The Liber Imperium - Beta 1.53
The Liber Imperium - Beta 1.53
Imperium
A Rulebook for Dark Heresy, Only War, and Rogue Trader
Beta 1.5 - 0.306.022.M3
Table of Contents
The Liber Imperium - 6 2.5 Dynasty Creation - 120
2.5.1 - Warrant Age - 120
1.1 The Core Rules - 8 2.5.2 - Fortune & Fate - 123
2.5.3 - Acquisition - 124
2.0 Character Creation Rules - 12 2.5.4 - Deeds of Renown - 126
2.0.1 - Alternate Manners of Play - 15 2.5.5 - Contacts - 127
2.5.6 - Warrant Renown - 128
2.1 Character Creation Options - 16
2.1.1 - Home Worlds - 16 2.6 Aptitudes & Advancements - 129
2.1.2 - Home World Options - 18 Characteristic Advances - 129
2.1.3 - Careers - 23 Skill Advances - 130
2.1.4 - Career Options - 24 Talent Purchases - 131
2.1.5 - Roles - 28 Experience Points - 131
2.1.6 - Mementos - 30
2.1.7 - Backgrounds - 34 3.0 Skills - 132
2.1.8 - Lineage Backgrounds - 46 Skill Descriptions - 136
2.1.9 - Character Age - 48 Acrobatics (Agility) - 136
2.1.10 - Mental Afflictions Abridged - 49 Athletics (Strength) - 136
2.1.11 Touched By The Warp Options - 50 Awareness (Perception) - 136
2.1.12 - Abhuman Options - 53 Charm (Fellowship) - 137
2.1.13 - Male Names - 54 Command (Fellowship) - 137
2.1.14 - Female Names - 55 Commerce (Intelligence) - 137
2.2 Elite Advances - 56 Common Lore (Intelligence) - 138
2.2.1 - Career Elite Advances - 57 Deceive (Fellowship) - 138
Adepta Sororitas Elite Advances - 57 Deny The Witch (Willpower) - 139
Adeptus Administratum Elite Advances - 58 Forbidden Lore (Intelligence) - 139
Adeptus Arbites Elite Advances - 59 Inquiry (Fellowship) - 140
Adeptus Astra Telepathica Elite Advance - 60 Interrogation (Willpower) - 140
Adeptus Mechanicus Elite Advances - 61 Intimidate (Strength) - 140
Adeptus Ministorum Elite Advances - 62 Invocation (Intelligence) - 141
Heretek Elite Advances - 63 Linguistics (Intelligence) - 141
Imperial Guard Elite Advances - 64 Logic (Intelligence) - 142
Imperial Navy Elite Advances - 66 Medicae (Intelligence) - 142
Legiones Skitarii Elite Advances - 67 Navigate (Perception) - 143
Mercantile House Elite Advances - 68 Operate (Agility) - 143
Outcast Elite Advances - 69 Parry (Weapon Skill) - 144
2.2.2 - Touched By The Warp Elite Advances - 70 Psyniscience (Perception) - 144
Sanctioned Psyker Elite Advances - 70 Scholastic Lore (Intelligence) - 144
Renegade Psyker Elite Advances - 70 Scrutiny (Perception) - 145
Nascent Psyker Elite Advance - 71 Stealth (Agility) - 145
Navigator Elite Advances - 71 Survival (Perception) - 146
Untouchable Elite Advance - 72 Tactics (Intelligence) - 146
2.2.3 - Abhuman Elite Advances - 73 Tech-Use (Intelligence) - 147
Ogryn Elite Advances - 73 Trade (Intelligence) - 147
Ratling Elite Advances - 74
2.2.4 - Generic Elite Advances - 75
2.2.4 Inquisition Elite Advances - 77
4.0 Talents & Traits - 149
The Holy Ordos - 78 4.1 Talent Compendium - 150
4.1.1 - General Talents - 150
2.3 Inquisitor Generation - 79 4.1.2 - Defense Talents - 153
2.4 Regiment Creation - 93 4.1.3 - Knowledge Talents - 156
2.4.1 Regiments of Renown - 93 4.1.4 - Leadership Talents - 157
2.4.2 Legions of Legend - 97 4.1.5 - Medicae Talents - 159
2.4.3 Creating A Regiment - 101 4.1.6 - Melee Attack Talents - 160
2.4.3.1 - Home World - 101 4.1.7 - Movement Talents - 165
2.4.3.2 - Commanding Officer - 102 4.1.8 - Operate Talents - 166
2.4.3.3 - Training and Doctrines - 103 4.1.9 - Ranged Attack Talents - 167
Regiment Types - 103 4.1.10 - Social Talents - 170
Training Doctrines - 107 4.1.11 - Tech Talents - 174
Special Equipment Doctrines - 109 4.1.12 - Two Weapon Fighting Talents - 175
2.4.3.4 - Regimental Drawbacks - 112 4.1.13 - Weapon Talents - 176
2.4.3.5 - Standard Regimental Guardsman Kit - 117 4.1.14 Faith Talents - 178
2.4.3.6 - Finishing Touches - 118 4.1.15 Follower Talents - 182
4.1.16 Mechanicus Talents - 185
Table of Contents (cont.)
4.1.17 Psyker Talents - 187 6.2.13 - Shock Weapons - 374
4.1.18 - Untouchable Talents - 188 6.2.14 - Force Weapons - 375
4.2 Traits - 189 6.2.15 - Low-Tech Melee Weapons - 376
6.2.16 - Exotic Melee Weapons - 378
4.3 Followers - 198 6.2.17 Weapon Modifications - 380
6.2.19 Weapon Downgrades - 397
Random Weapon Downgrades - 399
5.0 Powers - 204 6.3 Armours, Modifications, & Force Fields - 400
5.1 Psychic Powers - 205 6.3.1 - Armours - 400
5.1.1 - Psychic Phenomena - 209 6.3.2 - Shields - 403
5.1.2 - Perils of the Warp - 210 6.3.3 Armour Modifications - 404
5.2.0 Biomancy Discipline - 211 6.3.4 - Force Fields - 412
5.2.1 Cryokinesis Discipline - 216 6.4 Powered Armour for Mortals - 414
5.2.2 Divination Discipline - 220 6.5 Gear - 416
6.5.1 Clothing & Personal Gear - 416
5.2.3 Pyromancy Discipline - 226 6.5.2 Banners & Icons - 424
5.2.4 Sanctic Discipline - 230 6.5.3 Tools - 426
5.2.5 Telekinesis Discipline - 235 6.5.4 One-Use Items - 442
5.2.6 Telepathy Discipline - 241 6.6 Consumables, Drugs, Incense, & Toxins - 446
6.6.1 - Consumables - 446
5.3.0 Navigators - 249 6.6.2 - Drugs - 447
5.3.1 Navigator Powers - 251 6.6.3 - Drug Creation - 458
5.4 Faith Powers - 259 6.6.4 - Incense - 459
5.4.1 The Emperor's Sign - 260 6.6.5 - Advanced Poisons & Toxins - 460
5.4.2 The Emperor's Mercy - 263 6.6.6 - Toxins - 461
5.4.3 The Emperor's Wrath - 266 6.6.7 - Toxin Creation - 463
5.5 Techno-Arcana Powers - 269 6.7 Books & Documents - 465
5.5.1 Biologis Arcana - 271 6.8 Services - 470
5.5.2 Cogitatus Arcana - 274 6.8.1 - Ecclesiastic Services - 472
5.5.3 Dominus Arcana - 280 6.8.2 - Weapon Anointment - 473
5.5.4 Electromancy Arcana - 285 6.8.3 - Outsourcing - 474
5.5.5 Enginseer Arcana - 289
5.5.6 Logis Arcana - 293
6.9 Bionics, Cybernetics, & Implants - 476
6.9.1 - Integrated Weapons Rules - 486
5.5.7 Secutor Arcana - 297
5.6 Chaos Rituals - 301 6.10 Manufacturing & Patterns - 497
5.6.1 Summoning Rituals - 304 6.11 Archeotech - 503
5.6.2 Curses - 311
5.6.3 Rites - 313
5.6.4 Hexes - 317 7.0 Vehicles - 511
Vehicle Types - 512
Weapons, Weapon - 514
6.0 Armoury & Acquisitions - 320 Mountings, and Firing Arcs - 514
Craftsmanship Effects - 322 Vehicle Traits - 515
Availability & Time - 323 Vehicle Combat Actions - 517
Misfortunes & Unwanted Attention - 324 Vehicles in Combat - 519
Upkeep Tests - 326 Hull Critical Effects - 521
Yet in his deathless state, the Emperor continues his eternal vigilance. Mighty battle fleets cross the
Daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the
Astronomican, the shining psychic manifestation of the Emperor’s will. Vast armies give battle in his
name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines,
bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard, the ever-vigilant
Inquisition, and the Tech-Priests of the Adeptus Mechanicus to name but a few. But for all their
multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants—and
worse.
To be a man in such times is to be one amongst untold billions. It is to live in the cruellest and most
bloody regime imaginable. Forget the power of technology and science, for so much has been forgotten,
never to be re-learned. Forget the promise of progress and understanding, for in the grim darkness of the
far future, there is only war. There is no peace amongst the stars, only an eternity of carnage and
slaughter, and the laughter of the thirsting gods.
This Book
Within the pages of this book are, to say the least, a vast assortment of rules, to provide structure and guidance
for players and Game Masters alike. Before moving on the Game Master and players should decide what kind of
campaign and story they wish to play, be it a tale of intrigue and mystery, an epic of conquest and domination, or
a story about the ultimate pyrrhic victory. The following descriptions should give some guidance as to what kind
of story can be expected for each campaign, as well as helping to guide players on how to build their characters.
Dark Heresy - The War for the Soul of Mankind
Dark Heresy is a roleplaying game full of danger, mystery and brutal violence, set in the decaying far future of
Warhammer 40,000. You are about to embark on perilous adventures into the dark heart of the 41st Millennium.
You stand on the front line of a great and secret war. As an Acolyte of the powerful Inquisition, you will root out
threats to the Imperium of Man. You will engage in deadly combat against heretics, aliens and witches. You will
face Daemonic possession, and battle for your very survival amidst a web of conspiracy and betrayal. But per-
haps the biggest threat you face is your fellow man, for the human soul is such fertile ground for corruption. It is
your duty to shepherd mankind from the manifold paths of damnation, with a smoking boltgun if necessary. Do
not shrink from your noble calling, hard as it might be. Desperate times call for desperate measures, and these
are the darkest times that humanity has ever known. The Imperium is beset by enemies, both from within and
without. It is up to you to stand tall and make a difference. Your character will be an Acolyte.
Rule Zero
One of the most important rules of the game is Rule Zero: Listen to the
Game Master. While it is worth bringing any issues players might have
with the game to the GM’s attention, no one wants to spend valuable
8 Target 4
gaming time in a lengthy debate. During a session, it is best to let the
Game Master adjudicate things, and trust in his judgment. Letting things
run their course in this way is usually the best way to keep having fun.
Of course, any GM who tries to use Rule Zero to justify decisions that
keep the game from being fun soon finds that he lacks a group of players. 7 5
Remember, the goal of the game is always for everyone to have
an enjoyable time. Clear and open communication is essential to keeping
6
a gaming group going—just recognize that mid-session is not always an
appropriate time for it! 10
(Below)
Game Dice Modifiers to Dice Rolls
Dice rolls in 40kRPGs use only ten-sided polyhedral dice. These are
Often the rules can call for a dice roll with a fixed modifier to gain a
used for three different types of rolls: the d10 roll, the d5 roll, and the
value, such as 2d10+5 or 1d5–1. In this case, the result from the dice is
percentile (d100) roll.
added or subtracted to the fixed modifier to gain the final result. Note that
d10 Roll: When required to make a d10 roll, the player or GM rolls a
if the final result is less than zero then it counts as zero (unless a rule par-
number of ten-sided dice indicated before the “d” and adds them together
ticularly states otherwise). Sometimes, a special rule can allow a player
to create the final result. For example, a 3d10 roll would consist of three
to re-roll the dice. When this happens, the second result must be used,
dice rolled and added together (for a total result between 3 and 30). If
even if it is worse than the original result.
there is no number before the “d,” it is assumed to be a 1.
d5 Roll: This follows the same process as above, but the player or GM
divides the result on each ten-sided die by two and rounds up, to create a Rounding and Multiplying
result between 1 and 5 for each die. If a fraction is generated when dividing, unless specified otherwise round
d100 Roll: When required to make a percentile roll, the player or GM the result up, even if the fraction is less than one-half. When two or more
generates a number between 1 and 100 by rolling two ten-sided dice. One multipliers apply to a value, add them together to form a single multiple,
(designated before the roll) is the tens digit; the other is the ones digit. with each multiplier beyond the first adding 1 less than its value to the
Two 0s represents 100. These tests are commonly abbreviated as “d100” first multiplier. Thus a double (x2) and a double (x2) applied to the same
in the text. number results in a triple (x3, as 2 + 1 = 3).
In either case Boons and Detriments are scaled in relation to the test’s
Degrees of Success or Failure.
12 Rejoice in service! 12
Additional Character Creation Rules Starting Equipment
Alongside his other starting equipment the character gets one
Memento of their choice and also gains an amount of extra items equal
Skill Ranks to his Influence Bonus or Profit Factor Bonus (whichever is higher) of a
A character may gain the same Skill multiple times from different char- Scarce Availability or less, and the same amount again of items that are
acter origin selections, simply add the amount of time that character has Common Availability or less. Finally, each character starts with one item
gained the Skill together once character creation is complete, that is the of an Availability of Rare or lower. If the player wishes he may take an
character’s Ranks in the Skill. (IE a character gains the Athletics Skill 3 item of a lower Availability, but he may increase the item’s Craftsman-
times in character creation, this would mean that their Athletics would be ship by an amount of steps equal to steps of Availability lower than
Rank 3 “Experienced” and have Athletics +20 on their list of Skills. Scarce or Rare it is (IE the character could start with a Good Crafts-
man-ship Hand Cannon or a Best Craftsmanship Lascutter).
Pure Faith Inversely the player may also choose an item of a higher rarity
Pure Faith represents a character's true and complete belief in the God and a lowered Craftsmanship; a Very Rare item can be given Poor Crafts-
Emperor of Mankind, and everything that being a willing believer of manship or a Downgrade (if it is a weapon). An Extremely Rare weapon
Him On Terra entails. It is possible to gain this Talent a number of can even be taken, but it would have to be of both Poor Craftsmanship
times through character creation, and for each time after the first that a and have an appropriate Downgrade, making it quite the fixer upper!
character would gain the Pure Faith Talent he instead gains +3 to his Fate Lastly a character may, with the GM’s sanction, choose to have
Characteristic. a weapon that his character starts with be of a variant pattern (see Section
6.10 “Manufacturing & Patterns” for more information on how these
work).
Social Talents
A character may gain multiple Talents that affect their relationship with a
single group, and these can often contradict one another. To eliminate this Final Notes
uncertainty use the following values to settle the character’s reputation Lastly, before going to Section 2.1 to choose the finer details of one’s
with this group. Essentially, find the amount of Good Reputation, Peer, character, please read the following section that applies to the game you
Enemy, Rival, and Hunted Talents a character gains for one single group, are playing.
and, starting at zero, apply the following modifiers.
Notes for Acolytes (Dark Heresy)
Talent Modifier The GM should generate an Inquisitor and the players will apply the
Characteristic modifiers, Skill Ranks, Talents, and other benefits and
Good Reputation +3
detriments provided by the Acolyte’s Inquisitor, as per Section 2.2
Peer +1 “Inquisitor Generation”.
Neutral +0
Enemy/Rival -1 Notes for Explorers (Rogue Trader)
The GM and players should work together to generate a Dynasty (using
Hunted -3 Section 2.4 “Dynasty Creation”) and a Voidship (using the rules in
Section 8.0 “Voidships” and the Ship Points generated by the Dynasty
If the final value is 3 or higher the character gains the Good Reputation Creation system.
with that group, if the total is 1 or 2 he gains Peer, if the total is 0 no While a new Rogue Trader group usually begins play with a
Talents are gained, and any of the previously mentioned Talents are lost. Profit Factor equal to the amount generated using the Dynasty Creation
If the final total is negative the character gains the Enemy Talent, or if the system (see Section 2.4 “Dynasty Creation”), the players may instead
GM deems it more appropriate (most particularly in the case of Imperial elect to roll on the below table to more expediently determine their
institutions or enemy noble houses) the Rival Talent. Finally if the total is starting Profit Factor and Ship Points. Alternately, the GM may allow the
-3 or lower then the character gains the Hunted Talent for that group, as players choose an option from the table below, with his approval.
he has so offended them that the only possible answer for his crimes is to
be chased down, and have appropriate punishment meted out to him.
Starting Profit Factor & Ship Points
Aptitudes 1d10 Profit Ship
Example
Some of a character’s Aptitudes will be decided by their Home World, Roll Factor Points
Career, and Role, while the rest are up to the player’s choice, aside from Although the dynasty does not command
the Psyker and Tech Aptitudes, which may only be gained through Home 1 60 30 a powerful starship, it possesses great
World, Career, or Role. All characters receive the General Aptitude. resources.
A good ship and a wealthy purse promise
2-3 50 40
Touched By The Warp & Abhuman Options great things for this dynasty.
If a player wishes to take either a Touched By The Warp or Abhuman The Rogue Trader dynasty is a fresh, new
Option for their character he may do so, though all Options from both the 4-7 40 50 player on the galactic stage, garnering atten-
Touched By The Warp and the Abhuman Options are mutually exclusive, tion both fair and foul.
and additionally a character with the Adeptus Mechanicus Career, Adep-
A dynasty whose power is on the wane, but
tus Ministorum Career, or Heretek Career may not take an Abhuman 8-9 30 60
may yet recover.
Option. These Options must be taken at character creation, and can only
be purchased with the initial 1000xp alloted for character creation. The Rogue Trader dynasty was once a great
10 20 70 and powerful flame, now only a glimmer of
its former glory
Dark Heresy as Adeptus Mechanicus masses and of the Imperium's nobility alike, but quite unwelcoming of
The Adeptus Mechanicus is, in many fashions, an empire within an those pledged to the Omnissiah.
empire. Standing united with, but mostly apart from, the Imperium of As for the Disciple's master, he is made in the manner as per an
Man. This seperation is in many ways beyond even just the physical, as Inquisitor, though he must have the Adeptus Ministorum or Adepta So-
the forge worlds and subject territories of the Adeptus Mechancius are roritas Career, as only one of the church could truly lead their followers
largely under the rule of the ancient, and often byzantine law of the Cult to perform acts in the name of the Master of Mankind. Additionally the
Mechanicus and the ruling synod of the local forge world, and, ultimate- Disciple's master should be given the Ordo Hereticus option and cannot
ly, Mars itself. have a Psy Rating or the Psyker Trait, as no such witch would be tolerat-
This separation, along with distance from the wider Imperi- ed among the ranks of the Ecclesiarchy's priesthood.
um leads to the Mechanicus' alienation, and only adds to their inwards
focus and their drive for secrecy. This secerecy, however, quite well suits
would-be hereteks as their furtiveness is regarded as normal within the
Rogue Trader as Imperial Navy
The Imperial Navy protects the reaches of the Imperium's space from
ranks of their peers. And so, the ever-watchful of the Lords Dragon seeks
various threats in many capacities. Largely they are charged with
out such inequity.
patrolling the void and mustering forces to persecute great threats, from
The Lords Dragon are not affiliated with the Inquisition, and
rampaging renegade fleets to oncoming hordes of xenos.
are beholden only to the Fabricator General of Mars. They form the
To play as members of the Imperial Navy is, thematically at
backbone of the Adeptus Mechanicus' internal policing elements, and
least, a great departure from the usual expectations of much of Rogue
few Magos Draco or their Adepts are ever open about their status as
Trader. While the "Officers", as the player characters will be known, are
such.
most likely of great status to some degree, and may well be members
Much of the systems in place for Dark Heresy are suitable for
of high society, they will be beholden to the orders of the sector's Lord
a story revolving around the Mechanicus and the Lords Dragon, and as
Admirals, and will most likely be charged with some great duty. While
such this require relatively few modifications for making player charac-
the freedom of such a campaign may curtail many typical Rogue Trader
ters, and the process for creating an Inquisitor can largely kept the same.
storylines it opens the door to great stories of naval daring, and the sup-
However, players should largely be restricted from Careers aside from
port infrastructure of the Imperial Navy to the players. All Officers gain
the Adeptus Mechanicus or Legiones Skitarii choices for their "Adept",
the Peer (Imperial Navy) and Munitorum Influence Talents.
and the "Inquisitor", or rather the Magos Draco, can only have the Adep-
Additionally, the players must pick their starting Profit Factor
tus Mechanicus Career, as the ranks of the Lords Dragon are only for the
and Ship Points from the Notes for Explorers chart earlier in this Section,
ranking priests of the Machine Cult, and laity, such as Skitarii, would not
as the Officers will invariably be aligned with the Imperial Navy. Lastly,
be chosen to join their ranks. Lastly they cannot have a Psy Rating or the
the ship's captain must have the Imperial Navy Career, and while the
Psyker Trait, as such would be a violation of Mechanicus and Imperial
other Officers may have a different choice of Career the "default" option
edict.
should be considered the Imperial Navy.
Dark Heresy as Agents of the Ecclesiarchy Only War as the Legiones Skitarii
The Ecclesiarchy is no stranger to witch hunts, to say the very least.
The cyborg warriors of the Adeptus Mechanicus are, in some fashions,
Though often enough such hunts will be in the form of vast mobs of
none too different from the Imperial Guard, and a very fitting, alter-
Frateris Militia, or else under the direction of the Adepta Sororitas, such
nate manner in which to play Only War is to play as Skitarii instead of
inquests need to be, immediately, such utterly violent spectacles.
Guardsmen.
The church of the Imperium is more than capable of extracting
To accomplish this, the player characters are built somewhat
confessions in discreet manners, fomenting dissent in the masses, and
different from a standard Guardsman. The Skitarii gain a Home World
seeding discord among it's enemies without the aid of the Inquisition,
and Role like a Guardsmen, but also gain the benefits of the Legiones
though often enough the Inquisition will seek out members of the Adep-
Skitarii Career. From here the Skitarii's Legion is built, just as with an
tus Ministorum to perform just such acts in their service.
Imperial Guard Regiment, but they only gain 8 Regiment Points instead
The fight to keep the purity of the faithful is an endless one,
of the standard 10. Additionally the Supine Commanding Officer option
and for the Ecclesiarchy this end justifies nearly every means. The
and the Defenders of the Faith Training Doctrines may not be taken. The
extremes to which the Ministorum will go to ensure redemption are well
Reliquary Special Equipment Doctrine may be taken, but instead of an
epitomized by constructs such as the Arco-Flagellant and the Penitent
Ecclesiastic relic the Squad gains an appropriate piece of Archeotech,
Engine, to say nothing of extended confessional sessions conducted in
created by the GM with the rules in Section 6.11 "Archeotech", being a
the oubliettes beneath Ecclesiastic parishes.
weapon, icon, or other suitable piece of equipment that is of at least Best
Members acting in the name of the Ecclesiarchy and the
Craftsmanship.
God-Emperor can be bold firebrands, or more subtle operatives, and
The Standard Regimental Kit is replaced with the equipment in
often times are a bit more daring and open than agents of the Inquisition,
the Legiones Skitarii Career. The Lasgun in the equipment gained from
as while the Inquisition moves about, cloaked in secrecy and falsehoods,
the Legiones Skitarii Career counting as the Main Weapon of the Legion,
those dyed in the wool of the Imperial Cult are unafraid of heretics, and
unless any of the chosen options for Regiment Creation would change
are largely dismissive of most underhanded measures.
that.
To function as a distinctly Ecclesiarchal warband Dark Heresy
Lastly, any Support Specialist for the Legion may not have
needs only a little modification. Specifically, the Acolytes, or rather "Dis-
any other Career aside from the Adeptus Mechanicus, as the clandestine
ciples", can have almost any Career aside from the Adeptus Mechanicus
and secretive nature of the Cult Mechanicus precludes any others from
or Legiones Skitarii ones, as the Ecclesiarchy is truly the religion of the
observing their actions.
The Adeptus Administratum classifies each world into one of many broad categories in a vain attempt to apply organization over the do-
mains of man. Though each setting is utterly unique, there are enough commonalities to make these generalizations somewhat effective. Hive cities
might appear superficially identical, no matter the planet, but in reality each proves to be wildly different once one ventures inside the kilometers-tall
metallic spires.. The billions that reside inside of each hive, though, still share more in common with each other than those from a primitive wasteland
or massive trawler migrating through the void.
In an Imperium where only a small fraction ever leave their local environs, let alone the actual planet of their birth, home worlds play a
huge part in a character’s development. They impart certain favoured types of clothing, such as the blood-marked leathers of an ex-ganger or the
elaborately braided feathers of a feral warrior. Fashion or grooming styles might also stay with a character long after he has left his home world. A
highborn might insist on keeping his distinctive diamond-dust facial tattoos that once indicated his familial sect, or a Tech-Priest might continue to
wear the forge-lathe’s binary pattern engraved on his first mechadendrite.
Home worlds also instill unique religious beliefs, for though the Imperium officially worships the Emperor as the deific Master of Mankind,
each world does so in its own manner. Some worlds might venerate Him as a Sun-Father, the bringer of blessed heat to Mankind. On others, the Cult
Imperialis has assimilated local beliefs into worshiping the Emperor as the Storm-Fury, showing displeasure through terrible cyclonic devastation
whenever His peoples fail in their service. Even the worlds of the Adeptus Mechanicus, which all worship the Emperor as the Omnissiah, might do so
in slightly differing fashions from forge to forge.
Home worlds also shape characters physically and mentally. Those from a rough, feral world usually grow up strong and tough—or do not
grow up at all. Voidborn that come from artificial habitats of lessened gravity can develop taller but frailer forms. Hivers are used to dense concen-
trations of people, and might feel uncomfortable in large, open spaces that lack the usual industrial scents. Highborn are often groomed to rule, and
develop charm and social skills at early ages in order to navigate the deadly paths to power.
Ace Desperado
Skills: Operate (Choose One) -or- Survival Talents: Catfall, Hip Shooting, Quick Draw
Talents: Hard Target, Skilled Rider Aptitude: Ballistic Skill -or- Finesse
Aptitude: Fieldcraft -or- Tech Desperadoes thrive on a level of Imperial society that is harsh and unfor-
The Ace has an innate skill for utilising vehicles and mounts, and hones giving, and where a man must survive by his wits as well as his weap-
these abilities over a lifetime in the saddle or cockpit. An Ace may ons. Most Imperial citizens are born into a place or position, and even
constantly seek to push himself to his limits in order to further improve, those that must suffer the hard labour of toxic factories or the mindless
braving terrain, weather, and other situations that appear impossible to drudgery know that as long as they do their work, they will always have
others. An Ace’s skill and the demands of life as an Acolyte often call for a place and a corner in which to lay their head. Not so for the Desper-
death-defying stunts and feats of vehicular acrobatics. Although such ma- ado, who has slipped away from the castes and classes of his birth to
noeuvres might appear boastful and unnecessary to the ignorant, an Ace find some semblance of freedom on the fringes of society. In combat,
might undertake them without even considering the impressive spectacle a Desperado’s knack for survival is expressed with dirty fighting and a
he creates. readiness to draw his weapon. Any Desperado that has lived long enough
knows that the difference between living and dying is often knowing
when to run and when to fight.
Assassin
Talents: Deadeye Shot -or- Sure Strike, One Weapon Expertise
Aptitude: Finesse Fanatic
Assassins are often not just masters at killing, but also at closing on their Skills: Deny the Witch
prey and striking without warning. Like the Imperium’s most deadly Talents: Hatred (Choose One), Jaded, Pure Faith
predators, an Assassin stalks his quarry before he attacks, choosing the Aptitude: Willpower -or- Offence
precise moment to inflict the maximum amount of damage and the best A Fanatic can be found anywhere across the Imperium, from a lowly
chance to make the kill. Assassins are also skilled the application of underhive scum who obsesses over the precise geometry of his fungus
precision violence, taking out specific foes or striking targets that might patch to a planetary governor determined to eradicate all mutation, no
have otherwise considered themselves safe. Either close up with blades matter how many of his subjects he has to burn to do so. A Fanatic might
and poisons, or from afar with sniper rifles and remote explosives, the direct himself towards a single activity, such as continually carving
Assassin can hit a foe swiftly and suddenly. Aquilas onto any surface he finds to spread the word of the Emperor, or
arranging his chainsword strikes in battle to form his hive gang’s mark in
bleeding flesh. A Fanatic who passionately hates psykers, aliens, or here-
Chirurgeon tics is useful, but many a Fanatic has other useful traits, and his zealotry
Skills: Medicae might not be obvious at first.
Talents: Enhanced Healing, Swift Suture
Aptitude: Intelligence -or- Fieldcraft
The science of the body and the mind are secrets privy to a specialised Hierophant
few. In the midst of the violence of the 41st Millennium the Chirurgeon Talents: Air of Authority, Confessor, Pure Faith
gains free reign to practise his arts and finds no shortage of subjects, be Aptitude: Leadership -or- Social
they for healing or for harm. Principal among the gifts of the Chirurgeon Faith in the Emperor binds the Imperium together and gives it the pur-
is the ability to mend broken flesh, shattered bones, and twisted minds, pose to move forward against corruption and the reckless aggression of
either replacing them with augmentations or grafts, or by means of com- xenos empires. The Emperor is worshiped in endless aspects across the
plex surgery. With the talent for healing also comes the talent for harm, galaxy, and a Hierophant might follow any one of the many branches
and some have great call for the Chirurgeon and his skills when it comes of the Imperial Creed. More than mere words and deeds, the Imperial
to bleeding the truth out of their prisoners. Creed is a living, breathing thing with the power to inspire and fortify
the human soul, as well as protect it from the horrors of the universe. It
is the duty of the Hierophant to look after the souls of those around him,
Crusader to keep them pure and shield them from the corruption of the Warp or
Talents: Bodyguard, Litany Against Fear, Hunter of Aliens -or- Scourge the insidious lies of alien emissaries. They are often the only means of
of Heretics -or- Slayer of Daemons thwarting the fear and insanity that lie in wait among the uncaring stars.
Aptitude: Strength -or- Offence Against foes whose very existence is unconscionable to the human mind,
The Crusader protects his allies from the unholy enemy, both with his only faith keeps them alive and gives them the endurance to continue in
martial abilities and the strength of his faith. The Crusader lives to battle their sacred duty to the Emperor. To this end, a Hierophant is a beacon
the unholy enemies of humanity and what defines a Crusader is his of light to those he fights alongside, and his is the word of the Emperor,
dedication to battling the unholy. He can serve an important role in any which exists to give all men grace in their darkest hour.
warband, bearing the brunt of the enemy’s assault in order to protect
allies, but is invaluable when facing his hated adversaries. One serving in
a warband is certain to receive numerous opportunities to test his skills
against heretics and deadly xenos. Consequently, many Crusaders can
trace their oath to a single defining event, or have always known their
calling to be battling the enemies of the Emperor.
Prefect Warrior
Skills: Command Talents: Storm of Iron -or- Whirlwind of Death, One Weapon Expertise
Talents: Air of Authority, Heroic Inspiration -or- Radiant Presence, Aptitude: Offence
Inspiring Aura A Warrior is the hard edge of any combat encounter, using his skill and
Aptitude: Fellowship -or- Leadership expertise to put down his enemies in a hail of fire. A good Warrior also
The Prefect is a born leader of Men, he stands proudly at the head of his understands warfare and can direct others in battle, acting as a command-
endeavours, and displays the courage to embolden those in his service. er and providing tactical leadership. When hard calls must be made, the
When enemy fire rains over head and horrific monstrosities menace his kinds that cost lives, it is the Warrior who can step up and make them.
men, the Prefect is there to lend a steadying hand and an encouraging Each world of the Imperium has its own unique kinds of conflict, from
word. Prefects vary in nature as much as those in any other Role, some personal duels and gang skirmishes in otherwise-civilised planets to
being congenial, well-natured, and beloved by those whom serve them, huge battles between massive armies. A Warrior is shaped as much by
while others are undoubtable bastions of solidarity who are far from the environment in which he fights as by any personal talents or traits he
approachable, but endlessly confident and inspiring. The burden of lead- possesses. When a Warrior joins an illustrious organisation like the Im-
ership is ever likely to fall upon the Prefect, whether he is the master of a perial Guard or the Adeptus Arbites, he brings with him these specialised
voidship, commander of but a squad of guardsmen, or a simple Acolyte, skills. These colour his fighting styles and dictate much of his personal
leading his fellow Acolytes to serve Humanity. This burden comes with combat doctrine, staying with him no matter what additional training he
the weight of knowing that he sends Men to die in the name of the holy later receives.
Emperor, and the even more weighty responsibility of ensuring that they
die well, spending their lives successfully in service of the Imperium.
Raptor's Talon
"Speed the bolt that brings the end
Both to enemy,
And to friend."
Slot: Neck
Effects: A Raptor's Talon grants the owner a +5 bonus to all Agili-
ty-based Tests.
Witch Knowledge
Vaunted Cost: 300xp
Cost: 200xp Skills: Forbidden Lore (The Warp), Invocation
Characteristics: +3 Int -or- Fel, -3 Per Talents: Resistance (Psychic Powers), Strong Minded
Talents: Cold Hearted, Hardened Soul, Decadence, Habitual User Special: +1d10+5 Corruption Points
Special: +1d10+10 Corruption Points Your family has long held a fascination with the warp, the witch, and the
You grew to adulthood upon the spire of wealth and privilege that towers, daemon. The presence of the witch amongst you has only fuelled that
in some cases literally, high above the common Imperial masses. You ex- fascination, though you work hard to hide it from the Inquisition and
pected their obedience and lived upon the fruits of their toil, surrendered others who would not understand your labours. Your quest for knowledge
to your extended family in solemn fealty. It was an upbringing amidst has led you to deal with all manner of individuals who may know useful
proud scions, wastrel lords, and high-priced retainers of silent, watchful information.
competence. All the distractions available to the wealthy, bored elite were
arrayed before you for the taking, day after day—a panoply of decadence
to enervate the body and transport the mind. Those were years of fantas-
tical exhibitions, sordid entanglements, strange drugs, conspiracies for
the sake of show, mindless rivalries, and carefully hidden violence.
1d100
Name Description
Roll
01-05 Bestial Nature The character is possessed of an animalistic fury.
06-10 Burn The Witch The character abhors psykers and witches.
11-15 Chill of the Void The character’s demeanor is recalcitrant, cold, and may well become intolerant in the extreme.
16-20 Crusader’s Call The character’s martial pride is unfaltering, to the point of self-endangerment.
Curse The
21-25 The character is obsessed with rooting out and executing traitors and heretics.
Heretic
Dark The character is an utter horror in combat, obsessed with the mutilation and desecration of his
26-30
Rage foes.
Death Before
31-35 The character is exceedingly stubborn and critical.
Dishonour
Deepening
36-40 The character is troublingly fixated upon forbidden knowledges.
Mysteries
41-45 Divine Purity The character is utterly focused on spiritual purity.
46-50 Feral Savagery The character is prone to losing himself in the fury of battle.
Grim
51-55 The character sees only his own death in the future.
Determination
Lure of the
56-60 The character becomes withdrawn and sees only flaws in his allies.
Shadows
Only Honour
61-65 The character is self-sacrificing to a fault.
In Death
Pride of The
66-70 The character is prideful to the point of hubris.
Imperium
71-75 Quest for Glory The character is obsessed with honour and glory.
76-80 Revile The Xenos The character’s hatred of aliens often overpowers his common sense.
81-85 Steel Over Flesh The character harbours a disdain for weakness of all kinds, and particularly that of the flesh.
86-90 The Secret The character harbors a dark secret that he must hide at all costs
91-95 The Thirst The character becomes consumed by a thirst for spilling blood.
96-100 Unyielding The character refuses to change his mind or outlook, even if faced with death.
Ogryn Squat
Ogryns are huge, powerful abhumans who are often fielded by the A prominent sub-species reigning from the galactic core regions, these
Imperial Guard as shock troops or employed in places where their great broad, though somewhat short people are a bit more removed from the
strength and stamina will come in use. Standing heads taller than an aver- rest of Humanity than other abhumans. Long ago in lost ages the Squats
age man, these savage, simple-minded creatures are thick with bulk and emerged as their own distinct people, and, since the Great Crusade, have
muscle, and are descended from humans who were stranded on harsh, largely joined under the banner of the Imperium of Mankind for mutual
high-gravity worlds in a time long forgotten. Their thick frames are benefit. Following a brief few centuries wherein they were believed to be
capable of lifting immense weight and protecting them from most small extinct this abhuman race have once more reclaimed their minor, though
weapons fire, and their great strength is invaluable to the Imperium. important, role as steadfast allies to the Imperium.
Prerequisites: St 35, T 35 Prerequisites: -
Cost: 500xp Cost: 500xp
Effects Effects
Characteristics: +10 St, +10 T, -10 Ag, -15 Int, Characteristics: +5 St, +5 T, -5 Ag, -5 Fel
Skills: Athletics, Intimidate Skills: Athletics, Trade (Armourer -or- Technomat), Tech-Use
Talents: Die Hard, Iron Jaw Talents: Hardy, Hideous Resilience, Iron Jaw, Resistance (Cold, Heat)
Traits: Size (5), Unnatural Strength (2), Unnatural Toughness (2) Traits: Sturdy. Unnatural Strength (1), Unnatural Toughness (1)
Aptitude: Strength Aptitude: Toughness -or- Tech
Ratling
Ratlings are the smallest type of abhuman, their ancestors having
become stunted by thousands of years of inbreeding on worlds with
naturally soporific climates and abundant harvests. Ratlings are short
and squat, although not strong. They are idle, hedonistic, gregarious, and
over-friendly. Their lives are spent eating until sick and drinking copious
amounts of intoxicating liquids. These small, loud, and hungry creatures
are called Runtlings, Stunties, Halflings, Maggots and Ratlings, among
other things.
Prerequisites: Ag 35
Cost: 500xp
Effects
Characteristics: +5 Ag, +10 Per, +5 Fel, -10 T
Skills: Awareness -or- Stealth, Deceive, Trade (Cook)
Talents: Deadeye Shot, Heightened Senses (Sight, Smell, Taste)
Traits: Size (3), Unnatural Agility (1)
Aptitude: Agility
Investigator
Investigators are skilled and experienced Arbitrators who learn the arts
of inquiry, using contacts, charm and dirty tactics to uncover the truth.
Investigators are usually veteran Arbitrators who are quite immune to
any temptations that may arise in their line of work. They follow the
law, and while they may use creative interpretations of it to accomplish
their goals they serve no other master but the Lex Imperialis and the God
Emperor himself.
Prerequisites: Fel 45, Charm, Decieve, Inquiry, Stealth
Cost: 500xp
Characteristic: +5 Fel
Skills: Charm, Decieve, Inquiry, Stealth
Talents: Cold Hearted, Cold Reading, Friends in Low Places, Peer (Un-
derworld), Talented (Charm -or- Deceive)
Special: The character gains 3 Contacts worth up to 300xp, to represent
their underworld contacts. These Contacts cannot have a Trustworthiness
higher than Reasonable.
Storm Trooper
Trained from their youth by the Schola Progenium in the arts of war,
storm troopers are, perhaps, the finest soldiers ever to serve in the
Imperial Guard. Equipped with the finest weapons and wargear in the
Departmento Munitorum’s arsenal, storm troopers are trained to carry
out missions beyond the capabilities of the rank-and-file Guardsman.
Deep strike assaults, reconnaissance, infiltration, sabotage, and airborne
insertion are just a few of the special missions with which storm troopers
are regularly tasked. They are the very best that the Imperial Guard has
to offer, each man a perfect specimen of health and moral purity, forged
by experience and training, not into a simple soldier, but into a one-man
assault squad.
Prerequisites: BS 40, St 35, T 35, Wp 35
Cost: 650xp
Other Requirements: The character must have the High Born or Schola
Progenium Home World.
Characteristic: +5 BS
Skills: Command, Tactics (Choose Two)
Talents: Drill Instruction -or- Weapon Expertise (Choose One), Lasgun
Drill
Gear: Hot-shot Lasgun -or- Hot-Shot Laspistol -or- Hellgun -or- Hell
Pistol, Full Set of Light Carapace
Special: This Elite Advance must be taken at character creation. Ad-
ditionally this option may be taken by a character serving the Imperial
Navy.
Bulwark
The sight of a Bulwark on the battlefield often provides tremendous
encouragement and inspiration to his comrades as he smashes through
all who stand before him. Some regiments view their Ogryn’s as a sort of
champion, sending them forward whenever a particularly vicious adver-
sary appears and looking to him when all seems lost and the unit is on the
verge of being overwhelmed. Time and again, as the Bulwark’s mighty
blows split his adversaries apart and his massive physique ignores all
but the most grievous of injuries his comrades take strength from his
steadfast example and push on into the bloody conflict. At other times the
Bulwark may instead serve as the rock upon which the unit is grounded;
an unbreakable foundation for his comrades to cling to and an endearing
example of faith and devotion.
Prerequisites: WS 45, Frenzy, one melee Weapon Expertise Talent
Cost: 650xp
Characteristic: +5 St, +5 T
Skills: Parry
Talents: Hammer Blow, Hideous Resilience, Shattering Blow, one melee
Weapon Mastery Talent
Traits: Brutal Charge (WSB)
Interrogator Inquisitor
To attain the position of Interrogator, an individual must have attracted To be an Inquisitor is to know tremendous power and responsibilities
the attention of the most highly placed of Inquisitors, for few take on the impossible to imagine. An Inquisitor acts not to save a world, or a sector,
responsibility of training a pupil in the ways of the Inquisition. In fact, it or even the institutions of the Imperium; his actions are in the defence of
is the lot of the vast bulk of Humanity to toil away an entire lifetime and humanity as a whole. He can condemn a world to death lest it contami-
never receive a word of thanks or recognition. Thus, to attain the notice nate surrounding regions, or raze a hive to rubble to prevent a daemonic
of a potential master is a great honour and achievement in itself. Such outbreak. He does these terrible deeds and more, for the only thing more
individuals become trusted Acolytes, yet they are haunted by the notion dreadful than such actions are the repercussions should he shy away
that their every action is being scrutinised, even if they have no reason to from the immense burdens of his position. Inquisitors are separate from
explicitly believe this to be the case. Mankind, for they alone possess the strength to live with the awful truths
Few Acolytes are granted this privilege, which is often only of the 41st Millennium—that Mankind is beset on all sides by threats that
given after many decades of service. Some serve independently from may end its existence, that the Warp harbours soul devou ing Daemons,
their master in groupings with other Acolytes, while some others accom- and that psykers may lead to the doom of humanity. Few minds can
pany their master in his Inquisitorial duties. At some point, his master comprehend such horrible knowledge; even Acolytes might not be fully
may recommend to the Ordos of the Inquisition to advance the Acolyte to aware of them, told only what their master deems necessary. Inquisitors
full Inquisitorial rank. After this, the Interrogator is a full Inquisitor and not only know these truths, but also act on them. They serve none but the
begins his own agenda and operations. Emperor of Mankind, and account for their actions to no one. Though an
Prerequisites: Inf 45, Good Reputation (Inquisition) Inquisitor need not be individually powerful in arms, his authority is su-
Cost: 750xp preme. Each is unique and fights to defend Mankind in his own manner,
Characteristic: +5 Wp, +5 Fate and without them humanity would surely perish.
Skills: Command, Forbidden Lore (Daemonology -or- Heresy -or- Xe-
nos), Interrogation Becoming an Inquisitor
Talents: Infused Knowledge Just as each Inquisitor is unique, so are the means by which each gains
Traits: The Emperor's Command his office. Few who know of the true burden such power carries would
desire such ascension; Acolytes might serve their Inquisitor their entire
Throne Agent lives and never even consider it. Many Inquisitors are drawn from the
The most trusted members of an Inquisitor's retinue, Throne Agents have ranks of Interrogators, for they have had a taste of what dread respon-
ascended to join the ranks of the Inquisition itself, and have both power sibilities it carries. Others might come from outside, discovered during
and responsibility accordingly. While it is unlikely that one would be- investigations or battles and through deeds and fortitude proved them-
come an Inquisitor themself, they have great respect, and can even utilize selves worthy. There is no standard way a new Inquisitor is named or to
some of their master's authority, so long as it is to further the Inquisitor's decide when one is ready to become an Inquisitor. Some are created via
interests. a master/apprentice relationship, but others might happen in a joint de-
The nature of a Throne Agent is complex, but at its core, it cision from a group of Inquisitors, or acclamation of peers. There could
revolves around the concepts of power, responsibility, and scale. More be grand ceremonies in opulent palaces, or a simple clasping together
is expected from a Throne Agent than from an Acolyte—the level of of their arms before the new Inquisitor departs. The only constants are
responsibility grows, and the risks of failure increase commensurate with the truths they share, the power they wield, and the burdens they carry
the threats Throne Agents routinely confront. For most Throne Agents, knowing that if they falter, Mankind is doomed.
it is not enough to simply uncover a conspiracy or locate the core of a Cost: 1000xp
heretical cult. Instead, Throne Agents are often solely responsible for Characteristic: +5 to any three Characteristics, +10 Fate
completely rooting out the conspiracy, or are charged with the utter and Skills: 1 Rank of each Skill, two of an appropriate Forbidden Lore
complete destruction of every cult cell within a system. Talents: Infused Knowledge
Prerequisites: Peer (Inquisition) Traits: The Emperor's Command
Cost: 500xp Gear: Inquisitorial Rosette (functions as a Rosarius)
Characteristic: +3 Wp, +3 Fate
Skills: Command, Deceive, Scrutiny
Talents: Contact Network, Cover Up
Special: A character with this Elite Advance may use his master's Influ-
ence Characteristic once per a session without invoking their master's
wrath as described under the "Use Not Lightly Thy Master's Name..."
section (see Section 10.6 "Influence, Subtlety, & Profit Factor").
Ordo Hereticus burning retinal scars even through closed eyes. To those with their souls
Known and feared as the Witch Hunters, the Inquisitors of the Ordo unwarded against the corruption of the Warp, reading the secret name of
Hereticus concern themselves primarily with combatting the enemy with- a Daemon is to rip the thin veil of reality asunder and call that thing into
in, no matter the form it may take. Some are firebrands who stir up the terrible existence, a folly that can only result in the immediate death of
masses in order to prosecute bloody pogroms against mutant populations. the summoner and the subsequent damnation of his soul. Yet the Dae-
Others are masters of dogma who hunt the enemies of the Emperor not monhunters do this and more; but for their struggle, the Ruinous Powers
in the habways of hive cities but in the pages of texts, diatribes, and epis- would surely conquer humanity and feast on its souls for all eternity.
tles. The Inquisitors of the Ordo Hereticus prosecute the enemies of Man- Alongside their Grey Knight allies, the Daemonhunters fight
kind within its own ranks, uncovering treachery, mutation, and witchcraft an impossible war of terrible stakes. A single nascent psyker can unleash
wherever it may be found. They swoop down upon entire divisions of the the Ordo Malleus’s foes in a moment of weakness, wiping out entire
Adeptus Terra in search of a single scribe hiding his mutation beneath his populations. Using an unearthed manuscript, a cult might open a gateway
ink-stained robes. They execute the most senior of generals for failing to allowing creatures to pour forth in a tide of corrupting filth, poisoning
eliminate a suspected psyker in his ranks. They burn cardinals of the Ec- an entire world. Against these threats and more, the hammer of the Ordo
clesiarchy for allowing suspected heretical cults to flourish beneath them, Malleus is raised, prepared to smite the Daemon back to its foul realm.
twisting the Imperial Creed to the worship of the Dark Gods.
There are some amongst the ranks of the Ordo Hereticus who
condemn the existence of psykers and seek to cast them into the fires of Ordo Xeno
their own damnation. Other Witch Hunters are blessed with these powers The Alien Hunters of the Ordo Xenos and their servants focus their
and use them against their foes, believing they honour the deeds of the attentions on combatting the numerous threats to Mankind’s dominion
Emperor himself, the font of all power and the greatest psyker ever to over the galaxy. They are masters at hunting down inhuman species
have walked the land. Such diametrically opposed differences of opinion and detecting them when they seek to infest the Imp rium. They study
lead to conflict between Inquisitors; entire wars have been fought and the spread of xenos empires advancing across the stars themselves and
millions slain to settle such clashes between rivals within this Ordo. marshal the armies of man to oppose such expansion. They breach tombs
The most powerful, feared, and effective of Witch Hunters are constructed before humanity even evolved, seeking out and destroying
those who can lay bare the secret, inner heresies of even the most strong- slumbering enemies before they can awaken. They even seek the taint of
willed of men. Some use the psyker’s arts to tear guilt from the hidden the xenos at levels other men cannot even perceive, such as the genetic
recesses of the mind, leaving nothing but blasted pulp behind; others are and the psychic, for the alien has countless means of attacking, enslav-
masters of the countless ways man can incriminate himself. Many Witch ing, and preying upon Mankind.
Hunters are also infamously schooled in the dark arts of torture and can The Ordo Xenos is ever vigilant for alien invasion or incursion
use them to extract a confession even from the most unwilling subject. from any quarter, even from outside the galaxy. Some races even sleep
Where there is an enemy hiding within, the fires of the Ordo Hereticus beneath the cities of Man, awaiting some pre-coded signal or portent to
are ready to burn and purify. rise up and retake the world of their birth. Others lurk in the depths of
planets long settled by humanity, only occasionally preying upon the
Ordo Malleus intruders. Some occupy worlds seemingly devoid of recognisable life,
It is the task of the Ordo Malleus to hunt and combat Daemons. They while a few exist in other dimensions, feeding and breeding before van-
guard against attempts by men to tap into the power of the Warp, and to ishing with only befouled corpses in their wake. The alien also threatens
combat the forces of the Warp when they attempt to break through from through its very inhuman existence, twisting men through perverse
the Realm of Chaos. Most men have no idea of the awful truth of the philosophies or mechanisms.
existence of the Warp, never knowing that travel to other stars requires When combat escalates, the Ordo Xenos often calls on the
passage through that hellish realm. Preachers in hive parishes warn of the Deathwatch. This body of genetically enhanced warriors wields the fierc-
consequences of evil deeds and admonish those who would have truck est devotion to duty, strongest faith, most powerful bodies, and fearsome
with evil powers, without any true understanding of the horrors they weapons amongst the ranks of Mankind’s champions. The Deathwatch is
speak of. Missionaries on pilgrim transports beseech their shipmates to a unique Chapter amongst the Adeptus Astartes, one formed from Space
raise their prayers during travel between the stars to assure safe passage, Marines from other Chapters selected for their skill and experience in
but are ignorant of the denizens outside their vessels hungrily eyeing fighting the xenos. The most senior Inquisitors within the Ordo Xenos
their souls. The Ordo Malleus knows these truths and more, for they are work alongside these mighty warriors and occasionally accompany them
the Daemonhunters and know what menaces lurk in the Warp as well as into battle, the two forces fighting as one to stem the inexorable tide of
how to fight them. the alien foes of Mankind.
To belong to the Ordo Malleus is to bear the same soul-shat- There is endless variety to the xenos, each one an abomination
tering, sanity-searing knowledge that is held within the many accursed to humanity and a threat to be eliminated lest Mankind’s rightful rule
tomes of those who worship or utilise the unholy power of the Warp. It over the galaxy be thwarted. There can be no rest against this threat, no
is to stand against beings that cause the very fabric of reality to bleed in negotiation or peace with inhuman races. Wherever the alien dares exist,
agony at the affront they hold against nature. They must match mortal the fists of the Ordo Xenos, backed with the righteous strength of human-
flesh against Immaterium, against raw emotion spun into nightmares that ity, ensure none survive.
walk the weeping earth. Light itself shatters on the Daemon, their forms
To be an Inquisitor is to know tremendous power and responsibilities impossible to imagine. An Inquisitor acts not to save a world, or a sector, or
even the institutions of the Imperium; his actions are in the defence of humanity as a whole. He can condemn a world to death lest it contaminate
surrounding regions, or raze a hive to rubble to prevent a daemonic outbreak. He does these terrible deeds and more, for the only thing more dreadful
than such actions are the repercussions should he shy away from the immense burdens of his position. Inquisitors are separate from Mankind, for
they alone possess the strength to live with the awful truths of the 41st Millennium—that Mankind is beset on all sides by threats that may end its
existence, that the Warp harbours soul devouring Daemons, and that psykers may lead to the doom of humanity. Few minds can comprehend such
horrible knowledge; even Acolytes might not be fully aware of them, told only what their master deems necessary. Inquisitors not only know these
truths, but also act on them. They serve none but the Emperor of Mankind, and account for their actions to no one. Though an Inquisitor need not be
individually powerful in arms, his authority is supreme. Each is unique and fights to defend Mankind in his own manner, and without them humanity
would surely perish.
