100% found this document useful (1 vote)
5K views1,192 pages

The Liber Imperium - Beta 1.53

This document provides rules for character creation and gameplay in Dark Heresy, Only War, and Rogue Trader roleplaying games. It covers character options like home worlds, careers, roles, and backgrounds. It also includes rules for skills, talents, psychic powers, equipment, vehicles, and more. The document aims to unify rules across the three game systems for cohesive party and campaign building.

Uploaded by

Don
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
5K views1,192 pages

The Liber Imperium - Beta 1.53

This document provides rules for character creation and gameplay in Dark Heresy, Only War, and Rogue Trader roleplaying games. It covers character options like home worlds, careers, roles, and backgrounds. It also includes rules for skills, talents, psychic powers, equipment, vehicles, and more. The document aims to unify rules across the three game systems for cohesive party and campaign building.

Uploaded by

Don
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 1192

The Liber

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

6.1.0 Weapon Rules - 328 7.1 Repairing Vehicles - 525


6.1.1 Weapon Qualities - 330 7.2 Civilian Vehicles - 529
6.2 Weapons, Ammunitions, & Modifications  -  337 7.3 Vehicles of the Adepta  -  534
6.2.1 - Las Weapons  -  337 7.4 Armour of the Imperial Guard  -  543
6.2.2 - Solid Projectile Weapons  -  340 7.4.1 - Battleline Vehicles  -  543
6.2.3 - Bolt Weapons  -  346 7.4.2 - Specialist Vehicles  -  553
6.2.4 - Flame Weapons  -  350 7.4.3 - Archaic Vehicles - 560
6.2.5 - Melta Weapons  -  352
6.2.6 - Plasma Weapons  -  354 7.5 Aeronautica - 565
6.2.7 - Launcher Weapons  -  356 7.6 Vehicle Modifications  -  574
6.2.8 - Grenades & Explosives  -  358 7.7 Mounts & Mounted Combat  -  582
6.2.9 - Low-Tech Ranged Weapons  -  364 7.7.1 - Example Mounts & Beasts of Burden  -  586
6.2.10 - Exotic Ranged Weapons  -  366
6.2.11 - Chain Weapons  -  370
6.2.12 - Power Weapons  -  372
Table of Contents (cont.)
8.0 Voidships - 588 9.0 Combat - 767
8.1 Acquisition of Voidships & Components  -  592 Combat Actions Summary  -  769
Actions & Action Descriptions  -  771
8.2 Voidstations - 594 The Attack - 778
8.3 Voidship Hulls - 595 Combat Circumstances  -  780
8.3.1 - Transport Hulls  -  595 9.1 Injury - 782
8.3.2 - Mass Conveyor Hulls  -  597 Energy Critical Effects - Arm  -  784
8.3.3 - Raider Hulls  -  599 Explosive Critical Effects - Arm  -  786
8.3.4 - Frigate Hulls  -  601 Impact Critical Effects - Arm  -  788
8.3.5 - Light Cruiser Hulls  -  603 Rending Critical Effects - Arm  -  790
8.3.6 - Cruiser Hulls  -  605
8.3.7 - Grand Cruiser Hulls  -  606 9.3 Conditions, Special Damage, & Damage States  -  792
8.3.8 - Battlecruiser Hulls  -  607 9.4 Disease & Infections  -  794
8.4 Voidship Components - 609 9.5 Movement - 795
8.4.1 - Plasma Drives  -  611
8.4.2 - Warp Engines  -  613
8.4.3 - Gellar Fields  -  615 10.0 Narrative Tools - 800
8.4.4 - Void Shields  -  616 10.1 Fear & Insanity  -  802
8.4.5 - Ship Bridges  -  618 Shock - 803
8.4.6 - Life Sustainers  -  620 Insanity - 803
8.4.7 - Crew Quarters  -  621
8.4.8 - Augur Arrays  -  623
10.2 Mental Afflictions  -  805
8.4.9 - Macrocannons  -  625 10.3 Corruption & Malignancy  -  812
8.4.10 - Lances  -  628 10.4 Mutations - 814
8.4.11 -Torpedo Tubes  -  630 Minor Mutations - 814
8.4.12 - Torpedo Types  -  632 Major Mutations - 821
8.4.13 - Launch Bays  -  633 Superior Mutations - 825
8.4.14 - Boarding Ramps  -  634
8.4.15 - Nova Cannons  -  635
10.5 The Role of Fate   -  828
10.5.1 The Favour of the God Emperor  -  830
8.4.16 - Cargo Holds & Passenger Compartments  -  636
8.4.17 - Augments & Enhancements  -  638 10.6 Influence, Subtlety, & Profit Factor  -  831
8.4.18 - Additional Facilities  -  644 Influence  -  832
8.4.19 - Archeotech Components  -  652 Subtlety  -  834
8.4.20 - Xenotech Components  -  656 Profit Factor  -  837
8.5 Voidship Combat - 659 10.7 Requisition - 839
Voidship Critical Damage  -  671 10.8 Imperial Assets - 841
Crew Population & Morale  -  673 Administratum Assets - 842
Voidship Talents - 675 Arbites Assets  -  843
8.6 Psykers in Voidship Combat  -  679 Astartes Assets - 844
Astra Telepathica Assets - 845
8.7 Navigators in Voidship Combat  -  685
Ecclesiastic Assets - 846
8.8 NPC Voidship Rules  -  686 Imperial Guard Assets - 847
8.9 NPC Voidship Profiles  -  688 Imperial Navy Assets - 849
8.9.1 Imperial Voidship Profiles  -  689 Inquisitorial Assets - 851
8.9.2 Chaos Voidship Profiles  -  702 Mechanicus Assets - 852
8.9.3 Craftworld Eldar Voidship Profiles  -  711
8.9.4 Dark Eldar Voidship Profiles  -  721
8.9.5 Necron Voidship Profiles  -  728
11.0 Social Mechanics  -  855
8.9.6 Ork Voidship Profiles  -  734 11.1 Structured Conversation  -  856
8.9.7 Tau Voidship Profiles  -  744 11.2 Contacts - 858
8.9.8 Tyranid Bioship Profiles  -  752
11.3 Social Conflict & Seduction  -  862
8.10 Voidfaring - 758 Social Conflict Talents  -  865
8.11 Warp Travel  -  762 Seduction - 865
Table of Contents (cont.)
12.0 Allies - 866 13.0 Adversaries - 928
12.1 Reinforcement Characters  -  868 13.1 Nemeses - 929
12.2 Imperial Citizenry  -  871 13.2 Horde Rules  -  933
Abhumans  -  875 Trained Horde Traits - 937
12.3 Imperial Nobility  -  876 Wild Horde Traits - 938
Imperial Houses - 876 Unnatural Horde Traits - 939
Navigator Houses - 877 13.3.0 Forces of Chaos  -  940
Rogue Trader Houses - 878 13.3.1 Renegades, Heretics, & Mutants  -  942
Imperial Knight Houses  -  878 Covenants of Chaos  -  943
12.4 Adeptus Administratum  -  880 13.3.2 Chaos Space Marines  -  950
Marks of Chaos  -  951
12.5 Adeptus Arbites  -  881 13.3.3 Daemons of Chaos  -  962
Arbites Cyber-Constructs  -  884 13.3.4 Psychic Powers of Chaos  -  973
12.6 Adeptus Astartes  -  886 13.3.5 Powers of Chaos  -  974
12.7 Adeptus Astra Telepathica  -  890 13.3.6 Powers of Nurgle  -  979
13.3.7 Powers of Slaanesh  -  983
12.8 Adeptus Mechanicus - 892 13.3.8 Powers of Tzeentch  -  986
Techpriest (Elite)  -  893 13.3.9 Daemon Engines  -  991
Skitarii - 897 13.3.10 War Machines of Chaos  -  996
Cyber-Constructs  -  900
Mechanicus Vehicles - 907 13.4.0 Forces of the Eldar  -  1001
Titans - 912 13.4.1 Warriors of the Craftworlds  -  1003
13.4.2 Seers of the Craftworlds  -  1010
12.9 Adeptus Ministorum - 916 13.4.3 Eldar Psychic Disciplines  -  1013
Priests of the Ecclesiarchy  -  916 13.4.4 Wraiths of the Craftworlds  -  1017
The Faithful Masses  -  918 13.4.5 War Machines of the Craftworlds  -  1021
The Adepta Sororitas - 920 13.4.6 Harlequin Eldar  -  1034
12.10 Imperial Guard  -  922 13.4.7 Dark Eldar Wych Cultists  -  1039
12.11 Imperial Navy  -  925 13.4.8 Dark Eldar Kabalites  -  1043
13.4.9 Commoragh's Children  -  1046
13.4.10 Dark Eldar Haemonculus Covenites  -  1050
Artefacts of the Coven  -  1052
13.4.11 War Machines of the Dark Eldar  -  1055
13.5.0 Forces of the Necrons  -  1061
13.5.1 The Necron Legions  -  1063
13.5.2 Canoptek Constructs  -  1067
13.5.3 The Necrons Lords  -  1072
Artefacts of the Tomb  -  1073
13.5.4 War Machines of the Necrons  -  1080
13.6.0 Forces of the Orks  -  1087
13.6.1 Ork Boyz  -  1089
13.6.2 Squigs   -  1096
13.6.3 Masters of the WAAAGH!  -  1099
13.6.4 Powers o' Da WAAAGH!  -  1104
13.6.5 War Machines of the Orks  -  1107
13.6.6 Ork Aeronautica - 1123
13.7.0 Forces of the Tau  -  1129
13.7.1 Warriors of the Tau Empire  -  1131
13.7.2 Tau Battlesuits - 1134
13.7.3 Tau Drones - 1142
13.7.4 Tau Auxiliaries - 1145
13.7.5 War Machines of the Tau  -  1149
13.8.0 Forces of the Tyranids  -  1157
13.8.1 Genestealer Cultists  -  1161
13.8.2 Tyranid Synapse Creatures  -  1168
13.8.3 Powers of the Hive Mind  -  1172
13.8.4 Tyranid Swarm Organisms  -  1174
13.8.5 Tyranid Vanguard Organisms  -  1176
13.8.6 Tyranid Subterranean Organisms  -  1178
13.8.7 Tyranid Sporecaster Organisms  -  1181
13.8.8 Tyranid Weapon Creatures  -  1184
13.8.9 Tyranid Monstrous Creatures  -  1186
13.8.10 Tyranid Skyswarms - 1189
The Liber Imperium
For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is
the master of Mankind by the will of the gods, and master of a million worlds by the might of his
inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of
Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day,
so that he may never truly die.

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.

Prepare to enter the nightmare world of Warhammer 40,000.

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.

Only War - War Without End


Only War is a roleplaying game about fighting in the frontlines of the endless wars for the survival of Mankind
in the decaying far future of Warhammer 40,000. The foes of Mankind menace the Imperium of Mankind from
every conceivable angle, from the darkness between the stars unto the weak wills of those who take arms against
the righteous rule of the Imperium. But take heart, for you have been chosen, by draw, fortune of your birth, or
simple luck to drive back this darkness with your chosen weapons and faith in the Emperor! The vile traitors,
mutants, renegades, and aliens cannot hope to stand before you and those others who give their lives in the name
of the God Emperor. Ready thy lasgun, and prepare to sell your life dearly, that the Imperium might live another
day. Your character will be a Guardsman.

Rogue Trader - Ambition Knows No Bounds


Rogue Trader is a roleplaying game of exploration, risk, and savage might set in the decaying far future of War-
hammer 40,000. In Rogue Trader, you can explore the universe of Warhammer 40,000 like never before. Vast
fortunes await on the edges of the galaxy, if you and your fellow Explorers can muster the courage to find and
claim them. Renown and riches reward the bold, but the unwary find only anonymous deaths. A Rogue Trader
who can wrest profits from a dangerous universe through luck, cunning, or sheer force of will enjoys something
few humans in the 41st Millennium even know—a life of adventure and true freedom. Such a course, however,
is often fraught with peril. Foul aliens, pernicious raiders, and even other Rogue Traders stand in your way on
the path to greatness. Your wits, luck, skill, and courage will be tested to their utmost limits. To survive is to face
even greater challenges—and to wield even greater power. Your character will be an Explorer.
1.1 The Core Rules
“A mind without purpose will wander in dark places.”
-Anonymous

Scatter Diagram & Random Directions: When a Thrown


Rules in a roleplaying game exist to provide a framework for players, weapon or one with the Blast Quality misses its target this die is rolled to
using dice to determine what happens when players declare their actions. determine what direction this missed attack goes in. Additionally it can
These core rules establish the ten Characteristics that define characters, be used to determine a random direction when needed. When a character
and the core mechanic is used to determine whether a character success- fails this test, the GM rolls 1d10 and consults the Scatter Diagram. The
fully accomplishes tasks. Through these, a player can tell not only if his number of metres the item travels in the indicated direction is always
character’s attempt worked, but how well he succeeded (or failed). They equal to the character's Degrees of Failure. This is also used with weap-
offer a basis for all the players to commonly resolve their actions, and the ons with the Blast Quality. These affect a wide enough area that if the
basis from which they can drive the ongoing story with heroic victories shot goes awry, it might still damage something, even if what is struck is
and dramatic defeats. not the original target.
Note that a 10 on this diagram puts the miss below the target,
and for some circumstances this means that a miss would end up at the
Playing 40KRPG feet of the target. This is acceptable for a Thrown weapon, but for a
In the 40KRPG, the GM narrates the story of the adventure to the group weapon with the Blast Quality the GM should consider this another result
of player characters (sometimes referred to as "PCs"). During this, he of "1", with the explosion happening above the target.
allows the players to act in the game world—making decisions, interact-
Scatter
ing with characters, and then rolling dice to decide the outcome of the
story. To resolve the action of the game, the pace of the story is broken 1
(Above) Diagram
up in two different modes: structured time and narrative time. Structured
time covers combat and other time-sensitive actions, and is detailed in
Section 9.0 “Combat”. Narrative time includes travel, social interaction, 2
9 3
exploration, and other instances when time is not of the essence, and is
covered in Section 11.0 “Social Mechanics”.

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).

8 Be grateful of your Master’s favour! 8


The Core Mechanic Weapon Skill (WS)
Weapon Skill measures a character’s competence in all forms of
Whenever a character attempts a task that has some chance of failure, the
close-quarters combat. Characters with high Weapon Skill values are
player who controls that character makes a percentile roll (d100) called a
excellent warriors, renowned with a chainsword or even their bare hands.
test to determine the outcome. The following steps are used to determine
if the character succeeds in a test:
Ballistic Skill (BS)
1. Determine Value: Determine the value of the Characteristic or Skill
Ballistic Skill measures a character’s accuracy with all forms of ranged
being tested.
weapons. A high Ballistic Skill indicates a character is an excellent
2. Apply Modifiers: Identify and apply any modifiers that affect the test.
marksman, someone to be rightly feared in a fire-fight or shootout.
3. Roll Dice: Make a percentile roll. If the result of the percentile roll is
less than or equal to the target number, then the test succeeds. Otherwise,
Strength (St)
the test fails.
Strength measures a character’s muscle and physical power. A high
Strength Characteristic value allows a character to lift heavier objects
Determine Value and punch a foe harder.
The GM selects either the Characteristic or Skill (a Characteristic modi-
fied by training) most appropriate for the task. The player then references Toughness (T)
his character sheet and obtains the value associated with that Skill or Toughness measures a character’s health, stamina, and resistance. Excep-
Characteristic. This value will be a number between 1 and 100. tionally Tough characters can shrug off otherwise damaging weapon hits
and better withstand poisonous attacks.
Apply Modifiers
The GM identifies any modifiers that affect the test, both positive and Agility (Ag)
negative. Modifiers reflect the inherent difficulty of the task as well as sit- This measures a character’s quickness, reflex, and poise. High Agility
uational and environmental conditions that affect the character perform- can allow a character to manipulate delicate machinery with finesse, or
ing the task. Add all modifiers together to obtain the final modifier. Then, keep his footing when crossing treacherous terrain. This Characteristic
the GM adds the final modifier to the value of the Characteristic or Skill also determines a character’s movement rate; the higher the Agility Bo-
to obtain the target number used for the percentile roll. It is possible that nus, the farther he can move each turn.Intelligence (Int)
the target number will be greater than 100 or less than 0, but the target Intelligence measures a character’s acumen, reason, and general
number is typically between 1 and 100. knowledge. A character with a strong Intelligence value can recall huge
volumes of data, correlate esoteric clues, or determine if an ancient
archeotech relic is genuine or not.
Roll Dice
The player makes a percentile roll as described under Game Dice. If the
Perception (Per)
result of the percentile roll is less than or equal to the target number, then
This measures a character’s awareness and the acuteness of his senses.
the test succeeds. Otherwise, the test fails. If the result of the percentile
A character who has a high Perception value can pick out a stray bolter
roll is 1, the test automatically succeeds, even if the target number is less
shell casing left amidst an underhive morass, or tell when someone is
than 1. Likewise, if the result is 100, then the test automatically fails,
being deceitful.
even if the target number is greater than 100.
Willpower (Wp)
Characteristics Willpower measures a character’s mental strength and resilience. High
Willpower allows a character to exert control over a crowd of near-ri-
Characteristics represent a character’s raw potential and natural physical
oting hab workers or interrogate a captured heretic. It is also often used
and mental gifts, such as his strength, agility, intelligence, and skill with
when wielding and resisting psychic powers.
melee and ranged weaponry. Characteristic values range from 1 to 100
and the higher the Characteristic is, the more raw talent the character has
Fellowship (Fel)
in that particular area. There are ten Characteristics in 40KRPG, and each
Fellowship measures a character’s persuasiveness, ability to lead, and
represents a different mental or physical attribute. Each is listed briefly
force of personality. Having a strong Fellowship makes for a character
here, with its common abbreviation (Willpower, for example, is often
who can ingratiate himself into a gathering of suspicious forge menials or
abbreviated as “Wp” in game text). Characteristics are important to a
make skilled trades with wily vendors.
character for a number of reasons, not least of which is that they reflect
a character’s ability to succeed at particular actions. Characteristics are
Fate (Fate)
modified by external factors such as Skills, and can be improved in a
This measures a character’s piety and spiritual purity. Along with this it
number of temporary and permanent ways.
represents his belief of the Imperial Creed, and is something of an indi-
Since Characteristics set the base target number for all tests,
cator of the God-Emperor’s favour. Unlike the other Characteristics, Fate
high Characteristics are always more favourable than low Characteris-
changes only as a character performs actions: it would decrease should
tics. For more information on how to generate Characteristics and how
he cheat death, for example, or increase after he successfully rescues a
they relate to character generation, see Section 2.0 “Character Creation
kidnapped Ecclesiarch. Fate is a somewhat more complex Characteristic
Rules”.
than the others, for more information on it see Section 10.5 “The Role of
Fate”.
Characteristic Bonuses
In addition to its numerical value, each Characteristic has a Characteristic Influence (Inf)
Bonus, a number equal to the “tens” digit of that Characteristic. For ex- Influence is not just a character's actual "influence", it also represents
ample, a character with a Strength of 42 would have a Strength Bonus of their status, connections, and something of the character's personal
4. When a Characteristic Bonus is abbreviated in text, it uses the normal wealth. This is also how noteworthy the character is, for better or for
abbreviation listed for each Characteristic with an additional “B” at the worse, a high Influence makes it easier to acquire things and services, but
end (the Agility Bonus, for example, would be abbreviated as “AgB”. also makes it easy to garner attention.
1.1 The Core Rules - 9
Characteristic Example Tests
Weapon Skill Make an attack with a melee weapon.
Ballistic Skill Make an attack with a ranged weapon.
Strength Break down a door, restrain a captive, push over a massive grox.
Toughness Resist poison or disease, tolerate extremes of temperature, stave off mutation, resist hunger.
Agility Determine Initiative in combat, maintain balance on a narrow surface, navigate treacherous terrain.
Intelligence Recall an important detail, identify a familiar face, solve a puzzle.
Perception Notice a hidden enemy, locate a secret door, gauge a person’s attitude.
Willpower Resist torture or psychic powers, manifest psychic powers.
Fellowship Deceive or charm others, make a good impression, inspire confidence.
Fate Prove one’s purity, resist corruption or evil influences.
Influence Requisition new weapons or gear, obtain services or aid.
Influence is a somewhat more complex Characteristic than the Test Difficulty
others, for more information on it see Section 10.6 “Influence, Subtlety, No two tests are created equal. Driving an autocarriage across an open
& Profit Factor”. field is one thing, while racing through a ruined, debris-choked underhive
while under heavy fire is quite another. Both require Operate (Surface)
Characteristic Tests tests, but the latter is demonstrably more difficult than the former. The
There are times over the course of a game when no amount of education question, however, is just how much harder is it to drive the autocarriage
or training suffices, and a player must rely simply on raw physical prow- through the underhive? This is where test difficulty and the GM’s discre-
ess or mental acumen. Breaking through a reinforced door or resisting tion come into play.
torture are two tasks that call for Characteristic tests. Again, the Core While the difficulty of a given test is sometimes clearly stated
Mechanic is used. First the Game Master determines the most appro- by the rules, often it is left to the GM to determine just how difficult
priate Characteristic for the Test, then the player makes a 1d100 roll. If an action is. Once the difficulty of a task has been determined, the GM
the roll is less than or equal to the Characteristic after any modifiers are needs to consult the following table to find the appropriate modifier. The
applied, then the Test is successful. If the roll is higher than the Charac- difficulty modifier is then applied to the governing Characteristic asso-
teristic after any modifiers are applied, then the Test fails. ciated with the test before the 1d100 roll is made. Some tests can even
require multiple modifiers depending on the various factors involved
in the attempt. In these cases, the modifiers are added to create the final
Skills, Talents, and Traits bonus or penalty to be applied.
If the raw potential and natural gifts of a character are described by his Regardless of the source or combined sources, no final bonus
Characteristics, then his competence, prowess, and rare innate abilities can ever exceed +60 and no final penalty can exceed -60. If no modifier
are defined by his Skills, Talents, and Traits. Skills are learned abilities, is listed when a test is described, the test begins as Challenging (+0).
such as speaking a language or driving a vehicle, that reflect a character’s
training and life experience. Talents are unique abilities and proficiencies Difficulty Test
that a character possesses either through his intrinsic nature or from years Descriptor Modifier
of hard-won experience. Quick Draw, the ability to very rapidly pull a
weapon and ready it for use, is a Talent. Finally, Traits are those abilities Trivial +60
a character possesses by virtue of birth, mutation, or innate circumstance. Elementary +50
Dark-Sight, the ability to see in complete darkness, is a Trait, as it is not
something humans are normally able to do. More information on Skills
Simple +40
can be found in Section 3.0 “Skills”, and information on Talents and Easy +30
Traits can be found in Section 4.0 “Talents & Traits”.
Routine +20
Ordinary +10
Skill Tests
The Skill Test is the most common Test performed. Each Skill is gov- Challenging +0
erned by a corresponding Characteristic, which sets the base level of the
Difficult -10
Skill on a scale of 1–100. For example, Dodge is governed by the Agility
Characteristic, and Scrutiny is governed by the Perception Characteristic. Hard -20
To make a Skill Test, the Core Mechanic is used. The player first adds all Very Hard -30
relevant positive and negative modifiers determined by the Game Master
to the governing Characteristic. Once the final result is tallied, the player Arduous -40
then makes a 1d100 roll. A Skill Test succeeds if the result of the 1d100 Punishing -50
roll is equal to or less than the final target number after all modifiers are
applied. A Skill Test fails if the result of the 1d100 roll is higher than the Hellish -60
final target number after all modifiers are applied. Succeeding at a Skill
Test is always easier if a character has training in the Skill being Tested.
A character can attempt to use any Skill untrained, but does so at a heavy
disadvantage. Any attempt to Test an untrained Skill suffers a –20 penalty
in addition to any other penalties. For more about Skill Tests and their
penalties and benefits, see Section 3.0 “Skills”.
Degrees of Success and Failure Opposed Tests
During a game, knowing whether a test has succeeded or failed is often There are times when a character needs to test himself against a foe, and
sufficient. There are times, however, when it is helpful to know just how times like these call for an Opposed test. In an Opposed test, each partic-
well a character has succeeded at a given task, or just how badly he has ipant makes his appropriate test normally and whoever succeeds wins the
failed. This is of particular importance with social skills, such as Charm test. If both parties succeed, the party with the most Degrees of Success
and Inquiry, as well as during some combat situations such as when firing wins the test. The difference between the amount of Degrees of Success
an automatic weapon, which can score additional hits depending on the and/or Failure between the opposed parties is referred to as “Degrees of
roll.Measuring a character’s Degrees of Success or Failure is a rather Disparity”. If the number of successes is equal, then the party with the
straightforward process. Once the percentile roll for the test is made, highest Characteristic bonus wins. If there is still a tie, then the lowest
compare the outcome of the roll with the modified Characteristic score. die roll wins.
If the roll is equal to or lower than the Characteristic, the character has Should both parties fail, then one of two things occurs: either
gained one Degree of Success (DoS). He also gains additional Degrees the test ends in a stalemate and nothing happens, or both parties re-roll
of Success equal to the tens digit of the target value minus the tens digit until there is a clear winner. Either outcome is appropriate and is left to
of the roll. Conversely, if the roll is higher than the Characteristic, the the GM’s discretion.
character has gained one Degree of Failure (DoF), and gains additional
Degrees of Failure equal to the tens digit of the roll minus the tens digit
of the target value.
Extended Skill Tests
Occasionally, a character will attempt a task so complicated that it
requires quite a length of time to complete. In cases such as these, the
Excessive Degrees of Success Game Master can require an Extended Skill Test. In general, the GM
When a Characteristic or Skill Test is made sometimes a character will should use the Extended Skill Test Time Table to determine the length of
pass it with an inordinate amount of Degrees of Success. If this happens these tests. However, the GM can adjust the time represented by each test
the GM can elect to simply continue forwards with the narrative at hand, to best suit the situation and the needs of his campaign.
or he may allow the character to gain a Boon.
Generally, scoring 4 Degrees of Success is considered the upper end for
a character succeeding a test, and if 5 or more Degrees of Success are Assistance
scored, and if the GM allows it, one of the following Boons may be cho- The player characters must depend on each other to succeed, and should
sen by the player, representing their character proving themselves adept always be ready to assist fellow members of their warband to combat
or at the very least lucky. the enemies of Mankind. There are commonly times when a task will be
too great, an obstacle too insurmountable, or an enemy too implacable,
for a lone man to succeed. The only way for the players to succeed at
Boons such a task is to pool their skills and resources to work together. During
Quickly - The task takes less time than expected, and is completed in a
a complicated or delicate test (and with the Game Master’s permission),
timely manner.
the character performing the test can request the assistance of other
Thoroughly - The task is completed with an eye for detail, and the most
characters in the group.
minute aspects are beheld.
When the 1d100 roll is made, only the character who is actually making
Unforeseen Benefit - The task reveals a previously unknown piece of
the test rolls the dice, but he gains a single +10 bonus from the character
information, provides them with a useful item, or gives the character an
giving assistance to him. If the test succeeds, the character performing
edge in an upcoming scenario.
the test gains an extra Degree of Success for every other character giving
assistance.

Failure and Detriments


Failed Characteristic or Skill Tests usually mean that the action that was Limits on Assistance
attempted could not be done. The GM may, however, desire to keep a While characters can assist each other in most tasks, there are some
story’s pace going or allow the character to “succeed”, with a cost. The restrictions and conditions that must be met:
GM then chooses an appropriate Detriment from the list below and • To give assistance on a Skill Test, a character must have training (IE at
describes its severity. least one Rank) in that Skill.
Note that if a character doesn't have at least one Rank in a Skill • The assisting character must usually be adjacent to the character per-
that they make a Test with that the Skill Test simply fails, with no chance forming the test, though certain tests could gain assistance from over a
for "succeeding" with a Detriment being applied. vox channel or telepathically at the GM’s discretion.
• Assistance cannot be given for tests made as part of Reactions or Free
Actions.
Detriments • Assistance cannot be given on tests made to resist disease, poison, Fear,
Slower - The task takes longer than expected, dragging out the needed or anything else the GM deems inappropriate.
time. • No more than two characters can attempt to assist another on a single
Careless - The task was completed with little regard for care or thor- test, unless the GM decides otherwise (such as if the warband is attempt-
oughness. ing to right an overturned vehicle).
Unforeseen Complication - The task hits a snag, or in its completion,
creates one.

In either case Boons and Detriments are scaled in relation to the test’s
Degrees of Success or Failure.

1.1 The Core Rules - 11


2.0 Character Creation Rules
“Your home is no longer a place, but a people. The Imperium is yours, and you are the Imperium’s.”
- Catechism of the Founding, Gunmetallicus 104th.

A player character (sometimes referred to as an Acolyte, Explorer, or Fate Points:


Guardsman) is a player’s window into the Warhammer 40,000 universe. Equal to half of the character’s Fate Bonus (IE if a character had Fate 45
The rules in this section will help a player sculpt a character who has he would have a Fate Bonus of 4 and thus 2 Fate Points). For more infor-
an established past and has lived in the 41st Millennium, becoming the mation on the Fate Characteristic see Section 10.5 “The Role of Fate”.
person they are through the struggle to survive in the bloodiest regime
imaginable.
Each character begins with 25 in each Characteristic and then
Influence:
A character’s starting Influence is based on the level of play used to gen-
receives an amount of points that depends on the Level of Play being
erate the rest of their Characteristics. For more information on Influence
used. The GM selects the Level of Play that will be used, keeping in
see Section 10.6 “Influence, Subtlety, & Profit Factor”.
mind the relative amount of influence and power as described below,
• Novice - 15+1d5 Influence
choosing on appropriate for the starting of the narrative of the campaign
• Adept - 40+1d10 Influence
he will be presiding over.
• Master - 75+1d5 Influence

Levels of Play Starting Skills & Talents


• Novice - 50 Characteristic Points, Characteristic Limit of 45 - For
All characters start with the following Skills and Talents:
freshly recruited Guardsmen, inexperienced Explorers, and novice
Acolytes.
Skills:
• Adept - Raise all Characteristics to 30, 75 Characteristic Points, Char-
Common Lore (Imperium)
acteristic Limit of 50 - For veteran Guardsmen, experienced Explorers,
Common Lore (Sector)
and adept Acolytes.
Common Lore (Home World/System)
• Master - Raise all Characteristics to 35, 100 Characteristic Points,
Common Lore (Any One) x2
Characteristic Limit of 55 - For Imperial Guard Commanders, legendary
Linguistics (Low Gothic)
Rogue Traders, and Inquisitors. At the GM’s discretion Master level
characters may start with the The Emperor’s Command Trait.
Talents:
Peer (Choose One)
The player can distribute these points to any of his character’s ten Char-
Weapon Training (Low-Tech)
acteristics (Weapon Skill, Ballistic Skill, Strength, Toughness, Agility,
Weapon Training (Las -or- SP)
Intelligence, Perception, Willpower, Fellowship, and Fate) as desired.
Weapon Training (Choose One)
Each point distributed to a Characteristic raises that Characteristic by
one. No Characteristic, however, can be raised to a value higher than
the Characteristic Limit of that Level of Play in this way. A character’s Minimum Requirements
Home World, Career, Role, and Background may take his Characteristics The character must have at least a Home World, Career, Role, and Mental
beyond this limit, and after creation the player may further raise them Affliction (see Section 10.2 “Mental Afflictions” for more information).
with advancements. Backgrounds are optional and not necessary, but are suggested. Charac-
Adept and Master Level characters count as having already ters may only take up to three Background choices. Lineage options are
gained 2 and 3 advancements in all Characteristics, respectively, as a part only available to High Born characters, who may only take one selection
of their higher starting Characteristics. from the section, counting as a single Background choice.
Choosing a Home World, Career, and Role gives a player
Starting Wounds, Fatigue, character 3 Aptitudes, and all PCs automatically receive the General
Aptitude. Each player must choose 4 further Aptitudes for their charac-
Fate Points, and Influence ter, as appropriate for the character. If the character would gain 2 of the
Note that if a character’s Toughness Bonus, Willpower Bonus, or Fate same Aptitude the player simply selects another Aptitude of their choice.
Bonus change it is likely to change his Wounds, Fatigue, or Fate Points. More information on Aptitudes can be found in Section 2.6 "Aptitudes &
Advancements).
Wounds:
Equal to three times the character’s Toughness Bonus. Note that increas- Starting XP & Spending It
ing a character’s Toughness Bonus will increase his maximum Wounds Characters also start with 1000xp that can be used on Backgrounds
(for every one additional Toughness Bonus the character will gain +3 as well as standard character advancements. Note that only this initial
Wounds). 1000xp can be spent on Background options that cost xp, no matter
how much extra starting xp the GM may allot. Note also that some Elite
Fatigue: Advances, such as Sister of Silence, may only be purchased at character
Equal to the sum of the character’s Toughness Bonus and Willpower creation. These Elite Advances should be considered when creating a
Bonus. Note that increasing a character’s Toughness Bonus or Willpow- character and more information on them can be found in Section 2.2
er Bonus will increase his maximum Fatigue (for every one addition- "Elite Advances".
al Toughness Bonus or Willpower Bonus the character will gain +1
Fatigue).

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

2.0 Character Generation Rules - 13


Notes for Guardsman (Only War) Random Characteristics
When creating a standard Guardsman, give the character a Role and When creating a character the player may opt to randomly generate their
purchase any desired Backgrounds, his Home World and the finer points character’s Characteristics instead of assigning them normally. To do this
of his Career will be decided by the Regiment Creation that a Guardsmen the GM first determines the Level of Play being used, as standard, noting
party must do after making their Role and Background choices. the default value for each Characteristic, as per the Level of Play (25 for
If a player is making a Support Specialist (IE a non-Guardsman Novice, 30 for Adept, and 35 for Master). The player randomly gener-
player character) then they must abide by a few restrictions: a Support ating Characteristics then rolls 2d10 for his character’s Weapon Skill,
Specialist must have a Career other than Imperial Guard, and the Heretek Ballistic Skill, Strength, Toughness, Agility, Intelligence, Perception,
and Outcast Careers are not allowed (unless the regiment has the“Trai- Willpower, Fellowship, and Fate and adds the result to the appropriate
tors” Drawback). Characteristic.
A player may instead choose to take an Abhuman Option and The player may, after rolling, replace the 2d10 roll for one
otherwise make the Support Specialist as though he were a Guardsman Characteristic with a +10 to that Characteristic replacing it as though he
(meaning that aside from his Abhuman Option he only chooses his Role had rolled a “10”. Such is the God Emperor’s infinite beneficence!
and Background options).
Otherwise, in a more narrative sense, this Support Specialist
should serve an important purpose that the average Guardsman cannot, Random Home World
such as the moral and spiritual support of an Ecclesiarchy priest or the If a player or the Game Master wishes they may randomly determine
knowledge of machine-lore of a Techpriest. their character’s Home World by making a roll on the table below.
Regardless of if the character is a Guardsman or Support Spe-
cialist they gain a Standard Human Follower (see Section 4.4 “Follow-
ers” on instructions for making Followers, and on restrictions for Guards-
Random Home World Selection
man’s Followers). If they meet the Prerequisites a Support Specialist may 1d100
take a Standard Machine Follower or Standard Bestial Follower instead. Result
Guardsmen can only gain non-human Followers through Regiment Types
Roll
and Doctrines. If the player character is an Abhuman Support Specialist, Roll twice more, combining the results into a
his Follower may also be an Abhuman of the same breed, being made novel amalgamation. Choose which set of bo-
as a Standard Human Follower and gaining the same profile modifica- 01-05 nuses the character gains from the Characteris-
tions listed on the appropriate Abhuman Options entry after his profile is
made.
tic Modifiers, Skills, and Talent sections.
Unless their player character is a Support Specialist (and has a Take only one Aptitude.
good reason for it) Followers may not have the Dark-Sight, Fear (1-2), 06-10 Agri World
Hoverer (AgB/AgBx2), Mechanicus Implants, Multiple Arms (1-4),
Mutant (1-3), Navigator, Psyker, Regeneration (1⁄2TB/TB), Size (3), 11-13 Apocalyptic -or- Quarantine World
Size (5), Sonar Sense, Soul-Bound, Toxic (1-4), Unnatural Senses (Per/ 14-16 Daemon World
Perx2), or Untouchable Traits, as these are largely reserved for supernat-
ural or very specialized characters that are well beyond the purview of 17-21 Death World
the average Guardsman. 22-26 Feral World
So long as the Follower is a Human Follower (regardless of if
he is an abhuman or not) it gains all the benefits and drawbacks provid- 27-31 Feudal World
ed by Regiment Creation once their profile is completed (this may take 32-36 Forge World
some Characteristics, Skills, and Talents beyond their standard limit)
as well as a gaining a set of the regiment’s Standard Kit. An important 37-41 Fortress World
change from the regular creation of a Follower is that this Follower can- 42-46 Frontier World
not gain equipment as is usual for their creation, and they must exchange
what they would get for Characteristics, Skills, Talents, and Traits. 47-49 Garden -or- Paradise World
50-52 High Born
51-62 Hive World
63-72 Imperial World
73-77 Mining World
78-82 Penal Colony
83-85 Research Station
86-90 Schola Progenium
91-95 Shrine World
96-100 Voidborn

2.0 Character Generation Rules - 14


2.0.1 - Alternate Manners of Play
The games of Dark Heresy, Only War, and Rogue Trader are all somewhat specific things, each of them suited towards particular themes and miens
of Game Masters. This does not mean, however, that these games cannnot be altered or twisted in their purpose to provide a specific story and experi-
ence. The following sections each provide insight and occasionally rules to use for running an altered 40KRPG game.

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.

2.0 Character Generation Rules - 15


2.1 Character Creation Options
2.1.1 - Home Worlds
The Imperium of Man is spread across the stars, laying claim to huge reaches of space and encompassing nearly the entire galaxy. It is made up of
over a million systems, each an uncertain light flickering in the surrounding darkness. Holy Terra is at its centre, the birthplace of humanity. Sur-
rounding it are the many other planets, void stations, vessels, and other locations where man has established a presence. From these come the teeming
billions that are the true measure of the Imperium, each life moulded and shaped from the place of its origin.
Characteristic
World Type Skills Talents Special Aptitude
Modifiers
+5 St -or- T Athletics, Operate
Brute of Burden, Strength -or-
Agri World +5 Fel (Surface), Survival, -
Tireless, Wrestler Toughness
-5 Ag Trade (Agri)
+5 WS -or- BS Die Hard,
Apocalyptic/ Athletics,
+5 Per Resistance - Fieldcraft
Quarantine World Awareness, Survival
-5 St -or- Fel (Choose One)
Hatred (Dae-
+5 Per
Deny The Witch, mons), Resistance +1d10+5
Daemon World +5 Wp Willpower
Psynicience (Psychic Powers), Corruption
-5 Fel
Strong Minded
+5 Ag Ambush, Combat
Awareness, Stealth,
Death World +5 Per Sense -or- Light- - Fieldcraft
Survival
-5 Fel ning Reflexes
Awareness, May forgo Common
Lore (Imperium,
+5 St Navigate (Surface), Surefoot
Sector), and Weapon
Feral World +5 T Survival, Trade Wayfinder, The Toughness
Training (Las -or- SP)
-5 Int (Scrimshaw -or- Tan- Old Ways to gain an additional
ner) Rank of Survival
Athletics, Parry,
+5 WS
Scholastic Lore (Her- Double Team, The
Feudal World +5 St -or- T - Weapon Skill
aldry), Trade (Choose Old Ways
-5 Int
One)
Linguistics (Techna Enemy (Ministo-
+5 T
Lingua), Logic, Trade rum), Technical
Forge World +5 Int - Tech
(Armourer -or- Knock, Weapon
-5 Fel
Technomat) Tech
Hatred (Choose
+3 WS
Common Lore (War), One), Litany Weapon Skill
+3 BS
Fortress World Dodge, Tactics Against Fear, - -or-
+5 T -or- Wp
(Choose One) Weapon Drill Ballistic Skill
-5 Int
(Las -or- SP)
Awareness, Navigate
+5 WS -or- BS Weapon Skill
(Surface), Survival Combat Sense,
Frontier World +5 Per - -or-
-or- Trade Quick Draw
-5 Fel Ballistic Skill
(Technomat)
Accustomed to
+5 Ag
Garden/Paradise Charm, Commerce, Crowds -or- +10 to Shock
+5 Fel Social
World Inquiry Whispers, Table Rolls
-5 T
Eloquent
The character is
+5 Fel Charm -or- Command
eligible for Lineage
High Born +5 Inf -or- Deceive, Excessive Wealth Fellowship
options for his
-5 T Commerce
Background

2.1 Character Generation Options - 16


Characteristic
World Type Skills Talents Special Aptitude
Modifiers
Deceive -or-
+5 Ag Accustomed to
Intimidate -or- Agility -or-
Hive World +5 Per Crowds, Lightning -
Trade (Technomat), Perception
-5 Wp Reflexes
Navigate (Interior)
One Rank of Any Endurance (2)
+5 to Any
Skill, Common -or- Sound Consti- +10 to Shock
Imperial World +5 Wp Any except Psyker
Lore (Imperium), tution (2), Labourer, Table Rolls
-5 from Any
Trade (Choose One) Hatred (Mutants)
Blind Fighting,
+5 St -or- Per Athletics, Dodge,
Resistance (Choose
Mining World +5 T Navigate (Interior), - Toughness
One), Sudden
-5 Ag Trade (Prospector)
Attack
Ear to the Ground
+5 T Deceive -or-
-or- Ratling +1d5 Insanity and
Penal Colony +5 Per Intimidate, Scrutiny, Toughness
Requisition, Peer Corruption
-5 Int Stealth
(Underworld)
Unparalleled
+5 Int Logic, Scholastic
Proficiency,
Research Station +5 Per Lore (Choose Two), - Knowledge
Talented (Scholastic
-5 Fel Scrutiny
Lore [Choose One])
Athletics, Com-
mand, Linguistics
+3 WS Air of Authority,
(High Gothic),
+3 BS Enemy
Schola Progenium Scholastic Lore - Leadership
+5 Wp (Underworld),
(Imperial Creed)
-5 Int -or- Fel Pure Faith
-or- Tactics (Choose
One)
Charm, Linguistics
+5 Wp -or- Fel Enemy (Mechani-
(High Gothic),
Shrine World +5 Fate cus), Litany Against - Willpower
Scholastic Lore
-5 Per Fear, Pure Faith
(Imperial Creed)
Navigate (Stellar),
+5 Int
Operate (Aeronau- Peer (Voidborn),
Voidborn +5 Wp Charmed Intelligence
tica -or- Voidship), Void Accustomed
-5 St
Trade (Technomat)

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.

