol Weapon Training(Las), Psy Rating 4, Peer (Merchant), Peer(Inquisition) Gear: Staff, Compact Las Pistol+1 Charge Pack, knife, quilted vest, tatty robe, deck of cards, Psy Focus, Sanctioning Brand, Flak Great Coat, Shock Gauntlets.
Sanctioning Side Effect: Witch Prickling Traits: Etiquette, Famulous Network, Wealth, Sanctioned Psyker, Soul Bound Talents: Ambidextrous, Blademaster, Crushing Blow, Combat Master, Rapid Reaction, Quick Draw, Leap Up, Paranoia, Melee Weapon Training(Primitive), Pistol Training(SP), Pistol Training(Bolt) Psy Rating 4, Peer(Merchant), Peer(Inquisition), Two Weapon Wielder(Melee/Ballistic), Gear: Animus (Force Sword), Consillium (Bolt Pistol), Best Quality Psykana Mercy Blade, Phonograph, Commlink, Deck of Cards, Psy Focus, Sanctioning Brand, Robes, Carapace Helmet with Holo-visor, Photo-visor and Rebreather Weapons: Bolt Pistol (1d10+6 X, Pen 4, Clip 4, Rld Full, S/2/-), Best Quality Force Sword (1d10+12 X, Pen 6, Balanced) Armor: Gilded Plate with Respirator (All 6)
Minor Psychic Powers: Deja Vu, Forget Me, Cipher Seed, Touch, Truth-Seeker, Inspiring Aura, Trusting Aura, Lucky, Resist, Trick, Suggestion Discipline (Telepathy): Soul Killer, Telepathy, Compel, Dominate hides within.
Psyber Eagle WS 35
BS --
S 18
T 26
Ag 45
Int 15
Per 40
Movement: 2/4/6/12
WP 25
Wounds: 6
Skills: Awareness(Per+20), Concealment(Ag+10) Talents: Swift Attack, Bestial, Flier 8, Size(Puny) Weapons: Talons/Beak-(1d10-3;Primitive)
Fel --
Chapter 2: Dramatis Personae
Minor Psychic Powers: Precognition, Distort Vision, Lucky, Space Slip, Healer, Staunch Bleeding, Weapon Jinx, Resist Possession, Sense Presence, Fearful Aura
(Imperial Creed), Common Lore (War), Common Lore (Imperial Creed)
Chapter 2: Dramatis Personae
BuzzDakka Common lore dictates that 'blessed is the mind too small for doubt.' This makes an Ork, turned to the service of the Imperium, one of the most blessed tools to use in His holy works. A most useful tool that can tear the face off a heretic without ever having to strain it's hand.
Freeboota BuzzDakka WS 39
BS 36
S 46
T 50
Movement: 3/6/9/18 Corruption: 0
Ag 34
Int 31
Per 32
WP 33
Fel 24
Wounds: 11 Insanity: 0 Fate: 2
Skills: Awareness, Barter, Carouse, Common Lore (Orks, War), Concealment, Drive (Ground), Intimidate, Speak Language (Ork, Low Gothic,), Tech-Use, Talents: Quick Draw, Ambidextrous, Sanctioned Xenos, Unnatural Toughness x2, Sturdy, Iron Jaw, True Grit, Furious Assault, Xenos Weapon Training (Ork), Make it Work, Might Makes Right, Mob Rule, Basic Weapon Training (Primitive, Solid Projectile), Melee Weapon Training (Universal), Pistol Weapon Training (Primitive, Solid Projectile), Peer (Blood Axes), Non-Imperial, Speak Not Unto The Alien Armor: Squighide Coat and Leggings (Body/Arms/Legs 3), Iron Gob (Head 3) Weapons: Autogun (1d10+3 I, Pen 0, Clip 30, Rld Full, S/3/10), Chain Sword (1d10+2 R. Pen 2, Balanced, Tearing) Gear: Autogun with 5 Clips, Chain Sword, Ten Frag Grenades, Impressive Hat, Ork Void Suit, Teef
Miscellany Theosophamy
• Wargear
• Armor
• Skills and Talents
• Vehicles
Akin to Daemonology, Theosophamy is a psychic discipline that concentrates on the manipulation of the Warp in its interaction with the real universe. It is based upon ritual and control rather than unleashing the raw power of the Warp, and is intended more to disrupt or close breaks in the barrier between dimensions, rather than opening them.