Unless one (or more) of the players is an Inquisitor, they should also create their Inquisitor, who functions as the GM’s character. It is possi-
ble the GM already has an Inquisitor in mind, complete with personality, methods of contact, and expectations for the warband. If not, such decisions
can be made as a group, or the GM can solicit details to aid in this creation. Unless the players are all experienced and agree to it, efforts should be
made to match the characters to their newly-crafted Inquisitor to create a smooth gaming experience. Depending on player experience, an Inquisitor
with his own unique personality and quirks can greatly enliven play. He might be overly haughty, contacting the Acolytes via dead drops and refusing
any actual contact with his minions. He might be secretive, never offering reasons or explanations for his directives, or he may be trusting and gregar-
ious to the point of suspicion as to his actual motives. He might even be forcing them into service, holding deadly blackmail or other threats to coerce
their actions, and hoping once they see the real threats that exist they develop true loyalty. With work, the Inquisitor can become more than another
NPC and become a full part of the group dynamic.
Ordo Association
1d100
Ordo Description & Effects
Roll
The Inquisitor hunts daemonic influence and studies the warp. The smallest and most secretive of all the
Ordos Majoris.
01-20 Malleus
Effect: The Inquisitor gains 3 Ranks of the Forbidden Lore (Daemonology) Skill.
Acolytes of the Inquisitor gain 1 Rank of the same Skill -or- the Slayer of Daemons Talent.
The largest of the Ordos, an Inquisitor of the Hereticus seeks out mutants, traitors and rogue psykers across
the Imperium.
21-55 Hereticus
Effect: The Inquisitor gains 3 Ranks of the Forbidden Lore (Heresy) Skill.
Acolytes of the Inquisitor gain 1 Rank of the same Skill -or- the Scourge of Heretics Talent.
A guardian against aliens in their many guises, the Inquisitor is knowledgeable in alien physiology and lore.
56-80 Xeno
Effect: The Inquisitor gains 3 Ranks of the Forbidden Lore (Xenos) Skill.
Acolytes of the Inquisitor gain 1 Rank of the same Skill -or- the Hunter of Aliens Talent.
The Ordos Minoris cover a plethora of activities that could come under the jurisdiction of the larger Ordos,
but have been made into more specific departments to better combat a single threat. These Ordos are tiny in
comparison to the big three, and have nowhere near the influence or manpower as the larger Ordos. It is up to
the GM to determine whether an existing Ordo is used (Sicarius: Officio Assassinorum; Sepulturum: Chaotic/
Alien diseases; Obsoletus: everything that won’t fit in any other category such as ghost ships, Legion of the
81-90 Minoris
Damned, etc) or a new body is established, but it must seem plausible (e.g. Militum: Imperial Guard/Navy;
Illuminas: Psykers).
Effect: The Inquisitor gains 3 Ranks of any appropriate Forbidden Lore Skill.
Acolytes of the Inquisitor gain 1 Rank of the same Skill.
The Inquisitor has no Ordo affiliations, and may well be suspicious of the Holy Ordos themselves...
91-100 No Association
Effect: The Inquisitor gains 3 Ranks of the Forbidden Lore (Inquisition) Skill.
Acolytes of the Inquisitor gain 1 Rank of the same Skill.
86-98 Talented Effect: The Inquisitor gains the Psyker Trait and the Psy Rating (6) Talent. Additionally he gains an amount
of Psychic Powers equal to three times his Willpower Bonus that may be from a number of Disciplines equal
to half his Intelligence Bonus.
Amongst the most powerful psykers the Inquisition possesses.
99-100 Master
Effect: The Inquisitor gains the Psyker Trait and the Psy Rating (8) Talent. Additionally he gains all Psychic
Powers from a number of Disciplines up to his Intelligence Bonus.
Hidden Knowledge is power, hide it well. Nobody seems to know this Inquisitor’s true affiliation.
25-29 Philosophy Effect: The Inquisitor gains 2 Ranks of the Deceive Skill.
Outward Knowledge is power, use it to smite the enemy! Everybody is sick of hearing about this Inquisitor’s affiliation.
30-33 Philosophy Effect: The Inquisitor gains 2 Ranks of the Intimidate -or- Command Skill.
The finer things in life such as banquets and well-tailored suits are greatly appreciated by this Inquisitor.
34-35 Lavish Effect: For better or for worse the Inquisitor will largely only
Acquire things of a Good or better Craftsmanship, unless it is of the utmost necessity.
Austerity is ever this Inquisitor’s watchword, and the sins of the material world must be guarded against lest heresy spring from their
sweet embrace!
36-37 Spartan Effect: For better or for worse the Inquisitor will largely only Acquire things of a Standard or Poor Craftsmanship, unless it is of the
utmost necessity
This Inquisitor is exceptionally distrusting of technology and the dangers it represents to Mankind. Along with this he also fosters a
healthy distrust in those who make the knowledges of the machine their livelihood.
38-39 Luddite Effect: The Inquisitor gains the Enemy (Mechanicus) (replacing any positive social Talents for the Mechanicus with a different
group) and Hatred (Hereteks) Talents, and cannot gain the Tech-Use Skill (replacing Ranks in the Skill with a different Skill).
Due to excellent concealment of the mutation from their earliest days,
or owing to chemical or warp exposure, the Inquisitor is mutated!
40 Mutant Effect: The Inquisitor gains a random Minor Mutation, and will go to great ends to hide or remove it. Even something as extreme as
surgery or amputation is a valid option for a dire corruption of the flesh.
Through psychic indoctrination, implanted cybernetics or some other means, the Inquisitor does not sleep, though they will most
Doesn’t
41-42 Sleep
likely require some form of rest through drugs, virtual reality headsets, etc.
Effect: The Inquisitor gains +10 Perception and the Combat Sense Talent.
Having fallen away from their creed to protect Mankind in favour of new masters, or else having found a “better” way to serve the
God-Emperor this Inquisitor now works against common sense and the vast majority of other members of the Inquisition and
100 Heretic Imperium. Few follow such a path without eventually being declared Excommunicate Traitoris,
and sentenced to a gruesome, exemplary death.
Effect: The Inquisitor gains 2 Ranks of the Deceive Skill, and must make a roll on the Heretic Table.
Heretic
An Inquisitor with the Heretic Quirk is inevitably in dire spiritual and moral straits, but this may not be known to the wider Inquisition. Unless the
creator deems it to be necessary to the story an Inquisitor with a Heretic Quirk is not openly a Heretic to begin with. Once this is discovered, how-
ever, he immediately gains the Hunted (Inquisition) Talent, as there are few things more dangerous to the Imperium than a rogue Inquisitor. If the
Inquisitor generated a “Heretic” result on the Quirks of the Inquisitor table then roll a 1d100 on the following table.
1d100
Heresy Description & Effects
Roll
Declared a heretic by their comrades, this Inquisitor is hunted by their peers for any number of reasons; killing a fellow Inquisitor,
Carta
01-40 Extremis
excessive displays of force or an unnecessary Exterminatus.
Effect: The Inquisitor gains +40 Insanity Points (to a maximum of 80).
The Inquisitor has been tempted into the worship of the dark gods of Chaos.
Ruinous Effect: The Inquisitor now counts as a Heretic, gaining an Infamy equal to half his Influence, and changing his Corruption to half of
41-55 Powers its current value. If this pushes him over any Corruption Thresholds he rolls for a Reward as usual. Choose a Dark God appropriate to
the Inquisitor’s particular mien.
The Inquisitor has been deceived by the lies of the alien. Whether this was by the perfidious Eldar, the eldritch Star-Gods, the immor-
tal Necrons, or even the foundling Tau. Now he has pledged himself to their heretical beliefs and serves them, and will lead those he
Deluded by
56-70 the Alien
commands into similar damnation if allowed to.
Effect: The Inquisitor gains the Peer (Appropriate Xeno Race) and will act in these alien’s best interests. He may also use weapons of
his new master’s design if the creator wishes.
The Inquisitor sees the Ecclesiarchy as the bane of Mankind, a binding ideology that only drives the Imperium further into the morass
it has sunk into over the last 5,000 years. He aims to destroy the faith and disillusion it’s followers however he can.
71-80 Apostate Effect: The Inquisitor gains +30 Corruption, 3 Ranks of Charm, Command, Deceive, or Intimidate Skill and the Hunted (Ecclesiar-
chy), Dark Oratory, and Master Orator Talents.
In order to gain power and influence, even if it was for the good of the Imperium, the Inquisitor has forfeited his or her soul with a
daemonic pact.
81-90 Dark Pact Effect: The Inquisitor is the beneficiary of a Dark Pact with a powerful daemon. The pact’s boons are up to the GM to determine, but
the Price for this pact is Fealty.
Due to personal vendetta, Istvaanian ideals, or xenos influence, the Inquisitor’s true aim is to cause as much damage to the Imperium
Trojan
91-97 Horse
as possible while maintaining the guise of servitude.
Effect: The Inquisitor gains 2 Ranks of the Deceive Skill and +10 Influence.
The Inquisitor is actually a sleeper-agent awaiting activation, but from who? Impersonation of an Inquisitor is considered high here-
sy!
98 Infil-Traitor Effect: The Inquisitor counts as being under the effects of the Reprogram Telepathy Psychic Power (see Section 5.2.6 “Telepathy
Discipline” for more details on the power’s function). Who did this and why is up to the GM.
Through cunning deceptions, forbidden sciences, psionic powers, or baffling biological abilities (such as those exhibited by the
Lacrymole or the Simulacra), the Inquisitor is not at all human and is but masquerading about as a human, for whatever dire purpose
99 Inhuman it has in mind.
Effect: The Inquisitor gains 3 Ranks of a Forbidden Lore Skill relating to his true identity, as well as 3 Ranks of the Deceive Skill,
and the Talented (Deceive) Talent. If his true nature is discovered he gains the Fear (2) Trait against those whom it is revealed to.
The Inquisitor is puppeted by a vile entity of the Warp, abusing the Inquisitor’s authority and power to do as it pleases.
100 Daemonhost Effect: Choose or generate an appropriately strong non-bestial daemon (Herald or above) and treat it as possessing the Inquisitor.
An alien virus.
21-40 Xenovirus
Effect: The Inquisitor gains a Disease (generate a Disease with the Random Disease Generator).
Eyerot, Catachan Sloughing Fever
Debilitating
41-60 Illness
Effect: The Inquisitor gains a Disease with a Virulence Rating of at least 2 and a Damage of at least 1d10, generate the
rest of its characteristics using the Random Disease generator from Section 9.4 Diseases & Infections.
St Basil’s Spineblight, Tyranid Spore-Cysts, malignant tumours, etc.
Terminal
61-80 Illness
Effect: The Inquisitor gains a permanent Disease (VR:3, Inc: 1 Month, Dam: T, 1d5). The Inquisitor must make a -30
Toughness Test or permanently lose 1d5 Toughness every month.
Warp The Obliterator Virus is the most famous of such illnesses
81-99 Tainted Effect: The Inquisitor gains a Disease (generate a Disease with the Random Disease Generator, it must do Corruption
Malady Damage as part of it’s Damage Dealt).
Far and away the worst disease to curse the materium.
100 Nurgle’s Rot Effect: The Inquisitor gains a Disease (VR:4, Inc: 1 Week, Dam: T & Corr, Dam: 2d5). This disease is quite infectious
and if the bearer reaches 100 Corruption they are turned into a horrid Lesser Daemon of Nurgle.
Past Injury
In the course of their inquests an Inquisitor is often called upon to fight his foes in person, though some times the vagaries of fate are such that a
terrible accident may well provide a crippling injury. If the Inquisitor generated a “Past Injury” result on the Quirks of the Inquisitor table then roll a
1d100 on the following table.
1d100
Injury Description & Effects
Roll
Impressive From duelling or battle
01-10 Scars Effect: The Inquisitor gains +5 Weapon Skill -or- Ballistic Skill and 1 Rank of the Intimidate Skill.
Some scars, while not debilitating, are forever. If prominently visible, the Inquisitor automatically gains the ‘Masked’
Grotesque
11-20 Scars
quirk.
Effect: The Inquisitor loses 1d5+5 Fellowship but gains the Fear (+1) Trait, and a Rank of the Intimidate Skill.
Lost a The Inquisitor lost an ear, finger or perhaps even his nose. Bio-grafting should be possible.
21-40 Minor Body Effect: The Inquisitor loses 1d5 Weapon Skill, Ballistic Skill, Fellowship, or Agility unless the creator deems that he
Part would have a bionic or vat-grown replacement.
Leg or arm. Cybernetics may be required.
41-60 Lost a Limb Effect: Roll a Hit Location until a random Arm or Leg is determined. That limb is lost and is replaced by a Good
Craftsmanship bionic replacement or a vat-grown replacement.
A punctured lung, perhaps. Cybernetics or cloned organs definitely required. Even fixed, the pain lingers.
Lost an
61-80 Organ
Effect: The Inquisitor loses a random internal organ and has it replaced by either a vat-grown replacement or a bionic
replacement (namely a Bionic Respiratory System, Bionic Heart, or Gastral Bionics)
Unable to move some/all limbs. The damage may be such that no surgery can repair it.
Effect: Roll a 1d5. Starting from his legs upward this is the amount of locations that the Inquisitor loses the ability
to control. The damage is enormously difficult to remove, and, if it includes the Body Hit Location, means that some
81-99 Paralyzed organs and parts will likely need replacing, and vat-grown replacements are not an option. Entirely replacing the limbs
with bionic replacements is possible, and replacing his lungs and gastral system (with a Bionic Respiratory System
and Gastral Bionics respectively) is likely to be necessary.
Hidden Base
The Inquisition has various needs for secretive sanctums on obscure worlds. From holding heretics, to an Inquisitor’s pet project, these facilities
allow their master a large degree of freedom away from prying eyes.
If the Inquisitor being generated had a “Hidden Base” result on the Inquisitorial Resources table then roll a 1d100 on the following table.
The Hidden Base is a structure (see Section 8.2 “Voidstations & Structures”) that must use a Raider hull for it’s basic profile. The Inquisitor gains
such a structure, with the SP budget for it equal to his Influence Characteristic (as per the The Emperor’s Command Trait). Roll on the table below to
determine its location and it’s mandatory requirements. Where exactly the planet or system the Hidden Base is located upon or in is up to the GM to
determine.
1d100
Location Description & Requirements
Roll
The mass amounts of debris in an asteroid field can provide enough of a physical deterrent to would-
be attackers, that is if they can even detect the base among the numerous metallic signals and
01-20 Asteroid Field distortions created by the particle density.
Requirements: Construct this hidden base as per a voidstation, additionally it will also require a
Repulsor Shield Component.
While the inherent danger of proximity to an active volcanic region would make many scoff at such
a location for a hidden locale, it is indeed such a mindset that makes a place such as this an ideal
foundation. The threat of an eruption, or even just ambient toxic gasses also aid in it’s obscurity and
21-40 Volcanic Screen
security greatly.
Requirements: The very real possibilities of volcanic eruptions and toxic ash necessitate a Life Sus-
tainer and Void Shield Component.
With enormous pressures, often ambient life-signs, and the inherent defence and interference provided
by many hundreds of meters of liquid water the bottom of an ocean is ideal for a hidden base.
41-60 Ocean Floor
Requirements: Due to the aquatic nature of this base, and the crushing pressure of these depths, a
Life Sustainer and two Reinforced Interior Bulkheads Components are required.
Hidden within the wreckage of a much larger ship, such as a mass conveyor, this ruse has many ad-
vantages, including the inherent superstition of many who take to the void regularly.
61-80 Hulked Voidship Requirements: Construct this base as per a voidstation, with the additional requirements of a Life
Sustainer and a Reinforced Interior Bulkheads Component. The base also gains a Tenebro-Maze Com-
ponent that does not take up Power or Space.
This base is hidden amongst the decaying macrotecture of a hive world, hidden from the prying eyes
of the countless masses by hidden passages, false hallways, and the like.
81-90 Underhive Depths Requirements: This base requires Life Sustainers to scrub the toxin-laden refuse of a hive world
from its air, and additionally must take either a Crew Reclamation Facility or Corpse Starch Grinder
Component, for use in disposal of nosy or cocksure underhivers and gangers.
Perhaps the most obscure and out of the way hiding method imaginable, this base is set up on a rogue
planet, far from any sun, in the deepest depths of deep space.
91-100 Exoplanet
Requirements: The base must include an Astropathic Choir Tower, as the difficulty in navigating to
this lost world may be an impossibility without the choir’s guidance.
Expert Bodyguard
An Inquisitor has great need for those experienced in combat and those with great loyalty to him, especially if he has lead a successful career of
purgation and made many dark enemies. If the Inquisitor being generated had a “Expert Bodyguard” result on the Inquisitorial Resources table then
roll a 1d100 on the following table.
1d100
Classification Description & Requirements
Roll
The rag-tag band the Inquisitor has collected over the years form his die-hard bodyguard.
01-20 Loyal Henchmen
Effect: The Inquisitor gains a Horde Standard Human Follower
A small number of devout death cultists protect the Inquisitor.
21-40 Death Cultists
Effect: The Inquisitor gains a Horde Standard Human Follower
A squad of veteran guardsmen or storm troopers form the bodyguard of the Inquisitor.
41-60 Guardsmen
Effect: The Inquisitor gains a Horde Standard Human Follower
A powerful navigator, psyker, or untouchable protects the Inquisitor.
61-80 Psionic Personnel
Effect: The Inquisitor gains a Greater Human Follower
This could be Ordo-specific (Crusaders for the Ordo Hereticus, an Eldar Ranger for the Ordo Xenos,
81-100 Exotic etc), or something unusual such as a unit of Skitarii or even a Space Marine!
Effect: The Inquisitor gains either a Greater Human Follower -or- a Horde Standard Human Follower
Finishing Touches
By this point the Inquisitor has much of his character, assets, and abilities codified, and is most likely a rather fleshed out character. A few last pieces
of insight are recommended for “completing” his profile.
Equipment
With such influence at their fingertips it is unlikely that an Inquisitor will be poorly equipped, unless he finds himself in the most desperate of
situations. While a player character Inquisitor will more or less have his inventory determined by the player over the course of a campaign an NPC
Inquisitor is something of a different matter, and the GM should be sure not to utterly overload him with excess gear and equipment.
While many regiments have long-standing reputations, forged by generations of predecessors across countless worlds, others may not be so re-
nowned. There are countless millions of Imperial Guard regiments in service to the Imperium at any one time, scattered across tens of thousands of
warzones. No one man knows for certain how many souls give their lives in service to the Emperor in any given year, but the hard truth is that more
must serve to replace those who have fallen, which means that new regiments must constantly be raised. Thus continues the cycle; regiments fall in
battle, and new ones are raised to replace them, or to begin new campaigns under the light of a distant star. As a result, it is important to make room
not only for those regiments whose histories are long and bloody, but also for those who are newly mustered, and have yet to either gain glory in the
Emperor’s name or vanish in ignominious defeat.
This section allows a group of players to define their own regiment during character creation, shaping the nature of their unit before creat-
ing the individual soldiers who will make up the group.
The regiments of the Imperial Guard are as without number as the stars in the galaxy, and yet within the breadth of this vast sea of light there are
some stars that outshine others with their greatness. These regiments and planets of the Astra Militarum are some of the most well know, their names
spoken with reverence from their home world, to Terra, and out to the wild reaches of Imperial border worlds. Soldiers who serve such regiments
with as storied pasts as those raised from Cadia, Catachan, or Armageddon are given a chance to serve with and as some of the Imperium's greatest
defenders and conquerors.
When creating a Regiment the players and GM may elect to choose a Regiment from those listed in this section, expediating the process of
regimental creation greatly. The players apply the listed benefits to the profiles of their Guardsmen and Followers, and then finish spending what Reg-
iment Points remain as usual. Some Regiments of Renown will limit what kind of Regiment Type may be chosen in concert with its benefits, as while
the Imperial Guard may raise any number and variety of regiments, some types of regiments from particular worlds are much more heavily favoured.
The Skitarii Legions of the Adeptus Mechanicus are vast entities which enact the will of their machine-priest masters in the name of their home forge
world, and the center of the Mechanicus religion, Mars. While every forge world owes a debt of allegiance to Mars, each maintains its own autono-
mous armies. The techpriests, Legiones Skitarii, Legio Cybernetica, servitors of a forge world do not wear uniforms in the way of the Astra Milita-
rum, but they do bear the colours and insignia of their forge world, each a symbol of their home world, and their spiritual patriarch, Mars itself.
When using the "Only War as the Legiones Skitarii" Alternate Manner of Play and creating a Legion the players and GM may elect to
choose a Legion from those listed in this section, expediating the process of regimental creation greatly. The players apply the listed benefits to the
profiles of their Skitarii and Followers, and then finish spending what Regiment Points remain as usual. Note that some of the Home Worlds used to
represent these forge worlds appropriately use a combination of the benefits gained from two separate Home Worlds, with 2 Regiment Points being
removed to account for these added bonuses. Additionally the Skitarius can gain Techno-Arcana via these Legion selections that they might not other-
wise be able to purchase. Lastly, Skitarii Legions will have access to specific Mechanicus vehicles when choosing their Regiments and Doctrines.
When creating a new regiment, a group must go through a series of stages, which are described in more detail below. A regiment has a budget of 10
Regiment Points with which to purchase individual options, which come from a number of categories.
First is the home world or origin, which defines where the recruits came from before they were chosen to serve in the Imperial Guard.
Following that, a unit must select a personality for its commanding officer, which defines how the unit has adapted to the realities of war under their
commander’s authority. Finally, there is an assortment of doctrines, which represent the way a unit is trained and equipped.
At all stages, the GM’s approval is required when a choice is made—the GM should be involved in the entire process, from start to finish.
This allows him to build a mission or a campaign around the regiment, and to ensure that the challenges and encounters are appropriate to the capa-
bilities of the players’ regiment.
Once these choices have been made, and all of the modifications to
Guardsmen and Follower's profiles have been made, they will be fit for
service.
After selecting a Home World, the players must select a single personality from the following list, each of which defines the nature of the regiment’s
commanding officer and the influence he has on the men under his command.
Bilious Melancholic
The regiment’s commander is ill-tempered and paranoid, eternally The regiment’s commander is careful and introspective, but his will
suspicious of betrayal, and watchful of enemies and allies alike. He is not what it once was, having suffered greatly in the crucible of war.
regards vigilance as the greatest of virtues, and encourages suspicion and While loyal, his leadership is hampered by hesitation and pessimism, and
watchfulness amongst his men. his warriors are often forced to rely more on their own initiative in battle,
Cost: 1 Point taking charge themselves when their superiors falter.
Starting Talents: Paranoia Cost: 1 Point
Starting Talents: Air of Authority
Circumspect
The regiment’s commander is balanced in his attitudes and careful in his Phlegmatic
decision-making, yet often overly cautious. His demeanour encourages The regiment’s commander is quiet and contemplative, a man of few
his men to similarly consider situations before they strike, observing the words. When he does speak, it is with great and solemn purpose, to give
battlefield before acting. commands that have been considered in exacting detail. He does not
Cost: 1 Point command loyalty through rhetoric or heroics, but through quiet compe-
Starting Talents: Foresight tence, and his men have learned to trust in his skill and rely on the chain
of command.
Choleric Cost: 1 Point
The regiment’s commander is decisive and leads from the front, taking Starting Skills: Common Lore (Imperial Guard), Common Lore (War),
charge of situations personally, and never afraid to do what he orders his Tactics (Any)
men to do. However, he is quick to anger, and can often be drawn into
foolish actions. His men are ever ready for action, and familiar with the Sanguine
rigours of battle. The regiment’s commander is confident and optimistic, though some-
Cost: 1 Point times too caught up in dreams of glory and triumph. While inspirational
Starting Talents: Lightning Reflexes to his men with grandiose speeches and heroism, his ambition has often
seen them faced with impossible odds, caught up in their commander’s
Fixed quest for glory, and they must battle hard to survive.
The regiment’s commander is decisive and unyielding, and once set on Cost: 1 Point
a course of action he seldom changes his mind. While this is invaluable Starting Talents: Die Hard
during many actions his regiment undertakes, it leaves his forces inflexi-
ble in the face of changing battlefields. Supine
Cost: 1 Point The regiment’s commander is a devout man, absolutely loyal to the
Starting Skills: Command Imperium, but lacking in his own initiative. Incapable of the imagination
and daring that gets an officer noticed by his superiors, he serves as little
Maverick more than their mouthpiece, accepting their commands and passing them
The regiment’s commander is something of a rebel, regarded as ill-dis- on flawlessly to his own men. Bereft of any true command, the men must
ciplined and unpredictable by his peers, but his attitude and his daring have faith if they are to survive in the fury of war.
make him beloved by his men, who see their leader as one of them, Cost: 1 Point
rather than one of “the officers.” So long as he leads, they will follow Starting Skills: Common Lore (Ecclesiarchy), Scholastic Lore (Imperial
him anywhere. Creed)
Cost: 2 Points Starting Talent: Pure Faith
Starting Talents: Jaded, Resistance (Fear)
When designing a regiment, Players and Game Masters may choose one of the following Regimental Drawbacks. Each Drawback has a point value
associated with it (listed in each Drawback’s description). The number listed with each Drawback is a number of Regiment Creation Points a regi-
ment gains for choosing that particular Drawback. This grants the players or Game Masters extra points with which to buy extra regimental options
such as Equipment and Training Doctrines or to alter their Standard Regimental Kit.
Cloud of Suspicion
Whether justified or not, this regiment as come under close scrutiny. The
members of this regiment know that their movements are being watched Conscripts
by someone, and that the someone does not like them. A siege mentality While most Imperial Guardsmen are proud to serve their Emperor on
has spread throughout the regiment, along with paranoia and anxiety. the field of battle and gladly go to war, this is not always the case. On
Officers see spies and informants everywhere and newly conscripted some worlds that lack proud martial traditions, their tithe of manpower
guardsmen are viewed with deep suspicion and hostility as their new must be forcibly conscripted. Commissars attached to such regiments
squad mates assume they are undercover agents with sinister purposes. have an unenviable task, ensuring that these unwilling soldiers fulfill
Regiment Points: +3 Points their duties and obey the orders of their officers, who typically are much
Talents: Enemy (Adeptus Arbites) or Enemy (Inquisition) or Enemy more inclined to serve. Although few regiments can truly be considered
(Other), Paranoia. volunteers, this Drawback represents a regiment that truly opposed being
Untimely Inquiries: Whenever this regiment fails in an operation or drafted into service.
the Squad fails to complete a mission or achieve a critical objective, the Regiment Points: +3 Points
power with a worrisome interest in the regiment rears its ugly head, at Unwilling: This regiment was forcibly conscripted, perhaps at gun point,
the Game Master’s discretion. When such an investigation takes place, and its members serve the Imperial Guard only grudgingly. Characters
even on a regimental level, every member of the regiment suffers a –5 from this regiment suffer a –10 penalty to all Willpower Tests, and all
penalty to Willpower Tests until the interference concludes due to the Command Tests to influence members of this regiment (including Com-
stress that it causes. rades) suffer a –10 penalty
The last major part of creating a regiment is determining its equipment. An Imperial Guard regiment is nothing without the weapons and wargear it
wields. A significant portion of a regiment’s standard kit will have already been determined when its regiment type was selected, and this may have
been further influenced by other doctrines. It should thus be fairly clear what the bulk of a unit’s equipment will be before reaching this point. All that
remains, then, is to add those specific items to a handful of universal items that all Guardsmen are issued, and then choosing a few additional items to
further customise them.
At this point, Regiment Creation is almost complete, with only a few details remaining before players can begin constructing characters from their
regiment. These are elements of background to help further flesh out the who, how, and why of the regiment:
Rising Star out across a vast web of investment and patronage and for whom a
Often only applicable to a newly created Rogue Trader House, the term disastrous expedition that might bankrupt a smaller, less well established
‘rising star’ is used to describe a dynasty most definitely on the up. The House is offset by a dozen other, more successful and less risk-laden
bearer of the Warrant may be cresting a wave of success and influence undertakings.
having recently been granted the Warrant or bequeathed the trappings, Ship Points: 8
such as a fleet and military assets that may have accompanied it. Many Profit Factor: 6
eyes will be watching the dynasty, some with hopeful expectation, others Effect: Members of this dynasty gain +0 Influence.
with jealousy. A great weight of responsibility rests on the shoulders
of the bearer, and they may have a great deal to prove to earn the title Struggling
‘Rogue Trader’ in the eyes of the Imperium and their peers. A Rogue Trader dynasty might fall upon hard times for a wide range of
Alternately, it is possible that the House is more established, reasons, from disaster to incompetence, and the transition from stable
but perhaps thanks to a succession in leadership is enjoying something to struggling might be sudden and unanticipated if it is due to external
of a resurgence in its fortunes. Perhaps an old, ineffectual or outright factors. Perhaps the most common reason for a dynasty to find itself in
incompetent patriarch has been replaced with a younger, more dynamic such straits is through the activities of its rivals, particularly if these have
progeny. Many decades, even centuries of stagnation may have been cast found common cause and are determined to ruin the fortunes of their
off as the dynasty looks forward to a new era of success and prosperity. enemy.
Ship Points: 12 Another reason a House might find itself struggling is when it
Profit Factor: 10 comes to rely too heavily on a particular field of exploitation or revenue,
Restrictions: Cannot be taken by a dynasty Warrant from the Age of only to find that resource has suddenly dried up. It is not uncommon for
Apostasy or earlier. Rogue Traders to open up exclusive trade routes into distant regions,
Effect: Members of this dynasty gain +10 Influence, but lose -5 from but if those regions should fall to alien invasion or a host of other perils,
their highest Characteristic the source of so many riches might disappear overnight. If the dynasty
has invested too heavily in the operation, as might be the case with a
Ascending smaller or newly established House, then all will be lost. Nevertheless,
Most Rogue Trader Houses undergo significant fluctuations in their Rogue Traders are uniquely optimistic individuals, even in the face of
fortunes, and a firm hand on the tiller is required to safely navigate the myriad horrors and misfortunes of the galaxy. Many are at their best
the peaks and troughs. A dynasty said to be in the ascendant enjoys an when faced with a nigh insurmountable challenge—some would have it
upturn in its fortunes and an increase in its influence and prestige. Such no other way.
a house proves itself a worthy investment to any who would join it in its Ship Points: 6
endeavours, and its head will have little difficulty in attracting allies and Profit Factor: 4
backers. Effect: Members of this dynasty lose -5 Influence, but gains +3 to any
The only real problem a Rogue Trader in such a position may find is that Characteristic but their highest one.
of jealous rivals. Few dynasties survive long without attracting the ire of
their peers, whether they become engaged in bitter trade wars or actually Fallen From Grace
exchange broadsides out in the void. A successful House may find its The galaxy is a harsh place, and none are owed the success they seek.
position coveted, with hidden hands at work against it. The most success- Countless numbers of Rogue Traders lose their livelihoods each year.
ful Rogue Traders are those who learn to anticipate, and deal with such Indeed, the entire institution of the Warrant of Trade could be said to rely
enemies before the fortunes of their House can be affected. upon a constant ‘pruning’ of the dynasties as a form of natural selection,
Ship Points: 10 ensuring that only the most driven and skilled of individuals continue to
Profit Factor: 8 prosper.
Restrictions: Cannot be taken by a dynasty Warrant from the Age of A House that has fallen from grace might retain scant resourc-
Apostasy or earlier. es—perhaps just a vessel and a skeleton crew of bonded retainers. Such a
Effect: Members of this dynasty gain +5 Influence, but lose -3 from their Rogue Trader would be fully aware of his situation and might be driven
highest Characteristic to extreme measures just to get by. Although the Warrant of Trade grants
even the lowliest Rogue Trader unimaginable rights, there are activities
Stable even the most powerful would be wise to avoid. A Rogue Trader with
Stability is a luxury rarely afforded to most Rogue Trader Houses, and nothing to lose might be tempted to seek dealings with xenos or to ex-
one that most are poorly disposed to suffer long. For many Rogue Trad- plore regions long forbidden, even to his kind.
ers, stability is a byword for stagnation or resting on one’s laurels. As Having fallen from grace does not imply permanent misfortune, however.
most Rogue Traders are naturally inclined to risk taking, few find their Perhaps a very powerful Dynasty has suffered a reversal in political
fortunes stable for long. status, finding formally staunch allies turning their backs and fractious
There are some Houses however that come to attain such a competitors aligning themselves against it. And so the Rogue Trader’s
state. These wealthy and powerful Houses appear capable of absorbing fortunes might turn full circle, the rising star falling from grace in the
almost any loss while still generating astronomical profits. These are in blink of an eye.
the main the very oldest of the dynasties, those whose risks are spread Ship Points: 4
Profit Factor: 2
Effect: Members of this dynasty lose -10 Influence, but gains +5 to any
Characteristic but their highest one.
Exile Prize-of-War
Those who strive to reach the very pinnacles of the Imperium’s towering Many Warrants of Trade have been granted over the millennia as prizes
power structures quite frequently stumble before gaining the ultimate of war. In such cases, a powerful and successful lord militant might be
power they crave. Planetary governors might seek to rule an entire promised the charter as inducement to undertake a crusade otherwise
sub-sector for example, only to find their rivals aligning against them considered impossible. Such a crusade might take decades to conclude
even as they reach for the prize. A general might seek to rule over the re- and cost the lives of millions of the Imperium’s servants, but by its con-
gions he has conquered in the name of the Imperium, unwilling to accept clusion the lord militant will have earned his Warrant and will be free to
that any other has the right to do so. pursue his ambitions out amongst the stars.
Such men and women as these are too dangerous to be allowed Occasionally, the prize is not won, but taken. A powerful
to gain the power they seek, but also too visible and well connected to servant of the Imperium might have maneuvered himself into such a
quietly remove. Though an assassin’s blade could end the problem, the position as to demand the Warrant of Trade as reward for service, and
killing might spark an uprising far more damaging than leaving the target he may be too powerful to refuse. Or perhaps an existing Warrant has
in power. been prized from an established Dynasty, a new line taking control of an
The solution is often to grant the troublesome Imperial servant ancient Rogue Trader House as the culmination of years of plotting and
a Warrant of Trade, giving him license to seek all the power he desires, scheming.
but to do so far away from the Imperium. Ship Points: 6
Ship Points: 2 Profit Factor: 8
Profit Factor: 16 Effects: Ships of this dynasty may take a Munitorium Component for no
Effects: Members of this dynasty gain the Enemy (Nobility) Talent and SP cost (but must still meet the ship’s Power and Space constraints).
ships of this dynasty may take a Ship’s Stores or Extended Supply Vaults
part on this ship for no SP cost (but must still meet the ship’s Power and Ecclesiarchal Bequest
Space constraints). The Ecclesiarchy does not hold the power to grant a Warrant of Trade, for
that privilege ultimately lies with the Adeptus Terra and the High Lords,
Blackmail but, in common with many of the Imperium’s highest institutions, it does
There are some Warrants of Trade which have been obtained not by ser- have great influence in the matter. Many of the crusades launched by the
vice or any other such means, but by the recipient demanding its granting Imperium against recidivist systems or vile aliens are thanks to the fiery
as a form of blackmail. Although rare, such a situation might come about oratory of the Ecclesiarchy’s Confessors and Redemptory Priests. Such
in which a Lord Militant has come to power over such vast armies that individuals preach war and redemption across dozens of worlds, igniting
he can in effect hold entire regions of the Imperium ransom, and in some the zealous passions of the Imperium’s subjects until vast rallies are held
cases the granting of a Warrant of Trade is the price such an individual where millions of would-be martyrs call for the preacher’s demands to be
will demand for turning his conquests over to the Adeptus Terra. granted and war to be taken to the enemy.
There have also been instances of far subtler manipulation, in Though the preachers utilise simplistic, even crude methods
which the would-be recipient has come to hold power over an individual to gain the support of the masses, they are highly adept at the far subtler
of great influence within the upper echelons of the Adeptus Terra, such ways of ensuring their voice is heard. Even while the confessor preaches
that the victim is willing to sponsor the granting of the Warrant of Trade hate and bloodshed to the masses, his agents move amongst the Imperi-
in order to avoid his secret becoming known to his peers. Such might be um’s institutions, making promises of great favour and wealth to those
the case when a lord of the Administratum hides some form of mutation who aid them, and making veiled threats to those who seek to obstruct
for example, or when the offspring of a sector governor has secretly them. One such promise the adepts might issue is the granting of a
come into psychic powers. It is said that every lord harbours a secret Warrant of Trade, the confessor’s allies ensuring that certain individuals
shame, and every man has his price. None can say for sure how many with the power to grant such a reward are spoken to, in return for certain
Warrants of Trade have been sponsored in order to keep such secrets cov- favours being performed.
ered, or what horrors lurk at the very apex of the Imperium’s government Ship Points: 8
as a result. Profit Factor: 6
Ship Points: 4 Effects: Ships of this dynasty may take a Temple-Shrine to the God-Em-
Profit Factor: 10 peror Component for no SP cost (but must still meet the ship’s Power and
Effects: Members of this dynasty gain 1d5 Corruption, and ships of Space constraints).
this dynasty may take a Luxury Passenger Quarters, Brig, or Sensorium
Component for no SP cost (but must still meet the ship’s Power and
Space constraints) and also gain the Disciplinarium Upgrade.
Trade Wars Veteran the long standing chapters of the Adeptus Astartes and the dutiful regi-
Trade Wars often begin with one Navigator House overstepping the ments of the Astra Militarum show no small deference for it.
bounds of some code or contract it no longer wishes to adhere to. When Ship Points: 12
this occurs, two or more Houses go to war with one another, but the Profit Factor: 2
process is actually highly ritualised and subject to a sprawling canon of Effect: Members of this dynasty gain the Peer (Munitorum) -or- Peer
ancient law, beginning with a declaration defining the belligerents and (Space Marine Chapter), and the Enemy (Chaos) -or- Enemy (Xenos)
the scope of their conflict. In most cases, a Trade War is carried out be- Talents.
hind the scenes, with those Houses involved dispatching the most deadly
of assassins to slay key rivals, or employing infil-traitors and saboteurs to
destroy their holdings and disrupt their business.
In The Name of the Machine-God
The Adeptus Mechanicus is an entity consumed by their Quest for
Occasionally, mercenary forces or allied militants are engaged
Knowledge that sends them forth to many unknown and forgotten places
to launch raids or even full scale attacks on the estates of rival Houses, in
of the galaxy. To aid the Machine Cult is to assist in this great task, and
which case matters can soon escalate as planetary law enforcement and
become part of great deeds such as the Incaladion’s Great Retrieval,
defence bodies are forced to step in. This dynasty was dragged into one
Triplex Phall’s War of Neotech, or Voss’ War of Recovery. Such ma-
such unsavoury conflict, drawn in by their allegiances and kept there by
chine crusades and many others have been launched to recover the lost
the necessity of their Navigator allies. Fighting in this conflict ultimately
techno-lores of Mankind, and to persecute these conquests requires no
has brought the dynasty closer to their allied Navis Nobilite family, but
few allies and obscene amounts of resources, assets, and materiel. While
inevitably created enmity among the other side that persists until the
much of the Mechanicus is considered a self-contained empire-with-
present day.
in-an-empire they, much like any other entity within the Imperium, have
Ship Points: 4
need for allies.
Profit Factor: 10
The machine-minds of the techpriests of the Mechanicus have
Effects: Members of this dynasty gain the Peer (Navigator House), Rival
long memories and they may well think fondly of a noble house who
(Navigator House) (these must be separate Navigator Houses), If a void-
once aided them, even if the original nobilite who did so has passed on
ship of this dynasty’s Navigator is not a player character then upgrade
some centuries ago. Those in the favour of the Mechanicus can expect
their Craftsmanship by 1, but if they are a player character he counts
some limited access to the arcane sciences available to the Techpriests of
Navigational Charts from his House as being one step of Craftsmanship
Mars, and even their assistance in matters of tech-lore.
higher than they are.
Ship Points: 8
Profit Factor: 6
A Light in a Sea of Darkness Effect: Members of this dynasty gain the Peer (Mechanicus), and ships
The galaxy’s primordial state of darkness is ever encroaching, and the from this dynasty may have 1 additional Archeotech Component.
even deeper darkness of the Warp is perhaps even more pervasive, for it
can dwell in the hearts of men who stand in broad daylight. This foul evil
must be fought at all turns, and the Ecclesiarchy stands as Humanity’s
Cold Trade Purgation
While no sensible man would have truck with the peddling of xenos
bastion against it. The Imperial Creed is the law, and those who contra-
obscenities there exists a delusion of invulnerability amongst some of the
vene it’s word are heretics and traitors to Humanity.
Imperium’s nobility that they are above the law of the Imperium, and that
Serving this holy purpose is a great deed for any noble house,
no authority in the galaxy could possibly touch them and their interests.
much less those with a Warrant of Trade. Those who go beyond the
The abject wrongness of this delusion rarely sinks in until the prosecutors
bounds of the Imperium to bring this light to the stygian corners of the
of such crimes are burned at the stake for their heresy, so tainted by the
galaxy carry this flame, and by bearing it create no small enmity with
wiles of the alien are they.
the foul worshippers of the Dark Gods. These brazen torchbearers are
No few merchant families have been purged for such heresy
regarded highly by the Ecclesiarchy, and the acclaim of the ordained is a
in the past, and sadly they did not serve as a strong enough lesson for
greatly valuable currency if one knows just how to spend it.
others, as the crimes of trading forbidden works made not by the hands
Ship Points: 6
of man continue to this very day. While some would profit from these
Profit Factor: 8
means there are no few who are eager to throw in with the forces of the
Effects: Members of this dynasty gain the Enemy (Chaos), Peer (Eccle-
Inquisition and aid them, if not out of a moral imperative, then one born
siarchy), and Pure Faith Talents.
from the wish to eliminate mercantile adversaries serves the needs of the
Holy Ordos well enough.
Crusader for Humanity Ship Points: 10
Man’s war against the alien and apostate is a seemingly endless one, into Profit Factor: 4
which an unimaginable wealth of resources must be poured, all to hold Effects: Choose one of the following:
back the ravening hordes of these vile forces. In the 41st Millennium Purgator: Members of this dynasty gain the Peer (Inquisition) and Ene-
there is truly only war, one which must be fought by Humanity’s warriors my (Cold Trade) Talents
until the last man. -or-
This dynasty has stood shoulder to shoulder with the greatest Conspirator: Members of this dynasty gain the Hunted (Inquisition)
warriors of Mankind and it’s blessed martyrs, the rank and file of the Im- and Peer (Cold Trade) Talents, and ships from this dynasty may have 1
perial Guard. Across numerous battlefields among the stars and between additional Xenotech Component
them this dynasty has fought against the foes of Man in the name of the
God-Emperor, supplying arms, armour, and support for the great armies
of the Imperium. The respect earned for this rings through the ages, and
Infamous Famous
Some Rogue Trader Dynasties are known for all the wrong reasons. A Whether or not they choose to admit it openly, or even to themselves,
House purged in the aftermath of a Cold Trade Inquest, for example, the great majority of Rogue Traders crave fame and the attendant powers
might be held as an object lesson in the follies of dabbling in things man and privileges that accompany it. To have one’s name spoken with awe
should have no truck with. Other Houses are known for the ruthlessness and respect by High Lords and commoners the length and breadth of the
of their actions and although respected are not regarded with any warmth. Imperium is for many the ultimate reward, perhaps even greater than
A Rogue Trader from such a House would be wise to consider very the vast personal wealth they amass along the way. In a galaxy in which
carefully how widely he broadcasts his name when operating beyond literally billions of lives are lost every single day in the service of the
Imperial Space, for there are many rivals who might take advantage of Emperor, where a single man has little hope of gaining recognition for
even a temporary state of vulnerability. even the greatest, most selfless of acts, to be remembered after one’s time
Ship Points: 6 is perhaps the greatest reward one can aspire to.
Profit Factor: 12 Ship Points: 14
Effect: Members of this dynasty gain the Enemy (Any) -or- Rival (Any) Profit Factor: 4
Effect: Members of this dynasty gain the Peer (Any) Talent
Unknown
For many Rogue Traders, the thought of their name going unremarked
upon would be a terrible insult, while others prefer to operate that way.
Most Rogue Traders belong to the former group, for they have not
become the all-powerful servants of the Imperium they are without pro-
moting themselves and their abilities to some degree.
For many Rogue Trader dynasties, the condition of being
unknown is likely to be only temporary. Most seek fame, even if, despite
their best efforts, they ultimately earn only infamy.
Ship Points: 10
Profit Factor: 8
Effect: Members of this dynasty may gain the Unremarkable Talent if
they wish.
Skill Aptitudes
Skill Aptitude 1 Aptitude 2 Skill Aptitude 1 Aptitude 2
Acrobatics Agility General Linguistics Intelligence General
Athletics Strength General Logic Intelligence Knowledge
Awareness Perception Fieldcraft Medicae Intelligence Fieldcraft
Charm Fellowship Social Navigate Intelligence Fieldcraft
Command Fellowship Leadership Operate Agility Tech
Operate
Commerce Intelligence Knowledge Intelligence Tech
(Voidship)
Common Lore Intelligence Knowledge Parry Weapon Skill Defence
Deceive Fellowship Social Psyniscience Perception Psyker
Deny The Witch Willpower Defence Scholastic Lore Intelligence Knowledge
Dodge Agility Defence Scrutiny Perception General
Forbidden Lore Intelligence Knowledge Stealth Agility Fieldcraft
Inquiry Fellowship Social Survival Perception Fieldcraft
Interrogation Willpower Social Tactics Intelligence Fieldcraft
Intimidate Strength Social Tech-Use Intelligence Tech
Invocation Intelligence Knowledge Trade Intelligence General
Experience Points game, such as unnecessary battles fought simply “for the experience.”
Similarly, more experienced and powerful characters might find certain
The most common sort of reward the GM should grant is experience obstacles and foes pose no appreciable threat, in which case they should
points (xp). Increases in xp represent a character learning from his not be awarded xp for defeating them.
encounters and growing stronger, as his mettle is tested and his resolve
hardened while defending Mankind. A character with more xp is better
able to acquire increased characteristics or skills and new talents than a Roleplaying Awards
character with less xp, leading to significantly increased personal power. The GM can also offer xp to players for demonstrating excellent role-
Because xp ties directly into a character’s capabilities in this way, the playing during a session. The amount of these awards is up to the GM’s
rate at which the GM grants it can impact the overall tone and pacing of discretion, but should generally be between 100 and 500 xp, and should
the campaign. Granting xp at a greater rate leads to much more power- not exceed the amount earned over the course of the session where it
ful characters and the need for significantly greater challenges, just as occurred. The GM should be careful to only award these bonuses for
granting xp slowly or in small amounts leaves the PCs weaker and less particularly exceptional levels of performance, such as when a player
capable of opposing mightier enemies. risks his character’s death because “it’s what my character would do” or
There are two main ways for the GM to award xp to the play- invents a distinctly evocative narrative for his character’s behaviour. For
ers: the abstract method and the detailed method. These should be con- the sake of fairness, judgement should be handled per player rather than
sidered the default pace for a campaign, but by varying the recommended over the whole group, so that players who typically do more in-depth
amounts, the GM can alter the capabilities and potential of his group of roleplaying should be held to a higher standard than their less outgoing
PCs. comrades. Similarly, roleplaying awards should never be granted to a
player whose actions caused the session to be less fun for others, no
matter how appropriate it was for their character.
Using Skills knowledge of places, people, and events; the ability to control, drive, or
pilot particular types of vehicles and equipment; the ability to read and
Throughout the course of a game session, the Game Master frequently
understand maps, as well as the ability to plot a course across a world
calls upon players to make skill tests for their characters. These should
or the stars themselves; and the ability to speak, read, or understand one
be conducted in any circumstance where success or failure might have
of the countless languages, codes, or glyphs used by the races of the
a meaningful impact upon the scenario. Routine tasks attempted under
41st Millennium. A character can take a Specialist skill more than once,
normal conditions should never require a test. However, if there is a
taking a new specialty each time he takes the skill. If he takes a Specialist
reasonable chance of failure due to environmental conditions or circum-
skill more than once (each with its own specialty), then these are treated
stance, even a routine test might be relevant.
as separate skills and must be advanced in rank individually. A list of the
When a character uses a skill to perform a task, he must succeed at a skill
individual specialities within each Specialist skill can be found within the
test. The procedure follows the test rules presented in Section 1.1 “The
individual skill descriptions.
Core Rules”: the player rolls, compares the result to the characteristic
best suited to the task and, if the result is equal to or less than the skill
rating, the check succeeds. Modifiers are applied to take into account any Time and Skill Tests
environmental factors, as well as the character’s rank with the applicable The amount of time required for a skill test may vary substantially based
skill. both upon the skill used and the particular instance of its use. A Tech-Use
test to clear a weapon jam might take only a few moments, though one to
perform a basic repair on a vehicle could take hours. Similarly, a Com-
Untrained Skill Use merce test to negotiate the price of supplies for a journey might be re-
It is unlikely that a character will be trained in the use of every skill,
solved quickly, but a complex negotiation to establish a trade agreement
instead focusing on the mastery of a few and a general knowledge of
between two powerful mercantile groups could take weeks or months of
a handful of others. A character can, however, still use skills in which
resolving minutia and commercial factors.
he has no training when needs must, such as attempting to hide from a
Each skill entry includes guidance on the average amount of time
slavering group of mutants or frantically deciphering the coded messages
that skill usually takes to perform. These values are either measured in
in an ancient tome. In these instances, the character makes a skill test as
actions (in the case of skills that can be performed during a round of
normal but suffers a –20 penalty in addition to any other modifiers. The
structured time), or minutes/hours. Some skills are most commonly used
only exceptions to this rule are Specialist skills (see below) which require
in reaction to, or in combination with, another skill. In these instances,
a level of ability that simply cannot be attempted by the untrained. These
the amount of time required is identical to the skill it is used to oppose
could include knowledge of ancient rites of the Adeptus Mechanicus,
or assist. Keep in mind that these values serve as guidelines but are not
commanding a Mars Class Cruiser, or speaking fluently with an Eldar
always fixed. Game Masters must alter the time required for a skill use
Corsair in its own xenos language. Specialist skills are indicated as such
based upon the overall complexity of the task involved.
both on the Skill List table and the individual skill descriptions.
132 Educate men without faith and you make them nothing more than clever devils. 132
Extended Skill Test Time Table
Difficulty of Crafting, General Degrees of Degrees of
Time
Repair, or Time Success Failure
Required for Test (Each
Research Test Needed Additional) (Each Additional)
+60 30 minutes
(Trivial/Ubiquitous)
Up to 2 hours -10 minutes +10 minutes
+50 1 hours
(Elementary/Abundant)
+40 6 hours
Over 2 hours and up
-20 minutes +20 minutes
(Simple) to 6 hours
+30 12 hours
(Easy/Plentiful) Over 6 hours and up
-1 hour +1 hour
+20 to 24 hours
18 hours
(Routine/Common)
+10 1 day
(Ordinary/Average) Over 1 day and upto
-6 hours +6 hours
+0 7 days
3 days
(Challenging/Scarce)
-10 1 week
(Difficult/Rare) Over 1 week and upto
-1 day +1 day
-20 4 weeks
2 weeks
(Hard/Very Rare)
-30 1 month
(Very Hard/Extremely Rare) Over 1 month and
-3 days +3 days
-40 2 months
upto 4 months
(Arduous)
-50 4 months
(Punishing/Near Unique) Over 4 months and
-1 week +1 week
-60 upto 1 year
6 months
(Hellish/Unique)
If a Skill Test has factors that would take it beyond
a -60 modifier the test’s length is instead increased,
gaining an additional month of time needed per every
Over 1 year -2 weeks +2 weeks
additional -10 modifier after the test reaches -60.
Trying Again
Many tasks can be attempted repeatedly with few consequences until a character finally succeeds. A character using Inquiry to research vital informa-
tion might decide, for example, he will keep examining data until he finally finds the vital clue necessary to answer a crucial question. In such a sit-
uation the GM could determine how long this might take based on a single roll, with the character’s only cost the narrative time and effort involved,
rather than have the player make a series of rolls until he is successful. Other tasks can have serious repercussions if failed. A character attempting to
bypass an alarm system might trigger a response on a failed Trade (Security) Test, and further attempts might have to be made while avoiding a patrol
sent to investigate the first failure. Some tasks can only be attempted once, and there is no second chance. A character attempting to leap a chasm
could face serious damage or even death on a failed Athletics test. If a character uses Operate to land an Arvus lighter and rolls poorly, the craft might
crash into the docking bay, destroying the ship and its crew. Where appropriate, a skill entry lists whether it can be attempted more than once, and
gives suggestions for the consequences of failure. GMs must be familiar with these options, but can temper them given the particular circumstance of
the attempt. A character who failed a test that normally only has a single opportunity might have an additional chance if there are mitigating circum-
stances. Similarly, a test that could normally be repeated indefinitely might have situational constraints that prevent further opportunities.
Interior Surface
Navigate (Interior) covers the ability of the character to make headway Operate (Surface) covers the ability to pilot any vehicle that primarily
through dense, labyrinthine constructs and formations, from winding cav- operates on the surface of a planet. Groundcars, walkers, treaded vehi-
erns and beast tunnels to the inner depths of hive cities and voidstations. cles, boats, and skimmers (hovering or flying vehicles that must remain
The Game Master can call on a player to use the Navigate (Interior) Skill very low to the ground) can all be piloted using Operate (Surface).
when: The Game Master can call on a player to use the Operate (Surface) skill
• He wants to make a voyage into an hive city he hasn’t been to before when:
• He is exploring an unfamiliar voidship • He is driving a vehicle in a combat situation.