2.1 Character Generation Options - 17


2.1.2 - Home World Options Daemon World
Characteristic Modifiers: +5 Per, +5 Wp, -5 Fel
Skills: Deny The Witch, Psynicience
Agriworld Talents: Hatred (Daemons), Resistance (Psychic Powers), Strong Mind-
Characteristic Modifiers: +5 St -or- T, +5 Fel, -5 Ag ed
Skills: Athletics, Operate (Surface), Survival, Trade (Agri) Special: The character gains +1d10+5 Corruption Points
Talents: Brute of Burden, Tireless, Wrestler Aptitude: Willpower
Special: - Citizens of the Imperium hail from all manner of dangerous planets and
Aptitude: Strength -or- Toughness locations, but none rival the horrors of Daemon worlds. Chaos rules in
Those who toil on agri-worlds provide the Imperium’s countless billions these locations, and creatures of the Warp roam twisted landscapes made
of subjects one of their essential resources: food. The Adeptus Ad- of nightmare and insanity. These hell-worlds are created by immersion
ministratum classifies planets to this task often based on the desirable in the Immaterium from Warp Storms. Some are even brought into life
climates, native livestock, or other natural factors. On other agri-worlds, through deliberate machinations, the acts of those who keep the Left
artificial aspects dominate, such as sheltered hydroponic lakes, floating Hand of the Emperor ever watchful. Daemon worlds require investiga-
fields suspended in hollowed-out planetoids, or algae vats buried deep tion to seek the seeds of the Ruinous Powers’ evil harvest, so that it can
within irradiated mountains. In all cases, their populations are devoted to be prevented elsewhere—for once a world has been steeped in the stuff
a single cause: feeding the Imperium. Even the slightest crop failure or of Chaos, it can never be redeemed. Regardless of their origins, these
livestock plague can doom other worlds to horrific starvation or collapse planets are twisted parodies of reality, where the improbable is often
an Imperial warfront, thus making their often-overlooked efforts vital for made manifest and corruption infuses the land. Those who live there are
humanity’s survival. often reduced to amusing prey or tortured slaves for the Ruinous Powers,
Working on any agri-world, no matter its produce, is harsh and survival is more than just staying alive—it is also a struggle to stay
and remorseless. There are always fields to till, crops to tend, harvests to human.
conduct, or beasts to oversee. Even in artificial pastures, algae vats must One characteristic that many of these survivors show is a stron-
be seeded and skimmed of their precious yields in continual cycles. This ger connection to the Warp as well as bearing the scars of exposure to
subservience to natural processes breeds strong individuals who readily this heinous realm. They are forever attuned to disturbances and entities
apply their muscles to any problem. It is somewhat rare for them to leave from the other side of the veil. While this skill only seems to be active in
their home world, but those who do can find many new uses across the realspace, this sensitivity allows them to know when daemonic entities
Imperium. or psychic phenomena are nearby. Those few capable of explaining how
it works for them indicate that it is an infusion of colour and brilliance in
Apocalyptic World what is largely a grey world. Odd compulsions, night terrors, and para-
Characteristic Modifiers: +5 WS -or- BS, +5 Per, -5 St -or- Fel noia are common among these survivors. Many display wills of steel,
Skills: Athletics, Awareness, Survival forged in their daily resistance to their daemonic homeland, or possess
Talents: Die Hard, Resistance (Choose One) humour bitter and dark to reflect the horrors they have lived through.
Special: -
Aptitude: Fieldcraft Death World
Across the length and breadth of the Imperium, many worlds lie in ruins, Characteristic Modifiers: +5 Ag, +5 Per, -5 Fel
testifying to some great cataclysmic event in their past. Such worlds are Skills: Awareness, Stealth, Survival
often little different from feral worlds or even death worlds, depending Talents: Ambush, Combat Sense -or- Lightning Reflexes
on the nature of the cataclysm. Some might even be classified as dead Special: -
worlds, Imperial survey teams having failed to detect the minuscule Aptitude: Fieldcraft
human population living in the ruins or even beneath the planet’s surface. Death worlds represent the harshest environments the Imperium has to
The inhabitants of such worlds tend to focus their entire society around offer that nevertheless require human occupation. Though the kinds of
the past, even if their myths and stories hold only a tenuous connection threats to the natives vary greatly, all of these planets share one important
to reality. It is just as common for inhabitants of apocalyptic worlds to characteristic: human life is often short. Those who live on and survive
shun the ruins of their ancestors’ cities as cursed as it is for them to squat these planets are some of the grittiest and, in some cases, battle-hardened
amongst the ruins of their forebears’ accomplishments. The societies of citizens of the Imperium. Death worlds are not strictly limited to having
post-cataclysmic worlds vary, from marauding techno-barbarians roving deadly flora and fauna; in some cases the danger lies in unpredictable
the wastes to forlorn survivors hiding in vaults underground, awaiting the weather or stellar phenomena that render the planet horribly unsuited for
day when the surface is once again safe for habitation. normal habitation. Therein lies the difficulty for its inhabitants, for these
People from these worlds tend to utilize technology, but lack worlds might contain essential resources or occupy a strategic location,
any capacity for manufacture, instead maintaining and repairing the and thus the Imperium has deemed that no sacrifice is too great to main-
equipment left over from the time before. Because such worlds lack tain a hold on them.
infrastructure and are often too desolate to even provide foodstuffs, Death world natives are pragmatic and realistic. Many exhibit
their only meaningful tithe to the Imperium is in manpower, although little tolerance for indirect options, and often rush to action before fully
even this is a limited resource. In some cases, only a single founding is considering all possibilities. Some call this hot-headed behaviour reck-
made from such a world, its entire remaining population drafted into the less. Very few death world natives, however, do this out of a passionate
Imperial Guard, leaving only an empty and dead world behind. For the need. They see a direct solution and move to execute with as little loss of
individuals drafted in such events, leaving their birth world behind to community resources and lives as possible. Because survival is instilled
fight the Emperor’s wars is likely seen as a blessing. as a daily practice from birth, they are notoriously difficult to kill.
Though some also have specialty skills in the terrain of their home world,
the combination of resourcefulness, physical skill, and sheer determina-
tion make them capable warriors on any battlefield

2.1 Character Generation Options - 18


Feral World Forge World
Characteristic Modifiers: +5 St, +5 T, -5 Int Characteristic Modifiers: +5 T, +5 Int, -5 Fel
Skills: Awareness, Navigate (Surface), Survival, Trade (Scrimshaw -or- Skills: Linguistics (Techna Lingua), Logic, Trade (Armourer -or- Tech-
Tanner) nomat)
Talents: Surefoot Wayfinder, The Old Ways Talents: Enemy (Ministorum), Technical Knock, Weapon Tech
Special: May forgo Common Lore (Imperium, Sector), and Weapon Special: -
Training (Las -or- SP) to gain an additional Rank of Survival Aptitude: Tech
Aptitude: Toughness Forge worlds are the main armouries and assembly lines of the Imperi-
Feral worlds are planets where the dominant culture is trapped in a prim- um. On these densely-populated worlds, citizens toil endlessly to craft
itive state, often much lower technologically than that of other Imperial weaponry for the armies of the Emperor, their bodies often enhanced
worlds. This can range from nomadic human tribes, with little more than with technology so that they might better fulfill their tasks or survive
spears and a mastery over fire, to once-advanced planets now reduced to the toxic conditions of the factories. The denizens are likely to have
barbarism from environmental catastrophes, xenos predations, or other been born to do a specific task, like their parents before them and their
world-shattering events. Natives are likely to have grown up without children that will come after, focusing their entire lives on a single job. It
technology, and had to survive by hunting or farming with primitive tools is a rigid society from which few escape, where the great Machine Cult
and their own two hands. This makes feral worlders hardy, strong, tough, and techpriest overlords enforce the construction and toil of the teeming
and able to survive in the worst of conditions. billions working below.
At first glance, feral worlds might appear backward when com- Technology is both embraced and feared within the Imperium,
pared to more technologically advanced worlds. They are indeed trapped and much of what was once known has been lost. What remains is bound
in superstition and ignorance, but no less so than the denizens on any in ignorance, ritual, and mystery. This is the purview of the Adeptus
Imperial world, and the concept of progress is as unknown here as any- Mechanicus, the keepers of Imperial technological lore and secrets
where else. Their barbaric nature is as pronounced as on other planets, and overseers of forge worlds. For the Machine Cult, and by extension
but here it displays a harsh, personal brutality and dispenses with any the Imperium, technology has become a complex religion shrouded in
veneer of higher civilization. Feral worlders can view weather conditions mystery and ritual. For most citizens, it is frightening and strange, hidden
as signs from the sky-gods, and the remains of ancient devastated civil- behind odd rites, prayers, and the dire warnings of their preachers. For a
isations as relics from ancestors who touched the heavens before hubris forge worlder, technology is more omnipresent but no less revered. He
brought them low. This is no different, however, than a hive labourer who might have greater familiarity and access to technology, but he has just as
tills powerful machinery through rote actions and dogmatic chants, or re- little true understanding. For him, the metal and plasteel marvels around
flexively makes the sign of the Aquila before entering a hab-room for the him are perhaps less strange but no less sacred.
first time. Both see the world around them through a thick fog of super-
stition, not even knowing that there is more to know. Fortress World
Characteristic Modifiers: +3 WS, +3 BS, +5 T -or- Wp, -5 Int
Feudal World Skills: Common Lore (War), Dodge, Tactics (Choose One)
Characteristic Modifiers: +5 WS, +5 St -or- T, -5 Int Talents: Hatred (Choose One), Litany Against Fear, Weapon Expertise
Skills: Athletics, Parry, Scholastic Lore (Heraldry), Trade (Choose One) (Choose One)
Talents: Double Team, The Old Ways Special: -
Special: - Aptitude: Weapon Skill -or- Ballistic Skill
Aptitude: Weapon Skill Those from fortress worlds have been raised to serve in war, and by the
Feudal worlders live on planets defined by two pronounced aspects, time they reach maturity, they are well-versed in the arts of war and the
the first and most dominant being a technological level suspended far doctrines of the Tactica Imperialis. Each has been long trained to destroy
below many other Imperial societies. On many of these worlds, gun- the enemies of the Imperium, particularly those whose threat forced their
powder-based devices represent the extent of advancement. Ranks of world to be fortified in the first place. Fortress worlders are disciplined,
crude black powder firearms and legions of mounted warriors on the honourable, loyal, and with the highest regard for integrity, and each is
charge might make for the ultimate weapons on their battlefields. The already a proficient combatant long before they are taken to serve in the
other defining aspect of feudal worlds is how their natives live, all part military of the Imperium.
of networks of obligations and allegiances throughout a tribe or other A fortress world often stands opposed to a single threat, and
societal grouping. These ties remain throughout generations, all members they are taught to hate that particular foe and eliminate it on sight.
born, raised, and dying within their fixed stations. Like their technology, Worshipers of the Dark Gods, vile aliens, and even petty empires of
feudal worlders exist in a stagnated state. In many ways their society renegades can all pose great threats to the stability of sub-sectors, or even
is similar to the Imperium itself, a welcome familiarity after the shock full sectors of the Imperium. Because of this fortress worlders possess
many natives of such worlds face as they become aware of the wider an entirely justified siege mentality, a natural result of daily lives shaped
society of Mankind. by the need for perpetual vigilance against an enemy that could strike at
Despite these limitations, feudal worlders are capable of great any time, and the discipline required to respond to that threat swiftly and
feats of engineering, such as complex aqueducts or gigantic statuary. effectively. Fortress worlders are loyal almost to a fault, and reluctant to
They might also develop alchemical potions, healing herbologies, disobey orders even with good reason, lacking personal initiative, and
biological poisons, or techniques in animal training that could surpass becoming inflexible as a result.
those of many other societies. All within a feudal world owe allegiance
to those above them, from lowly peasants to elite warriors to the local
ruler, who bows before the world’s assigned planetary governor. Feudal
worlders live a life of security. All know their role in society, and would
rarely think of questioning this order. That it does not change from one
generation to the next, from one century to the next, is of little notice or
importance. Such is life on a feudal world, as it is across the Imperium
itself.
2.1 Character Generation Options - 19
Frontier World High Born
Characteristic Modifiers: +5 WS -or- BS, +5 Per, -5 Fel Characteristic Modifiers: +5 Fel, +5 Inf, -5 T
Skills: Awareness, Navigate (Surface), Survival -or- Trade (Technomat) Skills: Charm -or- Command -or- Deceive, Commerce
Talents: Combat Sense, Quick Draw Talents: Excessive Wealth
Special: - Special: The character is eligible for Lineage Background Options for
Aptitude: Weapon Skill -or- Ballistic Skill his Background, and the GM should consider using the Dynasty Creator
Frontier worlds occupy the desperate, lawless fringes of the Imperi- in Section 2.4 to create an appropriate history and noble line for the
um. Inhabitants quickly learn self-reliance by necessity, knowing that character, or make a roll on the Starting Profit Factor & Ship Points table
they cannot expect outside aid against marauding humans or ravenous page 11.
aliens. As always, where there is little Imperial attention, heresy and Aptitude: Fellowship
mutation festers unchecked. Frontier worlds swarm with the violent Highborn are the elite of Imperial worlds, the nobles, princes, and lords
dregs of humanity, with pirates, bandits, outlaws, and worse ruling many of cities, systems, and worlds who rule over boundless populations
areas. These planets easily become breeding grounds for rogue psykers, alongside other equally-privileged scions. To be born into such a setting
misguided heresies, and vile cults, and can threaten Mankind across the is to have been given the best the planet has to offer, raised apart from the
wider Imperium should their contagion spread. struggling ranks of Mankind, and destined to take on positions of great
While other citizens of the Imperium might have domestic import and power. These luxuries might be the finest pelts and grox meat
resources or imports to support themselves, frontier worlders are forced of a feudal world, or the most potent of narcotics and offworld delights
to scrape and scrounge for survival. Many are dependent on, or at least on a mainstay hive world. To be a highborn is also to enter into a world
familiar with, Imperial technology, and thus their societies become a of deadly politics and ancient feuds, where children grow up with terrible
mix of refurbished devices and native constructions. This can lead to enemies and sleep knowing there are those that would cut their throats
near-barbaric existences, with tribes of chainaxe wielding renegades for a taste of their hereditary position. Highborn often live their lives
attacking settlements for precious promethium or lasgun sentry arrays apart from the rest of their world, sometimes never leaving the high cas-
guarding isolated homesteads from predatory creatures. Still, frontier tles, spire cities, and sky palaces far above the swarming masses. They
worlds always seem to attract new settlers. Living on a frontier world is are content in the knowledge that they are the instruments of Imperial
often an exercise in daily survival: an existence not as extreme as that on dominance on their world and the voice of the Emperor to their people,
a death world, but still fraught with peril. Those who do survive learn to and anything that would disrupt such a state is unthinkable anathema.
rely on themselves, but can still go on to act as part of a wider society in
the Imperium.
Hive World
Garden and Paradise Worlds Characteristic Modifiers: +5 Ag, +5 Per, -5 Wp
Characteristic Modifiers: +5 Ag, +5 Fel, -5 T Skills: Deceive -or- Intimidate -or- Trade (Technomat), Navigate (Inte-
Skills: Charm, Commerce, Inquiry rior)
Talents: Accustomed to Crowds -or- Whispers, Eloquent Talents: Accustomed to Crowds, Lightning Reflexes
Special: The character adds +10 to rolls on the Shock table Special: -
Aptitude: Social Aptitude: Agility -or- Perception
Garden worlds hold a unique position within the Imperium, in that they Hive worlders exist in cities that reach kilometers into the sky from the
are one of the few kinds of planets with minimal technological devel- wasted surface of toxic, hostile environments, ruined through many
opment. Tithes from these planets are often lower than usual or are centuries of industry. Sealed off from the planet outside, they live stacked
entirely non-existent, as many are lightly populated and may have no on hundreds of levels, each one packed with millions of souls working,
readily available resources. Instead, garden worlds offer the Imperium a eating, and dying without ever venturing beyond the steel caverns of
multitude of idyllic settings, ranging from recuperative locales to private their birth. To be a hive worlder is to have grown up among overpop-
estates, in exchange for protection. They are tranquil environments, ulation and artifice, where the sun is only a myth. Unfortunates know
though worrisome considerations still dangle like loose threads on a only a desperate existence, barely surviving in the dank depths far below
beautiful tapestry. Some are rumoured to have been ancient terraforming the surface, in underworlds where the very air cannot be counted on
experiments from the Dark Age of Technology, and could be unstable. from one day to the next. For a hive worlder, his life is but one cog in a
Others are believed rediscovered after abating Warp storms, and so could gigantic city-machine, living and dying in the same few cubic kilometers
disappear again without warning. Still more are thought to be the lost in which he was born.
homes of alien species, and woe to any living there should the xenos Hive cities are ancient constructions, each century slowly
return or reawaken. growing wider across the barren ground and higher into the polluted air.
Though the mindset of the community determines the much of A hiver lives out his life never seeing the sky and often never even leav-
their behaviour, many garden world natives exude an almost eerie and ing the city in which he was born. Most hive worlds have scores of hives,
unearthly sense of calm. They are for the most part methodical, but ap- each existing in isolation and rising up from the toxic fog and cursed
proach problem-solving in a more holistic way, utilizing both hard analy- lands like monuments to its eventual demise. Hivers are often born into a
sis and intuition to complete their objectives. They sometimes constitute house or family with their vocations decided. Thus they work endlessly
some of the Imperium’s finest envoys and orators, having an innate at their task in the factorums and industrial habs of their hive, producing
ability to put people at ease and to connect with others. Garden worlders goods to be shipped offworld or maintaining the many systems of the
are open people and expressive but are equally skilled at keeping their hive essential for its survival.
emotions under control temporarily to achieve necessary goals. They do
not relish this, however, and most make a point of finding a way soon
after to process the emotional content before it finds new and unhealthy
ways to manifest.

2.1 Character Generation Options - 20


Imperial World Penal Colony
Characteristic Modifiers: +5 to Any, +5 Wp, -5 from Any Characteristic Modifiers: +5 T, +5 Per, -5 Int
Skills: One Rank of Any Skill, Common Lore (Imperium), Trade Skills: Deceive -or- Intimidate, Scrutiny, Stealth
(Choose One) Talents: Ear to the Ground -or- Ratling Requisition, Peer
Talents: Endurance (2) -or- Sound Constitution (2), Labourer, Hatred (Underworld)
(Mutants) Special: The character gains +1d5 Insanity Points and +1d5 Corruption
Special: The character adds +10 to rolls on the Shock table Points
Aptitude: Any except Psyker Aptitude: Toughness
The Imperium covers such an utterly vast area of the galaxy that it is Where most world classifications stem from the types of terrain or
almost impossible to conjure an image of a “typical” Imperial world. In lifeforms found there, penal colonies are defined by strict Imperial Law.
truth, no such thing exists. Amongst the million worlds of man, there is In every expansion, there are recidivists, looters, murderers, and thieves
endless variety. As a result, cultural and societal diversity is to be expect- who appear in its wake. The most violent or persistent offenders, if not
ed from planet to planet, sometimes even within the same solar system. granted summary execution at the time of apprehension, may be shipped
Some Imperial worlds are utterly remote, having had no con- off-world to facilities designed to house them permanently. These purga-
tact with the rest of humanity for centuries, while others are main hubs tories made real are often ruined worlds left forgotten due to their lack of
of traffic, importing and exporting resources from the breadth of their strategic importance or natural resources. Buildings are repurposed and
sector. Oftentimes planets simply designated as “Imperial Worlds” are retrofitted to accommodate massive numbers of inmates, and automat-
simply a mean median of the Imperium’s many worlds, more populace ed defenses are brought in to keep the new residents in line. It is here
than a frontier world, but certainly no hive planet. Not lacking a funda- that the lawbreakers are left to wither and die—though some survive to
mental investment of technology as feral worlds do, but not blessed by escape their sentence, and fight for the Emperor on other fronts.
the Martian Priesthood as forge worlds are. Those hailing from a penal colony fall mostly into one of two
Such worlds are defined less by a singular parameter, and more camps: either inmates or their progeny. A few others come from the ranks
so defined by a lack of any extreme exhibited by other planets in the of guards, gaolers, and wardens who oversee these wretches. Regardless
Emperor’s domain. Tithes for such worlds certainly vary, in both size and of which group they fall into, those living on a penal colony develop
assets surrendered, but they contribute all the same. People from these survival strategies to inure themselves to the horrors around them. Many
worlds can very greatly, with servants of all Adepta to be found hailing prisoners band together in gangs to provide support, protection, and
from these plain worlds. However, this relatively peaceful way of life can strength; some rely on intimidation or reputation to keep potential threats
indeed create problems for those who must confront horrors in their line at bay. Those unable to cope find their way to their graves, or end up
of work, as while their lives of normalcy breed an inherent and exagger- more deeply imprisoned by servitude to fellow inmates. The few able to
ated disgust for those deformed by mutation, it can also leave them at the survive and emerge from this environment stronger and more defined are
mercy of hitherto unheard of monstrosities. often the kind needed by both Inquisitors and the Imperial Guard.

Mining World Quarantine World


Characteristic Modifiers: +5 St -or- Per, +5 T, -5 Ag Characteristic Modifiers: +5 WS -or- BS, +5 Per, -5 St -or- Fel
Skills: Athletics, Dodge, Navigate (Interior) -or- Operate (Surface), Skills: Athletics, Awareness, Survival
Trade (Demolitions -or- Prospector) Talents: Die Hard, Resistance (Choose One)
Talents: Blind Fighting, Resistance (Choose One), Sudden Attack Special: -
Special: - Aptitude: Fieldcraft
Aptitude: Toughness Quarantine worlds are marked as forbidden for visitation, settlement, or
Mining worlds are planets rich in one or more of the raw strategic contact of any kind. Some might be seemingly benign verdant spheres,
materials required by the Imperium’s manufactora and forge worlds. others might be foreboding rocks, but the Imperium has determined
Those hailing from one of the Imperium’s many mining colonies are a there is some terrible threat that outweighs any possible usefulness they
hardy breed, much used to the kind of privation and hard living found might contain. Such threats range from biological agents to xenos species
deep within the bowels of a planet. Their bodies and minds have adapted infiltration, and even to possible Warp-taint and other unholy threats.
to a life of living underground and heavy toil, and the constant threat of Whatever the catastrophe, potential or historical, it is viewed as a far
accident and sudden death has sharpened their senses to a preternatural greater risk than any reward it could bring. Once the edict is given, the
degree. They often have an innate sense of direction, are accomplished in Imperial Navy provides the military and defense systems the situation
demolitions and the operation of heavy equipment. requires, from message buoys at the outskirts of the system to patrolling
As mining worlds tend to be rather inhospitable places, and ships and orbiting weapons platforms. No unauthorized craft is allowed
many do not even possess a breathable atmosphere, their inhabitants have anywhere near the space and any found are generally destroyed without
built up a resistance to the natural dangers found in mines. Life below question. In case of extreme risk to the sector, the human population is
ground is incredibly dangerous, and those who make their living in the often annihilated to prevent any potential escape attempts. Regardless
bowels of their worlds are a hardy lot indeed. Aside from the common of whether anyone survives this culling, no one is allowed to set foot on
industrial style accidents and the ever present threat of cave-ins, there are those planets without proper authorization. To be discovered breaking a
also dangerous extremes of temperature, deadly clouds of invisible toxic writ of quarantine is a death sentence.
gases, and the constant, oppressive gloom to deal with. Mining worlders Details of life on quarantine worlds are scarce, as most who could
have grown accustomed to this strange and gruel ling way of life, and provide them are trapped on the surface or captured and likely put to im-
their bodies have adapted to their environments. mediate death if found to have escaped. Tales whisper of worlds covered
with psychic storms that can burn sanity like firewood, or where ethereal
remnants of dead races still stalk the ruins of once-grand temples, or
simply where events occurred so terrible that the Imperium insists they
remain secret forever. Populations might vary from teeming masses un-
knowingly tainted with a Warp-based plague to the wretched survivors an
alien invasion deemed too spiritually contaminated to be allowed

2.1 Character Generation Options - 21


outside contact. Anyone can come from a quarantine world, for it is the Commissars of the Imperial Guard, officers of the Imperial Navy, Imperi-
nature of the world or the accident that determines the need for enforced al Assassins, Orders of the Adepta Sororitas, and even the Inquisition.
segregation, not the people. Adeptus Mechanicus research stations,
agri-worlds, hive worlds…all of these have been the victims of such Shrine World
accidents, condemning their inhabitants to lives of gradual decline and Characteristic Modifiers: +5 Wp -or- Fel, +5 Fate, -5 Per
eventual extinction. Those who survive and escape are some of the most Skills: Charm, Linguistics (High Gothic), Scholastic Lore (Imperial
versatile and resourceful people in the galaxy. Creed)
Talents: Enemy (Mechanicus), Litany Against Fear, Pure Faith
Research Station Special: -
Characteristic Modifiers: +5 Int, +5 Per, -5 Fel Aptitude: Willpower
Skills: Logic, Scholastic Lore (Choose Three), Scrutiny Shrine worlders grow up on worlds that the Imperium has deemed holy
Talents: Unparalleled Proficiency, Talented (Scholastic Lore [Choose places, where the Cult of the Emperor’s power is omnipresent. While
One]) their birthplace might range from cluttered, decaying cities to scattered
Special: - farmlands, or their planet from a green paradise to a forbidding rock, the
Aptitude: Knowledge power of the Emperor saturates it. Perhaps some great deed was com-
The Imperium and the Adeptus Mechanicus have many research stations mitted here, a bold hero turning back the alien tide, or because it is the
across the stars to collect data in an often vain attempt to better control resting place for a saint with a hallowed grave dominating the surface of
Mankind’s surroundings. The aims of such stations vary, with researchers the world and drawing pilgrims from far and wide to gaze upon its glory.
studying planetary storm patterns, dissecting captured xenos corpses, While all citizens of the Imperium are taught to venerate the glory of the
charting the stability of Warp entry locations, or probing the remains of Emperor in one form or another, it is the shrine worlders who perhaps
ancient civilisations. Research stations provide a stable base of oper- have the greatest understanding and reverence of the teachings of the
ations to Tech-Priests, scribes, adepts, servitors, and the small armies Imperial Cult.
sometimes necessary to support them in these often remote locations. Religious grace permeates every part of a shrine world, the
Most researchers never live to see any conclusive results. Once com- very spirit of the Cult of the Imperial Creed embodied by the world
mitted to a station, few ever leave, and their tasks are passed on through itself and its citizens, who embrace His divine worship. Shrine worlders
generations without end. Useful results might never occur, or be lost in live their days with the strength of the Emperor in their hearts, and are
the impossible depths of Imperial bureaucracies, but sometimes glim- exposed to His word in many aspects of their lives. The constant expo-
mers do emerge and catch the eye of those looking for aids in defending sure to clerics, priests, and pilgrims impacts upon their lives and gives
Mankind. them greater veneration for the Imperial Creed. Pilgrims also offer a rare
Control and predictability govern daily life at a research glimpse into worlds and sectors beyond a shrine worlder’s home planet,
station, which can include extended families of expert fabricators who and a taste of the wider Imperium told from the lips of those who have
spin and polish massive crystalline lenses, or of brute haulers transferring traveled far distances just to visit the shrines.
the vats of ink necessary to transcribe daily findings. All understand that
the security and the progress of the station’s research program require
very strict scheduling to ensure optimal results. Time not spent on duty, Voidborn
such as for meals or sleep, is measured and monitored. Sites like these Characteristic Modifiers: +5 Int, +5 Wp, -5 St
are very similar to manufactora or forges, in that the master timetable Skills: Navigate (Stellar), Operate (Aeronautica -or- Voidship),
dictates every quality of life. There is generally one constant: regardless Trade (Technomat)
of individuals’ wants and needs, the research always takes priority over Talents: Peer (Voidborn), Void Accustomed
them. Special: Charmed: Whenever a Voidborn character spends a Fate Point
(though not if he burns Fate), roll a 1d10. On the roll of a natural 9, the
Fate Point is not lost.
Schola Progenium Aptitude: Intelligence
Characteristic Modifiers: +3 WS, +3 BS, +5 Wp, -5 Int -or- Fel
Voidborn spend their lives in the expanses of space, growing up on an-
Skills: Athletics, Command, Linguistics (High Gothic), Scholastic Lore
cient orbital stations, generation vessels, merchant freighters, or remote
(Imperial Creed) -or- Tactics (Choose One)
asteroid outposts. They spend much of their lives without the stability of
Talents: Air of Authority, Enemy (Underworld), Pure Faith
a real world beneath their feet, knowing the cold, deadly grasp of empty
Special: -
space is only a few meters of bulkhead away. This makes them excep-
Aptitude: Leadership
tionally skilled when it comes to living on voidships and space stations,
The Schola Progenia are academies run by Missionaries of the Eccle-
more so than any who have spent their lives crawling around in the dirt
siarchy. The Schola Progenium exists to adopt children whose parents
of a world. It also often makes them strange even amidst other Imperial
died in the Emperor’s service and train them to become the bedrock
subjects, tall and willowy, hairless, or with large dark eyes. Living so
of the Imperium. These orphans are indoctrinated into the Imperial
close to the still blackness of the void also touches their souls. There
Cult from an early age, and soon learn to regard the Emperor as their
is something deeply odd about the voidborn, something intangible that
spiritual father. The creations of the Schola Progenium are trained to be
lurks below the surface, writhing in the dark like the Warp lurks below
of unyielding will, of decisive action, and of swift mind. Service to the
space itself, waiting and watching for its moment to surface.
Imperium is an expectation, one their lives have been directed towards
For the Imperium to emerge, Mankind has conquered the stars,
for the years of their tutelage. The harsh mental and physical discipline
and so space travel is a constant across the galaxy. Billions cross the
of the Schola Progenium produces the finest officers, soldiers, priests,
void as they travel from world to world or safeguard the shipping lanes.
and holy warriors.
Over the millennia, more and more of the Imperium’s infrastructure and
Graduates of the Schola are known as “Progena”, and because
control has extended into the depths of space, until many worlds boast
of the loyalty their training has instilled in them, they are frequently
dozens, if not hundreds, of transports, voidships, and orbital stations.
sent for further training and service within other Imperial organizations.
Generations are born and die here, never setting foot on a planet's sur-
Progena are often earmarked for roles that call for the most rigorous
face.
dedication to the Imperium, these roles can include, Tempestus Scions,

2.1 Character Generation Options - 22


2.1.3 - Careers
The Imperium operates on the blood and sacrifice of the untold billions who call the Emperor master, yet without organisation and focus, their efforts
would be wasted and Mankind would swiftly fall. Where once the Emperor walked amongst men and directed their actions, now impossibly massive
bureaucracies administrate in his name. Careers represent these organisations and other groups that characters come from, and just as Home Worlds
represent the birth and development of a character, Careers represent the organisations that drove his training and indoctrinations. While Home
Worlds establish a place of origin, Careers indicate a character’s previous life experiences as an adult before their story in the campaign begins in
earnest.
Career Skills, Talents, & Traits Equipment Aptitude
Skills: Athletics, Charm -or- Intimidate, Common Intelligence
Lore (Sororitas, Ecclesiarchy), Linguistics (High Hand Flamer -or- Bolt Pistol, Chainblade, Full Set of -or-
Adepta Sororitas Gothic), Medicae -or- Parry, Scholastic Lore Mesh Robes -or- Light Carapace Chestpiece, Litanies Offence
(Imperial Creed) of Faith (Book), Microbead -or-
Talents: Pure Faith Social
Skills: Commerce, Common Lore (Administra-
tum), Linguistics (High Gothic), Logic, Scholastic Laspistol -or- Autopistol, Robes with Devotional Knowledge
Adeptus
Lore (Choose One), Scholastic Lore Iconography (Administratum), Autoquill, Chrono, -or-
Administratum (Bureaucracy) Dataslate, Microbead, Data-Loom -or- Scribe-Tines Social
Talents: Archivator
Automatic Shotgun -or- Shock Maul, Suit of
Skills: Awareness, Common Lore (Arbites, Un- Offence
Adeptus Light Carapace Armour or Heavy Carapace
derworld), Inquiry -or- Interrogation, Intimidate, -or-
Arbites Scrutiny, Scholastic Lore (Judgement)
Chestplate, Book of Judgement (Book), Manacles,
Defence
Microbead
Skills: Awareness, Common Lore (Telepathi- Laspistol -or- Autopistol, Low-Tech Melee Weapon Willpower
Adeptus Astra
ca), Deceive -or- Interrogation, Forbidden Lore with Mono, Robes with Devotional Iconography -or-
Telepathica (Psykers, Warp), Psynicience -or- Scrutiny (Astra Telepathica), Microbead Defence
Skills: Awareness -or- Operate (Choose One),
Lasgun -or- Laspistol, 1 Cybernetic of up to Very
Linguistics (Techna Lingua), Logic, Scholastic Knowledge
Adeptus Rare Availability, Robes with
Lore (Techna Schemata), Tech-Use -or-
Mechanicus Talents: Mechadendrite Use (Utility)
Devotional Iconography (Mechanicus), Microbead,
Tech
2 vials of Sacred Machine Oil
Trait: Mechanicus Implants
Skills: Charm, Command, Common Lore (Eccle- Low-Tech Melee Weapon, Hand Flamer -or-
Leadership
Adeptus siarchy), Inquiry -or- Scrutiny, Linguistics (High Laspistol -or- Autopistol, Robes with Devotional
-or-
Ministorum Gothic), Scholastic Lore (Imperial Creed) Iconography (Ministorum), Litanies of Faith (Book),
Social
Talents: Pure Faith Microbead
Skills: Deceive -or- Inquiry, Forbidden Lore
(Choose One), Medicae, Tech-Use, Trade Laspistol -or- Autopistol, Full Set of Mesh Robes, Knowledge
Heretek (Choose One) Dataslate, Microbead, 1 Cybernetic of up to Very -or-
Talents: Jaded Rare Availability Tech
Trait: Mechanicus Implants
Skills: Athletics, Command -or- Intimidate, Lasgun (or Laspistol and Low-Tech Melee Weapon Fieldcraft
Imperial
Common Lore (Imperial Guard), Medicae, with Mono -or- Chainsword), Suit of Flak Armour, -or-
Guard Navigate (Surface), Operate (Surface) Backpack, Universal Standard Kit, Microbead Leadership
Automatic Shotgun -or- Hand Cannon, Chainsword Intelligence
Skills: Athletics, Command -or- Intimidate, Com- -or- Shock Whip, Suit of Flak Armour with Envi- -or-
Imperial
mon Lore (Imperial Navy), Navigate (Stellar), ro-Sealed -or- Best Mesh Robes with Devotional Leadership
Navy Operate (Aeronautica -or- Voidship) Iconography (Imperial Navy) and Rebreather, -or-
Microbead Offence
Skills: Awareness, Command -or- Logic,
Lasgun, Suit of Light Carapace Armour with De- Perception
Legiones Common Lore (Mechanicus), Navigate (Surface),
votional Iconography (Adeptus Mechanicus), Flesh -or-
Skitarii Scrutiny, Trade (Armourer -or- Technomat)
Replenishment Array, Vox Implant Fieldcraft
Traits: Skitarius Implants
Skills: Charm -or- Scrutiny, Commerce -or- Finesse
Laspistol -or- Autopistol, Low-Tech Melee Weapon
Forbidden Lore (Choose One), Common Lore -or-
Mercantile with Mono, Full Set of Mesh Robes -or- Light Cara-
(Rogue Traders -or- Navigators -or- Merchant Intelligence
House Houses), Linguistics (Choose One), Operate
pace Chestplate, Chrono, Digesta Emporia Sectorial
-or-
(Book), Microbead
(Voidship) Social
Autopistol -or- Laspistol, Chainsword -or- Low-Tech
Skills: Acrobatics -or- Stealth, Common Lore Melee Weapon with Mono, Armoured Bodyglove Fieldcraft
Outcast (Underworld), Charm -or- Commerce -or- De- -or- Flak Chestpiece, Microbead, Multikey -or- In- -or-
ceive -or- Intimidate, Dodge, Stealth haler/Injector and 3 doses of any Drug up to Rare Social
Availability
2.1.4 - Career Options world or station. A certain degree of intelligence is desired, though a de-
votion to assigned tasks and an obsession with their completion is more
essential. The most common kind of Adeptus Administratum character
Adepta Sororitas is the adept or scribe who has lived out his life surrounded by records,
Skills: Athletics, Charm -or- Intimidate, Common Lore (Sororitas, Eccle- toiling in a data store or as part of the apparatus of governance and only
siarchy), Linguistics (High Gothic), Medicae -or- Parry, Scholastic Lore connected to the outside world by the reports he receives and processes.
(Imperial Creed) They can develop an almost preternatural relationship with data, able to
Talents: Pure Faith sift through endless piles of information and find key words, phrases,
Equipment: Hand Flamer -or- Bolt Pistol, Chainblade, Full Set of and lines, which they can then weave together into in a coherent picture
Mesh Robes -or- Light Carapace Chestpiece, Litanies of Faith (Book), often invisible to others. Advancement is, of course, only as fast as the
Microbead Administratum itself; those who start by merely laying out parchment
Aptitude: Intelligence -or- Offence -or- Social next to autoquills might one day have their descendants carry the com-
The Adepta Sororitas are an all-female subdivision of the Ecclesiarchy. pleted scrolls away for filing. Even lesser worlds can have many scores
The Sisterhood’s Orders Militant serve as the Ecclesiarchy’s fighting of Administratum officials to oversee them, while larger worlds might
arm, mercilessly rooting out corruption and heresy within humanity have entire cities of scribes and adepts working tirelessly to review its
and every organization of the Adeptus Terra. This is not to say that all government and maintain its tithes
members of the Adepta Sororitas are soldiers, as its various organizations
are divided into Militant and Non-Militant Orders. The Sisters of the
Orders Militant serve as soldiers, guardians of sacred sites, and righteous Adeptus Arbites
enforcers of the Emperor’s Will wherever they are needed. The Sisters of Skills: Awareness, Common Lore (Arbites, Underworld), Inquiry -or-
the Non-Militant Orders ill the ranks of the linguists and scholars (Orders Interrogation, Intimidate, Scrutiny, Scholastic Lore (Judgement)
Dialogous), negotiators (Orders Famulous), physicians (Orders Hospi- Equipment: Automatic Shotgun -or- Shock Maul, Suit of Light Cara-
taller), and other non-combat personnel. pace Armour or Heavy Carapace Chestplate, Book of Judgement (Book),
The unquestioned access and deference to the power of the Manacles, Microbead
Adepta Sororitas grants Sisters of all Orders, be they actual power-ar- Aptitude: Offence -or- Defence
moured battle maidens or not, the ability to accomplish much that others Only through constant vigilance and the execution of brutal law can the
cannot. Battle Sisters of the Orders Militant are renowned for their purity Imperium survive, and the Adeptus Arbites carries out this function. The
and martial prowess. This secures the Sisters’ positions at the sides of laws of the Imperium are a complex web of tradition, obligation, and
governors, politicians, and other dignitaries, where they offer matchless local custom. Thus, they can vary from world to world or sector to sector,
protection while keeping watch over their charges, without fear of being with each planetary governor, local prefect, or headman pronouncing his
drawn into any political machinations. A Sister of the Orders Militant own laws. Arbitrators care little for such trivialities, and enforce the seri-
may serve on many planets and fight thousands of battles in her lifetime, ous crimes against the Imperium while leaving such petty matters to local
all in the name of her Order and her Emperor. officials. Murder or theft, for example, are considered inconsequential
A Sister of the Non-Militant Orders may be just as well-trav- unless they affect the Imperium directly, are perpetrated against Impe-
eled as her warrior kin, but her roles are very different. With access rial officials, or somehow fundamentally threaten a world’s security or
to otherwise sealed historical records, a Sister can uncover plots that safety. Arbitrators have little pity or compassion for the transgressions of
have been centuries in the making. Negotiating on behalf of a planetary Imperial citizens. Years of dealing with the scum of the galaxy has made
governor, she can steer arrangements to the benefit of her Order, or even many of them cynical and bitter. Others have become zealots, seeing the
prevent those deemed unwise. A Sister’s keen mind makes her a welcome Emperor’s hand in the letter of the law and believing anyone who would
addition to the staff of a wealthy merchant, where she can maximize break it deserves only death.
profits while also tracking resource movements in search of illicit deal- Arbitrators are always engaged in investigation and enforce-
ings. War and disease bring pain and misery to all parts of the galaxy, ment, for crime never sleeps. The surrounding populace overwhelmingly
and many Sisters take it upon themselves to aid those who have suffered, outnumbers them, so it is essential to detect and crush crime before it
especially those who have fallen in service to the Emperor. grows too strong. On many worlds, they bring massive firepower to bear
at the slightest hint of resistance, often reacting to crimes before they
occur, and pre-emptively arresting citizens who are “at risk” of become
Adeptus Administratum criminals. Skilled Arbitrators are masters of urban conflict and crowd
Skills: Commerce, Common Lore (Administratum), Linguistics (High
control, with an instinctive understanding of Imperial societies such as
Gothic), Logic, Scholastic Lore (Choose One), Scholastic Lore (Bureau-
the packed hab-blocks of an overpopulated hive world or the savage
cracy)
villages of a feral world, and the differing tactics needed to police them.
Talents: Archivator
Equipment: Laspistol -or- Autopistol, Robes with Devotional Ico-
nography (Administratum), Autoquill, Chrono, Dataslate, Microbead, Adeptus Astra Telepathica
Data-Loom -or- Scribe-Tines Skills: Awareness, Common Lore (Telepathica), Deceive -or- Interroga-
Aptitude: Knowledge -or- Social tion, Forbidden Lore (Psykers, Warp), Psynicience -or- Scrutiny
The Adeptus Administratum, as the name implies, administers the Equipment: Laspistol -or- Autopistol, Low-Tech Melee Weapon with
operation of the Imperium. The Imperium survives on a system of tithes, Mono, Robes with Devotional Iconography (Astra Telepathica),
where each world gives men and resources to the Emperor for the pro- Microbead
tection of all Mankind. The Administratum decides how to use the tithed Aptitude: Willpower -or- Defence
goods, whether it is to raise an army, evacuate a world, or eradicate a It is the cruel jest of the psyker that even though he acts to protect the
xenos species, all for the betterment of the Imperium. So closely are the Imperium, his very existence is a threat, and his mere presence draws the
workings of the Administratum woven into the fabric of the Imperium attentions of the denizens within the Warp. The Imperium understands
that none can escape its attention, and every world has hundreds, if not the importance of using psykers. They can be found at every level of
thousands, of officials and adepts devoted to overseeing its obligations. command and on nearly every world, but psykers forever remain apart
Members of the Adeptus Administratum can come from any from the rest of humanity, no matter how useful they might be. Living

2.1 Character Generation Options - 24


with the constant fear of death (often at the hands of one’s allies) or the Adeptus Ministorum
terror of daemonic possession frays all but the hardest of minds. Thus, Skills: Charm, Command, Common Lore (Ecclesiarchy), Inquiry -or-
their lives are ones of constant stress and ostracism. Only the strongest Scrutiny, Linguistics (High Gothic), Scholastic Lore (Imperial Creed)
can hope to survive against years of attack from the Warp each time they Talents: Pure Faith
attempt to use its powers. Equipment: Low-Tech Melee Weapon, Hand Flamer -or- Laspistol -or-
As part of the Adeptus Astra Telepathica, psykers have Autopistol, Robes with Devotional Iconography (Ministorum), Litanies
numerous areas where, though they might not be welcomed, their gifts of Faith (Book), Microbead
are appreciated. Astropaths provide vital services, psychically connect- Aptitude: Leadership -or- Social
ing worlds and voidships and allowing the Imperium to exist. They are According to Imperial belief, ten thousand years ago the Emperor fell
often more than just transmitters, and act as accomplished diviners and after ending the greatest civil war the galaxy has even known. As the
telepaths as well. Sanctioned psykers are also employed in Imperial Emperor was the unifier of the galaxy and father of the Imperium, it took
Guard regiments or other Imperial forces. Such lives are often short and little time for a cult to rise in worship, idolizing Him for saving Mankind
unforgiving, ending burnt out fighting mental battles no other human can and preventing the demise of humanity. This cult spread, maturing to be-
imagine, or executed for displaying any hint of possession or madness. come a religion. As the centuries passed it became the unifying creed of
This is the other fate that waits for most psykers, regardless of their role the Imperium, until every citizen could look up at the cold, fearful dark-
in the Imperium: a slow decay of the mind until the powers of the Warp ness of the night sky and know it was the Emperor who kept them safe.
consume them, and they are turned against those they once fought so This religion exists in all levels of Imperial society, though the details of
hard to protect. this worship are unique on every world and every society. This is a minor
Though psykers dominate the bulk of this agency, there are concern to the Ministorum, for so long as a citizen holds the Emperor
others. Numerous unblessed humans act as warders and minders, perhaps as his god, then he is indeed a loyal worshiper. Fanatical missionaries,
on Terra or on the Black Ships, all watching for any signs a psyker has blessed saints, and preachers ensure the propagation of the Imperial Cult
become a deadly threat. Worse still for psykers are their opposites: the to maintain the Ecclesiarchy and its law, binding together the Imperium
even more unnatural psychic untouchables. These soulless humans can in devotion to the Emperor.
negate psychic energies, and their mere nearby presence can bring a The Ministorum does not exist simply to ensure devotion to
psyker to his knees with intense waves of debilitating pain. the Emperor; it also exists to ensure that His enemies are purged from
humanity, and only those of pure spirit and faith survive. This includes
maintaining the faith among the Emperor’s soldiers as they fight xenos
Adeptus Mechanicus and other threats. Most Imperial forces have cadres of devout clerics to
Skills: Awareness -or- Operate (Choose One), Common Lore (Mechani-
see to their souls and stir them to righteous fury. The Ministorum also
cus), Linguistics (Techna Lingua), Logic, Tech-Use
serves to convert newly-discovered pockets of humanity and transform
Talents: Mechadendrite Use (Utility)
any native beliefs to the Imperial Creed. It seeks to root out mutants,
Trait: Mechanicus Implants
witches, and other heretics from among every population.
Equipment: Lasgun -or- Laspistol, 1 Cybernetic of up to Very Rare
The Ecclesiarchy reaches out into every aspect of life within
Availability, Robes with Devotional Iconography (Mechanicus), Mi-
the Imperium, its presence the face, voice, and hand of Emperor’s divine
crobead, 2 vials of Sacred Machine Oil
will on countless worlds and systems. Citizens are taught from birth to
Aptitude: Knowledge -or- Tech
fear and respect the might of the Ministorum that keeps them safe, even
The Adeptus Mechanicus are the custodians of all Imperial technolo-
from themselves. Those of the Ecclesiarchy are filled with even greater
gy. From the red planet of Mars, they maintain a parallel empire that
faith and zeal, knowing that the Emperor is the salvation of Mankind.
venerates the Emperor in His guise of the Omnissiah. Their beliefs grant
Some might have been born into the Adeptus Ministorum, their family
technology a mystic power that must be respected and maintained with
line forever melded to holy service. Others may have left behind their
prayer, ritual, and careful rites. In their worship of the Machine God, the
old lives and positions to enter local temples as mere novitiates. Imperial
Techpriests try to become more like their divine master. Their elders are
worlds commonly feature imposing temples and chapels hosting Ec-
more machine than man, with even the majority of their brains replaced
clesiarchy members, each devoted to the Emperor in their own manner.
by cold logic circuitry and whirring cogitators. This is the ultimate am-
Their faith defines all within the Adeptus Ministorum, and they give
bition of any true devotee of the Machine Cult: to rise through the ranks
themselves over completely to their service, swearing their lives for the
of the Techpriesthood to become a Magos of the order, replete with metal
betterment of the Imperium, to face the foes of the Emperor wherever
skin and an iron heart.
they are found.
From the depths of the Imperium’s greatest cities to the engine
rooms of its grand interstellar navy, it is the duty of the Adeptus Mechan-
icus to preserve and maintain the great technological works of man. Once Heretek
a Tech-Priest has been trained and taken his oaths to the Omnissiah, he is Skills: Deceive -or- Inquiry, Forbidden Lore (Choose One), Medicae,
dispatched to tend to some part of these great works, spending his years Tech-Use, Trade (Choose One)
intoning the sacred prayers and rituals that keep a machine’s spirit alive Trait: Mechanicus Implants
and functioning. Some move beyond these simple processes of mainte- Equipment: Laspistol -or- Autopistol, Full Set of Mesh Robes,
nance, rising in the ranks of the order to take on more responsibility or Dataslate, Microbead, 1 Cybernetic of up to Very Rare Availability
expertise. Others aid war efforts directly as Enginseers for the Imperial Aptitude: Knowledge -or- Tech
Guard. They may rule one of the many forge worlds, vital to feeding There is a vast galaxy beyond the realm of Humanity, one teeming with
the Imperium’s insatiable appetite for war machines and other materiel. life and populated by untold other races, each with civilizations, achieve-
They could also serve as part of an Explorator Fleet in the holy quest for ments, and technology of its own. Even dead races leave a legacy in their
legendary Standard Template Constructs dating to the pre-Imperial Dark ruins, awaiting discovery and use by those willing to uncover and study
Age of Technology. Equally, they might engage in xenos research on the it. Mankind itself has riches from the Dark Age of Technology, unlawful
foes of the Imperium, such as the voracious Tyranids or the brutal Orks. under the dictates of the Machine Cult but filled with wonders impossible
A few might command their own outposts and stations, becoming lords to imagine. To a Heretek, the temptation to uncover such hidden knowl-
of their own domains and devoting their long lives to the personal pursuit edge and devices is too great to ignore.
of technological mastery.