Confound Daemon Threshold: 19 Focus Time: Half Action Sustained: Yes Range: 10m The psyker reaches out with their mind to disrupt the flow of energy from the warp into real space, temporarily disorientating Daemonic creatures. This is a ranged ability. When successfully targeted at a Daemonic character, the target must pass a WP test. If this is passed, they are stunned for one turn. If it is failed, they are stunned for an additional turn for every degree by which they failed the test. Overbleed: For every 5 points by which you exceed the Threshold, you gain a +10 bonus on your Opposed Willpower Tests.
Seal Warp Breach Threshold: 20 Focus Time: Half Action Sustained: No Range: 10m Seal Warp Breach cuts off the connection between the mortal universe and Warp space. Daemonic creatures drawing on the energy of the Warp will have their power leached away as they attempt to continue to exist in real space, and will perish if they cannot re-establish another link to their immaterial realm. Seal Warp Breach is a ranged, persistent ability. When successful used against a Daemonic character, the target suffers from Warp Instability. The target may attempt to nullify the ability by spending actions in the same way as a psyker nullifying any other persistent psychic ability. Overbleed: For every 5 points by which you exceed the Threshold, you inflict an additional point of damage.
Stigmatize Threshold: 13 Focus Time: Half Action Sustained: No
The psyker creates a disruption in the link between a mortal and its soul, not only disconcerting the target but also creating a subconscious suspicion in their comrades. Stigmatize is a Ranged power. The target must pass a WP test or be stunned for a turn. In addition, any character friendly to the target within ten yards reduces their interaction skill tests when dealing with that character by -10. Note that a character's interaction penalty is only ever reduced once, regardless of the number of times they come under the influence of Stigmatize. This effect persists until the character rests.
Strike Daemon Threshold: 14 Focus Time: Half Action Sustained: No Range: 10m Unleashing a bolt of faith, the psyker blasts the Daemonic foes of the Emperor with the strength of their mind. Strike Daemon is a psychic bolt that can only cause damage against Daemonic characters and inflicts 1d10 damage that ignores Toughness Bonus. Overbleed: For every 5 points by which you exceed the Threshold, a cumulative +1 points of damage is added the strike.
Summon Warp Power Threshold: 15 Focus Time: Half Action Sustained: Yes Range: Self Drawing on the energy of the Warp, the psyker imbues themselves with the raw and extraordinaire power of the Immaterium. This power grants the psyker a temporary boost in his psi-rating by one. Overbleed: For every 10 points by which you exceed the Threshold, an additional psi-rating is added for the next round.
Summon Void Threshold: 15 Focus Time: Full Action Sustained: No Range: 10m The psyker opens up a small breach into the Warp - for a split second, the world changes in appearance and everyone within 2d10 meters has a glimpse at the heart of the warp. Everyone in the area (including the psyker) must make a WP Test or gain 1d5 Insanity Points.
Chapter 3: Miscellany
Discipline: Theosophamy
Range: 10m
Chapter 3: Miscellany
Aura-scrye
Aurosian Armory
The aura-scrye is a special type of Auspex that works along similar principles as the psi-tracker. It works by detecting the psychic emanation that all mortal and Daemonic creatures exude, and displays this as an image when used as an optical aid. The aura-scrye can only be used to make an active scan. It allows the user to make a Perception test to spot any character within its arc of sight, regardless of whether they have line of sight.