• He is lost in the depths of a spacehulk and wants to escape • He wishes to push his vehicle beyond its normal limits.
Tracking Air Combat: Covers atmosphere and near-orbit engagements with air
A character can use the Survival skill to follow the signs left by his quar- superiority fighters as well as close support and bombing with ground
ry, allowing him to hunt his targets down. Following obvious tracks does attack aircraft.
not require a skill test, and is considered part of a character’s movement. Armoured Warfare: An understanding of vehicular warfare, how best
In instances where the time or elements have eroded the signs or where to use armour, as well as how best to exploit the weaknesses of such
the very environment makes seeing them difficult, such as darkness or vehicles.
fog, Survival skill tests are required. The modifiers for this test depend on Assault Doctrine: Covers all kinds of assaults, from charging a bunker
the condition of the traces and the tracker’s surroundings. A cunning or to opposed amphibious landings.
devious quarry might attempt to conceal or erase any tracks, for example, Defensive Doctrine: How to set up a good defensive line, including
and in cases where an opponent has attempted to do this he should make layering units, creating areas of enfilading fire, and good clear kill zones.
an Opposed test against the prey’s Stealth. Orbital Drop: A knowledge of orbital drop doctrine and how to use it to
A character’s talents are a representation of natural aptitudes and inherent knacks. In many cases, these are abilities that a character has learnt through
experience or training. In others, they are characteristic of near superhuman abilities. Examples include the mysterious abilities associated with a
psyker or Tech-Priest, but also more mundane (but still impressive) abilities that go with particular fighting disciplines or practiced data excavation
techniques. Characters begin play with a set of talents identified during character creation. They can garner additional ones as they develop further
through the expenditure of experience.
If the enemies are immune to Fear or this would not increase the character's Fear
Ranks (meaning that he already has the Fear [4] Trait), this Talent has no effect.
While the character is in a Frenzy, whenever he inflicts Righteous Fury with a
Shattering Weapon Melee Attack, he also inflicts a hit on each other enemy within a number of me-
Frenzy 3 Offence
Blow Skill ters equal to half his Strength Bonus (other than himself and the original target)
with the following profile: 1d10+StB I, Pen 0, Concussive (1)
When calculating the number of hits inflicted against a Horde, the character
Weapon scores a number of bonus hits (after all other modifiers) equal to either his
Skill Intelligence Bonus or his Perception Bonus (whichever is higher). When using a
Slaughter the
WS 40 -or- BS 40 2 -or- Offence Flame Weapon against a Horde the amount of random Magnitude damage dealt
Swarm Ballistic by a Flame weapon may be rolled twice, selecting the highest result. Addition-
Skill ally all atacks by the character do full damage against creatures with the Swarm
Trait.
Forbidden Lore Vowing to battle the beyond, the character has marked the warp-spawned for
Slayer of Weapon
(Daemonology) -or- 1 Offence death. The character gains a +10 to his Weapon Skill and +2 to melee weapon
Daemons Hatred (Daemons)
Skill
Damage when combating enemies with the Daemonic Trait.
When armed with a knife (powered, chain, throwing, or otherwise), similar
Street Weapon
WS 30 1 Offence small weapon, or simply armed with his bare hands, he adds half his Weapon
Fighting Skill
Skill Bonus to any Critical Damage he inflicts.
Weapon When making a Called Shot melee attack, the character reduces the penalty by
Sure Strike WS 30 1 Finesse
Skill 10 (so a – 20 becomes a –10 instead).
Weapon Finesse -or-
Swift Attack WS 30 2 The character can make the Swift Attack Action.
Skill Offence
When the character makes a Called Shot attack against an enemy, he may
choose to reduce the damage he inflicts after reduction by the target’s Armour
or Toughness Bonus by a number equal to his Perception Bonus, and inflict a
Take Them Per 35, Sure Strike
2 Perception Finesse level of Fatigue for each point of damage reduced in this way. In addition, the
Alive -or- Deadeye Shot
character’s familiarity with nonlethal weaponry means that enemies only gain
half the usual bonuses from armour to resist the Shocking Quality, and suffer a
-10 penalty to avoid or escape any attack with the Snare Quality.
Once per encounter, when this character inflicts Critical Damage on an enemy or
causes Righteous Fury (and would cause more than 1 Damage) in melee, he may
spend a Fate Point to instantly slay his foe in an exceptionally gruesome manner.
Tear 'em Ter
St 50 3 Strength Offence The enemy may be literally pulled apart by the character’s blows, cleaved into
Bits! bits, or dismembered in some other terrifying display of might. He gains the
Fear (+2) Trait against all foes who witnessed this savage display until the end
of the encounter.
Weapon When used by this character, any Low-Tech melee weapon loses the Primitive
The Old Ways WS 40 2 Offence
Skill quality (if it had it) and gains the Proven (3) quality
When the character makes a Charge action, he can barrel through enemies to get
to his target. The character makes an Opposed Strength test against each foe in
his way (those who his movement would take him past or through). Each foe
Thunder St 50, Berserk
2 Strength Offence that loses the Opposed test is knocked Prone. After resolving these Opposed
Charge Charge
tests, the character’s Charge action resolves against his original target as normal.
If the character charges a Horde, he makes 1d5+1 additional hits against the
Horde.
Unarmed WS 45, Ag 40, The character's unarmed melee attacks do 1d10+2I+StB Damage with Pen: 2,
3 Strength Offence
Master Unarmed Warrior instead of 1d5I+StB.
The character's unarmed melee attacks do 1d10I+StB Damage, instead of
Unarmed
WS 35, Ag 35 1 Strength Offence 1d5I+StB. If this character used a knife or blade weapon that normally does 1d5
Warrior Damage, it instead does 1d10 Damage in this character's hands.
At the GM’s discretion, the character can reduce his Influence by -1 to add a
Cover Up Int 35 2 Intelligence Knowledge -10 to the next Subtlety Test the GM makes. The character may do this up to an
amount of times equal to his Intelligence Bonus.
Whenever the character fails an Interrogation Test the opponent only suffers 1d5
Damage, and it only prevents the character from making a further Interrogation
Delicate
Interrogation +10 3 Willpower Social Test until the next day, and only gives the opponent being interrogated a +10
Interrogation bonus to resisting further Interrogation Tests if the interrogator fails by four or
more Degrees of Failure.
This Talent should not generally be available for purchase and is much more
appropriate for a facet of a character's origin or to be inflicted in the course of a
campaign.
Before rolling for a Command, Deceive, Interrogation, or Inquiry Test the char-
acter may attempt to work in an implied threat into their discussion. If the Test is
successful they add 2 Degrees of Success as the target is quite afraid and willing
to cooperate. If the test is failed 2 Degrees of Failure are added to the result as
Implied
Str 35, Intimidate +0 2 Strength Social the target is unafraid or just too dumb to understand the implication.
Threat
At the GM's discretion, if the target of the implied threat has the Fearless Talent
or is of a particularly intimidating or strong physical build this may not be used
against them.
The character may use Scholastic Lore (Judgement) as if it were Deceive or In-
timidate. This ability only works on targets for whom the laws of the Imperium
Scholastic Lore hold at least a modicum of fear. A ganger or Imperial citizen is very wary of
Legalese 2 Intelligence Social
(Judgement) +10 the law, a Chaos Legionairre, however, is probably not. At the GM's discretion,
some targets (usually those not a part of the Imperium of Mankind) may not be
affected by this Talent.
When the character makes Social Skill Tests he can affect a number of targets up
Master Orator Air of Authority 2 Fellowship Leadership to a 100 times his Fellowship Bonus. In addition such is the character’s natural
magnetism and charisma that he adds +10 to the loyalty of all his Followers.
Menacing Intimidate +10, Pity This character may Assist allies in any Social Skill Test with the Intimidate Skill,
2 Strength Social
Presence The Weak as though he had a Rank of the Skill being used, so long as it is not Intimidate.
The character must study the voice patterns of his intended target for at least one
hour for proper imitation, and speak the same language. The character cannot
accurately copy the voice of a xenos due to the difference in physiology and the
subtle complexities of most alien languages. Listeners must pass a Scrutiny Skill
Mimic - 1 General Social
Test with a –10 penalty to penetrate the deception. If the character’s study relied
on vox recordings, or comm-link conversations rather than in-person observa-
tion, then there is no penalty to the Scrutiny Skill Test to see through it. The
character’s deception automatically fails if the listener can clearly see him.
Munitorum Peer (Imperial Guard
2 Fellowship Social +10 Bonus to Acquisition tests for war materiel
Influence -or- Imperial Navy)
The character gains a +10 bonus to all Fellowship and Influence tests when
interacting with this chosen group, and at the GM’s discretion can sometimes
call upon them for favours.
The GM and player may agree to award this talent when appropriate to the ad-
venture or campaign, and should not generally be available for purchase outside
Peer Fel 30 1 Fellowship Social of character creation. This talent can be awarded multiple times for the same
group, in which case it should be listed as Peer (Group) (X), with the ""Group""
indicating whom the character is in good standing with, and with X equalling
the number of times the talent has been awarded. This can be used to represent
groups who particularly like the character, though steadfast and avowed allies
are better represented by the Good Reputation Talent. In game terms, the bonus
to Fellowship tests increases to +10 times X.
Once per game session, before the group makes an Acquisition Test, this charac-
ter can make a Difficult (-10) Charm Test in an attempt to convince the vendor
or other distributor of supplies to assist the group. If he succeeds, the group
Persuasive
Fel 35, Charm +0 2 Fellowship Social gains a +5 bonus on the Acquisition Test for every Degree of Success this char-
Charm acter scores on the Charm Test, to a maximum of +30. At the Game Master’s
discretion, the Charm Test might be harder, especially if the character has earned
the ire of this particular vendor in the past.
This Talent should not generally be available for purchase and is much more ap-
propriate for a facet of a character's origin or to be earned through the course of
a campaign. If the GM rules that the character has adequately resolved tensions
with their Rival they may remove this Talent.
If a character with this Talent is subject to an attack he may, as a Reaction, make
a +0 Charm, Command, Deceive, or Intimidate Skill Test. If successful one sub-
ordinate (who may not be a player character, or another player's Follower, with
Unquestioning Fel 50, Radiant
3 Fellowship Leadership permission from that player) who is no more than his Agility Bonus away, will
Devotion Presence
jump in the way of the blow, falling upon the enemy's blade or taking the shot
for this character. Each subsequent use of this Talent in a single combat adds a
cumulative -10 penalty to the Charm, Command, Deceive, or Intimidate Test.
Intelligence 35,
The character receives a +10 bonus to any Inquiry Skill Test if he has been in a
Whispers Fellowship 35, 1 Intelligence Social
locale for at least one week, or has a Contact that operates in the area.
Inquiry +0
Choose one type of ranged weapon that the character gaining this Talent has
the appropriate Weapon Training Talent for (Las, Bolt, SP, etc.). When firing
Weapon Drill Weapon Training Ballistic
2 General any weapon of the chosen type, the character scores one additional Degree of
(X) (Any Ranged), BS 40 Skill
Success on any Ballistic Skill Test (provided the Test is successful) if he does
not take a Move Action in his Turn.
When using a Bolt Weapon with the Tearing Quality, this character rolls two ad-
Bolt Weapon BS 40, Weapon Ballistic
2 General ditional dice for Damage (rather than the usual one die that the Tearing Quality
Expertise Training (Bolt) Skill
grants) and discards the two lowest Damage dice results.
BS 50, Weapon
Bolt Weapon Ballistic When using a Bolt Weapon with the Tearing Quality this character may roll 2d5
Training (Bolt), Bolt 3 General
Mastery Weapon Expertise
Skill when causing a Critical Effect from Righteous Fury and take his preferred result.
Chain When using a Chain weapon with the Tearing Quality, this character rolls two
WS 40, Weapon Weapon
Weapon 2 General additional dice for Damage (rather than the usual one die that the Tearing Quali-
Training (Chain) Skill
Expertise ty grants) and discards the two lowest Damage dice results.
Flame This character counts Flame Weapons he wields as having the Vengeful (9)
Weapon Training
Quality, or increasing their already existing Vengeful Quality by one.
Weapon (Flame), Flame 3 Offence General
Additionally, when this character inflicts Righteous Fury on an attack with a
Mastery Weapon Expertise
weapon with the Flame Quality, the target is automatically set On Fire.
Las Weapon BS 40, Weapon Ballistic Whenever this character makes an attack with a las weapon, he deals +1 addi-
2 General
Expertise Training (Las) Skill tional Damage for every Degrees of Success he scores on the Ballistic Skill Test
BS 50, Weapon Whenever this character attacks with a las weapon, he imposes a -5 penalty on
Las Weapon Ballistic
Training (Las), Las 3 General Dodge Tests to avoid the attack for every Degree of Success he scores beyond
Mastery Weapon Expertise
Skill
the first (to a maximum of –30).
Solid When this character uses a Solid Projectile weapon that is only capable of
making Single Shots he may choose to make Semi-Auto Burst Actions with it
Projectile BS 40, Weapon Ballistic
2 General instead, counting it as having a Semi-Auto Rate of Fire equal to half his Ballistic
Weapon Training (SP) Skill
Skill Bonus. If the weapon is already capable of Semi-Auto Burst Actions, count
Expertise it's Semi-Auto Rate of Fire as one higher than the listed amount.
Solid BS 50, Weapon When this character fires a Solid Projectile weapon, it gains the Proven (X)
Projectile Training (SP), Solid Ballistic Quality, where X is equal to half of his Ballistic Skill Bonus (rounded up).
3 General
Weapon Projectile Weapon Skill Additionally the character may attempt to clear a Jam as an in-turn Free Action
Mastery Expertise rather than as a Full Action.
The character may burn 3 Fate to resist the effects of any single daemonic or
psychic attack, effectively allowing him to emerge unscathed as if by a miracle.
Command +10, Air When this character makes a successful Inspire Test he gives all allies affected
Blazing
of Authority, Pure 2 Fellowship Offence by it the Vengeful (9) Quality, or improves the Vengeful Quality on their attacks
Exemplar Faith by one, on all of their attacks made until his next turn.
Whenever this character burns Fate to survive a mortal blow, each other friendly
Blessed character who witnesses his miraculous survival regains 1 spent Fate Point.
Fate 40, Pure Faith 2 Willpower Leadership
Martyrdom When this character dies in battle, each other friendly character who witnesses
his glorious demise regains all spent Fate Points.
When spending a Fate Point to activate the Pure Faith Talent, the character
extends the immunity to Baneful Presence to a number of targets equal to twice
his Willpower Bonus. Additionally as an any-time Free Action, he may bestow
a single Fate Point to an ally. If the Fate Point is unspent, it returns at the end of
Purge the Unclean,
the encounter.
Divine Ministra-
Blessed
tion, The Emperor 2 Willpower Defence
Radiance Protects, -or- Wrath
Upon burning 3 Fate, the character and a number of allies equal to twice his
Willpower Bonus become immune to the effects of the Baneful Presence Trait,
of the Righteous
Fear Tests, and Corruption Points. In addition, all affected targets gain a +10
bonus on Tests made to resist psychic attack or any other form of psychic ma-
nipulation. In addition, affected targets take only half Damage from psychic and
warp sources. These benefits last for the duration of the encounter.
As a Full Action, this character may make a Challenging (+0) Scholastic Lore
Wp 45, Pure Faith, (Imperial Creed) Test to bless a single weapon with the Flame Quality. A weap-
Blessing of Ballistic
Scholastic Lore 3 Knowledge on so blessed automatically sets Daemons aflame when it strikes them and gains
Flame (Imperial Creed) +20
Skill
the Consuming Fire and Sanctified Qualities for a number of Rounds equal to
this character’s Willpower Bonus or until the Clip is depleted (if it has one).
Whenever an ally (including this character) within an amount of meters equal
Fel 35, Command +0,
Brimstone to the character's Fellowship Bonus inflicts Righteous Fury on an enemy with an
Intimidate +0, Pure 2 Fellowship Offence
Rhetoric Faith
attack that causes Damage, he rolls an additional 1d5 on the appropriate Critical
Hit Table and discards the lower result.
As an any-time Free Action, this character may spend a Fate Point to ignore the
Ceaseless effects of Fatigue or Characteristic Damage until the end of the encounter. When
Wp 45, Pure Faith 1 Willpower Leadership
Crusader he does so, each other friendly character within 30 metres removes 1d5 levels of
Fatigue.
Cleanse With Weapon Training When attacking with a weapon with the Flame Quality, this character can re-roll
2 Willpower Offence
Fire (Flame), Pure Faith any results lower than his Willpower Bonus on damage rolls.
Whenever a character in the group would reduce Insanity or Corruption from
Fel 35, Wp 35, Pure
Confessor 2 Fellowship Leadership taking time off they may reduce 2 Insanity or Corruption per week taken off
Faith
instead of the usual 1.
Whenever this character would gain a Fate Point from Divine Vengeance he
may give it to any other ally (player character aside from himself, or otherwise)
Curate Divine Vengeance 2 Willpower Leadership within 30 meters. This temporary Fate Point may be spent as normal, but may
not be burnt. If the temporary Fate Point has not been spent by the end of the
encounter, it is lost.
Weapon
The first time in each combat that this character inflicts Righteous Fury upon
Skill
Divine WS 35 -or- BS 35, an enemy, he regains 1 spent Fate Point. This Righteous Fury may not itself be
2 -or- Offence
Vengeance Pure Faith
Ballistic
caused by spending a Fate Point to immediately cause Righteous Fury on an
attack.
Skill
As a Full Action, the character may spend a Fate Point to speak the rites of
exorcism and force out a possessing warp entity from its host. Make an Op-
posed +0 Scholastic Lore (Imperial Creed) Skill Test against the warp entity's
Willpower Test. If the Test succeeds, the warp entity is driven out of the thing it
Scholastic Lore
Purge The was possessing and manifests in an adjacent space to its former host. The warp
(Imperial Creed) +10, 3 Willpower Offence
Unclean Pure Faith
entity may not possess the host again for a number of hours equal to twice this
character’s Willpower Bonus.
As a Full Action, the character may burn 3 Fate to chant the litanies of detes-
tation to purge a warp entity from reality. He must be actually confronting the
thing and not just thinking about it, with it being in an amount of meters equal to
this character's Willpower Bonus. Make a +0 Scholastic Lore (Imperial Creed)
Skill Test; if successful, he deals Damage equal to his Willpower Bonus, plus his
Willpower Bonus for each Degree of Success. On a failed Test, the warp crea-
ture takes damage equal to the character’s Willpower Bonus. Damage inflicted
by this method is not reduced by the creature’s Toughness or Armour.
The character has earned this rare honour, and possesses a relic as part of his in-
ventory-perhaps the finger bone of a blessed Imperial saint, a scrap of the death
shroud used to swaddle the remains of a valiant Lord General, or the shattered
remains of a glorious hero’s favoured weapon. While he displays this relic, all
Influence 40+,
allies within 30 metres gain a +20 bonus on Tests to resist Fear and Pinning, as
Scholastic Lore
Relic Bearer 3 Fellowship Social well as any Tests to avoid gaining Corruption or Insanity Points.
(Imperial Creed) +20,
However, the loss of a relic is a deep and terrible shame.
Pure Faith
If the character loses the relic or allows it to be destroyed, he immediately loses
all remaining Fate Points for the session, and ceases to gain any benefit from this
Talent. In order to benefit from this Talent again, the character must recover or
restore the relic.
As a Full Action the character forcefully recites litanies, inspiring all those
who can hear him. All characters within communications range may re-roll all
Righteous Scholastic Lore
2 Intelligence Offence Damage rolls for the next Round. The character pours so much fervour and
Oration (Imperial Creed) +10
energy into his oration that afterwards, he is exhausted, and suffers 1d5-2 levels
of Fatigue.
When using the Deny the Witch Skill to make an Reaction against a psychic
Shielding Wp 35, Deny The power, this character may spend a Fate Point to automatically pass the test with
2 Willpower Defence
Faith Witch +0, Pure Faith a number of Degrees of Success equal to his Willpower Bonus. If he does so, the
psyker must make a Fear Test against the Fear (+1) Trait.
When making an attack, the character may spend a Fate Point to deal an addi-
tional 1d10 points of Damage.
Smite the Foe Pure Faith 1 Willpower Offence At any time while the character is attacking, he may burn 4 Fate to trigger Righ-
teous Fury on a single successful attack. The attack also automatically deals the
maximum Damage for the weapon plus an additional 1d10 points of Damage.
Pure Faith, Scholastic
Strength in Whenever this character spends a Fate Point to gain a +20 bonus on a Test be-
Lore (Imperial 1 Willpower General
the Creed Creed) +0
fore rolling, he gains an additional +10 bonus (to a total of a +30 bonus) instead.
Some Talents will say “(Masters)” or “(Followers)”, this means, respectively, that they may only be taken by a character with at least one Follower
and may only be taken by a Follower when creating his profile.
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Lesser
Human Fel 40 1 Fellowship Leadership The character gains a Lesser Human Follower
Follower
Standard
Human Fel 45 2 Fellowship Leadership The character gains a Standard Human Follower.
Follower
Greater
Human Fel 50 3 Fellowship Leadership The character gains a Greater Human Follower.
Follower
The character gains a Superior Human Follower and one rank of the Superior
Superior Fel 55, Greater Follower Improvement Talent, letting him immediately improve his new Superi-
3 Fellowship Leadership
Follower Follower or Human Follower.
A character may only have 1 Superior Follower.
The character’s Superior Follower gains 500 xp to spend on Advancements. This
Superior Superior Follower
Talent may be selected any number of times, but the Superior Follower’s total
-or- Superior Bestial
Follower 2 Fellowship Leadership xp can never exceed 50% of the character’s total. Note additional purchases on
Follower -or- Superi-
Improvement the character’s character sheet as Follower Improvement (X), where X is the
or Machine Follower
number of times the Talent has been purchased.
Lesser Human
Fel 45, Air of Au- The character gains a Lesser Human Horde Follower.
Horde 3 Fellowship Leadership
thority A character may have only 1 Horde Follower of any type.
Follower
Standard
The character gains a Standard Human Horde Follower.
Human Horde Fel 55, Master Orator 3 Leadership -
A character may have only 1 Horde Follower of any type.
Follower
Lesser
Bestial Per 40, Survival +0 1 Perception Fieldcraft The character gains a Lesser Bestial Follower
Follower
Standard
Bestial Per 45, Survival +10 2 Perception Fieldcraft The character gains a Standard Bestial Follower.
Follower
Greater
Bestial Per 50, Survival +20 3 Perception Fieldcraft The character gains a Greater Bestial Follower.
Follower
Superior The character gains a Superior Bestial Follower and one rank of the Superior
Per 55, Survival
Follower Improvement Talent, letting him immediately improve his new Superi-
Bestial +30, Greater Bestial 3 Perception Fieldcraft
or Bestial Follower.
Follower Follower
A character may only have 1 Superior Follower.
Escalating While the character is in a Frenzy, whenever an enemy inflicts Critical Damage
upon an ally within 10 metres or hits a Follower within 10 metres, the character
Rage Frenzy 2 Strength Toughness
gains the Unnatural Strength (+1) and Unnatural Toughness (+1) Trait until the
(Master) end of the encounter.
The character can have any number of his Followers that are in communication
range and in the combat about to happen participate in this Talent's use, and
must have at least one Follower to make use of it. At the beginning of a Combat
Feigned Flank Deceive +10, Double Encounter, before Initiative is rolled, so long as he is not Surprised, the character
1 Leadership Fieldcraft
(Master) Team may make a -10 Deceive Test with a +10 bonus for each Follower participating
in the combat, Opposed by each enemy’s Scrutiny. Each foe who loses this
Opposed Test suffers a penalty to his Initiative equal to the number of Degrees
of Success by which the character won the Opposed Test.
If the Follower's master is engaged in melee with an enemy, the Follower
Fierce Loyalty
Frenzy 2 Strength Offence may become Frenzied as an any-time Free Action and gains an additional +10
(Follower) Strength and +10 Toughness until his master is either safe or dead.
Watch My If the Follower is in melee with his master and makes a Defensive Stance
Weapon Action, then until the start of his next Turn, all enemies suffer a –10 penalty to
Back! Bodyguard 1 Defence
Skill Weapon Skill Tests to hit the Follower's master. The Follower's master may also
(Follower) make one additional Dodge or Parry Reaction before the start of his next Turn.
Wolf Pack When ganging up on an opponent with his Bestial Follower, the character
Bestial Follower, Weapon
Tactics 2 Fieldcraft imposes a -20 penalty to all Dodge or Parry Skill Tests made by the enemy being
Double Team Skill
(Master) ganged up on.
Navigator
Navigator, same The character can use a Navigator power that he already has at the Master level,
Power 3 Perception Willpower
power at Adept level if he so wishes.
(Master)
A character buying a Psy-Rating advancement pays an amount of xp equal to
100 times the rank of Psy-Rating that they want, ie 200xp to advance to Psy
Psy-Rating
Psyker - - - Rating (2). Any Follower may take this Talent (provided that they do not have
(X) the Navigator or Mechanicus Implants Traits), and they gain a Psy-Rating equal
to half of their Willpower Bonus.
When the psyker or an ally within 10 metres becomes the target of a psychic
power, the psyker may voluntarily suffer any number of levels of Fatigue. Each
Wp 40, Strong level of Fatigue suffered grants the target a +10 bonus on any Opposed test to
Psy-Warder 2 Psyker Defence
Minded, Psyker resist the power or Evasion test to avoid its effects. If the target’s test to resist
or avoid the power results in a roll of doubles, the psyker generates Psychic
Phenomena, just as if he had used the Focus Power action.
When taking this Talent the character chooses a Ranged, Melee, or Psychic Spe-
Weapon cialization. When the character inflicts Righteous Fury with an attack or Psychic
Skill Power for which he achieved three or more Degrees of Success on the attack roll
Righteous -or- or Focus Power Test, he rolls twice to determine the amount of Critical Damage
BS 45 -or- WS 45
Blow 2 Ballistic Offence he inflicts with Righteous Fury and takes the higher result.
-or- Wp 45
(X) Skill This applies to void combat, with the Melee Specialization applying to Boarding
-or- Actions and Hit & Run Attacks, the Ranged Specialization applying to ranged
Willpower attacks from the voidship’s weapons, and the Psychic Specialization affecting
void combat psychic powers.
Choose one result on the Psychic Phenomena chart. When rolling for Psychic
Phenomena, the character may spend a Fate Point to substitute his trademark
Rite of
Psyker 3 Willpower Psyker result for the effect rolled on the table, so long as he does not roll Perils of the
Sanctioning Warp.
This Talent may not be taken if the character has the Warp Affinity Talent.
Wp 45, Sanctic When the character triggers Psychic Phenomena when manifesting a power from
Sanctic Purity Discipline Primaris 3 Willpower Psyker the Sanctic Discipline, he may spend a Fate Point in order to negate the result
Power entirely.
10+ Corruption When making a Focus Power test, the character may gain a number of Corrup-
Tainted
Points , Psynicience 2 Knowledge Psyker tion points up to his psy rating. For each point he gains in this way, he gains a
Psyker +10, Psyker +10 bonus to the Focus Power test but adds +5 to rolls on Psychic Phenomena.
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Creatures with the Warp Instability Trait within WpB metres of the Untouchable
Bane of the
Wp 40, Untouchable 2 Willpower Defence suffer a penalty on their Willpower test to remain in realspace equal to five times
Daemon the Untouchable’s WpB.
Daemonic Warp Disruption, Wp All creatures with the Daemonic Trait within WpB metres of the character do
3 Willpower Defence
Anathema 40, Untouchable not gain any benefits from that trait.
Whenever a creature with the Warp Instability Trait makes a successful attack
Daemonic Bane of the Daemon,
3 Willpower Defence test against this character, it must immediately test for Warp Instability after
Disruption Wp 50, Untouchable
resolving the attack.
Psychic Null, Wp 50, The effects of Psychic Null apply to all characters within WpB metres of the
Null Field 3 Willpower Defence
Untouchable character.
The character gains one Rank of the Deny the Witch Skill. He also gains a +20
when making Opposed tests to resist psychic powers. This talent stacks with
Psychic Null Wp 40, Untouchable 2 Willpower Defence
Resistance (Psychic Powers) and can be purchased multiple times; each time a
character purchases it, increase the bonus it grants by +5.
Enemy characters within WpB metres of the Untouchable suffer a –10 penalty to
Soulless Aura Wp 30, Untouchable 1 Willpower Social
all Charm and Deceive tests.
All characters with a Psy Rating within WpB metres of the character reduce
their base Psy Rating by 1 while they remain within range. Characters reduced
Warp to a Psy Rating of 0 cannot use any psychic powers.
Wp 35, Untouchable 2 Willpower Defence
Disruption (X) This Talent can be purchased multiple times; each time a character purchases it
the reduction in Psy Rating increases by 1. If purchased 2 times, for example,
the reduction would be 2, and X would be 2.
Warp Disruption, Wp The effects of Warp Disruption apply to all characters with a Psy Rating within
Warp Bane 3 Willpower Defence
40, Untouchable two times WpB metres of the character, instead of the normal amount.
Acquiring Traits
Traits cannot be purchased through spending experience points and are primarily an aspect that NPCs possess. In some instances, a character may
use a piece of equipment or undergo a bodily transformation—including a particularly grievous wound—that might grant the effects of a trait either
temporarily or permanently. In rare cases, the GM might decide that an individual character has earned a trait and bless (or inflict) it upon him. Under
either circumstance, there is no experience cost for this acquisition. Traits indicate a significant change for the character; they can substantially alter
short-term motivations and even life goals.
Additive Traits
Most commonly with Talents that increase ranked Traits, some powerful narcotics, or certain cybernetics, Traits will be listed with a plus sign and a
number in the brackets. This means that this instance of the Trait is additive, and stacks with previous instances of it. For example if a character had
the Unnatural Strength (2) Trait, and he gains a cybernetic that, among its benefits, says that it gives the character the Unnatural Strength (+1) Trait, it
means that the character would end up with the Unnatural Strength (3) Trait. If, however, the character had no such first instance of the Trait, it would
instead bestow the Unnatural Strength (1) Trait on him.
Trait Descriptions ly, however, it falls to the GM to decide when an event or encounter is
worthy of inflicting Insanity Points. As a rule, only the most terrible of
The rules for each trait can be found in the following descriptions. In
sights or outcomes warrant more than a few points.
some cases, a trait can have a variable level, or a special condition. In
In all other respects, Fear does not apply to Astartes with this
these instances, the trait has a “(X)” after its name, and the trait’s descrip-
Trait, and they may even find its effects hard to understand in their allies,
tion outlines how the variable X affects the talent.
as it is truly an alien emotion to them.
Amorphous Aquatic
Not every entity is constrained by a rigid skeleton; some organisms pos-
Use the rules for Suffocation if a creature with the Aquatic Trait leaves
sess a malleable shape, or are made of a host of smaller beings, and can
the water. Most Aquatic creatures are also unable to move when removed
alter their forms as desired or due to changing environmental conditions.
from the water, suffering –20 to Agility Tests and treating their Agility
A creature with this trait may increase or decrease its Size Trait value
Bonus as 1. While immersed, they automatically pass all Swim Tests and
by 1 as an in-turn Free Action once per a turn (note that this changes its
may move as if their Agility bonus was 1 higher than normal. Aquatic
movement values as well as the bonus/penalty to hit it with Weapon Skill
species can breathe water indefinitely.
and Ballistic Skill Tests appropriately, but does not increase or decrease
its Wounds). A creature with this Trait also has the Crawler Trait.
Astartes
The genetically engineered super-warriors of the Adeptus Astartes are
Amphibious like no other warriors that Mankind can produce. They are the prod-
The creature can breathe water as well as air and can stay underwater for
uct of the God-Emperor’s divine gene-sciences, and beyond what any
long periods without the need to surface. A creature with this Trait can
natural human could ever hope to achieve. To represent this complex
stay submerged for an amount of hours equal to its Toughness Bonus,
and intricate series of organ implantations and the effects of gene-seed
and can move at it’s full Movement Rate while in a sufficient volume of
upon initiates the following list of Traits are an intrinsic part of a Space
water. If this trait is taken by a creature with the ability to breathe another
Marine’s profile: Amphibious, Size (5), Space Marine Implants (listed
substance other than air (i.e., water, ammonia, carbon-dioxide, etc.) then
below), Unnatural Strength (4), Unnatural Toughness (4)
it can breathe air as well as its native atmosphere.
Bound
Psykers bound to a higher power are Bound, both Imperial psykers and
most Chaos sorcerers (at least, those pledged to one of the Dark Gods)
are this class of psyker. Bound Psykers also automatically gain the Soul-
bound Trait.
Size Modifiers
Move
Natural Wounds Rate
WS/BS Stealth Grapple Tactical
Size Examples Weapons & &
Modifier Modifier Modifier
Damage Fatigue Melee
Map Size
Reach
(Miniscule) Maximum 1 AgB-3 Any number
1 Autoquill, Knife
-30 +30 -30 1d5
For both Melee+0m in one square
(Puny) TBx2 AgB-2 Up to 4 in
2 Bolt Pistol, Servo-Skull
-20 +20 -20 1d5
WpBx2 Melee+0m one square
(Scrawny) TBx2+0 AgB-1 Up to 2 in
3 Grot, Human Child
-10 +10 -10 -
TB+WpB+0 Melee+0m one square
(Average) TBx3+0 AgB
4 Human, Eldar
+0 +0 +0 -
TB+WpB+0 Melee+0m
1x1
Warp Instability
Most Warp-entities have a tenuous hold on reality, often maintained only
by horror and bloodshed, and can be disrupted if sufficient harm can be
done to their manifested forms. If a creature with this trait takes damage
and does not deal any damage or Insanity points to another creature by
the end of its next turn, it must make a Willpower test. The creature suf-
fers 1 point of damage for failing, plus 1 additional point of damage for
each degree of failure. If this would deal damage equal to (or in excess
of) the creature’s wounds, it is cast back into the Warp.
Warp Weapons
Creatures with this trait have weapons that are partially insubstantial,
able to ignore such mundane things as armour or cover. Natural weap-
ons and melee attacks made by a creature with this trait ignore physical
armour, unless the armour is created from psychoactive materials or is
somehow warded against Warp-based attacks.
A Follower is a special Non-Player Character which a player character can gain for himself much as they might acquire a lasting reputation or a piece
of valued equipment. Unlike the aid of friendly NPCs, which may be fleeting and half-hearted (and still subject to the control of the GM), a Follower
is under the direct control of the player, just like his own character, and though it might not always follow his orders to the letter, it is as loyal as any
servants are likely to get. In time, players can even gather a number of Followers for their character which will bolster his fighting abilities, grant him
access to Skills, Talents and Traits he might not have, and even die for him should he so choose.
204 To gaze into the Warp is to know true power and utter damnation. 204
5.1 Psychic Powers
Certain humans are born with the innate ability to access the power of the Warp, drawing on it to achieve an array of impossible feats. These indi-
viduals, gifted or cursed, might be called witches, shamans, necromancers, wyrds, or any number of terms according to local custom, but are most
commonly known as psykers.
Most psykers first exhibit their unnatural powers at a young age, but psychic ability can also reveal itself later in life. In many cases, they
first manifest powers when under great duress or threat; this is particularly true for those who discover their abilities at a more advanced age.
Psykers evince a bewildering array of abilities, for the source of their power is bound to no law or rule. Indeed, the Warp-spawned powers
of psykers can break the very laws of physics: defying gravity, creating flame from nothing, and halting bolter rounds in mid-air. This power does
not come without a price, however. The Warp is unpredictable, and home to malign intelligences and beings drawn to the soul-light of a psyker, like
ravenous moths to a luminous morsel.
Resolve Power Results such trivial fluctuations of the Warp, and suffer far less severe phenome-
After the psyker successfully manifests a psychic power, he triggers the na. These varying effects are described on the Psychic Strength Table.
effects specified in the psychic power description and, if Psychic Pheno- If the psyker rolled doubles (or if the power was pushed, any roll except
mena were manifested by the Focus Power test, rolls for the effects of the doubles) during his Focus Power test, a phenomenon occurs and the
Psychic Phenomena. psyker must roll on the Psychic Phenomena Table. Particularly high rolls
on this table can result in the psyker having to also roll on Perils of the
Range and Line of Sight Warp. A few powers, as noted in their descriptions, cause other effects
Unless noted in its description, a psychic power that directly targets an upon the material world when they manifest.
individual or thing requires a psyker to have line of sight to (or otherwise
be “aware” of) the target. The target must also be within the power’s sta- Sustaining Psychic Powers
ted range, but there are no modifiers for range (Short, Point Blank, etc.). Some psychic powers can be sustained for a prolonged period of time,
as noted in their description. A psyker may sustain such powers without
Psy Ratings in Psychic Powers the need to make further Focus Power tests, taking only a small amount
Unless specifically stated otherwise, all references to psy rating in a of effort to sustain a single power. However, attempting to maintain mul-
power (such as for range or damage) are based on the final, effective psy tiple powers at once becomes increasingly taxing, dividing the psyker’s
rating used when manifesting the power. This means that if the psyker attention between several simultaneous effects and requiring ever greater
manifests a power at a value beneath his base psy rating, a power that has amounts of concentration.
effects based on psy rating is going to do less than if he pushes. Any power that can be sustained has a listed action which
defines how much effort the power requires to sustain—for example, a
Cumulative Effects power with a sustain requirement of Half Action requires a Half Action
Modifiers, characteristic increases, and other benefits generated by each turn to sustain its effects. If the psyker is only attempting to sustain
psychic powers do not stack with each other—only the highest app- a single power, this is enough to maintain the effects. Any power that
lies. They do stack with non-psychic bonuses, such as those granted by does not have the required action spent to sustain it ends at the end of the
specialised equipment and environmental conditions. psyker’s turn.
Along with this, sustaining psychic powers requires a sig-
Detecting Psychic Powers nificant presence of mind. Thus if the psyker is Stunned, rendered
Psykers are especially attuned to the Warp around them, able to sense unconcious, or is On Fire all powers that he was sustaining are no longer
the currents and eddies caused by other psykers dipping into the flow sustained immediately instead of at the end of the psyker's turn.
of the Immaterium. When psychic powers are in effect nearby, a psyker Sustaining multiple powers is more difficult. Any character
can make a Psyniscience test in order to determine their source. Others attempting to sustain two or more powers at once must spend the longest
can also attempt this but, lacking a psyker’s abilities, are less likely to action from the sustain requirements of all the powers being sustained,
succeed. and reduces the effective psy rating for each power by the number of
powers being sustained. More perilous still, the amount of energy the
Psychic Phenomena psyker is attempting to wield becomes unstable, swiftly going out of
When a psyker reaches into the Warp, there is always the chance of the control at the most minor slip of concentration. Should the psyker cause
Empyrean bleeding into reality. Sometimes this manifestation is unique Psychic Phenomena while sustaining more than one power, he must add
to the psyker, but in general it is as unpredictable as the Warp itself. +10 to the result rolled on the Psychic Phenomena Table for every power
Some effects can include a drop in temperature, ghostly voices, feelings after the first he is sustaining.
of unease, or nearby vegetation shrivelling and dying. In rare instances, At the GM’s discretion, PCs and particularly important NPCs
even full-scale Warp breaches can occur. can attempt to break free from powers being sustained against them.
The precise effects are vary based on the nature of the psyker: After a duration determined by the GM, such a character can attempt the
the Sanctioned Psykers of the Imperium, the Librarians of the Adeptus same Opposed test to resist the power again; if the character wins the
Astartes, and the traitorous Sorcerers of the Chaos Space Marines draw Opposed test, he breaks free of the power.
on less power but can use it more safely.
Unsanctioned psykers and mortal wyrds are subject to harsher
effects, but can draw more deeply in return. Those who are not mortal
(that is, those with the Daemonic trait) remain largely unperturbed by
5.1 Psychic Powers - 207
Psychic Bolts Psychic Storm
A number of powers produce blasts or energy bolts that inflict harm in a A Psychic Storm comprises many bolts of energy, similar to fully au-
manner not dissimilar to a weapon. These powers all follow the same ba- tomatic weapon fire. If the Focus Power test succeeds, then the psyker
sic rules. The psyker must nominate a single target within range and line produces a number of Psychic Bolts equal to the number of degrees of
of sight; if the Focus Power test is successful, then the target is hit. Hit success. The number of hits scored in this manner cannot exceed the psy-
Locations, when necessary, are determined via the normal manner, using ker’s effective psy rating when using this power. The first hit must strike
the Focus Power test as the attack test. The six standard types of Psychic the initially chosen target, while any subsequent hits may strike either the
Bolts are as follows: Psychic Bolts, Psychic Lances, Psychic Barrages, initial target or any other targets within two metres, providing all of the
Psychic Storms, Psychic Blasts, Psychic Nova. targets are within range and line of sight.
Psychic Bolts of all kinds can be dodged as if they were any
other kind of ranged attack and are capable of being blocked by Force Psychic Blast
Fields. A successful Dodge test is sufficient to avoid a normal Psychic A Psychic Blast detonates to cover a wide area, affecting multiple
Bolt or Psychic Lance. Dodging a Psychic Barrage, Psychic Storm, or targets simultaneously. The psyker must nominate a single point in
Psychic Blast is resolved in the same way as dodging a Semi-Auto ran- space anywhere within range and line of sight. If the Focus Power test is
ged attack, Full Auto ranged attack, or Area Effect attacks, respectively. successful, then every target within the radius of the Psychic Blast is hit
by the power.
Psychic Lance
A Psychic Lance is a psionic attack that is powerful enough to go through Psychic Nova
multiple targets at once, with each intervening one being struck. When a A Psychic Nova functions just as Psychic Blast, but the power’s effects
psyker uses a Power that is a Psychic Lance, he targets an individual or are projected from the psyker himself. He is immune to these effects and
a point in space in range. An invisible line is draw between the psyker the Range for the attack is the radius of the Nova’s effects.
and that point, and each character that falls along that line is struck by
the Power, so long as the Focus Power Test is successful, and each can
attempt to avoid the attack individually.
Psychic Barrage
A Psychic Barrage is a cluster of bolts of energy, similar to a semi-au-
tomatic weapon. If the Focus Power test succeeds, then the psyker
produces one Psychic Bolt for the initial degree of success, plus one for
every two additional degrees of success. The number of hits scored in
this manner cannot exceed the psyker’s effective psy rating when using
this power. The first hit must strike the initially chosen target, while any
subsequent hits may strike either the initial target or any other targets
within two metres, providing all of the targets are within range and line
of sight.
Primaris Technique: Mind Over Body • Gain the Natural Weapons Trait. If the character already has the Natural
Weapons Trait, he instead gains the Deadly Natural Weapons Trait.
• Gain the Crawler Trait.
Mind Over Body (Novice) • Gain the Sturdy Trait.
By focusing on himself and channeling his psionic power the Biomancer • Adjust the character’s Size Trait up or down by one Category
can enhance his form, gaining immunities that those of more frail flesh
might consider impossible, or even granting him powers that would seem
only possible for the most twisted of mutants. The Biomancer can adjust Mind Over Body (Master)
and modify his body in a variety of ways, readjusting the formation and Tier: 2
make-up of his cellular structures, or encouraging their repair such that a Aptitudes: Toughness, Psyker
variety of incredible effects may be achieved. Prerequisite: Toughness 45, Mind Over Body (Adept)
Tier: 1 Action: Half Action
Aptitudes: Toughness, Psyker Focus Power: +0 Willpower Test
Prerequisite: Toughness 35 Range: Self
Action: Half Action Sustained: Free Action
Focus Power: +0 Willpower Test Subtype: Concentration
Range: Self Effect: This power functions exactly like Mind Over Body (Adept)
Sustained: Free Action except that the Biomancer may assume a number of the following effects
Subtype: Concentration (and effects from the lower levels of this Technique) equal to the half the
Effect: The Biomancer may assume a number of the following effects Technique’s effective Psy Rating (rounded up):
equal to the half the Technique’s effective Psy Rating (rounded up): • Gain immunity to diseases (including the Toxic Quality where appropri-
• Gain the Regeneration (+1) Trait and immunity to Blood Loss. If he ate).
already has the Regeneration Trait, increase the amount of Wounds it • Gain immunity to poisons (including the Toxic Quality and drugs where
restores by 1. appropriate).
• Gain the Resistance (Heat) and Resistance (Cold) Talents and ignore • Gain the Burrower Trait (Strength Bonus).
the effects of extreme environmental temperatures. • Gain the Hoverer Trait (Agility Bonus).
• Gain immunity to vacuums (the character must still breathe, but is not • Gain Unnatural Senses (Perception Bonus x 5 meters).
damaged by vacuum as normal).
• Increase any one Characteristic, except Willpower, Ballistic or Weapon Mind Over Body (Paragon)
Skill by +5. This effect can stack with itself. Tier: 3
• Gain the Resistance (Poisons) and Resistance (Disease) Talents. Aptitudes: Toughness, Psyker
• Gain the Dark-Sight Trait. Prerequisite: Toughness 50, Mind Over Body (Master)
• Tests involving one of the character’s five senses gain a +20 bonus. Action: Half Action
This bonus is subject to the same restrictions as the Heightened Senses Focus Power: +0 Willpower Test
Talents. Range: Self
Sustained: Free Action
The Biomancer may also improve this Technique further, allowing him to Subtype: Concentration
select additional properties should he spend the required xp and achieve Effect: This power functions exactly like Mind Over Body (Master)
the necessary prerequisites to gain the further levels of this Primaris except that the Biomancer may assume a number of the following effects
Technique. Each must be bought in sequence, starting with Novice, then (and effects from the lower levels of this Technique) equal to the half the
advancing to Adept, then Master, and finally Paragon. Technique’s effective Psy Rating (rounded up):
• Gain immunity to Blindness.
Mind Over Body (Adept) • Gain immunity to Stunning.
Tier: 2 • Gain immunity to Fatigue.
Aptitudes: Toughness, Psyker • Gain the Flyer(Agility Bonus) Trait.
Prerequisite: Toughness 40, Mind Over Body (Novice) • Gain the Multiple Arms Trait.
Action: Half Action • Gain the Quadruped Trait.
Focus Power: +0 Willpower Test • Gain the Toxic (+1) Trait.
Range: Self
Sustained: Free Action One chosen effect may be changed once each Round as an in-turn Free
Subtype: Concentration Action. Any other change performed in the same Round requires a Half
Effect: This power functions exactly like Mind Over Body (Novice) Action, and counts as that Round’s use of a Focus Power. Multiple iden-
except that the Biomancer may assume a number of the following effects tical benefits gained as a result of this power stack with each other. And,
(and effects from the lower levels of this Technique) equal to the half the at the end of the user’s turn, if the total level of effects active exceed his
Technique’s effective Psy Rating (rounded up): Toughness Bonus, he must make a +0 Toughness Test. If he fails, he must
• Gain immunity to being on fire (this protection does not extend to the immediately stop Sustaining the Technique or lose 1 Wound per excess
character’s gear). level as his body begins to break down under the strain. The Difficulty of
• Gain immunity to Deafness. this Test is increased by one step per excess level beyond the first.
• Gain the Natural Armour (2) Trait. If the character already has the Nat-
ural Armour Trait, increase the Armour Points it provides by 1.
The psyker may choose to have any target that passes Qualities Shocking
into unconsciousness because of levels of Fatigue gained Overbleed (3): The target of this power suffers a -10 penalty to Dodging
from this Technique freeze solid. A creature frozen this it.
Special
way shatters if struck with sufficient force, and therefore
counts its Toughness as 0 against any Impact or Explosive
Damage that it suffers.
Overbleed (3): Increase the Difficulty of the Toughness Test to resist the
Shocking Quality by one step.
In the Imperium, there are thousands of Navigator Houses, each with a Nomadic Houses
history that can be traced back hundreds if not thousands of years, but Some of the Great Houses have forsaken ties of sector and system,
still the number of Navigators is a literal drop in the ocean compared to relinquishing their terrestrial holdings. Instead, over the centuries, these
the numberless masses of humanity. All these houses are not the same Navigator Houses have taken wholly to the stars to become wanderers
however, either in strength or makeup, and over the millennia many have and gypsies, their lines preserved on vast fleets of ships constantly on
diverged from the first great families that are said to have exhibited the the move. To be part of a Nomadic House is to be born between the stars
Navigator gene. Some have dwindled and died off over the years, some and spurn the life of a dirt dweller. It is also this long term exposure to
few turned outlaw, whilst many others have prospered in these divergent both the void and the Immaterium that hones the skills of Navigators
ways of life creating branches and offshoots of the Great Houses across from Nomadic Houses, giving them an understanding of space and warp
the Imperium. second to none.
Whilst it would be impossible to catalogue and critique each A Navigator character that belongs to a Nomadic House gains
of the Navigator families, many can be grouped into broad categories, the following benefits:
representing their unique strain of the gene as well as their area of influ- Lore of the Wanderer: The Navigator has an ingrained affinity with
ence and way of life. The four groups which are prevalent throughout the passage between distant and uncharted stars and gains the Talented (Nav-
Imperium are known variously as the Nomadic Houses, the Magisterial igation [Warp]) Talent.
Houses, the Shrouded Houses, and the Renegade Houses. A Taste for the Warp: Living in constant contact with the veil between
Navigator characters must choose from one of the following real space and the warp, the Navigator can read it like few others. The
House types: Navigator can spend a Fate Point to automatically succeed in using a
Navigator Power; if Degrees of Success are relevant to the effects of the
Magisterial Houses power, he will succeed by 1d5 Degrees of Success.
Greatest in size and power are the Magisterial Houses. The roots of the Scorn of Dirt Dwellers: Those that have roamed the void for so long
original Navigator families, these Houses maintain mighty palaces on feel uncomfortable in the cultures of dirt dwellers and usually cannot
Terra and their influence reaches to the very edges of the light of the wait to return to space. The Navigator gains the Enemy (Dirtdwellers)
Astronomican. The Magisterial Houses maintain traditions and practices Initial Mutation: Navigators from a Nomadic House begin play with
that have served them for millennia. They are masters of the traditional a single Navigator Mutation rolled randomly from his Cursed Lineage
Navigator crafts and have more control over the malign mutations that Table. They may develop additional Navigator Mutations as normal.
afflict those with the gene. To be part of a Magisterial House is to know
without question the purity of your blood and the ancient power and Shrouded Houses
nobility of your family. Shrouded houses have suffered great losses or shame within the more
A Navigator character that belongs to a Magisterial House established dominions of the Imperium. They have opted to move their
gains the following benefits: powerbase completely to the edge of known space, where they cling to
Warp Focus: The warp eye is the core of a Navigator’s being and his the barest strands of their former status and power. Though they may be
oldest and most potent tool. Once per game session he may force a single rich in skill, knowledge or lore, something in the past of Shrouded Hous-
opponent to re-roll a successful test when testing to resist the effects of es has blighted them and reduced them to a state so far from their once
The Lidless Stare Navigator Power. exalted position that they are sometimes cruelly called ‘beggar houses’
Pure Genes: The Navigators of a Magisterial House are less likely to by their more successful counterparts. To be part of a Shrouded House
mutate due to their pure genes. Whenever they must test for mutation the is to be part of a fallen line that is slowly rising again to stand defiant
test is considered Routine (+20) rather than Ordinary (+10). against those that once cast them down—or at least, so you are told by
Exalted Lineage: The blood of the most ancient and powerful navigator your elders. Their loss in standing has often forced such houses to flee
houses gifts their scions with a position of prestige amongst the nobility to the margins of the Imperium and to develop a cunning and opportu-
of the Imperium. The Navigator gains the Peer (Nobility) Talent. nistic mindset alongside a skill that is often lacked by more comfortably
Initial Mutation: Navigators from a Magisterial House begin play with indolent houses.
a single Navigator Mutation chosen from their Cursed Lineage. They A Navigator character that belongs to a Shrouded House gains
may develop additional Navigator Mutations as normal. the following benefits:
Destitute: The navigator’s fortunes are so low that he has little or noth-
ing and is initially a drain on the resources of his fellows. The presence
of a Navigator from a Shrouded Lineage reduces the group’s starting
Influence/Profit Factor by -5/1, respectively.