2.1 Character Generation Options - 25


The Quest for Knowledge has always been the guiding light percentage of its population to this service, and a world that slackens in
that all in service to the Omnissiah throughout the Imperium follow in this duty often faces the fury of the Imperial Guard bringing it into com-
one way or another, but this is most frequently displayed in the form of pliance. Once a man becomes a soldier, he usually never sees his home
gathering lost knowledge, not expanding upon existing knowledge. The world again, sent off across the galaxy to fight wars on far-off worlds for
sheer quantity of data that is known to be lost from ages long ago would strange peoples and foreign lords. Every Guardsman knows, though, that
keep most Techpriests content with such tasks. Combined with glacial there is no real escape from service, and only in death is he free of this
approval processes, as well as factional rivalries that tend to stifle what sacred duty to the Emperor.
little progress is ever made, the final dictates governing the proper man- Imperial Guardsmen come from many worlds and are masters
ners for the expansion of technology is enough to frustrate even the most of many skills, each combination of both often unique to their regiment
serene of researchers. or unit. A character who has served here is adept in the use of weapons
Not all Tech-Priests are willing to follow such dictates, and and has likely tasted combat, seeing first-hand just what the Imperium
there are some (even those not of the Machine Cult) who break this must do every day to survive. This can fill him with a deep hatred of her-
obstructed method of thinking, not just out of necessity, but because they etics and all xenos life. It has also made him into a survivor. Often entire
believe they have a duty to do so—a divine duty in some cases. These regiments are consumed only hours after their arrival in a warzone, and it
radicals often choose to take a more intuitive or practical approach to the is rare for a Guardsmen to live through an entire campaign, or sometimes
gathering and expansion of knowledge, even when that approach goes even a single battle. That the character has lived through many such
against the cold logic of typical Mechanicus doctrine. These individuals combats marks him as valuable and rare, even if few within his command
take risks with existing technologies, and spend long years studying structure notice. Fortunately, there are often others that do identify the
devices deemed worthless, unsafe, or too powerful. Many develop character’s unique attributes and can put his talents to good use.
eccentricities beyond even the norm within the Cult Mechanicus. In most
cases, these traits cause them to be shunned by their colleagues, and
often they have been cast out from their forge worlds. Imperial Navy
No matter what the differences in their backgrounds, all Skills: Athletics, Command -or- Intimidate, Common Lore (Imperial
Hereteks are obsessively curious and willing to do whatever it takes to Navy), Navigate (Stellar), Operate (Aeronautica -or- Voidship)
expand their knowledge of forbidden technology. This can make them Equipment: Automatic Shotgun -or- Hand Cannon, Chainsword -or-
useful, if not openly tolerated, when under the control of an Inquisitor of Shock Whip, Suit of Flak Armour with Enviro-Sealed -or- Best Mesh
the Ordo Xenos or operating in conjunction with a more lenient Rogue Robes with Devotional Iconography (Imperial Navy) and Rebreather,
Trader. Operating outside of Imperial law gives Hereteks unique access Microbead
to knowledge that more dogmatic servants of the Emperor could never Aptitude: Intelligence -or- Leadership -or- Offence
pursue, making their services a tantalizing, if dangerous, proposition. Without the Imperial Navy, the Emperor’s domain would be impossible
to maintain. It would surely have been reduced to nothing but a handful
of systems, capable of little more than holding its own against rampaging
Imperial Guard xenos. With the Navy, Mankind sails across a sea of stars as one of the
Skills: Athletics, Command -or- Intimidate, Common Lore (Imperial most far-reaching, diverse, and powerful races in the galaxy, its vessels
Guard), Medicae, Navigate (Surface), Operate (Surface) acting as a tangible extension of the Emperor’s Might.
Equipment: Lasgun (or Laspistol and Low-Tech Melee Weapon with The ships of the Imperial Navy have a wide range of func-
Mono -or- Chainsword), Suit of Flak Armour, Backpack, Universal tions, from transporting supplies, munitions, and the armies of the Astra
Standard Kit, Microbead Militarum to acting as purely offensive warships capable of engaging
Aptitude: Fieldcraft -or- Leadership and destroying entire enemy fleets. Mighty as their weapons and engines
Special: If a character made for Dark Heresy or Rogue Trader has this might be, the living heart of each vessel is its crew. The many officers,
Career their player may, with the GM's permission, forgo all Skills, ratings, and labourers who fill these gargantuan vessels guide them to
Equipment, and Aptitudes from this Career and instead create a Regiment their destinations, keep them in good repair, deploy their thunderous
using the Regiment Creation system and gain the appropriate Skills, Tal- armaments, and lead them to victory after victory in the name of the
ents, Equipment, and Aptitudes that would be befitting of a Guardsman Emperor. As humans are a more easily acquired and replaceable resource
from the created Regiment. than blessed technology, Imperial ships feature little or no automation.
The Imperium covers much of the known galaxy, with borders stretch- Even the smallest Naval vessels thus require crews numbering in the
ing many thousands of light-years across, containing millions of worlds thousands, all needed to man the colossal weapons, engines, and other
spread across the darkness of space. It struggles for survival against nu- systems that keep their ships combat ready.
merous alien foes as well as rebellion and subversion from within. Fight- Even the lowliest crewman aboard a ship in the Imperial Navy
ing these wars is the largest army Mankind has ever known: the Imperial is likely to be exposed to experiences that no planet-bound citizen would
Guard, also known more formerly as the Astra Militarum. Not even the ever have. Daily life revolves around preparing for and fighting wars, and
Adeptus Administratum knows how many are serving at any given time, in many cases, that means combating alien threats to human worlds. In
though in a single sector alone it can easily reach the billions, thousands the blackness of space, gunners and interceptor pilots engage with enemy
dying each day to be replaced with thousands more. These soldiers form voidships. In the skies of a million planets, Thunderbolt fighters and Vul-
the thin line against a violent universe eager to scour the stars clean of all ture gunships dogfight with alien aircraft or strafe ground formations. In
traces of humanity. When alien races and planetary uprising threaten, it the very halls of their vessels boarding parties of foul xenos and heretics
is the weight of the Imperial Guard that is wielded like a mighty hammer are repelled by steel and fury. In landing bays, underdeck taprooms, and
blow intended to crush all resistance to the Emperor’s rule. Even so, ornate officer’s lounges, stories are told of the wretches fought in the
engagements can last for years, decades, and longer in seemingly endless Emperor’s Name, and of the villainous menaces from inhuman aliens to
wars of attrition where generations fight and die for the promise of future unclean rebels.
victory. Naval personnel are also more inured to the horrors of space
Service in the Imperial Guard follows many paths, some travel, such as dealing with unexpected hull breaches, leaking plasma
following in the traditions of their world to join famous regiments like vents, or even daemonic manifestations whilst in the Sea of Souls. This
millions before them. Others might enter via lottery, conscription, pun- can include rough familiarity with technological operations, enough to
ishment, or blind chance. Each world is responsible for tithing a maintain a crippled system until proper tech-rites and anointments can

2.1 Character Generation Options - 26


be provided. Depending on their duties, they might also be skilled in such a dynasty have lives of privilege and freedom beyond the dreams of
operating vehicles from cargo loaders to elite aerospace fighters, or in any Imperial citizen, though they also have endured far greater dangers
navigating routes across systems or across planetary surfaces. than they could imagine in their darkest nightmares. These members of
such dynasties are invariably clever, resourceful, and stout-hearted in
Legiones Skitarii equal measure, and as adept at making lucrative deals with newly discov-
Skills: Awareness, Command -or- Logic, Common Lore (Mechanicus), ered worlds as they are at directing macrocannon fire into enemy vessels.
Navigate (Surface), Scrutiny, Trade (Armourer -or- Technomat) Merchant Houses are an important foundation of the Imperi-
Traits: Skitarius Implants um’s workings, and most often they are in service to the Administratum,
Equipment: Lasgun, Suit of Light Carapace Armour with Devotional helping meet tithes and distribute them, or else in the service of other
Iconography (Adeptus Mechanicus), Flesh Replenishment Array, Vox noble houses, delivering goods to and from their keeps, estates, prop-
Implant erties, and manufactora. The Chartist Captains and crewmen of such
Aptitude: Perception -or- Fieldcraft Houses are inevitably plain and moderately well-traveled, usually being
The Legiones Skitarii are the cyborg armies of the Adeptus Mechanicus quite familiar with a specific route and a handful of planets and stations
and serve alongside the Collegia Titanica and Taghmata Omnissiah as along it. Often these routes have been maintained and their responsibil-
the military forces of the Adeptus Mechanicus. "Skitarii" are specially ities passed down for generations, usually taking very safe Warp routes
augmented cybernetic warriors sworn to a specific Forge World. well within the realms of the Imperium. Entire familial lines have served
Skitarii recruitment follows no universal model. Some Skitarii along the length of a single route, with their ancestors and descendants
began as volunteers who were faithful to the Cult Mechanicus. Others are all being content to stay the course, and lead steady, constant lives.
recruited from the factory workers of Forge Worlds. Some denizens of Without the Navigators of the Navis Nobilite neither of the
Forge Worlds are destined to become Skitarii at birth, having been bred ventures of Rogue Trader Houses nor the steady trade of Merchant Hous-
from eugenics programs that emphasize strength and aggression. The es could be possible. It is thanks to these sanctioned mutants, and their
process of Skitarii creation is far from universal, and varies significantly bizarre ability to comprehend the Warp that interstellar travel is even pos-
between Forge Worlds, but all involve heavy cybernetic augmentation to sible for the Imperium. This unique ability is the reason for the extreme
those with a fanatical faith in the Omnissiah. wealth held by the Navigator Houses, as they can command kingly sums
While their bodies are often more machine than flesh, Skitarii for the services of the least of their kind. Competition between the Hous-
are not servitors and still retain independent thought. Those with the es of the Navis Nobilite is strong, and can even at times be quite deadly.
highest level of veterancy, and thus augmentation, are known as Skitarii For this reason and other, less dire needs, Navigator Houses will employ
Alphas, a high honor and position of command in Skitarii culture (often various individuals to staff their ranks, leaving the responsibilities of nav-
equivalent to a sergeant of the Imperial Guard). Skitarii are also known igating the Empyrean to their gifted progeny, that they may solely focus
for their near-emotionless nature, a result of both brain surgery and psy- on this most dangerous task.
chological conditioning. Because of this conditioning Skitarii are so loyal Outcast
to their Techpriest masters that they will even blindly kill one another if Skills: Acrobatics -or- Stealth, Common Lore (Underworld), Charm -or-
ordered. Commerce -or- Deceive -or- Intimidate, Dodge, Stealth
In battle, Skitarii fight with near-robotic discipline and base Equipment: Autopistol -or- Laspistol, Chainsword -or- Low-Tech
their firing vectors and positioning on mathematical formulae guaranteed Melee Weapon with Mono, Armoured Bodyglove -or- Flak Chestpiece,
to bring about maximum success. While the Imperial Guard focuses on Microbead, Multikey -or- Inhaler/Injector and 3 doses of any Drug up to
broad sweeping assaults, Skitarii units generally focus on maximizing Rare Availability
their strength against vital enemy units and installations, all the same Aptitude: Fieldcraft -or- Social
forming the anvil of war that the Mechanicus uses to smite it's enemies. Even within the Imperium, where most are born into the same position
for life, there are those that work their way free to make a life on their
own terms. Some may have deliberately forsaken the role they were
Mercantile House given, or slipped between the cracks of their ossified civilisation. They
Skills: Charm -or- Scrutiny, Commerce -or- Forbidden Lore (Choose exist as criminals, vagabonds, and renegades on the fringes of Impe-
One), Common Lore (Rogue Traders -or- Navigators -or- Merchant rial life. These Outcasts live in the shadows of society, living by their
Houses), Linguistics (Choose One), Operate (Voidship) wits and charm. They are able thieves, assassins, and bounty hunters;
Equipment: Laspistol -or- Autopistol, Low-Tech Melee Weapon with suspicion and fear often dogs their steps, as others know that where they
Mono, Full Set of Mesh Robes -or- Light Carapace Chestplate, Chrono, tread, crime follows. Outcasts can be connected to all levels of Imperial
Digesta Emporia Sectorial (Book) -or- Voidsuit, Microbead life, and while their concerns are primarily for themselves, they can be
Aptitude: Finesse -or- Intelligence -or- Social enlisted to larger pursuits. They have connections, knowledge, and skills
The vastness of the Imperium is truly immeasurable, and this endless unheard of for proper Imperial citizens, and the willingness to use them
space between it’s constituent worlds is a vast logistical problem, one through bribery, coercion, or other base appeals often more effective than
which is mitigated by the vast fleets of the Imperium’s Mercantile Hous- simple calls to Imperial duty. They can also retain associations and bonds
es. These economic entities are some of the most important parts of the with their previous lives and organisations that allow them to operate
ceaseless industrial machine of the Imperium of Man, with Rogue Trader across many strata of Imperial life.
Houses discovering new worlds to exploit, Merchant Houses and Chartist Every society has its margins, its underworld and forgotten
Captains bringing the discovered resources into the Imperial fold, and peoples. This is the realm of the Outcast, where no true law reigns, where
lastly those of the Navis Nobilite, the Navigators, making any such inter- there is no justice other than that of the gun, where only the strong and
stellar voyages possible. insane prosper. Outcast characters are not always criminals, though most
While there is no lack of modern Rogue Trader Houses, the view them as such. Many Outcasts, exiled from proper society, find
greatest of their kind can trace the lineage of their dynasty back to the themselves operating in the shadows, often among the very people who
ancient days of the Great Crusade. The founding article for these priva- exiled them. Such is the fractured nature of Imperial powers and their
teers, ambassadors, and explorers are known as a Warrant of Trade, and goals, that the powerful find uses for Outcasts. As they are rarely con-
each gives the members of the house unquestionable power and authority nected directly to such great agencies, most can operate beyond normal
beyond the borders of the Imperium. Those born into, or in service to, rules and resolve tasks in manners their masters could never authorise.

2.1 Character Generation Options - 27


2.1.5 - Roles
Roles illuminate a character’s essence. While a Home World establishes where a character came from, and a Career indicates his prior experiences,
a Role helps reveal who he really is underneath his clothing, armour, and cybernetics. It is an internal quality, a product of both a lifetime of training
and his natural talents, and combines a great many things to help define him and how he fits into life in the 41st Millennium.

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.

2.1 Character Generation Options - 28


Mystic Sage
Skills: Deny the Witch, Invocation, Psynicience Skills: Scholastic Lore (Choose One)
Talents: Warp Sense Talents: Lexographer, Unparalleled Proficiency
Aptitude: Willpower -or- Perception Aptitude: Intelligence -or- Knowledge
Mystics understand the nature of these psychic powers better than most, Knowledge is power, and a Sage is a repository of much of the Impe-
having powers themselves or some other rare insight into the nature of rium’s knowledge, having spent his life sifting through reams of data
the Warp. A Mystic understands that the galaxy is simply not a collection and tracing the patterns that link the great organisations and sectors of
of stars and planets, but rather a skin over another realm of mental energy the Imperium together. While the Hierophant concerns himself with the
in which the souls of men burn like the flames of guttering candles. teachings of the Imperial Creed, and the Mystic looks into the beyond for
Those that understand such things can learn to see these energies, and answers, the Sage knows that truth already exists, one just needs to know
eventually manipulate them, until reality becomes a fluid and changeable where to look for it. To a Sage, everything is a puzzle, a code to be deci-
quantity no more of an obstacle than a dense fog. The aid and support a phered and defeated piece by piece. He thrives on data, and sees patterns
Mystic can provide is often limited only by his own strength to manip- where others only see chaos. A Sage becomes a store of information and
ulate the Immaterium. Unfortunately, with such power always comes a a font of knowledge, using his craftiness and intelligence to guide the
price, and Mystics may be as much the victim of their own forbidden blunt instruments of those more focused toward combat.
knowledge and eldritch power as they are masters of it.
Seeker
Penitent Skills: Awareness -or- Scrutiny
Talents: Die Hard, Endurance (1) -or- Sound Constitution (1), Flagellant, Talents: Keen Intuition, Nowhere to Hide
Tireless Aptitude: Perception
Aptitude: Toughness -or- Defence The Seeker is always aware of his surroundings. He is often the first to
Special: The character gains +10 Insanity Points or +10 Corruption find foes and foil ambushes, spotting danger where others see only their
Points mundane surroundings, or making an intuitive leap about the nature of
The Penitent welcomes opportunities to suffer for his sins; he can not his prey and anticipating an attack. In the wild, this translates into the
only find these in abundance but also use them for the protection of Man- role of hunter, tracker, and guide, while in urban sprawls the Seeker
kind and his companions. He not only shrugs off injury, but welcomes becomes a detective, investigator, and questor. It is this driving, inves-
it as proof of his devotional penance. His needs are few, and he might tigative force that can be as much a boon as a curse for a Seeker, and
survive only on sips of water and stale corpse starch rations as part of the same obsession that propels him forward can be the same one which
denying his flesh any semblance of pleasure. He can also be a steadying keeps him investigating areas he is unprepared to face. Not so for the
hand, humble but forceful, ensuring that the right is not sacrificed for Seeker. Once he has taken up a trail, he follows it to its conclusion, the
the expedient, or that his allies do not drift into overt pursuit of worldly dual nature of his gifts seeking out the truth but also leading him into
comforts. danger.

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.

2.1 Character Generation Options - 29


2.1.6 - Mementos
Most characters manage to keep a small trinket as a link to their place of birth. Though it is relatively worthless in cost, it is a priceless reminder of
his past life, when things were so much simpler, before he or she began their service to the Emperor. Players should think about how their character
gained the item and what personal significance it may carry. It could be a piece of “home,” a family heirloom, or something that reminds them of a
significant event. While most mementos have no actual use in game terms, they are exactly the kind of thing a character might toy with while doing
some heavy thinking or passing the hours in Warp transit with his companions. It could also be something the he might turn to when in need of spiri-
tual reinforcement, or a reminder of how far he has come from his lowly beginnings.
Adamantium Cingulum Canid Pelt
A decorational piece with forged adamantine plates, commemorating and Many canid predators are renowned across the galaxy for their vi-
showing the bearer’s prowess in combat. The detailed plates upon this ciousness. They are respected creatures, and greatly entwined with
leather belt are strong enough to deflect weak blows. feral worlder beliefs. Hunting rituals exist on many worlds to prove a
Slot: Waist warrior’s prowess. Should a warrior succeed on such a hunt, he typically
Effect: Add +5 to Parry Tests displays the pelt of the animal thereafter.
Slot: Outer Layer
Amulet of Might Effect: Add +10 to Intimidate Tests
“I feel my bones: the strength,
I feel my muscles: the strength, Crusade Medallion
I feel my soul: the strength, This character participated in a noteworthy crusade in his past, and
I feel the Emperor, was given a medallion to prove the mettle of his body and soul by the
Who grants me grace, command of the Munitorum. many millions participated and survived
And by His Will: strength.” this conflict, but are a comparative drop in the bucket compared to the
Slot: Neck trillions of souls that make up the living masses of the Imperium so
Effect: Count this character’s Strength Bonus as one higher than normal not every person can be expected to give the character the respect he
for the purposes of calculating Damage for melee weapons as well as for deserves.
carrying, lifting, and pushing weight limits. Slot: None
Effect: When the character bearing this charm interacts with an NPC the
Astartes Bolt Casing GM should roll a d10: on a 1-4 the NPC has not heard of the crusade, on
The near-mythical warriors of the Adeptus Astartes are the Emperor’s a 5-8 the NPC was part of the same crusade or has high regard for those
Angels of Death, the ultimate champions of humanity and the greatest that were and gains a +10 to all Social Skill Tests with them, on a 9-10
fear of the enemies of Mankind. Most Imperial Guardsmen go their the crusade has a dark meaning for the NPC (he lost too many brothers
entire lives without ever witnessing a Space Marine in action, but those during it or it reminds him of a shameful incident) and takes a -10 penal-
who do are likely to be deeply moved by the experience. In the wake ty for all Social Skill Tests with them.
of an assault by these legendary figures, Guardsmen and civilians alike
sometimes collect the bolt casings left behind as sacred relics that mark Devotional Chain
the passing of the Emperor’s chosen warriors. This chain bears the weight of this character’s convictions, making it
Slot: Neck heavier than adamantium. Even in the face of alien horrors and things
Effect: A character carrying one or more Adeptus Astartes bolt casings from beyond realms of mortal comprehension these links of metal help
gains a +10 bonus to Willpower Tests to resist Fear and Pinning. anchor the wearer in the present moment.
Slot: Outer Layer
Aurok Pelt Effect: Add +10 to any Willpower Test to resist Fear and Snapping Out
The Aurok is a massive, hardy breed of widespread, mammalian Of It.
plains-dwelling herbivore, often the target of great hunts that last for
days, as individual beasts are singled out and brought down by hundreds Devotional Tabard
of spears and arrows. To triumph in such a hunt is the work of an entire Embroidered with High Gothic catechisms, this tabard displays for all to
tribe, and requires great patience and endurance. The thick and durable see how the wearer wishes to trod the path of the God-Emperor, and to
pelts are divided amongst the triumphant hunters, whose fortitude was be held to the strict edicts of his creed.
more than a match for these great beasts. Slot: Waist
Slot: Outer Layer Effects: A Devotional Tabard grants the owner a +5 bonus to all Fellow-
Effect: An Aurok Pelt grants the owner a +5 bonus to all Tough- ship-based Tests.
ness-based Tests

Fragments of Foes Defeated


Blood Drop Pendant Many battles result in the shattered detritus of enemy forces, and the bro-
These charms are a constant reminder to the wearer of the endless ken pieces of armour and vehicles, littering the battlefield. Proud warriors
amounts of blood and bloodshed that must be given to maintain the may be inclined to take fragments that signify their kills, gifting them to
Imperium of Man, and how each and every man, woman, and child must their brothers that they might remember the glories of that conflict.
bleed as the God Emperor himself did. Some are literally filled with the Slot: Neck
character’s own blood, while others are jewelled or crystalline represen- Effects: The memory of that war allows the bearer to choose one Tactics
tations. They are most often, but not always, worn around the neck. Skill and gain a +10 bonus to all Tests on it.
Slot: Neck
Effect: Whenever the character spends a Fate Point to gain a bonus on a
Test, he may add +30 instead of the usual +20

2.1 Character Generation Options - 30


Mementos Options (cont.)
Guardian Amulet Ork Bone Talisman
"Mighty Emperor, Ork teeth and skulls are a common sight among the trophy rooms of the
Spread Your divine light to protect me from the darkness." Imperium after the days of the Great Crusade and the War of the Beast
Slot: Neck and even unto these waning modern days. Some carry these talismans
Effect: Add +5 to all Evasion Tests into battle as a reminder of Mankind's prowess over the alien. While this
can sometimes be a whole skull, more often it is a knuckle bone or ster-
Heraldry Scroll num carved into a relief showing a great victory or the slaying of a large
A scroll bearing the character's name, lineage, and deeds is proudly dis- and powerful Nob. While such a token reminds the character of his kind's
played, all the better for his enemies to remember him by. skill over the Ork, the sight of them can also inflame any greenskins who
Slot: Waist see such a trophy spurring them on to greater efforts to slay even Space
Effect: When the character would gain Influence he gains 1 additional Marines.
point of it. Slot: Neck
Effects: A character may only choose to carry an Ork Bone Talisman if
he has the Hatred (Orks) Talent. The talisman allows the character to use
Honour Bells the +10 bonus to attacks from his Hatred (Orks) Talent to be used for
The clinking bells hung upon his weapon herald the bearer’s approach, both Weapon Skill and Ballistic Skill.
and he would have it be no other way.
Slot: Waist
Effect: Gain +1 Degree of Success on the character's first Attack roll in a Ossific Relic
combat, unless it is made as a Surprise. Many people in the Imperium bear small tokens of lost family, friends,
and comrades, engraving their bones with descriptions of their deeds so
that they will never be forgotten and may live on forever. Ossific Relics
Icon of Inspiration take the form of small bones, normally finger or hand bones, carried in
"Courage is the Emperor’s gift: repay him with victory." a small pouch near the character’s heart, worked into a bone ring worn
Slot: Neck upon a finger, or sometimes on a chain around his neck or wrist. Far from
Effect: Add +10 to Command Tests. gristly or barbaric, this practice is the ultimate act of remembrance, and
the relics of his fallen brethren are his most valued possessions. At the
Librarium Texts time the Ossific Relic is taken, decide with the GM’s approval which
Often carried upon one's back in a sturdy backpack or at the hip in a type of foe or alien race the previous owner of the bones was slain by
large, collated tome, these literary compilations are often weighty, but in- (Orks, Eldar, Tau, Daemons, Renegades, Hive Gangers, the Inquisition,
dispensible for scholarly types. Most commonly used as a repository for Ecclesiarchs, and so forth).
their favoured area of study these texts are ever close at hand to ensure a Slot: Neck
correct evaluation. Effects: When the character is fighting against enemies of this type, he
Slot: Waist or Back adds +5 to his Weapon Skill.
Effects: A character carrying Librarium Texts must choose a single Lore
Skill (which can be either Common, Scholastic, or Forbidden) as his area Purity Focus Icon
of focus. When using the Lore Skill on a subject his texts cover, he gains To stay untainted in a galaxy so filled with cloying, tainting darkness is
a +10 bonus to the Test. an endless endeavour, and without the strength of will and focus to main-
tain one's purity it is a steep cliff, down which many have fallen. This
Omnissiac Sigil icon mostly takes the form of a purity seal, pressed with the sign of the
"There is no truth in flesh, blessed aquila, with passages of Imperial scripture inked upon its surface.
Only betrayal, Slot: None
There is no strength in flesh, Effects: Whenever the character gains Corruption Points, reduce the total
Only weakness, by 1, to a minimum of 0.
There is no constancy in flesh,
Only decay, Raptor's Calvaria
There is no certainty in flesh but death." The eagle is a holy symbol of the Imperium, and to bear the skull of one
is no small invocation of favour. Just as the Imperial aquila bears one
Slot: Neck with two heads so does this token keep watch over the character's blind
Effects: Add +10 to Tech-Use Tests. spot.
Slot: Neck
Effects: A Raptor's Calvaria grants the owner a +5 bonus to all Percep-
tion-based Tests.

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.

2.1 Character Generation Options - 31


Mementos Options (cont.)
Ring of Suffrage Scholar's Robes
This small ring is designed to cause minor discomfort when twisted, "Facts are chains that bind perception and fetter truth. For a man can
helping the wearer stay focused on the task at hand. remake the world if he has a dream and no facts to cloud his mind."
Slot: Finger Slot: Outer Layer
Effects: When a character bearing a Ring of Suffrage gains Levels of Fa- Effects: Choose one Scholastic Lore and add +10 to all Tests on it.
tigue they only receive a -10 to all tests if they reach 3/4 of their Fatigue
capacity, instead of just half as per usual. Scrimshaw Talisman
These bone talismans are covered with intricately detailed line-work
Ritual Implement carvings, to the point where the original shape of the bone is lost and the
Whether a hammer borne by manufactorum workers or a warknife used entire surface is a maze of ink-work. These talismans come in a variety
to draw a new recuit's blood, many are the cultures across the galaxy of shapes, though they often are worked into stylized death’s heads,
that have a singular item that is a byword for their existence. This one is sea-going predators, teeth, gaping maws, and other disturbing iconog-
yours. raphy. These are mostly carved to celebrate accomplishments, frighten
Slot: Weapon foes, and ward off the malefic.
Effects: The character gains a single Exceptional Craftsmanship Low- Slot: Neck
Tech Melee Weapon. Effects: The player may choose to have his character's Talisman grant
him +10 to all Intimidate Tests or a +10 to all Tests to resist Psychic
Robe of Secrets Powers. (Once selected, this bonus cannot be changed later).
"Enlightenment is a myth we do not need to understand in order to hate."
Slot: Outer Layer Seeker's Robes
Effects: Choose one Forbidden Lore and add +10 to all Tests on it. "A suspicious mind is a healthy mind."
Slot: Outer Layer
Effects: Add +10 to Scrutiny Tests.
Sacred Helix Icon
Bolstered by his conviction in the supremacy of the uncorrupted human
form, a character who possesses a Sacred Helix Icon gains a significant Sigil of the Emperor's Flame
resistance to the mutating and corrupting taint of Chaos. "Abhor the Night, it is the Light that Endures!"
Slot: Neck Slot: Neck
Effects: The character gains a +10 bonus to tests made to resist Muta- Effects: Add +2 to Initiative rolls.
tions and Malignancies.
Star-Metal Amulet
Sash of Leadership Made from meteoric metal gathered from the remnants of comets that
This fine cloth bears a heavier weight than any common man could ever strike shrine worlds, it is believed by many that these amulets contain a
carry upon his shoulders. fragment of the divine favour of the God-Emperor and that by keeping
Slot: Waist it close to one's heart His light will shine through all the words that one
Effects: All friendly characters who can see the wearer gain a +5 bonus says.
to their Willpower. Slot: Neck
Effects: A character wearing a Star-Metal Amulet may re-roll one failed
Savage Totem Social Skill Test per game session.
Monstrous foes like the Orks and Tyranids, and bloodthirsty predators
on many worlds, are common enemies for the Humanity, and just as they Totem of the All-Seeing Emperor
may claim scraps of armour from technologically advanced foes, the tal- "Emperor, let Your undeniable light burn on the mishappen and twisted,
ons and fangs of such creatures are common trophies taken from battles So I can see them with pure sight,
and hunts alike, and passed along to comrades who are as ferocious as And purge them with righteous fire."
the beasts they were taken from. Slot: Neck
Slot: Neck Effects: Add +10 to Awareness Tests.
Effects: The bearer gains an additional +5 bonus to WS when charging.
Totem of the Emperor's Hand
Scarification Kit "Smite the foe! Smash the enemy! For the Emperor we bring death!"
"The Emperor will not judge you by your medals and diplomas but by Slot: Neck
your scars." Effects: Add +1 to any Critical Damage inflicted by Righteous Fury.
Slot: Tool
Effects: At the end of any session where the character gained Influence, Totem of the Machine-God's Steed
roll a d10 for every point of Influence earned during that session; for "Machine-Spirit, bear me forth that I may smite the enemies of Man,
each roll of a 10, the character gains an additional point of Influence. Fire true that I may smite the enemies of Man,
(This does not include Influence that was purchased with xp). And protect me with thy blessed hull that I may continue to smite the
enemies of Man."
Slot: Neck
Effects: Choose one Operate Skill and add +10 to all Tests on it.

2.1 Character Generation Options - 32


Mementos Options (cont.)
Victory Amulet Wyrm-Hide Pelts
"Emperor of Man, overseer of all things right, Upon no few worlds there exist draconic beasts to rival primordial
Whose power none can resist, legends of Ancient Terra, and taking down such vile creatures is often
Save and deliver us, we beseech, considered a feat of equal merit. To best such a thing and to wear it's
From the hands of the enemies, scaled hide is to unquestionably prove one's might.
By granting us dominion over them, Slot: Outer Layer
Show us the path to victory, Effects: A Wyrm-Hide Pelt gives the character a +5 bonus to all
That we might produce it in Your undying name." Strength-based Tests
Slot: Neck
Effects: Gain +5 WS when fighting an enemy in single melee combat.

2.1 Character Generation Options - 33


2.1.7 - Backgrounds
A character gains much from their Home World, Career, and Role, and they carry a part of their past with them in the form of their Memento. Back-
grounds are certain experiences and aspects of a character’s past that have had an impact on them, and affect them to this day. This could be either
a traumatic and terrible experience, or a continuing threat, such as being hunted by those he wronged in the past. Not all Backgrounds are traumatic
or negative, but often it is such terrible experiences that leave the most prominent of scars on one’s being, real or incorporeal. Backgrounds are not
mandatory, but they do help flesh out a character’s life story, and many do provide discounts on Skills and Talents. A character may only have up to 3
different Background options, and each Background option may only be taken once.
Archeotechnologist should you lose further parts of your body you know, deep down, that
Cost: 750xp theGod-Emperor will surely not find you lacking, no matter how ragged
Characteristics: +3 Int -or- Per you are worn by the whims of fate and enemy machinations.
Skills: Forbidden Lore (Archeotech)
Special: Choose 1 item that the character starts with, and apply one Mir- Born to Lead
acle of the Dark Age effect (see Section 6.11 “Archeotech”) Cost: 200xp
Ancient technology, known as “archeotech,” has always Characteristics: +3 Int -or- Fel, -3 T
fascinated you ever since you first laid eyes on a piece of some hallowed, Skills: Command, Linguistics (Choose One), Scholastic Lore (Bureau-
mysterious relic. You wondered why the people that made it no longer cracy, Imperial Creed, Judgement -or- Tactica Imperialis)
can, and you are determined to find more. You may be an Explorator of With status comes responsibility, though some of high birth
the Mechanicus, for whom finding such items is a holy quest, or simply may dispute it. To be born above others is to lead them, and your life has
an enthusiastic amateur. However, whether you travel to the dig sites of been directed to that end for as long as you can remember. All branches
Mechanicus Explorators, or manage to have a wealthy patron sponsor an and departments of the Adeptus Terra require those who can command
excavation of your own, you know that eventually more will be un- others with a clear head and an iron will, and your adult life has been
earthed. You scour auction houses and deal with the great Commercias of spent in one of those departments, be it the Imperial Guard, the Ministo-
Noble Houses in an effort to buy, trade, or even steal the objects of your rum, the Administratum or something else besides. With this life comes
desire. Your knowledge of such devices is as great as your desire to find the resolve and dedication of those with power earned, and the confi-
more. dence to lead without doubt or hesitation. Men and women such as you
are a valuable asset to the Imperium, and those who thrive in their duties
Beyond the Pale are often well-rewarded.
Cost: 100xp
Skills: Forbidden Lore (Any Two) Bounty Hunter
Special: +1d5 Corruption Points, +1d5 Insanity Points Cost: 250xp
You have always been an explorer, traveling to places beyond Characteristics: +5 Per, +3 Wp
the edges of the map. This time, however, you may have gone too far. Skills: Inquiry, Survival
You witnessed something that man was not meant to see and came back Fugitives can be found all throughout Imperial society. Though
changed as a result. Perhaps you somehow survived a warp storm, or the Imperium of Man encompasses the galaxy, the unfortunate truth is
maybe you were pulled into some other part of the galaxy where man that there are places beyond its reach; some lie beyond its borders, and
has yet to set foot. Regardless, the experience has changed you and your some are simply places where the arbitrators of the Adeptus Arbites
perceptions—perhaps not for the better. cannot or will not go. Frontier worlds at the edge of Imperial space and
even worlds beyond the Halo Stars are excellent hiding places for wanted
Blessed Birth men and women to flee. Sometimes an individual or organization has a
Cost: 100xp rogue agent on its hands and doesn’t wish to concern the Adeptus Arbites
Characteristics: +3 to any Characteristic other than Fate, +5 Fate or other Imperial Adepta with its problems. This is where a bounty hunter
You are destined for greatness, having been born on a great comes in. These hardened men and women occupy a unique position
holy day. According to the dictates of the local belief system, children within Imperial society. On one hand, they are sorely needed to help
born on one of these holy days are often marked for greatness. They maintain justice; on the other hand, they are reviled and despised—many
may be deemed to have the attributes of the Saint whose day marks their are seen as nothing more than thugs-for-hire. Whatever the case may be,
birth, or they may represent some feature of the Holy Day’s underlying once they acquire a Writ of Capture, they are free to pursue their bounty
message. Such children are often named after the Saint who shares their within the manner dictated by the warrant.
day. The Emperor Himself surely watches over you.
Calamity
Cost: 0xp
Blessed Scars Characteristics: +3 Wp, -5 Fate
Cost: 100xp
Talents: Combat Sense, Hardy -or- Litany Against Fear
Characteristics: +5 Fate
Special: -5 Influence -or- -1 Profit Factor
Talents: Pity The Weak
When reaching out beyond the relative safety of the Imperium,
Special: Gain one Poor Craftsmanship bionic limb (you may spend
one of the great, often underestimated, dangers is disaster, whether it
200 xp to upgrade it to Common Craftsmanship or a total of 300 xp to
affects an isolated colony outpost or affects a star vessel suddenly robbed
upgrade it to Good Craftsmanship).
of its supplies by circumstances or sabotage. Famine, plague, and other
You have sacrificed before and have the scars to prove it. The
unlooked-for disasters kill the weak, can make death a mercy, and often
limb you lost was a lesson, and also a challenge. First to teach you what
destroy the thin veneer of civilisation worn by many, revealing both the
pain is, and secondly to show Him on Terra your meddle. You do not
worst and best in humanity. You have seen all this and more, and perhaps
regret the crippling injury, only that it briefly halted your service while
were forced into desperate measures in order to survive or remain true
you recuperated from the injury and installation of the bionic limb. Even
to your honour. Regardless, you hold no illusions about what others are

2.1 Character Generation Options - 34


Background Options
capable of in extremis and have learned the hard way that sometimes a Cold Trader
bolt shell is worth a Lord Commander’s ransom and that a starving man Cost: 250xp
cannot eat gold, no matter how much he has grasped. Characteristics: +3 Int
Skills: Commerce, Forbidden Lore (Xenos)
Call to War Talents: Ear to the Ground
Cost: 200xp Cold Traders often enter the lifestyle by accident, Often
Characteristics: +5 WS -or- BS unknowingly acquiring a xenos device and deciding to look for more
Talents: Hatred (Choose One), Peer (Munitorum) once they count the enormous profits made on the deal. Other merchants
Special: +1d10 Insanity Points might be pressured into it from powerful nobles demanding they find
The Imperium called on you to help fight its wars. You have such products or else face their official wrath. A very few deal in such
trained with and fought beside the best, and you have the scars to prove hazardous materials to better spread them across their sector, perhaps
it. You spent a long time training to be the Emperor’s Hammer and unknowingly doing the bidding of long-dead alien race. It is very rare
learned a number of useful skills and tactics. Perhaps you faced off indeed that contact with such works, even something as seemingly innoc-
against Eldar corsairs, or maybe you hunted down the greenskin Orks, uous as a swath of glistening fabric or a lumpen idol, will result in the
perhaps you even battled against some other foe. Whoever the enemy betterment of Mankind. Behind every xenos device lies a possible threat
was, you not only fought against them, but learned a number of their to the Imperium.
weaknesses as well. Though you may have a different life now, you have
not forgotten the basics that you have learned as you head out into the Contaminated Environs
unknown of the void. Cost: 100xp
Characteristics: +3 T -or- Wp, -3 Fel
Talents: Peer (Mutants), Resistance (Toxins -or- Radiation)
Chasing the Enemy Special: For an additional 100xp, the character may roll once on the
Cost: 200xp
Minor Mutations Table
Characteristics: +3 Int -or- Wp
The industry of Mankind leaves entire worlds choking on acrid
Talents: Hatred (Choose One)
fumes and drowning in noxious effluvia. On innumerable worlds, and
You had the enemy square in your sights, but before you could
hive worlds in particular, chemicals flood from manufactoriums, research
finish the job, the coward ran. This may have been a space battle where
stations, starports, and all manner of other locations, leaving the world
massive hulks burned in the blackness of the void, or it could have been
poisoned. Such places are toxic to human life, yet humans may still exist
on the field of some unknown planet where your quarry fled. However
there, the dregs of society forced into the most inhospitable places imag-
he escaped, you have vowed to hunt him to the ends of the cosmos—and
inable. Amidst polluted water and foul vapours, these people endure hor-
you won’t return until you have proof of his demise. Your chase has led
rific lives, and as generations pass the poisons that suffuse their erstwhile
you across the sectors of the Imperium, and across countless worlds in
homes taint their very nature, scarring their genes and rendering their
search of your foe. During the chase you have learned much about your
very humanity a flawed and deformed thing. You may bear this contami-
enemy: where he sleeps, what he wears, what he eats, how he moves.
nation openly, your form twisted and mutated, or you may simply appear
Unfortunately, he manages to stay one step ahead of you; taunting you
unhealthy.
to move ever onwards, begging you to find him and eradicate him from
existence.
Convert
Cost: 100xp
Child of Creed Characteristics: -3 Inf
Cost: 0xp Skills: Scholastic Lore (Imperial Creed)
Characteristics: +3 Wp -or- Fel, -3WS Talents: Litany Against Fear
Talents: Litany Against Fear Those who join the Imperial fold (save those who have dabbled
It was not until comparatively late in your youth that you in the work of the Ruinous Powers) are embraced by the Ecclesiarchy,
set foot in a room in which the stern gaze of the God-Emperor was even though their religious instruction is often fragmentary and distorted.
absent, and during your impressionable years, you were shielded by The clerics ask why should the Ministorum reject the devotions, however
the enfolding arms of the Ministorum from much of the hardship and misguided, of any convert willing to lay his life down for the Emperor?
uncertainty so many must endure. The unyielding visage of His statues You are one such convert, you eyes have been awakened to the glory of
was as much a part of your upbringing as the zealous, pure faith of those Him On Terra, and you now serve him utterly.
closest to you. Scripture, ritual, lessons, and priestly exhortations fill
your memories, rising unbidden in every quiet moment—as though the
aged, white-haired clerics who taught you still remain by your shoulder
in spirit, jealously guarding over your soul. All men hear the God-Emper-
or’s holy words if they are born under His rule, but you heard more than
most before even reaching adulthood.

2.1 Character Generation Options - 35


Background Options
Creed Dark Visionary
Cost: 300xp Cost: 0xp
Skills: Charm, Scholastic Lore (Imperial Creed) Skills: Forbidden Lore (Choose One)
Talents: Hatred (Choose One), Inspire Wrath Talents: Hardened Soul
Faith is your shield and your sword, it is the strength in your Special: 1d5+5 Corruption Points and 1d5+5 Insanity Points
muscles and the life in your veins, and the power that drives you ever The Imperium survives and prospers in no small part due to
onwards. While stars exist beyond the reaches of the Emperor’s light, the narrowness of its vision, and by the strictures imposed by high walls,
there can be no rest, for it is Mankind’s destiny to rule the stars and you harsh order, and obedient faith on worlds where no man looks beyond the
will permit no exception to that. You look with scorn upon those who simple rotes taught in childhood. A rebellious mind such as yours could
crave material things, for their deeds are tainted by their impure desires, not be so easily constrained, however, but you have had to pay a price for
no matter how great those deeds may be. If you seek any remembrance your freedom and have learned those high walls are there for a reason.
or legacy of your own, it is as an implement of the Emperor’s will, the You were a visionary in search of strange knowledge, seeking answers
blade in His right hand and the mouthpiece for His voice. You seek to to questions those around you never thought to ask, answers that proved
inspire and rally others to your cause, to instil fervour and zeal and drive dark indeed.
your fellow man to righteousness.
Decadent
Crippled Cost: 200xp
Cost: 0xp Characteristics: +3 Wp
Skills: +5 Int -or- Wp, -5 St -or- Ag Skills: Charm
Special: The character suffers from a Useless Limb condition (which Talents: Decadence
specific limb or limbs are useless is up to the player to choose or random- Special: +1d5+5 Corruption Points
ly determine). This Useless Limb condition cannot be healed by normal You have lived your entire life in the lap of luxury. You demand the
means, and will require either Bionic Limbs or Vat Grown Replacements finest, no matter the cost in terms of money or lives. Fine foods, fine
to restore functionality. drink, and fine clothes are your hallmarks, and you see no reason to have
You are broken, either by the misfortune of your birth or by anything less. You might be despised by your family or lauded for your
later accident in your life. You have not allowed this to put an end to your passions. Your lifestyle is envied by many and reviled by the rest, but
life, instead finding a less physical purpose to attend to. you dismiss their opinions as nothing more than the petty sniping of the
bitter and envious.

Dark Encounter Diseased


Cost: 100xp Cost: 0xp
Skills: Forbidden Lore (Any) Characteristics: +5 Wp, -3 T -or- Fel
Talents: Hardened Soul Talents: Resistance (Diseases)
Special: +1d10 Insanity Points You are unwell, and have been for some time. This condition may be an
Starport taverns and station galleys are filled with travelers, inherited, chronic affliction or may have been gained by terrible misfor-
wanderers, and old voidfarers. Sooner or later, when the lumen globes tune. Regardless of the impetus it has been with you for some time now,
have dimmed, these folk will tell of the many strange legends they have and shows no sign of leaving. The illness will most likely be with you
heard. They tell of hell-hulks crewed by the lost and warp storms that until the end of your days.
howl with mocking voices, of the things that claw and scratch at the hull Special: The character gains a Disease (see Section 9.4 "Diseases &
waiting for the merest flicker of the Geller Field for the warp to pour in Infections"). The Disease has a Virulence Rating of 1, an Incubation
and devour all, and of horrifying xenos encounters and voyages of the Period of 1 month, and does 1d5 Damage to one chosen Characteristic.
damned. But you have no taste for such stories, because you know the This disease is not contagious to other characters, and the character with
truth—you have lived them. You have stared into the eyes of the abyss it cannot be cured of it, instead going through the Stages of the diseases
and lived. You have seen the dead walk and the bulkheads bleed. These repeatedly.
experiences have marked you, opening your eyes to the darkness that
hides beneath the surface of things, and whether you have recoiled in Duty to Humanity
dread or been drawn on in fascination is a truth you keep to yourself. Cost: 0xp
Characteristics: +5 Int -or- Fel
Dark Secret Special: -5 Influence -or- -1 Profit Factor
Cost: 400xp The uncountable masses of Mankind are threatened from every angle
Special: The character gains 20 Insanity Points or Corruption Points and possible, and you know this. You have done everything you can to aid
the Unnatural Characteristic (1) Trait (choosing one Characteristic to those in need and sacrificed many personal assets, contacts, wealth, and
apply this Trait to) much time to keep the constituent peoples of the Imperium alive, even
There’s a secret you carry with you that, if known by oth- when other routes would be more expedient. Few have respect for such
ers, could destroy you. Perhaps you were the unfortunate victim of a humanitarian notions, but you know that without people such as yourself
possession, and even though you fought the entity off its mark is forever Man would not continue to exist as they do, regressing to pitiable state.
upon you. Or maybe you carry within you some xenos artefact, such as
a Yu’vath device, and you seek a way to rid yourself of it. Whatever the
secret is, you’re sure it will devastate you and your friends if found out.
There are no lengths you would not go to prevent that discovery.