Soul net A soul net was one of the Thorian's crude attempts to replicate the technology embodied within the Eldar spirit stones. It is a latticework of psycho-conductive material that is designed to activate upon death to trap the escaping soul of the wearer. Unfortunately, it interferes with the psychic aura that surrounds the wearer, reducing them to a comatose state or even killing them. This side effect has now seen use as a weapon against Daemons and psykers. A soul-net is used in the same way as a bolas. A Daemonic or psychic character entangled by a soul net loses any Daemonic or psychic abilities they have whilst entangled.
Aurosian Rail Driver Class: Heavy
Availability: Scarce
The Aurosian Rail Driver was a highly specialized weapon issued to the servicemen of the Miner Guilds when the Mechanicus held dominance over the world. The Rail Driver used to great effect by Skitarri to put down several riots. it is unsurprising that the Aurosian Planetary Defense Force and Hive gangs would have adopted it after the world adopted an Ecclesiarchal government. The Rail Driver shoots ultra-high velocity depleted uranium slugs that appear like blue beams of light and can penetrate almost anything including vehicles and structures, effectively making cover irrelevant to the wielder and turning vehicles into death traps.
Psychic Dampener Used almost exclusively by the Ordo Hereticus, a psychic dampener disrupts the flow of Warp energy within its range of effect, disturbing the psychic powers of others. Any psyker attempting to use a power within ten meters of a psychic dampener must re-roll a successful Psychic test - if the second test fails, there is no chance of psychic feedback.
Empath Field Generator Originally designed for Imperial Officers to control penal troops, an empath generator creates a psychic field that allows the wearer to project their emotions into another individual. A character with an empath generator can instill fear in an enemy within twenty meters (Fear 1), or grant the Strong Minded talent in a friendly character within the same distance. Using an empathy generator is a risky action and requires a Willpower test. If failed results in the character being pinned.
Telepathic Beacon A telepathic beacon can be implanted into the mind of an individual to allow them to broadcast their thoughts. A character with a telepathic beacon can use the Telepathy power (no psychic tests are required). Each time the beacon is used, the character must pass a WP test or suffer damaging feedback that stuns them for D3 turns.
Table 3-1: Aurosian Ranged Weapons Name Rail Driver
Range 15m
RoF S/2/4
Dam 1d10+4 I
Pen 4
Clip 12
Rld Full
Rad-Cleanser
30m
S/-/-
2d10+2 E
7
20
-
NU11-Plasma Cutter
2m
S/-/-
1d10 E
6
8
Full
NU11-Core Extractor
30m
S/2/4
2d10+5
6
10
2Full
Special Accurate, Tearing Blast (2), Recharge, Toxic Accurate, Reliable, Recharge Accurate, Reliable, Recharge
Wt 35 kg
Cost 425
26kg
7,000
2.2kg
185
11 kg
1,200
Long used by the masters of the Black Ships to control their harvest of charges, torpor is a chemical cocktail of neural-inhibitors and narcotics deigned to render the subject docile and, more importantly, negate their ability to use Psychic Powers. Likewise the Holy Ordos maintains it own supplies of Torpor for prisoner control and other uses, while hereteks and some cults have been known to manufacture their somewhat unreliable version for their own dark purposes. A single dose of torpor lasts for 1d10 minus the subject’s Toughness Bonus in hours, during which time the subject is overcome by a grey anxiety-ridded haze in which he counts as Fatigued and must succeed in a Difficult (–20) Willpower Test to perform any Actions of his own volition. In addition, psychic characters have their Psy-Rating reduced by 4 while under this drug’s effects.
be treated accordingly. Rad-cleansers must be reloaded by refueling their bulky reactor-core units, which cannot be done during combat.
NU11 Plasma Cutter Class: Basic
Availability: Average
The Aurosian Plasma Cutter, also referred to as the "Plasma Cutter" or simply "the Cutter", is a hand-portable mineral cutter manufactured by Forgeworld Nürn The Plasma Cutter is one of the miner's primary tools of the trade, offering unrivaled reliability in even the most hostile of work environments. The Plasma Cutter delivers a cohesive pulse-stream, or "bolt", of ionized plasma when fired. The Plasma Cutter is very accurate, utilizing three blue lasers to indicate the desired cutting plane.