A Gaze to Pierce the Soul: The Navigator has a keen understanding of a
person’s relationship to the warp born of enforced self-reliance and bitter
Gaining Navigator Powers In addition to any modifiers detailed in the power’s description,
Navigator characters have access to special Navigator powers represent- a Navigator takes a penalty to the Invocation Test based on what level of
ing the unique gifts of their lineage. These powers are gained and deep- mastery he is trying to use the power at:
ened by spending experience. Each Navigator power is divided into three • Novice (+0): Powers used at this mastery are weak and are mostly used
levels: Novice, Adept and Master. These three levels reflect a Navigator’s by those just learning the power or else holding back their aetheric might.
mastery over his powers and his understanding of the true nature of the • Adept (-10): Powers used at this mastery show a mild degree of compe-
warp. When a Navigator gains a new power for the first time, it will start tency, with their users being quite skilled in the power's principles.
at the Novice level. • Master (-20): Powers used at this mastery show a nearly utter and
In order to gain further Navigator powers or increase his instinctive understanding of the power's otherworldy mechanics.
mastery of them the Navigator’s player must spend experience points as • Paragon (-30): Powers used at this mastery are a rare thing to ex-
though purchasing a Talent. Every Navigator Power has the Perception perience, much less utilize. Few can ever hope to reach this degree of
and Willpower Aptitudes, and the Novice, Adept, and Master level of mastery, and even if they do it is often for few powers indeed. When
each power correspond to the 3 Tiers of Talents (gaining a Novice Power using a Navigator Power at the Paragon mastery the Navigator attempts
is a Tier 1 Talent, advancing a Power to Adept is a Tier 2 Talent, and to use the power with a -30 penalty on the Invocation Test (using the
advancing a power to Master is a Tier 3 Talent). Each level of a Navi- rules for the Master mastery) and forcing successful Tests to resist the
gator Power is essentially a Specialist Talent, as, of course, a Navigator power's effects to be rerolled (this includes both Opposed Tests against
character may gain many and varied abilities. the Navigator's Invocation Test and Reaction attempts, such as Dodge or
Lastly, and quite importantly, remember that when a Naviga- Deny The Witch). Raising a Navigator Power to the Paragon level also
tor gains a power at the Adept level he must immediately make a +10 forces the Navigator to make a test to resist gaining a Mutation from their
Toughness Test or make a roll on his House’s Cursed Lineage table. Cursed Lineage Table, just like with raising a Power to the Adept level.
Navigators cannot normally increase a Navigator Power to the Para-
gon mastery unless they are from a Shrouded House or if they have the
Initial Powers Shameful Abomination Elite Advance.
A Navigator character begins play with The Lidless Stare power and may
choose one more power, or instead of choosing a second power, he may Unless otherwise noted, using a Navigator Power is a Half Action
increase his mastery of one of his powers by one stage. A Navigator may and they have an effective range of 5m per point of the Navigator's
spend experience to gain access to additional powers. Perception Bonus (reduced by half in fog, smoke, or mist). In void-
The Eye is Open: A Navigator is a living window into the ship combat, unless otherwise noted, a Navigator may use one Navigator
warp, a fact mercifully mitigated for his own soul’s and sanity’s sake by Power per Strategic Turn (at the GM’s discretion, the Navigator may use
the effects of the Navigator Gene that allows him to perceive the warp’s more than one power if the powers do not affect the voidship combat).
mind-blasting truth in a unique way that allows his human mind to Note that Navigators never need to roll for Psychic Phenomena or Perils
deal with it. As a result he does not suffer Corruption Points from Warp of the Warp, and cannot risk triggering these effects with the use of their
Shock, although he can acquire Corruption Points normally by other powers. Likewise, any items, creatures, or psychic effects that would
means. either cause or increase the chance of a Psyker triggering Perils of the
Warp will not affect them when they use their abilities.
Using Navigator Powers
Unlike psychic powers, Navigators do not need to summon the energies Navigator Gaze Powers
of the warp or use arcane psychic foci to activate their powers. Rather, A Navigator Gaze Power will affect anyone, friend or foe, that looks into
their powers are a result of their innate connection to the warp and the the Navigator’s third eye when this power is activated. Navigator Gaze
legacy of their genes. Because of these factors, a Navigator character Powers have no effect on unliving targets, Untouchables, and daemons
does not make a Focus Power Test to try and gather warp energy as a or other entities from the Warp. Navigator Gaze Powers fire in a cone-
Psyker would or have a Psy Rating. Instead, whenever he chooses to shaped area extending in a 30° arc from the Navigator. Those forewarned
use one of his powers, the Navigator must pass an Invocation Test for can use a Look Away! Reaction, though even then being within line of
it to be successful. This Invocation Test is almost always made as a sight of a Navigator is dangerous (still the character looking away gains a
Perception-based Test, without the negative for using an Alternate Char- +20 to resist the effects of the Navigator Power, if resisting it is possible).
acteristic. Largely, the most common Characteristics that affect Navigator Those who are unaware of the Navigator’s presence gain the bonus from
Power's use and effectiveness are Perception and Willpower. Each pow- the Look Away Reaction as well. Because Navigator Powers are warp-
er’s description indicates any additional modifiers and along with effects based, any sort of protection against warp-based attacks, such as warded
for Degrees of Success the Navigator gains. armour, will protect against powers as well.
Faith as a manifest power is an ability that only the most dedicated of the Emperor’s servants will ever see, let alone command. How and why it
works, and just why certain individuals or groups of individuals display it is even less understood than the powers of the psyker or the gifts of the
Navigator. In fact there is only a tiny fraction of the Imperium that know it exists. Even within the ranks of the Ecclesiarchy, most priests live their
entire lives accepting faith without ever seeing such wondrous miracles as can be performed by those touched by the divine.
However faith chooses its vessels, and however they can channel it to the Emperor’s bidding, one thing is for certain: faith cannot be
forced, hunted, or captured, it must be found by a pure mind, a righteous heart and a complete devotion to the God Emperor.
In 40KRPG, faith is something that exists all around the characters, influencing their world and the actions of its inhabitants. For them,
however, as rare individuals, it can become something more, a force with which their devotion to the God Emperor is made manifest. This is the role
that Faith plays within the game, granting certain characters the ability to create effects through the strength of their religious belief. However, Faith
Powers are not available to everyone, even among the ranks of those chosen to serve the Master of Mankind. Only those with the Pure Faith Talent
may access or use Faith Powers.
Divine Symbol
With His mark you are protected, with His sign you shield yourself
against the dark and with His symbol you lock your soul against the evil
of the warp. This power allows the faithful to place a divine mark upon
himself or one of his allies, protecting them from psychic attack, posses-
sion and other daemonic tampering.
Tier: 3
Aptitudes: Fieldcraft, Defence
Prerequisite: Pure Faith, Daemon Trap
Effect: The faithful inscribes the divine symbol onto himself or an ally.
The bearer of the symbol is then immune to possession while its power
lasts. In addition the bearer gains a +30 on all Tests to resist psychic pow-
ers, be they from daemons or other sources. Finally daemons and other
creatures of the warp will suffer a –10 to hit the bearer with their natural
weapons such as claws and fangs. This Power will not work if the subject
has more than 20 Corruption Points (such individuals have a gateway in
their soul through which the evils of the warp might travel).
Burn: The faithful can affect himself and up to a number of
allies equal to his Willpower Bonus.
The Cult Mechanicus holds a virtual monopoly on technology. Its tenets and beliefs permeate through their rituals into the common superstition of
Imperial citizens. The Adeptus Mechanicus is run by the Tech-Priests of Mars, an insular priesthood that worship the Machine God and whose goal is
to harvest all the lost technology that has been missing since before the Age of Strife. The lowest ranks of Tech-Priests have mainly maintenance and
construction duties, but as a Tech-adept progresses and acquires greater knowledge, he is relieved from the more trivial day-to-day tasks and allowed
to study and learn of the greater mysterious and missing techniques that have prevented any kind of progressive development in the Imperium’s tech-
nological base. All Tech-Priests have an advanced grasp of how to maintain most of the standard technologies that are used throughout the Imperium.
There are also many specialities a Tech-Priest can study, such as the biologius, xenology and the use of rediscovered weaponry to name but a few.
Mysteries of the Omnissiah Cognition Points
The ancient, tradition-steeped ways of the Mechanicus well outdate the The powers of those who worship the Omnissiah, and pursue the Quest
Imperium of Mankind, and little of the lore held by the Techpriests of for Knowledge are multitudinous and great, but certainly not without
Mars has seen core revisions or amendment in those numerous millennia. limits. The root of this font of power is the immense cogitational power
Learning these mysterious machine lores and esotechnic arts can take that an augmented character can bring to bear at moments of need, which
a lifetime to truly learn, and many more lifetimes to master, but even a is quantified by Cogitation Points.
relatively young tech-adept of only a half dozen decades can manifest A character with either the Skitarius Implants or Mechanicus
alarming and powerful examples of these powers. Implants Trait will, at the start of each session generate an amount of
While the origins of this knowledge are not entirely know by Cognition Points equal to their Intelligence Bonus. At the end of each
any aside from the most venerable of techpriests, these mystech abilities session any unspent Cognition Points are forfeit, and the character's
are often frightening to those outside the Mechanicum faith, and inspir- Cognition Points are replenished to their maximum amount at the begin-
ingly miraculous to those of the Machine God's flock. To see an Elec- ning of the next session. These Cognition Points can be spent in various
tropriest smite a distant foe with a thunderous bolt from his outstretched amounts to activate a number of different Techno Arcana powers, as
hand, to witness a Dominus rousing a great metal behemoth to life with outlined in each Arcana's section.
but a chant, or to see a Leximechanic perfectly predict a the outcome of
a battle down to the list of casualties is to witness a true miracle of the Cybernetics and Techno-Arcana
Omnissiah, and indeed many who witness such things are convinced of Many Major Arcana, and some Minor Arcana, will give a character a
the power of the Omnissiac faith. stated cybernetic. This cybernetic is added to the character's profile once
he gains the Talent, and if it is destroyed or lost he regains it at the begin-
Major & Minor Arcana ning of the next session (unless there are extenuating circumstances that
Within the dogma of the Cult Mechanicus there are core concepts known would prevent the character from repairing or replacing it).
as the Major Arcana. Each Major Arcanus is a fragment of machine lore, In the case of characters with the Skitarius Implants Trait,
consisting of a methodology and science, often (but not always) having access to certain Techno-Arcana will allow them to take cybernetics
an attendant cybernetic that is a core part of the esotechnic lore therein. they may not be able to otherwise, contravene to the rules for Skitarius
Most Major Arcana are somehow linked with a particular order of the Implants and Cybernetics Grades. In this case those rules are ignored, as
Martian priesthood, but it is rare for a techpriest not to dabble in a few as the character has taken to holy studies and has learned well the mysteries
their needs or areas of study dictate. of the Machine God, and is seen as worthy of bearing such esotechnic
Alongside each Major Arcanus is an attendant series of Minor devices.
Arcana, which supplement and interpret the Major Arcanus of a given
mystech discipline in different, Cult Mechanicus approved methods, that Gaining Techno-Arcana
increases an adept's comprehension of these mysteries of the Machine The ways of Techno-Arcana can be complex and intricate, but purchas-
God. ing these powers for a character is quite simple. Each Major and Minor
In game terms a Major Arcanus is the entry point for learning Arcana has a Tier and Aptitudes, just like Talents do. By determining the
a Talent group that allows a character with the Mechanicus Implants or Tier and matching Aptitudes that a character shares with the Arcanus a
Skitarius Implants Trait to use extraordinary powers. Minor Arcana are player wishes to purchase the price can be determined as per the xp costs
the attendant "Talents" that can be acquired once a character has gained of Talents and other powers, as shown below.
access to a Major Arcana, as they largely branch off of these core studies
and cybernetics. Only characters with either the Mechanicus Implants or
Skitarius Implants Traits are allowed to gain Techno Arcana Powers. Techno-Arcana Power Costs
Additionally, there are certain Minor Arcana that are contra-
Matching
vene to the dogma of the Machine God, and are considered Dangerous Tier 1 Tier 2 Tier 3
Knowledge (as per the rules in Section 3.0 "Skills"). Beware, if a charac- Aptitudes
ter is caught making use of such a forbidden Arcanus by more orthodox Two 100xp 200xp 400xp
members of the Mechanicus it is likely they will be excommunicated,
executed, or servitorized. One 200xp 400xp 750xp
Zero 400xp 750xp 1000xp
Note that some Arcanus may not have some of these elements
as they are not relevant, or simply vary too much to be stated succinctly.
This is largely the case for Arcanus that provide the character with a
cybernetic, as the use of the cybernetic is better described in its relevant
entry in Section 6.9 "Bionics, Cybernetics, & Implants".
Major Arcanus: MIU Communion +0, within 30 meters of the Cogitatus. If the Tech-Use Test is successful
To properly comprehend the Noosphere a Mind Impulse Unit is neces- the target lowers their Noospheric Defence by 10 and by a further 10 for
sary, as this complex system allows one to "see" the data-realm with their every second Degree of Succes to a maximum lowering of 30 (with 1
senses. This is accomplished by the implantation of a mystech device DoS turning a -20 NDP to -10, for example). This lasts for an amount of
onto the individual's spine, integrating it with their nervous system, Rounds equal to half the Cogitatus' Intelligence Bonus.
allowing for a strong communion with the bearer, but also making This Arcanus can be affected by Overclocking: The charac-
them vulnerable to attacks made via the Noosphere. This is considered ter may spend 1 Cognition Point to decrease the target's Noospheric De-
a necessary sacrifice for most, as the ability to truely commune with fence by a further 10. This may be done to increase the lost NDP further
machine-spirits is a very powerful one indeed. than the normally allowed maximum of 30.
Type: Cybernetic/Talent
Tier: 1 Cogs Within Cogs
Aptitudes: Intelligence, Tech Most techpriests can speak with machine-spirits, but without the use
Prerequisite: Tech-Use +10 of a Mind Impulse Unit this is often an imprecise art, and a work of
Effect: The character gains a Mind Impulse Unit. Alongside this the interpretation, rather than communication. Those so blessed with a MIU,
character gains expanded functionality with the Mind Impulse Unit. A however, can speak very eloquently with machine-spirits, and command
character with a MIU cybernetic and this Talent must choose which mode them with but a thought.
their Mind Impulse Unit is functioning on (changing modes requires a Type: Talent
Half Action): Tier: 1
Quietus Mode (Passive): The Mind Impulse Unit provides its Aptitudes: Intelligence, Tech
standard bonuses, but the bearer of this cybernetic cannot easily sense the Prerequisite: MIU Communion
Noosphere. Arcana that target this character count their base Noospheric Action: Full Action
Defence as -20 instead of +0. Cost: Free
Operatus Mode (Active): The Mind Impulse Unit provides Activation: +0 digital Tech-Use Test
half it's standard bonuses, but this mode allows the bearer of this cyber- Range: 30 meters
netic to comprehend the Noosphere around them with Awareness and Duration: Instant
Scrutiny Skill Tests, and to use further Minor Arcana from the Cogitatus Subtype: Concentration
Arcana. Effect: A character with this Arcanus within 30 meters of a machine may
This Arcanus can be affected by Overclocking: The charac- make a Full Action +0 digital Tech-Use Test, modified by the machine's
ter may spend 1 Cognition Point to change the Mode of their MIU as an Noospheric Defence penalty. If he succeeds, he may command or pre-set
in-turn Free Action or Reaction instead of the usual Half Action that is that machine to activate, deactivate, or follow another such simple pro-
required. tocol within its usual repertoire, at a given time within the next 24 hours
or upon his remote command (as an any-time Free Action), provided that
Cripple Defences he is within a number of kilometres equal to his Intelligence Bonus of
Some enemies have seemingly insurmountable Noospheric defenses, of- the machine when he wishes to activate it. The character must choose the
ten simply by the nature of their design. A clever Cogitatus can temporar- machine’s action upon making his Tech-Use Test, and makes any other
ily overcome this, creating a momentary crack in his foe's digital armour, necessary Tests (such as a Forbidden Lore (Archeotech) to decipher an
rendering him vulnerable even if only for a few seconds. ancient device’s function) while programming the action.
Type: Talent This cannot be used to command servitors, Skitarii, or other
Tier: 2 machine-constructs (essentially creatures with the Machine, Mechanicus
Aptitudes: Intelligence, Tech Implants, or Skitarius Implants Traits) or vehicles, and only works on
Prerequisite: MIU Communion emplaced, stationary contructs, such as cogitators, door mechanisms,
Action: Half Action manufactorum assembly lines, and so on.
Cost: Free This Arcanus can be affected by Overclocking: The charac-
Activation: -10 digital Tech-Use Test ter may spend 1 Cognition Point to use Cogs Within Cogs and make the
Range: 30 meters required Tech-Use Test as a Half Action, or he may spend 2 Cognition
Duration: 1 Rounds x ½ Int Bonus Points to to perform it as an in-turn Free Action.
Subtype: Attack, Concentration
Effect: The Cogitatus may, as a Half Action, perform a Difficult (-10)
digital Tech-Use Test against a target with a Noospheric Defence beyond
Dominate Machine
Just as a Dominus can control the machines he attends so too can he
reach out and dominate the mind of an enemy machine. Few are prepared
for a "friendly" war machine to reach out and fire into the ranks of it's
allies, and the immediate aftermath of such confusion is often most
advantageous to the Dominus' side.
Type: Talent
Tier: 1
Aptitudes: Intelligence, Tech
Prerequisite: C-CI Communion, Servo-Master
Action: Full Action
Cost: Free
Activation: -10 digital Tech-Use Test
Range: 50 meters
Duration: Maintained; Half Action
Subtype: Attack, Concentration
Effect: A character with this Arcanus can attempt to control an enemy
with the Machine Trait or a vehicle by spending a Cognition Point and
making a Full Action Difficult (-10) digital Tech-Use Test against the
target's Noospheric Defence penalty. If this Tech-Use Test is successful
then the Dominus gains control of the target, and can control them as
described in the Servo-Master Arcanus.
The Dominus may only dominate one machine at a time with
this Arcanus, and cannot use both it and the Servo-Master at the same
time.
Major Arcanus: Rites of Repair Acquisition Modifier) before it was Destroyed. Once the Difficulty has
The sacred machine lore of repairs are among the most well known in been determined the Enginseer that is performing the resurrection spends
the Adpetus Mechanicus. The sad fact of the state of technology in the 3 Cognition Points and performs a mechanical Tech-Use Extended Test
41st Millennium is that much of it needs careful repair and maintenance, at that Difficulty. If the Tech-Use Test is successful then the machine is
which is something that falls onto Enginseers as a whole. restored, and returns to the state it was before it was Destroyed. If the
Type: Talent Tech-Use Test is failed then there is very little that the Enginseer can
Tier: 2 do, the machine stays broken, and the Machine Resurrection cannot be
Aptitudes: Intelligence, Tech attempted again.
Prerequisite: Int 30, Scholastic Lore (Techna Schemata) +0, Tech-Use
+0 Machine Resurrection Difficulty Modifiers
Effect: The Enginseer reduces all penalties from poor tools or working Remaining
conditions by a total of 10 (so a Hard (–20) Repair Test to fix a tank Penalty
Machine Parts
mired in a swamp would become Difficult (–10) instead).
Additionally the Enginseer may now perform Repair Tests at Over half of the machine remains +0
a swifter rate. When opting to perform a Repair Test as a Rush Job, he Approximately half of the machine remains -10
suffers a –10 penalty instead of the normal –30. When electing to make Less than half of the machine remains -30
Careful Repairs (as described in Section 7.1 "Repairing Vehicles"), he
increases the Repair Time by 25% instead of 50% (so that a repair that
would normally take 12 hours takes a total of 15 hours, instead of the 18 Machine Blessing
it would normally take with Careful Repairs). Machines are fickle things, but if appropriately blessed this nature can
Also character adds +10 to any Emergency Repairs rolls in become less obtrusive, and Enginseers are typically the main providers of
voidship combat. Reduce the time for Emergency Repairs for voidships such blessings, as such things often go a long way to keeping something
by 1 Strategic Round and roll 2d5 for each successful week of Extend- operational just a bit longer.
ed Repairs and take the higher result for the amount of Hull Integrity Type: Talent
repaired. Tier: 1
Aptitudes: Intelligence, Tech
Master Enginseer Prerequisite: Scholastic Lore (Techna Schemata) +10, Tech-Use +10,
The character’s knowledge of engines and their machine spirits surpasses Rites of Repair
all but the most venerable servants of the Machine-God. The character Action: Full Action/Full Action
can feel the plasma pulsing through a reactor’s conduits as if it was in his Cost: 1 Cognition Point/2 Cognition Points
own veins. Activation: +20/10 Scholastic Lore (Techna-Schemata) Test
Type: Talent Range: Touch
Tier: 3 Duration: One combat or scene/One Session
Aptitudes: Intelligence, Tech Subtype: Concentration
Prerequisite: Tech-Use +20, Rites of Repair Effect: To bless a machine the Enginseer spends a Cognition Point and
Effect: The character gains a +10 bonus on mechanical Tech-Use Skill chooses a weapon, vehicle, item, or character with the Machine Trait
Tests. The character may spend 3 Cognition Points to automatically suc- that he can touch, then makes a Full Action Routine (+20) Scholastic
ceed on a Tech-Use Skill Test for enhancement, repair, or upgrade of a Lore (Techna-Schemata) Test. As long as the Test is successful, for the
machine’s system, succeeding by an amount of Degrees of Success equal duration of one combat or narrative scene, any one Test that involves the
to his Intelligence Bonus. blessed machine may be rerolled once.
Machine Resurrection: The art of repairing machines can Machine Anointment: Going further than just a simple,
only go so far, and indeed the damage that some suffer can reduced them immdeiate blessing, anointment takes some time but can be well worth
to little more than broken fragments of what once was. Master Engin- the trouble it entails if a great endeavour is to be taken up. To anoint a
seers, however, are not so helpless in the face of the death of a machine. machine the Enginseer spends 2 Cognition Points and makes a Full Ac-
To perform a Machine Resurrection the Enginseer must have tion Ordinary (+10) Scholastic Lore (Techna Schemata) Extended Test.
what remains of the machine he wishes to repair, and an appropriate So long as the test is passed, for the duration of the session, any one Test
workspace available for him. A Fabrication Altar will do for weapons and that involves the blessed machine may be rerolled, once per each combat
smaller machines, but to repair vehicles and the like a machine-chapel or narrative scene.
may be necessary. Determine how difficult the mechanical Tech-Use Test
will be by determining how much remains of the machine (referencing
the Machine Resurrection Difficulty Modifiers chart below), the Size of
the machine (inflicting an inverse penalty to the To Hit modifier for it's
Size Trait), it's Availability (inflicting a penalty equal to it's Acquisition
Modifier), and it's Craftsmanship (also inflicting a penalty equal to it's
Major Arcanus: Simulacra System their Initiative in Structured Time, but the Secutor has control over their
This cortical routing system with empathic neuro-connectors and trans- actions. Additionally the Secutor may make Inspire and Terrify Tests
mitter-receiver device allows the Secutor to receive and comprehend directed at the controlled ally as any-time Free Actions.
sensory data from another cybernetically enhanced individual, letting While actively controlling the ally in the Simulacra network,
him remotely view their actions, and, at his option, receive the stimuli his the Secutor must concentrate intently and can only take a Half Action on
subject is feeling as well. This system only works on cyborgs, as even the each of his Turns.
most augmented Magos' bodily systems are more human than that of any
cyber-construct, and remotely interfacing thusly is far more possible. Martyr Override Protocol
Type: Cybernetic While Possession Protocols can be very powerful when used by an adept
Tier: 1 Secutor, Martyr Override Protocol is an even more powerful evidence
Aptitudes: Leadership, Tech of this digital puppeteering, and is largely reserved for noisome enemies
Prerequisite: Int 35, Command +0, Heart of Iron or dire circumstances, when used on allies. This set of control protocols
Effect: With this cybenetic the Secutor can remotely, at a distance of up allows the Secutor to wholly possess a target, and push their body far
to 50 meters, see, hear, and physically feel what one ally with the Me- beyond their natural limitations, quite thoroughly damaging them in the
chanicus Implants, Skitarius Implants, or Cybernetic Senses cybernetic process.
is experiencing (though in the case of Cybernetic Senses the Secutor can Type: Talent
only experience sensations from the particular sense that the cybernetic Tier: 2
provides). Doing this requires a Full Action to activate the connection, Aptitudes: Willpower, Tech
but after that it is maintained as a Free Action, and the connection can Prerequisite: Wp 40, Possession Protocol
also be severed as an any-time Free Action. The Secutor and the ally Action: Full Action
connected to the Secutor in this way is considered to be "in the Secutor's Cost: 3 Cognition Points
Simulacra network". Activation: -30 digital Tech-Use Test
Much like the Simlacra System itself all Secutor Arcana have Range: 50 meters
a range of effect that extends 50 meters; if a target goes beyond the max- Duration: Maintained; Full Action
imum control range or the Noospheric link is broken (via the character Subtype: Concentration
or Follower becoming Stunned, Helpless, Unconscious, by a Haywire Effect: The Secutor spends 3 Cognition Points and makes a Full Action
effect, or Counter-Signal Arcanus), they revert to their normal functions. Very Hard (-30) digital Tech-Use Test against a target's Noospheric
This range may be increased to twice it's normal value for the duration of Defence. The Secutor may choose any one ally within his Simulacra
a combat or narrative scene by spending a Cognition Point, and may even network, or an enemy in range of the Simulacra System who has the Me-
be doubled again by spending a further Cognition Point. chanicus Implants, Skitarius Implants, or Cybernetic Senses cybernetic.
An enemy (or unwilling ally) can make a Hard (-20) Willpower
Possession Protocol Test to resist it's effects. If the Willpower Test is passed the enemy is
The Simulacra System is a powerful tool, which can perform terrifying unaffected, but if it is failed, then the Secutor takes total control over the
feats of power. One of the first and most important steps of a Secutor target, pushing them well beyond his natural limitations.
learning to use their augments to command their troops is activating a The controlled enemy increases its Strength and Toughness
"Possession Protocol" allowing them to not just see through a connected Characteristics by 10 and gains 2d10 Wounds. The Secutor uses his own
ally's senses, but also control them with his mind, and guide his hand Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and
thusly. Fellowship, and can perform no Actions with his actual body on his Ini-
Type: Talent tiative, but can use the controlled enemy's on his turn. Additionally, the
Tier: 2 Secutor uses his own mind-related Skills and Talents, but uses physical
Aptitudes: Leadership, Tech ones from the controlled enemy. The Secutor may also attempt to recall
Prerequisite: Simulacra System memories and Skills from his target with a successful Intelligence Test.
Action: Full Action If the controlled body becomes Stunned or unconcious the
Cost: Free natural intelligence in the body attempts to wrest away control and the
Activation: No Test Secutor and the enemy make an Opposed Willpower Test. Should the
Range: 50 meters enemy succeed the Secutor is cast bask into his own mind and gains 1d5
Duration: Maintained; Half Action (one controlled), Full Action (multi- Fatigue and is Stunned for one Round, and the enemy takes 2d10 points
ple controlled) of permanent Damage to his Strength, Toughness, and Willpower Char-
Subtype: Concentration acteristics.
Effect: The Secutor may, as a Full Action, assume direct control of an
ally with the Mechanicus Implants, Skitarius Implants, or Cybernet-
ic Senses cybernetic. When actively controlled, the ally may use the
Secutor’s WS and BS, and any of his Talents that affect WS or BS Tests,
attacks, and so on, so long as the controlled ally meets the Characteristic
Prerequisites stated for the Talent. Actively controlled allies still use
Strength in Numbers
With the ability to host a good number of allies within his Noospheric
network the Secutor can reinforce mental strength wherever it may falter,
allowing weaker members within the Simulacra system to emulate the
courage of their comrades.
Type: Cybernetic
Tier: 1
Aptitudes: Leadership, Tech
Prerequisite: Sensory Router
Effect: While the Simulacra System is active the Secutor and those in
the Simulacra network gain a +5 bonus to all Fear, Pinning and Opposed
Willpower Tests for each character in the Simulacra network, to a maxi-
mum bonus of +30.
Stalker Doctrina
The Secutor orders his allies to harry the marked target, allowing him no
respite from their relentless blows and shots.
Type: Talent
Tier: 2
Aptitudes: Intelligence, Tech
Prerequisite: Noospheric Mark
Action: Full Action
Cost: 2 Cognition Points
Activation: -10 digital Tech-Use Test
Range: 50 meters
Duration: Maintained; Free Action
Subtype: Concentration
Effect: The Secutor may make a Full Action Difficult (-10) digital Tech-
Use Test and spend 2 Cognition Points to give all allies in the Simulacra
network one of the following benefits when attacking a Marked target:
• Ignore half of the AP of any cover the Marked target gets the benefit of
• The Marked Target takes a -10 to all Dodge Tests made to avoid attacks
by the allies in the Simulacra network
• All attacks against the Marked target gain the Proven (3) Quality
A Secutor may only make use of the benefits of either the
Stalker Doctrina Arcanus or the Vivisector Arcanus at one time.
The heretical followers of Chaos are not so bound by the laws of the material realm as their hated foes within the Imperium are. While the danger
presented by unknowledgable practice of sorceries is unimaginable, this has rarely stopped a foolhardy heretic from attempting to truck with powers
far beyond his station.While a dabbling cultist may simply end up immolated by the raw power of the Warp, a skilled ritualist can call dark powers to
hand, curse adversaries, and summon beings from beyond to answer their bidding.
301 The Dark Gods laugh at the foolishness of meek appeasers. 301
Chaos Ritual Format When the Stars Are Right
A ritual can be defined by the following criteria. Some specific rituals require very specific and often unique or bizarre
Description: This section describes what the ritual is for, why it is car- circumstances and components to successfully enact. These auspicious
ried out, its origin and any other pertinent facts. factors can be of bewildering variety, and may, for example, involve a
Prerequisites: The necessary Characteristics, Skill, and Talents needed very focused example of the Rule of Sympathy, (such as a sacrificial vic-
to learn the Ritual. tim from a particular bloodline, or a relic from a dead world connected to
Action: What kind of Action in Structured Time the Skill Test is. Most what is being invoked), as well as the whims and desires of a particular
elaborate, powerful Rituals are an Extended Skill Test, but some (namely daemon (such as a object of beauty to devour, or a favoured sin to be
Hexes) are able to be conducted with a Half Action or Full Action. enacted.)
Requirements: What is needed to perform the ritual-specific compo- The most powerful of rituals—devices of terrifying import
nents, time, place, etc., as well as any Skill Tests, Corruption, known and influence whose nature known only to the deepest denizens of the
Talents or Traits needed to make the ritual work properly. How well these warp or fabricated in the insane minds of the most infamous magi—often
Tests are made and the wider makeup of the ritual may affect the quality involve very particular cosmological and temporal convergences to func-
of the results achieved. Many factors both esoteric and mundane may tion. Such rituals often span many places and times and can be brought
affect a ritual’s chance of success. to fruition by the fulfilments of prophecy, baleful sacrifices and intrigues
Effects: The successful effect of the ritual. that scream forth in the warp and shred the barriers of reality.
Duration: How long the ritual’s effects last. If the GM allows it (and is himself unsure of whether the stars
Cost: The cost in physical and spiritual terms to those that carry out the are right or not), before making the Forbidden Lore Test to conduct a
ritual; from physical harm to the wrath of the daemonic. Ritual that requires an Extended Test a character may make a Scholastic
The Price of Failure: All attempts to control the warp have an unpleas- Lore (Astromancy) or Scholastic Lore (Numerology) Test to determine
ant cost should they fail. These consequences are listed here, usually if indeed the stars are right. If the test is successful the GM rolls a d10. If
represented by Psychic Phenomena, immediate Perils of the Warp, or in the result is equal to or lower than the Degrees of Success achieved then
the specific cases of summoning or warp-rift opening rituals, an effect the stars are right.
called Contempt of the Warp.
Ritual Modifiers
Modifier Condition
(combine any applicable modifiers to determine the net modifier)
• The enactor knows the Daemon’s True Name.
+30 • The enactor has the Mark of the Daemon’s patron god.
• The enactor has gained Dark Patronage from a Chaos God or Daemon aligned correctly with the ritual that is to be attempted
• “The Stars are Right”–auspicious circumstances.
• The enactor has sworn allegiance to the Daemon’s master or cause, or is devoted to the Daemon’s patron god.
+20 • The enactor has the Psyker Trait and Psy-Rating 7 or higher.
• The veil between reality and the Warp has been greatly weakened.
• Is correctly using Sacred Numbers as part of the ritual.
• The ritual follows the “Rule of Sympathy.”
• The Daemon has been provided with a suitable sacrifice to partake upon its arrival.
• The enactor has an appropriate Ritual Kit.
+10 • The enactor has an artefact specifically related or linked to the Daemon or ritual.
• The enactor has the Psyker Trait and a Psy-Rating between 4 and 6.
• The veil between reality and the Warp has been weakened.
• Is utilizing a Shrine to Chaos
+0 • The enactor knows the Daemon’s allegiance and kind.
• The enactor has little knowledge of what he is attempting to do.
• The veil between reality and the Warp is strong.
-10
• The ritual is being conducted on hallowed/sanctified ground, or antagonistic individuals of faith (Sisters of Battle, Ecclesiarchy
Priests, Grey Knights, Space Marine Chaplains, etc.) are present.
• The enactor has sworn allegiance to a master that the Daemon is not also in service to, or is Dedicated to a patron god opposed to the
Daemon.
-20
• The enactor only knows the steps to most of the ritual.
• Is incorrectly using Sacred Numbers as part of the ritual, or is using Sacred Numbers of an opposed Chaos God.
• The enactor only knows part of the ritual, or some of the information he has about the ritual is inaccurate or just false.
• If the enactor is an amateur with no true appreciation for what it is they are attempting to do.
• The enactor does not actually know what he is doing, has been tricked into performing a ritual he knows nothing about, or is an
-30 unwilling participant in the ritual.
• The enactor has recently summoned/commanded/aligned himself with Daemons or agents of an opposing allegiance.
• The enactor has gained Dark Patronage from a Chaos God or Daemon aligned in opposition with the ritual that is to be attempted.
+30
12 hours
(Easy/Plentiful) Over 6 hours and up to 24
-1 hour +1 hour
+20 hours
18 hours
(Routine/Common)
+10
1 day
(Ordinary/Average)
Over 1 day and upto 7 days -6 hours +6 hours
+0
3 days
(Challenging/Scarce)
-10
1 week
(Difficult/Rare) Over 1 week and upto 4
-1 day +1 day
-20 weeks
2 weeks
(Hard/Very Rare)
-30
1 month
(Very Hard/Extremely Rare) Over 1 month and upto 4
-3 days +3 days
-40 months
2 months
(Arduous)
-50
4 months
(Punishing/Near Unique) Over 4 months and upto 1
-1 week +1 week
-60 year
6 months
(Hellish/Unique)
If a Skill Test has factors that would take it beyond
a -60 modifier the test’s length is instead increased,
Over 1 year -2 weeks +2 weeks
gaining an additional month of time needed per every
additional -10 modifier after the test reaches -60.
Daemonic Profiles
The Daemons mentioned in the Rituals in this sections are most appro-
priately represented by the profiles found in Section 13.3.3 "Daemons of
Chaos".
Rite of Arming Duration: Bonding is permanent, severed only by the death of either the
Using strands of warp energy, the ritualist binds together the remains of ritualist or the Follower. Only one minion may be bonded to his master
the fallen, creating a weapon that burns with malice. using this Rite at one time.
Prerequisites: Scholastic Lore (Occult) +10, Trade (Scrimshaw) +10 Cost: Bonding one mind to another is an exhaustive experience, and can
Action: Forbidden Lore (The Warp) Extended Skill Test, with a Difficul- leave all involved drained for days afterwards. Regardless of whether the
ty equal to the Availability of the Low-Tech Weapon being created, with ritual is successful, all participants gain Fatigue equal to their Toughness
an additional -20 penalty. Bonus and instantly fall unconscious for 1d5 hours. Once they have awo-
Requirements: The skeletal remains of at least one person, though if the ken, recovering from this Fatigue takes four times longer than normal.
weapon has the Two-Handed Quality the skeletal remains of at least two The Price of Failure: There is a considerable amount of psychic back-
people are needed. lash that occurs when this ritual is performed incorrectly. The psyker
Effects: The enactor gains a chosen Low-Tech Weapon, that also has the performing the ritual can be temporarily stripped of his psychic ability,
Warp Weapon Quality in addition to its regular profile. the target of the bonding is often left blinded and bleeding, and the poor
Duration: Effectively permanent, unless the weapon is destroyed. lesser being that was to be bound can end up dead. If the bonding fails
Cost: The enactor of the ritual and any assisting him gain 1 Corruption. to take place, the psyker that performed the ritual must pass an Arduous
The Price of Failure: Failure results in a roll on the Contempt of the (–40) Willpower Test or be unable to cast any psychic powers for 1d5
Warp table, modified by +10 for every Degree of Failure after the first. days. The ritualist that was the target of the ritual must pass an Hard
(–20) Toughness Test or be left unconscious for 1d5 hours, blind for 1d5
days, and suffer 1d10 wounds ignoring Toughness and Armour. Note that
Rite of Bonding if the ritualist was both the target of the ritual and performed the ritual
Sometimes simple loyalty is insufficient, and a master of many minions then he must take both Tests. The Minion that was set to be bound to the
might require them to be further bonded to his will. For the ritualist that ritualist must pass a Challenging (+0) Toughness Test, modified by –10
wants to ensure total and utter obedience in all things, as well as the for every Degree of Failure after the first on the original Forbidden Lore
ability to see through the eyes of his minions and know what they know, Test. If the Minion fails this Test, he automatically dies.
there is an ancient and dangerous ritual that can be used to achieve this.
The Ritual of Bonding allows a ritualist to psychically tie a servant to
his own psyche, giving greater control as well as greater situational Rite of Fleshmoulding
awareness. A terrifying and dangerous art, fleshmoulding is a hideous ritual that al-
Prerequisites: Psyker Trait, Thought Sending Telepathic Power lows the living flesh of one creature to be removed and implanted, rather
Action: Extended Skill Test (-30 Invocation Test) seamlessly, into another. This vile perversion of the flesh is seen as high
Requirements: The ritualist has to have a sentient Follower without the art by it's deranged practitioners, and they take great enjoyment in the
Machine Trait to start with, as well as someone with the Psyker Trait to process and creation of abomination.
perform the Ritual; a ritualist can perform it himself if he is able. The Prerequisites: Medicae +20, Scholastic Lore (Occult) +20
ritual must be performed somewhere very quiet and far isolated from Action: Extended Skill Test (-30 Medicae Test)
others—the melding of the minds is a delicate process and too many Requirements: The Rite of Fleshmoulding requires a subject and one or
conflicting intellects may disrupt the ritual. more live donors, none of whom need to be willing participants.
The character with the Psyker Trait performing the ritual must The ritualist must pass a Very Hard (–30) Medicae Test, mod-
pass a Very Hard (–30) Invocation Test, modified by the Ritual Modifiers ified by the Ritual Modifiers table. If the subject is unwilling the enactor
table, in order to successfully perform the ritual, modified by –20 if the gains a +10 bonus when conducting the Rite.
location is neither quiet or isolated. If successful, the ritualist that is to be Effects: The Flesh Shaper grants one of the following Traits to the sub-
bonded to the Minion must pass an Opposed Very Hard (–30) Willpower ject: Amphibious, Blind, Burrower (X), Crawler, Dark Sight, Fear (X),
Test against the Minion’s Willpower, with the ritualist’s Test modified Deadly Natural Weapons, Flyer (X), Machine (X), Multiple Arms (X),
by +10 for each Degree of Success after the first on the initial Invocation Natural Armour (X), Quadruped, Regeneration (X), Size (X), Sturdy,
Test. Toxic (X) or Unnatural Characteristic (X).
Effects: The Minion of Chaos is now bound to the ritualist. The ritualist For each Degree of Success after the first, the Flesh Shaper
may now see through the eyes of the Minion and vice versa (and both may increase the value of any Trait listed with an ‘X’ by 1 (to a maxi-
may use any Perception-based Skills, Talents, and Traits that the other mum of 6). Note that to give the subject any of these Traits the donors
might have). The limit is an amount of kilometres equal to the sum of must have this Trait, and for each Rank of a ranked Trait gained an
the Minion and the ritualist’s Willpower Bonuses, but this ability works amount of the donors equal to the desired Trait Rank must have at least 1
through solid walls, across the void, and even if one of the pair is blind- Rank of the Trait (ie if the enactor wished to give the subject the Unnat-
ed. Psychic wards (such as Gellar Fields) interfere with this connection, ural Strength (4) Trait, then the donors must have a combined Unnatural
however, and the ritualist must pass a Hard (–20) Willpower Test to Strength Trait of at least 4).
utilise the link. Duration: The modifications inflicted upon the subject are permanent.
In combat, neither can be Surprised if the other is not Sur- Cost: If successful, the subject must spend 1d10 days minus his Willpow-
prised. The Minion also becomes completely subservient to the ritual- er Bonus recovering. Regardless of the outcome of the rite, the donors do
ist, and is always automatically assumed to pass any Loyalty Tests it not survive and the subject permanently loses 1d5 Toughness per Trait
is required to make, even for suicidal actions. If the Minion is killed, and Trait Rank gained.
his master must take a Very Hard (–30) Willpower Test or suffer 2d10 The Price of Failure: If the rite is failed, the Flesh Shaper must roll
Willpower Damage and 1d10 Insanity Points. This Damage is treated as 1d10 on the Rending Critical Effects - Body table, adding +1 for each
a psychic attack for the purpose of Resistance. Degree of Failure after the first, and immediately apply the result to the
subject.
Acquiring Items
When a character wants to acquire an item or resource, he makes an Acquisition Test. This test represents the character using the various resources
he has at his disposal, including local currencies or his fearsome reputation, to attempt to purchase, trade, or extort what he wants from his current
location. It also takes into account the item’s or resource’s overall availability, the amount wanted, and quality.
Availability
Desired goods or services are not always immediately at hand. Squalid
medieval worlds are a lot less likely to offer rare goods and services
than the sophisticated markets of an Imperial hive. Moreover, finding
a high-quality weapon on a backwater planet is far more difficult than
locating such a weapon in a teeming metropolis. Each piece of equip-
ment or service has an associated Availability, ranging from Ubiquitous
to Unique. GMs can use the following guidelines as a starting point for
determining whether a world’s traders possess a particular item or not.
Availability Modifiers
Availability Modifier
Ubiquitous +70
Abundant +50
Plentiful +30
Common +20
Average +10
Scarce +0
Rare -10
Very Rare -20
Extremely Rare -30
Near-Unique -50
Unique -70
A Matter of Scale
The vast wealth of riches provided by Profit Factor opens the door to great possibilities, with one such example being able to provide a continuous
stream of consumable goods, be it food, ammunition, or drugs. Along with this also comes the availability of great artifices and structures, such as
planetary installations and voidship components.
When Profit Factor is available for Acquisitions, and when the character is making an Acquisition for a consumable good (such as for a
special ammunition, drug, toxin, or food) they may choose to Acquire a supply chain of the item instead. A supply chain affords the character a near
limitless source of this item, in the long term, though in the immediate sense they gain three instances of the item at the beginning of each session.
This replenishing supply does not stack up with concurrent sessions, but is always replenished unless the character is in extenuating circumstances,
such as being behind enemy lines or shipwrecked upon a lost world (in other words cut off from his supply chain).
When making an Acquisition to gain a supply chain the character must use the Standard Modifiers instead of the Excessive Wealth Mod-
ifiers, as the continuous and extensive nature of the supply chain implies a great and sustained outflow of resources. Such things are easy to keep in
perpetuity for an individual, but to outfit any larger group it becomes a difficult proposition.
Voidship components as well as similarly grand installations (such as void shields, communication arrays, barracks facilities and even mac-
rocannons) are similarly only available for purchase to those with Profit Factor, as the sheer cost is so prohibitive. When acquiring these in quantity
the Standard Modifiers must be used, as their expense of such things is enough to outweigh the finances of “only buying one”. (Full modifiers for
voidship components can be found in Section 8.1 “Acquisition of Voidships & Components”)
Amount Modifiers
Standard Excessive Wealth
Amount Time Taken Modifiers
Modifiers Modifiers
1 Item +10 +30 -
2-10 Items +0 +20 -
11-50 Items -10 +10 1.25x
51-100 Items -20 +0 1.25x
101-1000 Items -40 -10 1.5x
1001-10,000 Items -60 -20 2x
10,001-100,000 Items - -30 3x
100,001-1,000,000 Items - -40 5x
1,000,000+ Items - -50 5x
Craftsmanship
The overall quality of a device is expressed in terms of its craftsmanship. All equipment has a craftsmanship value, classified by Poor, Common,
Good, Best, Exceptional, or Master Craftsmanship, with Common being the default unless otherwise indicated. This value expresses the care taken
when the piece of equipment was created, but also covers how well it has been maintained. A device that might have been of Good craftsmanship
when it was created could degrade to Poor after years of abuse and neglect.
Weapons and armour offer specific rules for their craftsmanship as outlined below. For other goods and services, their effectiveness and
Availability are both modified by their craftsmanship. Because such goods are unlikely to have a frequent impact on game play, the precise effects
are subject to the Game Master’s judgement. As a general rule, a Poor item might fail at an inopportune time, and a Poor service could take longer to
complete and fail to live up to the characters’ expectations. In sharp contrast, Good or Best services are completed well within their expected dead-
lines and should include luxuries that exceed the characters’ hopes. Similarly, a Good or Best craftsmanship item might offer unexpected features and
prove reliable even under the most extreme circumstances.
Players must also consider craftsmanship when acquiring an item. The calculation for an item’s Availability assumes that it is of Common
craftsmanship. If the character is willing to settle for Poor craftsmanship or desires a higher quality item, the Acquisition Test must reflect this vari-
ation. Consult the below tables and add in the appropriate modifier. Availability of alternative craftsmanship products is always subject to the Game
Master’s discretion. It could be that in a particular setting, the only items available fall into a particular category or range of craftsmanship.
Craftsmanship Acquisition Modifier Time Taken Modifier
Poor +20 x1/2
Common +0 x1
Good -10 x2
Best -30 x3
Exceptional -40 x5
Master -60 x10
Unwanted Attention
Roll Attention Attracted
A pickpocket hits one of the characters and he loses one item carried on his person (GM’s choice). The player can make a +0 Scrutiny Test to catch the
01-10 thief, otherwise it has been lost to the endless masses of common Humanity.
The character’s lodgings have been burgled. The rooms are tossed and their belongings strewn around as if someone was desperately searching for
11-20 something. Anything of value the characters did not conceal well is gone. They may be able to recover their stolen goods with enough time and the
appropriate Skills (Survival for tracking is a must).
An extremely skilled confidence man or grifter has set his sights upon the characters, and the wares they have obtained are of far lesser quality than they
21-30 had previously been led to believe. The last Acquisition that was made by each character was in fact a clever pastiche of quality, and is in fact of Poor
Craftsmanship, rather than the Craftsmanship they had desired.
The characters are attacked in the street by a gang of cutthroats intent on taking their weapons, armour, folding money, and any other items of value
31-40 they may be carrying. The group of thugs should be of equivalent strength and skills to the player characters, though with lesser gear. They will make up
for this by pushing any advantage they may have, be it numbers, knowledge of the area, or simple ambush.
A minor clerk at a banking house or bonds dispensary that the characters frequent has decided that they have plenty of money and would never miss
41-50 just a little bit. The clerk has begun skimming money from the character’s accounts and hiding the funds in a number of blind accounts. This causes a -5
penalty to all Acquisition Tests used in “civilized” space that rely on the character’s wealth.
A local criminal organization believes that the player characters are moving in on their operations and will take the proper actions to see that this doesn’t
51-60 happen.
The owner of the berth that the characters have left their main means of transportation in has impounded their transport whether it be a lowly auto-
61-70 carriage or a mighty voidship. Apparently the impounded vessel is delinquent on a number of suspicious and previously unknown “Berthing Fees”.
Numerous bribes will have to be paid before the characters can leave.
The characters have attracted a ring of notorious thieves. These are extremely dangerous scum with years of experience, and will go to great lengths to
71-80 relieve the player characters of their means of transportation. These can range from beast-riding waste-marauders to aeronautica-thieving sky terrors to
even whole crew’s worth of void pirates. It is up to the GM to determine how and where these thieves will make their move on the players.
Purposefully or not the characters have set themselves at odds with a powerful trading dynasty. The characters may have underbid them on a lucrative
contract, slighted one of their favoured servants, offended the Magi of a particular Mechanicus sect, or simply have gotten a hold of a shipment of rare
81-90 and exotic cuts of meat before them. However it happened these powerful new rivals will stop at nothing to put the characters and their associates into
the poor house. The characters immediately gain the appropriate Enemy (Trading Dynasty) Talent.
A powerful member of the Administratum, Inquisition, Adepta Terra, planetary government, or a local military sets his sights on the player characters.
91-100 They will demand bribes and free services, and threaten very real consequences if the characters don’t do as they command.
11-15 A setback in the tending of coffers; ledgers are errant and Thrones are lost. Is this a careless accident or hidden embezzlement?
A dire plague is abroad, and the merest threat of it is enough for quarantines and panic. Even places unaffected by the plague are disrupted by the havoc
16-20 it wreaks many worlds away.
21-25 An accident fells many skilled hirelings, leaving too few possessing a rare talent in a vital position. Is it really an accident, however?
A corruption (moral or financial) takes hold in one of the character’s business interests or contacts; cultists of the Dark Gods, a wayward Imperial Cult,
26-30 an unruly Crew Brotherhood, or a Guild House are acting to sow toil and make trouble for their own gain.
Zealots amongst the character’s interests are stirring up the workers to make pilgrimages to distant shrine worlds. Toil is slackening, and servants are
31-35 slipping away or rising up to petition their masters to grant them leave to be pilgrims.
36-40 An ambitious Magos demands a new compact of tech-ritual and prayer, one much more favourable to Machine Cult coffers.
A Grand Assemblage of the Omnissiah’s Grace is called by an Archmagos, and all Tech-Adepts are much withdrawn, the Machine Cult distant from
41-45 what its Magi perceive as trivial responsibilities towards compacts and Imperial brethren.
46-50 The sub-sector trade market enters one of its doleful periods of crisis, loss, and hand-wringing. Merchant houses suffer and cut short their endeavours.
A new dictate of mercantile law has come from the sector’s high parliament, and the upheaval that attends it is dire indeed. Many important guilders are
51-55 ruined or driven to other lines of commerce, and many compacts are now worthless.
56-60 Raiders and slaves to the Dark Gods, thought broken and scattered, strike at the Imperium’s interests, assaulting vessels and raiding resource worlds.
61-65 The vile Ork emerges to loot and destroy the Imperium’s interests, crippling local economies and mercantile interests.
Leaders of a great Imperial organisation suddenly display far less respect for the character’s faction. This change of opinion will spread from the top
66-70 down and out into the broader Imperial class if not stopped.
The character is supposed by some to be an adherent of one of the more unseemly, and possibly even deviant, Imperial cults, placing him well on the
71-75 outside of civilised Imperial society.
An influential noble or powerful Imperial hierarch chooses to denigrate the character, his associates, or even his master, and all the sycophants follow
76-80 that lead. This disrespect will spread from the top down into the broader Imperial class if not stopped.
The character or his master is rumoured to have died. Administratum adepts now move slowly and inexorably towards the legal annulment of his Warrant
81-85 of Trade.
Adeptus Arbites find, or are provided with, evidence of rebellion fomented amongst the character’s associates. Any perceived to be connected to a sedi-
86-90 tious estate will suffer in the eyes of his peers
A rival’s hatred for the character or his master becomes well known, and many lesser figures prefer not to become involved with either side whilst such
91-95 an enmity exists.
The character receives an unexplained and unexpected visitation from highly ranked members of the Inquisition, an event guaranteed to harm his reputa-
96-100 tion when word gets out.
Detriments
Possible Effects Effect
See the Acquisition Time Base Times and Modifiers table below. Remember that the Difficulty of the Acquisition Test is
Time Taken the combination of the item’s base Availability, Craftsmanship, and the Amount Acquired.
The GM may lower the desired Craftsmanship of the item or items by 1 step per 2 Degrees of Failure, down to a mini-
Craftsmanship mum of Poor Craftsmanship.
Quantity -25% per 2 Degrees of Failure upto -75%
Boons
Possible Effects Effect
See the Acquisition Time Base Times and Modifiers table below. Remember that the Difficulty of the Acquisition Test is
Time Taken the combination of the item’s base Availability, Craftsmanship, and the Amount Acquired.
If the Acquisition was succeeded by at least 4 Degrees of Success the Acquired item or items may be of Good Craftsman-
ship.
If the Acquisition was succeeded by at least 8 Degrees of Success the Acquired item or items may be of Best Craftsman-
Craftsmanship ship.
If the Acquisition was succeeded by at least 10 Degrees of Success the Acquired item or items may be of Exceptional
Craftsmanship.
If the Acquisition Test was to get Consumables, Ammunition (special or default), or other one-use items the character
gains +1 per Degree of Success
If the Acquisition Test is Succeeded by 6 Degrees of Success, the character may increase the amount he gains to one and a
Quantity half times the amount initially being Acquired.
If the Acquisition Test is Succeeded by 10 Degrees of Success, the character may increase the amount he gains to twice
the amount initially being Acquired.
Weapons are divided into several groups covering a plethora of ranged Some weapons can be fired in more than one mode. If this is the case,
weapons, dealing with everything from crossbows to plasma cannons, each of its different rates of fire is listed in its profile. Characters must
and melee weapons covering all manner of close combat weaponry. Un- choose which mode they are firing their weapon in before making an
less they are of Poor Craftsmanship, all weapons come with the appropri- attack.
ate holster or carrying strap as part of their cost. Dam (Damage): The damage that a hit from the weapon deals, and the
All weapons have a profile that is presented using the follow- type of damage it inflicts for the purpose of Critical damage:
ing statistics, providing players and GMs with all the relevant informa- • E (Energy): Using electromagnetic energies, photon blasts, or even
tion needed to use them: arcane power fields, these weapons burn and scar with horrible effect.
• I (Impact): Blunt force, brute explosions, and concussive strength
Name: What the weapon is called. mark these devices.