2.1 Character Generation Options - 36


Background Options
Duty to the Imperium Enemy in Ascendance
Cost: 100xp Cost: 0xp
Characteristics: +3 Wp Characteristics: +3 Per, +5 Inf
Talents: Litany Against Fear Talents: Enemy (Choose One), Hunted (Same as Enemy), Paranoia
To labour is human, to serve divine. You find strength in duty and eagerly You have made a number of enemies in your life, as does anyone with
embrace the strictures and dictates such duty requires. To see obligations power and the will to use it. However, some of your foes are particular-
fulfilled and assume a role in the vast structure of the Imperium is your ly threatening. Perhaps they know something of your past you would
greatest desire. So strong is that desire you will stop at nothing to see it prefer not to have revealed, or perhaps their power eclipses your own
done, and fear only failure. To others, your rigid discipline and obsessive and they seek to eliminate a potential rival, or perhaps you have crossed
focus may seem disquieting, but you do not share their doubts. You pity them one too many times and they now seek every means possible to
them, for they will never know the contentment and satisfaction your cast you down. Whether voluntary or not, you have fled the Imperium to
purpose gives you, nor the purity of life your conviction provides. escape them, entering exile in the unknown darkness. Your time beyond
civilisation may be one of preparation, steeling yourself for the day you
Duty to the Throne must return, or you may simply believe that you can never truly go back.
Cost: 200xp In either case, you are constantly watching your back for the enemy who
Characteristics: +3 Wp, +5 Inf drove you to this.
Talents: Armour of Contempt
Special: 1d5+5 Corruption Points and 1d5+5 Insanity Points Fallen Dynasty
You have served the highest cause before, in the company of the ultimate Cost: 400xp
authority of the Imperium, the Inquisition. Your time with them may Characteristics: +5 Fate
have been short, or it may continue to this day, but it has ultimately made Special: +10 Influence -or- +2 Profit Factor
you more aware of the danger the Imperium faces from within, without, The player and the GM should work out the details of this lost resource
and beyond. Even a short stint of service is enough to open one’s eyes so it can be worked into the campaign story, as needed. While normally
and show them the true vastness of evil throughout the galaxy, and to characters without a Profit Factor cannot gain one from Background
harden their hearts against such terror. Such encounters will also, inevita- Options, this Background does allow a character to have a Profit Factor
bly, leave mental and spiritual scars of their own, ones which plague you of 2 at the beginning of the campaign, to represent the last dregs of their
to this very day. family’s once great coffers.
Your family’s greatness is a distant memory, their standing in high Impe-
Duty to your Dynasty rial society long gone. And yet, something still remains. Long forgotten
Cost: 0xp properties, in the void and upon planetary bodies, caches of resources,
Talents: Rival (Choose 1 Other Dynasty/House) and other things of worth with your family’s name are yet undiscovered,
Special: +5 Influence -or- +1 Profit Factor awaiting a rightful inheritor to reclaim them.
Little else in your life has ever meant as much to you as your unyielding
respect for the dynasty you serve. Whether it is a Rogue Trader House, False-Man
a planetary governor’s family, or another of the myriad great houses of Cost: 300xp
the Imperium you feel little else but pride when you don the garb that Characteristics: +3 to any two, -3 from any one, -5 Fate
denotes you as a member of this influential line. It is likely you were Talents: Ambidextrous, Autosanguine, Chem-Geld
chosen to serve for such uncompromising loyalty, though being born into Special: +2d10 Insanity Points
the actual line itself is also a potential avenue of ingress. Regardless of Your life is not your own. It is the product of an arcane science only bare-
origin you are an anchor of stability and steadiness for this dynasty, as ly understood by those that wield it, who seek to emulate the Emperor’s
your support is always to be found for it’s endeavours. mastery of genetics. Your form and your nature are manufactured, the
result of tampering by those who seek to make men more able to perform
Endurance certain tasks. You are a rarity in the Imperium and beyond it, a human
Cost: 100xp being wrought by artificial means, and whether you embrace the purpose
Talents: Sound Constitution (4) of your creation or deny it, the fact that you may not be entirely human is
You seek to endure and, in enduring, grow stronger. You welcome oppo- still weighs heavily upon you. One thing you do know is that you are still
sition, risk, setbacks, injury, and pain as old friends—for these trials are human in part—their science cannot create new life, it can only change
but a stairway by which you will climb to greater heights. Endure, and that which already exists. However small a comfort that may be, even if
you shall be made mighty in the God-Emperor’s eyes, and a power of the it provides only solace through hatred, it is something.
Imperium. The virtuous welcome the storm, the Imperial Creed teaches,
for its fury guides humanity upon the path to strength in body and soul. Fated for Greatness
Just as a mighty tree sheds its weakest limbs before the tearing winds, Cost: 0xp
and stands the greater for it, so too is humanity made sturdy by struggle Characteristics: +5 Fate
and want. Others would put it more simply: the weak die and only the Special: +20 Insanity Points
strong remain, and you choose to be the latter. For as long as you can recall, you have been certain that a grand destiny
awaits you. The God-Emperor must watch over you, for sometimes
events have unfolded in exactly the right manner to carry your plans
forward, and at others times, the actions needed to set you upon the way
ahead were quickly apparent. You are sure that you will be the greatest of
your bloodline, whose name will echo down through the ages, no matter
what the cost.

2.1 Character Generation Options - 37


Background Options
Favoured of the Faithful Haunted by Thy Own Sins
Cost: 150xp Cost: 300xp
Characteristics: +5 Fel, +5 Fate, -5 T Skills: Forbidden Lore (Choose One)
Talents: Peer (Ecclesiarchy) Talents: Frenzy, Flagellant
Ever since your youth you have been earmarked by the higher ups in the Special: +10 Corruption Points
Ecclesiarchy. Even as a child you were notably pious, pure of heart, and Blessed are the repentant, for they have seen the face of damnation and
strong of purpose, and you have carried on those traits to your adulthood, yet return to His light. You know you have done wrong, but in sacrifice
and kept the favour of your betters all the while. Your position in the you can be redeemed, and that distant chance gives you the courage to
Ecclesiarchy is most certainly an ascendant one, and will likely see you achieve anything. The sins of your past give you insight into corrup-
gain acclaim, so long as you live to see it handed to you. tion, and with that hard-won knowledge you can strike out against it, to
cleanse your soul with the deaths of the enemies of Man. Should your
Forbidden Knowledge life be the cost of your success, then so be it, for it is a far better thing to
Cost: 200xp die a martyr than live on as a monster.
Skills: Common Lore (Choose One) -or- Scholastic Lore (Choose One),
Forbidden Lore (Choose One) Heirloom
Talents: Paranoia, Hunted (By whom the knowledge was taken from) Cost: 500xp
You are drawn to the esoteric like a moth to a flame. Perhaps your study Gear: The character gains a single Best Craftsmanship item of up to
was intentional; you found a mysterious tome or other work. Maybe it Rare Availability (or a single Good Craftsmanship Very Rare item)
was accidental. It could have been spoken to you through the cracked lips Special: If the character with this Background ever loses the item grant-
of a dying man, or perhaps you spied a document that should have been ed by it he gains 2d10 Insanity Points and loses -1 Profit Factor or -5
sealed and the knowledge burned itself into your brain. Whatever the Influence, as appropriate.
reason or circumstance, you bear forbidden knowledge. It might be part Your family is singularly blessed by a great artifice that has
of the name of a daemon, or the location of some barbaric fane where hu- been handed down between its generations for centuries, or maybe even
man sacrifices are made in the name of the Ruinous Powers. It might also millennia. This item is singularly blessed, and to hold it in your hands
be something a bit more mundane, such as a proscribed experiment being and lay claim to it is most certainly a blessing. If such a historied heir-
conducted by a Magus-Biologis of the Adeptus Mechanicus. Whatever it loom were ever to be lost the shame, however, may be unbearable.
is, you’re sure that if the powers that be were to learn that you know, they
would stop at nothing to purge it from you. High Vendetta
Cost: 100xp
Fortune Talents: Die Hard -or- Paranoia, Iron Discipline -or- Radiant Presence
Cost: 100xp Honour, friendship, and loyalty are not mere empty words
Special: +10 Influence -or- +2 Profit Factor or worthy ideals to you, they are tools for survival. Without your ship,
You seek wealth beyond measure, countless Thrones with which to your crewmates, and your allies, you are alone in the cold darkness of
purchase the fulfillment of your every desire. You understand that all space and prey to enemies and rivals without number; with them, you
things begin with the clink, clink, clink of worn Throne coins dropped are protected, you have a home and backup when others seek your life.
upon a finely crafted counter. That is the sound that carries into the hearts This knowledge was brought home to you when you and your allies
of men and compels them to your will. Perhaps your ultimate goals are were caught up in a deadly vendetta with another faction, a murderous
admirable, perhaps they are despicable—wealth cares not, and wealth feud that consumed your life and sent friends to their graves. Whether
causes others to care not. So it is that everything you have ever wanted, your enemies were a rival crew, noble house, cult, cartel, or outlaw gang,
everything you could ever need, all comes down to Thrones. You must blood was spilt and vengeance taken. Regardless of whether your side
have them and the great wealth they represent. That is your quest, and was victorious, or was left tasting bitter defeat in the end, what matters
you can only hope that you are still the same person at the end of it, was that you fought and would to so again.
having evaded the myriad ways in which single-minded fortune-seeking
twists the mind and the soul. Hunted
Cost: 150xp
Free-Thinker Talents: Combat Sense -or- Lightning Reflexes, Hunted (Choose One),
Cost: 0xp Paranoia
Characteristics: +5 Int -or- Per, -3 Wp Something stalks you: xenos, bounty hunter, or something
Talents: Enemy (Ecclesiarchy) from beyond. You know it sits in the shadows, waiting for you to lower
You have questioned the rigid and dogmatic methodology of the Eccle- your guard so that in a flash of blood and pain your life will be snuffed
siarchy and Administratum, and found no easy answers to the questions out of existence. Whoever this hunter is, it is relentless. So far, you have
you ask, only reprimands, threats, and occasionally fervorous outbursts managed to stay one step ahead of it. There have been too many sleepless
leveled at your curiosity. You doubt the rigid structure of the Imperium’s nights as you lie awake wondering if the noise you hear outside is your
institutions, finding it oppressive at best, and you’re determined to find assailant...or something else. Even though your cunning has kept you
your own way around it. The galaxy is a vast place, and surely the an- alive, you know, however, that the time will come when you two will
swers you crave are out there, upon the worlds of Man or beyond them. meet face-to-face and that time you won’t escape.

2.1 Character Generation Options - 38


Background Options
Insane Judged and Found Wanting
Cost: 0xp Cost: 0xp
Characteristics: +3 T, -3 Fel -or- Fate Characteristics: -5 T -or- Fel
Talents: Peer (The Insane) Skills: Deceive, Stealth
Special: +20 Insanity Points Special: You gain one Poor Craftsmanship bionic limb (you may spend
You are mad. What brought you to such a state, none other than 200 xp to upgrade it to Common Craftsmanship or a total of 300 xp to
yourself likely know. This madness is a blight on you, and not something upgrade it to Good Craftsmanship).
you can ever escape from, it dogs your everyday from when you wake up You have failed before and have the scars to prove it. Losing
to when you fall asleep at night, even visiting you in your dreams some- your limb was an ultimate sign of failure, and how badly you were found
times. It is no easy thing to live with, and may well get worse yet, but for wanting. The unforgettable pain, and the dull ache that haunts you even
now, at least it can be managed, somewhat. now, reminds you of your lacking mettle and how much you have to
atone for. Whether it was lost on the field of battle, in a brief moment of
distraction, or lost by persecution of more unsavoury behaviour, it will
Infil-Traitor remind you for the rest of your life not to repeat such mistakes.
Cost: 150xp
Skills: Charm -or- Deceive -or- Stealth
Talents: Lightning Reflexes -or- Jaded, Peer (Group being infiltrated) Know Thy Foe
Special: +10 Insanity Points. If an infil-traitor fails a Fear Test by more Cost: 200xp
than Four Degrees of Failure, suffers Mental Trauma, has his Mental Characteristics:
Affliction raise by a level, suffers a psychic attack on his mind, or is Skills: Forbidden Lore (Any)
called on to perform a self-destructive act by his programming, this Talents: Preferred Enemy (Same as Forbidden Lore)
conditioning may break down. If any of these factors occur, the in- Special: The player may purchase one more Rank of any Forbidden Lore
fil-traitor may try and pass a Hard (–20) Willpower Test to break free for an additional 100xp
of the conditioning. If successful, the infil-traitor falls catatonic for 1d5 You consider knowledge of your enemies to be the best de-
hours, after which time he is free of the conditioning and this Trait. If fence against their machinations and assaults, and work hard to collect
he fails, the conditioning holds and he suffers 1d5 Insanity Points. Once any insight you might find about those who might threaten you. Fear of
an infil-traitor is "activated" he changes the Peer Talent gained from encountering a foe about which you know nothing drives you to seek
this Background to the Hunted Talent for that same group, unless his out the most obscure lore; even that which seems composed entirely of
programming is deactivated, or else his deception is reconciled, however unfounded rumour and hearsay is not beneath your attention. You suffer
unlikely that may be. with the burden of your knowledge, for you are never truly free of that
There are many methods that can be used to create an infil-trai- fear of the unknown and your obsession means that you shall never again
tor, whether technological, psychological, arcane, or some combination find solace in ignorance as so many in the Imperium can.
of these. The ultimate result is a terrifyingly potent thing, a traitor in the
midst of those he does not even know he is betraying. Until an activa- Knowledge is Life, Life is Knowledge
tion-phrase, mnemo-impulse, or other psychologically potent device is Cost: 200xp
brought to his attention the infil-traitor has no idea what exactly he is and Skills: Scholastic Lore (Any Three)
can lie in wait for years until his unknown master decides that the time is Talents: Total Recall
right. Once activated an infil-traitor may attempt to assassinate a particu- Lore is all-important to you; it is your purpose and your reason,
lar target, sabotage a particular facility, or even simply return to his true it is your goal and your desire, and it is the one thing above all else that
master. The psycho-conditioning necessary for creating such a supreme you aspire to possess. There is no ulterior motive to your drive to under-
double-agent is temperamental at best, and can sometimes be dislodged if stand, no hidden purpose to give that curiosity a focus. You simply crave
the subject is subjected to a particularly traumatic experience. Infil-trai- knowledge with every fibre of your being, and you cannot stand the idea
tors are most commonly utilized by the Officio Assassinorum, the Inqui- of not knowing or not understanding something. Though new insights
sition, and even the Lords Dragon, but other greatly powerful or even and revelations cannot hope to sate this bottomless urge, new understand-
direly heretical forces can create such living weapons. ing brings with it new power and new means with which to find yet more
You are one such living weapon. knowledge. Each answer leads to still more questions, and every new
vista promises a variety of secrets yet to be uncovered.
WARNING
This "Infil-Traitor" Background Option is intended to provide experi- Knowledge is Power, Guard it Well
enced players with an opportunity to be a ‘double agent’ of sorts—at Cost: 300xp
least for a while. As such, it may well result in their character eventually Characteristics: +3 Int -or- Per
being eliminated from play, quite possibly at the hands of their comrades Skills: Common Lore (Any Three), Scholastic Lore (Any Two)
once their treachery comes to light! There is, however, a ‘way back’ if Talents: Foresight
their conditioning can be broken, which can provide the chance for some There is no worth in knowledge if everyone possesses it; if
great roleplaying experiences and memorable events on the way, to say knowledge is commonplace, then it bestows no power upon its keepers.
nothing of the later adventure where characters get revenge on their for- You understand this better than most, because you possess much knowl-
mer puppet master. This option should only be taken in full cooperation edge. It is a tool to greater power, a means of fulfilling other ambitions,
between the player(s) and the GM, and with a mind to how it may affect bringing ruin to enemies and elevating allies, and in all ways an advan-
an ongoing campaign. tage over those less knowledgeable. You gather information to wield in
these ways, bolstering your arsenal of insights with every passing day
and every new encounter. Few are those who think to cross you, for you
are knowledgeable and willing to use that to your advantage in all things.

2.1 Character Generation Options - 39


Background Options
Lost Planet Monastic Upbringing
Cost: 100xp Cost: 200xp
Characteristics: +3 Per Characteristics: +3 T -or- Wp
Skills: Navigation (Surface -or- Interior -or- Stellar) Skills: Trade (Choose One)
Special: +1d5 Corruption Points, +1d5 Insanity Points Talents: Hardy, Pure Faith
The universe is a mysterious place full of darkness and danger. The typical Monastic community of the Ecclesiarchy has a core
There are forces at work that are beyond human comprehension and of clergy, who are attended to by a number of lay servants, usually from
occasionally whole worlds are under such sway. You were a part of a a community based around the monastery location itself. The monks
force that discovered such a planet and traveled to it. You brought back have a strict daily routine of devotional duties, occasionally broken up
the treasures and secrets of this world, which you claimed in the name of by some combination of physical labour and study, depending on the
your family or patron. There are mysteries still to be unearthed upon this doctrines of the community’s founder. You are such a person, and have
world, and it could be that the planet harbours something dark. lived at least a part of your life in a monastery, or perhaps were born unto
such circumstances. Why you have left it's fold could be for any number
Loyalty of reasons, but it has left it's mark deep upon your soul.
Cost: 300xp
Characteristics: +3Wp -or- Fel Mutant
Skills: Trade (Choose One) Cost: 0xp
Special: Gain a Contact (representing the character’s home, tribe, or Special: You must roll once on Minor Mutations. You may spend 200 xp
people) who are a Group, Offer Favours, and are Trusted. The player may to select one result from the table (aside from the Blessed by the Gods
invest more xp into adding more benefits to these allies as is appropriate. result). You may additionally spend 500xp to roll on the Major Mutations
Your allegiance to your home, family, and ruler are absolute. table, gaining both a Minor and Major Mutation.
To you this is an indisputable truth, a notion so strong that it provides a You are tainted. Whether by the caress of the Warp, the taint
sense of purpose great enough to brave any risk. There may be disputes of your soul made bare, or the mutagenic effects of toxins and pollutants
between different parts of the community, but such things are all in the the very substance of your body has been twisted and made inhuman.
family, not for the concern of outsiders. You would do anything for your It could be a minor mutation, one which could be hidden or explained
patriarch, and will go anywhere he wills. You burn with pride at the sight away as sickness, or something far worse. At any rate most will go to any
of your homeland and at the triumphs of your people, and to shame or length to hide or else excise this hideous aberration, as the alternative is
mock either is the gravest mistake an outsider can make. You care not usually death.
where you go or what you face, so long as you do it for your people and
your home, to better the lives of men and women who you trust without New Horizons
hesitation. Cost: 100xp
Skills: Navigate (Stellar), Scholastic Lore (Astromancy) -or- Trade
Machine Cult Initiate (Explorator)
Cost: 200xp To see the stars, the suns and the moons of worlds already
Characteristics: +3 Int claimed by Man is of no interest to you. Only the hidden promise of
Skills: Linguistics (Techna Lingua), Tech-Use strange and distant worlds entices you, and you desire only to push on
Special: A character with this Background may take a Tech Aptitude, and see as many new horizons and unique skies as possible. To mark
even if they were not given the option to do so by one of their Home unknown worlds with your presence and see things the likes of which no
World, Career, or Role selections. man has ever seen before is what drives you, and such a desire leaves no
Whether you were raised on a forge world, are part of a vehicle time for laxity, nor any room for complacency. You must go forward, for
re-sanctification layteam, or in some other field that places you in close there is nothing unseen in your wake.
proximity to the Machine Cult and it's initiates, you know at least a bit
about the correct rituals and repair-ceremonies needed to appease ma-
chine-spirits. While you are no techpriest, you are familiar enough with No Joy Unexplored
entry-level concepts that you can assist and, in a pinch, even conduct Cost: 200xp
necessary tech-rites. Characteristics: +5 T -or- Fel, -3 Wp
Talents: Decadence
Special: +1d5 Corruption Points
Mentally Conditioned Whatever the pleasure, you have indulged in it. Your hedonism
Cost: 100xp defines you, your reputation is dark and sordid, and you are not sated yet.
Characteristics: +5 Wp, -3 Int -or- Fel Amongst the unknown must be sights and sounds and experiences as yet
Skills: Deny the Witch -or- Logic undreamt of by Mankind, and you cannot stop until you have found and
Talents: Jaded -or- Litany Against Fear -or- Orthoproxy, Resistance sampled them! The world around you grows dull and grey as you begin
(Fear -or- Psychic Powers) to exhaust the possibilities of pleasure, and even the strictest taboos of
Even outside of the Inquisition or Adeptus Astartes many your culture are becoming increasingly tempting in your desperate search
organizations of the Imperium utilize forms of psycho-indoctrination, for something new to satisfy you. Whatever you find, you may not escape
and even some noble houses will subject their most important retainers it unscathed —or unchanged.
to such measures. While these methods can aid in mental fortitude, and
often greatly increase it, it often leads to a greater inflexibility of thought
or them simply being quite humourless and uncharismatic.

2.1 Character Generation Options - 40


Background Options
One Amongst Untold Billions Press-Ganged
Cost: 200xp Cost: 100xp
Characteristics: +3 Int -or- Per, -3 St Characteristics: +3 Wp
Skills: Common Lore (Choose One), Trade (Choose One) Skills: One Rank of Any Skill, Common Lore (Choose One)
Talents: Paranoia, Unremarkable Talents: Enemy (Choose One)
Your early life was unremarkable, merely a single face amongst Skilled men and women with unique and valuable talents,
the teeming masses of humanity. Of no importance to the hierarchy of be they Navigators or armsmen, are themselves commodities to the
the Imperium, nor cast out beyond the fringes of society, you seemed unscrupulous and the desperate. There are many voyages undertaken and
doomed to a life of mediocrity and anonymity. Through ceaseless toil to crewed by those who have little choice in the matter, from ratings that
improve your lot in life, you learned quickly the politics of the common toil under an overseer’s lash in the depths of a warship to abducted Ast-
man, of preserving your own meagre interests with a wary eye cast to the ropaths and scions of Rogue Trader blood whose shackles may be made
efforts of your peers. Through these methods, you clawed your way from of silken threats and prison cells crafted by insidious blackmail but are
amongst the masses to make something of yourself. no less real for that. Although some may see such experiences as no more
than part of the “great game” of things, you take a different view and
Pilgrim have sworn never to be a puppet or pawn in someone else’s game again.
Cost: 0xp Just who you were forced into serving in the past and how you managed
Characteristics: +3 T, +3 Wp, +5 Fate to escape your bondage is a secret you rarely share, but one day your
Skills: Common Lore (Imperium), Inquiry -or- Survival captors will have cause to remember the offence they did you and regret
Talents: Pure Faith it.
Special: You begin play with the clothes on his back, and precious little
else. All other equipment that the character would normally have from Prestige
their Career is removed, aside from their Memento and their allotted Cost: 100xp
amount of extra items equal to his Influence Bonus or Profit Factor Talents: Peer (Choose One) -or- Talented (Choose One)
Bonus (whichever is higher) of a Scarce Availability or less. Additionally, The Imperium of Mankind is a grand hierarchy, and that, to
the items given by the Archeotechnologist and Pride Backgrounds are your eyes, is a ladder reaching from the least peasant to the blinding
exempt from this removal. heights of the God-Emperor’s own Holy Terra. You have dedicated your
You, at one point of your life, took up the path of pilgrimage. life to climbing that ladder in search of the highest station you can reach:
A pilgrimage is not something one takes up lightly. Pilgrimages can take the greatest power, the most important position of leadership, the utmost
years or decades and can be adventures in their own right. Pilgrimage is influence. Wealth, renown, and relationships with the powerful are only
by no means a “soft option.” Those who survive the major pilgrim routes important insofar as they enable you to reach that next step. All too many
are canny and wary travellers, well experienced in the wider Imperium. fools never reach upward, but you bear them no ill-will. The position
they might have ascended to will be yours, and they will be your loyal
Pit-Fighter servants in the years ahead.
Cost: 400xp
Characteristics: +3 WS, +3 St -or- T Pride
Skills: Dodge -or- Parry Cost: 300xp
Talents: Peer (Underworld), Pugilist Special: Increase the Craftsmanship of one item this character starts with
Special: +1 Corruption to Best Craftsmanship (This cannot be taken along with Archeotechnolo-
You have been training and honing your body since birth, and gist Background Option)
you have been champion more than once. You have studied at the feet of Above all else, you want respect—the admiration of allies
great pugilists and sword-masters. Some of the depraved and jaded no- and the grudging esteem of foes, and will countenance no insult to your
bility crave exotic fights and thus you have been pitted against grotesque honour to go unchallenged. You suffer none to be so ignorant as to deride
xenos and mutants with awful mind-powers. But your abilities have not you as unworthy of your name, unfit for your legacy, or lacking in talent.
gone unnoticed and you know soon enough you will again feel the rush When you seek to prove yourself, it is for the sake of your own high stan-
and clarity of mind that can only come from mortal combat. dards, or perhaps out of frustration that the mighty do not yet recognize
your true worth. Regardless, it is for you to lead and demonstrate your
worth by your actions and your bearing, and any that doubt or disparage
you had best have the steel to back up their words.

2.1 Character Generation Options - 41


Background Options
Questionable Tutelage Savant
Cost: 300xp Cost: 100xp
Skills: Forbidden Lore (Daemonology -or- Heresy -or- The Warp), Invo- Characteristics: +3 Int -or- Fel, -3 T
cation, Scholastic Lore (Occult) Skills: Logic
Special: +1d5+5 Corruption Points, you gain any two Ritual Scrolls (see Talents: Peer (Choose One Adepta)
Section 5.7 "Chaos Rituals" for more information). To the scholar’s ear, there is no worse sound than the tearing
You have studied, either at the side of a master or else on your of parchment. It always marks a desecration of one sort or another, be
own, the dark arts of sorcery. These works have left a taint on your soul, it a priceless work lost or a savant destroying his own fl wed labours in
and the knowledge that, with the properly applied runes, chants, and disgust. You know this because the murmuring of savants, clicking of
necessary paraphernalia, that dark miracles which defy any natural laws lexmachinery, and scent of ink and dust have been a part of your life for
can be performed. Such knowledge is, of course, exceedingly illegal to as long as you can recall. Apprentices are brought young into the Adept’s
have in the Imperium, and if it is discovered by authorities it could ruin trade, for there is much to learn and the human span holds little time to
your entire livelihood and bring about the attentions of the Inquisition. learn it in. Apprentices sit in attendance at meeting after meeting between
elder savants, bathed in the exchange of knowledge until they know how
to learn and the correct knowledge has been drilled into them. All the gal-
Recidivist axy is packed with knowledge, and even the smallest drop of it would fill
Cost: 0xp the minds of a world of savants to bursting. Yet you derive much comfort
Skills: Stealth -or- Deceive from learning—even though you could never personally know more than
Talents: Enemy (Arbites), Resistance (Interrogation) a minuscule fraction of all there is to know.
Your entire life has been a struggle against what others would
call “lawfulness”. Ever at odds, whether it be with planetary enforcers,
men-at-arms, or even the Adeptus Arbites, you have fought against the Scavenger
law endlessly, often just for survival. Your repeat offenses against the Cost: 100xp
powers that be have not gone unnoticed, and while you may not have a Skills: Awareness
price on your head, it could well be placed at any time. Your life of crime Talents: Unremarkable -or- Resistance (Fear)
has taught you many skills and abilities that those on the “right” side of Special: +1d5 Corruption Points -or- +1d5 Insanity Points
the law would never consider picking up, and it’s likely that some may You became an adult amidst the yearning and poverty of the
find such a skill set of use, for fair or for foul. least of the God-Emperor’s flock, one soul amongst countless underhiv-
ers, renegades, bonepickers, and a thousand other outcast castes that exist
on the fringes of the Imperium, scavenging what they can to survive. All
Rivals that you owned was claimed from the wastes of those far above you in
Cost: 0xp the Imperial hierarchy or gleaned from the wreckage and ashes of past
Characteristics: +3 Fel war and catastrophe—at least, everything that wasn’t taken from the bod-
Talents: Rival (Choose One) ies of your peers and rivals, of course. Yours was a hard life lived upon a
You have been scorned! You were wronged or insulted and it’s knife-edge: the dark abyss of starvation on one side and death or worse
something you cannot let rest. You will pursue the matter until satisfac- on the other. A childhood where each day of survival was a triumph has
tion has been had, even if that means taking payment in blood. This is a hardened and honed you, but left its scars on your soul.
personal matter for you, and the insult may only be slight. Whatever the
case may be it’s a matter for you to settle and you alone.
Scrapegrace
Cost: 100xp
Renown Characteristics: +3 Int -or- Per
Cost: 0xp Skills: Stealth
Talents: Air of Authority -or- Peer (Choose One) Special: +1d5 Corruption Points -or- +1d5 Insanity Points
The Imperium is undying and uncaring, and every day count- An orphan of the borderland between light and dark, you spent
less billions toil and strive and die unknown, nameless, unremarked, and years living by your wits as a scapegrace amidst entertainers, gangers,
unthanked. But there are a rare few whose names echo through eternity reclaimators, and other ne’er-do-wells on the fringes of Imperial society.
in glory: Macharius, Solon, Haarlock, Land… And it is amongst their Your youth was spent in a grey borderland where the near-outcast min-
company you will one day be counted, or such is your most fervent gled with shadowed figures risen from the depths and thrill-seekers come
desire. You have grand visions and the burning desire to make them real. down from safer climes. A good scapegrace knows that the law only
Through your actions and victories, you will ensure that your name will applies to those caught by the enforcers, that a life is worth only as much
be spoken on the lips of the multitudes yet to be born in the millennia as is spent on keeping it. You’ve carried these hard earned lessons on into
ahead. You will gather the best and brightest to your banner, secure the later life. Survival is best thought of as a game, with pleasure and ease
allegiance of Imperial potentates, and then achieve such great deeds that the rewards along the way. A body must eat, drink, and live well, for
those who come after you will one day bow down to statues cast in your death can come calling when it pleases.
image.

2.1 Character Generation Options - 42


Background Options
Seeker of Truth Survivalist
Cost: 0xp Cost: 300xp
Characteristics: -3 Wp Characteristics: +3 T -or- Per
Skills: Forbidden Lore (Choose One) Skills: Awareness, Survival
Talents: Enemy (Administratum -or- Ecclesiarchy), Foresight Talents: Sprint
You have always been inquisitive, and within Imperial society, Special: +1d5+5 Insanity
this is a trait highly frowned upon. Thus, you have had to strike out and There are those who, for whatever reason, move about from
follow your own path through the galaxy going from one mystery to the place to place, never staying in one spot for very long. Some are nomadic
next. You have a thirst for knowledge that has brought you out into the families and tribes who move about their world’s continents follow-
voids. Perhaps you have come to explore the realms beyond Imperial ing herds or other resources. Some are miners or merchants who go
space, or you seek to decipher the riddle of why a particular precursor about plying their trade or wares. There are others who not only move
race vanished. Maybe you’re seeking an empirical truth, or enlight- about across the land, but also go from system to system—and beyond!
enment that you know must be somewhere in the cosmos. Or perhaps Whatever background your family has, this is the life you were born
you simply want validation to a theory you have. Regardless, you are into. Your life is that of a nomadic wanderer, with little permanence. But
prepared to travel to the ends of the universe to find it. you do have skills and honed instincts that keep you alive in the most
hostile of climates. You are alert for danger and know how to survive
Ship-Lorn in the galaxy’s myriad wildernesses. However, you have also witnessed
Cost: 200xp many horrors of this galaxy through you travels as there are places in this
Skills: Survival universe that man was not meant to go. The nightmares still haunt you to
Talents: Hardened Soul, Abiding Resilience this day.
For those who ply the void, there are few things that provoke
as much fear in them as to be robbed of their starship, to have the very Tainted by the Warp
crux of their identity cruelly taken from them by sudden destruction or Cost: 200xp
betrayal. Whether by shipwreck, enemy action, or darker reasons such Characteristics: +3 Per -or- Wp, -3 Fel
as mutiny or deliberate abandonment, there are few more terrible fates Talents: Hardened Soul, Jaded
for an Explorer than to have been a castaway without help, either on a Special: +10 Corruption Points, For an additional 200xp gain Favoured
strange world or, worse yet, lost in the icy grip of the cold stars. It takes by the Warp and +1d10 Corruption Points
a remarkable individual to survive such a fate, capable of drawing on Whatever the reason, you have been irrevocably tainted by
reservoirs of resolve and self-reliance few can hope to muster, but such contact with the Immaterium, your soul scarred by a malign exposure
endurance can be a two-edged sword. To others who travel the stars and that was present since you were very young. To you the material world
brave the tides of the empyrean, you are marked out and distrusted for feels static and unyielding, pale and cold compared to the barely-imagin-
surviving what you should not have endured, and the void born whisper able churning of the Warp. You are distant from his fellow man, for their
that your ill-luck will follow you wherever you go. You care not, for ev- world feels so small and confining compared to the infinite reaches your
ery day you stride the deck of a ship and see another star dawn is another instincts tell you lay beyond reality’s walls, and little can scare you; the
step taken in scorn of the doom you have escaped. horrors of the Warp have lingered in swiftly-forgotten dreams, lurking
behind your conscious mind for most of your life, and no mortal concern
Stubjack can compare with that.
Cost: 300xp
Characteristics: +5 WS -or- BS, -5 Fel Tech-Heretic
Skills: Intimidate Cost: 0xp
Talents: Quick Draw Characteristics: +3 Int
Special: +1d5 Insanity Points Skills: Two Skills from the following list:
You were born to violence. It has surrounded you your whole Forbidden Lore (Any), Tech-Use, Medicae, Scholastic Lore (any)
life, and you’ve had a weapon in easy reach ever since you were strong Talents: Enemy (Mechanicus) x2
enough to grip one. You could have joined the PDF or even become a Special: +1d10 Corruption Points
Guardsman, but what sort of life is that? Joining a regiment means orders Those known as tech-heretics are often branded as criminals.
here, orders there, and none that make any sense. It was clear to you that As technology is little understood and rightly feared for the troubles it
fighting for Thrones as a mercenary was the best way for a warrior to has caused in mankind’s past, these blasphemers are often hunted down
become rich in his trade and still escape with his skin. You’ve seen death, by the Adeptus Mechanicus. If caught, they face the prospect of being
victory, and most of the ugly things that lie in between, but as long as “recycled” into a servitor—mind-wiped and slaved to serve the Priest-
there is always a fat purse waiting on the far side of the battlefield that’s hood of Mars. Hereteks are versed in the dark arts of technology, and
fine with you. As for the dead, the Emperor will know his own. typically gained their knowledge outside the Priesthood of Mars. Many
gained their “dark” powers through the application of intuitive leaps of
logic. Some of them are nothing more than scavengers who dwell in the
dregs of society. Others are more dangerous, supplying the underworld
and black markets with prohibited technology, drugs, chems, and even
weaponry. A few tales whispered in the dark shadows tell of those who
have crossed over into greater tech-heresy and delve into things best not
spoken of. Like any subculture within the Imperium, tech-heretics are of-
ten drawn to those of like mind and those that can survive on the fringes
of society.

2.1 Character Generation Options - 43


Background Options
The Hand of War Tormented by the Unspeakable
Cost: 0xp Cost: 200xp
Talents: Weapon Training (Choose One) -or- Leap Up, Enemy (Choose Talents: Jaded, Lightning Reflexes, Resistance (Fear)
One), Hatred (Same as Enemy) Special: +2d10 Insanity Points
The Imperium of Man is wracked by war and violence, whilst There is something out there, a nightmare given substance that
beyond its borders the strife and conflict is even worse in many regions. you may have glimpsed for only a moment, its horror, if not its visage,
Not all wars, however, are equal, and you were caught up in a bitter and burned forever onto your mind. That it is coming is enough to drive you
terrifying campaign in which voidships were left as burning hulks and to desperation, whether or not it is coming for you, because you know,
cities were blasted to ruin in a vicious series of battles that saw no quar- deep down, that when it arrives, it will spell doom for everyone. You
ter asked or given. The war and the enemy you fought to the death has have borne witness to one of the unspeakable horrors of the universe, an
had a profound effect on you, and to the present day, the faces of the dead entity or presence so awful that you will attempt anything to escape it,
haunt you still when you close your eyes. Now, you count only those you though no escape seems possible. This vision was so dreadful that the
have fought and bled with as true allies, and will never forgive your old things which terrify lesser men hold no fear for you, so tame are they by
foe. You strive hard for what you desire, for you know that death stands comparison.
never more than a heartbeat away.
Truth-Seeker
The Thrill of War Cost: 200xp
Cost: 200xp Characteristics: +3 Int
Characteristics: +3 WS -or- BS, -3 Fel Skills: Forbidden Lore (Choose One), Scholastic Lore (Choose One)
Skills: Tactics (Choose One) Special: +1d5 Corruption Points
Talents: Litany Against Fear, Quick Draw The Adeptus Ministorum are the controlling cultural admin-
You live for excitement, and no greater excitement can be istrators of Humanity, and their purview of “acceptable thought” is a
found than that of battle. You yearn for the din and mayhem of conflict, narrow one indeed. While minor variations of belief are tolerated in the
the tests of skill, wits and courage, and eagerly seek out fights wherever cases of newly-inducted worlds that have been recently brought into the
they can be found. Others may condemn you as a warmonger or find your Imperial fold, this is seen as a soon-to-be-rectified problem. When the
belligerent ways off-putting, but your heart craves the rush of battle and beliefs of the Ecclesiarchy are twisted, altered, or otherwise changed
such a thing should not be denied. Even in times of peace, you prepare such deviants are persecuted immediately. You are indeed one whose
for war, duelling for sport and honour, honing your skills and musing beliefs diverge from the Ecclesiarchy’s accepted doctrine, and while you
through countless theoretical strategies in anticipation of wars to come. keep such thoughts in your head it undoubtedly creates a friction with
those of the Imperial Cult and yourself.
Tithed
Cost: 300xp Unnerving Clarity
Characteristics: +3 WS -or- BS -or- Wp Cost: 0xp
Special: Two Ranks of a Common Lore, chosen from the following list: Characteristics: +5 Wp, +3 Fate, -5 Fel
Adeptus Astra Telepathica, Administratum, Imperial Creed, Imperial Special: +1d10 Insanity Points
Guard, Imperial Navy, Imperium or War. Any two choices from the You possess faith so great that it has carried you far beyond
following list of Skills and Talents. Skills chosen are increased by one the mundane life that would otherwise have been your lot. Whether it is
Rank: Operate (Choose One), Linguistics (High Gothic), Medicae, Nav- something that has always been a part of you or was born in you from
igation (Surface), Survival, Tactics (Choose One), Trade (Choose One), amidst a battlefield or came to you in a revelation, where others merely
Weapon Training (Las -or- SP) believe, you have certainty. You will bring the God-Emperor’s will to the
Human life is the single most abundant resource in the Imperi- unbeliever and the needy, to protect the righteous and punish the enemies
um of Man, and yours is no different. Dragged from the life you seemed of Mankind.
destined to lead so that you might serve the Emperor in some other
capacity, your years were spent in the company of those like yourself,
people of many worlds given up as a tithe to the Imperium. You may Vengeance
have served in the Imperial Guard or been conscripted into the Imperial Cost: 0xp
Navy. You may even have been a conscript-colonist for a newly-settled Characteristics: +3 Wp
world, a menial for the city-offices of the Administratum, or something Talents: Enemy (Choose One), Hatred (Same as Enemy)
else entirely. Whatever the case, your life of service helped you escape Special: +1d10 Insanity Points
from the life you might have lead, providing you with a broader knowl- Vengeance burns within your heart, flaming afresh in your
edge of the Imperium and the rare opportunity to see things you might veins each time you wake from dreams of knives and murder. You seek
never have even heard of had you not been taken from your home. revenge against those who have wronged you. That desire gnaws at you,
haunts your sleep, and shadows your every action. All must toil to live,
but with each step you take, you ask yourself: “Is this a step closer to my
revenge?” The need rides you, and it will do so until the day you stand
above the bloody corpses of the last of your enemies. And what then? It
matters not, now, for that day is far yet, and the path long. If retribution
consumes you entirely between now and then, making a ghost of the man
you once were, then that is a price you are willing to pay.

2.1 Character Generation Options - 44


Background Options
Wanted Fugitive Xenoarcanist
Cost: 0xp Cost: 200xp
Skills: Stealth -or- Deceive Characteristics: +3 Int -or- Per
Talents: Enemy (Arbites), Hunted (Arbites), Peer (Underworld) Skills: Forbidden Lore (Xenos)
You are a wanted man. More specifically, one wanted by the Talents: Xenosavant
Adeptus Arbites for your transgressions against the Lex Imperialis. Academic scholarship has long been your fervent pursuit. You
Depending on the nature of your crimes the sentence may range from seek to study the dreaded xenos and their works throughout the gal-
summary execution to lifetime imprisonment. You would much rather axy. However, you walk a thin line as you have learned that those who
prefer no sentence be levelled against you, and are doing everything in possess knowledge of the alien are persecuted—some are even executed
your power to avoid Imperial law enforcement and trigger-happy bounty or taken away by the Holy Inquisition. This is a fate you try very hard to
hunters that have a contract with your name on it. avoid. You know that there are several groups out there, including Rogue
Traders, who highly prize those who possess knowledge of the xenos that
they deal with. You may have amassed you own small library (hidden, of
Warp Incursion course), or perhaps you have a mysterious patron who sends you infor-
Cost: 100xp mation from time to time. You dream of the day when your knowledge
Skills: Deny the Witch, Forbidden Lore (The Warp), Psynicience can be used to aid humanity.
Talents: Jaded, Resistance (Psychic Powers)
Special: +1d5+10 Corruption Points, +1d5+10 Insanity Points
You have been witness to a singular event: the opening of a Xenos Hunter
portal between the material universe and the Warp. You were the survivor Cost: 200xp
of a Geller Field failure, or witness to (or victim of ) a daemonic posses- Characteristics: +3 WS -or- BS
sion or another warp entity—somehow you lived through the incident, Skills: Forbidden Lore (Xenos) -or- Scholastic Lore (Beasts), Survival
but it has scarred you forever. You suffer from nightmares, but in return Talents: Leap Up -or- Sprint
you have gained a degree of protection from warp entities. This might You hunt aliens, sapient or not. Perhaps you were a scout or
manifest as a type of invisibility to these entities, or maybe they find your sniper in the Imperial Guard, smiting the foes of humanity from afar.
“smell” to be intolerable. Whatever the reason, you thank the God-Em- Or you may have come into your own as you learned to hunt and stalk
peror every day for the protection He has imparted unto you. your prey. Whatever the case may be, you found that you had a knack
for tracking your chosen target. Nothing gives you more thrill than when
you spot your quarry and move in on them—whether for the long-range
Warrior takedown, or the up-close kill.
Cost: 200xp
Characteristics: +5 WS, +5 St -or- T
Talents: Meditation Xenophile
The Imperial war machine is ever on the lookout for those with Cost: 0xp
a natural aptitude for close combat. They take a special interest in those Characteristics: +3 Int -or- Wp
trained in the martial arts before they ever learn to shoot. Such people Skills: Forbidden Lore (Xenos)
tend to come from savage places such as death worlds or hive worlds. Talents: Enemy (Inquisition), Ambassador Imperialis
The Imperium employs them as shock troops and assault specialists. Special: +1d5 Corruption Points, +1d10+5 Insanity Points
Each and every day is spent honing their body and skills into a weapon Reviling the alien is a core tenet of Imperial beliefs, but you
for the Emperor. It is not surprising that many wish to go on to become have your doubts. While you may not (or indeed may) have a direct
the pinnacle of their art, and thus seek out those who are also skilled respect for xenos, you know that Imperium can learn from the histories,
in close combat. Sometimes, only one walks away from such encoun- philosophies, and perhaps even technologies of the galaxy’s alien races.
ters, wiser for the techniques they have met and overcome. Other times This disregard for mainline Imperial thought is most likely not something
these encounters prove less lethal, and both parties walk away with new you voice very publicly, but in personal ventures and pursuits it is a driv-
knowledge—and new wounds. ing force in your life. It is likely that you know something of at least one
other species, and perhaps have even made contact with them.
Witness to the Divine
Cost: 200xp
Characteristics: +3 Wp, +10 Insanity
Talents: Litany Against Fear, Pure Faith
You have seen a miracle so awe inspiring that it has distilled
your faith in the Imperial Creed to a singular powerful internal truth. No
matter what you see the rest of your life you know that the God-Emper-
or’s power is without question or imperfection. Time and time again, rare
individuals have arisen who somehow prove that there is something won-
drous behind the Imperial faith. When the faithful feel at their lowest,
persecuted by foul heretics or enslaved by malign xenos, saints inevitably
manifest, speaking the words of the Emperor himself, performing mir-
acles and shining with a profound inner faith and you have seen it first
hand.

2.1 Character Generation Options - 45


2.1.8 - Lineage Backgrounds
Much like standard Backgrounds, Lineage Backgrounds are experiences from a character’s past that have helped shape them into who they are this
day. Unlike regular Backgrounds, however, Lineage Backgrounds are only available to those with the Highborn Home World, as none beyond such a
rarified origin would be able to live a life such as one of the ones presented below, for fair or for foul. Additionally, unlike standard Backgrounds only
a single Lineage Background may be taken, as each choice represents a very different life story and upbringing.

A Powerful Legacy Famulous Protege


Cost: 300xp Cost: 400xp
Characteristics: +15 Inf Characteristics: +3 Int -or- Fel
Talents: Air of Authority, Talented (Command -or- Intimidate) Skills: Charm -or- Deceive, Linguistics (High Gothic)
Special: +3 Profit Factor Talents: Peer (Ecclesiarchy)
A place in the politics of entire sectors of Imperial space is the legacy Special: Gain 1d10 Insanity Points.
you have found yourself with, and thanks to your influence amongst men You are the product of noble liaisons ordained and controlled long
and women whose wills command worlds, you are eminently comfort- before your birth by the machinations of the Orders Famulous, the most
able in such circles. You are respected and feared for what you can do to secretive and mysterious of the orders of the Adepta Sororitas. You have
those who earn your displeasure, and for the discretion with which you always believed that you were born to achieve a certain destiny, and that
use that power. Even when people have not heard of your family, so com- this shall reveal itself to you in due course. You are marked by a strange
manding and powerful is your presence that they will listen anyway. mix of bloodlines and ancestry which has showed itself in strange ways
in your nature.