Stillness Derived from a combination of Ploin Juice, Slaught, Lho and a classified substance, this rather volatile chemical concoction is considered highly restricted in the few places that it's even legal at all. The drug increases mental functions related to hand-eye coordination and focus while simultaneously reducing respitory function and motor control. The end result is an effect where the user sees time around them at a slower speed, but are equally slowed in their ability to react. The drug has little value for close combat applications, but it is ideal for snipers. The drug also completely blocks feelings of stress and anxiety. The downside, however, is that the drug literally burns away at the tissue at the site of injection and can quickly cause brain damage with prolonged usage. One dose of Stillness grants the user +30 to any Aim Actions used while under the effects of the drug for 2d10 Rounds. However, all Actions are doubled in time cost (i.e.: a Half Action becomes a Full Action. A Full Action becomes Two Full Actions) for the user. Additionally, for the duration of 1d5 hours, Stillness grants the user +4 to their effective Insanity Bonus solely for determining immunity to Fear Effects. Use of the drug inflicts 1d5 Energy Damage, ignoring Armor and treating Toughness Bonus as only 1/2 its actual value (round up). When the drug wears off, the user must Test Toughness or suffer -10 Intelligence for 3d5 hours.
Hephaistos-pattern impact enhancer The impact enhancer uses a powerful pneumatic system to radically increase the potency of blunt trauma weapons, such as hammers and mauls. Although powerful, the temperamental triggering mechanism jams easily, and has been known to spill caustic hydraulic fluid on the unfortunate wielder. The Impact Enhancer adds 4 to the weapon's damage. The weapon also gains to Unreliable and Overheats qualities. Upgrades: Hammers or Great weapons.
Rad-Cleanser
Enthrion Motion Tracker
Class: Exotic Availability: Very Rare
Basically a more easy to use, stripped down version of an Auspex, the Enthrion can only track moving object in an 90° arc forward. While this is a good thing when you hunt vermin or other things, it is easily fooled by other moving objects, like swinging ropes or garbage blow by wind. The Enthrion Motion Tracked has a range of 30m, in which it detects every moving object in a 90° arc. It is blocked however by solid objects thicker than 30cm. No skill check is required.
Rad-cleansers are potent weapons said to be relics of the long past Dark Age of Technology, and they are certainly powerful and terrible enough in effect to justify that mythic claim. Victims caught in the rad-cleanser’s blast suffer an agonizing death as their tissues are blown apart on a cellular level and they are boiled alive from within. Even metals may combust in the powerful blast created by a rad-cleanser. These horrific weapons are extremely difficult to manufacture and heavily proscribed by the Cult Mechanicus The “toxic” effect listed on this weapon’s profile actually represents massive radioactive contamination, and should
Chapter 3: Miscellany
Torpor
Chapter 3: Miscellany
NU11-Core Extractor The NU11-Core Extractor is a heavy duty tool designed for extracting core samples, described as being able to penetrate 65% of all known elements. The primary fire mode fires four plasma beams in a diamond configuration composed of four separate beams at 90 degree angles to each other. The alternate firing mode compresses all four beams together into a continuous stream.
Sub-conduit Cortex Scanner Able to measure the minute variations in the electrical field of a creature’s brain, the sub-conduit cortex scanner is able to relay this information via an implant in the sensory arrays of the wearer. This effectively gives the character the Mind Scan ability (no psychic test required).
Khamrian Cogi Mechanicum The Khamrian Cogi is a heretical variation of the Cog Mechanicum , or the ancient symbol used to represent both the Adeptus Mechanicus and their religious faith, the Cult Mechanicus since before the signing of the Treaty of Mars in the 29th Millennium. The emblem, traditionally a hybrid human and cyborg skull in front of a mechanical cog that represents the fusion of human flesh with machine is replaced by the removal of the human component.