Class: Describes the weapon class: Melee, Thrown, Pistol, Basic, Heavy, • R (Rending): Weapons of this type slice and cut with razor sharp
or Vehicle. edges or use whirring chainteeth to lacerate flesh.
• Melee: These weapons can be used in close combat. When using a • X (Explosive): These items rely on devastating eruptions of energy or
Melee weapon, the wielder adds his Strength bonus (StB) to the damage metal to blast apart targets.
inflicted. Pen (Penetration): Penetration reflects how good the weapon is at cut-
• Thrown: Propelled by muscle power alone, these weapons include ting through armour. When a shot or blow hits a target, that hit ignores a
knives, axes, spears, and the like. Unless they are also classed as Me- number of Armour points on that Hit Location equal to the weapon’s pen-
lee, they cannot be used in close combat (or if they are, they count as etration value. If this ignores more Armour points than the Hit Location
Improvised weapons). When using a Thrown weapon, the wielder adds possesses, the hit ignores all Armour and the additional penetration has
his StB to the damage inflicted (with the exception of explosives such as no effect. For example, if a weapon with a penetration of 3 hits a target
grenades). with 5 Armour points, the target only counts as having 2 Armour points
• Pistol: These weapons are fired one-handed and can be used in close against any damage the hit causes. Note that penetration has no effect on
combat. However, when a Pistol weapon is used in close combat, the firer force fields, but it does affect cover.
gains no bonuses or penalties to hit for range or targeting equipment. Pis- Clip: How many rounds/charges the weapon holds when it is fully load-
tols with the Scatter quality fired in melee are considered to be firing at ed. Should a weapon ever fire more shots than it has remaining ammuni-
Point-Blank range, but do not gain a +30 bonus for being at Point-Blank tion in its loaded clip (for example, from a Full Auto Burst), the excess
range. Additionally Pistols used in Melee may be Parried. shots are disregarded. If a special firing mode other than Semi-Auto
• Basic: Weapons of this class normally require two hands, but can be Burst or Full Auto Burst (namely using the Maximal, Overcharge, or
used one-handed with a –20 penalty to hit. Variable Qualities) requires more ammunition than is currently in the
• Heavy: Such weapons always require two hands and must be braced Clip then that firing mode may not be used.
in some way, usually either on a bipod or tripod, to be fired without Rld (Reload): How many actions the weapon takes to reload. This is
penalty. Equally, bracing could be done using a windowsill or sand- generally Half (for a Half Action) or Full (for a Full Action). Some
bag (or the firer’s shoulder in the case of missile launchers). Firing a weapons can take a number of actions over several rounds (an Extended
Heavy weapon without bracing incurs a –30 penalty to hit and prohibits action). The number of rounds is given as a number, for example 2 Full
Semi-Auto and Full Auto Burst actions. means that reloading takes 2 Full rounds. If a weapon is of the Heavy or
• Vehicle: These weapons must be mounted either upon a vehicle or as Vehicle Class its reload can be split by two characters. For example, to
part of a permanent emplacement, and are far too huge to be man-porta- reload a gun that requires a Full Action to reload, one character spends a
ble. Their complex ammunition feeds, massive scale, and powerful recoil Half Action Reload, and the second one performs a Half Action Reload,
require large support elements, and are therefore often mounted upon a reloading the gun and leaving them both with a Half Action remaining.
turret. Special: Any Qualities the weapon might have, such as creating a blast
Range: This number is used to determine how far the weapon can be when fired or needing to recharge between shots, are listed here.
accurately fired in metres. Weapons can also be fired at Short (within half Wt (Weight): This represents how much the weapon weighs. Unless
maximum range), Long (up to twice the listed Range), and Extreme (up stated otherwise, this is measured in kg (kilograms).
to four times the listed Range) ranges. Weapons cannot be fired at targets Availability: This identifies the standard difficulty for acquiring the item,
more than four times their range distance away. and is used when a character makes an Acquisition Test. Note that the
RoF (Rate of Fire): This indicates whether the weapon can be fired GM can modify this as needed based on local conditions or other factors.
either on Semi-Auto or Full Auto, and how many rounds or charges it
expends when doing so. A weapon’s RoF has three entries to indicate the
weapon’s firing modes. The first entry indicates whether the weapon can
be fired singly (with an S). The second entry indicates whether a weapon
can be fired semi-automatically; the number listed describes the number
of shots fired when the weapon is used in this manner. Finally, the third
entry describes whether the weapon can be fired on full automatic, and
how many shots are fired when this happens. Any mode in which the
weapon cannot be fired is indicated with a “–” mark.
Blast (X)
Attacks from this weapon explode on impact, hurling debris and shrapnel Corrosive (X)
in all directions. These weapons utilise highly caustic acids or disintegration technologies
When working out a hit from a Blast weapon, anyone within which cause damage to both the target and his equipment.
the weapon’s blast radius in metres, indicated by the number in parenthe- If a target is struck by an attack from a Corrosive weapon,
ses, also suffers a single hit from the weapon. Roll damage once and ap- the Armour points of any armour worn by the target in that location are
ply it to each character affected by the blast. A Blast weapon also scatters reduced by an amount of points equal to X. If there is no number next to
when the user fails his Ballistic Skill test when firing it. the Corrosive Quality it is assumed to reduce armour in the Hit Location
by 1d10. If the Armour points of the armour are reduced below 0 or the
target is not wearing any armour in that location, the excess amount of
Lance
Gyro-Stabilized Lance weapons focus devastating energy, piercing armour with ease.
The weapon has a small auto-stabilization unit that is typically built Weapons with this quality have a variable Penetration value
towards the end of the barrel. While not as powerful as a suspensor, that is dependent on the accuracy of each shot. When a target is hit by a
the gyro-stabilizer helps keep the weapon levelled at the optimal firing weapon with the Lance quality, increase the weapon’s penetration value
angle. by its base value once for each degree of success the attacker achieves.
A Gyro-Stabilised weapon never counts its target as being For example, if a Lance weapon had a base penetration value of 5 and hit
farther than Long Range (normal maximum range still applies). Heavy with three degrees of success (adding 3x5=15), the total penetration for
weapons with this Quality reduce the penalty for firing without Bracing the attack would be 20.
to -10.
Living Ammunition
Inaccurate These weapons are linked into the very life-essence of the creature they
Poorly manufactured with often shoddy construction, inaccurate weapons are connected to, whether biological or mechanical, and drain their ener-
are commonly found in the hands of the desperate and poor. gy from the creature, rather than a magazine.
A character gains no benefit from the Aim action when attack- Ranged weapons with this Quality do not have a Clip value (it
ing with a weapon with this quality. is considered to be infinite), and do not need to be Reloaded. But if the
weapon ever suffers a result that would make it Jam, the creature suffers
Indirect (X) 1 level of Fatigue if the weapon is Pistol class, 2 Fatigue if it is Basic
Many weapons are designed to be fired in high arcs at unseen foes or class, 5 if it is Heavy class, and 10 if the weapon is Vehicle class.
thrown from protective cover at charging enemies. Indirect weapons do When performing Overwatch with a weapon with this Quality
not require line of sight to their target, but the attacker must still be aware the wielder may only react to a number of targets equal to half the weap-
of his intended target’s location, either through last known position, use on's highest Rate of Fire value (meaning a weapon with only Single Fire
of a spotter, or other means. could only react to one enemy, whereas a weapon with a Full Auto Rate
When making any ranged attack action (Standard Attack, of Fire of 4 could react up to two times). If the wielder wishes to fire
Semi-Auto Burst, or Full Auto Burst) with an Indirect weapon, the attack more than this amount he may do so, however it inflicts the same amount
does not have to target a location in line of sight of the active character, of Fatigue as though the weapon had Jammed.
but is made at a -10 penalty and requires a Full Action instead of the
normal Half Action. The GM makes the final determination on whether Malediction (X)
the character is aware of his target’s location, and can add penalties to Certain forces and energies, such as a voidship’s Gellar Field, a penta-
this ranged attack based on how aware the character is of his target. gramatic ward, or some sorcerous attacks can have a powerful antitheti-
For each hit the ranged attack inflicts, determine a random cal effect on creatures wholly or in part comprised of matter drawn from
direction (see Section 1.1 “The Core Rules”). The hit instead strikes the the warp, unravelling and disrupting them on a fundamental level. This
ground at a location a number of metres away from the intended target, in destructive effect is called Malediction.
the random direction rolled on the Scatter Diagram, equal to 1d10 minus Malediction can only affect beings with either the Daemonic
the firer’s Ballistic Skill bonus (to a minimum of zero). or Warp Instability Traits. An entity that has been hit by a weapon with
If the ranged attack fails, or if the Semi-Auto Burst or Full the Malediction Quality (or existed in an area with the Quality, such as
Auto Burst actions fail to achieve the maximum potential hits, the inside of a Gellar Field) in the last round must make a Toughness test
remaining missed hits—up to the maximum potential hits for the rate with a penalty equal to 10 times the number in parentheses (X) or else
of fire used in the attack—are still fired, but miss their target. For each suffers 1d10 Wounds as soon as it occurs and each Round of exposure.
missed hit, roll once on the Scatter Diagram. The hit instead strikes the Such Damage is not reduced by armour, incorporeality, or Toughness
ground at a location Xd10 metres away from the intended target in the Bonus (Daemonic, Unnatural or regular). Additionally it suffers a –10 to
direction rolled on the Scatter Diagram, where X is equal to the number all Characteristic Tests and double the amount of Wounds it suffers from
in parentheses (X). failed Warp Instability Tests for Rounds equal to its Degrees of Failure
afterward. Further, having suffered Malediction, a daemon must pass a
Irradiated (X) Difficult (–10) Willpower Test to directly attack or closely approach the
Some weapons utilize dangerous, esoteric powers to destroy the very liv- source of the Malediction.
ing cells of their targets, leaving them with terrible, blackened rad-burns.
When a character is struck by an attack from this weapon Maximal
(whether or not he suffers Damage) he must immediately make a Chal- Some energy weapons have multiple settings, allowing the user greater
lenging (+0) Toughness Test with penalty equal to 10 times X or suffer tactical flexibility in combat.
2d10 Toughness Damage. As an any-time Free Action, this weapon can be switched
between two modes: Standard (which uses the normal weapon profile)
Kine-Weapon and Maximal. When the weapon is fired on Maximal it adds 10 metres to
Regardless of the exact type of throwing weapon, or whether it’s pro- its range, 1d10 to its damage, and +2 to its Penetration. If it has the Blast
pulsion comes from Psy lattices or a Psyker; this weapon is propelled by quality, then the value of this quality is increased by 2 (i.e., Blast [3]
otherworldly forces and has a range of 5xWpB. It functions as a throwing becomes Blast [5]). The weapon also uses three times the normal amount
weapon and the BS test to hit benefits from bonuses that would apply to of ammunition per shot and gains the Recharge quality.
Focus power tests (with a minimum of +10). Normally these weapons
cannot be used by non-psykers as they are made with a telekinetic’s
Power-Plant Recharge
Some weapons, most specifically those that are integral parts of vehicles, Some weapons lack continuous power or ammunition supplies, and each
are routed into the main power system of a vehicle. While this gives the strike drains capacitors or empties fuel reservoirs.
weapon a near endless power supply it also makes it dependent on the When a weapon with this Quality is used to make an attack,
vehicle's functions, and can even cause dangerous overloads. that weapon cannot be used to attack again until the end of the next round
A weapon with this Quality is usually integral to a vehicle, (in effect, it can only be used once every other round).
and cannot function unless attached to such a power supply, but does not
have a Clip or need to be Reloaded. Additionally when a weapon with Reliable
this Quality Jams it deals 1d10 True Energy Damage to the vehicle it is Using ancient and well-consecrated designs, reliable weapons bring glory
mounted on. to the Omnissiah with each attack.
Reliable weapons only Jam on an unmodified result of 100.
Primitive (X) Reliable weapons with the Spray quality, or which do not make hit rolls,
Crude and basic in design, these kinds of weapons, while still deadly, are never Jam.
less effective against modern armour.
When rolling for damage with these weapons, any die result Sanctified
greater than the number in parentheses (X) counts as that number instead. These weapons are blessed against the forces of Chaos.
For example, a weapon with Primitive (7) would count all damage rolls These holy weapons ignore the bonus to Toughness Bonus
of 8, 9 or 10 as 7. These weapons can still generate Righteous Fury as granted by the Daemonic Trait, and allow the wielder to destroy creatures
normal, on a damage roll of 10. with the The Stuff of Nightmares Trait.
Variable
Twin-Linked The standard las weapon has a variable setting option, allowing it to fire
A Twin-Linked weapon represents two identical weapons connected to- higher-powered bursts.
gether and set to fire at the same time, increasing the chances of scoring a It may be set to overcharge mode, dealing +1 Damage and
hit by blasting more shots at the target. gaining +1 Penetration, but using two shots worth of ammunition per
A weapon with this Quality may not have it listed in the shot fired. Further, the weapon may be set to overload mode, dealing +2
weapon’s Qualities, but rather have it just in the name of the weapon. Damage and gaining +2 Penetration. In this case, it uses four shots of
A weapon with this quality gains a +20 to hit when fired and uses twice ammunition per shot fired, loses Reliable, and gains Unreliable.
as much ammunition. In addition, the weapon scores one additional hit
if the attack roll succeeds by two or more Degrees of Success. If the
weapon has the Spray and Twin-Linked Qualities all tests to avoid the Vengeful (X)
weapon’s attacks gain a -20 penalty. These weapons seemingly embody the Emperor’s wrath, and eagerly
When emptied, the weapon’s reload time is doubled. strike down any who would stand against His servants.
When attacking with this weapon, the attacker triggers Righ-
Two-Handed teous Fury on any damage die result with a value of X or higher (before
Some melee weapons are so large or cumbersome as to require their any modifiers are applied).
wielder to use all of his strength to bring them to bear.
Two-Handed weapons cannot be readied as a Free Action Warp Weapon
with the Quick Draw Talent, but if the bearer has the Bulging Biceps or Rare weapons are sometimes composed of the raw power of the Warp or
Iron Grip Talent as well he may ignore this stipulation. Additionally all crafted with foul sorcery to hold its power and make them anathema to
Two-Handed melee weapons provide a +1 meter reach to the weapon’s all living things.
range (usually meaning that it will effectively have a 2 meter range) to Warp weapons ignore Armour Protection and the AP generated
represent their length and reach. from cover. The wielder of the weapon, however, must have direct line
When making a Charge Action with a weapon with the of sight to his target, even if that target is largely in cover (for example
Two-Handed Quality the wielder may end his Charge at the weapon's firing at a character that the wielder knows is Prone behind cover is valid,
maximum Range and make his attack, as the weapon's length will allow but shooting through a wall is not). Force fields and armour specially
him to hit his opponent from this distance. If the wielder of a weapon warded work normally against them.
with the Two-Handed Quality is Charged, and they successfully Parry the
attack that the enemy that charged him makes, he may elect to stop the
enemy at his weapon's maximum Range.
Unbalanced
Cumbersome, awkward to use, and often heavy, these are usually power-
ful offensively, but suffer in defence actions such as parrying.
These weapons cannot be used to make Lighting Attack ac-
tions, and impose a –10 penalty when used to Parry.
Unreliable
A clear affront to the Omnissiah, Unreliable devices represent poorly
designed, badly manufactured, or improperly consecrated weapons that
are perhaps better than no weapon at all, but not by a great measure.
An Unreliable weapon suffers a Jam on a roll of 91 or higher,
even if fired on Semi- or Full Auto.
Lasgun Longlas
Lasguns are reliable, easy to maintain and produce, and are readily Favoured by snipers, the long las is a specially constructed lasweapon,
available on most Imperial worlds. They have longer range and higher intended for long range and accuracy. As its name implies, a long las also
ammunition capacity than a Laspistol but are nowhere near as powerful has a much longer barrel than a standard lasgun, sometimes being up to
as a Lascannon. They also lack the rapid-fire quality of the Multi-Laser. twice the length, which makes it awkward in close quarters. Furthermore,
The lasgun uses the same basic technology and operates along the barrel length and lack of a rapid-firing mode also make it impractical
the same lines as other laser weapons, emitting a beam of focused light. for close range operations. However, the longer barrel and precise colli-
The high amount of energy in the beam causes the immediate surface mator allows for accurate shots at much farther ranges, with little of the
area of a target to be vaporized in a small explosion. It is a relatively signature loud crack of other las weapons.
unimpressive weapon when compared to other weapons in the Imperi-
um, but is still capable of cleanly severing limbs or piercing the power Triplex-pattern Lasgun
armour of a Space Marine (but only through a vulnerable spot in the A highly refined variant of the standard lasgun, the Triplex-pattern offers
armour). Most designs have iron sights mounted along the top of the alternative firing modes that make the weapon more versatile on the
weapon. It is powered by a small, rechargeable power pack located battlefield. This effectiveness comes at a cost, as such a great pattern is
beneath the weapon, in front of the trigger guard. much sought after, and Triplex Phall can only manufacture and distribute
so many at a time.
Laspistol
The laspistol is a light, compact, and reliable weapon, common through- Hotshot Lasweapons
out the Imperium. Designs vary widely and can range from elaborate Specialised variants of the standard las weapon design, hotshot weapons
heirloom devices inscribed with ornate carvings and gold filigree to use stronger power packs that provide extra energy for each shot. High
simplistic but brutally robust weapons used by gangs and criminals. ranking military officers and elite forces such as the Militarum Tempestus
use them frequently, but other Imperial agencies with sufficient means
Laslock also favour the extra stopping power they provide against heavily-ar-
On worlds where the standard power pack pattern has been lost, laslocks moured heretics and other threats.
are commonly used in place of lasguns. Sometimes known as “blaze
guns” or “las-muskets” among more sophisticated worlds, these may Multi-Laser
instead be cobbled together and ill-made weapons. Often found in the Often found mounted on vehicles as a counter to infantry and light vehi-
hands of desperate and poorly equipped insurgents or renegades, laslocks cles, the multi-laser is a multi-barreled gatling laser with an impressive
might be scratch-built or modifications of antique or damaged las rifles rate of fire. However, its blasts lack the penetration of the lascannon,
brought back into service by scav-workshops and heretek forges. A las- making it less effective against heavy armour.
lock’s jury-rigged cells are temperamental things at best, but still potent,
firing a more powerful discharge than that of a standard lasgun.
Lasfusil
A more portable, scaled down version of the Lascannon, this weapon is
Shotlas often deployed with hunter-killer squads, as it can be carried an utilized
The Shotlas is ubiquitous, though limited, pattern, constructed of a series with ease and isn’t overtly bulky. In the hands of a skilled marksman it
of four to six laser projection assemblies that fire simultaneously. They can be nearly as potent as a full-sized lascannon. Unfortunately it’s size
are set to discharge more energy per shot compared to a lasgun, at the means that it’s range is rather lacking, and it suffers from the lascannon’s
cost of beam coherence, with shots swiftly losing power and becoming low shot per power pack limitations as well.
ineffective at longer ranges.
Stutterlas Weapons Lascannon
Stutterlas weapons trade accuracy and reliability for rate of fire, charging Built for war, lascannons use huge power packs that provide enough
quickly to unleash a hail of lasblasts. Though seldom as potent as the energy to punch holes in the thickest armour even at very long ranges.
discharges of most las-weapons, the spray of light and heat is effective Lascannons also require separate power packs, which is why they are
at close quarters, and the sheer amount of fire put out can often come in often crewed by two or more people.
handy, even if the volley is fairly inaccurate.
Boltgun Psycannons
Boltguns, or bolters as they are often called, are the main weapon of Seen only in the hands of influential Daemonhunters, psycannons fire
the Space Marines, who carry versions so huge that few humans can explosive shells tipped with Truesilver. Capable of smashing through
easily lift one, let alone fire it. The lighter models others use to serve the psychic defences, each shell contains a small latticework of psycho-con-
Emperor are only slightly less destructive, but still powerful enough to ductive fibres that allow the user to channel some of his own psychic
destroy any who oppose His Will. power into each bolt.
Combi-Bolter
The combi-bolter is a precursor to the Imperial storm bolter— essentially
two bolters welded together with a linked firing mechanism. The result is
an unwieldy and heavy weapon, but one that possesses an impressive rate
of fire, without the more complex construction rites needed for a storm
bolter.
Storm Bolter
Storm bolters combine the firing power of two boltguns into one compact
weapon. They fire an unstoppable hail of metal that can tear apart groups
of enemies in a single salvo, and can bring a furious charge to a dead halt
in moments.
Heavy Bolter
This huge weapon is rarely used outside of military forces, but some-
times is all that stands against some of the terrors of the Ruinous Powers.
The larger shells carry additional propellant and stronger explosive
charges, making them deadly against armoured foes at long ranges.
Rad Shells
Metal Storm Bolt Shells Created from the spent material of rad-furnaces, these dense rounds have
Metal storm rounds are tipped with proximity triggers, causing them mild penetrative ability, and the added benefit of poisoning their target
to detonate sooner than standard bolt shells and release their payload with radioactivity.
of explosive frag before fully penetrating the target. When employed Applicable To: Any Bolt Weapon
in a bolter with a high rate of fire, they can decimate groups of lightly Availability: Extremely Rare
armoured enemies. Effects: A weapon using this type of ammunition gains +2 Penetration
Applicable To: Any Bolt Weapon and the Irradiated (1) Quality
Availability: Very Rare
Effects: The weapon’s Damage and Penetration are both reduced by 2
but it gains the Blast (2) Quality. Sanctified Bolt Shells
Blessed approptiately, bolt shells become the ultimate symbol of Imperial
purgation, slaying heretics, aliens, and daemons with equal, contemptu-
Molecular Acid Shells ous ease.
As the name suggests, these specialised shells contain vials of powerful Applicable To: Any Bolt Weapon
acids, strong enough to eat through almost any material. Against armours Availability: Rare
they can dissolve deep into casings, greatly reducing any protection they Effects: A weapon using this type of ammunition gains the Sanctified
might provide. Against exposed flesh they can melt tissue down to the Quality
bone in moments.
Applicable To: Any Bolt Weapon
Availability: Extremely Rare
Effects: The weapon gains the Corrosive (1d5) Quality.
Meltagun Multi-Melta
Meltaguns are the most common form of melta weapon and are found The largest type of melta weapon is the multi-melta, usually only
in many Imperial forces. As they are less prone to failure than plasma employed by the Adeptus Astartes or mounted upon Imperial vehicles.
guns and work best at shorter ranges, they are also prized by raiders and This huge weapon carries more fuel, fires at much longer ranges, and
corsairs where close-in fighting and boarding actions are often the norm. creates a larger blast area, cooking several square metres at a time. It also
It is an ideal weapon for cutting through bulkheads or armour. generates much more heat than its smaller cousins, and most users must
insulate themselves with protective clothing or armour.
Inferno Pistol
The inferno pistol represents very specialised and ancient technology, Melta Lance
almost impossible to recreate. Mere handfuls might exist in any sector, The melta lance is a rare weapon, nearly as large as a standard multi-mel-
each jealously guarded. ta. It fires a more accurate and directed heat beam using a much longer
barrel with added directional containment beams to reduce dispersal, at
Meltablaster the cost of lowered damage to the target.
Largely based on the infamous Graia-pattern meltagun, meltablasters
are even shorter range than most melta weapons, and instead of firing a Melta Cannon
coherent jet of fusion energy they fire blast or wave of nuclear heat, func- The Melta Cannon is a large vehicle-mounted melta weapon, able to
tioning as more of an advanced, aggressive assault weapon than anything destroy several targets at once.
that can reasonably be used against a vehicle. Against this devilish heat enemy troops stand no chance, even
the most heavily armoured being incinerated in instant. However it is
Meltabeamer against enemy tanks and fortifications that the Devil Dog’s weaponry is
Somewhat larger than the standard meltagun, a meltabeamer fires a more most often used, and is capable of reducing most tanks or structures to
accurate and directed heat beam. The longer barrel provides for added little more than molten slag and steaming gas.
directional containment to reduce dispersal, but at the cost of reduced
firepower.
Melta Weapon Profiles
Rate
Name Class Range Damage Pen Clip Reload Qualities Weight Availability
of Fire
Inferno Pistol Pistol 10m S/-/- 2d10+10E 12 3 Full Melta 3kg Near Unique
Meltagun Basic 20m S/-/- 2d10+10E 12 5 Full Melta 15kg Very Rare
Meltablaster Basic 5m S/-/- 2d10+10E 12 10 Full Melta, Spray 15kg Very Rare
Meltabeamer Basic 40m S/-/- 2d10+6E 12 6 2 Full - 18kg Very Rare
Multi-Melta Heavy 60m S/-/- 2d10+16E 12 12 Full Blast (1), Melta 40kg Extremely Rare
Melta Lance Heavy 10m S/-/- 2d10+12E 12 2 2 Full Accurate, Melta 40kg Very Rare
Melta Cannon Vehicle 75m S/-/- 2d10+18E 12 20 2 Full Blast (3), Melta - Extremely Rare
Grenade Profiles
Rate Tech-
Name Class Range Damage Pen Qualities Weight Avail.
of Fire Level
Abyssal Extremely
Thrown StBx3m S/-/- 1d10+4X 4 Blast (3), Crippling (2), Tainted 0.5kg N/A
Charge Rare
Blast (3), Crippling (3), Extremely
Argent Globe Thrown StBx3m S/-/- 2d10X 2 0.5kg N/A
Sanctified Rare
Smoke (3)
This smoke baffles technolog-
Blind Grenade Thrown StBx3m S/-/- 1d10E 0 ical sensors such as auspices, 0.5kg Scarce Technological
auto-senses, cybernetic senses,
and other sensors.
Concussion
Thrown StBx3m S/-/- 1d10X 0 Blast (3), Concussive (2) 0.5kg Rare Industrial
Grenade
Frag
Thrown StBx3m S/-/- 2d10X 0 Blast (3) 0.5kg Common Industrial
Grenade
Graviton Blast (3), Concussive (3), Near
Thrown StBx3m S/-/- 1d10+7I 7 0.5kg N/A
Grenade Graviton Unique
Hallucinogen
Thrown StBx3m S/-/- - 0 Hallucinogenic (2), Blast (6) 0.5kg Scarce Primitive
Grenade
Haywire Extremely
Thrown StBx3m S/-/- 2d10E 8 Blast (3), Haywire (3), Shocking 0.5kg Technological
Grenade Rare
Blast (3), Flame
The Blast area affected by the
grenade remains on fire for anoth-
er 1d5 Rounds after the weapon
Incendiary
Thrown StBx3m S/-/- 1d10+3E 0 is used as the promethium con- 0.5kg Common Primitive
Grenade tinues to burn. Anyone remaining
within that area must continue
to take Agility Tests or catch fire
until the flames die.
Missiles
Most grenades are available in missile form as well. Missile variants of grenades increase their Damage by 1d10, Penetration by 2, and making their
Availability one step rarer. If the grenade had a Blast Quality, increase it by +2.
Frag Missile Flakk Missile
Imperial armourers fill their fragmentation (or frag) missiles with Flakk Missiles are designed to serve as anti-aircraft munitions, when
powerful explosives and aerodynamic metallic shards. The high velocity they explode they release a specially-shaped charge containing shrapnel
shrapnel created when they detonate is deadly against common infantry. intended to pierce the often lightly-armoured airframes of enemy aircraft.
Most Flakk Missiles are outfitted with heat-seeking or radar-based target-
Krak Missile ting packages.
Krak missiles use concentrated explosives to punch holes in armoured
targets such as vehicles or bunkers. The powerful detonations do not Scatter Missile
produce a blast effect however, making them impractical for use against Scatter Rounds combine much smaller and less-powerful frag grenades
most infantry or moving targets. into a single missile launcher round. These are generally fired in a high
arc and disperse into separate micro-explosives, spreading the explosive
effect over a huge radius.
Missile Profiles
Rate Tech-
Name Class Range Damage Pen Qualities Weight Avail.
of Fire Level
Frag
- - - 2d10+2X 4 Blast (5) 0.5kg Scarce Industrial
Missile
Krak Blast (1), Concussive (3),
- - - 3d10+8X 8 0.5kg Rare Industrial
Missile Vengeful (9)
Mortar Rounds
Most grenades are available in mortar form as well. Mortar variants of grenades increase their Damage by 1d10, Penetration by 2, and making their
Availability one step rarer. If the grenade had a Blast Quality, increase it by +2.
Blind Round Scatter Round
Blind explosives detonate with a burst of dense smoke, IR bafflers, Scatter rounds combine much smaller and less-powerful frag grenades
and broadband EM-spectrum chaff, all of which is designed to block into a single missile launcher round. These are generally fired in a high
detection through the cloud. Sensors and vision that would pierce normal arc and disperse into separate micro-explosives, spreading the explosive
smoke cannot see through haze created by a blind explosives. effect over a huge radius.
Sanctified Bolts
Sanctified ammunition covers a broad spectrum of types, often hand-
made. Some are purified through blessings and infusions of sacred oils,
or are covered in microscopic etchings of warding and devotion.
Applicable To: Any Bow Weapon
Availability: Average
Effects: A weapon using these bolts gains the Sanctified Quality
Shard Bolts
A cruel device intended to cause maximum lingering damage, a shard
bolt is made of a brittle metal that breaks apart after penetration. These
shards twist further into the victim’s lesh and are excruciating to remove.
Applicable To: Any Bow Weapon
Availability: Scarce
Effects: A weapon using shard bolt ammunition gains the Crippling (2)
Quality.
Chem Weapons armoured forms. Most common are graviton guns, though grav pistols
In terms of basic function chem weapons behave much like flamers, they and grav combi-weapons can also be found in elite warbands and Me-
require little accuracy, and the basic mechanism pumps a liquid payload chanicum tech-heresy capture units.
out, slathering an area liberally with its fuel. Rather than firing a flaming
payload to incinerate foes, chem weapons instead poison their targets Needle Weapons
with vile toxins or corrosive chemicals, melting flesh and leaving those Needle weapons use a thin laser beam to fire crystalline slivers coated
who survive with precious few moments before the toxic shock over- with virulent toxins, each shot as silent as it is lethal. They excel against
whelms and kills them, leaving only a twitching, frothing corpse. unarmoured foes, but almost any protection can successfully blunt needle
Chem Weapons can take any Modifications that Flame Weap- rounds. Those wounded often fall dead before they know they have been
ons can, with the exception of a Consecrated Filter Canister hit. Needle pistols make excellent backup weapons for infiltrating spies
and thieves, while snipers prize the larger needle rifles which offer much
Conversion Weapons greater range.
Conversion weapons fire a high intensity energy beam, which transforms
matter into pure energy. A heavily armoured target or dense material will Radiation Weapons
be rent apart as its matter explodes. The more dense the material of the “Irad” or “Rad” projectors are potent anti-personnel weapons and relics
target the more energy that is converted, making conversion beamers of the Dark Age of Technology used almost exclusively by the militant
particularly good against heavily armoured troops, vehicles and build- forces of the Mechancus. They commonly comprise a bulky generator
ings. The intensity of the beam increases as it extends further from the unit terminating in a three-pronged, conical projector that unleashes
weapon, becoming increasingly dangerous, until it reaches the focal point powerful blasts of deadly cross-spectrum radiation. Victims caught in the
where the beam is so intense that the energy has to be released in a vio- blast of such a weapon suffer an appalling death as they are boiled alive
lent explosion. Eradication weapons function in a manner that is quite the from within- their tissues blasted apart on a cellular level. Thick barriers
opposite, firing a thin yellow beam that widens as it projects outwards. of solid matter between the beam and the target provide some protection
Those in the middle distance will be ravaged at a molecular level. Those from this effect, though victims who survive the initial blast will often
nearby are simply atomized., die later of extreme radiation contamination.
Conversion
Conversion Beamer Heavy 100m S/-/- 1d10+9E 2 4 2 Full - 85kg Unique
(<15m)
Conversion
- Beamer - - - 3d10+9E 8 - - Felling (2) - -
(16m - 50m)
Conversion
- Beamer - - - 6d10+12E 14 - - Felling (4), Blast (2) - -
(51m+)
Heavy
Conversion Blast (1), Felling (1),
Conversion Vehicle 1000m S/-/- 2d10+8E 0 5 3 Full - Unique
Beamer Recharge
(<50m)
Heavy
Conversion Armourbane, Blast (2),
- - - - 3d10+15E 6 - - - -
Beamer Felling (2), Recharge
(51m - 500m)
Heavy
Conversion Armourbane, Blast (3),
- - - - 6d10+22E 20 - - - -
Beamer Felling (4), Recharge
(501m+)
Eradication
Near
Conversion Pistol Pistol 30m S/-/- 2d10+8E 8 3 1 Full Felling (2), Melta 5kg
Unique
(<3m)
Eradication
- Pistol - - - 1d10+8E 6 - - Felling (1), Blast (1) - -
(4m - 15m)
Eradication
- Pistol - - - 1d10+4E 4 - - Blast (2) - -
(15m+)
Eradication
Near
Conversion Ray Heavy 100m S/-/- 3d10+10E 12 5 2 Full Felling (2), Melta 30kg
Unique
(<15m)
Eradication
- Ray - - - 2d10+6E 6 - - Felling (1), Blast (2) - -
(16m - 50m)
Eradication
- Ray - - - 1d10+6E 4 - - Blast (3) - -
(51m+)
Atartic Needles
Often used when capture is more preferable to assassination, these
needles contain powerful tranquilizers than can easily knock a full-grown
grox off its feet, to say nothing of a more human-sized target.
Applicable To: Any Needle Weapon
Availability: Very Rare
Effects: When this ammunition is used the weapon loses the Toxic Quali-
ty, but gains the Concussive (5) Quality
Improvised Sword
When proper weapons fail or run out of power, desperate fighters Swords use sharp, bladed edges to cut and stab, and can be found ev-
turn to anything nearby that looks suitable: broken table legs, hab erywhere from underhive gangs to spire nobility. They come in endless
duct-pipes, and even severed limbs or rifle butts. None of these styles—from stiff blades to flexible foils, with edges on one side or
would match even the dullest of swords, but they are better than nothing both—each of which has millennia of fighting techniques and schools
at all. devoted to proper form.
Hitting someone with the butt of a Basic ranged weapon
(such as a lasgun or boltgun) also counts as using an improvised Warhammer
weapon in combat. An ideal weapon to pound armoured foes with strong impacts, a warham-
mer mounts a compact head on a long handle. It takes longer to swing
Knife than smaller weapons, but each hit strikes with concentrated force and
So common that almost everyone in the Imperium carries one, knives can knock foes to the ground, insensate and helpless.
can range from crudely sharpened metal daggers to elaborately inscribed
blades of xenos crystal. Warknife
While the Departmento Munitorum takes every measure to ensure
Man-Catcher compatibility of weapons, ammunition, and equipment, this proves quite
The man-catcher features a spring-loaded claw atop a long pole that infeasible in many cases. The Munitorum requirements for the knife
snaps shut on the user’s activation. Rarely used to kill, its purpose is to included in a standard kit are broad enough that these weapons often re-
restrain and immobilise rioters and other heretics. flect the culture of a regiment’s home world to a greater extent than more
The user must spend a Half Action each round in order to technologically advanced gear. Many regiments from feral worlds, death
maintain a hold of his victim. worlds, and other brutal home worlds favour a heavier, broader, or longer
blade than more “civilised” worlds.
Maul
Little more than a handle with a weighted end, these can range from Whip
mallets used for construction to purpose made melee weapons. Whips have existed across history, used for horrific punishments or mere-
ly to encourage worker productivity. Easy to create, many users fashion
their own using materials found locally, such as leather hides, vines, or
stray wiring.
Scythe Melee +1m 1d10+2R 0 Devastating (2), Primitive (7), Two-Handed, Unwieldy 6kg Common
Spear Melee +2m 1d10R 0 Piercing, Primitive (8), Reach, Two-Handed 3kg Common
Staff Melee +1m 1d10I 0 Balanced, Primitive (6), Two-Handed 3kg Plentiful
Sword Melee - 1d10R 0 Balanced, Primitive (7) 3kg Common
Warhammer Melee +1m 1d10+2I 2 Concussive (1), Primitive (8), Two-Handed, Unwieldy 5kg Average
Warknife Melee - 1d5+3R 0 Piercing 2kg Average
Whip Melee +2m 1d10R 0 Flexible, Primitive (6), Reach 4kg Common
Grappling Barb
Flash Enhancement System An alteration or addition particularly common with slave-takers, a grap-
The operational spectrum of Imperial lasweapons is largely in the visible pling barb is usually little more than a large, reinforced hook attached to
light spectrum, though not at a level that is likely to cause eye damage a melee weapon, used in case a weakened or demoralized foe tries to run
in normal circumstances. This system changes that, allowing the weapon in a panic, making them easy pickings for the wielder of such a weapon.
to briefly function in such a fashion that any hit by it are likely to be Applicable To: Any Melee Weapon
temporarily dazzle enemies. The main drawback of this system is it's Weight Added: +0.5kg
short-lived effectiveness, with the capacitor for the system draining quite Availability: Common
quickly, giving it only a few second of use. Tech-Level: Primitive
Applicable To: Any Las Weapon. A Flash Enhancement System counts Effects: If an enemy attempts to leave melee range without performing
as an emitter, and a lasweapon can only have one emitter. a Disengage or Manoeuvering Action, and the wielder of a weapon with
Weight Added: +1kg this Modification is eligible for a Free Attack he gains a +10 bonus to the
Availability: Rare Standard Attack. Additionally, if the Free Attack succeeds with 3 or more
Tech-Level: Technological Degrees of Success the enemy may not leave melee range, losing a Half
Effects: Once per a combat, when fired on Semi-Auto Burst or Full Action of their current turn.
Auto Burst, the weapon may gain the Blind (X) Quality, where X equals
half the Rate of Fire, rounding up. If a character becomes Blinded while Grav-Forged Blade
struck in the Head Hit Location they are permanently Blinded. So phenomenal is the archeotech might of graviton forges that the
strength and structure of blades forged in them can have paper thin edges
Fluid Action yet be flexible enough for them to resist breaking under the impact of
The weapon’s internal mechanisms have been thoroughly lubricated and the most powerful blows, and can even be unaffected by the devastating
carefully maintained down to the finest detail. action of a power field. Some favour a grav-forged blade over a power
Applicable To: Any Ranged Weapon capable of Semi-Automatic fire weapon, such is their quality and repute.
Weight Added: - Applicable To: Any Low-Tech Melee, Chain, or Power Weapon
Availability: Scarce Weight Added: x0.50
Tech-Level: Industrial Availability: Extremely Rare
Effects: When the character uses the weapon as part of a successful Tech-Level: N/A
Semi-Auto Burst action, he counts as scoring one additional Degree of Effects: A Grav-Forge-Bladed weapon loses the Primitive Quality.
Success for purposes of determining the number of rounds that hit the Increase the weapon’s Damage by 2 and its Penetration by +3. A Grav-
target. Weapons with this Modification are trickier to load, as the Forged blade cannot be destroyed by the effects of a Power Field, and
ammunition feed must be more carefully engaged, and so reload time is only functions for a power weapon if it’s power field is inactive.
increased by an additional Half Action.
Special: If the armour has any special qualities or rules they will be
listed here. Heavy Leathers
A mainstay of workmen the Imperium over, these clothes aren’t necessar-
Weight: Represents how much the armour weighs. For information ily made of tanned animal hides, but it is common enough for the name
on how much a character can carry, see Section 9.5 “Movement”. If the to be kept. Usually made of thick material reinforced with small plates of
listed value is split by a slash the first value is the weight of one piece of metal or even ceramite, these garments offer a minor amount of protec-
that kind of armour and the second is the weight of a full set. tion from primitive or simple weapons, but any meaningfully penetrative
will make a mockery of such ”armour”.
Stealth Penalty: Whether or not the armour inflicts a penalty on Stealth
Tests while being worn. If there is a penalty to Stealth it will most likely Armoured Bodyglove
be one that is five times the armour’s AP value. Favoured by assassins, pickpockets, and other recidivists who wish to
remain unseen, these form-fitting suits are as heavy as armour can be
Availability (Single/Full Set): This identifies the armour’s Availability, made before it becomes a source of inconvenience for those wishing to
and is used when making Acquisition tests to acquire it. The Single value be stealthy. To this end the armour plating on the bodyglove is minimal,
is used if a single piece of the armour is being Acquired, where as the and not particularly protective, but is still capable of being supplemented,
Full Set value is used if a whole set of the armour is being Acquired. If and additionally is quite easy to hide under other concealing clothing.
only a single value is listed then the armourmust be Aquired at that Avail-
ability, as a single piece that covers all the listed Locations Covered. Chainmail
A simple but intricate armour of linked metal loops, usually supple-
Mixing Armour mented with padding of some form, this primitive armour is able to stop
Characters can wear multiple armours if desired, but the protective quali- many primitive blades and is easily repairable. This armour is common
ties are not additive. When an area covered by multiple pieces of armour on worlds with a lower technological understanding, most often feudal
is struck, the highest AP value is used and all other armours are ignored worlds, but desperate or poor enough individuals on other worlds may at
for purposes of determining damage. times take up such armour when nothing else is to be found.
Shield Profiles
Locations
Name Class Damage Pen AP PR Protected
Qualities Weight Availability
Light
Melee 1d5I 0 +2 - Arm, Body Balanced 3kg Average
Shield
Medium
Melee 1d10I 0 +3 - Arm, Body Defensive 7kg Scarce
Shield
Heavy
Melee 1d10I 0 +4 - Arm, Body Defensive 10kg Rare
Shield
Combat
Melee 1d10I 0 +3 25 Arm, Body Balanced 5kg Very Rare
Shield
Power Defensive,
Melee 1d10E 4 +4 - Arm, Body 10kg Very Rare
Shield Power Field
Storm
Melee 1d10+2I 2 +5 55 Arm, Body Defensive 15kg Near Unique
Shield
Trophy Rack
“Trophy rack” is a catch-all term for the personal adornments with which
champions of martial prowess display the remains of those who dared
challenge them. These come in many shapes and sizes, from spikes with
heads mounted upon them, to braces of preserved hands, to bandoleers of
gold-dipped skulls, to clattering fetishes made from knuckle-bones. All
are meant to invoke dread in any who stand before one so replete with
past victories.
Applicable To: Any Armour
Availability: Common
Tech-Level: Primitive
Effects: For each trophy gained (from a worthy foe, as determined by the
GM) the trophy rack provides a +5 to Intimidation Tests and a -5 to all
Stealth Tests to a maximum of +20 and -20, respectively. Additionally for
each trophy mounted on it the trophy rack gives enemies in melee range
a -5 to Weapon Skill Tests, up to a maximum penalty of -20.
Before one may wear Power Armour he must undergo an Terminator Armour, like Power Armour, has certain intrinsic benefits and
extensive (and painful) augmentation process, having link-plugs installed penalties:
upon his limbs and neuro-sense wires entwined with his nervous system • Terminator Armour has powerful micro-fibre bundles that grant +30 to
and spinal cord. The end result is armour that is as a second skin, moving the wearer’s Strength Characteristic.
perfectly in time with its wearer, augmenting his strength and protecting • The massive bulk of the armour increases his Size Trait by one step
him from the mightiest of blows. Undergoing the surgery necessary to (for example a human who is Average (Size [4]) would become Hulking
have these augmetics is a grueling one, thusly causing the character (Size [5]), this increase in size does not increase the character’s Wounds
to take 1d5 permanent Toughness and Fellowship damage, along with or Fatigue but it does apply all other changes that come with the increase
permanently losing 2 Wounds (Light Power Armour is exempt from the (raised Movement Rate, +10 bonus to attacks against him, and +1m to
Fellowship damage as the extensive cybernetics are not as intrusive to his melee Range, and so on).
the wearer). This is modified by the Craftsmanship of the Power Armour • Terminator armour possesses superior actuator and stabilisation sys-
as per below: tems, granting the Auto-Stabilised Trait.
• Terminator armour possesses superior auto-senses. So long as the
Power Armour Toughness Fellowship Wounds armour has a functioning Auto-Senses Subsystem, the wearer also counts
as being equipped with an Auspex.
Craftsmanship Lost Lost Lost
• Terminator armour counts as having a Force Field with a Protection
Poor 1d5 1d5-3 2 Rating of 35 with an Overload of 10, which changes accordingly with the
Standard 1d5-1 1d5-1 2 armour’s Craftsmanship as per Force Field Craftsmanship.
• A character in Terminator armour cannot Run, suffers a -20 penalty to
Good 1d5-2 1d5-2 1
all Agility-based Characteristic and Skill Tests.
Best 1d5-3 1d5-3 1 • Terminator armour also requires a constant power supply, which must
Exceptional 1 1 - be carried by the wearer (usually as a backpack). A standard power
supply lasts for 24 hours before it needs to be replaced or recharged.
Master - -
• Armoured gauntlets of such a tremendous size and strength are not ideal
Note that if a suit of power armour’s Craftsmanship is increased the
for fine manipulation. Delicate tasks suffer a -20 penalty unless using
penalty to the character’s Characteristics is also reduced.
equipment designed to be used with Terminator Armour, but the wearer
counts as always being equipped with Armoured Gauntlets. Furthermore
Power armours offer the following benefits and penalties:
only Basic and Heavy Class Ranged Weapons, and only Melee weapons
• Light Power Armour adds +10 to the wearer’s Strength Characteristic.
that are not blades, daggers, or similarly diminutive may be used with
• Standard Power Armour adds +20 to the wearer’s Strength Characteris-
Terminator Armour.
tic and increases his Size Trait by one step (for example a human who is
• Terminator Armour grants the wearer the Bulging Biceps and Iron Grip
Average (Size [4]) would become Hulking (Size [5]), this increase in size
Talents, though in addition to being able to wield a Basic weapon in one
does not increase the character’s Wounds or Fatigue but it does apply all
hand the wearer may instead wield a Heavy weapon in one hand.
other changes that come with the increase (raised Movement Rate, +10
bonus to attacks against him, and +1m to his melee Range, and so on).
• Power Armour also requires a constant power supply, which must be
carried by the wearer (usually as a backpack). A standard power supply
lasts for 24 hours before it needs to be replaced or recharged.
• While protective, armoured gloves are not ideal for fine manipulation.
Delicate tasks suffer a -10 penalty unless using equipment designed to be
used with Standard Power Armour but the wearer counts as always being
equipped with Armoured Gauntlets (Light Power Armour is exempt from
this).
• Standard Power Armour grants the wearer the Bulging Biceps Talent.
If a character is not wearing his power armour’s helmet, the following effects apply, in addition to the loss of AP on the Head Hit Location:
• Auto-Senses do not function.
• Rather obviously, the suit is no longer airtight and environmentally sealed.
• A Vox-Link Suite works still, through systems built into the collar, but provides audio transmissions only.
• The character gains a +5 bonus to his Fellowship Characteristic.
• At the GM’s discretion, the character may also gain +1 bonus additional point of Influence whenever Influence is awarded.
Of course, if he does find himself in the middle of a firefight, the character in question may decide that the only prudent course of action is to put his
helmet back on as fast as possible. While the proper rituals and battle-prayers for donning a complete suit of power armour take a considerable time
(somewhere near half an hour), it is possible to replace a helmet quickly if the need is urgent. While in combat, a character can put on his helmet
(or take it off, if he really wants to) as a Half Action (Subtype: miscellaneous). The Auto-Senses and full Vox Link will not be available until the
following turn, as it takes a few moments for the machine-spirit to fully activate after its abrupt re-awakening. Furthermore, it is necessary to observe
at least some of the correct rituals if a full environmental seal is required. In this case, it will take a Full Action to replace the helmet.
Cilice Common -/Size (3) Primitive Recoil Glove Rare 5 kg/Size (2) Technological
Clothing Plentiful 2 kg/Size (3) Primitive Respirator Average 0.5kg/Size (2) Industrial
Diagnostor Occlusive
Rare 4 kg/Size (1) Technological Near Unique 15 kg/Size (4) Technological
(Medicae) Vaults
Diagnostor Opus Machina
Rare 4 kg/Size (1) Technological Rare -/Size (2) N/A
(Tech) (Greater)
Disguise Kit Very Rare 2 kg/Size (3) Technological Opus Machina
Rare -/Size (2) N/A
(Lesser)
Eclipse
Near Unique 0.5 kg/Size (1) N/A Perimeter
Pulsator
Defence Rare 175 kg/Size (4) Technological
Elucidator Very Rare 1 kg/Size (2) Technological
System
Emperor's
Common -/Size (1) Primitive Pict Recorder Average 1 kg/Size (2) Industrial
Tarot Deck
Pict-Fly Rare -/Size (2) Technological
Entrenching
Plentiful 2 kg/Size (2) Industrial
Tool
Excruciator Very Rare 2 kg/Size (2) Industrial
Flex-Tent Scarce 2 kg/Size (5) Technological
Forgery Kit Scarce 5 kg/Size (2) Industrial
Manacles
No bounty hunter or Enforcer would be without several sets of these Modular Hab Base
solid restraints, though they are often used to ensure sacrificial offerings Designed for speed of deployment and ease of assembly, these pre-fab-
do not stray from a cult’s altar or for other, darker purposes. ricated units can be set into place by landing craft or even drop pods.
Availability: Plentiful Once in the desired location, rocket pinions anchor each unit into place,
Burden: 1 kg/Size (2) then each is connected into the larger overall base via enclosed corridors.
Tech-Level: Industrial Modular habs such as these can be used in a variety of environments
Rules: All Tests to escape Manacles are at a -20 penalty (essentially including inhospitable or even toxic atmospheres.
counting as Snare [2]). Availability: Extremely Rare
Burden: Size (10)
Mantrap Tech-Level: Technlogical
An ancient device largely used by trappers (of man and beast alike), Rules: A Common Craftsmanship Modular Hab Base includes: one bar-
these take the form of portable hinged jaw device. It’s design is meant racks for up to 40 people, commissary, medicae facility, command and
to maim, rather than kill, and to that effect it excels, and is additionally communications hub (complete with vox and auspex arrays), two storage
used by some Imperial Guard regiments as all but the most attentive and sheds, a small genatorium, and a prefab landing pad. Good Craftsman-
light-footed of enemies can be perturbed by a generous placement of ship bases include a prefabricated bulwark, capable of surrounding the
these traps. base, and two Sabre defence platforms armed with two twin-linked heavy
Availability: Plentiful stubbers. Best Craftsmanship versions also include a laboratorium or
Burden: 2 kg/Size (2) equally useful facility.
Tech-Level: Primitvie
Rules: Multicompass
When setting a mantrap, the character makes a Survival Test. Note the When exploring new worlds, a device of this ancient techpattern is
degrees of success, as any character about to pass over an area with indispensable—but few have the means or influence to acquire one. After
a mantrap Opposes those Successes with an Awareness Test. If the a few seconds of analysing planetary data, a multicompass can display
potential victim wins the contest, he may stop short to avoid the trap. directions, show topographical maps, point out compass bearings, indica-
If he fails, he steps on the clutch inside the trap, it snaps shut on his leg te altitude, and much more.
dealing 1d10+4 Rending Damage, and rendering him Immobilized. The Availability: Near Unique
individual must pass a Difficult (–10) Strength Test to free themselves Burden: 4 kg/Size (2)
from the clutches of the trap. Tech-Level: Technological
Rules: Possessing a multicompass grants a +20 bonus to all Navigate
(Surface) and (Interior) Tests.
Medi-Kit
Medi-kits contain synth-skin patches, antiseptics, self-sealing bandages,
pressure tourniquets, and other medical aids. Multikey
Availability: Common In the right hands, a multikey can open most standard Imperial locks and
Burden: 2 kg/Size (2) is thus is highly suspect for honest citizens to possess. This also makes it
Tech-Level: Primitive very desirable for criminals or those operating outside normal channels.
Rules: A standard kit grants a +10 bonus to Medicae Tests so long as the Availability: Scarce
user possesses the Medicae Skill. Best Craftsmanship versions contain Burden: Size (1)
a Tox Wand, a Diagnostor (Medicae), Synth-Skin spray (5 uses), and Tech-Level: Technological
additional high-quality supplies that grant a +20 bonus to Medicae Tests Rules: A character with a multikey gains a +30 bonus to any Test (Tech-
(whether or not the user possesses the Medicae skill) but weigh an extra Use or Trade [Security]) when trying to open physical locks.
3kg.
Vox-Leech
A somewhat heretical item in the eyes of the Mechanicum, these tap into
vox signals or data transmissions.
Availability: Very Rare
Burden: 1 kg/Size (2)
Tech-Level: Technological
Rules: After making a successful Tech-Use test (with the GM setting the
difficulty based on the situation and signal), the user can use it to receive
a signal or transmission within 1km for a number of minutes equal to his
degrees of success. If the character fails by a number of degrees of failure
greater than his Intelligence bonus, the sender and receiver of the signal
become aware that someone is attempting to tap in
Bomb Spray Stealth, Survival, Logic, or Scholatic Lore (Tactica Imperialis) Test,
Also known as Dry Death, this concoction of several liquids can be receiving a +20 bonus if he is also trained in Tech-Use. Note the degrees
sprayed as an aerosol or even simply poured directly onto almost any of success, as any character about to pass through a mined area Opposes
surface. As long as it stays liquid it is safe, but once dry it will react to those successes with an Awareness Test. If the potential victim wins the
any sudden impact (such as a bullet strike or even a thrown rock) with contest, he may stop short to avoid the mines. If he fails, he and anyone
a violent detonation. While not as powerful as regular manufactured else in the mined area take 4d10 X Damage with a Penetration of 4.
explosives, it is very useful for setting surprise attacks or ambushes, or A successful mechanical Tech-Use Test while planting mines
sabotaging a vehicle. allows for more sophisticated trigger techniques such as time-delays.