Another Generation of Shame


Cost: 0xp Far-Reaching Contacts
Talents: Decadence, Friends in Low Places -or- Habitual User, Peer Cost: 500xp
(Underworld) Talents: Gain any three Peer Talents (subject to GM approval).
Special: -2 Profit Factor Special: Gain two Contacts who are a Group, Offer Favours, and are
Your life has been ill-favoured. With nothing to look up to, no prestige to Trusted
bear the burden of, your life lacked aspiration, and you have spent years You know people who know people, and the people you know are well-
whittling away what little wealth remains, allowing the family reputation placed indeed. For generations, your family has had friends, relatives and
to sink even lower as the glorious past grows ever more distant. Even acquaintances in every sector of Imperial society. This extensive network
now, you do little but bring it further shame and disrepute of contacts and allies has allowed your family to become more power-
ful and influential than they might otherwise have been, and now that
network is yours to use. A casual name-drop here, an “I’m a friend of the
Born to Wealth Lord Admiral” there, and sooner or later nothing is beyond your reach.
Cost: 400xp
Special: +5 Profit Factor
Your inheritance was huge. The wealth afforded to the lesser scions of Heir Apparent
your family was still more than sufficient to eclipse the entire estates of Cost: 200xp
many lesser families. As the one who claimed the ultimate prize, your Characteristics: +3 to Any, +5 Inf
wealth is greater still, bringing with it the means to do a great many Talents: Talented (Choose One)
things that those of less grand circumstances might never dream of. Any Special: +1 Profit Factor
desire you have now is within your grasp, for there are few doors that Your fate was always this: to stand at the forefront of the next generation
sufficient money cannot open eventually. and carry the family tradition one step further. For you, the weight of
responsibility was the hardest, for you alone were required to bear the ex-
pectations of your entire family. Now, however, you look back thankfully
Cursed Line on those harsh formative years, for the constant pressure of your teachers
Cost: 0xp and predecessors gave you an advantage which will allow you to thrive
Skills: Deceive, Scrutiny in the years ahead.
Talents: Talented (Deceive)
Special: -1 Profit Factor, +2d10 Corruption Points -or- Insanity Points My Great Grandfather Built This Colony
Something foul lurks within your ancestry, something that would bring Cost: 500xp
ruin upon your family were it ever to become known to outsiders. You Characteristics:
guard that secret with your life, for the disgrace of it would bring you and Skills: Command
all your family low. Your power now makes that all the harder, for your Talents: Good Reputation (Choose One)
enemies are many and they eagerly seek the means to overcome you. Special: +1 Profit Factor, and a Colony with a Size equal to the Profit
Were they to learn of your secret familial disgrace, little would be able Factor Bonus.
to stop them extorting or blackmailing you for all you possess, or even Your connections and the legacy you have inherited reach many places,
simply revealing it out of spite and malice. and you have learned of those places well, lending authority to your pres-
ence and swaying those who might otherwise have cause to doubt you.
Your ancestors laid the foundations for your present prosperity, and you
take advantage of that whenever the opportunity arises. When your own
reputation does not open doors for you, that of your forebears will.

2.1 Character Generation Options - 46


Lineage Options
New Blood Secret Taint
Cost: 100xp Cost: 100xp
Talents: Rival (Nobility) Skills: Deceive, Inquiry
Special: +10 Influence -or- +2 Profit Factor Talents: Hardened Soul
You or a member of your family were recently rewarded for something Special: 1d10+10 Corruption Points
done in service to the Emperor or a lesser noble. Whatever it was, you You have long been careful to hide the worst of yourself and your family
now find yourself thrust into the ranks of Imperial nobility—but it’s not from outsiders. Their greatest atrocities are tales of horror, yet the truth
the life of easy luxury and power you envisioned. The more established of them is far worse. Endless caution and boundless cunning define
members of the aristocracy scorn and look down upon you. Many dynas- generations of your ancestors, and you have inherited these traits along
ties see you as an upstart family—a rival at best and an enemy at worst. with something far more sinister. Now you are the head of the family,
Given time, you know that your family will prove themselves worthy of and your power can be used to any end you wish...so long as nobody
the honour they have been given. discovers it.

Outraged Scion Shameful Offspring


Cost: 300xp Cost: 0xp
Skills: Forbidden Lore (Choose Two) Characteristics: +3 T -or- Per, -3 Inf
Talents: Armour of Contempt, Peer (Inquisition) Talents: Decadence, Rivalry (Your House)
You stand apart from your predecessors and have made yourself an Special: +1d5 Corruption Points -or- Insanity Points
example of purity to spite their foul memory. When the purges came and Burdened by expectations of glory and succession, you quickly sought
claimed your living relatives, you led the Inquisition to their door, glad to the first escape you could find. While your siblings worked hard to earn
see them receive the punishment they deserved. Now free to pursue your the prestige of the family name, you indulged your whims and desires
own legacy, you hope above all else that you can leave the taint of your in an effort to avoid those responsibilities. Whether through cruel fate,
lineage behind. inexplicable fortune or great calamity, however, you find yourself the
main heir to the line, and your forebears shudder to think of the damage
you might do to the family name now that you are in charge.
Perilous Choice
Cost: 300xp
Talents: Psy Rating (1), any one Primaris Technique The Last Child
Special: Gain the Psyker (Unbound) Trait, +2d10 Corruption Points, Cost: 200xp
this character cannot take the Adeptus Mechanicus Career or any Elite Characteristics: +3 Int -or- Fel
Advances, the gains the Psyker Aptitude Skills: Commerce, Trade (Choose One)
There are fewer sins greater than concealing a psychic gift from the Special: -3 Profit Factor
authorities, and fewer still that are more dangerous. Yet, for reasons you Your family is not merely disgraced, it is dead. You alone are the sole
keep to yourself, you have made the decision to do just that. Through survivor of a once proud lineage that fell into disrepute and paid the
careful and illegal study, possibly at the feet of a like-minded family ultimate price for it. Whether they made the wrong enemies, were on the
member, you have obtained a degree of mastery over your natural powers wrong world at the wrong time as war or rebellion took hold, or faced
that allows you to keep them secret, yet ready to be called upon in direst some other fate, they are gone and you are all that remains, the last heir
need. and the only one who can ensure that your family continues or, at the
very least, dies with pride. You will need all your wits and cunning to
ensure the survival of your clan, as your once vast resources are now
Prominent Ancestry next to nothing.
Cost: 200xp
Characteristics: +3 Inf
Skills: Scholastic Lore (Heraldry, History) The One to Redeem Them
Talents: Talented (Scholastic Lore [History]) Cost: 200xp
Your formative years were spent in the presence of many tutors, learning Characteristics: +5 Willpower
the history of the Imperium and the part your ancestors played in that his- Skills: Commerce
tory. Long hours of study, and longer ones of rote-learning and recitation, Special: -1 Profit Factor
have given you a significant insight into matters historical, and the habits Your family’s shame is an outrage you have struggled beneath your
of your youth stay with you even to this day—you retain a deep curiosity whole life. Perhaps inspired by noble ancestors predating the fall from
about the events of ancient times. grace, or simply infuriated by the state of the family reputation and
resources, you set forth to bring your inheritance back from the brink and
Proven to be Pure return your clan to the glory it knew long ago. With no others to chal-
Cost: 300xp lenge your claim, you have taken control and pushed onwards to achieve
Characteristics: +3 Wp something worthy of your ancestors, stopping at nothing to regain their
Skills: Deny the Witch wealth and redeem their honour.
Talents: Resistance (Psychic Powers)
You are pure, either lacking psychic powers altogether, or possessing suf-
ficient strength of soul and mind to be of use to the Imperium. In either
case, long years of growing up amongst a family known for producing
psykers have made you well-able to resist the power of the witch and the
daemonic, and if you are a psyker yourself, your knowledge of psychic
powers is all the more impressive.

2.1 Character Generation Options - 47


Lineage Options
Uncertain Inheritance Vile Insight
Cost: 400xp Cost: 300xp
Characteristics: +3 Int -or- Per Skills: Forbidden Lore (Choose Three)
Skills: Charm, Deceive, Inquiry Special: +2d5 Corruption Points, +2d5 Insanity Points
Talents: Eloquent, Paranoid, Whispers Whether for good or ill, you have seen much that no human ever should.
Your early years were spent in a constant state of intrigue, as you warred Esoteric and forbidden knowledge was your constant companion through
silently with your siblings, cousins and rivals to be the one who inher- your early life, and your understanding of such subjects is something
ited the power and the prestige. Those who failed would be condemned that would shock most people. Whether you choose to turn that insight
to lives of lesser significance, always overshadowed by the one who to greater things, or are tainted by it, is for the future to decide. For now,
claimed the prize. In the end, long-fought political battles and hard-won you possess great knowledge, and it gives you a decisive edge.
cunning paid off and you stand triumphant—and alone.

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.

2.1.9 - Character Age


A further, though supplemental, option for character creation is to choose or roll for the character's age. This can greatly affect a character's profile,
and is not necessary for regular character creation by any means. However, if a player wishes, and the GM agrees on it, this can be an excellent way
to add to a character's "believability" and allow their Characteristics to more accurately reflect their experiences (or lack there of) in life.
The age that is determined is rather relative to a character's Home World and Career choices, and as such may vary greatly depending on
perspective. On death worlds, feral worlds, and post apocalyptic worlds an age of 40 Terran years or older may be considered "venerable", with the
relative lethality of life upon such a planet. Meanwhile on more peaceful worlds, such as paradise worlds, something around 70 Terran years old
may be considered "old". This, of course, pales in comparison to the lifespan to be expected for those within the Mechanicus or Inquisition, wherein
extreme augmentation and rejuvenant treatments can delay the onset of age immensely, and agents of either order can be expected live well into their
hundreds.
1d100
Relative Age Description & Effects
Roll
The Inquisitor is young, by Inquisitorial standards.
01-30 Young Effect: The Inquisitor gains +5 Strength, Toughness, and Agility
At this age some Inquisitors commence rejuvenation treatments, whilst others prefer to appear their age
31-60 Middle-Aged Effect: The character gains +5 to Intelligence, Perception and Willpower
It is at this age Inquisitors will have established themselves, with a host of resources
61-80 Old Effect: The character loses -5 from Strength, Toughness, and Agility, but gains +10 to Intelligence, Percep-
tion, and Willpower, and +5 Influence
By now an Inquisitor may be (in)famous and have cemented their reputations.
81-100 Venerable Effect: The character loses -10 from Strength, Toughness, and Agility, but gains +15 to Intelligence, Percep-
tion, and Willpower, and +10 Influence

2.1 Character Generation Options - 48


2.1.10 - Mental Afflictions Abridged
Mental Afflictions are forms of madness that make themselves apparent as a character accrues more Insanity Points, with their severity increasing
when the character’s total Insanity Points reaches 20, 50, and 80. Once one of these thresholds is reached it cannot be lowered beyond that number,
and the character suffers a new effect of the madness he has been afflicted by. Below 20 Insanity Points a character is not generally affected by their
Mental Affliction, though there may be some telltale signs of where they may head, if they become inundated by the horrors of the galaxy. Players
must choose, or randomly select, a Mental Affliction for their player characters, as it is likely that they will be exposed to many terrible events in their
time. Remember that a character is irrevocably and uselessly insane if he gains 100 Insanity Points, and that accrued Insanity Points nay be reduced
by 1 per each week spent relaxing and seeking mental calm (this may, however, not lower a character’s Insanity Points below 20, 50, or 80 if they
have already passed one of these thresholds).
For more detailed information and full rules for Mental Afflictions see Section 10.2 “Mental Afflictions”.

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.

2.1 Character Generation Options - 49


2.1.11 Touched By The Warp Options
No few unfortunates throughout the Imperium of Mankind have been touched or are innately attuned to the Empyrean. Some are left irrevocably
changed after a terrible and intimate visitation, while others must endure their whole lives with the knowledge that just beyond the thin skein of real-
ity there are hungering legions of aetheric predators awaiting them, eagerly watching for a moment of weakness. Each of the Touched By The Warp
Options presented here are an optional way to add psychic, null, or other esoteric powers to a character’s profile, something that is very necessary for
Psykers, Navigators, Untouchables, and Exorcised characters.
Each Option comprises three components: Prerequisites, Cost, and Effects. When a character gains one of these Options, each of these three
components must be considered. A character must first meet the Prerequisite for the Touched By The Warp Option, they must then pay the Cost in
experience points (using only xp from their 1000xp that all player characters start with), and then they apply the Effects, adding all gained Character-
istics, Skills, Talents, Traits, Aptitudes, and Gear to their character’s profile. The gained Aptitude replaces one of the character's chosen Aptitudes (ie
one aside from the ones gained from the character's Home World, Career, or Role, or the General Aptitude), not adding to them, as a character may
only have 8 Aptitudes total ever.

Touched By The Warp Options can only be taken at character creation, must be paid for with the character’s initial 1000xp, and the character may not
have the Mechanicus Implants or Skitarius Implants Traits, Adepta Sororitas Career, or take an Abhuman Option, regardless of it’s source.

Sanctioned Psyker Renegade Psyker


The Imperium realises both the dangers and usefulness that psykers Human psykers are collected by the millions each day across the galaxy
represent, and demands each world scour its peoples for anyone showing and brought to Terra on the dread Black Ships of the Adeptus Astra
signs of psychic abilities; those found are to be taken on the Black Ships Telepathica, as part of the binding tithes each world owes to the Imperi-
of the Adeptus Astra Telepathica to Terra for sanctioning. The testing um. Here they are tested for power levels, control, strength of will, and
they undergo reveals their future. Immediate death comes for those other factors to decide their fate. Once this sanctioning process is over, a
judged too inferior or dangerous to exist. Many become soul-fodder to psyker goes on to serve the Imperium either in life or death. All psykers
the Emperor if they have power but lack control. Countless more are are viewed with suspicion at best, and outright hatred at worst, and
trained to offer their power to the Astronomican, the shining light in the even sanctioned psykers are always suspect. Those psykers who never
Warp that allows navigation across the stars, and thousands perish each underwent this testing and training to help ensure the safety of those
day as their souls are drained away to power the beacon. Psykers can also around them are deemed rogue, fugitives from Imperial law should they
serve as Astropaths, their powers strengthened through soul-binding to be discovered.
the Emperor in a process that steals their sight forever. The most pow- These psykers can represent anyone from a heretical magus
erful and exceptional psykers might go on to become Primaris Psykers who delves far into the Warp in search of greater power, to a fringe world
serving on battlefields across the Imperium. shaman casting bones to divine the future, to a once-good man driven to
Learning of their own psychic abilities is enough to drive many foul deeds merely to survive, to an Acolyte using his powers under the
mad, and without mental defences others quickly fall prey to the Ruin- aegis of his Inquisitor’s authority. A rogue might even be an Inquisitor
ous Powers. Those who survive their sanctioning on Terra might gain himself who discovered his powers late in life and never submitted to the
protection and stability through a variety of means. Their training serves testing of the Adeptus Astra Telepathica. The only thing they share is that
to strengthen their will, and many are also fitted with limiters or undergo they were never taken aboard the Black Ships. Most end their short days
psycho-surgery to help them control their abilities, lest a stray glance atop a fiery pyre or as a Daemon’s plaything, but some become mighty
ignite a room or odd smell invoke a telekinetic storm. It does not make forces for damnation or salvation.
for an easy life, however, and no matter how or when it came about, a When the Black Ships of the Astra Telepathica came to take
newly-emerged psyker has a lifetime of constant scrutiny and horrific their pick of psykers from your home world you were not taken. Whether
threats ahead of him. this was due to them simply overlooking you, if you evaded them, or
You have taken the holy pilgrimage, willingly or not, from even if you fended them off is not important, all that matters is you are
your home world to Terra, aboard one of the dreaded Black Ships of the still here. As a renegade psyker you have likely kept your gifts largely
Astra Telepathica. There, on the throne world of Mankind, you were hidden, using them only in times of great necessity. Whether your gifts
tested, graded, and trained by your seniors in the Scholastia Psykana, and will be used for damnation or salvation is up to you.
after many, many years of you were bonded with the God-Emperor of
Mankind. You bear the holy scars of this joining, and now, you go forth Prerequisites: Wp 35
to do His will with your mental arsenal. Cost: 500xp
Effects
Prerequisites: Wp 35 Skills: Invocation, Psynicience
Cost: 500xp Talents: Psy Rating (2), Warp Affinity, any one Primaris Power
Effects Traits: Psyker (Unbound)
Skills: Deny the Witch, Psynicience Aptitude: Psyker
Talents: Psy Rating (2), Rite of Sanctioning, any one Primaris Power Gear: Common Craftsmanship Psy-Conductor Cybernetic
Traits: Psyker (Bound), Soul Bound
Aptitude: Psyker
Gear: Common Craftsmanship Psy-Conductor Cybernetic

2.1 Character Generation Options - 50


Touched By The Warp Options
Nascent Psyker Navigator
A nascent psyker is a person who gives birth to a talent they never knew Starting back uncounted millenia ago, well before the Great Crusade or
they had: the power to bend the warp to their will and with it, forge even the long distant Age of Strife, the mysterious orders of the Navi-
changes in the physical world. Such a metamorphosis is brutal and gators have held the key to interstellar space travel. Not only are these
dangerous, and not only for the psyker. Untempered by training or expe- sanctioned mutants able to comprehend and navigate the blasphemous
rience, the undiluted power manifested by a nascent psyker can eclipse and inchoate insanity of the Warp, but they can also focus it's power
anything they may later wield. Slaved not to conscious will but to the through their third eye, granting them great and arcane powers.
capricious fears and desires of the subconscious, the nacent’s power is Navigators, definitively, are mutants. Aside from their third
the raw power of a new born child given the keys to godhood. eyes, they are often rife with other numerous, hideous mutations, most
No matter what their age or position, the Imperium hunts con- often in correspondence with the relative strength and diversity of
stantly and remorselessly for nascent psykers. This is not only because powers they can manifest. Such mutations are largely inherited, and
the survival of the Emperor Himself depends on the sacrifice of psykers, most Navigators of a particular bloodline will follow a certain pattern of
but also because a nascent psyker is a threat of terrifying potential. Dae- changes, ending their days as something that could hardly be considered
mons and warp predators are drawn to the flailing soul-light of a nascent human, were it not for their given rights and status in their household, to
psyker like carrion to a fresh carcass. To such creatures, the untrained, say nothing of the awesome powers an elder Navigator can manifest.
frightened and barely in control power of a nascent psyker makes them These powers are not, as many Navis Nobilite will point out,
a delightfully helpless prey whom they may toy with or consume with psychic powers, and fall under a rather different purview from the ones
equal ease. Though such possibilities are a reason for the Imperium’s manifested by psykers. All the same these abilities channel the powers
constant vigilance for emerging psykers, it is not the only reason: the of the Warp, and allow Navigators to kill with a glance, immolate those
emergent powers of a nascent psyker are cause enough. in their sight, and even hex those that displease them, all without the
It's doubtful that anyone knows you're a psyker, even you may looming, nigh-inevitable demise that so dogs every psyker.
well not know of it. Only an expert witchhunter could determine that you You are one of the sanctioned mutants that guide interstellar
exhibit psychic potential, and even so, your potential is not particularly travel, a Navigator of the Navis Nobilite. Whether your house is well-re-
high. In the end, however, not having the burden of such psychic might garded or not you are still an incalculably valuable asset, whether simply
on your shoulders (and maybe even believing that luck is simply on your for your ability to make Warp jumps, or more esoteric abilities. While
side at intense moments) is a great relief, and it likely saved you from the many will look upon you with suspicion for your mutations, you bear the
attentions of the Black Ships. seal of the Navis Nobilite, and will go largely unharmed for them, though
those who know not of your status may still persecute you.
Prerequisites: Wp 35
Cost: 300xp Prerequisites: Per 35
Effects Cost: 500xp
Talents: Psy Rating (2) Effects
Traits: Psyker (Unbound) Skills: Invocation, Navigate (Warp), Psynicience
Aptitude: Psyker Talents: Navigator Power (Lidless Stare [Novice])
Gear: Psy-Focus Traits: Navigator
Special: As a Nascent Psyker the character is limited in two ways; one, Aptitude: Perception
he may not have a Psy Rating higher than half his Willpower Bonus, or Gear: Common Craftsmanship Navigator Implants
raise it any higher than that, and two, the character may only purchase Special: See Section 5.3.0 "Navigators" for additional rules concerning
Tier 1 Psychic Powers from the Biomancy, Divination, Sanctic, and Navigators.
Telepathy Disciplines. The Nascent Psyker must first buy the Primaris
Technique of any Discipline they wish to buy powers from, but aside
from that may buy any Tier 1 psychic power in the Discipline as they see
fit.

2.1 Character Generation Options - 51


Touched By The Warp Options
Untouchable Exorcised
Untouchables are born with their terrible curse through inherited Even in a galaxy where the natural order is routinely mocked by warping
genetics. Many live for years before discovering what they really are, influences from beyond and rendered nearmeaningless to those who
though often their lives are very short given the disagreeable feelings suffer each cruel twist of fate, some circumstances have outcomes that
they invoke in all around them. A person believed to be anti-social (but are seemingly immutable. Possession by a Daemon is such a doom,
otherwise unremarkable) might actually be an Untouchable living out perhaps the most terrible of any imagined. Though possession nearly
a miserable existence, divorced from his fellow men in ways no one always results in the death and eternal damnation of the mortal who is
can fully explain. Some are only found through the actions of planetary dominated by the Daemon, it is not always the case. Some few—perhaps
governors eager to cull anyone displaying the slightest hint of unusual fortunately, perhaps not—are freed from their torment as the Daemon is
behaviour as part of their tithes to the Black Ships. Inquisitors might dis- cast out of them, only to face lifetimes of horrors remembered from the
cover them and use their abilities against powers from the Warp to repel experience. These rare mortals are constant reminders of the terrors that
the witch and counter the Daemon. Even though his life is now filled awaits all Mankind should it's protector ever faulter.
with mortal peril, an Untouchable so used might feel valued and destined The exorcised often have insights into the workings of the
for a purpose far greater than the shunned existence he once lead. Warp and its denizens that no other beings have. They have more than
The occurrence of psychic blanks among humanity has been stared into the abyss: they have been fused with it, consumed by it, and
attributed to a biological source known as the "Pariah Gene", although dragged back from its bowels by the indomitable will of the mightiest of
evidence suggests that it is not actually a single gene at all. The Emperor Imperial servants. Secrets known only to Daemonkind are theirs to share;
of Mankind placed a moratorium on research into the source, after ex- concealed plots whispered in their ears are theirs to speak aloud to any
periments by the Imperial Archotechnologist Corps and the Mechanicum who will listen.
in the early years of the Great Crusade ended in disaster. The origin of A daemon has lived within your flesh before, and it was a
the "gene" is unknown, although theories range from it being the result nightmare that has left you haunted to this very day. Whether by malign
of human experimentation during the Dark Age of Technology, xenos ritual or the simple misfortune of chance a creature from the Sea of Souls
tampering, or even a natural evolutionary adaptation against the Warp. took control of your mind and body, afflicting you terribly before it left.
As one of the rarest mutations of Mankind you are an Un- You still remember every agonizing moment of losing control to the in-
touchable. Also known as a Null or Blank, these men and women lack human thing, and while it is no longer in your flesh it left an unfortunate
any trace of a footprint in the Warp, and with sufficient training, may amount of it’s otherworldly taint behind, leaving you with an alarming
become powerful forces against psykers and daemons alike. While this amount of forbidden and secret knowledge.
power is great there is most certainly a downside, no one feels comfort- Prerequisites: -
able in your presence, most of all those who are psychically attuned, Cost: 500xp
and it is likely you have been shunned your whole life as a result of this Effects
quirk. Characteristics: -1d10 T, -1d10 Fel
Prerequisites: Wp 35 Skills: Forbidden Lore (Daemonology), Forbidden Lore (The Warp),
Cost: 300xp Psynicience
Effects Talents: Hatred (Daemons), Resistance (Fear, Psychic Powers), Litany
Characteristics: -5 Fel Against Fear
Skills: Deny the Witch Special: A character with the Exorcised Elite Advance starts with an ex-
Talents: Resistance (Psychic Powers) tra 1d10+10 Corruption and 3d10 Insanity, and 1 automatic Malignancy
Traits: Untouchable of choice (as though he had failed the Malignancy Test at 10 Corruption).
Aptitude: Defence Whenever he gains Corruption or Insanity points, he reduces
Special: This character may purchase Untouchable Talents (see Section the amount gained by half, and can no longer gain mutations. Finally,
4.1 “Talents Compendium”). having learned the secrets of the entity that once occupied his flesh, he
can never again become possessed by that same Daemon again.

2.1 Character Generation Options - 52


2.1.12 - Abhuman Options
In an Imperium of Man where genetic mutation from the Human baseline and spiritual corruption are often viewed as interrelated or one and the
same, Abhumans are a focus of much controversy for the Imperial government. Abhumans are distinct from true mutants in that they conform to a
common physical phenotype, demonstrate reproductive stability and are no more susceptible to further mutation than normal humans. As such Abhu-
mans are very physically and culturally divorced from the vast majority of Humanity, though some have found some commonality and integrated as a
distinct, but agreeable minorities on worlds populated by a majority of baseline Humans.
At their choice any player may make their player character an Abhuman by choosing one of the following Abhuman Options. Each Abhu-
man Option comprises three components: Prerequisites, Cost, and Effects. When a character gains an Abhuman Option, each of these three compo-
nents must be considered. A character must first meet the Prerequisite for the Abhuman Option of their player's choice, they must then pay the Cost
in experience points (using only xp from their 1000xp that all player characters start with), and then they apply the Effects, adding all gained and re-
duced Characteristics, Skills, Talents, Traits, and Aptitudes to their character’s profile. The gained Aptitude replaces one of the character's Aptitudes,
not adding to them, as a character may only have 8 Aptitudes total ever.

Abhuman Options can only be taken at character creation, and paid for with the character’s initial 1000xp, and the character may not have the Me-
chanicus Implants or Skitarius Implants Trait, the Adepta Sororitas Career, a Touched by the Warp Option, or the Psyker, Navigator, or Untouchable
Traits, regardless of it’s source.

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

2.1 Character Generation Options - 53


2.1.13 - Male Names
1d100
Roll
Primitive Informal Low Gothic High Gothic Archaic Techna Lingua
01-02 Arl Able Aubray Aloysius Alaric Adar
03-04 Artho Ainz Avitus Aphesius Aleksandr Alb
05-06 Arz Alt Barak Azararch Arkturas Antellos
07-08 Barik Bane Cain Baranoth Barbosa Bartolomus
09-10 Bron Barebone Canto Brutis Caradoc Bythos
11-12 Bruul Bones Dariel Callidon Casmirre Casmus
13-14 Carm Crisis Edmund Castus Constantine Castellar
15-16 Carno Cutta Elijah Cornelius Cortez Catotus
17-18 Dar Cutter Emil Darrien Cromwell Cyrol
19-20 Frak Dekko Enoch Davrus Dorn Dalton
21-22 Garak Dokk Frastus Drustos Draco Dol
23-24 Grish Echo Gaius Erioch Edward Drax
25-26 Gronk Ergs Galvinus Flavion Eizen Eremon
27-28 Hak Fanz Garvel Fortunus Ferris Fralix
29-30 Hob Flair Harlon Galliach Gilliam Gaelos
31-32 Horst Frag Hastus Gallus Grendal Garba
33-34 Imk Gant Ignace Haxtes Guilliman Hadron
35-36 Jarr Garrit Irlven Holt Haddon Hithes
37-38 Jart Gob Ishmael Ibram Havelock Irvix
39-40 Jorn Gorf Jace Intios Humphrey Jandon
41-42 Kaarl Grim Jaspar Jastilus Iacton Jhuston
43-44 Kar Gunner Jericus Kaltos Jaghatai Kappelax
45-46 Krell Hack Killian Karpath Jason Kappic
47-48 Kulem Hal Klightus Litilus Jenquin Kroll
49-50 Larl Hons Lazarus Lothos Johnstonne Mephon
51-52 Lok Jak Lucien Lupus Karlos Mojaro
53-54 Marn Lax Malakai Mallear Kennoch Nihil
55-56 Mir Lug Mithras Marius Khan Ondos
57-58 Mok Meng Mordecai Metalus Leman Pavese
59-60 Narl Mongrel Nathaniel Noctine Magnus Phylax
61-62 Orl Mord Nicodemus Novus Mercutio Protos
63-64 Pak Nast Piotr Octavius Mordecai Quietos
65-66 Phrenz Notch Pontius Partheos Naveen Ramos
67-68 Quarl Plex Quinten Praetus Neros Rhombor
69-70 Quin Rat Reestheus Quellus Oscarl Sator
71-72 Ragaa Reddin Rhaban Quintos Ossian Sigmus
73-74 Salc Ripper Roland Raltus Patronius Systic
75-76 Stig Rook Silvanto Ramalies Perrin Tov
77-78 Strang Sawyer Solomon Ravion Ramirez Thannek
79-80 Tarl Scab Teodor Regiam Romulus Tyr
81-82 Thak Serge Thaddius Severan Sigismund Unix
83-84 Thale Sham Titus Silon Torian Vector
85-86 Ulth Shanks Uriah Tauron Tybalt Vladimus
87-88 Varn Shiv Varnias Trantor Urial Wyller
89-90 Vin Skive Vorgen Tyruss Veknironth Xenon
91-92 Volc Skrag Walrond Venris Vern Xixos
93-94 Wrax Stern Xerxes Ventium Wolfe Yaekobus
95-96 Yarl Stubbs Yuriy Victus Wulfbald Yantor
97-98 Zek Torque Zacharias Xanatov Yorke Zeta
99-100 Ziel Wurm Zuriel Zarath Zarkov Zephram

2.1 Character Generation Options - 54


2.1.14 - Female Names
1d100
Roll
Primitive Informal Low Gothic High Gothic Archaic Techna Lingua
01-02 Arla Alta Akadia Araleen Ada Adell
03-04 Attie Astra Balida Arnette Aenid Aleph
05-06 Bess Blanche Barbarella Atella Aennisse Artemia
07-08 Brulla Blaze Cecilia Brutilla Albia Azettal
09-10 Cil Blue Chaldia Callidia Anastasia Betta
11-12 Dara Calamity Cynthia Carnelia Bianca Bivara
13-14 Darl Cat Cyrine Dominique Boadicea Castella
15-16 Elphet Ceile Deatrix Drustilla Cimbria Corsiva
17-18 Flur Dame Diane Elleantra Devi Cyborrah
19-20 Fraal Echo Diona Ethelle Drusilla Delpha
21-22 Fraka Elle Dorah Ezmerelda Emilia Dheta
23-24 Garma Emma Elisabeta Fausta Eos Dorox
25-26 Grisha Fatal Ephrael Faydra Ephese Edical
27-28 Haka Flair Ethina Flavia Euphrati Eng
29-30 Halia Flame Faye Gallia Florenza Esau
31-32 Ing Flora Frennine Haxta Genevieve Ferra
33-34 Jarra Gamma Galatia Heras Gillian Fydel
35-36 Jessee Gold Genevie Intias Hannette Ghedda
37-38 Julla Grace Hannette Irissa Inez Iso
39-40 Kaarli Hack Isabella Janine Jemadar Ilia
41-42 Kal Halo Ishtar Jestilla Jezail Jysaiah
43-44 Kelle Jaine Jayne Jucinda Jocasta Karolinius
45-46 Krella Jet Jedia Kalta Joss Koriel
47-48 Lekka Katya Jinzia Litila Kadis Lephron
49-50 Marra Lady Judicca Lucindia Kaitlin Letta
51-52 Mira Lho Lidiah Lupa Kali Malovola
53-54 Narine Luna Liti Mallia Katarina Mhu
55-56 Narl Mae Lyra Marcella Lethe Niu
57-58 Nimm Mini Magdela Miriam Loraynne Omicra
59-60 Nulla Moll Narcia Mycandra Mae Osmia
61-62 Orla Nerva Natalia Noelle Megehra Phon
63-64 Paz Newt Odette Novianna Merica Qutelle
65-66 Phrix Plex Ophilia Nuella Millicent Rhy
67-68 Quali Poise Pennette Octia Miranda Reph
69-70 Ragaana Pris Phebia Praetia Miriam Sarnia
71-72 Ralle Rat Qualia Quintilla Nyota Sek
73-74 Rotha Red Quinzel Raltia Odessa Talsia
75-76 Russa Rosa Rhia Regina Orlean Thusdoria
77-78 Salia Ruby Salomis Scythia Pallas Turnet
79-80 Sulle Scarlet Sesslie Sila Plath Tyba
81-82 Tasso Sola Shandria Symonne Pollonia Unist
83-84 Thakka Tanda Thebe Tamarielle Rosalind Urotha
85-86 Thima Trenne Thesse Temetria Samara Virellan
87-88 Ultha Trix Thyratia Thallia Severine Virtua
89-90 Varna Val Urya Ursulla Tessera Vranna
91-92 Vas Violet Verita Venria Thiopia Xana
93-94 Vyn Xandra Veyda Wintre Tzarine Xipha
95-96 Yasha Xena Xandra Xanthia Verity Yanthos
97-98 Zanna Zedda Zadori Yemmise Yasta Zhu
99-100 Zekka Zel Ziapatra Zethina Zetkin Zyra

2.1 Character Generation Options - 55


2.2 Elite Advances
“All who serve the Emperor are children of greatness.”
–Ancient Imperial Maxim
Characters in 40KRPG are not static: they change and grow over the course of their adventures, assuming they survive, of course. In the course of his
lifetime, a player character might evolve into someone his earlier self could not possibly imagine. Some changes radically alter a character, forever
moving him onto a new path. These might be the result of unrevealed or manifested transformations, offering abilities no amount of training could
produce. They can also come in the form of terrible new offices, granting him tremendous powers, but also burdens few other mortals could compre-
hend. These life-altering changes are called Elite Advances, and characters blessed or cursed with one are never the same again. This section covers
the rules for Elite Advances, including acquiring and using Elite Advances.

Using Elite Advances Gaining Elite Advances


Elite Advances represent large, defining aspects of a character that sepa- Characters can purchase Elite Advances by spending experience points.
rate him from his peers. Each Elite Advance is unique, and can represent However, acquiring an Elite Advance is much trickier than simply pur-
various elements of a character’s persona. An Elite Advance could be an chasing a new Talent or a Rank in a Skill. These represent large changes
aspect of a character that has been a part of him his entire life, or an abil- and, if purchased outside of character creation, can have a significant
ity that emerged due to some sort of external stimuli. It could be a special impact on the flow of a campaign. Because of this, a character must fulfil
rank bestowed due to great deeds, or one of many other possibilities. two conditions to be able to acquire an Elite Advance. First, the character
Note that the character’s Home World, Career, and Role remain the same; must meet all the Prerequisites and Requirements listed in the advance’s
a Hive Worlder who served in the Imperial Guard and has the Warrior entry, and second, the player must have permission from the Game
Role, for example, still views violence as the best solution to problems, Master, working out the details for how the Elite Advance fits in with the
even if he gains the Tactician Elite Advance. Those character creation character and the overall narrative of the campaign.
choices define how a character views the galaxy around him and his Lastly, a character may never gain more than one Elite Ad-
position within it; Elite Advances can take him along different paths, but vance, as often these are life-changing events or revelations that have
do not change how he walks upon them. Not every character gains access a severe impact on the character (to say nothing of how much it may
to all possible Elite Advances, and not every character needs to. improve their profile).
Each comprises three components: narrative changes, instant
advances, and unlocked advances. When a character gains the Elite Ad-
vance, each of these three components change him in different ways.
Prerequisites, Cost, and Requirements
Each Elite Advance requires the character to possess a certain natural
ability or skill level before being able to acquire it. To represent this, ev-
Narrative ery Elite Advance has associated Prerequisites, Costs, and Requirements.
The largest component to an Elite Advance is the effect it has on the Prerequisites are usually Characteristics, Skills, and Talents the character
nature of a character. An Elite Advance represents a significant difference seeking the Elite Advance must have before they can gain it's benefit,
that makes him unique from his peers. This could be anything from being Cost is most often a price in xp that must be paid to gain access to the
promoted to the vaunted rank of Inquisitor, to gaining a mastery over Elite Advance (though more dire Costs, such as the loss of Characteris-
channeling the twisted energies of the Warp. Each Elite Advance descrip- tics, are possible), and Requirements are necessary deeds, titles, or other
tion offers information on its narrative component, and guidance on how things aside from Characteristics, Skills, and Talents a character must
the specific advance affects the character. In the end, however, it is up to have before gaining the Elite Advance.
the player to properly integrate the thematic components of the Elite Ad- If all of these can be met and the Cost can be paid then the
vance into his character concept. Just as each player decides the details of character may gain access to the player's chosen Elite Advance.
the different choices he makes during character creation, he also chooses
how his character changes if he acquires an Elite Advance.
Working With the GM
The most important concern for a player to consider when acquiring
Instant Changes an Elite Advance is how it will affect his character, the player charac-
When a character acquires an Elite Advance, whether at character cre- ter group, and the narrative of the campaign as a whole. Because of
ation or during play, it can alter his Characteristics, Skills, and Talents. the impact these Advances can have on a campaign, players must get
Each Elite Advance entry outlines any instant changes that are applied to permission from the Game Master before purchasing any Elite Advance
a character who acquires it. These can be in the form of positive or nega- for their characters. Each Elite Advance offers guidance for players and
tive modifiers to Characteristics or Skills, Talents that are gained or lost, Game Masters on when it is appropriate for a character to acquire the
or new, unique rules that are applied to the character. All of these changes Advance, as well as how to properly integrate it into a campaign.
are applied when the Advance is acquired, and are permanent.
Unless otherwise stated the character gaining the Elite Advance
gains the Characteristics, Skills, Talents, Traits, and Gear listed beneath
Elite Advances and Level of Play
At times a GM may elect to begin a game at a higher level of play than
the Elite Advance's Requirements.
Novice, and to aid in this the Elite Advance helps a starting player
character being used at a higher Level of Play be more "fleshed out" and
realized. Normally an Elite Advance is something that the player seeking
must work towards, in terms of their character's profile meeting the
Prerequisites and, within the narrative of the campaign, their character
being worthy of such a boon. If the GM starts the campaign at the Adept
or Master Level of Play then a player may, so long as he meets the Pre-
requisites, and pays the Cost, start with an Elite Advance.

56 Duty unto the death of the enemies of Mankind, and beyond. 56


2.2.1 - Career Elite Advances
The opportunity for many Elite Advances arises in one's line of work, and is informed by their indoctrinations in earlier life. Such advancement is
a true gift, as it allows on to serve the Imperium and the God-Emperor in an even greater capacity. Many of these come with some level of power,
prestige, and responsibility, so the GM and player should be considerate of what exactly the implications of gaining a Career Elite Advance may be.
The following Career Elite Advances are only available to those with the appropriate Career. For example a character with the Adeptus
Adminstratum Career may become a Master, Prefectus, or Ordo Scriptorum Agent, but could not, for example, be a Sister of Battle from the Adepta
Sororitas Elite Advances.
Gear: One suit of Good Craftsmanship Light Carapace with Devotional
Adepta Sororitas Elite Advances Iconography (Ecclesiarchy) Modification, Narthecium, Chirurgeon's
Answering the call to both worship and battle, the sisters of the Adepta
Tools -or- Medicus Ministorum
Sororitas epitomise true faith in the God-Emperor. Some are trained as
Special: This Elite Advance must be taken at character creation. The
warriors, others as medicaes, diplomats, or codiciers, but all are devoted
character must also be female.
to the Imperial Creed, and composed exclusively of women. Each mem-
ber of the Orders is sworn to serve the God-Emperor, relentlessly trained
to excel in all she does, and devoted absolutely to her Order, her work, Dialogus
and the Imperial faith. The Orders Dialogous are amongst the most learned of scholars, and
their particular field of interest is that of language. Their tasks are many
Sister of Battle and varied, from the interpretation and transcription of long lost texts to
The Sisters of Battle train extensively with the weapons of the Emperor, accompanying Imperial diplomats on contact missions with intelligent
chiefly the Bolter. So honed is their expertise that a Sister of Battle can xenos species. The average Sister Dialogous might be fluent in several
stand firm in the face of hive gangs and renegade guardsmen, her faith hundred everyday human dialects, and dozens of secret cants, ciphers and
and power armour protecting her from their lesser weaponry. While their even xenos tongues. They are amongst the very few judged sufficiently
equipment is some of the best the Ecclesiarchy has to offer, they are not pure and incorruptible to withstand the deceits which the capricious
mere soldiers, they are icons of the Imperial Creed. Eldar often use in their dealings with Mankind. Many times, an Imperial
The Sister of Battle is also endowed with powerful faith. Much official has come away from a contact with an Eldar leader believing
like a psyker can mold the Warp to his use, the purity, will, and faith of himself to have gained the upper hand, only for an accompanying Sister
an Adepta Sororitas sister is a tangible and real thing. It is capable of Dialogous to inform him of the true meaning and implications of the
shielding her from the predations of Daemons and heretics or enabling alien’s words.
her to perform miraculous deeds that are nothing short of divine interven- Sisters Dialogous often work alongside both Sisters Famulous
tion. and the agents of the Inquisition. Their skills at deciphering ancient
Prerequisites: WS 40, BS, 40, Fate 40 records greatly aid the work of the Orders Famulous when delving into
Cost: 650xp the very earliest days of the Imperium’s noble bloodlines. When serving
Other Requirements: Less than 20 Corruption Points alongside Throne Agents, Sisters Dialogous are often required to attend
Skills: Command, Scholastic Lore (Imperial Creed) interrogations, especially those of alien captives, to serve as translators.
Talents: Bolter Drill, Emperor's Guidance -or- Furious Zeal Prerequisites: Fel 40, Fate 40, Int 40
Gear: Good Craftsmanship Bolter -or- Best Craftsmanship Flamer Cost: 600xp
-or- Best Craftsmanship Chainsword, One suit of Common Craftsman- Other Requirements: Less than 20 Corruption Points
ship Light Power Armour with Devotional Iconography (Ecclesiarchy) Skills: Forbidden Lore (Choose One), Lingusitics (Choose One), Scho-
Modification lastic Lore (Choose Three), Scholastic Lore (Imperial Creed)
Special: This Elite Advance must be taken at character creation. The Talents: Archivator, Know The Enemy; Kill The Enemy!, Total Recall
character must also be female. Gear: One suit of Best Craftsmanship Mesh Robes with Devotional Ico-
nography (Ecclesiarchy) Modification, 2 books of up to Rare Availability
Special: This Elite Advance must be taken at character creation. The
Hospitaller character must also be female.
Sisters Hospitaller are amongst the most skilled and compassionate
surgeons in the Imperium. Their convents often take the form of hospi-
tals and retreats, and large numbers of them accompany the armies of Famulous
the Imperial Guard. So skilled are the Sisters Hospitaller that they are The sisters of the Orders Famulous serve amongst the household of the
regarded as saints by the common soldiery, who far prefer their gentle highest of the Imperium’s nobility, acting as chamberlains, counsellors
ministrations to the crude work undertaken by the field surgeons of the and consuls. They broker interhouse alliances, trade deals, and marriages,
Departmento Munitorum. and their hand is ever at work amongst the highest echelons of power.
Sisters Hospitaller often serve in conjunction with members of The Sisters Famulous are skilled diplomats able to reconcile the most
other orders. Their knowledge of genetics makes them useful to Orders bitter of rivals, but their true mission is often performed entirely behind
Famulous investigations, and their knowledge of the human body often the scenes.
leads them to accompany an Inquisitor into the torture chamber. It is a The Orders Famulous are greatly concerned with the spiritual
true measure of their dedication to the Emperor that these supremely and genetic purity of the human race. Through their arranging of alli-
skilled and compassionate individuals are able to put aside all selfish ances and marriages, they take a direct hand in the fate of humanity, for
thoughts of their personal morality and turn their hands to inflicting pain those they counsel wield the power of whole planets and control the fates
when duty calls them to do so. of billions. The servants of the Orders Famulous do not openly discuss
Prerequisites: Int 40, Fate 40, Medicae +10 this element of their work, even with other Orders of the Sisterhood, but
Cost: 650xp many do have extensive contact with members of the Inquisition, and
Other Requirements: Less than 20 Corruption Points often have contact networks with other members of the Famulous.
Skills: Interrogation, Medicae, Scholastic Lore (Imperial Creed) Prerequisites: Fel 40, Fate 40, Charm +0, Deceive +0, Peer (Nobility)
Talents: Divine Ministration, Talented (Medicae) Cost: 600xp

2.2 Elite Advances - 57


Other Requirements: Less than 20 Corruption Points Adeptus Administratum Elite Advances
Skills: Charm, Deceive, Inquiry, Scholastic Lore (Imperial Creed) The leviathan bureaucracy of the Administratum is one of the core pillars
Talents: Contact Network, Friends in High Places, Good Reputation of the Imperium, and within its fold are innumerable officiaries, burea-
(Nobility) crats, and scribes. Few are ever made distinct by their duties, and indeed
Gear: One suit of Best Craftsmanship Mesh Robes with Devotional advancement in one's field is a rare thing, reserved for the most skilled or
Iconography (Ecclesiarchy) Modification well connected of among the Adminstratum's ranks.
Special: This Elite Advance must be taken at character creation. The
character must also be female.
Master
Master is an Administratum rank, referring to the head of an entire
Repentia Administratum office or division. Often these Masters are savants in their
The Adepta Sororitas are known to be some of the most ardent followers particular field of work, with their expertise allowing them to make quick
of the Imperial Creed. Their faith in the God-Emperor and their willing- work of otherwise impossible tasks of research, cross-reference, and
ness to smite the foes of the Imperium is legendary. Over time, however, navigation of policy.
the vile foes of the Imperium have the ability to soil the souls of even The Masters of the subordinate divisions often have a unique
the most devout followers of the Imperial Creed. For any other member title for the rank, for instance: the Chancellor of the Estate Imperium and
of the Imperium, this starts the treacherous slide toward heresy. For a the Historicus of the Historical Revision Unit.
Sororitas sister, they willingly become a Repentia. Prerequisites: Int 50, Logic +10, Scholastic Lore (Bureaucracy) +20
The Sisters Repentia are those Sororitas who have felt the Cost: 500xp
cold hands of doubt or heresy inside of them and cannot purge them- Characteristic: +5 Int
selves of it through extensive fasting, daily self-flagellation, or perform- Skills: Command, Linguistics (High Gothic), Logic, Scholastic Lore
ing rites of contrition. Whether the perceived sin is slight or imagined, (Bureaucracy)
the Repentia’s faith holds her true to the God-Emperor’s will and she Talents: Talented (Scholastic [Bureaucracy] -or- Logic), Mastery (Scho-
seeks penance in battle. Those who seek absolution in this way are lastic Lore [Bureaucracy] -or- Logic)
graced by the God-Emperor, for all are imperfect and owe penance to Special: The choice for the Skill that both the Talented and the Mastery
Him. With the fire of His will burning in their chests, Sisters Repentia Talents must both be the same.
want nothing more than absolution for their sins in the heat of battle,
whether through castigating the heretic or achieving their glory-filled Prefectus
death. Prefect is a title given to an officer or official of the Adeptus Terra, which
Prerequisites: - of course is mostly dominated by the Adeptus Administratum. There are
Cost: 400xp & a life of disgrace, leading up to a redeeming, inevitable three levels in order of seniority, Prefectus Primus, Prefectus Secundus
death. and Prefectus Tertius. These qualifying titles are also sometimes used on
Requirements: More than 20 Corruption Points or the character must their own as a form of informal address.
have performed some great misdeed or allowed, through inaction, dire A Prefectus commands no small respect amongst his lessers,
blasphemy against the Imperial Creed to be enacted and being so ordained affords to him a certain amount of authority in
Characteristics: +10 T, +10 Insanity Points many dealings about the Imperium
Talents: Flagellant, Hideous Resilience, Blessed Martydom, Incorrupt- Prerequisites: Int 40, Fel 40, Influence 45, Command +10, Commerce
ible Devotion +10, Scholastic Lore (Bureaucracy) +20, Air of Authority
Gear: Poor Craftsmanship Robes with Adamantine Chainguard Mod- Cost: 750xp
ification (these replace any armour the character had before taking this Characteristic: +5 Inf
Elite Advance), Eviscerator Skills: Command, Commerce, Scholastic Lore (Bureaucracy)
Special: Unlike other Elite Advances this one may be taken by an Adepta Talents: Master Orator, Peer (Choose Three), Talented (Command -or-
Sororita character even if she has a previous Elite Advance. The Repentia Commerce)
Elite Advance replaces the previous Elite Advance, removing all Skills, Gear: Standard of Pax Imperialis
Talents, and Gear given by it, along with any other Gear the character Special: The character also gains three Contacts, each worth up to 400xp.
had previous to gaining this Elite Advance (aside from cybernetics that These Contacts must be the same as the Peers that the character gains.
restore lost functionality, such as bionic limbs, respiratory systems, or
cybernetic senses).