Table 3-2: An Inquisitorial Miscellany Name Torpor (Drug)
Wt -
Cost 500ea
Availability Very Rare
Stillness (Drug) Psychic Dampener
12kg
250ea 734
Very Rare Very Rare
Soul Net Empath Field Generator Aura-Scrye
3.7kg 2.2kg
1,200
Near Unique Rare
1.5kg
833
Rare
Enthrion Motion Tracker Hephaistos-Pattern Impact Enhancer Telepathic Beacon
0.3kg
12
Average
.5kg
150
Scarce
1.3kg
875
Rare
Sub-Conduit Cortex Scanner Khamrian Cogi
4.8kg
1,600
Rare
-
-
Unique
Antigonus crafted the Soulwatcher helm himself, with the aid of Magos Psykana Alendrixa. Antigonus is not a natural psyker, and so the Soulwatcher helm functions differently to a normal psi-booster. The spirit stone encased within the Soulwatcher helm contains and Eldar soul - a psychic essence that Antigonus can tap into. Spirit stones are specifically created to shield the soul within from the warp, in particular the attention of Slaanesh. This allows Antigonus to use the psychic energy of the stone without risk to himself, and the Soulwatcher helm contains an intricate network of mind impulse circuitry that allows the Inquisitor to interact with and gain feedback from the psychic gem. However, communing with a dead Eldar spirit is something that cannot be done without other risks. Even on the Eldar craftworlds, such matters are only undertaken by especially resilient psykers known as Spiritseers. The effect of this unconscious and conscious communication between Antigonus and the Soulwatcher helm is bound to have an increasingly profound effect on the Inquisitor. Not only is Antigonus risking his mental stability by perceiving the world through the psyker-sight of the spirit stone, but bringing his mind into close contact with an alien consciousness as powerful as an Eldar's has inherent risks. Though there are probably only a few individuals in the history of the Imperium that understand such matters fully (Inquisitor Czevak perhaps being the most prominent), Antigonus' few colleagues suspect that the growing relationship between the Inquisitor and the captive Eldar spirit is affecting Antigonus' judgment. This provides four points of protection to the head, and includes an aura-scrye and psi-tracker. The helmet, due to its mysterious nature, grants Balorodin a Psi-Rating of 3 and has a built in Aura-Scrye.
Aurosian-pattern “Lockshield” The Arbites commonly make use of heavy, ceramite shields during operations of all types. These are rectangular plates, worn on one arm, which are typically equipped with a heavily armored viewport that offers protection to the operator. The Aurosian-pattern Lockshield is lighter and smaller than most other patterns, designed to work largely in the confines of narrow Hives and mines. It isn't very powerful offensively, but despite its lightweight design it can absorb a lot of punishment sparing its user from gunshots and blasts. An Aurosian lockshield requires one hand to use and provides +3 AP to that arm and the torso of the user. The shield is taller than most Arbites shields, and as such can additionally provide the +3 AP protection to the head when the user is in motion, or the legs when stationary. The shield can be locked using mag-strips to shields adjacent to it; the Arbites use this to create walled “Lockshield” formations during particularly lethal riots, or to advance large groups of Arbites down wide, fire swept corridors.
Ballistic Cloth Surcoat Many senior Arbitrators wear formal surcoats over their carapace armor in the discharge of their duties� The origin of this practice is unknown, but is apocryphally said to have begun on Terra, where the corrosive acid rain of that most holy of hive worlds tends to strip the paint off unprotected armor. The advanced weave of these garments adds somewhat to the protective quality of the carapace armor beneath. This article of clothing adds +1 AP to the arms and body of the wearer, and can be worn over other armor, provided it has been tailor-made for the wearer and their equipment.