Availability: Very Rare These booby traps are particularly effective when used to damage the
Burden: 1 kg/Size (2) vulnerable underside of most vehicles. Cluster mines double their Pene-
Tech-Level: Technological tration to any vehicle in their area of effect.
Rules: Bomb Spray explosives inflict 1d5+3 X Damage per kilogram
used, and a blast radius of two metres per their weight in kilograms.
Consecrated Scrolls
Soaked in sacred oils and covered in illuminated texts of devotion, con-
Bypass Spike secrated scrolls offer a small measure of protection against the machina-
Bypass spikes are machine interfaces intended to circumvent electronic tions of the Warp.
security systems. The complex matrices and algorithms embedded in the Availability: Scarce
spike assail the machine spirit of any cogitator or electronic device it is Burden: 1 kg/Size (1)
connected to, seeking a weakness it can exploit. Once it passes through Tech-Level: Primitive
the electronic defences, the bypass spike provides limited access and Rules: Before making a Focus Power test, a character possessing one
control over a machine spirit, allowing the user to disable security sys- of these scrolls may choose to burn one as an in-turn Free Action; this
tems or access data hidden behind techno-arcane barriers. destroys that scroll. Should the user have to roll on Psychic Phenomena
Availability: Rare Table as a result of the subsequent Focus Power test, he may re-roll the
Burden: 0.5 kg/Size (1) result.
Tech-Level: Technological
Rules: A characters with a bypass spike gains a +20 bonus to Tech-Use
Tests for the Security Systems Special Use of this Skill. If a character
Demolition Charge
A demolition charge is a simple explosive device, commonly used for
succeeds on such a Test using a bypass spike, he reduces the time the
blowing open doors, breaching bulkheads, and destroying infrastructure.
Test requires by one minute per Degree of Success he scores on the Test
The listed weight for a demolition charge represents 1kg of explosives,
(to a minimum of 10 seconds).
though it is possible to rig charges together, thus increasing their destruc-
tive potential.
Cast Spray Availability: Scarce
A variation of synth-skin, cast spray forms a tough rigid coating over Burden: 1 kg/Size (2)
broken limbs so the patient can be more easily transported. Tech-Level: Industrial
Availability: Scarce Rules: The GM may require that the character setting and using a Demo-
Burden: Size (2) lition Charge makes a Trade (Demolitions) Skill Test. When a demolition
Tech-Level: Technology charge explodes, anything caught within its blast suffers 3d10 Explosive
Rules: The temporary cast has coagulants and counterseptic drugs laced Damage plus 2 Damage for every kilogram used. The blast radius is 5
into the material to help fight Blood Loss and infection (reduces Difficul- meters for each kilogram used.
ty of Medicae Test to stop Blood Loss by one-step).
Det-Cord
Cluster Mines Det-Cord is a cord made of exploding material that is usually used to
Cluster mines are designed not just for explosive power, but to avoid the detonate large explosives. When detonated the whole length of the cord
enemy’s notice until he is blown into tiny bits. Cluster mines achieve this rigged to the detonator goes off, destroying itself and any other explosi-
aim by packing triple-intensity fyceline or similarly potent explosives ves its attached to instantly.
into dozens of micro-explosive nodules that are linked to a single trigger, Availability: Average
typically a tripwire or pressure sensor. The networked explosives have a Burden: 1 kg/Size (2)
synergistic effect and produce a massive blast when detonated. Tech-Level: Industrial
Availability: Scarce Rules: 1 kilogram of det-cord is 10 meters in length. It can be used as a
Burden: 40 kg/Size (4) low-grade explosive material itsself in an emergency as well, inflicting
Tech-Level: Industrial 1d5 X Damage per kilogram used, and a blast radius of five metres per
Rules: their weight in kilograms. Good Craftsmanship Detcord does 1d5+1 X
A standard mine array covers two square metres; this can be increased damage, instead.
by linking multiple mine arrays, but the area’s smallest dimension must
not be less than one metre for the mines to have their full effect. Cluster
mines are designed for even the relatively green squads to plant without
extensive training. When setting cluster mines, the character makes a
6.6.1 - Consumables
Amasec Ration Grubs
This refreshment is made from distilled wine or other fermented beve- Originally discovered during a survey by an Adeptus Mechanicus
rages, and is popular in many regions of the Imperium. It is usually a Genetor explorator team, ration grubs are a phenomenally rich source of
fine-quality product, with some well-aged vintages renowned across the nutrients. A single freeze-dried grub, which is about the size of a man’s
sector for bouquet and flavour. thumb, provides a subsistence level of nutrients sufficient for a full day,
Availability: Average however, the grub’s indescribably foul taste and trace toxins make it a
Burden: 1 kg/Size (2) poor choice for a long term diet.
Availability: Abundant
Burden: Size (1)
Daily Prayers
Largely a civilian relief item, these parchments can be airdropped into
cities or even rolled up and fired from grenades or mortars. Each contains Ration Pack
inspirational addresses to maintain spiritual wellbeing and morale. Each These small pouches contain concentrated or dehydrated foodstuffs sui-
is also heavily imprinted with nutrients— chewed they can sustain phy- table for one complete meal, and also include vitamin supplements, water
sical well-being as well. puri-tabs, a protein bar, and heating pellets. Well-made packs are actually
Availability: Average quite palatable, but even a master Ratling chef would have difficulty with
Burden: Size (1) the poor ingredients used in cheaper packs.
Besides the benefits of holding off starvation, ration packs can help to
keep an character effective in the field. Eating one or more ration packs
Emergency Rations (or other, comparable meals) during a period of rest of at least two hours
Just a step above regular rations, these are generally stowed in tanks or removes one additional level of Fatigue.
aircraft to supplement individual packs. When a unit must wait for relief Availability: Plentiful
or rescue, they can stretch daily packs into weeks of sustenance. Burden: 2 kg/Size (2)
Availability: Average
Burden: 1 kg/Size (2)
Recaf
Hot recaf starts many days across the sector, from Imperial Guardsmen
High Provender fighting on combat lines against the xenos threat to Acolytes striving to
The nobility of the Imperium dine upon such delicacies as real, unproces- stay alert on an all-night vigil near a suspected cult hideout.
sed meat from strange beasts, fruits won from death worlds at the cost Consuming recaf helps to hone senses dulled by exhaustion, and a dose
of many lives, and exotic grains from private hydroponic gardens. Some removes one level of Fatigue from the character. The cumulative penalty
intricate delicacies are created solely for the purpose of demonstrating to Toughness tests taken for consuming additional doses of recaf is –20
great wealth, but no self-respecting noble would sink so low as to eat and instead of the normal –10.
drink the same rations as their servants—or, Emperor forbid, the filth that Availability: Abundant
serfs and mid-hivers consume. Burden: Size (1)
Availability: Very Rare
Burden: Size (2)
Barrage impulses while its effects last (these effects can be resisted with a -20
Barrage enhances the users physical abilities to super-human levels for a Willpower Test). After the effects wear off, the user suffers -1d10 perma-
short period of time but rapidly causes damage to the strained flesh. nent Toughness Damage as the brew ravages his body, and if he survives,
Time to Affect: 1 Round he has a 25% chance of developing 1d5–3 Major Mutations within a few
Duration: Rounds equal to user's TB hours.
Addictiveness: Addictive (-20), Willpower, 1 Week Interval
Availability: Rare Blue Fire
Effects: The character gains Unnatural Strength (+4) and Unnatural Also known as Cerulean Flames to the nobility and other social elites
Toughness (+4) for a number of rounds equal to his base Toughness and simply Blue to hive gangers, blue fire comes as small crystals that
Bonus. Once the effect has worn, off the character suffers 1d10 Rending shine as if they had absorbed an ocean world sky on a perfectly clear day.
Damage, 10 temporary Strength and Toughness Damage, and becomes When dropped in a vessel of water they dissolve, releasing a heatless
Stunned for 1d5 rounds. flame of an even stronger hue. Users quickly breathe the cold fire into
their lungs, where it rapidly travels in shivering tingles through the
Bloody Libation nerveways to the brain, lighting their eyes into glowing sapphires and
This vile drug is ritually created from tainted blood and the tears of the igniting psychic consciousness.
betrayed, and a few drops it have terrifying results when dissolved into Time to Affect: Instant
drink. The libation is created by Arch-Heretics for use by their more “dis- Duration: 1d10 Rounds
posable” cultists in suicide attacks and on captive victims for sport. Addictiveness: Addictive (-30), Toughness, 1 Week Interval
Time to Affect: 2d5 Minutes Availability: Extremely Rare
Duration: 1d5 Hours Effects: Blue Fire’s effects lasts for 1d10 rounds and allows the user to
Addictiveness: Not Addictive reroll any Focus Power Test attempts made during that time. His soul
Availability: Extremely Rare burns brighter than normal during this time, however, and even Fettered
Effects: Imbibing the drug inflicts 1d5 Corruption Points, and the user power levels can trigger Psychic Phenomena as if they were Unfettered.
receives a bonus of +10 Strength, +10 Agility and +5 Wounds for 1d5 The user must also make a Difficult (-10) Willpower Test or gain +1
hours and suffers from extreme bloodlust and destructive and sadistic Corruption Point when using this drug.
Cursewine Deadfall
Imbibed as part of dark rituals, Cursewine is an insane combination of Extracted from the bark of the apate tree of Biryonox Prime, deadfall had
dangerous chemicals and fine wine. The power of the mixed chemicals a peculiar toxic effect. If ingested in the proper dosage, deadfall can place
and alcohol reportedly grants the favour of the Warp, but the risk is a person in a comatose state, slowing their heart rate, breathing, and other
incredibly high. vital signs so as to be virtually indistinguishable from death.
Time to Affect: Instant Time to Affect: 1d10 Rounds
Duration: 1d5 Hours Duration: 3d10 Hours
Addictiveness: Not Addictive Addictiveness: Not Addictive
Availability: Rare Availability: Rare
Effects: Cursewine grants a +30 bonus to performing a Curse but is ex- Effects: A character who ingests deadfall must make a Hard (-20) Tough-
tremely poisonous and, when ingested, the character suffers 1d5 Energy ness Test; if he fails, he immediately falls into a temporary, death-like
Damage with the Toxic (3) Quality, ignoring Armour but not Toughness state for 3d10 hours. Tests made to find any signs of life in the imbiber
Bonus. (Awareness, Medicae, or Scrutiny) suffer a -30 penalty. If someone
wishes to awaken a character under the effects of Deadfall, he can do so
by making a Hard (-20) Medicae Test. If he succeeds, the target awakens
immediately; if he fails, the target continues to slumber. This Test can be
repeated once per hour on a given character.
Halo
Commonly given to Penal Legionnaries, Halo creates a compliant state
suitable for combat prisoner indoctrination. Users can be better readied
and even made enthusiastic to meet their coming fate on the battlefield.
Other heavily stressed troopers use it to forcibly induce a calmer frame
of mind.
Time to Affect: 1d5 Rounds
Duration: 1d10 Hours
Addictiveness: Addictive (-10), Toughness, 1 Week Interval
Availability: Common
Effects: A dose of Halo adds +10 on all tests to resist Fear and Pinning,
but reduces Perception-based and Willpower-based Tests made to resist
Charm and Command tests by -10, with these effects lasting for 1d10
hours.
Somna
Sisk-Ash An unusual and powerful drug to say the least, somna is a synthesised
Imported from Sisk, “Ash” is made from the burnt remains of a common extract taken from the pollen of the Nephyis Orchid. In its refined form,
bush-plant. These grey flakes are mixed with lho and smoked, producing it is capable of producing a powerful coma-like effect in the subject,
a sweet distinctive scent which is so thick and cloying that it can even shutting down the metabolism and life processes, almost to the verge
throw off cyber-mastiff ’s attempting to track the original user. It induces of death, and plunging the mind into a bottomless oblivion beyond the
a relaxed, calming state, primarily in the smoker but also in those around deepest sleep. The subject of somna appears to all but the most probing
him if the smoke is allowed to gather. If not mixed with lho it is much medical examination to be dead and can survive in this state for days
more powerful, and can cause unconsciousness. or weeks without food or water and with almost no air. Aside from its
Time to Affect: 1d5 Rounds medical uses, somna has been put to numerous nefarious purposes in
Duration: 1d5 Hours the past from kidnapping, feigning death to evade capture, and even as
Addictiveness: Addictive (+0), Willpower, 1 Day Interval a particularly cruel murder weapon (with the victim waking up to find
Availability: Scarce themselves buried alive).
Effects: The relaxing effects of Ash generally last 1d5 hours, and may Time to Affect: 3d10 Minutes
require an Easy (+30) Willpower Test when the consumer is required to Duration: 1 to 10 Days
do something they chose not to do (such as go marching). Those using Addictiveness: Not Addictive
the pure drug must take a Hard (-20) Toughness Test or fall unconscious Availability: Scarce
for 1 hour. Effects: Safely using somna, (the exact dosage must be calculated for
each subject), requires a successful Difficult (-10) Medicae Test. A failed
Slam Test leads to unpredictable results, such that a failure by four Degrees of
Slam is the worst kind of combat drug imaginable. Harvested from the Failure or more results in death. A successful Test places the subject into
chemical residue found in the intestinal tracts of the man-sized corpse a deathlike trance for a period of time between one to ten days. The sub-
roaches in meat-sumps, it is first crystallised and then ground into a ject can be roused before this predetermined time by applying a stimm
bile-yellow dust. Slam triggers a biological reaction, causing a massive directly to the heart, but this is risky, and the subject must succeed on a
boost in pain resistance and physical power. The user’s muscles and Toughness Test or die from cardiac arrest.
veins visibly spasm and pulse under its influence. Though the effects are
short-lived, it is highly sought after despite the long-term damage to the
nervous system that even the smallest dose induces.
Time to Affect: Instant
Duration: 1d5 Rounds
Addictiveness: Addictive (-30), Willpower, 1 Day Interval
Availability: Very Rare
Effects: A character who consumes a dose of Slam gains the benefits of
the Unnatural Strength (+6) and Unnatural Toughness (+6) Traits for 1d5
Rounds. Once the drug has run its course, a user permanently reduces
their Strength and Agility Characteristics by 1d5 and suffers a -20 penalty
to all Strength-based and Agility-based Tests for 6 hours.
White Void
An addictive and illegal drug mostly found amid front line units en-
trenched in seemingly endless combat, White Void creates a beatific feel-
ing of well being. Common methods of usage involve either sprinkling
the powder onto damp lho sticks, or immersing the sticks in dissolved
powder then smoking them once dry. Long-term usage slowly removes
coloration from the eye, eventually leaving a small black dot surrounded
by white.
Time to Affect: 1 Round
Duration: 1d10 Minutes
Addictiveness: Addictive (-20), Willpower, 1 Week Interval
Availability: Rare
Effects: Users gain a +20 bonus to Willpower-based Tests for 1d10
minutes per dose.
Service Craftsmanship
Craftsmanship Example Ability Modifier
Poor
Underhive Bonecutter, Gutter-Wright Base Characteristic 30, Skill +0 +20
Craftsmanship
Common Manufactorum Medicae, Mid-Hive Techno-
Base Characteristic 40, Skill +0 +0
Craftsmanship mat
Good
Trained Medicae, Mono-Task Servitor Base Characteristic 40, Skill +10 -10
Craftsmanship
Best
Spire Medicae, Mechanicus Artisan Base Characteristic 40, Skill +20, Talented -30
Craftsmanship
Exceptional Well-Off Chartist Captain, Mechanicus
Base Characteristic 50, Skill +20, Talented -40
Craftsmanship Magos, Archeotech Servitor
Master
Rogue Trader, Mechanicus Arch-Magos Base Characteristic 50, Skill +30, Talented, Mastery -60
Craftsmanship
Available Services
Skill Example Description of Services Availability
Performancer Tumblist, Sometimes a wall needs to be climbed and the hirer would rather not risk his own neck,
Acrobatics Hive-Climber, Abseil and with such gymnastic individuals for hire why bother? A skilled Acrobatics user can Average
Servitor climb nearly any height, and should they fail its unlikely they will return to complain.
A good strong arm and stout frame make for useful, if simple, menials. Services from
these individuals invariably involve lifting and hauling.
Athletics Porter, Labour Servitor
When determing the minutia of this Service count both the Strength and Toughness as
Plentiful
the Base Characteristic according to the Craftsmanship modifiers.
Rumours, hearsay, local legend, and state-enforced fact are the mainstays of knowledge
given by these types.
Local Elder, Underhive If hired for a singular Skill Test a Common Lore user will be able to tell the hiring char-
Common Lore Longtooth, A Singularly acter an amount of things proportional to their Degrees of Success on an appropriatley Common
Observant Hiver difficult Test, but if hired for a longer period of time they will gain a +2 to a Skill Test
on their area of expertise for each day they are hired on for, making the Skill Test on the
last day.
A studious mind and ample reference material lends these individuals far more credibili-
ty than the average person.
Administratum Scribe,
If hired for a singular Skill Test a Scholastic Lore user will be able to tell the hiring
Adepta Sororitas
Scholastic Lore Dialogus, Noble House
character an amount of things proportional to their Degrees of Success on an appropri- Scarce
ately difficult Test, but if hired for a longer period of time they will gain a +2 to a Skill
Seneschal
Test on their area of expertise for each day they are hired on for, making the Skill Test
on the last day.
Individuals with Forbidden Knowledge are not just a rarity to Imperial society, but also
a danger to it. Beware associating with them over much, as it may well draw the eye of
Inquisition, or far, far worse.
Xenoarcanist, Daemo-
If hired for a singular Skill Test a Forbidden Lore user will be able to tell the hiring
Forbidden Lore nologist, High Ranking
character an amount of things proportional to their Degrees of Success on an appropri-
Very Rare
Member of an Adepta
atley difficult Test, but if hired for a longer period of time they will gain a +2 to a Skill
Test on their area of expertise for each day they are hired on for, making the Skill Test
on the last day.
Mustering Resources chances of disappointment. Instead, it simply means that there was some
Making the decision to Outsource some or all of the characters’ work sort of miscommunication or misunderstanding, which will make failure
is done as per a regular Acquisition of Services, with a few important more likely.
differences, as explained below. If they succeed, roll 1d10; on a result of 6 or higher, the
When making Acquisition Tests, the players then decide who Outsourcing succeeds. For every other Degree of Success the character
among their underlings they can entrust with the objectives they decide scores on the Command Test (1 DoS, 3 DoS, 5 DoS, etc.), add +1 to the
to Outsource. Typically, since player characters with Profit Factor or The result of the 1d10 roll to see if the Outsourcing succeeds. If the Com-
Emperor’s Command have not insignificant resources at their disposal, mand Test is failed, the Outsourcing still goes forward as planned, but
many, if not all, of their requirements may be found in-house. The Game every Degree of Failure imposes -1 on the result of the 1d10 roll to see if
Master has the final word on both the availability and quality of any per- it succeeds.
sonnel attached to the player’s house, dynasty, Ordo, or other organiza-
tion. Hireling Quality Modifiers
If this is not the case then they may attempt to acquire merce-
naries, surveyors, intermediaries, or other hired help. This can in and of Quality of Hireling Command Test Modifier
itself be a mission, but for brevity can be reduced to a simple Acquisition Poor -20
Test. The base Availability of the hirelings depends on what exact Skill Common +0
is needed, and should correlate to their function (Tactics for mercenar-
ies, Survival for surveyors, and so on), using the listed Availability for Good +5
different Services by Skill. The amount modifier for hirelings is always Best +10
a -10 as the amount and lengthy time they are often needed for is certain
to make for large expenses. Finally, a hireling’s quality can be Poor,
Exceptional +15
Common, Good, Best, Exceptional, or Master and is analogous to an Master +20
item’s Craftsmanship. Use the Acquisition modifiers for Craftsmanship in
Section 6.0 "Armoury & Acquisitions”. Success, Failure, Time, & Misfortune
Once the Command Test is made and the chance of success is tallied, the
Issuing Orders players’ role in the Outsourcing is largely at an end. The responsibility
Once the necessary personnel for their outsourcing have been gathered for the rest of the Outsourcing now falls to the Game Master. There are
one character makes a Command Test to issue his orders, and sets the a number of rolls that the Game Master needs to plot out the events of
underlings free to do their employer’ bidding. This Command Test is the Outsourced venture, and all of them take place out of the sight of the
modified by two factors: input from other characters, and the quality of players.
the underlings set to the task. Others may help the character executing The first and most important roll that the GM has to make is
the Outsourcing, by making relevant skill tests and adding bonuses to the the Outsourcing Success Roll. After the player character makes their
Command Test, such as a Void-Master making a Common Lore (War) Command Test, the Game Master rolls 1d10 plus any bonuses or pen-
Test to determine the best way of clearing troublesome natives from a alties that were incurred with their Command Test or other conditions;
settlement site. Each successful Skill Test made by a supporting character a final result of 6 or higher means that the underlings tasked with the
adds a +10 bonus to the Command Roll. The quality of personnel hired Outsourcing somehow complete their orders successfully, and a final
to carry out the endeavour also has an effect on the Command Test. See result of 5 or lower means that their lackeys failed, and the Outsourcing
the Hireling Quality Modifiers table below for the appropriate bonuses is a bust (with 1 always being a failure and 10 always being a success,
and penalties. regardless of modifiers). The Game Master then rolls on the Misfortune
After all modifiers are applied and the character makes the Severity table in Section 6.0 “Armoury & Acquisitions” to see just how
Command Test, then tallies up his Degrees of Success or Failure, to see catastrophically the hired help fails their employer. Once the severity of
how well he has communicated the orders, and how well the underlings the failure has been established, the Game Master then either designs
carry them out. It is important to note that a failure on this Test does not a scenario that explains the failure as it fits in within the context of the
necessarily mean the Outsourcing fails, although it does increase the overall narrative.
Consequences of Inaction
Now that rolls have been made, success or failure has been determined, time has passed, and the characters have done what they could to ensure that
their orders were followed to the letter, the time has come to enjoy the fruits of someone else’s labour—or to suffer the consequences of their abject
failure. This final phase of Outsourcing typically takes place months after the initial rolls were made, and while the players were off doing something
they considered more worthy of their time. The final result of the Outsourced venture is revealed to the player characters, and they now either reap
their rewards, or deal with the consequences of their hireling’s failure.
If the Outsourced task was successful, the players simply note down that the Outsourced objective is achieved and go about their business.
The successful completion of an Outsourced objective also has the possibility of providing the characters with useful Contacts, which they can use
in the future. For example, foodstuffs get delivered to a colony undamaged, and ahead of schedule. The captain and crew of the merchant ship hired
to move the foodstuffs have proven themselves as solid and reliable. The relationship between the player characters and the merchant ship has been
extremely amicable and profitable for both sides, and the merchant captain states that he would be more than happy to work with them in the future,
whenever they need him.
If the hirelings failed in their task, however, a whole new set of problems arises. First, they need to figure out what has been lost on the
Outsourcing. An Outsourced objective that fails always wastes resources in some form. Depending on the severity of the failure the character that set
up the endeavour may lose Influence, Profit Factor, or some other useful resource. In extreme cases, the players could even lose Influence or Profit
Factor already accrued from other, successfully completed objectives. At this point, the players have the option of attempting to fix the problem
by carrying out the objective themselves, or to create a new objective, to make up for their lost investment. This is a perfect opportunity for good
roleplaying, and for the characters to use every bit of skill and luck to try to get some benefit from a bad situation.
• Integrated Las weapons gain the Living Ammunition and Tearing Quality.
• Integrated Solid Projectile, Bolt, and Launcher weapons gain the Auto-Loader, Reliable and Storm Qualities.
• Integrated Flame, Plasma, and Melta weapons gain the Living Ammunition Quality. Additionally, integrated Plasma weapons can still Overheat, but
lose the Recharge Quality as long as they remain connected.
• Integrated Chain weapons gain the Razor Sharp Quality.
• Integrated Shock weapons inflict an additional –30 Penalty on Toughness Tests to resist their effects.
• Integrated Power weapons increase their Damage and Penetration by +2.
• Low-Tech weapons, ranged or melee, cannot be upgraded in this manner.
Upgrading a weapon to an Integrated Weapon follows the standard rules for weapon upgrades, except that the character attempting to upgrade the
weapon requires Forbidden Lore (Adeptus Mechanicus) Skill before he may attempt the Test. The components required to create Integrated Weapons
are only available on Forge Worlds.
It’s Working...Just!
As connecting an Integrated Weapon to something other than a Potentia Coil is tantamount to tech-heresy, it is unsurprising that the machine-spirits
of these weapons would rebel against such an impure method of power generation, resulting in some significant drawbacks.
As noted above, once connected to a non-standard power source the Integrated Weapon regains all its usual benefits. However, if the Integrated
Weapon is a ranged weapon, it also gains the Unreliable Weapon Quality (and loses the Reliable Weapon Quality if it happened to have it), and any
Jam results in a forced disconnection from the power source, requiring it to be reconnected as described above. If the integrated weapon is a Melee
weapon, then the unusual and unregulated energy currents flowing through the weapon give it the Unbalanced Weapon Quality or cause it to lose the
Balanced Weapon Quality if it happened to have it. If the user ever fails a Weapon Skill Test to Parry an incoming attack, a roll of 91 or higher results
in a forced disconnection from the power source, requiring it to be reconnected as described above.
Injector Rig Interkeratic Implants
These relatively crude cybernetic systems are obviously artificial and These implants consist of additional layers built into the cornea of the
might include arrays of intramuscular hypodermics or flesh-welded drug recipient, whether gene-altered organic matter just beneath the surface, or
tubes linked to bulky chem-canisters sutured to the user’s back. advanced photo-augur technology implanted over the surface of the eye.
Availability: Scarce Regardless of the source, the implant enhances the vision of the recipient,
Type: Implant System allowing him to see in ways he would otherwise be unable to. Small and
Installation Location: Body, Arm simple to implant, interkeratic implants tend not to be as obvious in ap-
Cybernetic Grade: Gamma pearance as true bionic eyes, and thus tend to be favoured by those who
Effects: These rigs may contain ten doses of up to two separate sub- would prefer not to have their appearance marred by obvious augmetics.
stances at once (most commonly Frenzon, Slaught, Stimm and De-Tox). Availability: Scarce
Injecting one or both of these is a Half Action and the effects are instant. Type: Bio-Implant
Depending on the nature of the rig, it may be triggered either by manual Installation Location: Head
control or by remote control by some other individual. Cybernetic Grade: Gamma
With Poor Craftsmanship versions, if the user suffers a Critical Effects: Characters with interkeratic implants gain the Dark Sight Trait
Hit, there is a chance that the injector malfunctions and poisons him. The and are immune to the effects of photon flash grenades and other sources
character must succeed on a Toughness Test or the injector deals 2d10 of blindness that would be induced by bright flashes of light.
points of Damage, ignoring Toughness Bonus and Armour Points. Good
Craftsmanship versions require only an in-turn Free Action to activate,
can hold up to three separate substances, and can even be programmed Internal Potentia Resevoir
to automatically inject chems when the user’s biological systems suffer This implant acts as a powerful battery, storing energy for various im-
overt trauma or stress (most commonly used to dispense Stimm when the plants and especially for functions that require energy to be expelled in
user is incapacitated), and Best Craftsmanship version are exceedingly rapid or violent fashions.
difficult to perceive and utilize super potent micro-doses to stay discreet, Availability: Rare
requiring a -20 Scrutiny Test to be found on the character, and can con- Type: Implant System
tain up to 4 separate substances. Installation Location: Body
Cybernetic Grade: Alpha
Effects: When fully charged, the user will no longer gain fatigue from
Interface Port using Luminen Capacitors either to recharge something or offensively,
The character now has a mechanical port implanted in his body, com- but each use of those implants drains the reservoir by 50%. The battery
monly in the rear of the neck, which can be connected to machines via will be full recharged after one day of resting.
his own data ports.
Availability: Rare Internal Power Cell
Type: Implant System These implanted power cells use body heat and movement to recharge,
Installation Location: Head requiring a day to gain a charge roughly equivalent to a lasgun power
Cybernetic Grade: Gamma pack. Unlike a Potentia Coil implant, this does not generate enough pow-
Effects: This allows the user faster and smoother access to the valuable er to operate complex machinery but is smaller, more easily concealed,
information within, and grants a +10 bonus to Common Lore, Inquiry, or and still useful in an emergency. Wiring leads to ports in the skin that
Tech-Use Tests whilst connected to a relevant mechanism or data spool. accept most standard power conduits.
Availability: Scarce
Type: Implant Sytem
Installation Location: Arm
Cybernetic Grade: Gamma
Effects: The Power Cell can act as an ammo charge pack for one Clip of
a Basic Las Weapon or twice the Clip for a Pistol Las Weapon and will
take a full day to recharge after use.
6.9 Bionics, Cybernetics, & Implants - 487
Cybernetics (Cont.)
Joint Reconfiguration Augmetics Locator Matrix
A particularly brave character can choose to undergo a painful and costly Micro-cogitators implanted at the base of the skull allow the user to be
techno-surgical process to enhance the range of motion his limbs are aware of the direction of the planetary poles, the character’s present
capable of achieving. This set of microsurguries, performed only by location to within a few metres, relative velocity, altitude,time of day,
a few of the more deranged members of, increases the pliability of all and other valuable information. The user must still have access to maps
major joints within the subject’s body, allowing the character to manip- and other planetary data in order to benefit from this information, how-
ulate and contort his body through much smaller spaces. It also reworks ever—knowing one is at a specific location on a planetary surface has
the target’s major joints to be completely reversible and able to rotate up little meaning without knowing what is over the next rise, or what is the
to 360 degrees. Besides being an amazing and rather disgusting trick to direction needed to reach a given destination.
use at stuffy social obligations, this enhancement can be very useful for Availability: Rare
one who dares to explore the darkened and abandoned corners of lost or Type: Implant
allien worlds. Installation Location: Head
Availability: Very Rare Cybernetic Grade: Gamma
Type: Bionic Replacement Effects: With sufficient information the character gains a +20 to any
Installation Location: Arms, Legs relevant Navigate Tests
Cybernetic Grade: Beta
Effects: A character who undergoes this set of rather unpleasant enhance-
ments gains a +20 bonus to all Acrobatics Tests. Further, the character Lower Limb Replacement Augmetics
reduces the time required for the Contortionist Special Use of the Acro- Much more than a simple replacement of a biological leg with a mechan-
batics Skill by half. Further, he gains a +5 bonus to Dodge Tests, given ical on this system of augmetics not only replaces both legs but provides
his ability to move in unpredictable and disturbing fashions. However, the character with a whole new form of ambulation. This augmetic has a
this surgery is extraordinarily taxing on the character and when under- large amount of variation in terms of it’s form; some are slender, arach-
goes the surgery to gain this enhancement, he permanently loses 1d5 nine limbs, others bulky tank treads, and yet others being a multitude of
from his Strength and Toughness Characteristics. The disturbing nature smaller, insectile legs. Ultimately their function is the same, increase the
and lack of obvious mechanical influence of this enhancement might also character’s sturdiness, constitution, and mobility.
be mistaken for a mutation by the general public, making it inadvisable Availability: Very Rare
to show off too much. Type: Bionic Replacement
Installation Location: Legs
Cybernetic Grade: Beta
Keratinic Bioforging Effects: The character gains the Auto-Stabilized, Crawler, Quadruped,
By undergoing a series of biotherapeutic sessions a character may have Size (+1), and Sturdy Traits. Note that this replaces both legs, meaning
their genome structure so altered as to increase his natural durability and that the character cannot have both this and Bionic Legs at the same
make his flesh as tough as plasteel. The bioforging process undertaken time. Also note that alongside requiring Mechanicus Implants that this
to do so is lengthy, and the results can take some time to manifest, but cybernetic counts as replacing both legs, meaning that if a character
once they do the effect is obvious. The character’s skin becomes rough without Mechanicus Implants wishes to take this augmetic it will take up
and durable, with a texture similar to calluses and his inner flesh becomes 3 of their available cybernetic spaces.
tough and hard. The greatest downside of the treatment is twofold;
the character’s genome sequence is considered mutated by all genetic
standards, as the bioforging process is inherently one that warps the flesh, Luminen Capacitors
and secondly, the user will have to take some care to scrape down the The character’s internal energies are channelled into capacitors buried
callus-like growths to maintain an outwardly normal appearance. into the flesh where they can be tapped to recharge items or even released
Availability: Very Rare in devastating attacks.
Type: Bio-Implant Availability: Very Rare
Installation Location: All Type: Implant System
Cybernetic Grade: Beta Installation Location: Body
Effects: Keratinic Bioforging grants the character the Hardy Talent and Cybernetic Grade: Alpha
the Unnatural Toughness (1) Trait. Good Craftsmanship instead offers Effects: With a successful Toughness Test, the character may recharge or
Unnatural Toughness (2), and Best Craftsmanship giving him Unnatural power machinery. This requires one minute of mental focus and medita-
Toughness (3). tion. The difficulty of the Toughness Test varies depending on the nature
of the powered system.
• Ordinary (+10): Simple Power Cell, Illuminator
• Challenging (+0): Weapon Charge Pack, Data-Slate, Bridge Terminal
• Difficult (–10): Shuttle electronics, Servo-Skull
• Hard (–20): Lascannon Charge Pack, Servitor, Bridge Hololith
• Very Hard (–30): Cogitator Core, Reactor Machine-Spirit, Xenos
Technology
The device call also be used offensively, however it requires
Talents to use properly (namely the Luminen Shock Talent).
Poor Craftsmanship variants impose a –10 penalty to all
Toughness Tests made to use them (in effect, the Toughness Tests become
one Degree more difficult). Good Craftsmanship variants grant a +10 bo-
nus to all Toughness Tests made to use them (in effect, making the Tests
one Degree easier).
Servo-Claw
The Servo-Claw is a form of mechadendrite designed purely for its com-
bat applications that can also be used as a makeshift tool. Consisting of
tightly wound bundles of synthetic muscle fibres contained within a small
metal framework, the Servo-Claw ends in a sharp, serrated claw that can
cut through armour and snap bones with remarkable ease, leaving the
user’s hands free for other matters. A Servo-Claw is usually mounted at
the hip or small of the back, as not to interfere with the movement of the
arms or any other mechadendrites.
Availability: Very Rare
Type: Mechadendrite
Installation Location: Body
Cybernetic Grade: Alpha
Effects: A Servo-Claw can be used to make any normal Attack Action as
if it were a regular Melee weapon, or can be used to make a Standard At-
tack as an in-turn Free Action (but never both in the same Round), using
the below profile. The servo-claw never adds the Strength of the user to
its Damage. It can be used to grip and lift objects using its Strength of 50
and Unnatural Strength (+5) Trait, and can be used as a makeshift Manip-
ulator Mechadendrite, with a –10 penalty to all associated Tests.
Acquiring Archeotech
Due to its very nature as an excessively rare and powerful resource archeotech is greatly sought-after, only adding to its mystique and rarity. When
a player wishes to Acquire such a fragment of bygone ages he first determines what the base profile he will be using is. Any weapon, gear, tool,
cybernetic, armour or Ship Component may be chosen. If the chosen item is of a Scarce or lower Availability then the archeotech version will have
an Availability of Near Unique, and if the chosen item is of a Rare or higher availability the archeotech’s Availability is Unique. Additionally, due to
their intense scarcity all archeotech Acquired must additionally be Acquired as a Best Craftsmanship item.
If the desired piece of archeotech is Acquired successfully the player then rolls on the below table, modify the result as they please up to an
amount equal to the character’s Influence Bonus or Profit Factor Bonus (using the same Characteristic as was used for the Acquisition Test).
Melee Weapon: Increase the weapon’s Damage and Penetration by Melee Weapon: Reduce the weapon’s weight by half. Tests to find this
4. It gains the Tearing Quality if it does not already have it. However, weapon when it has been concealed on a wearer suffer a –20 penalty.
whenever its wielder draws it, he enters a Frenzy as a Free Action. This The weapon may be Readied as any-time Free Action, even if it is a
Frenzy does not end until he has slain a living creature with the weapon, Two-Handed melee weapon.
and slaked its thirst—for now.
Armour: This armour is extremely lightweight. Reduce its weight and
Armour: This armour incites its wearer to new heights of fury, granting penalty to Stealth Tests by half. Tests to notice this armour on its wearer
him great power at a terrible cost. Whenever the wearer attacks, he may suffer a –10 penalty (or a –20 penalty, if he is wearing it beneath robes or
dangerously overexert himself, suffering 1d5 Damage, not reduced by something else to conceal it). Additionally due to it’s minimalistic design
Armour or Toughness Bonus. If he does so, he increases the Damage it can have 1 more Modification than is normally allowed for an Armour
dealt by that attack by twice the amount of he inflicts on himself. Gear, of it’s Craftsmanship.
Tool, or Cybernetic: This device rapidly absorbs any blood shed on it,
greedily lapping it up. It grants a +10 bonus to all Tests made using it, Gear, Tool, or Cybernetic: This device has been miniaturized, but
but only if its user regularly douses it in blood. nonetheless performs all of its functions as well as its larger counterparts.
Reduce its weight by half. Tests to find this item when it has been con-
Ship Component: This ship component seems to work better than it cealed on its owner’s body suffer a –30 penalty.
should, given its specifications, but is also prone to housing terrible and
gruesome accidents. Every time this Component is affected by a Critical Ship Component: Its Space requirement is reduced by 4 (to a minimum
Hit, reduce the ship’s Population by 1 and its Morale by 3, as mayhem of 1 if it is Internal or 0 if it is External). Weapon Components may oc-
and panic ensue around it. This applies in addition to any of the follow- cupy a Weapon Mount without actually taking up the mounting, allowing
ing benefits listed below for the specific type of Component. another Component to be mounted in the same Weapon Mount.
Plasma Drives: Increase the Power Generated by this Compo-
nent by +5.
Warp Engine: At any time during Warp Travel, including
before the initial Navigate (Warp) Test is made, the Navigator may elect
to sacrifice 1 Population and Morale to add a +10 to a Navigate (Warp)
Test he is about to make.
Gellar Fields: When being used for an Aetheric Parry or Gel-
lar Barrier Defensive Action this Component adds +3 Degrees of Success
to the Skill Test.
Life Sustainers: This Component gives a +20 bonus to Hit &
Run and Boarding Actions this vessel makes. Additionally any character
aboard the ship may Frenzy as an in-turn Free Action.
Crew Quarters: This Component gives a +20 bonus to Hit &
Run and Boarding Actions this vessel makes. Once per a day 1 Popula-
tion may be sacrificed to increase Morale by 3.
Augur Arrays: So long as there are any to be found, this
Augur is always able to detect life signs with a successful Skill Test that
uses it. Additionally add 2 Degrees of Success to Lock on Target Actions.
Weapon Components: Increase this Component’s Damage
by +2. When this Component inflicts Damage on an enemy ship it also
inflicts an additional 1d10 of Crew Population Damage.
Other Components: Reduce the Power Requirements of this
Component by 3 (to a minimum of 0).
Ranged Weapon: Double the weapon’s Range. It also gains the Accu- Ranged Weapon: Increase its Damage and Penetration by 2. If it is
rate, Deadly, and Piercing Qualities. a Ranged Weapon, it never Jams. It resists all attempts to damage or
destroy it via natural means.
Melee Weapon: This weapon is exquisitely weighted, to make it optimal
for hurling flurries of phantom blows before landing a killing stroke or Melee Weapon: This weapon is made of adamantine, mysterious metal,
delivering a precise shot into a small target at great distance. It also gains cut from crystal, or warded from within by an unseen and perpetually
the Accurate, Deadly, and Piercing Qualities. If it already has the Pierc- active field. It never loses its edge, and never seems to suffer from the
ing Quality instead its Penetration by 4. wear and tear of use across countless battlefields. Increase its Damage
and Penetration by 2. It gains the Power Field Quality to represent its
Armour: This armour allows its wearer to move with utmost freedom, unwavering nature. It resists all attempts to damage or destroy it via
sliding past those attacks that might penetrate it. This armour grants its natural means.
wearer a +10 bonus to Dodge Tests. Increase the Armour Points that it
provides by 1. Armour: Forged by means unknown from a mysterious material, even
the sharpest of blades seem to slide off it without piercing. Penetration
Gear, Tool, or Cybernetic: This device grants an additional +15 bonus does not affect any Armour Points provided by this armour.
on all Tests made using it.
Gear, Tool, or Cybernetic: This device is virtually unbreakable, and
Ship Component: This Component is so finely honed that it draws less even its complex, moving parts never seem to need maintenance. Though
power than it might otherwise, takes up a minimum of space, and often it can run out of power if it requires energy to function, it never breaks,
makes maintenance unnecessary. and cannot be rendered inoperable by external effects (other than being
Plasma Drives: Reduce the Component’s Space Requirements shut down via normal procedures).
by 2. This Component’s artificer-wrought thrusters and plasma jets pro-
vide a +20 bonus to all Manoeuver Actions that the vessel performs. Ship Component: This Component can become Damaged but cannot be
Warp Engine: Reduce the Component’s Power and Space Re- Destroyed.
quirements by 2. If the Navigator scores at least 2 Degrees of Success on
the Re-Entry Test he may decide which Solar Zone the vessel emerges in.
If he scores 4 or more Degrees of Success on the Re-Entry Test he may
choose which planetary body or system feature the ship emerges near.
Augur Arrays: Reduce the Power Requirements of this
Component by 2. Double the Degrees of Success of any tests that use this
Component.
Weapon Components: Count the Armour of enemy ships hit
by this weapon Component as being 5 lower for the purposes of Damage
caused by this weapon. If this weapon Component already ignores Ar-
mour instead lower it’s Crit by 2.
Other Components: Decrease its Size and Power Require-
ments by 1 (to a minimum of 0). Its presence increases the ship’s Morale
by 1, as ratings occasionally find their assigned toil far less onerous than
expected.
Ranged Weapon: This weapon is built for one purpose: killing with Ranged or Melee Weapon: To stand before this weapon is to stand
greatest efficiency, without malice or relish. Change its Damage Type before death, and few sentient creatures can do so without quavering.
to Energy, and increase its Damage by 1d10 and Penetration by 2. It is The bearer of this weapon gains the Baneful Presence (Wp) and Fear
equipped with an integral Ammunition Steward and Omni-Targetter. (+1) Traits. Further, attempts to Parry or Dodge attacks made with this
Double its Range. weapon suffer a -20 penalty.
Melee Weapon: This weapon is elegant in design and efficient in func- Armour: This armour is terrifying, with symbols of doom and dread
tion, incorporating multiple deadly subsystems and features. Increase carved upon it, and possessing a terrifying mien. Every time its wearer
the weapon’s Penetration by 3. It gains the Deadly, Power Field, and kills a foe in combat, he gains the Fear (+1) Trait until the end of the
Proven (3) Qualities. It incorporates an integral Attack Vector Elucidator encounter.
Modification.
Gear, Tool, or Cybernetic: Fed by fear, this device tends to fail at times
Armour: This Armour is practical and effective, granting respectable of greatest need. Under normal circumstances, it grants a +10 bonus to
protection without sacrificing freedom of movement. Increase all Armour all Tests made using it. However, if its wielder ever fails a time-sensitive
Points it provides by 1. If it covers the Head location, it comes equipped Test using it, it ceases to function entirely for 1d10 minutes.
with an integral Auto-Senses Modification. If it is Powered Armour, it
automatically comes equipped with an integral Jump Pack. Ship Component: An aura of dread surrounds this Component..
Augur Arrays: Any Intimidate Tests that use this Component
Gear, Tool, or Cybernetic: This device is elegantly constructed, de- gain a +10 bonus, and additionally this Component gives a +20 bonus to
signed with both aesthetics and utility in mind. Reduce its weight by half. detecting any ships on Silent Running.
This device also incorporates a Combi-Tool. Weapon Components: Macrocannon, Lance, and Nova Can-
non Components of this variety cause an additional 1d5 Morale damage
Ship Component: This component is highly complex, functioning well each time they make a hit against an enemy ship.
beyond its modern day equivalents, while taking up less space. Other Components: The Components chilling presence per-
Plasma Drives: This Component takes up 3 less than its listed manently reduces Morale by 3, but this effect is even more pronounced
Space. It also increases the vessel’s Speed by +1 and its Maneuverability on unwanted interlopers. Boarders suffer a –20 penalty to their Command
by +5. Tests aboard this vessel so long as this Component remains functional
Warp Engine: This Component takes up 3 less than its listed
Space and provides a +10 bonus to all Navigate (Warp) Tests made to
navigate the Warp.
Void Shields: If this Component would become Damaged or
Unpowered roll a d10, on a 6 or higher it is not affected.
Ship’s Bridge: Increase the vessel’s Crew Rating by +5,
additionally all Operate (Voidship), Command, and BS Tests made by
characters aboard the bridge receive a +5 bonus.
Life Sustainers: Lower this Component’s Space requirement
by 1. As long as this Component is not Damaged it will extinguish one
Component that is on fire each Strategic Turn, starting with itself.
Weapon Components: Craft and torpedoes launched from
Launch Bays and Torpedo Tubes of this variety add 5VU to their Speed
on their first turn as they are accelerated from their creches by mysterious
applications of the Motive Force.
Other Components: In addition to taking up 1 less Space than
usual (down to a minimum of 0), this Component can be much more
rapidly repaired than other Components. Whenever this Component is
repaired one other Component that is also Damaged, Unpowered, or
Depressurized is repaired as well.
Ranged Weapon: This ranged weapon’s graceful design belies its killing Ranged or Melee Weapon: This weapon is ruthlessly lethal, coldly evis-
power, and it spits forth monomolecular razors, lashing microfilament cerating one target after another in showers of gore. Increase its Damage
wires, or searing bursts of pinpoint energy that slay their targets without by 4. Additionally it gains the Proven (3) and Vengeful (9) Qualities.
waste or mercy. If its Damage Type is Impact, change it to Rending.
Increase its Damage by +2, increase it’s Penetration by 4, and quadruple Armour: This armour is extraordinarily sturdy. Increase the Armour
its Clip Size. It gains the Razor Sharp and Reliable Qualities. Points that it grants by 4, additionally the Pen value of any attack made
against the wearer is halved, rounding up.
Melee Weapon: This melee weapon is a work of art, all elegant curves
and killing edges, made to specifications so precise that it could not Gear, Tool, or Cybernetic: The workings of this device are difficult to
possibly have been crafted by unaided human hands. Increase its Damage master. In the hands of an expert, though, its seemingly excessive design
and Penetration by 2, and reduce its weight by half. If it has the Un- can prove to be extremely useful. The device imposes a -5 penalty on all
wieldy Quality, it loses it and gains the Unbalanced Quality. If it has the Tests to use it, but if the user succeeds, he adds an additional 3 Degrees
Unbalanced Quality, it loses it. If it does not have it the weapon gains of Success to the result.
the Balanced Quality. Otherwise, it grants a +5 bonus to Tests made to
Parry with it (this is cumulative with the bonus provided by the Balanced Ship Component: This Component is unfailingly powerful, and its gran-
Quality). It also gains the Lance Quality. deur strikes all who see it in action.
Plasma Drives: This Component provides +10 Power over
Armour: This armour conforms perfectly to its wearer, shifting imper- their listed Power Generated.
ceptibly to provide optimal protection without hindering movement. Warp Engine: Reduce the base Warp Route time by half (if
Halve its weight and increase all Armour Points it provides by 1. Its the Warp Drive already does this reduce the base Warp Route time by
wearer does not suffer any penalties to Stealth from it’s AP. If it is a Pow- 75%, otherwise the effects are cumulative to a minimum of one day).
ered Armour, it provides no bonuses to Strength, instead granting half Gellar Fields: Any Navigation Tests to pilot the ship through
the listed Strength bonus to Agility. Also Powered Armour of this variety the Warp gain a +10 bonus. Add +20 when rolling on the Warp Travel
has no power requirements (and thus cannot be affected by the Haywire Encounters Table. The ship gains a +10 bonus to the Aetheric Parry and
Quality). Gellar Barrier Defensive Actions.
Gear, Tool, or Cybernetic: This device is solidly constructed, if lacking Void Shields: This Component generates +2 Void Shields.
in the adornment and flair that shows dedication and mastery in Imperial Ship’s Bridge: Increase any bonuses this Component provides to Charac-
manufacture. Count the device as being of one step of Craftsmanship teristic or Skill Tests by +10.
higher than it actually is. Life Sustainers: Reduce all Crew Population and Crew Mo-
rale losses by 3.
Ship Component: This Component was clearly created by master star- Augur Arrays: Increase the ship’s Detection by +10.
farers, and is meant to perform in the void, working in perfect harmony Macrocannon Weapon Components: Increase the Component’s Dam-
with the vessel on which it is mounted. age by 2.
Plasma Drives: Once per game session this Component can overcharge Other Weapon Components: Increase the Component’s Strength by 2.
any weapon system that draws power from it, increasing its Damage by Other Component: This Component increases the Crew Rating and
1d5 the next time it is fired this Strategic Turn. Morale of the ship by +5.
Warp Engine: This Component gives a +20 bonus to all
Re-Entry Tests (including oneness made for the Emergency Jump and
Warp Skip Actions).
Gellar Fields: This Component adds +2 Degrees of Success to
all Navigate (Warp) Tests made to Navigate the Warp itself.
Ship’s Bridge: This Component adds +10 to the ship’s Maneu-
verability as it incorporates numerous, indefatigable trajectory cogitation
systems.
Life Sustainers: This Component increases Crew Morale by
10.
Crew Quarters: This Component increases Crew Morale by
10.
Augur Arrays: Add +2 Degrees of Success to all rolls made
using this Component.
Weapon Components: Increase the Range of this Component
by 3 VU and lower it’s Crit by 1.
Other Components: Reduce the Component’s Power Re-
quirement by 2 (to a minimum of 0) and the Space it needs by 1 (to a
minimum of 0).
(response) - I shall.
-From the Ceremony of Commission
The investigation and elimination of heresy often requires extensive travel, not only through huge manufactorums or hab districts but often across
wide vistas or continents to other hives or remote locations. Vehicles and other modes of planetary transportation, including living steeds, become
necessary in such times, but they can also offer characters greater speed and firepower in their quests. The following section describes how these are
used, including some common versions found across the Imperium. Like weapons and armour, these represent only a fraction to be found, as each
world and locale is sure to have unique mechanical and living modes of transport.
Much like characters and creatures, vehicles have their own sets of Manoeuvrability
Characteristics, though in a slightly different sense than living crea- Much of a vehicle’s manoeuvring depends on the skill of the driver, but
tures. Vehicles have all have Type, Speeds, Manoueverability, Crew, some vehicles are innately more manoeuvrable than others. An Eldar
Carrying Capacity, Facings, and Hull Integrity Characteristics, and many Falcon grav-tank is extremely fast and nimble, able to duck and weave to
vehicles also have listed weapons that are mounted on their hulls. avoid enemy fire, whereas a Leman Russ Demolisher is a ponderous levi-
athan of armour and is more likely to plough straight through a hab block
Armour Facings and Integrity than go around it. A vehicle’s Manoeuvrability is a representation of how
All vehicles have facings, used to determine how many Armour points well a vehicle responds to the commands of its driver or crew.
an attacker must overcome. They also determine the Firing Arcs of some This is represented by the vehicle’s Manoeuvrability value, which
weapons, especially Fixed and Hull-Mounted weaponry. There are four provides a modifier (either positive or negative) to the driver’s Operate
facings: skill while operating said vehicle. The vehicle’s type can also play a part
• Front: Represented by a 90° arc to the front of the vehicle, any attacks in how manoeuvrable a vehicle is, as can some vehicle traits. These are
made within this arc strike a vehicle’s Front facing and is applied to the noted where applicable.
Armour Points (AP) there.
• Left Side/Right Side: Both of these locations are represented by 90° Crew and Carrying Capacity
arcs, and while most vehicles have the same number of Armour points Many vehicles are designed primarily to carry passengers, either as
on their left and right side, it is important to distinguish between the two. civilian worker transports or military armoured personnel carriers used
A vehicle that has a weapon on its Right Side facing but not its Left Side to ferry soldiers into combat. Even non-transport vehicles can have large
facing cannot suffer damage to that weapon if attacked from the opposite crew complements; the Leman Russ battle tank can have up to six crew
facing. If a vehicle is ever struck from above, perhaps by falling rubble at any given time. Other vehicles, such as the nimble Sentinel scout
or artillery fire, use the Armour Points of the Side Armour as it’s value. walker, only have room for one.