2.2 Elite Advances - 58


Ordo Scriptorum Agent Adeptus Arbites Elite Advances
The Ordo Scriptorum is dedicated to the examination and investigation The Adeptus Arbites are the rightful and direct enforcement of the law of
of records and communiqués, as well as overseeing the sporadic conflicts the Imperium to its many worlds. The main body of the Arbites is com-
- the so-called "Wars of the Quill" - that break out between opposing posed of Arbitrators, but their ranks have many specialists aside, each
sects of Imperial scribes. This may seem a trivial, almost facile, task in with a focus on a particular area of study or skillset. Regardless of their
light of the weighty matters pursued by other branches of the Inquisition, exact mien they are all capable of dispensing appropriate sentences and
but nothing could be further from the truth. executions should the need arise.
The Imperium constantly strains under the weight of its own
colossal bureaucracy, and all manner of vital bibelots of information are
lost or misfiled through simple human error. The Ordo Scriptorum can
Chaplain
The Chaplains of the Arbites are the spiritual overseers of the Adeptus
only intercept a handful of these failures, but even one can prove the dif-
Arbites who are also considered members of the Ecclesiarchy as well as
ference between the life and death of billions. Moreover, even the rumour
the Arbites, like other clergy of the Imperial Cult. The Arbites Chaplain-
that an Inquisitor is supervising a scribe's work is enough to galvanise
cy ensure the moral and mental purity of their colleagues, keeping an eye
him to more careful practice, ensuring that fewer such errors occur in the
on them and keeping them on the right and just path.
future.
Prerequisites: Wp 45, Deny the Witch +0, Armour of Contempt, Pure
Prerequisites: Int 40, Per 40, Scholastic Lore (Bureaucracy) +20, Scruti-
Faith
ny +0, Peer (Inquisition)
Cost: 500xp
Cost: 750xp
Other Requirements: Less than 20 Corruption Points
Other Requirements: Extended contact with, or employment by, the
Characteristic: +3 Wp, +5 Fate
Inquisition. If the character is not currently or has not actively served
Skills: Deny the Witch, Scholastic Lore (Imperial Creed, Judgement)
with the Inquisition (as in is part of a Dark Heresy campaign or else had
Talents: Adamantium Faith, Confessor, Peer (Ecclesiarchy), Shield of
any involvement with them previously) then the "Duty to the Throne"
Contempt
Background is sufficient enough involvement in the character's past to
Gear: An amount of Purity Seals equal to the character's Fate Bonus
account for this.
Characteristic: +5 Int -or- Per
Skills: Inquiry, Scrutiny, Scholastic Lore (Bureacracy) Intelligencer
Talents: Inspiring Presence, Keen Intuition Intelligencers are those Arbitrators who serve as the Arbites' spymasters,
Special: The character gains a Contact (representing the Inquisition) tacticians and forensic experts. Their powerful intellect is matched only
wherein the Contact is an Adeptus, has Military Connections, has Special by their dedication to the Imperium. No few investigations have only
Powers, has a Skill (of the player's choosing) as Rank 4, can reduce the borne fruit due to the diligent and unceasingly inquiring nature of such
Availability of all items by one, Offers Favours, and is Trusted. Addition- an officer of the Arbites.
ally the character may, with the GM's permission, purchase Inquisitorial Prerequisites: Int 40, Per 40, Awareness +10, Scrutiny +10, Logic +10
Imperial Assets. Cost: 500xp
Characteristic: +5 Int -or- Per
Skills: Awareness, Scrutiny, Logic
Talents: Foresight, Infused Knowledge, Keen Intuition, Unparalleled
Proficiency
Gear: Memorance Implant -or- Spoor Revealer -or- Good Craftsmanship
Auspex

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.

2.2 Elite Advances - 59


Judge Adeptus Astra Telepathica Elite Advance
A Judge is a senior Arbitrator whose experience and knowledge of the The Adeptus Astra Telepathica is an institution that is beyond ancient
law has given them the right to hear the more difficult cases that come and can traces its origins to the Imperium's founding, as the need for
before the Arbites and to command their fellow Arbitrators in the field interstellar communication rose with each extra-Solar domain that was
and in the Precinct House. Judges are often the highest-ranking Arbitrator incorporated into the early domain of the God Emperor. The servants of
in a given Precinct if there is more than one Arbites Precinct on a world. the Astra Telepathica are numerous, and the majority of them are psykers
Judges often pronounce sentences over any prisoners held themselves, but one large exception to their ranks; the mysterious and
within their Precinct courthouse, though any Arbitrator also has the sinister Sisters of Silence.
authority to proclaim sentences and execute those sentences in the field.
Most Judges deal with crimes of a more high-profile nature or where the
correct sentence under Imperial law is unclear to the arresting Arbitrator.
Sister of Silence
The Sisters of Silence are an all-female order of Imperial Witch Hunters
Prerequisites: Influence 45+, Command +10, Scholastic Lore (Judge-
tasked with hunting down rogue psykers and other psychic threats across
ment) +20, Air of Authority, Peer (Arbites), Talented (Scholastic Lore
the galaxy. They also help to enforce the Imperium's rigid laws on the use
[Judgement])
of psychic powers.
Cost: 750xp
The Silent Sisterhood was most active during the time of the
Characteristic: +5 Inf
Great Crusade in the late 30th and early 31st Millennia. In the wake
Skills: Command, Scholastic Lore (Judgement)
of the Horus Heresy they became far less active in Imperial affairs to
Talents: Good Reputation (Arbites), Legalese, Mastery (Scholastic Lore
such a degree that for most of the last 10,000 Terran years the order was
[Judgement], Master Orator, Unquestioning Devotion
wrongfully believed to have been disbanded. They still serve the Astra
Telepathica, Inquisition, and the Imperium, however, to this day.
Mortiurge Prerequisites: Wp 40, Deny the Witch +0, Untouchable
A Mortiurge is an Arbitrator who takes on the role of a sanctioned killer Cost: 700xp
rather than a servant of the law, but their presence within the Adeptus Characteristics: -5 Fel
Arbites is considered by most a necessary evil. Skills: Intimidate -or- Interrogation, Linguistics (Sign-Language), Psyn-
A Mortiurge operates alone, singled out from their fellows by icience, Survival
their differences in purpose and the blood on their hands. These individ- Talents: Soulless Aura
uals are specially trained to operate independently both as snipers and Gear: Replace all gear gained from the Adeptus Astra Telepathica Car-
close-quarter gunfighters. In truth they are little more than judicially-rec- err with the following: Excruciator -or- Chirurgeon’s Tools -or- Witch-
ognised assassins, and Mortiurges are often also employed to keep other Cage, Light Carapace Armour w/ Raised Gorget, Refractory Modifica-
law-enforcers in check when the need arises. tions, Ballistic Cloak, Boltgun w/ 2 Clips of standard ammunition & one
As such, these singular killers are often shunned by their col- Clip of Witchslayer Bolt Shells -or- Flamer w/ 2 Clips of standard ammu-
leagues and quickly learn to keep their distance from other Arbitrators, nition & one Clip of Psyflame Promethium -or- Power Greatsword -or
lest one day they be called on to slaughter a friend and ally. Bolt Pistol w/ 2 Clips of standard ammunition & one Clip of Witchslayer
Prerequisites: BS 45, Jaded, Marksman Bolt Shells
Cost: 500xp Special: This Elite Advance must be taken at character creation. The
Characteristic: +5 BS character must also be female.
Skills: Dodge
Talents: Cold Hearted, Cold Soul, Crack Shot, Inescapable Attack
(Ranged), Last Man Standing, Mighty Shot, Storm of Iron

2.2 Elite Advances - 60


Adeptus Mechanicus Elite Advances 300xp, to represent their far-reaching contacts. These Contacts must be
The term ‘Techpriest’ covers thousands of different roles within the the same as the Peers that the character gains, and cannot be a part of the
ranks of the Adeptus Mechanicus. Genetors probe the mysteries of the Mechanicus.
biological, creating ever stranger cyborgs or slaughtering xenos beyond
number in order to excise yet more secrets of their alien metabolisms. Magos Genetor
Artisans create and restore truly wondrous weapons of war, from ornate Genetors study biological systems; those of the xenos in order to defeat
gamma pistols to the mind-boggling immensity of the Ark Mechanicus. them, those of the human in order to improve them. Magos Genetors are
Magi of all stripes pursue esoteric agendas as likely to end in triumph as masters of biology, and have knowledges of human and xeno anatomies
they are disaster. that border on the unnatural. They use this great font of knowledge for
the Mechanicus' own ends, much more so than for healing, but their
Magos Artisan skills are often in demand for genome purity tests, xenobiological stud-
Artisans design machines, buildings, spacecraft, weapons, and military ies, and the creation of bio-implant systems. It is one of the few institu-
hardware. They often oversee activity on Forge Worlds and control vast tions in the Imperium, alongside the Inquisition's Ordo Xenos, permitted
labor forces of servitors, but it's far from uncommon for them to be to study xenos and regularly examine alien species.
involved in more intimate endeavours or commissions to construct great, Prerequisites: Int 50, Field Vivisection, Superior Chirurgeon, A Machine
singular artifices that can take years of effort to manifest. of Flesh (1), Medicae Mechadendrite,
Prerequisites: Int 50, Tech-Use +20, Talented (Tech-Use) Cost: 750xp
Cost: 650xp Characteristic: +5 Int
Requirements: Must have manufactured at least one Best Craftsmanship Skills: Forbidden Lore (Mutants, Xenos), Medicae
item or an amount of a singular item in a batch of 101+. Talents: Field Vivisection (Melee -or Ranged), Hunter of Aliens -or-
Characteristic: +5 Int Scourge of Heretics, Master Chirurgeon
Skills: Scholastic Lore (Techna Schemata), Tech-Use Powers: The Genetor gains the Vat-Grown Alternatives Power, along
Talents: Mastery (Tech-Use) with any 3 other Powers from the Biologis Arcana
Gear: Best Craftsmanship Fabrication Altar Gear: Best Craftsmanship Bio-Implants Genetorium
Powers: Enginseer Arcana: Rites of Repair, Master Enginseer, Perfected Special: The limit on the amount of Ranks of the A Machine of Flesh
Maintenance Talent that a character has still applies when they gain this Elite Advance
and it can only be increased to their maximum threshold for it.
Magos Draco
A hidden order of Arch-Magi within the Mechanicus, known only in Magos Myrmidax
hushed whispers as the "Lords Dragon", rule over interior Mechanicus Members of the Auxilia Myrmidon are noted as being towering figures
policy and quietly deal with matters of tech-heresy, corruption, and dire who possess numerous hard points for weapons of arcane design. They
insubordination. Being a part of this secretive order has great benefits, are great war makers with knowledge of siege craft, devastation and
but also enormous responsibilities, as the punishment of tech-heresy weaponry, such that few can match their abilities. Whilst they are few
is paramount, and allowing such things to occur under one's watch is in number, they are heavily augmented with the most powerful of their
beyond shameful. ranks being nearly impossible to kill. They are a source of fear and awe
Prerequisites: Int 50, Inf 50, Interrogation +10, Tech-Use +10 amongst the worshipers of the Machine God, and the Myrmidax are the
Cost: 750xp lords of the Myrmidon sub-cult, savants of firepower and master weap-
Characteristic: +5 Int -or- Wp on-smiths. Few Magos are more feared by their own kind, or as lethal on
Skills: Interrogation, Tech-Use the battlefield.
Talents: Operative Conditioning, Orthoproxy, Scourge of Heretics Prerequisites: WS 40 -or- BS 40, Int 40, T 40, Tactics (Any Three) +10,
Powers: Cogitatus Arcana: MIU Communion, Cogs Within Cogs, Sec- Tech-Use +10, Machinator Array
ond Sight, All-Seeing Eye, Agony Signal, Disabling Signal Cost: 750xp
Special: The character gains a Contact (representing the Lords Dragon) Other Requirements: The character must have either a Integrated Weap-
wherein the Contact is an Adeptus, has Military Connections, has Special on or Weapon MIU cybernetic.
Powers, has a Skill (of the player's choosing) as Rank 4, can reduce the Characteristic: +5 WS -or- BS -or- T
Availability of all items by one, Offers Favours, and is Trusted. Skills: Tactics (All), Tech-Use
Talents: Hideous Resilience, Stabilization Array, The Flesh is Weak
(½TB)
Magos Errant Gear: Common Craftsmanship Terminator Armour
The master of many trades, the Magos Errant is expected to go forth on Special: The limit on the amount of Ranks of the The Flesh is Weak
behalf of the Adeptus Mechanicus, to explore new frontiers, worlds and Talent that a character has still applies when they gain this Elite Advance
technologies. Privy to all manner of secret knowledge, the Magos Errant and it can only be increased to their maximum threshold for it. Addition-
is prepared for all eventualities. Often, however, a Magos Errant is apart ally the weapon attached to the character's Weapon MIU gains the Twin-
from his peers, and this is frequently an intentional separation, either on Linked Quality (gaining the Quad Quality if it was already Twin-Linked),
the behalf of the Magos himself or by the ruling synod's edicts (to say or if the character has an Integrated Weapon that weapon is upgraded one
nothing of their opinion of him). level of Craftsmanship. If the character has both a Weapon MIU and an
Prerequisites: Int 50, Inf 40, Peer (Mechanicus) Integrated Weapon they must choose which of these benefits they gain.
Cost: 1000xp
Characteristic: +5 Inf
Skills: Scholastic Lore (Choose Four), Tech-Use, Trade (Choose Three)
Talents: Heart of Iron, Peer (Choose Three), Good Reputation (Mechan-
icus)
Gear: Opus Machina (Greater)
Special: The character also gains three Contacts, each worth up to

2.2 Elite Advances - 61


Adeptus Ministorum Elite Advances Missionary
Priests of the Ecclesiarchy have a variety of roles and specializations Many ordained servants of the Imperial Creed do not lay claim to a sin-
within the folds of the Adeptus Ministorum, and are seen from places gle parish, but instead travel the stars as roaming Missionaries, bringing
as varied as the depths of hive worlds and the frontlines of battlefields the light of the God-Emperor to the most dange ous regions of the galaxy.
to places as far-flung as newly discovered worlds that have just been Such a task is of course fraught with danger, and so Missionaries often
marked on freshly inked Imperial charts. These places are as varied as know well the means by which to defend themselves. Unlike Preachers,
the priests who may be found in them, each a studious scholar of the they do not perform the work of consolidation after battle’s end; the life
Imperial Creed, and moral authority on its interpretation. of a Missionary is one of constant warfare. As soon as a heathen world is
conquered, by word, trade, or sword, the Missionary departs to spread the
light of the Emperor further.
Banisher Armed with a variety of rugged weaponry and defended by
In the eternal battle against the Enemy Beyond, faith and knowledge are
their faith, a Missionary leads by example, striding into battle through
powerful weapons. Few wield these weapons with greater prowess than a
storms of enemy fire without fear, bellowing the creed of the God-Em-
Banisher. Whether stalking the darkest halls of a hive librarium in search
peror. The sheer force of their presence and the power of their rhetoric
of omens or enacting the Rites of Dispossession on the field of battle,
can steady the hearts of faithful warriors about to break, or drive their
Daemonic lore is vitally important to fight against the terrible forces of
charges into an exultant killing frenzy.
the Warp.
Prerequisites: Fel 45, Command +10, Scholastic Lore (Imperial Creed)
Banishers are, like many other agents of the Ecclesiarchy,
+20, Air of Authority, Berserk Charge, Iron Discipline
chosen at a young age from the most pious children. Their training takes
Cost: 750xp
a great deal of time as they are armed with the tools to seek out forbidden
Other Requirements: Less than 20 Corruption Points
knowledge while maintaining their faith. As a result, many Banishers
Characteristic: +3 WS, +3 Fel
are relatively advanced in age by the time they take up active service.
Skills: Command, Scholastic Lore (Imperial Creed)
The intensity of their training often leaves them with scars and augmetic
Talents: Annihilate Them!, Blazing Exemplar, Brimstone Rhetoric,
replacements. Their bodies show the sacrifices they have made for their
Curate, Do Not Falter!, Duty Unto Death, Heroic Inspiration
purity.
Prerequisites: Wp 45, Forbidden Lore (Heresy, Daemonology) +10,
Scholastic Lore (Imperial Creed) +20, Armour of Contempt Preacher
Cost: 500xp Preachers are responsible for overseeing the worship of the Imperial
Other Requirements: Less than 20 Corruption Points Creed in a single region or district of a planet. Their task is twofold – to
Characteristic: +3 WS, +3 Wp ensure that proper obeisance is paid to the God-Emperor, and to root out
Skills: Deny The Witch, Forbidden Lore (Heresy, Daemonology), Scho- heresy wherever it rears its head. They pursue both roles with equal zeal.
lastic Lore (Imperial Creed) No strangers to defending the sanctity of their faith, Preachers
Talents: Adamantium Faith, Know The Enemy; Kill the Enemy!, Shield can be fearsome opponents, making up for any lack of formal train-
of Contempt, Slayer of Daemons, Purge The Unclean ing with a fearless religious fervour. As they hew and hack apart their
foes they raise aloft the sacred symbol of the Ecclesiarchy, bellowing
catechisms of hatred against heretics and mutantkind. Such bravery and
Medicae Ministorum ferocity can inspire humble folk to incredible acts of heroism.
The physician priests of the Ecclesiarchy, the Medicae Ministorum, are
Prerequisites: Fel 45, Command +10, Scholastic Lore (Imperial Creed)
among the greater practitioners of medical knowledge in the Imperium.
+10, Air of Authority, Iron Discipline
The human form is considered holy and sacred, and thus the knowledge
Cost: 1000xp
of healing it and maintaining it, to some degree, are as well. Medicae
Other Requirements: Less than 20 Corruption Points
Ministroum commonly work side by side with Sister Hospitaller, mento-
Characteristic: +3 Fel, +3 Fate
ring younger Sisters and being colleagues with more experienced Sisters.
Skills: Charm, Command, Inquiry, Scholastic Lore (Imperial Creed)
Their ministrations are well-favoured, and often go well beyond the
Talents: Clues from Crowds, Galvanizing Presence, Inspiring Aura,
normal expectations of a skilled chirurgeon or medicae, leading to many
Into the Jaws of Hell, Litany of Condemnation, Master Orator, Radiant
being seen as particularly holy servants of the God Emperor.
Presence, Talented (Charm -or- Command -or- Inquiry), Unquestioning
Prerequisites: Int 40, Wp 40, Medicae +10, Scholastic Lore (Imperial
Devotion
Creed) +10, Talented (Medicae)
Cost: 750xp
Other Requirements: Less than 20 Corruption Points
Characteristic: +3 Int, +3 Wp
Skills: Medicae, Scholastic Lore (Imperial Creed)
Talents: Divine Ministration, It's Not as Bad As All That, Superior
Chirurgeon, Swift Suture
Gear: Medicus Ministorum, Scapular Incorruptus

2.2 Elite Advances - 62


Heretek Elite Advances The Power Within
Hereteks plumb the depths of the galaxy for knowledge, with little to no The heretek’s dangerous experiments on and extensive research with
regard for the consequences they bring about upon themselves. While captured psykers lead him to believe that the future of Mankind is its in-
being regarded as a heretek is in itself something of an accomplishment, evitable psychic ascendancy, and his rightful place in this coming change
there is a threshold that few reach before the moral authorities of the will not be denied. The heretek has unlocked, within himself, the power
Imperium catch or summarily execute them. To cross this threshold a of the Empyrean and while it may blast his mind with forbidden power it
heretek must not only be single-minded in his pursuit, but also ruthless has made his mind open to the power and possibilities that could only be
and cunning in great measures, for past the threshold is lies untold power, presented by the Warp itself. He must now be careful lest his newfound
along with the dark acclaim of being "awarded" the title of Arch-Heretek. powers consume him wholly.
Prerequisites: Int 50, Wp 45, Deny the Witch +0, Forbidden Lore (The
Warp) +20, Invocation +0, Talented (Forbidden Lore [The Warp]), Insan-
The Power of the Flesh ity 20+, Corruption 20+
Many see the flesh as weak, and those of the Mechanicus faith even
Cost: 750xp
abjure the natural human body, regarding it as unclean and lacking the
Characteristic: +2d10 Insanity Points and Corruption Points
sanctity they find in form of the machine. This heretek has seen the pow-
Skills: Deny the Witch, Invocation
er that flesh holds, if treated in the correct manner. Indeed mutants can
Talents: Psy Rating (1), Resistance (Psychic Powers), one Primaris
bear unholy muations that can shear through metal, and gland warriors
Power from two Psychic Disciplines (or one Primaris Power from one
are capable of feats that can go beyond superhuman in their aspect. The
Psychic Discipline and one Psychic Power of up to Tier 2)
flesh and the power it holds are a mystery that has consumed the heretek
Traits: Psyker
and he himself has found himself transfigured by it and now looks to
Gear: Psy-Conductor Implants
further prove his belief in the superiority of flesh over steel.
Special: If this Elite Advance is taken the character must have one of his
Prerequisites: Int 50, Insanity 20+, Forbidden Lore (Mutants) +20, Med-
Aptitudes replaced by the Psyker Aptitude.
icae +10, Superior Chirurgeon, 5 Powers from the Biologis Arcana
Cost: 750xp
Characteristic: +3 T -or- Int The Power Without
Skills: Forbidden Lore (Mutants), Medicae The heretek’s iconoclastic work with implements and technologies of
Talents: Master Chirurgeon the alien have lead him to believe that the lack of true divinity is what
Traits: Regeneration (½ TB) -or- Undying makes xenos technology so inferior, or that only by harnessing the power
Powers: The Heretek gains the Unsanctioned Manipulation Power, along of xenos technology can the alien’s foul presence be vanquished from
with any 3 other Powers from the Biologis Arcana the Omnissiah’s domain. Reclamation, dissection, and incorporation of
xenos technologies is the heretek's area of study, and while no true child
of the Omnissiah could be content with such investiagtions the heretek
The Power Long Lost sees himself as far beyond such concerns.
The power that Mankind once held was unparalleled by any other, with
Prerequisites: Int 50, Forbidden Lore (Xenos) +20, Tech-Use +20, Tal-
the heights of the Dark of Technology putting any other power in the gal-
ented (Forbidden Lore [Xenos])
axy to shame. Since then the decline in technological understanding and
Cost: 500xp
power has precipitously decreased, with few, rare evidences of this lost
Other Requirements: Extended knowledge or contact with a xeno spe-
age treated as the powerful artefacts they truly are. The heretek has found
cies or their technologies.
a fragment of such lost secrets, and is, in a limited, and most certainly
Characteristic: +3 Int
unordained, capacity, able to replicate them.
Skills: Forbidden Lore (Xenos), Tech-Use
Prerequisites: Int 50, Forbidden Lore (Archeotech) +20, Tech-Use +20,
Talents: Ambassador Imperialis, Weapon Intuition, Xenosavant
Talented (Forbidden Lore [Archeotech])
Special: This character is now able to manufacture "xeno" items. These
Cost: 500xp
items function as described in their rules, but are most likely conversions
Other Requirements: The character must have at least one item that is
of alien technology, or else imitations with less than sactified compo-
Archeotech.
nents. As per items with the (Imperial Creed) or (Occult) stipulation, the
Characteristic: +3 Int
character must make one final test as per the "The Right Skill for the Job"
Skills: Forbidden Lore (Archeotech), Tech-Use
rules in Section 6.10 "Manufacturing & Patterns". This test is a Forbid-
Talents: Mastery (Forbidden Lore [Archeotech])
den Lore (Xeno) Test made at the appropriate Difficulty as per the item's
Special: Choose one option from the Miracles of the Dark Age table
s Availability, Amount, and Craftsmanship.
(Section 6.11 "Archeotech"). This character is now able to manufacture
Lastly the GM should consider all items made in such a man-
items with this Miracle, though the process is arduous and lengthy. For
ner to be seen as high tech-heresy by any sufficiently informed member
determining the Difficulty and length of the Extended Test (which will
of the Adeptus Mechanicus, and the consequences of being caught with a
always be based on the Tech-Use Skill regardless of the item's base
thing created by a heretek's hands could be dire indeed.
Tech-Level)count the chosen item to be crafted as being Near Unique if
it is of Scarce of lower Availability, or else Unique if its Availability is
Rare or higher. The item must be created as though it were being made
to be Standard Craftsmanship. As per items with the (Imperial Creed)
or (Occult) stipulation, the character must make one final test as per
the "The Right Skill for the Job" rules in Section 6.10 "Manufacturing
& Patterns". This test is a Forbidden Lore (Archeotech) Test made at
the appropriate Difficulty as per the item's s Availability, Amount, and
Craftsmanship.
Lastly the GM should consider all items made in such a man-
ner to be seen as high tech-heresy by any sufficiently informed member
of the Adeptus Mechanicus, and the consequences of being caught with a
thing created by a heretek's hands could be dire indeed.
2.2 Elite Advances - 63
The Power Beyond Imperial Guard Elite Advances
The heretek has discovered terrible and dark secrets, and he has realized The ranks of the Imperial Guard are truly without number, and within
that true power lies beyond the realm of reality. This hideous power, he each regiment there are hundreds or even thousands of individuals, each
believes, is ripe for exploitation, or perhaps he has fallen into worship of with a strong sense of duty to the Imperium and God Emperor. How ex-
the powers that lie beyond. His dark labours have borne fruit, and now he actly this obligation is fulfilled varies as much from regiment to regiment
wields the power of howling darkness in his hands. as it does person to person. Clever Tacticians lay out battle plans, skilled
Prerequisites: Int 50, Corruption 20+, Forbidden Lore (Daemonology Veterans apply their knowledge from past battles to those that lie ahead,
-or- The Warp) +20, Invocation +20, Talented (Forbidden Lore [Daemon- and others yet make their skill known to their comrades in myriads of
ology -or- The Warp] -or- Invocation) roles.
Cost: 750xp
Characteristic: +3 Int -or- Wp, +2d10 Corruption Points
Skills: Deny the Witch, Forbidden Lore (Daemonology), Forbidden Lore
Commissar
Raised up in the halls of the Schola Progenium, Commissars are, by and
(The Warp), Invocation
large, the orphaned children of highly-respected Imperial Guard officers.
Talents: Mastery (Invocation)
From an early age, these young potential Commissars go through a rig-
Special: The Heretek gains their choice of one of the following: One Rit-
orous education and indoctrination process that includes scholastic and
ual Grimoire (Choose One Ritual Type) -or- the weapon from one Lesser
ecclesiastical studies, as well as military training every bit as demanding
Daemon or Herald Daemon (see Section 13.3.3 "Daemons of Chaos) -or-
as that undergone by their storm trooper colleagues. Throughout their
Greater Daemonic Follower (Talent)
studies, they are observed and evaluated, probed for physical or spiritual
Treat the Greater Daemonic Follower as a Follower who is
weaknesses that would disqualify them from this vaunted position. Once
either a Lesser Daemon or Herald Daemon (chosen from the profiles
finished with their Schola Progenium training, many Commissars serve
in Section 13.3.3 "Daemons of Chaos"). This Daemon is somehow en-
amongst the ranks of the elite storm trooper companies that they trained
thralled by the Heretek, and the GM is encouraged to make Loyalty Tests
alongside. This allows the Commissars to experience combat and learn
when the opportunity for the Daemon to betray its master become avail-
tactics and leadership first hand, before moving on to take on their true
able. In the case of a failed Loyalty Test the Daemon can be re-enthralled
role as a Commissar.
with a successful Daemonic Mastery Test.
Prerequisites: BS 35, Fel 40
Cost: 650xp
Other Requirements: The character must have the High Born or Schola
Progenium Home World.
Characteristic: +5 Fellowship
Skills: Command, Intimidate, Tactics (Choose Two)
Talents: Air of Authority, Cold Hearted -or- Litany Against Fear, Muni-
torum Influence, Summary Execution
Gear: Good Craftsmanship Chainsword, Good Craftsmanship Bolt Pis-
tol, Commissar’s uniform (Good Craftsmanship Robes)
Special: This Elite Advance must be taken at character creation. Ad-
ditionally this option may be taken by a character serving the Imperial
Navy.

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.

2.2 Elite Advances - 64


Gunnery Master Tank Ace
The weapons of the Imperial Guard are numerous, and incredibly varied, The vehicles of the Imperial Guard are some of Humanity's greatest
but all are consumate killers. Among these fighters are some who have weapons, and they are mighty indeed. These great metallic beasts can
an exceptional talent for murder, and find no end to what they can learn bring low the mewling constructs of lesser species and silence rampaging
in the art of slaying Mankind's dread foes. Their tools may vary, but few xeno monstrosities with ease, so long as those at their guns and con-
can stand before their withering blows and deadly fusilades. trols know how to entreat their great charges. Some supercede simple
Prerequisites: BS 45, Trade (Armourer) +10, Weapon Expertise (Any understanding and are seen as savants in armoured warfare, crushing the
One) enemies of Mankind beneath their treads and driving them before their
Cost: 750xp holy firepower.
Other Requirements: At least one particularly impressive kill with the Prerequisites: BS 40, Inf 45, Command +10, Operate (Surface) +10,
character's weapon of choice. Skilled Rider, Talented (Operate [Surface])
Characteristic: +5 BS Cost: 750xp
Skills: Trade (Armourer) Other Requirements: Five confirmed kills of enemy armoured vehicles
Talents: Crack Shot, Initiated Maintenance, Weapon Mastery (Any One) or appropriately monstrous creatures.
Traits: Unnatural Ballistic Skill (1) Characteristic: +3 BS, +3 Ag
Gear: Increase two of the character's weapon's Craftsmanship by Skills: Command, Operate (Surface), Trade (Technomat)
one level, or one weapon's Craftsmanship by two levels. This less so Talents: Hull Down, Line Up The Shot, Mastery (Operate [Surface]),
represents their equipment suddenly being of superb artifice, but rather Tank Hunter, Veteran Rider
their intimate familiarity with it's functions and form. These items do not Gear: Increase the Craftsmanship of the Tank Ace's signature vehicle by
count as a being a higher Craftsmanship in the hands of any other person. one level. This less so represents the vehicle suddenly being of superb
artifice, but rather the character's intimate familiarity with it's functions
Tactician and form.
While most commanding officers of the Imperial Guard have a grasp of
the Tactica Imperialis, and some even have practical application of the Veteran
principles therein, there are very few indeed who would be considered a Despite all odds some Guardsmen manage to live long enough to earn
true "tactical genius". Of those who would be considered formidable tac- the title "Veteran". These Guardsmen are some of the most hardened
ticians some are superlative masters who are simply well studied in every men in the entirety of the Imperium, and often have the scars and combat
regard, while others have earned their knowledge in the true application capability to prove it.
of the bloody arithmetic of warfare. Prerequisites: Inf 45
Prerequisites: Int 45 -or- Fel 45, Command +10, Tactics (Any Two) Cost: 500xp
+10, Air of Authority Other Requirements: The character must have survived at least 3 sep-
Cost: 500xp arate battles of importance, after which the character gains Influence for
Other Requirements: The character must have successfully utilized a valorous conduct.
relevant Tactics Skill Test or have made a decisive (4+ DoS) Command Talents: Talented (Two Skills from the Regiment's Training and Doc-
Skill Test during at least 3 separate battles of importance, and had his trines), Mastery (Same as one of the Talenteds)
tactical acumen or commanding ability be of use. Special: The character applies the positive benefits they gained from
Characteristic: +5 Int -or- Fel their Regiment Type, Training Doctrines, and Special Equipment Doc-
Skills: Command, Tactics (Any Two) trines once again, as their training and experience have truly been drilled
Talents: Combat Formation, Heroic Inspiration, Talented (Command), into them. This means that they once more gain those positive Charac-
Talented (Tactics [Choose Two]), Unbowed & Unbroken teristic modifiers and a Rank of any Skills they would learn from the
Gear: Icon of Command Training and Doctrines part of Section 2.3 "Regiment Creation".
Additionally the character increases the Craftsmanship of all
of their starting equipment by two levels. This less so represents their
equipment suddenly being of superb artifice, but rather their intimate
familiarity with it's functions and form. These items do not count as a
being a higher Craftsmanship in the hands of any other person. Note that
a character that takes this Elite Advance does not get another set of their
starting equipment from their Training and Doctrines.

2.2 Elite Advances - 65


Imperial Navy Elite Advances Shipmaster
The Imperial Navy is a vast, powerful, and ancient institiution, quite The Imperial Navy employs many whom achieve the rank of Captain,
apart from its brethen in the Imperial Guard, and the Navy has its own and even those who achieve the prestige of becoming an Admiral or
culture, ceremonies, and ranks that it hold in official and unofficial ca- Lord Admiral, but only a very small portion of their numbers are truly
pacities. The elite of the Imperial Navy are without peer in their field and shipmasters. Such an individual has an uncanny sense of his vessel's
have been hardened by their years of experience against xeno raiders, capabilities and is quite capable of commanding it and her crew to what
heretic pirates, and worse. would largely be regarded as unbelievable feats of nautical prowess.
Prerequisites: Fel 45, Inf 45, Command +20, Tactics (Void Combat) +0,
Talented (Command), Heroic Inspiration
Assault Captain Cost: 500xp
Boarding actions and other assault operations are not just dangerous, they
Other Requirements: The character must be considered the de facto
are downright lethal in many capacities. Close-ranged enemy guns scythe
commander and captain of the ship he serves on.
down prospective boarders and their craft, the cold embrace of the void is
Characteristic: +5 Fel
ever-present and waiting to pluck away wayward voidsmen, and the ene-
Skills: Command, Tactics (Void Combat)
mies that inhabit the ship have a vested interest in stopping the boarding
Talents: Master & Commander, Master Orator, Mastery (Command),
party's attack at all costs. An assault captain needs to account for all of
Stirring Rhetoric, Radiant Presence
this and yet more, along with being a ruthless and competent leader.
Special: Increase the Crew Rating of the character's ship by +5.
Prerequisites: WS 40, Fel 40, Command, Air of Authority
Cost: 750xp
Requirements: The character has to have lead at least 5 successful Wing Leader
Boarding Actions or Hit & Run attacks that have dealt damage to an Being a vaunted ace in the corps of the Aeronautica Imperialis is no
enemy ship. small thing, for the skies over a battlefield are deadly at the best of times,
Characteristic: +3 WS, +3 Fel and surviving this time and time again is a truly rare ability. Those who
Skills: Command, Dodge -or- Parry can survive waves of enemy anti-aircraft fire, squadrons of enemy fight-
Talents: Combat Master, Crippling Strike, Iron Discipline, Into The Jaws ers, and the innumeable other threats presented to them rise above and
of Hell, Precise Blow, Sure Strike often become leaders of wings of craft, and are aces in a league of their
own.
Prerequisites: BS 40, Ag 40, Inf 45, Command +10, Operate (Aeronau-
Master Helmsman tica) +10, Skilled Rider, Talented (Operate [Aeronautica])
The ships of the Imperial Navy are no small things. These vessels are
Cost: 750xp
usually measured in kilometers, and have crews of thousands that keep
Requirements: Five confirmed kills of enemy aeronautica or appropri-
them operating and functional. To command the helm of such a ship is
ately monstrous creatures.
a responsibility that few can bear, much less be utterly proficient at. In
Characteristic: +3 BS, +3 Ag
the best of circumstances this is a great task, and in the rage of battle it
Skills: Command, Operate (Aeronautica), Trade (Technomat)
becomes a herculean one, where accounting for the stresses on the ship's
Talents: Best of the Best, Hull Down, Line Up The Shot, Mastery (Oper-
hull, the firing arcs of her weapons, and attempting to avoid enemy fire
ate [Aeronautica]), Tank Hunter, Veteran Rider
are all looming threats. Those who have proven their mettle in such times
Gear: Increase the Craftsmanship of the Wing Leader's signature vehicle
are talented beyond measure.
by one level. This less so represents the vehicle suddenly being of superb
Prerequisites: Int 45, Operate (Voidship) +20, Talented (Operate [Void-
artifice, but rather the character's intimate familiarity with it's functions
ship]), Skilled Rider
and form.
Cost: 750xp
Characteristic: +5 Int
Skills: Operate (Voidship)
Talents: Hard Target, Line Up The Shot, Mastery (Operate [Voidship]),
Push The Limit, Veteran Rider
Gear: Increase the Craftsmanship of the Ship Bridge and the Plasma
Drive by one level.

2.2 Elite Advances - 66


Legiones Skitarii Elite Advances Sagitarius
Under the auspices of the priest of the Mechanicus the Legiones Skitarii Sagitarii are the most heavily armed of the Skitarii, as they are each
conduct war for their cybernetically enhanced masters. Those who serve armed with an integrated heavy weapon that allows them to apply mas-
with distinction are earmarked for greater purpose, and are often upgrad- sive amounts of firepower unto the enemies of the Machine God. Each
ed to have their forms brought closer to that of the divine machine. Such Sagitarius is of a particularly sturdy breed, as they must bear their heavy
enhanced Skitarii are a breed apart from their more common brethren, weapons with dignity, and always be at the ready to open fire. These
and seen as the most holy warriors of the Legiones. masters of heavy weapons are rarely if ever startled or cowed by small
While a number of the Talents and Cybernetics that are given arms fire, and often open fire in retaliation, obliterating lesser combatants
in these Elite Advances are normally limited to characters with the Me- with impunity.
chanicus Implants Trait that Prerequisite may be ignored for the purpose Prerequisites: BS 45, Weapon Training (Heavy)
of the benefits given here. Cost: 750xp
Other Requirements: The character must have an Integrated Weapon
cybernetic which must have a Heavy Class weapon attached to it.
Praetorian Characteristic: +5 BS
Skitarii Praetorians serve as the elite guard of the Mechanicus and its
Skills: Awareness
domains, they are heavily augmented, approaching the size of a Space
Talents: Deathdealer (Ranged), Inescapable Attack, Last Man Stand-
Marine and often just as heavily armored. They are often seen attached
ing, Nowhere to Hide, Stabilization Array, The Flesh is Weak (½TB),
to important Mechanicus emissaries or Arch-Magi, but also abroad on
Unblinking Watcher, Vigilant
the field of battle wherein few can stand before their might and they can
Gear: Increase the Craftsmanship weapon of the character's Integrated
endure blows that would fell lesser Skitarii.
Weapon by one level. The weapon also, at the player's approval, gains an
Prerequisites: BS 40, St 40, T 40, Inf 45
Omni-Scope, replacing any other scope the weapon had.
Cost: 500xp
Characteristic: +3 St, +3 T
Talents: Bodyguard, Machinator Array, Rite of Pure Thought, The Flesh Thallax
is Weak (½TB), True Grit These hulking, heavily augmented cyborg shocktroops originate from
Gear: One Set of Good Craftsmanship Heavy Carapace w/ Devotional within the Ordo Reductor faction of the Mechanicus. The Thallax differ
Iconography (Mechanicus), Keratinic Bioforging, Pain Ward, Synthmus- from regular Skitarii both in their purpose and the unique degree of their
cle, Vitae Supplacement augmetics, but no few fallen Skitarii are reborn into these powerful, if
tormented, forms. The Lorica Thallax which encases their major organs,
nervous system and cerebrum also replaces the skeleton and limbs en-
Pteraxius tirely with armoured mechanical systems powered by an internal reactor
One of the many specialized castes of Skitarii available to the Mechani-
core.
cum, the Pteraxii are optimized for instinctive reacion and agility. Their
The agony of this process, along with the replacement of the
reflexes are accentuated by paring back elements of cognition that im-
usual human sensory apparatus, proves so traumatic as to require the
pede their primary function, aerial assault and skirmishing attacks. While
surgical excision of the pain centres and emotions. The Thallax however
Mars Alpha pattern Pteraxii are made with a wing-mimicking design,
retains a degree of independent human thought; this individuality and
other patterns of Pteraxii use more simple jump pack-based variants.
self-determination is greater by far than that enjoyed by tech-thralls,
Regardless of their conveyance all Pteraxii have aggressive, predatory
whose cranial surgery implants are often crude at best, damaging as
outlooks.
much as they control.
Prerequisites: Ag 45, Acrobatics +10, Operate (Aeronautica) +10
Prerequisites: -
Cost: 750xp
Cost: 1000xp
Characteristic: +5 Ag
Other Requirements: The Skitarius must have fallen dead, or have been
Skills: Acrobatics, Operate (Aeronautica)
completely incapacitated by a life-threatening injury. The most likely
Talents: Assassin Strike, Droop Trooper, Hard Target, Hip Shooting,
qualifier being if they Burned Fate to survive what would otherwise be
Hull Down, Marksman, Raptor
death, or have "died" from having 0 Fate and being "killed".
Gear: Integrated Jump Pack, Joint Reconfiguration Augmetics, Reflex
As this is an option that can be used to more or less evade
Relay Enhancement Implants
death the GM should consider letting an unprepared player who cannot
immediately pay the xp Cost for this Elite Advance allow their xp to
Sicarian become negative, and not let them take any further Advances for the
Sicarians are at once elite assassins, infiltrators, and scouts for the Le- character until this xp debt has been "payed back".
giones Skitarii, as their mastery of stealth allows them to perform many Characteristic: +20 Insanity Points
useful roles. Some are more particularly competent at moving unseen or Skills: Athletics, Awareness, Operate (Aeronautica)
assassination, but each of them are augmented to perform the broad pur- Talents: Bulging Biceps, Iron Grip, The Flesh is Weak (+4), The Rite of
pose of their manufacture admirably. It is indeed rare for an enemy of the Pure Thought
Mechanicus to see one of these Skitarii, and perhaps rarer yet for them to Traits: Size (5), Unnatural Strength (+4), Unnatural Toughness (+4),
survive such an encounter. Unnatural Perception (+2)
Prerequisites: Ag 45, Dodge +0, Stealth +10 Gear: Bionic Arms, Bionic Legs, Embedded Auspex, Extra-Sensory
Cost: 650xp Perception Array, Integrated Jump Pack, Integrated Weapon, Pain Ward,
Characteristic: +3 WS -or- BS, +3 Ag Skeletal Petrification, Vitae Supplacement
Skills: Dodge, Stealth
Talents: Ambush, Assassin Strike -or- Hip Shooting, Deference for
Darkness, Crack Shot -or- Crippling Strike, Sprint, Step Aside
Gear: Cog Occultaris, Extra-Sensory Perception Array, Reflex Relay
Enhancement Implants