Table 3-3: Armor Name Praetorian Carapace Armor Ballistic Cloth Surcoat Soul Watcher Helmet NU11-Engineering Suit
Location(s) Covered All Heads, Arms Head All
AP 6 +1 4 7
Wt 14kg 1kg 2.5kg 45KG
Cost 3,000 275 -
Availability Very Rare Rare Unique Near Unique
Table 3-4: Aurosian Shields Name Aurosian Pattern Lockshield Enforcer Riot Shield
Class Melee
Damage 1d10 I
Pen 0
Wt 3Kg
Special Defensive
Cost 75
Availability Rare
Melee
1d10 I
0
1.5kg
Defensive, Primitive
40
Scarce
Chapter 3: Miscellany
The Soulwatcher Helmet
Aurosian Armor
Chapter 3: Miscellany
NU11-Engineering Suit The engineering suit is an exosuit that completely covers the wearer's body. There are several variations to the engineering suit, each one of which is suited for various working environments. The working environment, the wearer's certification, and the degree of the working environment's hazardousness will determine which variation is the most appropriate. While one in wide spread use on Auros-II during it's early centuries as a mining facility, few suits remain intact and are eagerly sought by treasure hunters and reclaimators. The Adeptus Mechanicus on Nürn, long possessing knowledge of it's make, have ceased production and utilization of these highly adaptive suits of armor for over a hundred and twenty years now.
Vehicles Nurn-Pattern Arvus Lighter Hull: Utility Shuttle Class: Nurn sub-type NU-2323 Dimensions: 8.5 meters long, 8.2 meters wide. Crew: 1 pilot, 1 co-pilot/loadmaster. Passenger Capacity: 12 The Arvus Lighter is a utility shuttle designed to transport personnel and goods from a planet to a ship in orbit, or between vessels in void-lock. It is slow, unwieldy, and unarmed, but very useful for transporting cargo.
Skills Diplomacy Advanced, Fellowship, Interaction Diplomacy is the art of conducting negotiations between two or more factions .This allows the character opportunities to handle business, social, or state affairs without arousing hostility. A Diplomacy Test is an Opposed Test, as each party tries to convince the other that his desires in the situation should be given priority. To start a Diplomacy Test, the GM determines how many Rounds the Acolyte and his target or targets have to discuss the current situation. Each Round, the Acolytes and all target(s) involved make Fellowship Tests. If the Acolyte succeeds and his opponent(s) fail, then he has been able to sway his target or targets to agree to one point in the discussions. For each Degree of Success, the winner is able to bring his target or targets into agreement for another point in the discussions. If all parties succeed, then the character who had the most Degrees of Success has been able to sway the others to agree to one point in the discussion for each Degree of Success he had beyond the others. If the Acolyte gets the target to agree to all of his points in the negotiations, before the targets to agree to all of his points in the negotiations, before the targets have convinced him of theirs, then the Acolyte has succeeded in the talks. If none of the factions in the discussions are able to sway all the targets in the talks to his viewpoint before the limit the GM created, then the discussions end with all agreeing to only the points that have been succeeded so far. If at any time in the discussions all parties fail the Test, then the discussions are broken off, as talks fall to petty bickering and retorts. This Skill costs 200 xp and is available to all Acolytes at Rank 3 or above with Fellowship of 40 or higher. Diplomacy +10 is available at Rank 5 or higher for 300 xp, and Talented (Diplomacy) is available at Rank 6 for 300 xp.
Advanced, Intelligence This skill encompasses the ability to analyze all of the past and present information available for a given situation, in order to be able to find the most probable future outcome. This method of techno-divination has many forms, from data stack analysis, to neural pathway insight, and even systematic binary omens. The use of this skill allows one to focus so perfectly on the past and current events centering on a specific person, place, or thing, that the user can then predict the next logical step or even that object will experience. While the user is able to extract the most probable future outcome, that is by no means the outcome that will happen. The roles of outside influences, no matter how minute, can lead to outcomes that the user of this skill cannot even hypothesize. To use this Skill, the GM assigns a Test Difficulty depending on the outcome the character is trying to discern; Table 2-5: Logis Prophesying Examples gives guidance on the Difficulty to be assigned on the Test. The more information the character has about the object or person, the easier the Skill Test becomes. As a rough guide, a Success with this Skill allows the user to know the most probable outcome or location, with each additional Degree of Success either offering the next step in the chain of events for the object or the next most probable location. This skill costs 300 xp and is available to Tech-Priests at Rank 4 and above. The Logis Prophesying +10 for this Skill is available to Tech-Priests at Rank 7. *The Lathe-Worlds, Page 56
*The Lathe-Worlds, Page 56
Table 3-5: Logis Prophesying Examples Test Difficulty Easy (+30)
Ordinary (+10)
Difficult (-10)
Very Hard (-30)
Example Determining the location of a Servitor drone on the following day after studying its schedule for several weeks; picking the system a transport visits next based on reviewing passenger manifests of the last year. Discerning the whereabouts of a laborer after reviewing the last several days of his work schedule; determining the details of a hive noble's meal next week based on his dining habits of the last month. Predicting the tavern a local merchant will go for his drinks three nights hence after examining the last several days of store receipts; foretelling the weapon a heretic uses in his next combat through analysis of what gambling dens he frequents. Anticipating a Spook-addled scum's next supplier with only fragmented vidcaptures of his dress style:; predicting a cult's new meeting location based on waste debris patterns along hab walkways.