If the vehicle has the Open-Topped Trait use the vehicle’s Rear Facing All vehicles have a crew rating that lists both how many crew
Armour Points instead. a vehicle may have at its maximum, as well as what positions those crew
• Rear: Represented by a 90° arc to the Rear of the vehicle, any attacks must fill (e.g. driver, gunner, sponson gunner, etc.). Some vehicles also
made within this arc strike a vehicle’s Rear facing and is applied to the have a Carrying Capacity to represent their ability to transport additional
AP there. This value is also used for weak poits in a vehicle’s armour, personnel outside of their regular crew complement. Carrying Capacity is
including cockpit armour and the underside of the vehicle. always looked at in terms of standard-sized humans, and the GM should
Vehicles also have an Hull Integrity value, representing how be sure to keep the vehicle’s total Carrying Capacity in mind should
much damage a vehicle can sustain before crumpling into ruin. larger beings (like Ogryn) or smaller constructs (like servo-skulls) find
themselves needing transport, as according to the Non-Standard Passen-
Vehicle Speeds ger Capacity table. The Chimera armoured transport, for example, has
Vehicles have two different modes of movement: a Carrying Capacity of 12, indicating that twelve standard human-sized
• Cruising Speed: A vehicle’s Cruising Speed represents how fast a people can be transported within the vehicle along with the crew.
vehicle moves when it is travelling long distances and is therefore mostly Non-Standard Passenger Capacity
relevant to narrative time. This speed is also used for high-speed situa- Passenger Capacity
tions, such as chases. Passenger Size Trait
Taken
• Tactical Speed: A vehicle’s Tactical Speed represents how fast a vehi-
cle moves in situations that require skillful handling, or when the vehicle Scrawny (3) or smaller ½
is operating in a limited or specific area such as a narrow canyon or small Average (4) 1
field. This is not the vehicle’s full speed, but an abstraction of the dis- Hulking (5) 2
tance it can move taking into account turns, acceleration, driver distrac-
Enormous (6) 5
tions, and terrain. Vehicles use Tactical Speed during structured time.
Massive (7) 10
Immense (8) 25
Monumental (9) 50
511 Victory is achieved through mettle, glory is achieved through metal. 511
Vehicle Types
Wheeled Watercraft
The wheel is one of humanity’s most versatile inventions, and many From humble river barges up to mighty battleships, watercraft are float-
vehicles still benefit from the means of transport it provides. Wheeled ing vehicles that glide across the surface of water, with varying levels of
vehicles are also easier to repair than their more resilient tracked counter- grace.
parts; replacing a damaged wheel takes far less time and expertise in the • Watercraft Vehicles must be on water to move properly, if
ways of the machine spirits than resetting a fouled set of treads. they end up on land they become Immobilized until pushed back into the
• It suffers a –20 penalty to all tests involving difficult terrain. water.
• It gains a +10 bonus to all tests involving Manoeuvrability. • Watercraft Vehicles can only turn 45 degrees each time that
• Wheeled Vehicles are extremely difficult to control once they move their own length in meters. They may turn multiple times in a
they suffer serious damage to their motive systems; the loss of even one the course of a Movement Action, so long as they can move far enough
wheel can make even the most experienced of drivers struggle to keep over the course of the Action.
the vehicle moving in a straight line, especially in the heat of combat. • When Watercraft Vehicles suffer Hull Hit Location Critical
Vehicles with the Wheeled Vehicle trait suffer Motive Systems Critical Damage they begin to sink. If a Watercraft Vehicle suffers an amount of
damage as normal, but once any such damage has been taken, all forms Critical Damages equal to their Size Trait they are automatically sunk,
of movement require Operate tests, and all tests related to the vehicle’s becoming Destroyed, and sinking to the bottom of the body of water
Manoeuvrability, are made at a –10 penalty. they are in over the course of 1d6+2 Rounds.
• Wheeled mechanisms are generally far less complex than
those belonging to tracked vehicles. Repairing Critical damage to the Walker
vehicle’s Motive Systems, as well as any lasting Motive System damage This vehicle’s motive systems are not wheels or treads, but legs. this
takes half as long as normal. vehicle moves more like a creature than a standard vehicle. Walkers are
typically not as fast as Wheeled or Tracked vehicles, but are often more
Tracked agile and more capable of negotiating difficult terrain.
While wheeled tyres are easy to manufacture and replace, many Imperial • It is able to ignore many types of difficult terrain due to its
war machines make use of massive, grinding treads instead. Tracks allow sure-footed and agile limbs. It treats conditions such as rockslides, tank
a vehicle to barrel forward through difficult terrain without losing trac- traps, fallen trees, and basic rubble and ruins as open ground. It is up to
tion, and are much more resilient to small arms rounds. the GM to determine what other types of terrain a walker can ignore.
• It suffers a –10 penalty to all tests involving Manoeuvrability. • It cannot make use of the Ram! Action, but if it has a melee
• Vehicles with the Tracked vehicle trait gain a +10 bonus to all weapon, it can make a Charge action (using the operator’s Weapon Skill)
tests involving difficult terrain. instead.
• To represent its more robust nature, whenever a vehicle with • Far more combat capable than most other vehicle types, a
the Tracked vehicle trait suffers Critical Damage to its Motive Systems walker (or rather its pilot) is better able to turn to face its opponents in
that results in the vehicle being slowed, the result of the roll to determine the midst of a melee. It can turn to face its melee opponents at the end
how much Tactical Speed is lost is halved (rounded down). of its turn as a Free Action (this does not count as a form of movement).
• The motive systems of vehicles with this trait are often more It should always be clear to the GM and the players which direction it is
complex than simple wheeled mechanisms, and therefore repairing facing for the purposes of working out which armour value its opponents
Critical damage to the vehicle’s Motive Systems, as well as any lasting must attempt to penetrate, as well as which direction the walker may
Motive System damage takes twice as long as normal. make its attacks.
• It may turn as many times as it likes when moving, regardless
Railed of how far it moved.
Rail vehicles, which are almost always some form of train, are heavy, • Walkers, unless specified otherwise, treat all Pilot-Operated
durable, and rugged. As they are limited to what tracks exist their pur- weapons as Sponson-Mounted, specifically a Sponson mounting that
view is limited, but they excel at their one given purpose. gives them a 180° Fire Arc to the Walker’s Front facing. This is to rep-
• Railed Vehicles must be on a set of rails, and they may only resent the fact that most Walkers have the ability to twist their torsos or
move forward or backward on the rails they are upon. even move their arms independently of its main body in much the same
• Railed Vehicles suffer a -5 penalty to their Manoeuvrability way as a normal human does.
for every railcar that they have following them.
• After a Turn where a Railed Vehicle has made a Tactical Ma-
neuvering Action the Vehicle may maintain that speed without needing
the pilot to perform subsequent Tactical Maneuvering Actions from then
on. Stopping, or slowing down, requires a successful Double Action
-10 Difficulty Operate (Surface) Skill Test. Each Degree of Success
lowers the vehicle’s Tactical Speed by 1 meter, or by 10kph in Narrative
Time. If this would cause the vehicles speed to reach 0 then the vehicle
has stopped. Failing this Test by five or more Degrees of Failure causes
the Vehicle to go Out of Control.
• When a Railed Vehicle goes Out of Control it goes twice its
Tactical Speed in the random direction, counts its Front Armor as 50,
and if it goes to the left or the right the Vehicle becomes derailed. When
a Railed Vehicle is derailed it is Immobilized, needs to be moved back to
its rails to no longer be Immobilized.
Flyer
These use the aerodynamic principles of lift and powerful engines to re-
main aloft. They can range from exotic gliders to air superiority fighters
like the Imperial Navy Thunderbolt.
• Flyers must move at least their Tactical Speed every turn; a
flyer moving less than this descends by one level of Altitude at the start
of the pilot’s turn.
• As a general rule, a flyer can only turn 45° (instead of 90°)
each time it moves its own length in distance. It can turn more than once
during a given Movement action, provided it moves a sufficient distance
each time.
• Flyers can have their Altitude changed via the Tactical
Manoeuvring action, altering their Altitude by one level higher or lower.
Altitudes can be increased only when using a Full Action in this way.
• Flyers ignore ground terrain while airborne (except in the
case of mountains, hive cities, or other exceedingly tall features).
• Flyers that go Out of Control while airborne immediately
descend by one Altitude level and turn in a three-dimensional random
direction. This can result in a ground crash (see Out of Control).
• Unless it is already at ground level, a flyer that is destroyed
automatically crashes (see Out of Control).
• Firing on an airborne flyer incurs a –20 penalty to Ballis-
tic Skill tests on top of any other penalties. Flyers at High or Orbital
Altitudes cannot be targeted by ground forces unless it has the Anti-Air
Vehicle Trait.
• A flyer that crashes for any reason is treated as a skimmer
crashing from a height of 10 metres or higher.
An internal gas line bursts, unleashing an opaque but non-lethal The vehicle is knocked violently from its current position, but
cloud within the crew compartment. Until the leak is sealed, the otherwise does not take any major damage. It cannot move
2 crew suffers a –20 penalty on all tests to take actions in the vehi- 2
further than its Full Move distance until the end of the next
round under its own power. Note it can still go Out of Control or
cle. Anyone inside the vehicle can spend a Full Action on his turn
to close the leak without a test. otherwise be forced by alternate effects to move further than this
would allow.
A jarring blow tosses the vehicle around, throwing things about
the interior. Any crewmember who is not strapped in or otherwise One of the vehicle’s tracks, legs, or axles has taken a major hit,
3 secured must make an Ordinary (+10) Toughness test or be and now one side of the vehicle’s drive mechanism is respon-
Stunned for 1d5 rounds. Anyone aboard the vehicle suffers a –10 3 ding more slowly than the other. The vehicle gains the Motive
penalty to ranged attacks until the end of the next round. Systems Impaired Damage Condition (see Section 7.1 “Repairing
Vehicles”).
Some electrical cabling or power coupling is blasted loose by the
impact, raining a sudden shower of sparks down on a member of The vehicle’s fuel or drive power systems have taken a glancing
4 the crew. A randomly selected member of the crew suffers 1 level hit. The vehicle is in no danger of exploding, but coaxing speed
out of the engine is far more difficult now. If the operator at-
of Fatigue and a single hit for 1d10+6 Impact damage to the Body
tempts to take an action that would move the vehicle further than
location. 4 its Full Move distance, he must make a Difficulty (–10) Operate
Several hull plates buckle and fall away, weakening the vehicle. test. If he fails by three or more degrees of failure, the vehicle’s
5 Reduce the Armour points of the facing struck by the attack by engine stalls, and it suddenly stops; if it is a Skimmer, the vehicle
1d10 until the vehicle is repaired. Crashes immediately.
A small explosion rips through the crew compartment, damaging The driver finds that the vehicle’s control systems are comp-
internal systems and wounding the crew. Each character in the letely unresponsive…but the vehicle is still moving! Tracked
affected section of the vehicle (as determined by the GM) suffers and Wheeled vehicles go Out of Control, Skimmers Crash, and
1 level of Fatigue, suffers a single hit for 1d10+6 Explosive
6 damage to the Body location, and must make a Challenging (+0)
5 Walkers move forward half their Tactical Speed or Full Move-
ment before Falling Over. If the vehicle was stationary during the
Agility test or catch fire (see Section 9.3 “Conditions, Special previous round, this result has no effect (though a Skimmer in
Damage, & Damage States”). If this occurs, refer to the On Fire! midair still Crashes).
section below.
The hit tears off a tread, damages a knee joint, or tears into the
The hit tears through the vehicle’s armour, leaving only useless grav-generator, doing severe damage. The vehicle gains the
shards of metal. Reduce the Armour points of the facing struck by Motive Systems Crippled damage condition (see Section 7.1
the attack by half (rounding up) until the vehicle is repaired. If the 6 “Repairing Vehicles”). If this brings the Tactical Speed to 0, the
hit came from a ranged attack, roll 1d10 for each crew member. vehicle suffers the Motive Systems Destroyed Damage Condition
For each result of 1 or 2, the affected crew member is hit by a
7 single hit with the same damage type as the hit that caused this
instead. It grinds to a halt; if midair, a Skimmer Crashes.
effect, for an amount of damage equal to one quarter of the origi- The small internal explosion causes loose bolts to ricochet
nal damage (rounded up). In addition, the vehicle suddenly gains around the driver’s controls, or a control panel explodes in the
the Open Topped Vehicle trait, which could be a problem if the driver’s face. He suffers 1 level of Fatigue, suffers 1d10 Impact
damage to the Head Hit Location, and must make a Difficult
vehicle is in a poisonous atmosphere, underwater, or in a vacuum. 7 (–10) Operate Test before he can move the vehicle next Turn. If
8 As per the effect directly above, but the vehicle also catches fire! the vehicle was already moving when this result occurred and
A short, sharp explosion flares outward from the vehicle. Armour the vehicle’s operator is unable to regain control, then the vehicle
panels fall off, weapons are blasted free, and the vehicle’s drive goes Out of Control.
mechanisms are ruined, causing it to stop dead. The vehicle is The vehicle’s motive systems are ripped apart in an explosion
now a shattered hulk and suffers the Vehicle Destroyed damage that immediately stops the vehicle from moving. The vehicle
condition (see Section 7.1 “Repairing Vehicles”). Roll 1d10 for 8 suffers the Motive Systems Destroyed damage condition (see
each remaining weapon on the vehicle; on a result of 5 or lower, Section 7.1 “Repairing Vehicles”). Skimmers that suffer this
9 the weapon in question suffers the Weapon Destroyed damage result Crash.
condition (see Section 7.1 “Repairing Vehicles”). Each character
The vehicle’s power systems or fuel tanks are penetrated. The
inside of the vehicle suffers 1d10+6 Explosive damage to a ran-
vehicle grinds to a halt and immediately catches alight. The
domly determined Hit Location, and must make a Difficult (–10)
Toughness test or become Stunned for 1d10 rounds. Skimmers
9 vehicle gains the Motive Systems Destroyed Damage Condition
(see Section 7.1 “Repairing Vehicles”) and is now aflame (see On
automatically crash.
Fire! section below). Skimmers that suffer this result Crash.
The vehicle’s ammo supply, reactor or fuel supply takes a direct
The vehicle immediately lurches forward before flipping over
hit, and the vehicle erupts from within. Shards of molten metal
completely! Tracked Vehicles, Wheeled Vehicles, and Skimmers
are sent flying in every direction as the vehicle is reduced to a
10+ smoking crater. The vehicle is destroyed and cannot be repaired.
immediately move forward half their Tactical Speed and then flip
over in a Crash. Walkers move forward half their Tactical Speed
No equipment from within the vehicle can be salvaged. The vehi-
before Falling Over. Anything mounted on the top of the vehicle
cle explodes, as per the Vehicles Exploding rules below.
(turrets, equipment, and especially pintle mounted weapons) is
10+ destroyed. Exposed crew and passengers are thrown or crushed.
Other weapons mounted on a vehicle’s hull can still be used,
assuming there are any crew left to use them. The vehicle suffers
the Motive Systems Destroyed Damage Condition (see Section
7.1 “Repairing Vehicles”); this cannot be repaired until the vehic-
le has first been turned right-side up again.
Weapon Critical Hit Effects Turret Critical Hit Effects
Critical Critical
Damage
Critical Effects Damage
Critical Effects
A strong concussive hit leaves the gun intact, but knocks the gun- A strong concussive hit leaves the gun intact, but rattles those
1 ner away from his station. The gunner is Stunned for 1 round. 1 manning the location. Each character within the vehicle’s turret is
A glancing blow knocks the gun about, dislodging an ammo lin- Stunned for 1 round.
kage, buckling a breach door, or shorting out a power system. It A heavy blow knocks the turret aside, but it is not immediately
2 is a minor issue, but will take time to fix. The weapon immedia- 2 apparent how much damage the gun has taken. The weapon is
tely Jams. The Jam can be cleared via the normal method. now Jammed (see Section 9.0 “Combat”).
The hit frazzles the gun’s targeting system, blocks a vision slit or The hit frazzles the gun’s targeting system, blocks a vision slit
causes internal armour to flake away and strike the gunner in the or causes internal armour to flake away and strike the gunner in
3 eyes. All attacks made with the weapon suffer a –10 penalty for 3 the eyes. All ranged attacks made with the weapon suffer a –10
1d5 rounds. penalty for 1d5 rounds.
With the sound of grinding metal, the gun locks in place. The gun With the sound of grinding metal, the turret locks in place. The
suffers the Weapon/Turret Locked damage condition (see Section gun gains Weapon/Turret Locked damage condition (see Section
7.1 “Repairing Vehicles”). The weapon is now only capable of 7.1 “Repairing Vehicles”). The weapon is now only capable of
4 firing in a direct straight line in whatever direction it happened to 4 firing in a direct straight line in whatever direction it happened to
fire last (or directly forward if it had not fired yet). If the weapon fire at last (or directly forward if it had not fired yet). Pintle Weap-
was a Fixed weapon, treat this as the result 5 on this table. ons maintain their Fire Arcs even if a turret has jammed in place.
The gun’s ammo-hopper or power control system is destroyed, le- The turret loses power, and everything stops working. The turret
aving the weapon incapable of loading ammunition. The weapon and the weapons contained within are undamaged, but nothing
5 suffers the Weapon Disabled damage condition (see Section 7.1 has any power and thus no weapons other than pintle weapons can
“Repairing Vehicles”) until it has been repaired. be fired; the turret itself cannot rotate until the power systems are
repaired. If the turret had any other equipment linked to it (such
The weapon’s targeting systems are annihilated by the blast. The 5 as additional searchlights, communications equipment and so on),
6 weapon gains the Targeting Systems Destroyed damage condition
these cease to operate. For the purposes of repairing damage, treat
(see Section 7.1 “Repairing Vehicles”).
this as a Weapon Destroyed damage condition, but the weapons
The gun’s ammo-hopper or power control systems are severely within the turret do not need to be replaced before a character can
damaged, or perhaps the weapon’s barrel is cracked from a heavy make the Repair test (see Section 7.1 “Repairing Vehicles”).
impact. The weapon can still fire, but with a risk of causing an
ammunition explosion. Every time the weapon is discharged, roll The turret’s targeting systems are annihilated by the blast. Each
non-pintle weapon mounted on the turret suffers the Targeting
7
1d10. On a result of 3 or higher, roll damage against the vehicle 6 Systems Destroyed damage condition (see Section 7.1 “Repairing
and any gunners manning the weapon as if the destroyed weapon
had hit them, halving all damage rolled. If this happens, the Vehicles”).
weapon gains the Weapon Destroyed damage condition (see Sec- The hit tears through the turret’s armour, leaving only useless
tion 7.1 “Repairing Vehicles”), and all the remaining ammunition shards of metal. All further hits to the vehicle’s turret now roll
in that clip is destroyed. against the vehicle’s Rear facing Armour rather than the Front
The weapon explodes and is torn from its housing. Damage from facing Armour, regardless of which direction the shot strikes the
the explosion rips further into the vehicle’s hull, possibly injuring turret from. Treat the vehicle has having lost 2d10 AP for the
the weapon’s gunner. For each gunner operating that weapon, roll purposes of repairing the Armour (see Reduced Armour). If hit
8 1d10; on a result of 1 or 2, that character is struck by a single hit 7 came from a ranged attack, roll 1d10 for each crewmember. For
with the same damage type as the hit that caused this effect and each result of 1 or 2, the affected character is struck by a single hit
damage equal to one quarter (rounding up) of the damage the hit with the same damage type as the hit that caused this effect, for
inflicted on the vehicle. an amount of damage equal to one quarter of the original damage
(rounded up). The vehicle abruptly gains the Open Topped vehicle
As above, except the explosion rips through the entire crew trait, which could be a problem if the vehicle is in a poisonous
compartment. Each character inside suffers 1 level of Fatigue, atmosphere, underwater, or in a vacuum.
suffers 1d10+6 Explosive damage to his Body location, and
must make a Challenging (+0) Agility test or catch on fire. If this Several areas of the turret are blasted away and the entire turret
9 occurs, refer to the On Fire! section below. Anyone who catches catches fire. Any weapons mounted in or on the turret suffers the
Weapon Destroyed damage condition. Any equipment on or in the
fire can attempt to put themselves out as described in the rules 8 turret is destroyed, and the turret itself gains the Weapon/ Turret
for characters being on fire in Section 9.3 “Conditions, Special
Damage, & Damage States”. Locked damage condition. Additionally, the turret is set alight
(see the On Fire! section below).
The force of the attack destroys the weapon and continues
through into the vehicle’s hull, detonating the ammunition store As above, except the fire pours into the main hull of the vehicle,
or power supply for the weapon. The vehicle explodes imme- setting everything ablaze. Each character inside the affected por-
10+ diately. It cannot be repaired and no equipment from within the 9
tions of the vehicle, as determined by the GM, must make a Chal-
vehicle can be salvaged. The vehicle explodes, as per the Vehicles lenging (+0) Agility test or catch on fire (see the On Fire! Section
Exploding rules below. below). Anyone who catches fire can attempt to put himself out as
described in the rules for Fire.
A colossal explosion tears the turret away from the vehicle, the
twisted wreckage flying into the air as the vehicle itself is ripped
apart by secondary explosions. The vehicle is destroyed. It cannot
be repaired and no equipment from within the vehicle can be sal-
10+ vaged. The vehicle explodes, as per the Vehicles exploding rules
below. The turret itself flies 3d10 metres in a random direction,
and inflicts a hit on anything it strikes as if the vehicle had used
the Ram! action on that target after having moved its Tactical
Speed.
Vehicles Exploding
When a vehicle is destroyed it has a chance of exploding. Such a deto-
nation will invariably kill the crew within, but even those some distance
away aren't necessarily safe.
If a vehicle is destroyed as a result of reaching 0 Hull Integrity
(usually so in the case of NPC vehicles, though the GM may elect to sim-
plify the destruction of a player's vehicle in this manner as well) it should
not automatically explode, but there is certainly a chance for it to happen.
Roll a 1d10, adding +1 if the vehicle was destroyed with a weapon with
the Energy or Explosive Damage Type, and adding +4 if the vehicle
has the Extremely Volatile Vehicle Trait. If the result is 10 or higher the
vehicle explodes.
Each character embarked in a vehicle that explodes dies imme-
diately (if its possible that the characters within might survive the GM
should have them suffer an amount of Explosive Damage equal to twice
the vehicle's Size Trait +2d10). Characters within an amount of meters
equal to half the vehicle's Size Trait +1d10 metres of the vehicle suffer
an amount of Explosive Damage equal to the Vehicle's Size Trait +1d10
from the blast.
If the Vehicle has the Open-Topped or Bike Vehicle Trait, each
character inside may make a Challenging (+0) Dodge Test to bail out at
the last second. Anyone who succeeds at this Test survives, but suffers
Damage as described above for those within the vehicle's explosive blast
radius.
Unlike living beings, vehicles do not heal naturally over time and must be repaired manually. Some repairs are easier than others, some repairs requi-
re more time, and sometimes conditions might make repairs next to impossible. The rules below cover the types of vehicle damage a vehicle, what
skills are required for repairs, repair difficulty, and their duration.
The Repair Test be incomprehensible to mere humans. In these cases the GM should
modify the skill requirements, repair difficulty, and repair times to better
Repairing any of the different vehicle damage types requires a Repair
reflect the alternative construction techniques that go into these types of
Test. This is a standard Skill Test with the exception that players can use
vehicles.
a number of different skills for the test rather than one specific skill (such
as Tech-Use). This is conducted in this way to give characters the chance
to repair minor damage, yet at the same time requiring significant tech- Repair Time
nical skill, such as Forbidden Lore (Adeptus Mechanicus) and Tech-Use, Another important element to a Repair Test is duration for the repairs.
for more crippling damage. Re-linking a thrown track, banging the dents out of armour plating, or
A character must have training in at least one of the following skills to fixing a weapon that has been locked in position usually requires less
attempt a Repair Test: time than replacing a targeting system or installing a new grav-engine.
• Common Lore (Tech) Each damage condition has an associated repair time rated in hours, days,
• Scholastic Lore (Techna Schemata) weeks, or even months as determined by the base Difficulty Rating, Re-
• Forbidden Lore (Adeptus Mechanicus) pair Location & Conditions, and any modifiers from the vehicle’s Traits.
Collectively these three Skills are referred to as Essential Re- Take this modifier and compare it to the Extended Test Times table below
pair skills, and they are the bare minimum required for even the simplest to determine how long the Repair Test will take.
Repair Test. A character need not possess all three in order to attempt a Characters should determine whether they have enough time to make the
Repair Test, but he must have at least one at Known (rank 1). A number required repairs before attempting the Repair Test. Scoring additional
of Repair Tests also require additional skills before they can be attempt- Degrees of Success on the Repair Test reduces the repair time, but addi-
ed; any additional skill prerequisites are listed in each individual damage tional Degrees of Failure can add to it. It is possible for multiple Degrees
condition. of Failure to result in a failed test (usually requiring 4 or more Degrees of
A successful result reverses the damage condition or repairs Failure). This means it must be reattempted (with the time already spent
the integrity or Critical damage the character attempted to negate. Some being wasted) or, in some cases, cause further damage to the component
Repair Tests have Skills as prerequisites, but the character need not under repair. Each damage condition lists any specific additional rules,
make the Repair Test using that particular Skill. For example, repairing a but Extended Test Times lists the basic ways additional Degrees of
Critically Damaged vehicle requires the character to possess Tech-Use or Success and Degrees of Failure can decrease or extend the time for any
Trade (Armourer) as a Known (Rank 1) or higher skill, but if the charac- Repair Test.
ter had Forbidden Lore (Adeptus Mechanicus) +20 and it would provide
a better chance of succeeding on the test, then he can make the test using Rush Jobs
that skill instead. This represents the character using his accumulated Characters can speed up repairs by performing a Rush Job. This halves
knowledge in making the most efficient choices during the repairs. the required time (e.g., a repair that would normally take 12 hours will
take 6 hours), but the Repair Test suffers a –30 penalty.
Repair Difficulty
The difficulty of a Repair Test depends on its complexity and local con- Careful Repairs
ditions: repair facilities, environmental problems like storms or blizzards, Characters can also spend more time to perform Careful Repairs. This
and so on. It is also possible to decrease the test difficulty by having more increases the required time by half (e.g., a normal 12 hour repair will
advanced skills than the minimum requirements. Each damage condition now take 18 hours), but the test gains a +30 bonus.
has its own associated base Difficulty Rating, but in addition to this mod-
ifiers in Repair Location & Conditions table can both help and hinder Determining Repair Times
Repair Tests. Combine the modifiers from the Repair Difficulty, Repair Some extremely complex or time consuming repairs could have the char-
Location & Conditions, and any modifiers from the vehicle’s Traits, this acters spending months (in narrative time) conducting a series of repairs.
modifier is the basic Difficulty Rating. In these situations the GM and the players can work out how many Re-
pair Tests they would need to make over this time, or simplify the various
Vehicle Construction required tests into a series or even a single test. For extended durations
Each species builds their vehicles from a different technology base, and the GM needs to determine the modifiers for additional Degrees of Suc-
there are many types that have extremely simple or highly complex cess and Degrees of Failure for, reference the below time table.
construction techniques. Though both of Imperial origin, civilian autocar-
riages and bikes can differ greatly in complexity and sophistication when
compared to the mighty war machines of the Imperial Guard. Some
types, such as many underhive carriages or Ork war-buggies, are more
a ramshackle assemblage of whatever materials might be available at
the time and less a properly consecrated design. Others, particularly the
heretical xenos-tech of the ancient Eldar, are so advanced as to often
Twin Autogun
Class Basic Range 100m Rate of Fire S/3/10
Auto-Coach (Bus)
Much of Imperial civil architecture features mass-transportation systems
Damage 1d10+3I Penetration 0 (most often in the form of mag-rails), though this is largely only true on
Clip 60 Reload 2 Full the most long-established of worlds. For other worlds, or those moving
Qualities Twin-Linked along to less common locales, Auto-Coaches often travel semi-regular
routes, delivering people and good along set routes. Some may travel
between or within hive cities, or else between minor settlements making
Auto-Buggy (All-Terrain Dune Buggy) a modest business, much like a terrestrial variant of chartist captains in
Auto-Buggies are staples on frontier worlds with open, inhospitable the void above.
terrain, such as those with vast silicate wastes, or open, marshy terrain.
Hull: 35 Armour: 22/20/12
The wide, spread apart and raised wheels of Auto-Buggies can cross
such terrain with moderate ease, and if they do become stuck they are far Tactical Speed: 8m
Maneuver: -10
easier to dislodge than most other conventional Imperial vehicles. Cruising Speed: 65kph
Hull Integrity: 15 Armour: 12/10/10 Type: Wheeled
Tactical Speed: 15m Size: 8 Availability: Rare
Maneuver: +15
Cruising Speed: 100kph Enclosed,
Carry: 50 Traits:
Type: Wheeled Rugged
Size: 6 Availability: Rare Crew: Driver
Open-Topped, Weapon
Carry: 4 Traits: None
Rugged Mounts:
Crew: Driver Special:
Weapon Life Sustainer: Auto-Coaches may operate on routes in between hive
Pintle-Mounted Twin Heavy Stubber cities or across other hazardous environs, and may be equipped with
Mounts:
onboard life sustainers, giving the vehicle the Environmentally Sealed
Special:
Trait but reducing its Carrying Capacity by 10 to 40.
-
Mining Laser
Class Heavy Range 100m Rate of Fire S/-/-
Damage 4d10+5E Penetration 10
Qualities Inaccurate, Overheats, Power-Plant, Recharge
Digging Arms
Class Melee Range Melee+3m Rate of Fire -/-/-
Damage 2d10+10I Penetration 4
Qualities Unwieldy
Rhino Repressor
The Rhino is a common armoured troop transport produced by the Im- The Repressor is a heavily armored personnel carrier, used mostly by the
perium. Its use is entrusted to only the most loyal of soldiers: the Space Adeptus Arbites and the Adepta Sororitas. Repressors are a variant of the
Marines, Sisters of Battle, Adeptus Arbites and even the Inquisition. Rhino, converted to extend the transport compartment and adding firing
Hull: 30 Armour: 25/22/16 slits for the passengers’ weaponry.
The Rhino also has a hatch on top of the hull that can be used by pas- Fighting Platform: The Repressor has three fire points on each side
sengers as a method of embarkation/disembarkation as well as a firing of the vehicle, each allowing one passenger to fire his own personal
point for up to 6 passengers, though this will expose their Head, Body, weaponry through the slot while still allowing them to maintain the
and Arms Hit Locations. armour protection of the Repressor. The vehicle’s top hatch allows two
passengers to fire from the vehicle, though it will expose their Head,
Razorback Variant: Lower the Capacity to 6, the vehicle loses use Body, and Arms Hit Locations.
of the top hatch, and gains a Gunner-Operated Turret-Mounted Twin
Heavy Bolter -or- Twin Lascannon, and gains a Gunner crewman. Twin Heavy Stubber
Class Heavy Range 100m Rate of Fire -/-/8
Twin Heavy Bolter
Damage 1d10+4I Penetration 3
Class Heavy Range 150m Rate of Fire -/-/6
Clip 160 Reload 4 Full
Damage 1d10+8X Penetration 5
Qualities Reliable
Clip 120 Reload 2 Full
Qualities Tearing, Twin-Linked Storm Bolter
Class Basic Range 90m Rate of Fire S/2/4
Twin Lascannon
Damage 1d10+4X Penetration 2
Class Heavy Range 300m Rate of Fire S/-/-
Clip 60 Reload 2 Full
Damage 5d10+5E Penetration 10
Qualities Storm, Tearing
Clip 10 Reload 4 Full
Qualities Proven (3), Twin-Linked
Lascannon
Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+5E Penetration 10
Clip 5 Reload 2 Full
Qualities Proven (3)
Plasma Cannon
Class Heavy Range 120m Rate of Fire S/-/-
Damage 2d10+10E Penetration 8
Clip 16 Reload 5 Full
Qualities Blast (1), Maximal, Overheats
Heavy Bolter
Class Heavy Range 150m Rate of Fire -/-/6
Damage 1d10+8X Penetration 5
Clip 60 Reload Full
Qualities Tearing
Multi-Melta
Class Heavy Range 60m Rate of Fire S/-/-
Damage 2d10+16E Penetration 12
Clip 12 Reload Full
Qualities Blast (1), Melta
Predator Tank Inferno Cannon
The Predator is a battle tank employed by the Space Marines. It is a more Class Vehicle Range 50m Rate of Fire S/-/-
heavily armed and armoured version of the Rhino personnel carrier. Damage 2d10+15E Penetration 8
There are two major patterns of Predator, the Destructor and the Annihi-
Clip 50 Reload 36 Full
lator, primarily distinguished by their specific weaponry. Additional, even
more ancient patterns, with archeotech weapon systems, are known to Qualities Flame, Spray
exist, in infinitesimal quantities.
Heavy Conversion Beamer (<50m)
Hull: 45 Armour: 42/31/20
Class Vehicle Range 1,000m Rate of Fire S/-/-
Tactical Speed: 15m
Maneuver: +0 Damage 2d10+8E Penetration 0
Cruising Speed: 70kph
Clip 5 Reload 3 Full
Type: Tracked
Qualities Blast (1), Felling (2), Recharge
Size: 7 Availability: Extremely Rare
Enclosed, Heavy Conversion Beamer (51-500m)
Carry: None Traits: Reinforced Class Vehicle Range 1,000m Rate of Fire S/-/-
Armour, Rugged Damage 3d10+15E Penetration 6
Crew: Driver, Gunner Clip 5 Reload 3 Full
Gunner-Operated Turret-Mounted Predator Qualities Armourbane, Blast (2), Felling (4), Recharge
Autocannon -or- Twin Lascannons -or- Plasma
Destroyer -or- Melta Cannon -or- Inferno Cannon Heavy Conversion Beamer (501m+)
Weapon -or- Heavy Conversion Beamer Class Vehicle Range 1,000m Rate of Fire S/-/-
Mounts:
Damage 6d10+22E Penetration 20
Gunner-Operated Two Left/Right-Facing Sponsons
with Heavy Bolters -or- Lascannons -or- Clip 5 Reload 3 Full
Heavy Flamers Qualities Armourbane, Blast (4), Felling (8), Recharge
Special:
Heavy Bolter
-
Class Heavy Range 150m Rate of Fire -/-/6
Predator Autocannon Damage 1d10+8X Penetration 5
Class Vehicle Range 500m Rate of Fire S/3/- Clip 60 Reload Full
Damage 3d10+8I Penetration 6 Qualities Tearing
Clip 20 Reload Full
Lascannon
Qualities Reliable
Class Heavy Range 300m Rate of Fire S/-/-
Twin Lascannon Damage 5d10+5E Penetration 10
Class Heavy Range 300m Rate of Fire S/-/- Clip 5 Reload 2 Full
Damage 5d10+10E Penetration 10 Qualities Proven (3)
Clip 10 Reload 4 Full
Heavy Flamer
Qualities Proven (3), Twin-Linked
Class Heavy Range 30m Rate of Fire S/-/-
Plasma Destroyer Damage 1d10+5E Penetration 4
Class Vehicle Range 180m Rate of Fire S/3/- Clip 10 Reload 2 Full
Damage 2d10+12E Penetration 9 Qualities Flame, Spray
Clip 50 Reload 5 Full
Qualities Blast (2), Maximal, Overheat
Melta Cannon
Class Vehicle Range 75m Rate of Fire S/-/-
Damage 2d10+18E Penetration 12
Clip 20 Reload 2 Full
Qualities Blast (6), Melta
Twin Lascannon
Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+10E Penetration 10
Clip 10 Reload 4 Full
Qualities Proven (3), Twin-Linked
Gunner-Operated Left-Facing Sponson-Mounted Power of the Machine Spirit: The Land Raider is equipped with
Weapon Quad Heavy Bolter a complex core-cogitator that is blessed with an unusually cunning
Mounts: Gunner-Operated Right-Facing Sponson-Mounted Machine Spirit. Each turn the Land Raider's commander may desig-
Quad Heavy Bolter nate one of the vehicle's weapons to be controlled by the Sentry (50)
Trait, and even switch its firing mode, as an in-turn Free Action.
Special:
Power of the Machine Spirit: The Land Raider is equipped with Twin Assault Cannon
a complex core-cogitator that is blessed with an unusually cunning Class Heavy Range 150m Rate of Fire -/-/10
Machine Spirit. Each turn the Land Raider's commander may desig- Damage 3d10+8I Penetration 6
nate one of the vehicle's weapons to be controlled by the Sentry (50)
Clip 400 Reload 6 Full
Trait, and even switch its firing mode, as an in-turn Free Action.
Command Vehicle: The Land Raider contains an integral Long- Qualities Tearing, Twin-Linked
Range Auspex, Vid-Relay, Cartograph, Vox-Caster, Vox-Thief, and
Flamestorm Cannon
Vox-Tracker.
Class Vehicle Range 50m Rate of Fire S/-/-
Quad Heavy Bolter
Damage 2d10+15E Penetration 8
Class Heavy Range 150m Rate of Fire -/-/12 Clip 50 Reload 36 Full
Damage 1d10+8X Penetration 5 Qualities Flame, Spray
Clip 240 Reload 4 Full
Qualities Quad, Tearing
Multi-Laser
Class Heavy Range 150m Rate of Fire -/-/5
Damage 2d10+10E Penetration 2
Clip 100 Reload 2 Full
Qualities Reliable
Inferno Cannon
Class Vehicle Range 50m Rate of Fire S/-/-
Damage 2d10+15E Penetration 8
Clip 100 Reload 72 Full
Qualities Flame, Spray
Mobile Artillery Vehicles Class Vehicle Range 3,500m Rate of Fire S/-/-
The “big guns” of the Imperial Guard are numerous, and often employed Damage 4d10+10X Penetration 8
in great number to support more mobile formations from afar. These Clip 12 Reload 4 Full
vehicles bring a variety of firepower and projectile death, with some able
Qualities Blast (20), Concussive (3), Indirect (5), Recharge
to strike across continents and others being much mroe short ranged but
having much greater rates of fire. Heavy Mortar (Frag Round)
The Basilisk is the main line artillery piece of Imperial Guard
Class Vehicle Range 50-300m Rate of Fire S/-/-
Regiments throughout the Imperium, designed to provide medium to
long-range fire support. Among the most numerous and well-known of Damage 4d10+2X Penetration 4
the Guard’s artillery the Basilik is based on the Chimera chassis and Clip 1 Reload Full
mounts an Earthshaker Cannon for direct and indirect fire. Qualities Blast (10), Inaccurate, Indirect (3), Reliable
The Griffon Heavy Mortar Carrier is a cousin to the Basilisk
and Medusa. It is designed to provide close to medium-range artillery Heavy Mortar (Siege Round)
support with it’s Heavy Mortar. As an infantry support weapon the Class Vehicle Range 50-300m Rate of Fire S/-/-
Griffon shines above more cumbersome artillery pieces, and as each in-
Damage 4d10+8X Penetration 6
dividual shell tends to be smaller the vehicle’s rate of fire is much higher
than more traditional barrage weapons. Clip 1 Reload Full
The Manticore Missile Tank stands above all other artillery Armourbane, Blast (2), Concussive (0), Inaccurate,
Qualities
vehicles for sheer destructive firepower. Utilising fairly sophisticated Indirect (3), Reliable
technology the Manticore’s four massive missiles—each one nearly the
length of the vehicle itself—possess the ability to level massive swathes Missile Battery (Frag Missiles)
of infantry, crack open enemy fortifications, or blast enemy aircraft right Class Vehicle Range 5,000m Rate of Fire S/2/4
out of the sky. Typically a Manticore barrage lasts only seconds as the Damage 4d10+2X Penetration 4
vehicle’s rate of fire quickly overwhelms its limited ammunition capacity.
Clip 4 Reload 36 Full
The Wyvern Suppression Tank is based closely on the Hydra
design, exchanging the Hydras anti-aircraft cannons for a pair of twin- Qualities Accurate, Blast (10), Indirect (5)
linked mortars. Wyverns fulfill a role distinct from the Basilisk, specializ-
Missile Battery (Krak Missiles)
ing in close-range and anti-infantry bombardment. They are also used for
‘area-denial’ operations that force even the most tenacious defenders to Class Vehicle Range 5,000m Rate of Fire S/2/4
leave their posts or die. Damage 5d10+8X Penetration 8
The Hydra Flak Tank is a self-propelled anti-aircraft vehicle Clip 4 Reload 36 Full
based on the Chimera chassis. Employed when Imperial Navy assets are
unavailable or air-superiority is in the balance, Hydras provide essential Qualities Accurate, Blast (2), Concussive (3), Proven (2), Indirect (5)
anti-air protection for their regiment and can also serve in a ground sup-
Quad Automatic Mortar (Frag Round)
port role, where they are effective against infantry and light vehicles.
Class Vehicle Range 50-300m Rate of Fire S/-/10
Hull: 40 Armour: 30/18/16
Damage 2d10+2X Penetration 4
Tactical Speed: 12m
Maneuver: -5 Clip 20 Reload 16 Full
Cruising Speed: 35kph
Qualities Inaccurate, Indirect (3), Quad
Type: Tracked
Size: 7 Availability: Extremely Rare Quad Automatic Mortar (Scatter Round)
Carry: None Traits: Open-Topped Class Vehicle Range 50-300m Rate of Fire S/-/10
Crew: 1 Commander, 1 Driver, 1 Gunner, 1 Loader Damage 1d10+3X Penetration 0
Commander-Operated Front-Facing Fixed Earths- Clip 20 Reload 16 Full
haker Cannon -or- Fixed Heavy Mortar -or- Fixed Qualities Blast (7), Inaccurate, Indirect (3)
Missile Battery -or- Turret-Mounted Quad Auto-
matic Mortar -or- Turret-Mounted Quad Hydra Quad Hydra Autocannon
Weapon
Autocannon Class Vehicle Range 1,500m Rate of Fire S/-/6
Mounts:
Damage 3d10+8X Penetration 6
Gunner-Operated Hull-Mounted Multi-Laser -or-
Clip 480 Reload 4 Full
Lascannon -or- Heavy Bolter -or- Heavy Flamer
-or- Autocannon Qualities Blast (2), Quad, Reliable, Tearing
Special:
Armoured Shell: A Mobile Artillery Vehicle may be given the Enclo-
sed Vehicle Trait, losing the Open-Topped Vehicle Trait.
Direct Fire: The Basilisk is capable of being used as a direct fire gun.
By spending a Full Action, the Basilisk's crew can remove (or add) the
Indirect Quality to the Fixed Earthshaker Cannon mounted on their
vehicle. All the usual requirements for Standard Attack Actions apply,
such as Line of Sight, when firing the main gun without this Quality.
Sky-Splitter: A Hydra gains the Anti-Air (Advanced) Vehicle Trait.
7.4 Armour of the Imperial Guard - 548
Macharius Heavy Tank, Macharius Vanquisher, Twin Battle Cannon
& Macharius Vulcan Class Vehicle Range 750m Rate of Fire S/-/-
The Macharius is a Heavy Tank named after the legendary Lord Com- Damage 3d10+10X Penetration 12
mander Solar Macharius and referred to as a ‘second generation’ Baneb- Clip 24 Reload 6 Full
lade, fulfilling the same battlefield role.
Qualities Blast (10), Concussive (3), Reliable, Twin-Linked
Smaller and with fewer weapons, the Macharius cannot hope
to match the Baneblade in firepower, armor, engine performance or ad- Twin Vanquisher Cannon
vanced logic-engines. Despite these failings it is still a solid heavy tank,
Class Vehicle Range 900m Rate of Fire S/-/-
carrying very thick frontal armor and twin synchronized Battle Cannons
in its main turret. Damage 3d10+5X Penetration 10
The Macharius ‘Vanquisher’ is armed with twin-linked Van- Clip 12 Reload 4 Full
quisher Cannons in the main turret. While rarer and harder to manufac- Qualities Accurate, Armourbane, Deadly, Piercing, Twin-Linked
ture than battle cannons, they are capable of using special anti-tank shells
in addition to beast hunter shells and standard munitions. Fired at very Vulcan Mega-Bolter
high velocities, the anti-tank shells can penetrate even the thickest of Class Vehicle Range 400m Rate of Fire -/-/15
armour, turning this variant into a potent tank hunter.
Damage 2d10+13X Penetration 7
The Macharius ‘Vulcan’ mounts the Vulcan Mega-Bolter, a
fearsome weapon normally found on Imperial Titans. Firing thousands Clip 1500 Reload -
of rounds per minute, the Vulcan is a highly-effective anti-infantry Qualities Inaccurate, Storm, Tearing
platform, able to sweep clear trench systems and suppress enemy heavy
weapons teams. Since the mega-bolter is fed by a high-speed autoload- Twin Heavy Stubber
er, the Macharius ‘Vulcan’ requires only a crew of six, using the space Class Heavy Range 100m Rate of Fire -/-/8
previously taken up by the two loaders for more ammunition. The lack of
Damage 1d10+4I Penetration 3
penetrative power against fortified targets limits the tank’s usage, while
its main drawback is limited internal storage space. Clip 160 Reload 4 Full
Qualities Reliable, Twin-Linked
Hull: 80 Armour: 40/35/32
Tactical Speed: 10m Heavy Stubber
Maneuver: -10
Cruising Speed: 20kph Class Heavy Range 100m Rate of Fire -/-/8
Type: Tracked Damage 1d10+4I Penetration 3
Size: 8 Availability: Near Unique Clip 80 Reload 2 Full
Command & Qualities Reliable
Control,
Enclosed, Heavy Bolter
Carry: None Traits:
Reinforced Class Heavy Range 150m Rate of Fire -/-/6
Armour, Rugged,
Damage 1d10+8X Penetration 5
Super Heavy
Clip 60 Reload Full
Commander, Driver, 3 Gunners, 2 Loaders, 1
Crew: Qualities Tearing
Communications Operator
Commander-Operated Turret-Mounted Twin Battle Heavy Flamer
Cannon -or- Twin Vanquisher Cannon -or- Vulcan Class Heavy Range 30m Rate of Fire S/-/-
Mega-Bolter
Gunner-Operated Hull-Mounted Twin Heavy Damage 1d10+5E Penetration 4
Stubber Clip 10 Reload 2 Full
Weapon
Gunner-Operated Left-Facing Sponson-Mounted Qualities Flame, Spray
Mounts:
Heavy Stubbers -or- Heavy Bolters -or- Heavy
Flamers
Gunner-Operated Right-Facing Sponson-Mounted
Heavy Stubbers -or- Heavy Bolters -or- Heavy
Flamers
Damage 2d10+20E Penetration 8 Class Heavy Range 150m Rate of Fire -/-/6
Qualities Blast (16), Overheats, Recharge, Unstable, Power-Plant Class Heavy Range 30m Rate of Fire S/-/-
Damage 1d10+5E Penetration 4
Heavy Bolter
Clip 10 Reload 2 Full
Class Heavy Range 150m Rate of Fire -/-/6
Qualities Flame, Spray
Damage 1d10+8X Penetration 5
Clip 60 Reload Full Autocannon
Lascannon
Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+5E Penetration 10
Clip 5 Reload 2 Full
Qualities Proven (3)
Heavy Flamer
Class Heavy Range 30m Rate of Fire S/-/-
Damage 1d10+5E Penetration 4
Clip 10 Reload 2 Full
Qualities Flame, Spray
Twin Multi-Laser
Class Heavy Range 150m Rate of Fire -/-/5
Damage 2d10+10E Penetration 2
Clip 200 Reload 4 Full
Qualities Reliable, Twin-Linked
Twin Autocannon
Class Heavy Range 300m Rate of Fire S/3/-
Damage 3d10+8I Penetration 6
Clip 30 Reload 2 Full
Qualities Gyro-Stabilized, Reliable, Twin-Linked
Graviton Cannon
Class Heavy Range 100m Rate of Fire S/-/-
Damage 4d10+4I Penetration 8
Clip 6 Reload 3 Full
Qualities Blast (5), Concussive (0), Graviton, Gyro-Stabilized, Haywire (2)
Class Heavy Range 300m Rate of Fire S/-/- Class Vehicle Range 300m Rate of Fire S/-/-
Qualities Gyro-Stabilized, Proven (3), Twin-Linked Qualities Blast (1), Concussive (3), Twin-Linked, Vengeful (9)
Lascannon
Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+5E Penetration 10
Clip 5 Reload 2 Full
Qualities Proven (3)
Cargo Hauler: Designed primarily for carrying cargo to and from or- Damage 3d10+8I Penetration 6
bit, an Arvus Lighter can carry several tonnes of additional equipment, Clip 15 Reload Full
small gun emplacements, and even light vehicles (up to Size 6, each Qualities Reliable
one occupying 10 Carry Capacity). If not lifting cargo, it doubles its
carrying capacity for cramped-but-manageable transportation. Lascannon
Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+5E Penetration 10
Clip 5 Reload 2 Full
Qualities Proven (3)
Heavy Bolter
Class Heavy Range 150m Rate of Fire -/-/6
Damage 1d10+8X Penetration 5
Clip 60 Reload Full
Qualities Tearing
Class Heavy Range 150m Rate of Fire -/-/6 Qualities Proven (3)
Heavy Bolter
Class Heavy Range 150m Rate of Fire -/-/6
Damage 1d10+8X Penetration 5
Clip 60 Reload Full
Qualities Tearing
Damage 5d10+10E Penetration 10 Class Heavy Range 300m Rate of Fire S/-/-
Clip 10 Reload 4 Full Damage 5d10+10E Penetration 10
Qualities Proven (3), Twin-Linked Clip 10 Reload 4 Full
Qualities Proven (3), Twin-Linked
Exterminator Autocannon
Class Vehicle Range 500m Rate of Fire S/3/- Vulcan Mega-Bolter
Damage 3d10+8I Penetration 6 Class Vehicle Range 400m Rate of Fire -/-/15
Clip 60 Reload 2 Full Damage 2d10+13X Penetration 7
Qualities Reliable Clip 1500 Reload -
Qualities Inaccurate, Storm, Tearing
Missile Battery (Frag Missiles)
Class Vehicle Range 5,000m Rate of Fire S/2/4
Damage 4d10+2X Penetration 4
Clip 4 Reload 36 Full
Qualities Accurate, Blast (10), Indirect (5)
Twin Lascannon
Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+10E Penetration 10
Clip 10 Reload 4 Full
Qualities Proven (3), Twin-Linked
Exterminator Autocannon
Class Vehicle Range 500m Rate of Fire S/6/-
Damage 3d10+8I Penetration 6
Clip 60 Reload 2 Full
Qualities Quad, Reliable
Twin Lascannon
Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+10E Penetration 10
Clip 10 Reload 4 Full
Qualities Proven (3), Twin-Linked
Storm Bolter
Class Basic Range 90m Rate of Fire S/2/4
Damage 1d10+4X Penetration 2
Clip 60 Reload 2 Full
Qualities Storm, Tearing
Ballistic Trajectory Any Vehicle with a Mine Sweeper Any Tracked Vehicle Rare
Ranged Weapon with the Extremely Rare
Logis Engine Indirect Quality
Overcharge Drive Any Wheeled Vehicle Rare
Chaff Launchers
Ballistic Trajectory Logis Engine Strategically placed along the hull of the vehicle, these inconspicuous
Using calculus-logi systems first pioneered by the Ordo Reductor of the launchers release a flurry of machine-spirit blinding particulate and
Adeptus Mechanicus, these bulky computation devices greatly increase phosphor flares that baffle targetting systems, allowing the pilot to throw
the accuracy of artillery fire guided by their savant-spirits. off enemy fire, if only for a moment.
Applicable To: Any Vehicle with a Ranged Weapon with the Indirect Applicable To: Any Skimmer, Flyer, or Spacecraft
Quality Availability: Rare
Availability: Extremely Rare Effects: Once per a combat the pilot of a vehicle with this Modification
Effects: Reduce the Indirect Quality of the vehicle’s main gun by 1, may activate the Chaff Lauchers as an in-turn Free Action or Reaction.
making shots while using the weapon with the Indirect Quality is now a This provides the vehicle with a cloud of Smoke that cannot be pierced
Half Action instead of a Full Action. Best Craftsmanship Ballistic Trajec- by digital imaging systems, and is especially reliable at baffling missile
tory Logis Engines reduce the Indirect Quality by 2 instead. weapons, forcing them to reroll any successful BS tests made to target
the vehicle.
Explorator Adaptation
Along with self-sealing bulkheads and reinforced pressurized arma-glaz
this upgrade includes a miniaturized life sustainer, which can function for
as long as the vehicle remains powered.
Applicable To: Any Enclosed Vehicle
Availability: Rare
Effects: The vehicle gains the Enviro-Sealed Trait.
Searchlight
Many vehicles mount powerful searchlights in an effort to discover the
hidden foes of the Emperor.
Applicable To: Any Vehicle
Availability: Plentiful
Effects: Any crew member or passenger can activate a searchlight as a
Half Action by making a Challenging (+0) Awareness Test to find his
targets. If he succeeds, he illuminates them. For as long as he keeps the
Searchlight active, attacks made against these targets (and against the
vehicle with this Modification) suffer no penalties for darkness.