2.2 Elite Advances - 67


Mercantile House Elite Advances Dread Privateer
The children and servants of the great noble houses of the Imperium are Some with a Warrant of Trade, or other official recognition, stalk the
allowed great privileges and powers scarcely imaginable to the common enemies of Mankind for their own profit (and the notional aid that such
folk of the Imperium, and even a minor house of a chartist captain can actions provide to the wider Imperium). These privateers are the scourge
have wealth enough to look after it's affairs for some time should they of pirates and alien raiders, and some come to be more than just warrant-
suffer a financial mishap. Those of even higher standing, such as the ed brigands and become legends of their sectors, with their reputations
great noble houses every sector attends to accrue, or even one of the preceding them.
houses of the Navis Nobilite, are indeed blessed by fortune and some are Prerequisites: Inf 45, Command +10, Intimidate +10, Air of Authority
destined to even higher standing, catapulting off the grandness of their Cost: 750xp
forebearers. Other Requirements: The character must have engaged in at least three
noteworthy void battles and claimed victory in the name of the Imperi-
um.
Scion Prime Characteristic: +3 St, +3 Fel
Some, by merit or by simple existence, are the intended heir to their
Skills: Command, Intimidate
family's great fortunes and responsibilities. These chosen ones are to be
Talents: Master & Commander, Master Orator, Talented (Command -or-
shouldered with great burdens, but also with the unimaginable wealth
Intimidate), Unbowed & Unbroken, Void Tactician
accrued by their predecessors. Much of the house's future will rest on
Traits: Fear (+1)
this one's shoulders, for ill or for good. Some crack under this strain but
Special: The character's ship may, at the player's behest, gain the "Emis-
others are tempered by it, being forged into the exact tool their dynasty
sary of the Emperor" Past History in addition to it's current Past History.
and the Imperium requires.
Prerequisites: Inf 50
Cost: 650xp Cold Trader
Other Requirements: The character must be of a direct blood relation to The sale, trade, or possession of xenos artefacts is strictly forbidden
the previous heir, and should, generally, be the eldest surviving child of within the Imperium. This edict, however, is often ignored by those who
their family. value wealth over respect for the law, regardless of the consequences.
Characteristic: +1d10 Insanity Points Some members of the Mechanicus and Inquisition are sanctioned to dis-
Skills: Charm, Command, Commerce assemble and dissect alien technology and specimens, but beyond them
Talents: Contact Network, Friends in High Places, Unquestioning De- no Imperial citizens may collect specimens of direly proscribed xeno spe-
votion, Standard Horde Follower (representing the character's personal cies or the artefacts of their construction. Cold Traders facilitate the sale
guards) of such things, with little regard for the possible consequences of xenos
Special: The character gains 2 Contacts, who are Groups, have Military items falling into the wrong hands or any such troublesome thoughts.
Connections, Offer Favours, and are Reliable. These Contacts represent Prequisites: Commerce +10, Forbidden Lore (Xenos) +10
fellow nobles of standing who are willing to aid the character, often for Cost: 1000xp
a price. Further services and upgrades may be applied to these Contacts Other Requirements: The character must have some ability to gain and
as usual. sell items from an alien race, and must have done so at least once in an
unlawful capacity.
Characteristic: +5 Int
Favoured Servant Skills: Commerce, Forbidden Lore (Xenos)
Great houses employ thousands, and sometimes millions of bonded
Talents: Ambassador Imperialis, Ear To The Ground, Hard Bargain, Lex-
servants in every capacity imaginable, and few may ever directly interact
ographer, Polyglot, Talented (Commerce -or- Forbidden Lore [Xenos]),
with the actual masters of the house they labour for. This small few
Xenosavant
are, themselves, largely menials such as chefs, butlers, or other minor
Special: The character gains 3 Contacts, worth 300xp, who represent his
functionaries, and an even lesser number are of true importance to the
Cold Trade contacts. One of these Contacts may even be a xeno or xeno
inheritors of the dynasty. A chosen servant such as this one is indispens-
species, though if this is the case their Trustworthiness cannot be above
able to those who employ them, and they are invested with much favour,
Dubious.
sometimes acting as an emissary for the house abroad or even in their
stead when they are indisposed by misfortune or contrivance.
Prerequisites: Peer (Nobility), Talented (Any) House Operative
Cost: 500xp Many great houses employ spymasters, infil-traitors, and other, even less
Other Requirements: The character should provide some tangibly use- scrupulous individuals to perform their dirty deeds. The majority of these
ful service to the nobility whom they serve. This is largely represented are petty informants and contacts but some take the position further, and
by the prerequisite Talented Talent, but should also be readily evident in encompass many of the underhanded arts of subterfuge. Assassinations,
general. unfair deals, and all sorts of other abstracted crimes are, as many house
Characteristic: +10 Inf, +3 to Any operatives will say, all quite necessary to keep the well-oiled machine
Skills: 1 Rank of 5 different Skills of intergalactic commerce running. Few have an appetite for such work,
Talents: Eloquent, Friends in High Places, Guardian, Talented (Choose but it makes one who can accomplish such things willingly a rare and
Two) valuable individual.
Gear: House Standard Prerequisites: Commerce +10, Deceive +10, Inquiry +10, Interrogation
+0, Scrutiny +0, Talented (Commerce -or- Deceive -or- Inquiry -or- In-
terrogation)
Cost: 1000xp
Characteristic: +3 Int, +3 Fel
Skills: Commerce, Deceive, Inquiry, Interrogation, Scrutiny
Talents: Clues From Crowds, Cold Hearted, Cold Reading, Cover Up,
Delicate Interrogation, Eloquent, Flash of Insight, Friends in Low Places,
Implied Threat, Whispers
2.2 Elite Advances - 68
Outcast Elite Advances The Shadow
The outcasts and underworlders of Imperial society are, to say the very Thieves, assassins, and all manner of scum of a certain caliber know
least, numerous. Within their ranks are innumerable thieves, cut-throats, how to avoid attention, but for some it goes beyond this. There are some
stubjacks, manhunters, and all manners of "professionals". Some, howev- who can not only disappear into darkness, but have made themselves
er, earn the title more than others, with notable legends of the underworld one with it, having severed all ties with their previous existence and
being the highest apex one so dispossessed can aspire to be. now "existing" as the darkness, as a shadow. None can say where such
a person comes from, or who they once were, but all can attest to their
prowess, or simply aggrandize it. While a shadow may be hard to contact
Crimelord their services and finesse are often well in demand, sometimes even so by
In the underworld of the Imperium there are entire criminal empires that
official organizations.
exist in the depths of hive cities, voidstations, and other realms that the
Prerequisites: Ag 45, Stealth +20, Talented (Stealth)
Arbites dare not tread. These enterprises are influential, powerful, and
Cost: 750xp
often quite aggressive in the defense of their interests. Such boldness in-
Characteristic: +5 Ag
evitably inspires great leadership, and a need for well-connected leaders
Skills: Awareness, Deceive, Forbidden Lore (Underworld), Scrutiny,
at that. Crimelords are often in the upper echelons of well-established
Stealth
families or else very bold indeed to stand alone in their endeavours. Few
Talents: Cover Up, Deference for Darkness, Friends in Low Places,
can hope to measure up to the cunning and underhandedness of such an
Mastery (Stealth), Unremarkable
individual, and many who try disappear under mysterious circumstances.
Special: The character loses one Enemy, Hunted, or Rival Talent of the
Prerequisites: Fel 45, Inf 40+, Charm +10, Commerce +10, Deceive
player's choice.
+10, Forbidden Lore (Underworld) +10, Scrutiny +0
Cost: 1000xp
Requirements: At least 3 Contacts of a less than legal nature, each with Reviled Brigand
at least 200xp invested in them. The scum of the underworld are a violent lot. Gangers, stubjacks, merce-
Characteristic: +5 Fel naries, and recidivists of all types must be competent at the application of
Skills: Commerce, Deceive, Forbidden Lore (Underworld), Scrutiny violence, or else find themselves on the receiving end of it. Some of the
Talents: Cold Reading, Ear To The Ground, Friends in High Places, most hardened of their lot are know for their viciousness and strength,
Friends in Low Places, Unquestioning Devotion with the greatest of those being feared, and respected in equal amounts.
Special: The character gains 3 Contacts worth up to 300xp, to represent To be such a brigand certainly invites trouble, but often it can just as
their underworld contacts. These Contacts cannot have a Trustworthiness easily be dismissed by proving their fearsome reputation.
higher than Reasonable. Prerequisites: St 45, Inf 40, Intimidate +10
Cost: 650xp
Other Requirements: The character must be renowned for at least one
Legendary Manhunter singular act of savage violence, a great robbery, or similarly noteworthy
The Imperium buckles under the weight of lawlessness, and even the
achievement.
Arbites can only persecute and punish so many criminals at a time, and
Characteristic: +3 WS -or- BS, +3 St
matters of jurisdiction, lawful process, and other concerns can severly
Skills: Forbidden Lore (Underworld), Intimidate
limit their effectiveness. Manhunters, bounty hunters, and others step in
Talents: Brutal Encouragement, Die Hard, Feat of Strength, Implied
to alleviate this need, and to make a living for themselves. Some are so
Threat, Jaded, Menacing Presence, Pity The Weak
skilled, deadly, and downright dangerous that they inevitably become
Gear: Trophy Rack (0) Armour Modification (automatically applied to
legends, and their legend precedes them.
an Armour of the player's choice)
Prerequisites: WS 40 -or- BS 40, Per 40, Inf 40, Commerce +0, Inquiry
+0, Survival +20
Cost: 750xp
Other Requirements: The character must have claimed at least one
noteworthy bounty, who had an Influence of 40 or higher.
Characteristic: +5 WS -or- BS -or- Per
Skills: Commerce, Forbidden Lore (Underworld), Inquiry, Survival
Talents: Implied Threat, Last Man Standing, Take Them Alive, Talented
(Survival) Whispers
Traits: Fear (+1)
Gear: Lord Marshall's Carta Sanguina

2.2 Elite Advances - 69


2.2.2 - Touched By The Warp Elite Advances
The taint of the Waro is enough to change someone's life forever, and it is most certainly not always in a positive way. Psykers, Navigators, and even
Untouchables are defined by their usage and interaction with the Warp. Such an individual's powers can, with sufficent training, well surpass what
they may have once thought possible, and even find them in a greater station than before, or else give them enormous power, at a cost.
The following Touched By The Warp Elite Advances are only available to those with the appropriate Touched By The Warp Option (unless
otherwise stated). For example a character with the Sanctioned Psyker Option may become a Primaris Psyker or Astropathic Choir-Master, but could
not, for example, be a Master of the Aether from the Navigator Elite Advances.
Sanctioned Psyker Elite Advances Renegade Psyker Elite Advances
Those who have been taken by the Black Ships of the Adeptus Astra Psykers are imperiled by the very nature of their existence at the best of
Telepathica to the Throne World of Terra, and there have been inducted times. The constant threat of corruption, daemonic possession, or worse
in the rites of controlling their powers, as well as being bonded to the is ever-present, and is only made worse for those who are unprotected by
Golden Throne are singularly blessed. Many are eternally bonded to their soul being bound to the God Emperor's own might. The paths these
the God-Emperor, but those few who manage to prove their distinction souls walk may be dark indeed, for they are truly beyond the Emperor's
can go even further and serve the Imperium and the Astra Telepathica in light, and only a truly hideous demise awaits them.
greater capacities. While these Elite Advances are mostly intended for Renegade
Psykers a GM may see them as fit for a Sanctioned Psyker who has "fall-
Primaris Psyker en from grace" and may introduce them as an option for a Sanctioned
A Primaris Psyker is a particularly powerful Sanctioned Psyker who Psyker player character to take, to illustrate how this character has passed
plays an ordained role as a servant of the Imperium of Man, for they pos- the threshold of allowable transgressions and is now beyond salvation.
sess the willpower to fully control their abilities and not become a danger
to others. The powers of Primaris Psyker are such that most psykers are Hexicar
a flickering match in comparison to their raging inferno, but aside from Hexicars are considered omens of misfortune and are often blamed for
their great might they are also particularly at psionic defense, as their accidents, theft, and murder. Most shun them, believing that they are
control over aetheric powers allows them to "shut down" an enemy's misfortune incarnate, and to some degree, they are.
psychic attacks by focusing their powers. The sacred bond between the God-Emperor and this Man has
Prerequisites: Wp 50, Psy Rating (5) somehow been sundered, their soul is forever lost to Him on Terra. Many
Cost: 1000xp have completely lost their sanity due to this profound loss, but others
Other Requirements: The character must know the Primaris Technique have discovered that they possess unusual traits that linger on from their
and at least nine other Psychic Powers from one Discipline. ordeal. Known as Hexicars, these psykers are somehow able to twist their
Characteristic: +5 Wp psychic talents in such a way as to inflict dire curses upon their enemies.
Skills: Forbidden Lore (The Warp, Psykers), Deny the Witch Prerequisites: 50 Wp, 20+ Corruption Points, Invocation +10
Talents: Aether Shield, Mastery (Primaris Power of one Discipline), Cost: 300xp & the character loses 10 Fate. Additionally whenever they
Psy-Rating (+1), Talented (All Psychic Powers in one Discipline), Warp use a Fate Point the player must roll a d10, if the result is equal to or low-
Lock er than their Corruption Bonus the Fate Point is spent but the character
Gear: Force Staff, Psychic Hood gains no benefit.
Characteristic: +5 Int, +3 Wp
Astropathic Choir-Master Skills: Forbidden Lore (The Warp), Invocation
The Imperium stands as a coherent entity thanks to Astropath networks; Talents: Hardened Soul, Tainted Psyker
their availability is thus vital for any activity that requires communica- Accursed: If this character would suffer a Psychic Phenomena or Perils
tion and coordination - be it an administrative issue or a military one. So, of the Warp they may, as a Reaction, select an enemy within an amount
the Imperium has a great demand for Astropaths and they can be found of meters equal to five times their Psy Rating. The character with this
nearly everywhere. Being the most important ones, they account for the Talent then makes an Opposed Invocation Test against the target's Will-
vast majority of psykers who serve the Imperium. power. If the character fails this Test he is affected by the Psychic Phe-
Those rare individuals who climb the ranks of the Adeptus As- noma or Perils of the Warp, but if he succeeds then the target is instead
tra Telepathica are placed in charge of Astropathic facilities and choirs. affected by the Psychic Phenomena or Perils of the Warp.
Some are even made itinerant emissaries, officials of their Adeptus or Special: The character gains 1d10 Corruption Points and 1d10 Insanity
servants of the Inquisition, Imperial Guard or Imperial Navy. These Points, and automatically gains one Malignancy of his choice.
Choir-Masters lead their charges to perform great acts of psionic prow-
ess, whether it be sending missives unbelievable distances or blasting
foes with their mental might.
Prerequisites: Influence 45, Command +0, Air of Authority
Cost: 750xp
Skills: Command, Deny The Witch
Talents: Standard Horde Follower (consisting of Sanctioned Psykers, as
per the profile from Section 12.6 "Adeptus Astra Telepathica")
Gear: Psychic Hood

2.2 Elite Advances - 70


Mad Prophet Navigator Elite Advances
In the penumbra beyond the Emperor’s Light, the line between sanity and The scions of the Navis Nobilite, and the numerous Houses the consti-
madness becomes blurred. It begins in a myriad of ways, but it invari- tute it, are incredibly varied, both in skills and appearance. Much of the
ably ends in the same way: screaming madness wrought upon a mind off-putting nature of Navigators is due to the inherent, mutating nature of
left dangerously open and the influence of things beyond the veil of this their powers, and few can escape this curse. Some are let off more easily
reality. than others, but all feel the burden of the their lineage. The following
This might prove invaluable in the short run, but the longer Elite Advances allow a player to define their Navigator character in the
one allows the whispered secrets into his mind, the more he pulls on the purview of their genetic line, and how it has and will affect them.
threads of sanity to find answers, the faster he will find the comfortable,
necessary lie of reality unwinding around him. And, in the end, all that
remains is utter insanity.
Emblem of Purity
The progeny of the Navigator Houses are expected to be twisted, inhu-
Prerequisites: 20 Insanity Points
man creatures whom are only tolerated due to their extreme usefulness
Cost: 500xp
to the Imperium. Some, however, stand in defiance of that concept, being
Characteristic: +3 Int -or- Wp
far more human than other members of their line. While this does not
Skills: Forbidden Lore (The Warp)
generally impede their ability to develop their Navigator powers it does
Talents: Jaded -or- Litany Against Fear, Peer (The Insane)
make them very suitable to be a main envoy of their House, as they are
Whispers Unheard: The character may spend a Fate Point to gain insight
often far less offensive to the common eye.
into a particular query, or gain knowledge that they may otherwise not be
Prerequisites: Fel 40
privy to. This works in one of two ways; the first is that the player may
Cost: 500xp
ask the GM a question, who should answer it to the letter in the fickle and
Characteristic: +5 Fel
capricious spirit of knowledge gained from the Warp, the second way is
Skills: Charm, Commerce, Deceive, Inquiry, Scrutiny
that the character may temporarily gain a bonus to any Intelligence-based
Talents: Eloquent, Friends in High Places, Hard Bargain, Peer (Nobility)
Test he makes equal to his Insanity Points, for the duration of one Skill
Gear: Full Set of Best Craftsmanship Robes w/ Devotional Iconography
or Characteristic Test. After this Talent is used the character immediately
(Your House)
gains 1d10 Insanity Points and 1d5 Corruption Points.
Special: When the Navigator makes a roll to test against a Mutation
from their Cursed Lineage table they make the Toughness Test at a +30
Nascent Psyker Elite Advance modifier instead of the usual +10.
The dreamer awakens!
Shameful Abomination
Awakened Psyker Some scions of Navis Nobilite are simply not fit for public display, so
Nascent Psykers are mostly unaware of their psychic potential, and few horrendous are their forms. While many of these misbegotten children
are ever made utterly aware of the power they truly hold. Those rare may be capable Navigators, and are likely to serve in such a capacity,
souls who do discover their power can become overwhelmed by the they are rarely allowed to be seen publicly and often serve while being
breadth of power they now know is in their hands, but yet others grasp seen as little as possible. The inherent instability of the scion is danger-
this power and hold it strongly, for they have intrinsic, unconscious ous, but can lead to them being particularly well-versed in their powers,
knowledge of the Warp and how to manipulate it's power. Now that they as they may have precious little else to do with their time when not
have become aware of it they now can control their psioninc might with actively engaged. Whether the nature of the scion's faltering genetics is
ease and have ability that can rival those who have spent their entire lives a matter of simple misfortune or direct tampering is likely to remain a
in study and practice of the aetheric arts. secret of their House, and something they may never even learn of.
Prerequisites: Wp 45 Prerequisites: -
Cost: 650xp Cost: 350xp
Characteristic: +5 Wp Characteristic: +5 Per -or- Wp, -5 Fel
Skills: Deny The Witch, Invocation Skills: Forbidden Lore (The Warp, Mutants)
Talents: Favoured by the Warp, Psy Rating (+1), Warp Sense Talents: Chem-Geld, Decadence, Die Hard
Traits: Unnatural Willpower (2) Special: The character immediately gains additional Mutation from their
Special: The character is now no longer limited in their ability to pur- Cursed Lineage Chart. When the Navigator makes a roll to test against
chase Psy Rating, Psychic Disciplines, or Psychic Powers, however they a Mutation from their Cursed Lineage table they make the Toughness
must now abide by the normal restrictions for purchasing these. Test at a +0 modifier instead of the usual +10. In addition, he may raise
any Navigator Power above Master to Paragon (the xp cost is the same
as to raise one to Master) letting him attempt to use the power with a -30
penalty on the Invocation Test (counting as him using it at the Paragon
mastery) and forcing successful Tests to resist the power's effects to be
rerolled (this includes both Opposed Tests against the Navigator's Invo-
cation Test and Reaction attempts, such as Dodge or Deny The Witch).
Raising a Navigator Power to the Paragon level also forces the Navigator
to make a test to resist gaining a Mutation from their Cursed Lineage
Table, just like with raising a Power to the Adept level.

2.2 Elite Advances - 71


Prime Strain Untouchable Elite Advance
Occasionally a certain child of a Navigator House will be born who has a Some Untouchable are much more misfortunate than others...
significantly greater potential than most others. This can arise from pur-
poseful genetic tinkering by skilled Genetors, the deliberate confluence
of already strong bloodlines, or even simple random interaction of the
Pariah
Soem Untouchables are an order of magnitude more powerful than others
blood of their predecessors. They stand head and shoulders above their
with the same affliction. These poor souls are not just so unfortunate as to
contemporaries in regards to their manifestation of the Navigator's secret
be Nulls, they are far beyond such small mercies. Pariahs are significant-
arts and are held in high regard by their house, to say the least.
ly more powerful in their abilities, and are largely completely immune
Prerequisites: Per 50, Navigate (Warp) +20
to any sort of Warp-based attack or manipulation. The cost of this is to
Cost: 750xp
not just feel removed from Humanity, but to practically be apart from it,
Other Requirements: At least 5 Navigator Powers at Master level
as other cannot bear to be in their presence and their very existence is
Characteristic: +5 Per
terrifying to behold to psyker and psychically inert alike.
Skills: Invocation, Navigate (Warp)
Prerequisites: Wp 50, Deny The Witch +20, Talented (Deny the Witch),
Talents: Good Reputation (Your House), Mastery (One Navigator Power
Cost: 500xp
-or- Navigate [Warp]), Talented (Navigator Powers), Talented (Navigate
Characteristic: +5 Wp, -10 Fel
[Warp])
Talents: Mastery (Deny the Witch), Warp Disruption (+1)
Traits: Unnatural Perception (2)
Traits: Fear (1), this counts as Fear (2) against Psykers and Navigators,
Unnatural Willpower (2)

2.2 Elite Advances - 72


2.2.3 - Abhuman Elite Advances
Some Elite Advances are intrinsic to the physcial nature of the character, with Abhumans being perhaps the strongest example of this. Few others,
if any, could possibly wield the strength of arms that a Bulwark bears, or match the furtive accuracy of aLongshooter if they were not, respectively,
an Ogryn or a Ratling. Some, however, are of a more cerebral nature, with Bone'eads being sterling examples of Ogryn intelligence, Fixers being a
testament to the cleverness of Ratlings, and Guild Engineers showing the true technological mastery of the Squats.
The following Career Elite Advances are only available to those with the appropriate Abhuman Option. For example a character with the
Ogryn Option may become a Bone'ead, Bulwark, or Gunlugger, but could not, for example, be a Longshooter from the Ratling Elite Advances.
Ogryn Elite Advances Gunlugger
The brutal Ogryn serve Humanity in their own simple, yet destructive Ogryns are markedly uncoordinated as a rule, and any attempts at accu-
capacities, fighting battles that would impossible for smaller warriors to racy often produce results that are mixed at best. Even the most skilled
fight. Many are mindless brutes who hone their unstoppable power in one Ogryn “marksman” rarely approaches the exacting degree of precision
fashion or another, but rarely enough a truly exceptional Ogryn proves expected of the average Imperial Guardsman. However, there are many
to be a born leader amount his kind. Regardless of the higher call and Ogryn who derive substantial enjoyment from the mere act of firing their
specific role they serve, each one is unstoppable in terms of their physical weapon regardless of accuracy, instead revelling in the raw destructive
might and endurance. power in their hands as they thoughtlessly expend countless rounds
of ammunition downrange. Such Ogryns are usually are truly colossal
creatures, whose bulging muscles and gigantic stature allow them to
Bone’ead manipulate their oversized weapons as effortlessly as a normal man
Among the dim-witted Ogryn species there exist certain rare individuals
might wield a lasgun while relying on their immense bulk to compensate
who, despite their primitive mind-set, exhibit a rare glimmer of intel-
for any recoil. Many are even large enough to fire their weapons on the
ligence, problem solving capabilities, memory, or natural drive. Such
move, acting like a sort of mobile fire support platform for their fellow
individuals quickly stand out among their brethren, making them ideal
soldiers while eagerly charging into the fray.
candidates for Biochemical Ogryn Neural Enhancement. Recipients of
Prerequisites: BS 45, Bulging Biceps, Weapon Training (Heavy)
such procedures generally refer to themselves as Bone ’eads and possess
Cost: 650xp
enhanced cognitive capabilities well beyond those of an unaltered spec-
Characteristic: +5 BS, +5 St
imen. Many are able to remember their own names, count some of their
Talents: Creative Killer, Hail of Fire, Hammering Storm, Ripper Charge,
fingers, or even make tactical decisions beyond hitting things— capabili-
Unrelenting Devastation, one ranged Weapon Expertise Talent
ties that quickly mark them as eligible for positions of limited authority.
Traits: Auto-Stabilized
Prerequisites: Int 20, Inf 40, Command +10, Two Ogryn Followers
Cost: 650xp
Characteristics: +10 Int, +5 Fel
Skills: Command, Tactics (Assault Doctrine)
Talents: Air of Authority, Brutal Encouragement, Heroic Inspiration,
Resistance (Fear), Talented (Command)
Gear: Good Craftsmanship Cortex Implants

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)

2.2 Elite Advances - 73


Ratling Elite Advances Cost: 750xp
As uncommon as they may be, Ratlings are exceptionally useful mem- Characteristic: +5 Per
bers of the Abhuman Auxilia, providing skills and abilities few besides Skills: Awareness, Stealth, Survival
their rotund kind could. Talents: Ambush, Keen Intuition, Leap Up, Surefooted Wayfinder, Tal-
ented (Stealth, Survival)
Fixer
Occasionally, a Ratling with a particular mind for leadership and a
protective eye towards his fellow Ratlings, will take it upon himself to
Squat Elite Advances
The more specialized and skilled of the reclusive Squats are rarely seen
act as a mouthpiece for his squad when interacting with their comrades in
outside of their holds near the galactic core, but these specialists are
the Imperial Guard. Of course, such Ratlings are still Ratlings, and their
capable in the extreme, able to turn the tide of a battle by their mere
usual method of protection and advocacy is rather unfamiliar to most of
presence.
their non-abhuman comrades. Using a combination of charm, guile, and
sheer false-bravado, this sort of Ratling makes certain that the well-being
of those he considers his charges is ensured, regulations and chain of Brotherhood Warrior
command be damned. Squats are fierce and determined warriors. All Squats learn how to use
Prerequisites: Ag 40, Fel 40, Charm +10, Commerce +0, Deceive +10, weapons and maintain them from a young age and all are ready to fight
Stealth +10 in defence of their home Stronghold. The understanding that Squats have
Cost: 650xp of their wargear is greater than most Human soldiers, and along with that
Characteristic: +3 Ag, +3 Fel their sturdy frames allow them to wield heavy weapons with great ease
Skills: Charm, Commerce, Deceive, Stealth than most. Brotherhood Warriors are resolute fighters who will stand
Talents: Notorious Pilferer, Persuasive Charm, Ratling Requisition, their ground even in the face of impossible odds.
Talented (Charm -or- Deceive -or- Charm) Prerequisites: WS 45 -or- BS 45, Wp 35
Cost: 1000xp
Characteristic: +5 WS -or- BS, +3 St, +3 T
Longshooter Skills: Athletics, Trade (Armourer), Operate (Aeronautica -or- Surface)
The numerous Ratlings that fight within the inexhaustible legions of the
Talents: Armour-Monger, Bulging Biceps -or- Iron Grip, Immovable
Imperial Guard are recruited first and foremost for their capabilities as
Warrior, Inhuman Resilience, Initiated Maintenance, Jaded, Litany
marksmen, each able to their routinely hit their targets with natural ease.
Against Fear
However, even among squads widely renowned for their exceptional
accuracy, there are certain prominent individuals who demonstrate such a
high degree of precision and skill that they easily surpass the other mem- Guild Engineer
bers of their unit. The accomplishments of these incredible marksmen During the Time of Isolation, while separated from the rest of Humanity
are truly a marvel as they consistently make seemingly impossible shots it was essential for the Squats to safeguard and preserve the technology
despite every obstacle and battlefield condition imaginable. As a result needed to keep their Strongholds habitable. Of the greatest importance
of these prodigious skills, as well as the knack these Ratlings display was the ability to maintain the technology for generating air and food
for hitting their target no matter the odds, many soldiers often jokingly supplies on the Squats inhospitable home worlds, second only to this
nickname such individuals “Longshooters.” being the crucial issue of defence. To tackle the task of preserving the
Prerequisites: BS 45, Stealth +10, Marksman necessary engineering knowledge to maintain and construct these sys-
Cost: 650xp tems the Guilds were created.
Characteristic: +5 BS Over the millennia these Guilds developed into a complex hi-
Skills: Awarenss, Scrutiny, Stealth erarchical systems that collected all available information and knowledge
Talents: Countersnipe -or- Spotter, Rapid Reload, Stealth Sniper, The and archived them for future generations. It is the Guilds that are respon-
Bigger They Are sible for the training of all specialists that are necessary for running a
Gear: Good Longlas -or- Good Sniper Rifle Stronghold, and the Guilds who headed the effort to develop alternative
technologies and the Squats' unique machines. Guild Engineers fulfill the
role of scientists and technicians in Squat society, though this expertise
Trailblazer and knowledge often puts them at odds with the dogmatic Adeptus Me-
All Ratlings have a natural talent for stealth and infiltration, using their
chanicus.
diminutive stature to their advantage in order to make their way unde-
Prerequisites: Int 45, Tech-Use +10, Trade (Armourer -or-Technomat)
tected past enemy lines and sentries. These skills serve them well in their
+10
roles as snipers and sharpshooters, allowing them to select the optimum
Cost: 750xp
firing positions from which to complete their mission or eliminate their
Characteristic: +5 Int
target. Yet there are times when achieving the optimum firing position
Skills: Tech-Use, Trade (Armourer, Technomat)
or engaging the enemy is a rather complicated affair, requiring days of
Talents: Accelerated Repairs, Battlefield Tech-Wright, Enemy (Mechan-
trekking through unknown wilderness, deadly terrain, or the numerous
icus), Initiated Maintenance, Talented (Tech-Use, Trade [Armourer]),
hazards of no man’s land.
Total Recall, Weapon-Tech
In such situations many units rely on the abilities of Trail-
Gear: Combi-Tool, Sacred Machine Oil x3
blazers, highly skilled individuals are particularly adept at path finding
and scouting. They excel at navigating through even the most difficult
and dangerous environments, calling upon formidable abilities acquired
through past experience, extensive training, or pure natural ability. Such
specialists are also renowned for their stealth an remarkably keen sense
of direction, allowing them to expose hidden paths and uncover trails
leading directly into the heart of the enemy’s defences.
Prerequisites: Ag 40, Per 40, Survival +10

2.2 Elite Advances - 74


2.2.4 - Generic Elite Advances
The galaxy is a vast and wide place, with no lack of opportunity or danger out there in that vastness. The chance to become something greater than
what one already is stays ever present, but of course with it comes certain risks. The Elite Advances presented here are a selection of more widely
available Elite Advances, all who meet the Prerequisites and Other Requirements can purchase them for their listed Cost.
While a number of the Talents and Cybernetics that are given in these Elite Advances are normally limited to characters with the Mechani-
cus Implants Trait that Prerequisite may be ignored for the purpose of the benefits given here.

Augmenticist Gland Warrior


The strength of the blessed machine is a virtue that few outside of the While some careers are the result of specialised training or years of
Cult Mechanicus can understand, much less espouse. This belief has no intensive studies, the transformation to a Gland Warrior is due primarily
little merit to it, as the miracles that one equipped with the proper cy- to a series of surgeries. These introduce tox-filters into their lungs and
bernetics can accomplish are no small thing. The Martian Priesthood is, bloodways as well as artificial vat-grown organs and drug-producing
largely, reticent to allow the unitiated to easily possess portions of their gland implants, all designed to greatly augment an already formidable
holy knowledge made manifest, but if one proves themselves in the eyes fighter to levels normally impossible to attain otherwise. Only those of
of an influential or close Mechanicus ally then they may be found worthy sufficiently strong constitution and combat expertise would be selected
enough to receive baseline cybernetic modifications that allow them to for the process, and only those with a sufficiently strong will to live
sustain far more implants than any regular, unaugmented Human might. despite the agonies associates with the process will survive it. Once they
Thus their form is brought closer to that of the Machine God, and, in the have adapted to their newly augmented bodies though, they are death
eyes of their ally, they are saved from the betrayal of flesh. incarnate in combat.
Prerequisites: T 40, Int 35, Scholastic Lore (Techna Schemata) +0, Prerequisites: T 40, Die Hard, True Grit
Tech-Use +0 Cost: 500xp
Cost: 500xp Other Requirements: The character must have access to a Magos
Other Requirements: The character should be sponsored, in a fashion, Genetor and at least 1 month of time for the surgery to be performed and
by an initiated member of the Adeptus Mechanicus. If the character fails to recover from it. The character may remove an amount of days equal to
to, is unable to, or is simply unwilling to gain such patronage then they his Toughness Bonus from this 1 month recovery time.
may still take this Elite Advance, but they then gain the Enemy (Me- Characteristic: +3 St, +3 T
chanicus) Talent, as they resort to far less legitimate means to gain the Talents: Chem Geld, Decadence, Lightning Reflexes
required systems. Gear: Good Bionic Respiratory System, Chem Gland x4 (Frenzon,
Characteristic: +3 T, +3 Int Slaught, Stimm, Spur), Keratinic Bioforging -or- Reflex Relay Enhance-
Skills: Tech-Use ment Implants -or- Synthmuscle
Talents: Autosanguine -or- The Flesh is Weak (½TB) Special: All cybernetics gained from this Elite Advance are classified as
Traits: Skitarius Implants Bio-Implants, representing cultured and grafted artificial organ systems.
Gear: Two cybernetics of up to Very Rare Availability
Malefic Scholar
Beastmaster A Malefic Scholar studies and acquires proscribed knowledge concerning
Beastmasters are not only those inclined towards exotic pets, but those the nature of the warp, the power and nature of daemons, and the manip-
who have real talent when it comes to training and commanding various ulation of warp by the arts of ritual and sorcery. These are the wizened
creatures. Some Beastmasters develop real respect for their charges, masters of warpcraft who can summon daemons, open portals into the
while others rule their bestial subordinates through fear alone. In return, ether, see things far off and days remote, and create artefacts of occult
trained beasts can offer anything from a sharp set of jaws to nimble fin- and unclean power. Such dedication is motivated by an obsession with
gers to keen senses. Whatever their diverse training for the role, many knowing what should not be known, or by the desire to wield unnatural
Beastmasters share several traits—patience in teaching their creatures power that is beyond that open to most humans. The power of a Malific
how to respond to their commands and perform their appointed tasks, as Scholar has potential that is only bound by the weakness of the human
well as a desire to see these creatures develop in certain ways. Of course, mind when confronted with truths greater than it can cope with.
the Beastmaster might choose to accomplish this through nurturing or The occult powers offered to practitioners of warpcraft are
violence, and might do it in anticipation of creating a fanged horror that great indeed, if they can survive their first few dabbling steps into it. No
will rip his foes to shreds as much as to see a young creature grow and few fledgling Malefic Scholars bring catastrophic damnation upon them-
develop. selves in their bling pursuit of power, but those who are studious, careful,
Prerequisites: Per 40, Survival +10, One Bestial Follower and at times just lucky, can avoid the wrath of baleful, otherworldly
Cost: 650xp powers and even learn to control them.
Characteristic: +5 Per Prerequisites: Int 45, Wp 40, Forbidden Lore (Daemonology -or- Here-
Skills: Survival sy -or- The Warp) +10, Invocation +10, Scholastic Lore (Occult) +10
Talents: Beast Master, Coordinated Strike, Double Team, Talented (Sur- Cost: 750xp
vival), Wolf Pack Tactics Other Requirements: The character must have successfully conducted
Special: The character gains either 2 Lesser Bestial Followers or one at least 3 separate Rituals. At least one of these cannot be a Hex-type
Standard Bestial Follower Ritual.
Characteristic: +3 Int, +3 Wp
Skills: Forbidden Lore (Daemonology, Heresy, The Warp), Invocation,
Scholastic Lore (Occult)
Talents: Archivator, Hardened Soul, Favoured by the Warp, Talented
(Invocation), Warp Sense
Gear: Ritual Grimoire (Choose one type of Ritual)

2.2 Elite Advances - 75


Reliquarist Secessionist
Relics, most specifically concerning one of the twin faiths of the Imperi- To secede from the Imperium takes considerable resources—the resourc-
um, are things of the utmost importance for the members of these faiths. es to dominate a world, in fact—and is not a crime for any but the most
While the artefacts held in high regard by either of these institutions are powerful of individuals. Rogue Traders have the means to do this simply
often greatly difference both are items of no small significance, invested through their calling— one of the duties of a Rogue Trader is to conquer
with great power and singular purpose some time ago. While a piece of worlds in the name of the Imperium, and it is thus a simple matter to
archeotech held in great regard by the Cult Mechanicus may be a gleam- claim those worlds in their own name, rather than that of Him on Terra.
ing, engraven energy weapon or bionic, and those held by the Ecclesiar- Worlds beyond the edge of the Imperium are often difficult for the Impe-
chy may simple robes covered in purity seals or even ancient texts of rium to act against, but far from impossible.
renowned origin, the ultimate fact is that only a chosen, verified member To take a world from the Imperium is a far more difficult
of the faith may have access to such utterly holy relics. matter, requiring power over that world enough to displace the Imperi-
A Reliquarist is one such chosen member, whether an adher- al authorities that represent the Emperor’s rule and the might to stand
ent of Him on Terra in the form of the God-Emperor of Mankind or the against the retaliation of the Imperium. In either case, it is not something
Machine God a Reliquarist bears his charge with dignity, grace, and done lightly, nor is it an easy task to perform.
favoured protection, gladly giving his life to protect the sanctity and ex- Prerequisites: Inf 75 -or- PF 50, 20+ Insanity -or- 20+ Corruption,
istence of this holy artefact. The Reliquarist knows, from the moment of Charm +20 -or- Command +20 -or- Deceive +20 -or- Intimidate +20,
his ceremony of commission, that he has been given a unique gift and an Master Orator, Talented (Charm -or- Command -or- Deceive -or- Intim-
unbelievably heavy burden, for should this relic ever be lost it will result idate)
in a fate worse than death. Cost: 1000xp
Other Requirements: The character should, notionally, have the ability
Reliquarist (Ecclesiarchy) to seize governance or else already have governance of at least one
Prerequisites: Fate 40, Pure Faith, Scholastic Lore (Imperial Creed) world. The means by which the player character will accomplish this,
+10, Good Reputation (Ecclesiarchy), Less than 20 Corruption Points and the further act of secession, are left up to the GM and player to work
Cost: 400xp out.
Characteristic: +5 Fate, +1d10 Insanity Points Characteristic: +5 Int -or- Fel
Gear: The character gains a single Master Craftsmanship item of up to Skills: Commerce, Charm, Command, Deceive, Intimidate
Near Unique Availability. If this item is a weapon it gains the benefits of Talents: Accustomed to Crowds, Good Reputation (Secessionists),
Weapon Purification, and one appropriate Weapon Anointment benefit Grand Orator, Hunted (Imperium), Mastery (Charm -or- Command -or-
(see Section 6.8 "Services"). If the item is not a weapon it gives the bear- Deceive -or- Intimidate), Unquestioning Devotion
er the benefits of the Adamantium Faith, Aegis of Contempt, and Iron
Discipline Talents. Servo-Lord
Special: If the character loses the relic or allows it to be destroyed, he Servitors and servo-skulls are common sights for most Imperial citizens,
immediately loses all remaining Fate Points for the session, and ceases and it is a rare individual indeed who does not make use of one in their
to gain any benefit from the relic. Additionally he gains +1d10 Insanity line of work. Some, however, go even further, and have a trusted coterie
Points, +1d10 Corruption Points, and loses his Good Reputation (Ec- of machines that aid them. While mostly it is Mechanicum who take up
clesiarchy) Talent. If the relic can be recovered then these penalties are such companions, it is far from uncommon for a competent scribe of the
removed, if it is completely destroyed then they are permanent. Administratum to be seen with a great number of servo-skulls and atten-
dant servitor scribes. While it is unsurprising that one who mainly keeps
Reliquarist (Mechanicus) the company of such unliving implements is often seen as disturbed,
Prerequisites: Inf 45, Tech-Use +10, Scholastic Lore (Techna Schemata) aloof, or just generally unsociable, the results them and their charges can
+10, Good Reputation (Mechanicus) -or- Peer (Mechanicus) & Skitarius produce are difficult to dismiss.
Implants -or- Peer (Mechanicus) & Mechanicus Implants Prerequisites: Int 40, Logic +0, Tech-Use +0, One Machine Follower
Cost: 400xp Cost: 650xp
Characteristic: +5 Inf, +1d10 Insanity Points Characteristic: +5 Int
Gear: The character gains a single Master Craftsmanship item of up to Skills: Logic, Tech-Use
Near Unique Availability. This item gains a single, chosen Miracle of Talents: Binary Chatter, Coordination Algorithms, Heart of Iron, Ma-
the Dark Age (see Section 6.11 "Archeotech"). The relic also gives the chine Lord
benefits of an Omnissiac Standard. Gear: Cyber-Construct Interface
Special: If the character loses the relic or allows it to be destroyed, he Special: The character gains either 2 Lesser Machine Followers or one
immediately loses all remaining Fate Points for the session, and ceases Standard Machine Follower
to gain any benefit from the relic. Additionally he gains +2d10 Insanity
Points and loses his Good Reputation (Mechanicus) Talent. If the relic
can be recovered then these penalties are removed, if it is completely
destroyed then they are permanent.

2.2 Elite Advances - 76


2.2.4 Inquisition Elite Advances
The Elite Advances presented here are of a singular nature, representing one's utter servitude to the Imperium and the Inquisition. By this nature they
are largely only available to player characters that are involved in a campaign of Dark Heresy, but there are some exceptions. If a character wishing to
gain either the Agent of the Throne or the Interrogator Elite Advance is not currently or has not actively served with the Inquisition then the "Duty to
the Throne" Background is sufficient enough involvement in the character's past to account for this.
Becoming an Inquisitor, however, is no small thing. If a player would have their character become an Inquisitor it is required that they have
a very clear and evident reason to do so, and, should most likely have the Interrogator Elite Advance, and be constantly in the service of the Inquisi-
tion. Normally only one Elite Advance is allowed per a character, but this condition is broken if a character is to become an Inquisitor.
The GM should give long consideration to allowing a player character to become an Inquisitor, as, aside from the beneifts of the Elite Ad-
vance the office of Inquisitor gives access to all sorts of great and terrible privileges and powers. This power may be difficult to contain, and is very
capable of derailing a GM's well-laid plans, or throwing off story ambitions all together and so should not be given lightly at all.

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").

2.2 Elite Advances - 77


The Holy Ordos
Each Inquisitor fights for Mankind in his own manner, with his own approach to deal with what he views as the direst of enemies. There are many
concentrations of thought amongst them concerning tactics and threats. These are the Ordos, with the three largest focused on combatting one of the
great threats to Mankind: the flames of the Ordo Hereticus burning the enemy within, the fist of the Ordo Xenos crushing the enemy without, and the
hammer of the Ordo Malleus banishing the enemy beyond. All Inquisitors associate themselves with an Ordo; in some sectors, they might gather in
mighty fortresses to issue proclamations and train successors, while in others the Ordos exist more as loose connections of shared information and
assets. How each Inquisitor serves in an Ordo in his sector is as unique as the Inquisitor himself, as is how other Inquisitors might honour or impugn
the actions of their fellow members.

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

2.2 Elite Advances - 78


2.3 Inquisitor Generation
“Some may question your right to destroy ten billion people. Those who understand realise that you have no right to let them live.”
-Exterminatus Extremis

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.

Starting Profile Creating the Inquisitor


All Inquisitors are extraordinarily competent, powerful, and wise men, Roll once on each of the Age, Ordo, Title, Philosophy, and Psychic Abil-
but despite their doubtlessly numerous accolades and accomplishments ity tables. The creator may choose to have the Inquisitor be a Bound or
they are only human, after all. When creating an Inquisitor use the Unbound psyker at their option, but it should be noted that it is far more
“Master” level of play (alternatively, for a younger Inquisitor or recently likely for a puritan Inquisitor to be a Bound psyker, rather than being
promoted Interrogator or Throne Agent the Adept level of play may be Unbound. More radical Inquisitors can be of either variety, though those
used), as described in Section 2.0 “Character Creation Rules”. who gain a “Heretic” result on the Quirks table are unlikely to be Bound
to the Emperor. A psychic Heretic Inquisitor is likely to be Unbound,
unless, of course, he has attracted the foul attentions of a Dark God, and
The Emperor’s Command (Trait) are bound to its service.
The extreme privilege granted by an Inquisitor’s rank is beyond the
Roll 1d5-3 times (to a minimum of 1) on the Methodology ta-
wildest dreams of even the most avaricious and glory-seeking of Rogue
ble, then roll 1d5-1 times (to a minimum of 1) on the Quirks table, lastly
Traders. This great power allows them to acquire the command of
roll 1d5+1 times on the Resources table. Once the Quirks and Resources
armies, enlist fleets of voidships, and demand sector-wide edicts.
that the Inquisitor has have been determined roll on the appropriate tables
To represent this unquestionable authority an Inquisitor can
(if any) and then move on to the Finishing Touches.
use his Influence with all of the benefits of Profit Factor (including the
Of course a GM may instead make choices from the options
ability to Acquire voidships, structures, and supply chains) and without
provided, and if a player is creating the Inquisitor for his own use he
the inherent drawback of Profit Factor’s inability to be used outside of its
may, at the GM’s sanction, choose the desired options from the Age,
owner’s commercial sphere of influence.
Ordo, Title, and Philosophy tables. The player may choose to have their
Inquisitor have no psychic ability, gain the Psychic Ability (Minor) result
for 800xp, or gain the Psychic Ability (Capable) for 2000xp. The creator
then chooses up to 2 results from the Methodology table, up to 2 results
form the Quirks table, and 3 choices from the Resources table. The cre-
ator may of course choose the result for any further tables that the Quirks
and Resources tables have him roll.

79 Nobody is innocent, there are merely varying levels of guilt. 79


Inquisitor’s Age
1d100 Age
Description & Effects
Roll (In years)
Young The Inquisitor is young, by Inquisitorial standards.
01-10 (50 or younger) Effect: The Inquisitor gains +5 Strength, Toughness, and Agility
Middle-Aged At this age some Inquisitors commence rejuvenation treatments, whilst others prefer to appear their age
11-40 (51-90) Effect: The Inquisitor gains +5 to Intelligence, Perception and Willpower, +5 Influence
It is at this age Inquisitors will have established themselves, with a host of resources
Old
41-75 (91-150)
Effect: The Inquisitor loses -5 from Strength, Toughness, and Agility, but gains +10 to Intelligence, Percep-
tion, and Willpower, and +10 Influence
By now an Inquisitor may be (in)famous and have cemented their reputations.
Venerable
76-90 (151-250)
Effect: The Inquisitor loses -10 from Strength, Toughness, and Agility, but gains +15 to Intelligence, Percep-
tion, and Willpower, and +15 Influence
The upper limit is unknown, but it is expected some may reach several centuries old. Perhaps some obscure
techno-sorcery can even grant them a lifespan far longer than most. By now an Inquisitor may be (in)famous
Ancient
91-100 (250+)
and have cemented their reputations.
Effect: The Inquisitor loses -10 from Strength, Toughness, and Agility, but gains +20 to Intelligence, Percep-
tion and Willpower, and +25 Influence

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.