Chapter 3: Miscellany
Logis Prophesying
Skills and Talents
Chapter 3: Miscellany
Talents Luminen Barrier Prerequisites: Luminen Shield, Electoo Inductors, Potentia Coil Much like the celebrated Electoo=Priests, the Acolyte can draw upon all of his power to create a shimmering barrier of pure energy, one capable of deflecting any attack. As a Full Action, the player can activate a Luminen Barrier which remains active for a number of Rounds equal to the Acolyte's base Willpower Bonus. The barrier has a Rating equal to the Acolyte's base Willpower Characteristic. As long as the barrier is active, the Acolyte can attempt to stop incoming Ranged and Melee attacks by rolling a 1d100 and comparing it to the barrier's Rating. If the roll is equal to or under the Rating, the attack is stopped completely. If the roll is over the Rating, the attack penetrates the barrier and causes Damage as normal. This roll is made before reductions for Armor and Toughness Bonus. If the 1d100 roll ever results in a 01-05, the barrier stops the attack, but is overloaded in the process. It instantly collapses, and the Acolyte must pass a Challenging (+0) Toughness Test or gain 1 level of Fatigue. An Acolyte can use Luminen Barrier a number of times equal to his Willpower Bonus every 24 hours; however, upon the second activation of the ability within 24 hours, and upon each subsequent activation in that time, he gains 1 level of Fatigue. Luminen Barrier is available to Tech-Priests Rank 6 (Technomancer or Mech-Deacon) and above and costs 400xp. *The Lathe-Worlds, Page 56
Luminen Flare Prerequisites: Luminen Blast, Electoo Inductors, Potentia Coil. The Acolyte has mastered the ability to channel his will through the Potentia Coil into a powerful blast of energy that brings the fury of the Omnissiah to all who might stand in his path. On a successful Ballistic Skill Test, he may direct this energy at a single target within 20 meters. The attack deals 1d10 plus his Willpower Bonus in Energy Damage, and has the Blast (X) Quality, where X equals the Acolyte's Willpower Bonus. This counts as a Half Action, and each time the Acolyte uses this Talent, he must first pass a Challenging (+0) Toughness Test or gain a level of Fatigue. Luminen Flare is available to Tech-Priests Rank 5 (Tech-Priest) and above and costs 300xp. *The Lathe-Worlds, Page 57
Luminen Shield Prerequisites: Electoo Inductors, Potentia Coil. Focusing his energy in all directions at once, the Acolyte is capable of creating a hazy field of static, strong enough to turn aside incoming blows and stop weapons fire in its tracks. As a Full Action, he may activate a Luminen Shield which remains active for a number of Rounds equal to the Acolytes Willpower Bonus. The shield has a rating equal to half the Acolyte's Willpower Characteristic, rounded up (e.g. an Acolyte with a Willpower of 43 would have a Luminen Shield with a Rating of 22). As long as the shield is active, the Acolyte may attempt to stop incoming Ranged and Melee attacks by rolling a 1d100 and comparing it to the shield's Rating. If the roll is equal to or under the Rating, the attack is stopped completely. If the roll is over the Rating, the attack penetrates the shield and causes Damage as normal.