Movement Routine (+20) Weapon Skill Test. If he succeeds, he inflicts one hit that
cannot be Parried on the target, and his target must make a Challenging
Mounts travel using the standard Movement values listed for both Struc-
(+0) Opposed Strength Test against the Mount or be knocked Prone.
tured Time and Narrative Time. During Narrative Time, a rider can sim-
ply use his Mount’s Movement value and any movement-related abilities
it possesses (such as the ability to swim, climb, or fly) instead of his own Evasive Riding
while riding. This allows characters with Mounts to cross huge swaths Type: Full Action
of ground in what would take foot-slogging infantry much longer. Some Subtype: Concentration, Movement
Mounts can even cross types of terrain that their rider could not (such as The rider encourages his mount to move erratically, weaving and dodg-
those that can fly or climb sheer surfaces). ing as it moves and presenting a harder target for enemies trying to shoot
Riding during Structured Time is only slightly more complex. the pair. The rider makes a Hard (–20) Survival Test with a bonus equal
When a rider is seated on a Mount during Structured Time, the rider can to his Mount’s Agility Characteristic and his Mount makes a Full Move.
take any of his normal Actions except for those with the Movement Sub- For every Degree of Success the rider scores on the Test, his foes suffer
type or those that would otherwise require him to Dismount. The rider a –5 penalty to hit him or his Mount with ranged attacks, but he suffers
can also take any of the Mounted Special Actions listed in this section. the same penalty on his own Ballistic Skill Tests. If he fails this Test
His Mount, which is (hopefully) focused on obeying his signals rather by a number of Degrees of Failure greater than his Agility Bonus, he is
than taking its own initiative, takes no Actions (including Reactions) thrown from the saddle.
except as dictated by the Mounted Special Actions. Essentially, the two
act as a single creature, sharing the rider’s pool of Actions. Some Mounts Gallop
can also carry passengers beyond the rider. Passengers are treated exactly Type: Full Action
like riders, except that they cannot take any of the Mounted Special Subtype: Concentration, Movement
Actions other than the Mount/Dismount Mounted Special Action. The rider pushes his Mount to its full speed, and the pair tears off into
the distance, launching soil up into the air behind them. As a part of this
Mount Traits
Many beasts have special Traits that indicate special abilities for that particular Mount.
Voidship Characteristics Supplies: Spare parts, basic necessities such as food and drink, medical
supplies, and other odds and ends that facilitate life upon a voidborne
Regardless of class or configuration, all ships share certain components
vessel. A ship generally carries 6 months worth of supplies when the
and design similarities. All starships, for example, require plasma drives
stowage vaults are full, but some components may increase the amount
to propel them through space, armour and void shields to protect them,
that can be stowed. Supplies are consumed at a rate of 1 per day, and
and a hull to contain these systems.
when they reach 0 then 1 Morale or Population are lost per day after that.
Ships have Components, the various parts that make up the
For simplicity’s sake assume every month has 4 weeks, each with 7 days
starship. Some of these are vital, such as the life support system and
in it.
genatoria facilities. Without them the ship will not function. Others, such
Weapon Capacity: These are locations on a voidship that have enough
as weapons batteries or luxury passenger quarters, are useful but not
room to house the massive main weaponry of voidships in the 41st
essential. A ship’s components, in turn, affect the ship’s Characteristics.
Millennium.
These Characteristics are similar to the Characteristics of a character.
SP: This is how many Ship Points the hull, component, or upgrade costs.
They represent the various abilities of a ship.
588 In the darkest of moments, the Emperor’s light shines brightest. 588
Constructing A Voidship • Next, a warp-capable voidship expected to go beyond the bounds of
the Imperium, with an Astropathic Choir Tower or Bastion, starts with 5
When creating a voidship, players should proceed along the following
psykers that are lesser Astropaths (Psy Rating 1) are on board (aside from
steps:
any player characters of course). If there are no player characters who
• The first step is to select a hull. Hulls are divided by class: Transport,
are functioning as the Choir Leader then a voidship with a choir can also
Conveyor, Raider, Frigate, Light Cruiser, Cruiser, Grand Cruiser, and
gain a Choir Leader NPC with Psy Rating 2 and Willpower 45. An ad-
Battlecruiser
ditional lesser Astropath can be purchased for 1 SP, up to the maximum
• Once the players have their hull, they roll on the Complications charts,
amount that the Astropathic Choir Tower or Bastion can hold (10 and 20
gaining one Past Histories Complication and one Machine Spirit Quirks
respectively).
Complication. Alternatively, the GM can select these Complications
• Next, the players must select one Essential Component from each of the
instead.
Essential Component categories.
• Once the Complication has been determined, the players build their
• Next, players may select Supplemental Components. Each Component
ship. Based on their hull and the drive they select, they will have a cer-
(Essential or Supplemental) has a Space and Power requirement. The
tain amount of Space and Power. Based on their Warrant of Trade, they
sum total of all the Component’s requirements may not exceed the Space
will have a certain amount of Ship Points.
provided by the hull, or power generated by the drive.
• Next, players must select what type of crew their vessel has. All ships
• Once the voidship’s Components have been recorded, any benefits and
start with a Competent Crew, with a Crew Rating of 30. The cost of this
drawbacks should be totalled and, if necessary, combined.
initial crew is included with the cost of the ship’s hull. Increasing a ship’s
Note that certain Components can increase a ship’s Crew
Crew Rating increases this Crew Rating number by 10 for each step, and
Population or Morale level above 100. This is acceptable, and should
the cost depends on the ship’s hull type. For Raiders the cost is 1 SP per
set the ship’s new maximum level of Crew Population and Morale. If
upgrade, for Frigates and Transports it costs 2 SP per upgrade, for Light
damaged, a voidship’s Crew Population and Morale can be restored back
Cruisers it costs 3 SP per upgrade, for Conveyors and Cruisers it costs 4
up to these maximums, but not above them. This may seem strange, since
SP per upgrade, and lastly, for Grand Cruisers and Battle Cruisers it costs
both Crew Population and Morale are abstract representations, rather
5 SP per upgrade. A maximum Crew Rating of 50 (Veteran) is possible.
than concrete measurements of crewmembers or their loyalty. However,
A ship’s Crew Rating may be increased at a later time by permanently
just consider these Components to be increasing the loyalty of the crew,
removing an amount of Profit Factor equal to the previously stated SP
or the amount of warm bodies aboard the ship, and subsequently making
costs. When constructing a ship (but not afterwards) the players may
either value slightly more resilient to losses.
choose to downgrade the default Crew Rating to 20, giving them an
Lastly, to represent the voidsmen-at-arms and other security
additional amount of Ship Points equal to the normal cost of upgrading a
crewmen the captain of the ship gains the Lesser Horde Follower Talent,
crew for a voidship of the same size.
or with a ship that has a Crew Rating of 40 or higher, the Standard Horde
• Next, if one of the players is not a Navigator, the players must decide
Follower Talent.
how much they are willing to spend on a Navigator. Reference the below
chart for the capabilities per SP spent.
Navigator Prices
SP Cost Navigator Profile
0 Perception 40, Navigate (Warp) +0, Psynicience +0
1 Perception 40, Navigate (Warp) +10, Psynicience +10
3 Perception 40, Navigate (Warp) +20, Psynicience +20, Talented (Navigate (Warp), Psynicience)
5 Perception 50, Navigate (Warp) +20, Psynicience +20, Talented (Navigate (Warp), Psynicience)
Perception 50, Navigate (Warp) +30, Psynicience +30, Talented (Navigate (Warp, Psynicience), Mastery (Navigate
6 (Warp), Psynicience)
Machine-Spirit Oddities
1d10
Oddity Description & Effects
Roll
Something about this ship quivers at the thought of battle, always probing the cosmos for a new victim. Add +5 to
A Nose For
1 the ship’s Detection, and reduce this ship’s Armour by 1, due to its many battles. Occasionally, the crew may find
Trouble themselves in fights they might have preferred to avoid.
Some unidentifiable aspect of this vessel’s spirit resonates sympathetically with the Immaterium. Captains find
Blasphemous this ship swims through the warp more easily, as if it was more at home there... All Navigation Tests made to pilot
2
Tendencies this vessel through the warp gain a +15 bonus. However, while aboard the ship, all crew suffer –5 to Willpower
based Tests.
The ship has a glorious legacy of warfare and triumphant combats. It is always eager to fight, and unwilling to
3 Martial Hubris back down. The ship gains +5 to all Ballistic Skill Tests to fire its weapons, but suffers –15 on any Operate (Voids-
hip) Tests made to escape combat.
This vessel does not suffer authority willingly. At times is seems to take pleasure in interfering with the plans of
its masters. During no more than one space combat per game session, the GM should randomly select one of the
4 Rebellious ship’s Components that becomes unpowered until repaired. However, whenever the ship suffers a critical hit (for
any reason) roll 1d10. On a 8 or higher, the critical effect is ignored.
The vessel behaves like a beast of burden, plodding but reliable. Due to its somewhat plodding behaviour, whe-
never the crew would gain Profit Factor from an endeavour, reduce the amount gained by 1. However, whenever
5 Stoic one of the ship’s Components becomes damaged or unpowered, roll 1d10. On a 7 or higher, the ship shrugs off the
damage and it is ignored
The ship fears battle, bucking against its masters when entering the fray. When in combat, reduce the ship’s Speed
6 Skittish by 1. However, when not in danger, it runs eagerly and fast. Reduce the travel time for any long distance (between
stars) voyage by 1d5 weeks, to a minimum of 1.
The ship’s spirit constantly smoulders with anger. In battle, it explodes into a berserker fury, straining and exhaus-
7 Wrothful ting its systems. During combat, the ship gains +1 Speed and + 7 Manoeuvrability. Out of combat, the ship suffers
–1 Speed and –5 to Manoeuvrability and Detection.
There is little in the universe that can stagger this vessel. No matter the foe, it will advance slowly but surely to
8 Resolute meet it. The ship suffers –1 Speed, but gains +3 Hull Points and grants a +10 bonus to all Repair Tests.
The vessel is eager to seek new horizons, to turn its bow from civilisation and delve into the darkness of the unk-
9 Adventurous nown. When beyond the Imperium's borders the ship gains +10 Detection, when within the Imperium's borders it
lowers its Detection by -10.
This ship is of a bygone age, having survived many millennia of voyages and adventures. It’s hull has weakened
Ancient and over the centuries, but it anticipates the needs of its crew, and will move as one with a competent master. The ship
10
Wise suffers –4 Hull Integrity but gains a +10 bonus to any Manoeuvre Actions it performs (including out of combat
and ramming).
Voidstation Components
Voidstations are far closer to voidships than planetary structures in many
aspects, and they require almost all of the same parts to function, with the
exception of a Warp Engine and Gellar Field. The profile of a voidship
undergoes the same alterations to become that of a voidstation as it does
for a structure. Lastly a voidstation provides the benefits of putting into
port as described in the “Replenishing Crew Population and Morale” part
of Section 8.5 “Voidship Combat”.
Exposed Components
As they are often notionally safer it is much more commonplace for a
voidstation to have “exposed Components”, representing a sprawl out
from their core structure. In combat these exposed Components function
just as described in Section 8.5 “Voidship Combat”.
Weaponry
An inherent fact of the 41st Millennium is the inescapability of conflict,
and even the most pastoral of agri colonies will eventually find itself in
need of defense.
As the voidstation system is a conversion of the system for
voidships there are two characteristics on a hull profile that carry over;
Turret Rating and Weapon Mounts.
In the case of Turret Rating no conversion is needed, as it
is assumed any structure constructed by a sane macrotek would have
defense weapons to keep away invading forces and the more troublesome
of native fauna.
For Weapon Mounts only a little change in their use is needed.
The restrictions of mounting weapons on voidships carry over, but the
position of these weapons is a bit more abstracted. As a voidstation or
structure will only occupy a single, static space it is not generally able
to rotate itself or bring the full brunt of every weapon they possess to
bear. To represent this a voidstation may only ever attack with half of
it’s weapons (rounding up) in one turn, but these weapons do not need to
worry about their facing relative to their target.
Also due to their static nature Boarding Ramps should not
generally be used for voidstations.
Fast Ship: Due to the precisely calibrated nature of this ship, it cannot be
equipped with Components that increase its Armour.
8.3.2 - Mass Conveyor Hulls
The needs of the Imperium are never sated, and aside from the multudinous smaller transports there also exist singular leviathans of industry; Mass
Conveyors. These ships dwarf most others, and go beyond the city in a void that are most voidships and are rather void-bound metropolises, many of
their crews numbering well over 100,000 souls. Mass Conveyors are often ancient belongings of Chartist families, their routes laid down in millennia
past, with some dating back to a sector’s founding. Often these ancient routes were foundational in the creation of the economy and structure of entire
sub-sectors, with their appearances meaning the difference between feast and famine for planets along their routes.
Some conveyors are simply that, mass transports that move goods from one location another, in scarcely believable quantities. Some,
however, have entire industries unto themselves, with functions ranging from mobile mega-orchards to abattoir and butcher ships to vast mining
endeavours based out of the cavernous hulls. The size and relative reliability of the ships, combined with their truly enormous crews afford them a
great flexibility in their function, and aside from industrial uses some are even employed by the Departmento Munitorum. Such ships as these are
flying barracks-complexes, capable of transporting entire battalions at once, along with each regiment’s materiel, support staff, and war machines in
tow. This ability to move masses of Humanity is sometimes also used to accomodate mass pilgrimages, with many, many thousands of faithful being
brought along ancient pilgrimage routes and delivered unto holy worlds, while hordes of new pilgrims are taken on board as soon as the other mobs
depart. The captain of such a vessel is not simply a captain, but also lord and master of a vast, void-borne domain, one with many voices, needs, and
great purpose.
Cargo Hauler: This vessel was designed for transporting goods on a massive
scale, and no amount of retrofitting can fully change this. This Hull comes
pre-equipped with four Main Cargo Hold Components. These Components may
not be removed. The hull’s Space has already been reduced to account for these,
however when the ship is constructed it must be able to provide a total of 8
Power to these Components.
Goliath-class Factory Ship Conquest-class Star Galleon
Dimensions: 4.9 km long, 0.9 km abeam at fins approx. Dimensions: 5.1 km long, 0.7 km abeam at fins approx.
Mass: 16 megatonnes approx. Mass: 30 megatonnes approx.
Crew: 50,000 crew, approx. Crew: 65,000 crew, approx
Accel: 1.5 Gravities max sustainable acceleration. Accel: 2.1 gravities max sustainable acceleration.
The Goliath-class factory ships are Mechanicus vessels, gigantic ener- Star galleons are thought to be treasure ships from the very dawn of the
gy-processing vessels that harvest the very essence of stars. They devour Imperium, commissioned for the very first Rogue Traders on the orders
solar plasma to power their own arcane refinery techniques, in order to of the Emperor himself. Whether this is true is completely unprovable,
sate the endless hunger of the Imperium’s industry. Much larger than any but those Star Galleons found in the Koronus Expanse are usually ancient
lesser transport, they are fragile and potentially explosive craft treated vessels bearing design elements lost to modern shipwrights. Specialist
with much respectful caution by other spacefarers, given their propensity longrange exploration vessels, capable of voyaging for years at a time,
to detonate in catastrophic explosions that are capable of scouring the they were conceived as heavily armed hybrids of cruiser and transport,
atmosphere from entire worlds. with enough firepower to defend themselves and carve apart renegade
The Goliaths plod slowly through certain traditional trade empires, yet also capable of safely transporting back the spoils of war by
routes, where they take aboard millions of tons of unrefined ore, the ship the megatonnne.
refines this ore to extract the priceless rare elements contained within, Few of these ships exist in the 41st Millennium. They are
converting them in primal furnaces to their base molecules—suspended precious relics, priceless treasures from the legendary founding time
in a plasma state and stored within fragile spinning containment fields. of the Imperium. Only the most ancient and powerful dynasties retain
These plasmas are highly desired to fuel the most powerful reactors. This such heirlooms, and they guard them jealously. Generally regarded as
hugely demanding process drains the ship’s own enormous power plants, fragile and undergunned for their size by modern naval officers, such an
so it plunges from the warp to scoop the plasma of the brilliant blue-whi- appraisal misses the obvious fact that these are not warships; rather, they
te stars, restoring its own power reserves, before slowly propelling itself are tremendously powerful armed freighters. The Conquest class is the
back to Scintilla to off-load its precious cargo of refined ores. archetypal star galleon, though ten thousand years of variation amongst
Goliaths are an ancient and inelegant class; bulbous and totally the limited number of ships still active renders the concepts of a “class”
utilitarian, they are of interest to Rogue Traders and Chartist Captains somewhat moot. Every Conquest is a uniquely glamorous and beautiful
because of their potentially infinite range (subject to finding stars of the vessel, a glittering city in the stars, laden with treasures from forbidden
correct type to recharge their plasma engines) and their not inconsiderab- realms and lost empires. Physically as large as most cruisers, though
le transport capability. not as well armed or armoured, they are nevertheless a match for most
Hull: 50 Armour: 14 threats that can be found in the Koronus Expanse.
Plasma Refinery: This vessel comes pre-equipped with a unique Component, a Hybrid Vessel: The Star Galleon may be equipped with Conveyor or Cruiser
Plasma Refinery, used to create high-grade metals using plasma furnaces. This Components.
Component may not be removed. This is a huge facility mounted amidships
grants the ship the ability to take on low-quality ores, refine them, and sell them
on. The refining process simply requires a large supply of low-grade ore, which
is able to be Acquired at nearly any mining world (as an Availability: Common
(+20), Amount: 10,001-100,000 (-30), and Poor Craftsmanship Acquisition)
with a +10 Acquisition Test that takes about 2 days. After this one character
aboard the vessel makes a -30 Tech-Use Test to work the plasma refinery and
smelt the ore into usable metal. Success means the ship converts one full load of
ore, and unless the Failure is excessively bad the GM should use the Degrees of
Failure to just increase the time needed for the refinement process.
Cursed: The advanced experimental warp drive of the class creates unusual
Speed: 4 Maneuver: +4
harmonics which can cause the Gellar Field to flicker momentarily during Detection: +9 Turret: 3
warp transit, escalating navigational difficulties. All rolls to resist Warp Travel
Space: 80 SP Cost: 71
Hallucinations as well as rolls on the Warp Travel Encounters table take a -10
penalty. 3 Port, 3 Starboard
Weapon
(1 Port and 1 Starboard slot are pre-equipped with
Ancient Grand Cruiser: The oldest types of Grand Cruiser were finely Mounts:
Components)
balanced. As such, this vessel may not gain any Components that increase the
ship’s armour. Special:
Grand Cruiser: This ship can use “cruiser only” Components
Carrier: The Exorcist comes pre-equipped with two Jovian-class Launch Bay
Components, which occupy a port and starboard weapon capacity slot. These
Components may not be removed. The hull’s space has already been reduced
to account for this, however when the ship is constructed it must be able to
provide 1 Power to each Component (2 in total).
8.3.8 - Battlecruiser Hulls
The battlecruiser concept arose as a result of the perceived failures of the older grand cruiser designs. These had been built around advanced experi-
mental drive systems, which ultimately proved to be unacceptably prone to catastrophic malfunction during warp transit. As a result of these issues,
grand cruisers came to be regarded by many as cursed ships. Furthermore, during the internecine conflict of the Age of Apostasy, several of the skills
required to safely maintain the arcane technologies of the grand cruisers were lost, rendering them hazardous. Yet there was still a gap in the Imperial
armoury for a heavy cruiser, a vessel which straddled the gap between a “classic” cruiser like the Lunar class and a full battleship. Numerous small
task forces required a powerful flagship, yet the potent and precious battleships could not be spared for every such engagement.
Using the simpler technologies of the latter Imperial cruisers, and the power systems of battleships, the master tech-masons of the Adeptus
Mechanicus produced an elegant hybrid, the battlecruiser, during the latter 36th Millennium. Designed to provide the fleet with the long range punch
of battleship weaponry in a cruiser-sized hull, battlecruisers are forged purely for heavy engagements between vast capital vessels, and excel in thi
narrow speciality. They overpower cruisers by virtue of their overcharged weaponry; very few ships can out-shoot a battlecruiser.
Typically somewhat smaller and more lightly armoured than their predecessors, the grand cruisers, battlecruisers are nevertheless more
economical, safer and more reliable. What they lack in heavy armour and exotic drive systems is more than made up for in raw firepower. Jealously
guarded by battlefleet admirals, it is rare for these powerful ships to end up in the hands of any others.
Carrier: The Mars-class battlecruiser comes pre-equipped with two Jovi- Additional Plasma Conduits: All Chalice-class battlecruisers have many
an-class Launch Bay Components, which occupy a port and starboard weapon heavy plasma conduits, a risky trade-off for increased power. Any plasma drive
capacity slot. These Components may not be removed. The hull’s space has installed on a Chalice increases power generated by 10. However, every time a
already been reduced to account for this; however, when the ship is constructed Chalice takes a Critical Hit, there is a 25% chance it suffers an additional Fire!
it must be able to provide 1 Power to each Launch Bay Component. Critical Hit as well.
Essential Components
All ships have certain vital Components, without which they could not operate. These Components are included in a ship’s basic design. They cannot
be removed (lest the vessel turn into an expensive and useless hulk), but may be upgraded—replacing older and less useful Components with more
powerful versions. These Essential Components are specifically for starships capable of warp-travel—a system defence monitor or inter-system tug,
for example, would not require a warp drive or Geller Field.
A warp-capable starship’s Essential Components are the following:
Hull Life-Sustainer
The framework on which a starship is constructed, a hull, more than Without the pumps, bellows, and filters of the life-sustainer, the air of
anything else, defines a starship. This is also one of the few Components a starship would soon be toxic fog, and the water, undrinkable sludge.
that cannot be upgraded. Life-sustainers purify the ship’s atmosphere and recycle waste to produce
clean water.
Plasma Drives
Gigantic edifices of almost incomprehensible technology, plasma drives Crew Compartments
take up immense amounts of space within a starship’s hull. Without one, Even the smallest transports require thousands of crewmembers to
a starship is little better than a cold, drifting tomb. operate. Many are menial labourers press-ganged from the depths of
hives, others are skilled void-men trained to operate a starship’s many
Warp Engines systems. Regardless, they all require a place to live, be it a mouldy bunk
The vast majority of voidships are consigned to toil through space at or well-appointed cabin.
speeds much slower than light. They have the unenviable choice of
remaining trapped within a single star system, or spending centuries Bridge
travelling to even the closest suns. The warp engine provide a shortcut, Just like every body must have a head, every starship must have a bridge.
allowing a vessel to enter the terrifying realm known as the Immateri- Here, from his command-pulpit, the captain directs his vessel and the
um. If a ship can survive here, it can reach destinations within weeks or actions of his thousands of crew. Here also are the advanced cogitators
months instead of year. that direct the ship’s targeting systems, sensors, and other systems.
Lances
These weapons beam inconceivable amounts of energy across the Additional Facilities
vastness of the void, striking enemy ships with the fury of a raging star, Components in this category are entire, self-contained facilities unto
melting decks and incinerating armour. themselves, offering different services each. Some are temples that aid
the crew’s morale, while others are production facilities, and others still
Torpedo Tubes provide corpse starch rations or astropathic communication.
A favoured weapon of the Imperial Navy, these weapons propel enor-
mous missiles with deadly payloads at tremendous speeds into enemy Archeotech
voidships. Ancient, technological remains of Humanity’s past might, these Compo-
nents are eternally sought after, and regarded as the height of technologi-
Launch Bays cal power by all. Components labelled (Archeotech) or in the Archeotech
These bays stow, repair, and ready attack craft between sorties. When the Components section are such ancient artifices, and aside from their
time comes, they launch wings of bombers, fighters, and assault craft to powerful functions they also draw much attention from the jealous and
ravage enemy ships and fortifications. avaricious.
Exploration Bridge
A bridge favoured by the Explorators of the Mechanicus, its cogitation
circuitry provides optimum interface with hololithic charts and auger
arrays.
Ship Bridges Summary
Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
Transports, - Powered
1 1
Combat Raiders, Frigates (Scarce) Damage Control Station: As long as the bridge remains (-10)
Bridge Light Cruisers, - undamaged, all Tech-Use Tests to repair the ship gain +10. Powered
2 2
Cruisers (Scarce) (-10)
1 Enhanced Cogitator Relays: As long as the bridge Powered
Raiders, Frigates 2 1 remains undamaged, all Command Tests made aboard it
Command (Rare) (-10)
and all Ballistic Skill Tests to fire shipboard weapons gain
Bridge Light Cruisers, 1 a +5 bonus. If this Component ever suffers a Critical Hit, it Powered
3 2
Cruisers (Rare) becomes unpowered on a 1d10 roll of 3 or higher. (-10)
Organised: Characters on the bridge gain a +10 bonus
Commerce Transports, - Powered
1 1 to Commerce Tests and +1 Profit Factor whenever Profit
Bridge Conveyors (Scarce)
Factor is gained through legitimate business.
(-10)
X-470 Active Scanning: The broad array of systems grants +15 to the ship’s
- Aetheric
Ultimo All Ships 6 0 Detection, and a +10 bonus to detect vessels on Silent Running.
(Scarce) (-20)
Array
Signal Beacon: Due to the intense energy signature of the array,
vessels targeting a ship equipped with this component gain a +5 bonus
to all Ballistic Skill Tests to fire their weapons.
External: This Component does not require hull space. Although it is
Z-30 Deep external, it can only be destroyed or damaged by a Critical Hit.
1 Aetheric
Void Augur All Ships 7 0
(Rare) Eye of the Omnissiah: The exceptional sensitivity of the array grants (-20)
Array +10 to the ship’s Detection, and also provides a +20 bonus to all
Detection actions that are done outside of solar systems.
W-240 External: This Component does not require hull space. Although it is
external, it can only be destroyed or damaged by a Critical Hit.
Passive 1 Aetheric
All Ships 3 0
Detection (Rare)
No Broadcasting: When on Silent Running this vessel may perform
(-20)
Array any Detection actions without penalty.
External: This Component does not require hull space. Although it is
external, it can only be destroyed or damaged by a Critical Hit.
ML-14 Heat Find the Warmth: After scanning an enemy ship this augur provides
2 a +5 bonus to BS for the purposes of targetting that ship if the enemy Aetheric
-Seeker All Ships 5 0
(V. Rare) ship's plasma drive (or equivalent power source) was scanned. Addi- (-20)
Array tionally, so long as the Scrutiny Test to use this augur to scan a ship,
planet, or voidstation is successful then life signs, if there are any to
be found, are automatically detected (so long as they notionally give
off warmth).
External: This Component does not require hull space. Although it is
external, it can only be destroyed or damaged by a Critical Hit
RD-4E
1 Prying Eye: When scanning a ship this augur provides general Aetheric
Interdiction All Ships 5 0
(Rare) details on the contents of any storage bays it detects so long as the (-20)
Array Scrutiny Test is successful. If the test is succeeded by more than 4
Degrees of Success then any components that would otherwise be
hidden are revealed.
External: This Component does not require hull space. Although it is
external, it can only be destroyed or damaged by a Critical Hit.
GE-51.e
Surface 1 Strike the Earth: This augur allows scans of asteroids or planets to Aetheric
All Ships 7 0
Penetrating (Rare) yield relevant information about the body's composition and mineral (-20)
Array resources to be found, along with revealing any subterranean struc-
tures or formations if 4 Degrees of Success are scored. When target-
ting structures this augur grants +5 to any BS tests against them.
Pyros Melta-cannons
These squat, oversized, and highly insulated macrocannon are designed Dark Cannon (Xenotech)
specifically to fire shells tipped with powerful melta-charges that detona- These weapons fire off a mass of highly energized particles that create a
te with furious heat. dense fog in the void around the target vessel. It is unclear from where
these particles are obtained—the weapon requires no ammunition, just
a source of power— or what long term effects they might have. These
Bombardment Cannons clouds of fog disperse quickly as the target moves through the void. Alt-
As the name suggests, these devastating weapons are designed to reduce hough some Inquisitors have made a life’s work out of finding what alien
planetary defences to rubble and support military landings. Most often race created these weapons, their creators or how their technology works
they use linear accelerators to launch massed salvoes of heavy magma remains unknown.
bomb warheads, and though relatively short ranged can also be used
in naval combat. Often the rumour that orbiting vessels carry them is
enough to force a quick surrender. Energy Drain Matrix (Xenotech)
This Component launches a shell that expands out into a webbing of
bio-organic materials. These materials are drawn to the target’s engines,
Disruption Macrocannons where they congeal into a mass that absorbs energy away from the ves-
This macrocannon variant fires a “shell” of highly charged, ionized deu- sel. Once the mass has reached its capacity, the webbing flakes away and
terium atoms. These particles cause minimal physical damage to their tar- falls off into the void. How the weapon creates the bio-organic substance
gets. Instead, they are intended to overload and shut down power transfer in the first place remains known, as does the identity of its creators. Any
systems throughout the target vessels. These weapons are particularly attempts to open the weapons for inspection results in a catastrophic
useful for vessels that need to capture their prey intact. detonation easily big enough to destroy the ship they are on.
Staravar Laser
2
Macrobattery All Ships 4 4 12 4 1d10+2 4 -
(Rare)
(Archeotech)
Unknown Energy Source: This Component
Shard Cannon may not become unpowered for any reason. If it
2
Battery All Ships 0 3 6 4 1d10+4 3 is ever destroyed, its ship takes 2d5 additional
(Rare)
(Xenotech) Hull Integrity damage, with no reduction from
Armour or Shields.
Titanforge 2
All Ships 9 4 6 1 1d10+4 3 -
Lance Weapon (Rare)
Torpedo Modifications
All torpedoes are equipped with a guidance system, a machine-spirit that detects targets and steers them into a terminal embrace. Most torpedoes use
similar guidance systems, but some rare weapons possess advance systems.
2
Transports, Raiders, Frigates 1 1
(Rare)
Power
Secondary Reactors
(-10)
2
Conveyors, Light Cruisers, Cruisers 3 2
(Rare)
4 Aetheric
Starchart Archive All Ships 1 1
(Ex. Rare) (-20)
3 Structural
Superior Damage Control All Ships 1 1
(V. Rare) (+0)
4 Military
Targeting Matrix All Ships 3 1
(Ex. Rare) (-30)
2
Transports, Raiders, Frigates 1 2
(Rare)
Tenebro Powered
-Maze (-10)
2
Conveyors, Light Cruisers, Cruisers 2 3
(Rare)
3 Military
Turboweapon Batteries All Ships 0 0
(V. Rare) (-30)
2 Powered
Variable Figurehead All Ships 1 0
(Rare) (-10)
2 Structural
Vaulted Ceilings All Ships 0 Varies
(Rare) (+0)
Defensive Actions
Defensive Actions are available to any character, even those who have taken part in Manoeuvre, Shooting, or Extended Actions this turn. These rep-
resent the characters dropping everything and attending to pressing threats. Only one Defensive Action can be performed per turn per a character, but
otherwise a voidship can make any amount of Defensive Actions using the Crew Rating.
Weapons on voidships are Supplemental Components. Each Weapon Component does not necessarily consist of one weapon—a single macrobattery,
for example, can have dozens of individual macrocannons arrayed in broadside. Instead of these weapons being treated separately, they are grouped
together into a single Weapon Component and treated as a single weapon that can score multiple hits when fired. Although most Weapon Compo-
nents are classified as macrobatteries or lances, this simply means they follow the same general rules. Specific weapons may have different rules and
unique abilities.
Weapon Components
Each Weapon Component has the following statistics: What arcs a weapon my fire in are determined by the location the Weap-
• Strength: This is the maximum number of hits a macrobattery or lance on Component occupies on a voidship: Dorsal, Prow, Port, Starboard, or
can land on an enemy ship. Keel.
• Damage: This is the Damage each hit deals. Dorsal Weapon Components are mounted on the voidship’s
• Crit Rating: This is the number of successes the shot must have to spine or up most decks. They have a wide firing arc, but less weapons
score a critical hit on the target. can be installed in the relatively limited space. Dorsal weapons may fire
• Firing Arc: This determines which direction a voidship weapon may be to the fore, port, and starboard. Prow Weapon Components are packed
fired in. into the voidship’s forward spaces, and are often weapons that must run
• Range: This is the range of the weapon. voidship weapons may be fired along much of the length of the hull.
at targets no farther away than twice the weapon’s range. Prow weapons on transports, raiders, and frigates may fire to
When firing a Weapon Component, the character directing the fore. Prow weapons on light cruisers, cruisers, or larger vessels may
the fi e makes a Ballistic Skill Test, adding in any appropriate modifier . fire to the fore, port, and starboard.
Characters may direct the fire of more than one Weapon Component (ei- Port and Starboard Weapon Components are installed in
ther macro-batteries or lances). This means that one character may direct broadsides along the left and right sides of the voidship, respectively.
all of a ship’s weapons fire, although different Weapon Components may Port weapons can fire to the port firing arc, Starboard weapons to the
be fired by different characters if the party chooses. A ship’s weapons starboard firing arc.
may be directed against multiple targets. The gunner (or gunners) may Keel Weapon Components are often rare on Imperial vessels.
select targets for their macrobatteries in turn, unless they are combining Keel weapons may fire in any direction.
the fire of several macrobatteries into a single salvo. The range of the shot can affect its accuracy. When firing at a
Whether or not a Weapon Component may be fired at a target target further away than the range of the weapon (up to the maximum of
is determined by its firing arc: front (fore), port (left), starboard (right), twice the range), the shot suffers a –10 penalty to the Ballistic Skill Test.
and rear (aft). Firing arcs extend in a 90 degree arc from the centre of the However, when firing at a target at half the range, the shot gains a +10
vessel. bonus to the Ballistic Skill Test.
Most attack craft operations begin the operation by launching attack craft
squadrons currently ready in the launch bays. Once a bay has launched
squadrons, additional squadrons can be readied for operations—so long
as the number of squadrons readied does not exceed the Strength of the
Launch Bay. These squadrons can even be launched on subsequent turns.
Needless to say, a ship cannot launch more squadrons than it possesses.
The craft contained within a launch bay can be grouped into
four categories for this purpose:
• Support Craft (craft designed to support diplomatic and mercantile
operations).
• Fighters (void-capable craft designed to combat enemy attack craft and
ordnance).
Fighter Operations the squadrons performing the patrol (rounding up). The remaining
In the broadest of terms, fighters are used in three roles during space squadrons are either rearming at the time, or are elsewhere on the patrol
combat. These are described below: route. Unlike intercept operations, attacking does not force squadrons to
return to their carrier to rearm; such activities are a normal part of CVP
Interception: As an Extended Action, any number of fighter squadrons operations, and thus the patrol continues even after it has attempted to
currently ready within a ship’s launch bays may launch and commence repel an attack. Spent fighters return to the carrier, rearm, and re-launch
an intercept operation. The fighter squadrons may be grouped up into one on a continuous basis.
or more wings consisting of two or more squadrons, or may operate as
independent squadrons, in any combination, as desired. Upon launch and Escort: Instead of operating alone, fighters can be assigned to support
again at the beginning of their parent vessel’s subsequent Strategic Turns, bombers or assault boats, protecting them from enemy fighters and
the fighter wings may move freely a number of VUs up to the speed of harassing defensive turrets to allow their larger brethren to deliver their
the slowest squadron in the unit. They may continue to remain away payloads. Fighter escorts are launched as part of normal bombing or as-
from their carrier in this manner for no more than four Strategic Turns, sault boat operations, and move at the same speed as the attack craft they
as fuel and life support supplies begin to run low and the fighters are escort. Should the bombers/assault boats be attacked by enemy fighters,
forced to return to their carrier. Squadrons on intercept operations may then the escorting fighters may attack the enemy fighters. The enemy
attack any enemy torpedoes or attack craft within 1VU of their position fighters must engage the escort fighters (see “Attacking with Fighters”
(whether they enter this range during their movement or enemies enter below). Against defensive turrets, each squadron of escorting fighters
range during their own turns). impose a –10 penalty on the turrets’ Ballistic Skill Test, and will be shot
down before any of the escorted bombers/assault boats.
Combat Void Patrol: Commonly referred to as CVP, squadrons of fight-
ers patrol the space around a vessel to protect it from enemy attack. As an Attacking with Fighters
Extended Action, any number of fighter squadrons currently ready within In all cases, where fighters are required to attack enemy small craft, both
a ship’s launch bays may commence a CVP operation. A CVP operation sides make a Challenging (+0) Command+Craft Rating Test (this will
may be assigned to the fighters’ own carrier or any friendly vessel within either be from a character aboard the carrier, or from a character leading
a distance equal to the speed of the slowest squadron in the patrol of the the fighters personally), with the enemy small craft. Both sides gain a +5
carrier, which must remain within that distance while the patrol contin- bonus for every squadron of friendly fighters after the first. Both sides
ues. A patrol can remain in effect indefinitely, as squadrons return to their also gain a +5 bonus for an additional squadron of bombers or assault
carrier to resupply periodically as a normal part of the operation. While craft after the first, plus an additional +5 for each additional two squad-
the CVP remains in effect, any enemy attack craft or torpedoes that move rons of bombers or assault craft (as neither bombers nor assault craft are
within 5VUs of the patrolled ship are immediately attacked by half of as good at dogfighting as fighters, but are armed and dangerous
Mass Palpitations
With murderous intent the biomancer reaches out and concentrates on a
driving, arhythmic beat, commanding all the flesh of his enemies to obey
his command. Enemy troops keel over and die in the hundreds as they
submit to massive internal bleeding caused by ruptured organs.
Prerequisite: Hemorrhage Power
Action: Defensive Action
Focus Power: -60 Willpower Test
Range: Voidship
Effect: If the voidship is about to suffer a Hit & Run or is involved in a
Boarding Action this power may be used before the Opposed Command
Test is made. If the Focus Power Test is Successful the enemy suffers
a -10 to their Command Test, and for every two additional Degrees of
Success the enemy force suffers an additional -10.
Quell Flames
The psyker dampens a fire within the ship with his mind, willing the
flames to sputter and die.
Prerequisite: Pyromastery Power
Action: Extended Action
Focus Power: -30 Willpower Test
Range: WpB VU
Effect: If the Focus Power Test succeeds, the psyker extinguishes one fire
on a ship in range, plus another fire for every three additional Degrees of
Success he scores on the Focus Power Test.
Reading NPC Voidship Profiles A - Ship Name: The ship's name. Note that individual ships all have their
The profiles in the following sections will use this format and largely do own names, as appropriate to the culture of the ship's crew and owner.
not deviate from it for the GM's sake. These condensed profiles will not B - Ship Hull Type: The hull type of the voidship. Note that many
list any individual statistics about their Hulls or constituent Components, non-Imperial voidships will simply have their Ship Name also be their
for the sake of brevity. While the ships listed in the Section 8.9.1 "Impe- hull type.
rial Voidship Profiles", and even some of those in Section 8.9.2 "Chaos C - Hull Integrity: The ship's structural strength, its "health".
Voidship Profiles" may use parts that are familiar, the vast majority of the D - Armour: The ship's damage reduction against macrocannons, torpe-
voidships utilized by alien races are only analogous to Imperial technolo- does, and bomber attack craft.
gy and not largely compatible with Imperial voidships. E - Speed: The ship's speed in Void Units.
F - Manuever (Manoeuvrability): The bonus (or penalty) that applies to
all Operate (Voidship) Tests made to perform Manouevers by the ship's
Example Voidship Profile helmsman.
Imperial Mass Conveyor G - Void Shields: How many Void Shields a ship generates. Some
(Universe-class Mass Conveyor) species, such as the Eldar or Tyranids, utilize alternate defense methods,
which are explained in their specific sections.
Hull Integrity: 65 Detection: +5 H - Turret Rating: The ship's Turret Rating, which it uses to defend
Armour: 12 Astropaths: - against torpedoes, attack craft, and boarding actions.
Speed: 2 Navigator: Per 40, +10 I - Detection: The bonus that applies to all Scrutiny Tests made to use
the ship's sensors and also the ship's Broadcast Range.
Manuever: -20 Crew Rating: 30 J - Astropaths: The Willpower Characteristic and Psy Rating of the
Void Shields: 2 Population: 120 psykers aboard the ship, used for Psychic Actions.
Turret Rating: 1 Morale: 96 K - Navigator: The Perception Characteristic, Invocation Skill, and
Navigate (Warp Skill) of the ship's Navigator.
Essential Components: Supplemental Components: L - Crew Rating: The competency and base Characteristic of the ship's
- Jovian Class 8.3 Drive - Main Cargo Hold x15
crewmen. All Skill Tests aboard the ship aside from those required for
- Strelov 2 Warp Engine - Extended Supply Vaults
- Gellar Field - Catacombs Psychic Actions and Navigator Actions.
- Multiple Void Shield Array - Tenebro-Maze M - Population (Crew Population): The ship's Crew Population. Usu-
- Commerce Bridge - Dorsal Sunsear Laser Battery ally this starts at 100, but modifiers from different Components can take
- Vitae Life Sustainer this above or below that amount.
- Voidsmen Quarters N - Morale (Crew Morale): The ship's Crew Morale. Usually this starts
- Bilge-Rat Quarters at 100, but modifiers from different Components can take this above or
- M-100 Augur Array below that amount.
Weapon Components: O - Essential Components: The ship's Essential Components, namely
Dorsal Mounted Sunsear Laser Battery its Plasma Drive, Warp Engine, Void Shield, Gellar Field, Life-Sustainer,
(Macrocannon, Range: 9VU, Strength: 4, Damage: 1d10+2, Crit: 4) Crew Compartments, Bridge, and Sensors (or their alien equivalents).
P - Supplemental Components: The ship'sSupplemental Components,
Options: namely its Weapons Components, Cargo Holds & Passenger Compart-
Any number of the Mass Conveyor's Main Cargo Hold Components may ments, Augments & Enhancements, and Additional Facilities (or their
be replaced with a Barracks Component. alien equivalents).
Q - Weapon Components: This section contains all the weapons that the
Special Rules: voidship may use, and will also list options for each individual slot, if
Reliable Construction (Jovian Class 8.3 Drive): If this Component such options are available.
becomes damaged, depressurized, or suffers a Critical Hit (including a 4 R - Weapon Profiles: The stats for each individual weapon system are
or 6 result on the chart), roll 1d10. On a 4 or higher, the effect is ignored. listed in these sub-sections.
Living in Squalor (Bilge-Rat Quarters): Reduce all Crew Population S - Options: Some voidships have alternative configurations available to
losses due to damage by 2. them, follow the instructions in this section to appropriately modify the
Hidden Sally-Ports (Tenebro-Maze): This ship gains +10 to all Com- T - Special Rules: This section describes any special rules imparted by
mand Tests when defending against boarding actions and Hit and Run the ship's Hull or Components. The name of the Component that imparts
Actions. the special rule is in brackets beside the special as in most cases if this
Incomprehensible Layout (Tenebro-Maze): When a Component on Component is Damaged, Unpowered, On Fire, or Destroyed the voidship
this ship is selected to be affected from a critical hit, it is chosen by the will lose the benefits of this special rule. If a special rule is imparted by a
ship’s controller, not the attacker. ship's Hull it will not lose its benefit until the ship's destruction.
Special Rules:
Reliable Construction (Jovian Class 8.3 Drive): If this Component
becomes damaged, depressurized, or suffers a Critical Hit (including a 4
or 6 result on the chart), roll 1d10. On a 4 or higher, the effect is ignored.
Living in Squalor (Bilge-Rat Quarters): Reduce all Crew Population
losses due to damage by 2.
Hidden Sally-Ports (Tenebro-Maze): This ship gains +10 to all Com-
mand Tests when defending against boarding actions and Hit and Run
Actions.
Incomprehensible Layout (Tenebro-Maze): When a Component on
this ship is selected to be affected from a critical hit, it is chosen by the
ship’s controller, not the attacker.
Port & Starboard Mounted Ryza Plasma Battery x2 Dorsal Mounted Sunhammer Lance Battery
(Macrocannon, Range: 5VU, Strength: 4, Damage: 1d10+4, Crit: 4) (Lance, Range: 9VU, Strength: 2, Damage: 1d10+3, Crit: 3)
Special Rules:
Static Defence (Voidstation): A voidstation or structure may only ever
attack with half of it’s weapons (rounding up) in one turn, but these
weapons do not need to worry about their facing relative to their target.
Reliable Construction (Jovian Class 8.2 Generatorum): If this
Component becomes damaged, depressurized, or suffers a Critical Hit
(including a 4 or 6 result on the chart), roll 1d10. On a 4 or higher, the
effect is ignored.
Reinforcements (Barracks): If the ship is transporting troops, it gains
+20 to all Command Tests involving boarding actions and Hit and Run
Actions.
Slow and Purposeful (Servitor Crew Storage Bays): Count Morale as
100 at all times, and reduce all Population losses by half (to a minimum
of 1).
Recycling (Crew Reclamation Facility): Reduce all losses of Crew
Population by 3, to a minimum of 1.
Adepts of the Machine-God (Machine-Chapel to the Omnissiah): All
Tech-Use Tests performed aboard the voidship count as being Assisted.
Port & Starboard Mounted Sunsear Las-Broadsides Port & Starboard Mounted Ryza Plasma Broadside
(Macrocannon, Range: 9, Strength: 6, Damage: 1d10+2, Crit: 4) (Macrocannon, Range: 5, Strength: 6, Damage: 1d10+4, Crit: 4)
Port & Starboard Banefire Lance Broadsides Port & Starboard Mounted Mars Macrocannon Broadside
(Lance, Range: 12VU, Strength: 2, Damage: 1d10+2, Crit:3) (Macrocannon, Range: 6, Strength 6:, Damage: 1d10+2, Crit: 5)
Port & Starboard Jovian Launch Bays Port & Starboard Mounted Sunhammer Lance Battery
(Launch Bays, Strength: 2, Squadrons: Swiftdeath Fighters x2, Doomfire (Lance, Range: 8, Strength: 2, Damage: 1d10+3, Crit:3)
Bombers x2, Dreadclaws x2)
Special Rules:
Special Rules: Haste of the Damned (Miloslav G-616.b Warp Engine): Reduce the
Haste of the Damned (Miloslav G-616.b Warp Engine): Reduce the duration of all warp passages by half. However, the voidship suffers Mo-
duration of all warp passages by half. However, the voidship suffers Mo- rale loss (and Population Loss on a failed Navigate (Warp) Test) every 3
rale loss (and Population Loss on a failed Navigate (Warp) Test) every 3 days instead of every 5.
days instead of every 5. Fleet Command (Warmaster's Bridge): As long as the bridge remains
Master Plotting Table (Ship Master's Bridge): All Command, Operate, undamaged, all Command Tests made by the ship’s commanding officers
and Navigation Tests by crew on the Bridge gain a +5 bonus. (any officer on the bridge) gain +10. In addition, any Operate and Navi-
Improved Fire Direction (Ship Master's Bridge): All Ballistic Skill gation Tests made by this vessel, allied vessels, and aeronautica within
Tests to fire shipboard weapons gain +10. 30 VUs gain +5.
Living in Squalor (Bilge-Rat Quarters): Reduce Morale permanently For The Dark Gods! (Chaos Reaver Quarters): All Command Tests
by 5. However, reduce all Crew Population losses due to damage by 2, to for the purpose of Boarding Actions and Hit & Run Actions gain a +10
a minimum of 0. Increase the ship's Hull Integrity by +5. bonus. In addition, all sources of Morale loss are reduced by 1, to a
Blood on the Deckplates (Combat Arena): The direct benefit of this minimum of 1.
Component is to permanently increase Morale by 3. Reinforcements (Barracks): The ship gains +20 to all Command Tests
Combat Ready (Pilot Clan Halls): Pilot Clan Halls grant a +5 bonus to involving boarding actions and Hit and Run Actions.
the Attack Craft Rating of all squadrons aboard a voidship. Greater Warpcraft (Sorcerer's Bastion): This Component allows the
Spare Parts (Small Craft Repair Deck): At the end of any strategic voidship to perform Psychic Actions in voidship combat. The sorcerers
turn in voidship combat in which fighters, assault boats, or bombers are can use powers from any Discipline except for Sanctic. Any Psychic
lost and their squadron has returned to their launchbay a character may Actions that the sorcerers use have their range increased by 5 VUs (after
make a Difficult (-10) Tech Use Test as an Extended Action (this test may multiplication by their Willpower Bonus).
also be made against the ship's Crew Rating). For every Degree of Suc-
cess on the test, two of the lost craft from that squadron are recovered.
Warpcraft (Sorcerer's Tower): This Component allows the voidship
to perform Psychic Actions in voidship combat. The sorcerers can use
powers from any Discipline except for Sanctic.
Craftworld Eldar Raiders to perfection to gain the most out of the solar energy the ship runs on.
Eldar Hemlock Escort: The Hemlock is a very simple design, This also allows them to make the legendary manoeuvres which so often
consisting of a powerful Pulsar Lance and an engine, and little else. It is allow them to escape incoming fire or gain the best position to attack
more of a flying gun than a ship proper. their enemies.
Eldar Nightshade Escort: The Nightshade is extremely fast
and designed to deploy ordnance close to the enemy before retreating. Craftworld Eldar Cruisers
When coupled with the highly destructive torpedoes used by the Eldar, The matter of tracking Crew Population and Morale as well as a ship's
the Nightshade is a weapon which can strike anywhere quickly and at Hull Integrity adds a layer of book-keeping to voidship
will. Eldar Eclipse Cruiser: The Eclipse class is one of the most
Eldar Shadowhunter Raider: Shadowhunters are the smallest feared Corsair voidships as it combines heavy firepower (courtesy of
vessels used by craftworld fleets and are likely the smallest voidship used the paired Pulsar Lances in the prow) with multiple squadrons of attack
by the Eldar. They often operate in vast numbers and sit close to their craft (usually evenly split between Darkstar fighters and Eagle bombers).
craftworlds, acting as patrols vessels, but can also operate at a distance This allows a single Eclipse carrier to eviscerate a convoy of civilian and
from the craftworld when necessary. military vessels.
Eldar Kurnous Cruiser: The Kurnous Class Cruiser is an
Craftworld Eldar Frigates Eldar warship class. Named for the Eldar God Kurnous, it is equipped
Eldar Hellebore Frigate: The Hellebore is the embodiment of with launch bays and Starcannon batteries.
Eldar ideas and technology, with it being a good, all-round vessel which Eldar Shadow Cruiser: The Shadow class combines tre-
can match the firepower of an Imperial light cruiser while maintaining mendous speed, manoeuvrability, and offensive firepower into a single,
the speed and agility of an escort. They excel at ambushes as their torpe- highly-effective package. The bane of Imperial shipping throughout the
does can scatter vessels and then their Pulsar Lances and macrobatteries galaxy, Shadow-class cruisers normally form the centre of a Corsair
can take over to destroy stragglers. strike fleet.
Eldar Aconite Frigate: The Aconite-class is armed with two Eldar Vaul Cruiser: The Vaul Class Cruiser is an Eldar
Suncannon Batteries and their speed allows them to circle enemy capital warship class. Named for the Eldar God Vaul, it is equipped with torpedo
ships and attack them from behind, away from their main defensive launchers, Starcannon batteries, and Pulsar Lances.
weapons systems. They usually operate in groups of three or four ships Eldar Dragonship Cruiser: The Dragonship is not a specific
and can lay down fire equal to that of a battleship's broadside. design like most other named vessel classes, but rather is a generic name
for Eldar vessels of a larger size. The vessels under the name Dragonship
have a similar armament and adhere to the same tactics but can be varied
Craftworld Eldar Light Cruisers within these classes.
Eldar Aurora Light Cruiser: The Aurora-class Light Cruiser
is fairly typical of Eldar Corsair ship design. It is fast, very manoeu-
vrable, and possesses a significant level of firepower. Curiously, its solar Craftworld Eldar Battlecruisers
sails are mounted not only dorsally but to port and starboard as well, The matter of tracking Crew Population and Morale as well as a ship's
mimicking the configuration of the larger Eldar cruisers and battlecruis- Hull Integrity adds a layer of book-keeping to voidship
ers. Eldar Phoenix Battlecruiser: The Phoenix Battlecruiser is a
Eldar Solaris Light Cruiser: A swift and deadly vessel, the vessel that has thankfully only been rarely encountered, but whether this
Solaris leaves few survivors in its wake. Faster and more agile than the is due to actual scarcity or due to its complement of weapons ensuring
larger Eldar cruisers, it is more than capable of eluding even the most that none can tell of their true numbers is unknown. While not as heavily
determined pursuit or running down fleeing prey with terrifying ease, and armed as many comparable battlecruiser vessel it is, nonetheless, a for-
sightings of it are few and far between. midable ship, and certainly much more maneuverable and swift than all
Eldar Wraithship Light Cruiser: Wraithships are formed out comparable Imperial ships.
of pure wraithbone drawn from the warp. The core is forged out of this
material and into it is connected all the systems of the ship as well as be-
ing psychically attuned to the frequencies used by the Eldar. This psychic
connection allows instant communication and turns the ship almost into a
living being in its own right. The outer shell of the ship is also grown and
designed to form bulkheads, doors and other physical designs. The pilots
and crewmen of these vessels are attuned to the running of the ship and
can literally feel the design of the ship. To this end they can trim the sails
Holofield
Defensively, Eldar forego the use of void shields and instead rely on their
holofields for protection. A holofield confuses a ship’s targeting sensors
by creating multiple “ghost ships”.
All attacks made by lance weapons, attack craft, and torpe-
does against a ship with a functioning Holofield suffer a penalty to any
Test equal to the Holofield's stated penalty to hit in addition to any other
penalties (for example, this would include both a Ballistic Skill Test to
hit the ship with lances, and a Operate (Voidship) + Manoeuvrability Test
to ram the Holofield equipped ship). Macrobatteries, due to their massive
broadsides capable of filling a large area of space with ordinance, lower
the penalty by 10. Novacannons and Boarding Ramps do not suffer this
penalty. Ships also suffer this penalty on any attempts to use any Exten-
ded Actions against a holofielded ship that involve Detection (such as
Lock on Target and Focused Augury).