This roll is made before reductions for Toughness/Armor. If the 1d100 roll ever results in a 01-04, the shield stops the attack, but is overloaded in the process. It instantly collapses, and the Acolyte must pass a Challenging (+0) Toughness Test or gain 1 level of Fatigue. An Acolyte can use Luminen Shield a number of times equal to his Willpower Bonus every 24 hours; however, upon the second activation of the ability within 24 hours, and upon each subsequent activation in that time, he gains 1 level of Fatigue. Luminen Shield is available to Tech-Priests Rank 4 (Enginseer) and above and costs 200 xp. *The Lathe-Worlds, Page 57
Luminen Surge Prerequisites: Luminen Shock, Electoo Inductors, Potentia Coil. The Acolyte is able to channel even more power through his hands, sheathing them in a glowing torrent of power that can rend armor and bone alike. He must touch his enemy for this ability to work. In combat, he must either make a successful Challenging (+0) Weapon Skill Test or be Grappling to deliver the blast. Each Luminen Surge deals 2d10+3 points of Energy Damage. This counts as a Half Action, and each time the Acolyte uses this Talent, he must pass a Challenging (+0) Toughness Test or gain a level of Fatigue. Luminen Surge is available to Tech-Priests Rank 4 (Enginseer) and above and costs 200 xp. *The Lathe-Worlds, Page 57
The Flesh is Weak (X) Prerequisites: None. The Acolyte's body has undergone significant bionic replacement, to the point that he is far more machine than man. This Talent grants the character the Machine Trait (see page 330, Dark Heresy Core Rulebook) with Armor Points equal to the number of times this Talent is taken. The Acolyte may purchase this Talent multiple times, in accordance with his Career Path. In this case, note the number of times this Talent has been taken (e.g. The Flesh is Weak [3]). The Flesh is Weak is available to Tech-Priests at Rank 2, Rank 4, Rank 6, and Rank 8. It costs 100 xp at Ranks 2 and 4, 200 xp at Rank 6, and 300 xp at Rank 8. *The Lathe-Worlds, Page 57
Word of the Emperor Prerequisites: Unshakeable Faith The Word of the Emperor Talent is a generic ability to represent the general faith and zeal of a character. Here we present a more in-depth look at these acts of faith and protective liturgies. Reciting a Word of the Emperor is in function a half action. Whilst reciting the Word of the Emperor, the character and any friend within earshot benefit from Unshakeable Faith.
Faith Overcomes All Prerequisites: Word of the Emperor, Nerves of Steel Bolstered by the sermons of Thor, the character's resolve is hardened to the perils presented by the foe. Whilst the character is reciting the litany, the character and any friend within earshot benefit from Nerves of Steel.
Prerequisites: Word of the Emperor, Resistance (Psychic Powers) A powerful condemnation of the works of the Ruinous Powers, the Curse of Undoing can ward away psychic powers. Whilst the character is reciting the Curse of Undoing, the character and any friend within earshot benefit from Resistance (Psychic Powers)
The Will and the Way Prerequisites: Word of the Emperor This hymnal instills those that hear it with an indomitable resolve, enabling them to push their physical endurance to the limit. A friendly character within earshot gains the True Grit talent whilst they can hear the litany.
Catechism of Hate Prerequisites: Word of the Emperor, Frenzy, Furious Assault Most commonly used by the Space Marines of the Adeptus Astartes, a Catechism of Hate drives the faithful into
a vengeful fury, determined to crush the enemies of the Emperor. Any friendly character hearing a Catechism of Hate is subject to Frenzy and benefits from Furious Assault for the duration.
Improved Natural Weapons Some creatures have teeth as sharp as the finest hunting dagger, or claws able to crack apart carapace armor like a cheap Amasec bottle. Their Natural Weapons no longer count as Primitive.
Chapter 3: Miscellany
Curse of Undoing