2.3 Inquisitor Generation - 80


Inquisitor’s Titles
1d100
Title Description & Effects
Roll
Colonel, General, Major, Admiral, Captain, etc; all these and whatever else could be bestowed upon the Inquisitor as a title
owing to a previous career, an honorific granted by a particular institution or simply be of their own devising (and dreams
Military
01-10 Rank
of military glory?).
Effect: The Inquisitor gains the Good Reputation (Departmento Munitorum) Talent
Acolytes of the Inquisitor gain the Peer (Departmento Munitorum) Talent
Something related to the Inquisitor’s line of work, e.g. an Ordo Hereticus Inquisitor might be Witch-Finder, Witch-Hunter,
Ordo Colonel-of-Redemption, etc.
11-35 Specific Effect: The Inquisitor gains the Good Reputation (Inquisition) Talent
Acolytes of the Inquisitor gain the Peer (Inquisition) Talent
Steward, Custodian, Administrator, Governor and Castellan are all titles an Inquisitor may possess if they are in charge of a
particular facility, ideal for Inquisitors Historical or Theoretical that spend a lot of time in research archives at Inquisitorial
Facility
36-50 Title
strongholds, ‘holding down the fort’.
Effect: The Inquisitor gains ownership of a Hidden Base, Fortress, or planet (creator’s choice).
Acolytes of the Inquisitor may grant access to this facility and it’s facilities, if he deems them worthy.
Sir, Lord, Duke, Count, Boyar, Fürst, Emir, Sheikh, etc. are all titles that could be held in the Imperium, showing the In-
quisitor has either come from a noble line, could have been awarded it or has simply usurped it from a previous (no doubt
51-75 Nobility heretical and deceased) holder.
Effect: The Inquisitor gains the Good Reputation (Nobility) Talent
Acolytes of the Inquisitor gain the Peer (Nobility) Talent
This could be pretty much anything, as in nicknames or popular names granted by compatriots or enemies, and so are
usually informalities left out of official documentation. Examples include Psykerbane, Lucky, Warhound, Thrice-Blessed
76-90 Other or names ending in the end (such as the Invincible, the Pure, the Cursed, etc).
Effect: The Inquisitor gains +10 Influence
Acolytes of the Inquisitor gain +5 Influence
The Inquisitor’s only title is that, which should be scary enough!
91-100 None Effect: The Inquisitor loses -10 Influence
Acolytes of the Inquisitor lose -5 Influence

Inquisitor’s Psychic Ability


1d100 Description
Psychic Ability
Roll (+20 to roll if Ordo Malleus, may choose not to roll on table)
01-50 None No psionic ability exhibited.
Can exhibit and control minor abilities.
51-70 Minor
Effect: The Inquisitor gains the Psyker Trait and the Psy Rating (2) Talent. Additionally he gains an amount
of Psychic Powers equal to his Willpower Bonus from one Discipline.
Familiarity with a single discipline.
71-85 Capable
Effect: The Inquisitor gains the Psyker Trait and the Psy Rating (4) Talent. Additionally he gains an amount
of Psychic Powers equal to twice his Willpower Bonus from one Discipline.
Comfortable with one or more psi-disciplines.

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.

2.3 Inquisitor Generation - 81


Inquisitor’s Purity
1d100
Purity Description & Effects
Roll
The most hard-line of Inquisitors, their faith in the Emperor is unshakeable. Monodominants dominate this category,
with their hatred of anything not born pure human, pouring derision and hatred upon psykers, mutants and abhumans
in equal measure to aliens and warp creatures.
Fiery
01-20 Puritan Effect: The Inquisitor gains +20 Insanity Points, +10 Weapon Skill -or- Ballistic Skill, as well as the Hatred (as
appropriate), Inspire Wrath, Purity of Hatred, and Firebrand’s Call Talents.
Acolytes of the Inquisitor gain +10 Insanity Points, +5 Weapons Skill -or- Ballistic Skill, as well as the Hatred (as
appropriate) and Purity of Hatred Talents.
These Inquisitors understand the place of psykers and mutants is one of servitude, and that they should be made to
understand their inferiority. These are Puritans that acknowledge psychic benefits.
Temperate
21-40 Puritan
Effect: The Inquisitor gains +10 Insanity Points, +5 Weapons Skill -or- Ballistic Skill, as well as the Hatred (as
appropriate) and Purity of Hatred Talents.
Acolytes of the Inquisitor gain +5 Insanity Points, +3 Weapons Skill -or- Ballistic Skill, as well as the Hatred (as
appropriate) Talent.
Inquisitors of a moderate bent are neither frothing fanatics nor entirely skeptical figures, preferring the middle path in
their investigations. They do not condone the use of non-Imperial weaponry, but they are not big on mass burnings at
the stake either.
41-60 Moderate
Effect: The Inquisitor gains +5 Insanity and Corruption Points, +5 Weapon Skill -or- Ballistic Skill, +5 Intelligence,
and 2 Ranks of Forbidden Lore (as appropriate) Skill.
Acolytes of the Inquisitor gain +3 Insanity and Corruption Points, +3 Weapons Skill -or- Ballistic Skill, +3 Intelli-
gence, as well as 1 Rank of the Forbidden Lore (as appropriate) Skill.
The Inquisitor utilises a xeno-pistol, or makes use of beastmen in their retinue. To some this seems a slippery slope,
but it is entirely justified by these Inquisitors as minor interactions with what others see as tainted.
Moderate
61-80 Radical
Effect: The Inquisitor gains +10 Corruption Points, +5 Intelligence, 3 Ranks of Forbidden Lore (as appropriate) Skill,
and the Ambassador Imperialis Talent.
Acolytes of the Inquisitor gain +5 Corruption Points, +3 Intelligence, as well as 1 Rank of the Forbidden Lore (as
appropriate) Skill.
Daemon weapons and alien allies are legitimate means of persecuting the enemies of mankind to this Inquisitor. Of
course, to the rest of the Inquisition, the Extreme Radical is an enemy of mankind.
Extreme
81-100 Radical
Effect: The Inquisitor gains +20 Corruption Points, +10 Intelligence, 4 Ranks of Forbidden Lore (as appropriate)
Skill, and the Ambassador Imperialis and Talented Forbidden Lore (as appropriate) Talents.
Acolytes of the Inquisitor gain +10 Corruption Points, +5 Intelligence, 2 Ranks of Forbidden Lore (as appropriate)
Skill, and the Ambassador Imperialis Talent.

2.3 Inquisitor Generation - 82


Inquisitor’s Methodology
1d100 Methodology Description
Roll (in Low Gothic)
Will go to any length to achieve their goal, no matter the moral
Finis Est Licitus Etiam Media
01-05 (The end justifies the means)
implications of blackmailing colleagues, murdering innocents or even selling their
own soul!
Fidei Vincit Omnia Their faith is a very important part of who this Inquisitor is, whatever it may be,
06-10 (Faith conquers all) making them unflinching in their personal convictions.
Semper Eadem Most likely an Amalathian, it is understood that the status quo should be maintained,
11-15 (Always the same) or that it is far too difficult to change.
Qui Vixit Bene Vivit Subterfuge and trickery can be valuable tools, something known to this character.
16-20 (He lives well who lives unnoticed) Henchmen will often perform their operations as they watch from the shadows.
Facta Non Verba Thinking can be a virtue, but then again it wastes valuable time that could be spent in
21-25 (Deeds not words) purgation.
Per Virtutem Scientia Know thine enemy, for you are known to him already.
26-30 (Power through knowledge) The first tenet of the Ordo Xenos.
Nihil Est Super Legem Title and affiliation are nothing to this Inquisitor, to whom before their lord and mas-
31-35 (No man is above the law) ter all are equal. May persecute other Inquisitors they think have strayed.
Victoriam Vult Accurata Praeparatione
An intricate planner, often someone that will weave cunning webs
36-40 Gaudeant
before striking a precise blow at their enemy’s heart.
(Victory likes careful preparation)
Venit Ad Lucem Tenebras Istvaanian in nature, belief in great achievements after terrible conflict. May inten-
41-45 (After the dark comes light) tionally incite warfare and civil strife.
Virtute Laborem Nascitur Every experience is a learning experience, even if that experience will test the mettle
46-50 (Virtue is born in hardship) of body and soul. If something’s worth doing, it’s worth doing the hard way!
Etiamsi Fueris Turpis Hie Salvus Erit The Inquisitor believes everyone, no matter how base and vile their sins, can be
51-55 (Be saved even though you are filthy) redeemed whether in this life or the next. Most often the latter.
Et Per Arte Belli The more you bleed in training, the less you’ll have to bleed in
56-60 (By skill and by fighting) battle, seems an ideal motto for the more martially-inclined.
In Me Vero Et Religionis
Skepticism has no place in an Empire of Faith, and all matters great
61-65 Habeat Fiduciam
and small are decided by religious trials and the Emperor’s Tarot.
(In the truth of religion I trust)
Nulli Cede Never surrendering, no matter the odds and reality of the situation,
66-70 (Yield to none) make this character a stubborn and uncompromising individual.
Officium Primus Duty is everything to some people, taking precedence over all other aspects of their
71-75 (Duty First) life. Sense of a task well done and accomplishment of duty is all to this person.
In Omni Rei Audaciam Constantly challenging authority, popular beliefs and often common sense. When
76-80 (In all things daring) successful, it is most impressive, unfortunately success is often not guaranteed.
Periculam In Mora Knowing all too well that to hesitate for a moment could sign the death warrant of an
81-85 (Danger in delay) entire world, informed haste as opposed to blind speed is their watchword.
Quo Fata Ducunt Not possessing an overly rigid scheme or plan, whatever events
86-90 (Whither the fates lead) may arise are wherever this figure shall head.
Mea Vita Divinis Obsequiis Mancipatur To whatever cause they have pledged themselves, this character
91-95 (My life is devoted) will be unflinching in its execution above all other things.
Parcere Virgae ...is to spoil the child. Constant assessment and testing of acolytes
95-100 (To spare the rod...) and just about everyone else is one of the top priorities of this Inquisitor.

2.3 Inquisitor Generation - 83


Quirks of the Inquisitor
Inquisitors are often strange or eccentric individuals, having unique character traits all their own. The following roll table allows the GM to add some
colour, past entanglements, and general uniqueness to their Inquisitor. Roll on the Quirks of the Inquisitor table 1d5-1 times, or until satisfied to
create an appropriate array of quirks.
1d100
Roll
Quirks Description & Effects
Severely The Inquisitor is not entirely there, as years of service or possibly a well-placed blow have taken their toll on their sanity.
01-02 Unhinged Effect: The Inquisitor gains +20 Insanity Points.
Either through personal choice or cruel fate, the Inquisitor is covered in bionic implants and replacements.
Heavily
03-04 Augmented
Effect: The Inquisitor gains +5 Toughness and an amount of bionics and cybernetics up to twice his Toughness Bonus (favouring
Implant Systems and Bionic Replacements over Bio-Implants).
Without a psychic presence at all, the Inquisitor is a psychic blank,
05 Untouchable and follows all rules for Untouchables. Ignore any previous psychic abilities.
Effect: The Inquisitor gains +10 Willpower and the Untouchable Elite Advance
Never revealing themselves, either through a mask or by relaying
Always
06-07 Masked
orders from behind a barrier or vox-communicator, the Inquisitor’s appearance is a mystery.
Effect: The Inquisitor gains a Rank of the Inquiry and Intimidate Skills and an item or piece of technology to amply hide their face.
Nobody knows much, but everybody’s heard the sinister rumours.
08-11 Shady Past Effect: The Inquisitor gains +10 Influence, two Ranks of Scrutiny, and the Friends in Low Places Talent.
Well-known throughout the Sector, either for heroic deeds or less inspiring acts.
12-15 Infamous Effect: The Inquisitor gains +10 Influence and the Rival (any) and Peer (any) Talents.
The Inquisitor’s personal mannerisms are nothing short of charming, and it is rather difficult to resist his wit.
16-17 Charismatic Effect: The Inquisitor gains +5 Fellowship, 2 Ranks of the Charm Skill, and the Eloquent Talent.
Sometimes, they may really be out to get you. Other times, this
18-20 Paranoid Inquisitor finds they’ve just stabbed their harmless butler.
Effect: The Inquisitor gains +10 Perception, +10 Insanity Points, and the Paranoid Talent.
Some power has granted the Inquisitor visions, of the future, the past or hidden items.
21 Visions This could be a blessing from the Emperor, one of his Saints, or something more malign.
Effect: The Inquisitor gains the Knowledge Supreme Talent.
Terran The Inquisitor has been to Holy Terra, and this influences their behaviour and their usual topic of conversation.
22-24 Pilgrim Effect: The Inquisitor gains +20 Fate and the Pure Faith Talent

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.

The Inquisitor’s religious leanings are at odds with the Ministorum,


Unsanctioned
43-44 Beliefs
they may be an atheist or worship the Emperor in an unusual manner.
Effect: The Inquisitor gains +10 Corruption, 2 Ranks of the Deceive Skill, as well as the Enemy (Ecclesiarchy) Talent.

The Inquisitor has a penchant for artwork, ancient technologies or


45-46 Collector little toy soldiers, etc. They take great pride in their collection.
Effect: The Inquisitor gains a Best Craftsmanship Trophy Room Component.

2.3 Inquisitor Generation - 84


Quirks of the Inquisitor (cont.)
1d100
Roll
Quirks Description & Effects
This Inquisitor is often at the head of purgations, if not physically then via vox-net or telepathically.
His words inspire those he commands to sell their lives quite dearly.
47-48 Commander Effect: The Inquisitor gains +5 Fellowship, 2 Ranks of the Command Skill, as well as the Master Orator (or the Grand Orator if he
already has Master Orator), Heroic Inspiration, and the Galvanizing Presence Talents.
Accomplishments as an Inquisitor are always going to be more impressive than anything most others can achieve, not only due to
49-50 Accomplished the resources at their command, but also due to their likelihood for having a rather extended lifespan.
Effect: The Inquisitor gains +2d10 Influence, and the Good Reputation Talent with an appropriate group.
Due to previous naval service, being born into a Rogue Trader family, inheritance, or other extenuating circumstances
Master of the the Inquisitor is exceedingly familiar with voidships and their operation.
51-52 Void Effect: The Inquisitor automatically gains the Voidship Resource
(taking up one of his Resource rolls), as well as 2 Ranks of the Operate (Voidship) Skill.
The finest and rarest of wines, weapons and works of art, amongst other things, are well known to the Inquisitor.
53-54 Connoisseur Effect: The Inquisitor gains a supply chain of High Provender
Possessed by a daemonic creature, the Inquisitor managed to banish the beast from their mortal shell. This makes the Inquisitor
55 Exorcised more resistant to the allure of the Ruinous powers and their vile servants.
Effect: The Inquisitor gains the effects of the Exorcised Touched By The Warp Option
Artistic Cooking, painting or music are all possible avenues of exploration for the talented artist.
56-57 Talent Effect: The Inquisitor gains 2 Ranks of either the Trade (Illuminator) -or Trade (Performer) -or- Trade (Chef) Skill.
The Inquisitor is injured in some fashion, from something so grave even the surgeons of the Collegia Medicae
58-60 Injury are unable to restore them to full health to just an impressive set of scars.
Effect: Make a roll on the Past Injury Table for the Inquisitor.
A vile malady racks the Inquisitor’s body.
61-62 Illness Effect: Make a roll on the Illness Table for the Inquisitor
Either through chemical treatment, personal choice or battlefield injury, the character foregoes pleasures of the flesh.
63-64 Celibacy Effect: The Inquisitor gains +5 Willpower and the Chem Geld Talent.
Alcohol and illegal substances are a few ways to escape the harsh realities of the 41st Millennium, and even Inquisitors desire a bit
65-66 Dependency of release now and again. Unfortunately, the Inquisitor is now addicted to whatever drug the player chooses.
Effect: The Inquisitor gains the Decadence Talent and an addiction, but also a supply chain of the drug that he is addicted to.
Arch The Inquisitor has acquired themselves a powerful, and dangerously capable sworn enemy.
67-68 Nemesis Effect: Create a suitable Nemesis (using the rules in Section 13.1 “Nemeses”) for the Inquisitor
The Inquisitor has studied many variants of Low Gothic, is a master of High Gothic,
Linguistic
69-70 Master
Effect: The Inquisitor gains +10 Intelligence, 3 Ranks of Linguistics (Low Gothic, High Gothic), 2 Ranks of any other
Linguistics Skill, as well as the Polyglot and Unparalleled Proficiency Talents.
The Inquisitor may enjoy debating philosophy or theology, or then again they take a keen interest in
Other
71-77 Interests
ship-building and can name and identify every bolt, wire and bulkhead in a voidship.
Effect: The Inquisitor gains 3 Ranks of a single Scholastic Lore or Trade Skill.
The Inquisitor will not speak with others directly. They may communicate through an elaborate sign language,
78-79 Mute an interpreter, telepathy or MIU-linked speaker-skulls or quill-skulls.
Either through misfortune of birth, plastic surgery or misfortune in the line of duty, the Inquisitor is horribly ugly.
80-81 Grotesque Effect: The Inquisitor loses -1d5+5 Fellowship, and gains 2 Ranks of the Intimidate Skill.
The Inquisitor is very attractive. They may exploit this to its full advantage.
82-83 Attractive Effect: The Inquisitor gains 1d5+5 Fellowship and a Rank of the Charm Skill.
There is a named weapon the Inquisitor considers unlucky to enter battle without.
Favoured
84-85 Weapon
Effect: The Inquisitor gains a Weapon Training, Weapon Expertise, and Weapon Mastery Talents as well as
an appropriate weapon to use it with, of at least Best Craftsmanship.
Some poor unfortunate person, organisation or species is the focus of the Inquisitor’s intense hatred, for whatever reason.
86-87 Hatred Effect: The Inquisitor gains the Hatred (Choose One) and Inspire Wrath Talents.
The pain of others brings satisfaction to the Inquisitor.
88-89 Sadist Effect: The Inquisitor gains +5 Toughness and the Desperate Strength Talent
A past associate or colleague has been found guilty of heresy, and
Damned by
90-91 Association
by extension the suspicions of the Inquisitor’s peers has fallen upon them.
Effect: The Inquisitor gains +3 Corruption.
Possibly deeply traumatic to the Inquisitor, or it could have hardened their resolve against a particular foe.
An experience they do not want to repeat!
92-93 Tortured Effect: The Inquisitor gains 1 Rank of Scrutiny, as well as the
Orthoproxy, Operative Conditioning, and Resistance (Interrogation) Talents.

2.3 Inquisitor Generation - 85


Quirks of the Inquisitor (cont.)
1d100
Roll
Quirks Description & Effects
94-95 Family The Inquisitor has found the time to start a family.

Heretical The Inquisitor’s mentor fell to the whispers of heretical thought.


96 Mentor Effect: The Inquisitor gains +10 Corruption Points.

Heretical One of the Inquisitor’s past students went heretical.


97 Pupil Effect: The Inquisitor gains +5 Corruption Points.
Not so unusual in the Inquisition, this particular figure wants to climb the ladder of political power,
Political
98 Aspirations
either for themselves or the righteousness of their philosophy.
Effect: The Inquisitor gains 2 Ranks of the Commerce, Inquiry, and Logic Skill each.
Quite a
99 Character
Roll twice more on this table.

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.

2.3 Inquisitor Generation - 86


Illness
Given their nature to be well-travelled, and given the foes they may fight, it is quite possible for an Inquisitor to contract a vile illness, and rarely one
that can be debilitating, if not outright terminal. If the Inquisitor generated an “Illness” result on the Quirks of the Inquisitor table then roll a 1d100 on
the following table. Further rules on illnesses can be found in Section 9.4 "Diseases & Infections".
1d100
Diagnosis Description & Effects
Roll
Hacking
01-20 Cough
A nasty cough.

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.

The Inquisitor is on permanent life support.


Effect: The Inquisitor is effectively brain-dead or incapable of any autonomic functions, and if he is to live and per-
100 Broken
form as an Inquisitor once more he will need severe intervention along with medical and technological expertise. An
extreme procedure, such as a Cybernetic Resurrection or the Rite of Setesh may have been needed to keep him alive.

2.3 Inquisitor Generation - 87


Inquisitorial Resources
An Inquisitor’s word is law, and his authority is limitless, but without tools to enforce such limitless power his authority would be much less lim-
itless. Often an Inquisitor will have resources, agents, and other utilities that are of use to him in the moment, but it is rare indeed if he has not a
favoured set of implements to enact his schemes with, Roll on the Inquisitorial Resources table 1d5+1 times, or until satisfied to determine what the
Inquisitor’s chief weapons against heresy are.
1d100
Resource Description & Effects
Roll
The Inquisitor is well-connected, and can call upon various organisations to assist them, be it the might of an Astartes Chapter or
01-20 Ties With... the unique skills of an Administratum archivist.
Effect: The Inquisitor gains Roll on the ‘Ties With’ Table.
The Inquisitor maintains a privately acquired body of troops.
21-30 Personal Army Effect: The Inquisitor gains the benefits of a roll on the “Personal Army” table.
The infamous black ships of the Inquisition are but one facet of the mysterious organization’s naval powers, and indeed their
most commonly associated form. The truth is that no few vessels are in the possession or direct control of the Inquisition without
sporting their colours or iconography publicly. Any manner of ship can suit an Inquisitor’s needs, from a lowly merchant vessel
31-47 Voidship up to the greatest of battlecruisers, for of great depth and variety are the machinations of the Holy Ordos.
Effect: The Inquisitor gains the ownership of a voidship of the creator’s choosing, constructing it as per the rules of Section 8.0
“Voidships” with a Ship Points budget equal to his Influence (as per the The Emperor’s Command Trait).
Ancient relics of holy significance are carried about by the Inquisitor’s staff, or are kept in a secure vault at the Inquisitor’s base
48 Reliquary of operations.
Effect: The Inquisitor gains the benefits of either the Relic Bearer Talent -or- gains the benefits of the Reliquarist Elite Advance.
The Inquisitor possesses a dedicated group of hypnmo-indoctrinated, psionically persuaded, or otherwise fanatically loyal group
Courtier of socialites, whom he disperses as necessary, that he might be informed of the goings on in various strata of Imperial society.
49 Corps Effect: The Inquisitor gains a Standard Human Horde Follower, with an emphasis on, Charm, Deception, and Inquiry.
If he deems them worthy the Inquisitor may allow his Acolytes to utilize them.
Ancient and baroque machinery has been unearthed by the Inquisitor from humanity’s past. Who knows what it could do?
50 Archeotech Effect: The Inquisitor gains an Archeotech Treasure (either randomly generated or of the GM’s contrivance).
The Inquisitor has a retinue of lexmechanics, archivists and savants to sift through data and bring their considerable knowledge
to use.
51-55 Archivists Effect: The Inquisitor gains a Standard Human Horde Follower, with an emphasis on Intelligence, Common Lore, Forbidden
Lore, Scholastic Lore, and Logic.
If he deems them worthy the Inquisitor may allow his Acolytes to utilize them.
Animal
56-58 Familiar
Everything from a favoured grox to cyber-mastiffs and psiber ravens.
Effect: The Inquisitor gains a Greater Bestial Follower.
This could be a sanctioned telekine or an untouchable, astropaths and even navigators could be included here.
Psionic Effect: The Inquisitor gains a Greater Human Follower who must have the Navigator, Psyker, or Untouchable Trait. If he is of a
59-61 Resource specifically radical bent this can (with GM sanction) be a Greater Daemonic Follower instead.
If he deems them worthy the Inquisitor may allow his Acolytes to utilize them.
Not Ordo Assassinorum trained, nevertheless still well-trained and motivated killers.
Effect: The Inquisitor gains a Standard Human Horde Follower, with an emphasis on Weapon Skill or Ballistic Skill, Dodge or
62-63 Assassins Parry, and the killing arts.
If he deems them worthy the Inquisitor may allow his Acolytes to utilize them.
A world is governed by the Inquisitor, perhaps under martial law or as a fief for them to conduct experiments/raise warriors.
64 Planet Effect: Generate a planet, colony, and colonial representative. The assets of this world are at the disposal of the Inquisitor, and if
he deems them worthy, the Inquisitor may allow his Acolytes to utilize them.
The Inquisitor has influential friends in high places, such as nobles, politicians, and member of the sector’s government.
Well Effect: The Inquisitor gains an amount of Contacts equal to half his Fellowship Bonus (with the Individual, Talent (Excessive
Wealth), Reduce Availability (All, 1), and Trusted Attributes). Note that the Inquisitor or GM may increase their benefits for
65-70 Established the appropriate xp costs, and that these Contacts are supposed to represent powerful politicians and nobilites, so some thought
Friends should be put into their further benefits and personalities.
If he deems them worthy the Inquisitor may allow his Acolytes to utilize them.
A loyal companion, always close by and ready with a loaded weapon and a dry, witty comment.
71-75 Manservant Effect: The Inquisitor gains a Greater Human Follower who must have the maximum amount of Ranks of the Trade (Valet) Skill.
A library of all manner of information is maintained by the Inquisitor, ranging on texts from all manner of fields of study.
76-80 Huge Archives Effect: The Inquisitor gains a Best Craftsmanship Librarium Vault Component.
The Inquisitor keeps proscribed texts.
Forbidden Effect: The Inquisitor gains an amount of books equal to half his Intelligence Bonus. The books are each of Best Craftsmanship
81-83 Tomes and must all have at least one Forbidden Lore as part of their contents.
(For rules regarding the creation of “new” books see Section 6.7 “Books & Documents”)
A suit of terminator armour, the carapace of a saint or maybe something alien.
Special Effect: The Inquisitor gains either a suit of Good Craftsmanship powered armour (light, standard, or terminator) or a Master
84-85 Armour Craftsmanship suit of any other type of armour. Whichever his choice the armour also gains the maximum amount of Modifica-
tions it can take.

2.3 Inquisitor Generation - 88


Inquisitorial Resources
1d100
Resource Description & Effects
Roll
This could be Ordo-specific, such as a Daemonhammer, or a master-crafted power sword that is a great relic.
Effect: The inquisitor gains a single weapon of choice of up to Near Unique in Availability. If it is Near Unique it is of Best
Special
86 Weaponry
Craftsmanship, if it is Extremely Rare it is of Exceptional Craftsmanship, and if it is Very Rare or more common it is of Master
Craftsmanship. The weapon also gains the maximum amount of Modifications it can take. If it is a ranged weapon it may have
whatever Special Ammunition that the Inquisitor’s creator wishes.
No few Inquisitors have need of secret locations that do not appear on any map, whether it is maintained for intimate interroga-
87-88 Hidden Base tion or simply remote surveillance.
Effect: The Inquisitor gains the benefits of a roll on the Hidden Base table.
A great and intimidating fortress from which he sends forth his henchmen and edicts is a very favourable piece of property for
89-90 Fortress the bolder members of the Inquisition.
Effect: The Inquisitor gains the benefits of a roll on the Fortress table.
Infil-traitors and double-agents feed the Inquisitor information from across the Sector.
Spy Effect: The Inquisitor gains a Standard Human Horde Follower, with an emphasis on Agility, Fellowship, Deceive, Inquiry, and
91 Network Stealth.
If he deems them worthy the Inquisitor may allow his Acolytes to utilize them.
In case of any hideous injuries the Inquisitor sustains, the surgeon is on hand to fit bionics, perform plastic surgery, and to turn
his scalpel on captured heretics when needs be.
Expert
92 Surgeon
Effect: The Inquisitor gains a Greater Human Follower who must have the maximum Intelligence Characteristic possible, as
well as the highest possible amount of Ranks of Medicae and Interrogation.
If he deems them worthy the Inquisitor may allow his Acolytes to utilize them.
While strength of will and incorruptibility are key for protecting one’s mind and soul, the appearance of a menacing mass of
Expert
93-95 Bodyguards
loyal henchmen and warriors does wonders to protect one’s corporeal form.
Effect: The Inquisitor gains the benefits of a roll on the Expert Bodyguards table.
Somebody, somewhere, owes the Inquisitor big time. This could be anything from a life debt to blackmail.
96-97 Huge Favour Effect: The Inquisitor gains a Contact worth 1000xp. He may burn this contact once without losing it.
The Inquisitor has dominion of a research facility, which could be for anything and may be Ordo-specific.
Research Effect: Generate a Research Mission Colony. The Inquisitor maintains ownership of it, allowing other Inquisitors and perhaps
98-99 Facility even his Acolytes to utilize this place and it’s resources. Examples of such a facility include Hereticus Oubliettes, Xenos Bestiar-
ies, and Malleus Daemonward Sanctums.
Of Extensive An Inquisitor is ever on the outlook for resources and potential allies, especially this one.
100 Means Roll twice more on this table.

2.3 Inquisitor Generation - 89


Ties With...
An Inquisitor can accomplish unbelievable feats, from blunting an Ork WAAAGH!, to uprooting the whole of a hideously depraved noble house, but
performing any such feat is impossible by oneself, even if that individual is an Inquisitor. To this end most Inquisitors have numerous allies, infor-
mants, and often enough fellow warriors for the Emperor. If the Inquisitor being generated had a “Ties With...” result on the Inquisitorial Resources
table then roll a 1d100 on the following table.
1d100
Ally Description & Effect
Roll
The Inquisitor has contact with a chapter of the Adeptus Astartes, and can call upon them when in need of a
Space Marine favour, which often involves a large amount of brute force.
01-03
Chapter Effect: The Inquisitor gains the Peer (Astartes) Talent, along with a Contact (with the Group, Military Connec-
tions, Offers Favours, and Trusted Attributes).
Useful to aid in the identification and use of alien or ancient technology, an Inquisitor with ties to the Mechani-
Adeptus cus must be careful their position is not compromised by agents of the Machine God.
04-15
Mechanicus Effect: The Inquisitor gains the Peer (Mechanicus) Talent, along with a Contact (with the Adepta, Military Con-
nections, Skill (Tech-Use, Tier 4), Offers Favours, and Trusted Attributes).
Bureaucrats, archivists and logisters, the staff of the Administratum possess a great deal of information; they
simply need to be told where to look.
16-30 Administratum
Effect: The Inquisitor gains the Peer (Administratum) Talent, along with a Contact (with the Adepta, Reduce
Availability (All, 2), Offers Favours, and Reliable Attributes).
Good for the detention of heretics, as well as tracking criminals and providing a decent amount of firepower
Adeptus when necessary.
31-40
Arbites Effect: The Inquisitor gains the Peer (Arbites) Talent, along with a Contact (with the Adepta, Military Connec-
tions, Skill (Interrogation, Tier 4, Scholastic Lore (Judgement), Tier 4), Offers Favours, and Trusted Attributes).
The Imperial Church possesses vast wealth and resources, as well as a presence on almost all Imperial worlds.
41-55 Ecclesiarchy Effect: The Inquisitor gains the Peer (Ecclesiarchy) Talent, along with a Contact (with the Adepta, Military Con-
nections, Skill (Scholastic Lore (Imperial Creed, Tier 5), Offers Favours, and Trusted Attributes).
The Inquisitor has a powerful contact, possibly to do with the Ordo Sicarius, and can gain access to a deadly
Assassinorum Assassin of one of the six temples.
56-57
Temple Effect: The Inquisitor gains the Peer (Assassinorum) Talent, along with a Contact (with the Adepta, Offers Fa-
vours, and Trusted Attributes).
Anything from a xeno-trading cartel to narcotics barons, having access to a criminal gang can be very useful in
some places where Imperial justice does not hold so much sway.
Criminal
58-63 Effect: The Inquisitor gains the Peer (Underworld) Talent, along with a Contact (with the Group, Military Con-
Organization nections, Reduce Availability (Drugs, 2), Skills (Intimidate, Tier 4, Stealth Tier 4), Offers Favours, and Trusted
Attributes).
Ideal for those of aristocratic birth, ties with the nobility can often lead to use of House ships, troops and funds,
as well as bolt-holes and spies. This could also be a Navigator House.
64-70 Noble House
Effect: The Inquisitor gains the Peer (Nobility) Talent, along with a Contact (with the Adepta, Military Connec-
tions, Talent (Excessive Wealth), Reduce Availability (All, 1), Offers Favours, and Trusted Attributes).
Due to investigations into psykers or being a psyker themselves, the Inquisitor has ties with the body that deals
Adeptus Astra with all sanctioned psykers in the Imperium.
71-76
Telepathica Effect: The Inquisitor gains the Peer (Astra Telepathica) Talent, along with a Contact (with the Adepta, Skill
(Focus Power, Tier 5), Offers Favours, and Trusted Attributes).
The Inquisitor has “friends in high places” within a particular region’s government.
Imperial
77-88 Effect: The Inquisitor gains the Good Reputation (Sub-Sector) Talent, along with a Contact (with the Adepta,
Government Military Connections, Reduce Availability (All, 1), Offers Favours, and Trusted Attributes).
Naval or Imperial Guard assets are available to the Inquisitor due to a martial background or contacts within the
organisation.
Imperial
89-98 Effect: The Inquisitor gains the Peer (Imperial Guard) -or- Peer (Imperial Navy) Talent, along with a Contact
Military (with the Adepta, Military Connections, Talent (Munitorum Influence), Reduce Availability (Combat Vehicles),
Offers Favours, and Trusted Attributes).
For Radicals, this could be aliens or even a daemon, whilst for Puritans it’s more likely to be a particularly holy
figure (possibly on the verge of Sainthood), a Rogue Trader, etc.
99-100 Exotic
Effect: The Inquisitor gains the Peer (as appropriate) Talent, along with a Contact (with the Adepta, Military
Connections, Offers Favours, and Trusted Attributes).

2.3 Inquisitor Generation - 90


Personal Army
If the Inquisitor being generated had a “Personal Army” result on the Inquisitorial Resources table then roll a 1d100 on the following table. Treat any
of the following options as a Standard Human Horde Follower, with an appropriate Magnitude. The more esoteric options presented in the Exotic
result should still be constructed much like any Standard Follower, but the GM should allow some leniency for aliens, as they can be very different
from a human’s baseline profile. Reducing the Availability of suitable xeno weapons by one or two ranks of Availability is recommended to allow
alien mercenaries to be more appropriately kitted out.
1d100
Forces Description
Roll
The Inquisitor has employed a cadre of mercenaries. These could be professional, Imperial regulated
01-10 Mercenaries
(possessing a licence) troops or little better than piratical brigands simply out for thrones.
A body of Imperial guardsmen, be it a platoon, company, or a regiment. They could be specialists in a
11-40 Guard Formation
certain type of combat that the Inquisitor finds useful.
Storm Troopers, Ordo-specific units (such as the chamber militants of each Ordo) or Inquisitorial
41-70 Inquisitorial
Wardens.
Arbitrators, Enforcers, Skitarii, Frateris Militia, Penal Soldiers, Naval Security, PDF, Men-at-Arms of
71-90 Imperial (Other)
a Noble House, and so on.
Anything that is not covered here. Alien mercenaries such as the Orks or Kroot, renegades, mutants,
91-100 Exotic
abhumans, alien allies such as the Tau or Eldar, or even forces of Chaos

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.

2.3 Inquisitor Generation - 91


Fortress
An Inquisitor has no few reasons to hold a fortress in his possession, most especially if he has made great and terrible enemies who seek his destruc-
tion. If the Inquisitor being generated had a “Fortress” result on the Inquisitorial Resources table then roll a 1d100 on the following table. The For-
tress is a voidstation or structure (see Section 8.2 “Voidstations & Structures”), using the hull profile for whatever hull he can afford. 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 Fortress is located upon or in is up to the GM
to determine.
1d100
Classification Description & Requirements
Roll
A pragmatic, not to mention very secure, design, this fortress lies deep in a planet’s crust, using the
very surface of the planet as a shield (though it may well have further armour and void shields).
01-25 Bunker Complex Requirements: This structure requires a Life Sustainer to support subterranean life, and additionally
must take 2 Reinforced Interior Bulkheads and an Armour Plating Component to represent the exces-
sively fortified architecture.
Using ancient gravatic technologies, this armed stronghold floats above a planet’s surface.
26-50 Flying Fortress Requirements: Construct the structure as though it were a voidstation. Although it is not able to reach
the cold of the void this structure can fly at a leisurely pace, and adjust its altitude accordingly.
Complete with gargoyles, high towers and fluttering pennants (not to mention void shields and
51-75 Impressive Citadel gun-turrets). Often such a fortress’ presence is enough to dissuade the aggressive or foolhardy.
Requirements: All weapon mounts must be used.
A sovereign demesne, aloft in the void, unbeholden to any but the Inquisitor.
76-100 Voidstation
Requirements: Must be constructed as per the voidstation rules.

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.

Skills & Talents


An Inquisitor has a lifetime (or perhaps even multiple lifetimes) of experience, and when creating an NPC Inquisitor the GM should not be afraid
to give him a large amount of Skills and Talents, as he has undoubtedly proven his mettle time and time again. Some restraint should be shown (it’s
doubtful an Inquisitor, no matter how worldly, will have time for accruing multiple Trade Skills) and they should generally have to meet the require-
ments of Talents given to them.

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.

2.3 Inquisitor Generation - 92


2.4 Regiment Creation
“In any army, balance is the key to success. A commander who puts his faith in heavy weaponry alone will be outmaneuvered. A com-
mander who relies on close combat without support will lose his force to enemy fire. Each element must work in harmony, so that the
effectiveness of the army is greater than the sum of its parts.”
–Extract from the Tactica Imperialis

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.

2.4.1 Regiments of Renown


“We do not wither before the flames of war, for our resolve is like steel and only hardens with heat.
Do not let these new foes forget who we are. Show them our strength and unbending fury!”
–Colonel Makalian during the Third War for Armageddon

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.

Cadian Shocktroopers Catachan Jungle Fighters


Cadia is a by-word for stalwart defiance and righteous contempt on Catachan is one of the deadliest worlds known to man, and its inhabi-
countless worlds, and for good reason. Sat within a narrow stable pas- tants are amongst the hardiest, most dangerous humans in the Imperium.
sageway into the heart of the Eye of Terror, the Cadian Sector stands as a Almost every creature and plant on Catachan is deadly to human life in
bastion against the encroachment of the forces of Chaos, holding fast for some way, from the monstrous Catachan Devil to the mind-destroying
millennia against the onslaught of traitors, heretics, and daemons. Cadia brainleaf and the carnivorous venus mantrap. The true diversity of life
is amongst the foremost fortress worlds in the Imperium, with every soul on Catachan has never been catalogued, though many Adeptus Mechan-
trained from childhood to defend their world, and all worlds beyond, icus expeditions have tried and failed. Because of these creatures and
against the abominations that dwell within the colossal Warp Storm that innumerable others, life on Catachan is unimaginably harsh, with most
dominates their skies. unlikely to survive childhood. Those who reach adulthood are tough,
Home World: Fortress World uncompromising, and resourceful, masters of surviving in one of the
Commanding Officer: Fixed most inhospitable environments in the Imperium. With little to offer the
Regiment Type: - Imperium but their lives, many Catachans are recruited into the Imperial
Doctrines: Close Order Drill, Iron Discipline Guard, their skills such that each one of them is worth a dozen other
Total Cost: 5/10 Regiment Points Guardsmen when fighting in dense jungle.
Characteristics: +6 WS, +3 BS, +5 T -or- Wp, +5 Wp, -5 Int Home World: Death World
Starting Skills: Command, Common Lore (War), Dodge, Tactics Commanding Officer: Maverick
(Choose One) Regiment Type: -
Starting Talents: Combat Formation -or- Double Team, Hatred (Chaos), Doctrines: Survivalists
Iron Discipline, Litany Against Fear, Weapon Expertise (Choose One) Total Cost: 6/10 Regiment Points
Aptitudes: Weapon Skill -or- Ballistic Skill Characteristics: +5 Ag, +5 Per, -5 Fel
Standard Kit: - Starting Skills: Awareness, Scrutiny, Stealth, Survival
Starting Talents: Ambush, Combat Sense -or- Lightning Reflexes, Jad-
ed, Keen Intuition, Resistance (Fear), Surefooted Wayfinder
Aptitudes: Fieldcraft
Standard Kit: -

2.4.0 Regiment Generation - 93


Armageddon Steel Legion Elysian Drop Troops
The most well-known and renowned of the rare few mechanised infantry Elysia is a civilised world in the wilderness, existing at the edge of a
regiments in the Imperium are those founded upon the Hive World of colonised spur of territory within the Segmentum Solar. Surrounded by
Armageddon. Whilst some Imperial Guard formations rely upon horses untamed worlds, barren moons, and a variety of gas clouds and aster-
or other such conventional steeds, the Steel Legions of Armageddon ride oid fields, the region is a haven for pirates and renegades, who must
into battle as mounted infantry within the hulls of their trusted Chimera constantly be kept in check to prevent lawlessness from overrunning the
Armoured Transports. The high numbers of Chimeras amongst the Steel system. Much of the Elysian planetary defence force is thus required to
Legion regiments is due to the highly industrialised nature of their home serve the dual role of defending their home world and suppressing pirate
world. activity in the surrounding area. Due to this necessity, Elysian soldiers
Home World: Hive World are well-versed in ship-to-ship boarding actions and similar strategies,
Commanding Officer: Maverick rapid strikes in concert with orbital and aerial support being the only
Regiment Type: - effective way of combating elusive enemies, such as those the Elysians
Doctrines: Favoured Foe (Orks) routinely face.
Total Cost: 5/10 Regiment Points Home World: Imperial World
Characteristics: +5 Ag, +5 Per, -5 Wp Commanding Officer: Sanguine
Starting Skills: Deceive -or- Intimidate -or- Trade (Technomat), Navi- Regiment Type: Drop Troops
gate (Interior), Forbidden Lore (Orks) Doctrines: Iron Discipline
Starting Talents: Accustomed to Crowds, Lightning Reflexes, Jaded, Total Cost: 7/10 Regiment Points
Hatred (Orks), Preferred Enemy (Orks), Resistance (Fear) Characteristics: +5 to Any, +3 Ag, +10 Wp, -5 from Any, -3 Fel
Aptitudes: Agility -or- Perception Starting Skills: Common Lore (Imperium), Trade (Choose One), Oper-
Standard Kit: - ate (Aeronautica)
Starting Talents: Catfall, Die Hard, Endurance (2) -or- Sound Constiu-
tion (2), Hatred (Mutants), Iron Discipline, Labourer
Death Korps of Krieg
Aptitudes: Any except Psyker
The Krieg have gained a reputation for their grim attitude and uncom-
Standard Kit: One Lascarbine and four charge packs per Squad Member
promising nature. Disdainful of retreat or surrender, and fighting without
(Main Weapon), one suit of Flak Armour per Squad Member, one respi-
fear of death, the soldiers of Krieg seem to have no regard for their own
rator per Squad Member, one Gravchute per Squad Member, two frag
lives. Indeed, the prevailing attitude amongst the Krieg is that they are
grenades, and two smoke grenades per Squad Member. For an additional
little more than weapons for the Emperor’s will, faceless and infinitely
4 Regiment Points the Squad may gain the use of 1 Valkyrie Assault
replaceable behind their anonymous rebreather masks, and they hold
Carrier -or- Vendetta Heavy Gunship.
self-sacrifice as the highest of ideals. Few other regiments feel entirely
comfortable alongside the Krieg, with morale issues often arising as a
result. Commissars assigned to Krieg regiments are not required to main- Maccabian Janissaries
tain order and zeal, as is normally the case, but rather, to ease interaction Unlike many Shrine Worlds, Maccabeus Quintus has a significant
between Krieg and non-Krieg regiments and curb the self-sacrificial military tradition all its own. Following after their patron, discipline and
tendencies of their charges. endurance are regarded as the greatest of virtues, and to defend or expand
Home World: Apocalyptic World the Imperium in battle is regarded as the most pious form of worship.
Commanding Officer: Phlegmatic With the sheer number of pilgrims arriving on-world each year, a consid-
Regiment Type: - erable population of the devout exists on Maccabeus Quintus, which in
Doctrines: Die Hards, Iron Discipline turn provides an ample and diverse supply of potential candidates to the
Total Cost: 5/10 Regiment Points Maccabian militias, the finest of which are chosen to join the Maccabian
Characteristics: +5 WS -or- BS, +3 T, +5 Per, +5 Wp, -5 St -or- Fel Janissaries. To date, none have refused this honour, for all are driven by
Starting Skills: Athletics, Awareness, Survival faith and the spirit of pilgrimage, and to become a Janissary is to embark
Starting Talents: Die Hard, Hardy, Iron Discipline, Resistance (Radia- upon a pilgrimage of a different sort, carrying the Emperor’s Wrath to
tion) dark and distant places.
Aptitudes: Fieldcraft Janissary regiments are extraordinarily well-equipped, clad in
Standard Kit: - finely-wrought armour adorned with silvered masks in the image of Saint
Drusus, and are capable marksmen, well-trained at fighting in carefully
orchestrated formations, often literally battling shoulder-to-shoulder in
serried ranks, unleashing volleys of accurate fire into enemy units. Units
of Maccabian Janissaries commonly stand at the heart of a battle line,
their faith and their equipment allowing them to hold out against enemy
attack when others might falter.
Home World: Shrine World
Commanding Officer: Supine
Regiment Type: -
Doctrines: Close Order Drill, Hardened Fighters
Total Cost: 4/10 Regiment Points
Characteristics: +5 WS, +5 Wp -or- Fel, +5 Fate, -5 Per
Starting Skills: Charm, Common Lore (Ecclesiarchy), Linguistics (High
Gothic), Scholastic Lore (Imperial Creed)
Starting Talents: Combat Formation -or- Double Team, Enemy (Me-
chanicus), Litany Against Fear, Pure Faith, Street Fighting
Aptitudes: Willpower
Standard Kit: Each Squad Member can either gain a Melee Attachment

2.4.1 Regiments of Renown - 94


Modifications with the Mono Modification or a Chain Attachment Modi- Scintillian Fusiliers
fication automatically attached to the appropriate weapon of their choice. The Scintillan Fusiliers is the name given to the combined arms groups
hailing from the capitol world of Scintilla. Composed largely of mech-
Mordian Iron Guard anised and line infantry regiments with a handful of armoured formations
Mordian regiments serve in a variety of roles within the Imperial Guard, and Grenadier units, the men and women of the Scintillan Fusiliers are
but most commonly as line infantry. Their time in the defense of Mord- drawn from the best and brightest that the Scintillan nobility has to offer.
ian's ruling order and keeping the law in the anarchic hive cities of their In general, the men and women of the Scintillan Fusiliers rarely join
home world has prepared them for the battlefield. The Mordians disdain its ranks out of some sense of duty to the Imperium, the God-Emperor,
doctrines such as camouflage, preferring instead to take to the field in or even their home world. Instead, most have self-serving aspirations
flak-reinforced dress uniforms, brightly coloured and pristine. This can behind their choice to take up the life of a soldier. For some, it is a form
lead many to underestimate the Mordians in battle, perceiving them as of rebellion, a way to get back at overbearing parents for the numerous
vain-glorious, naïve, or inexperienced ceremonial troops. None who have egregious offences heaped upon their children. For others it is simply a
made war against the Mordians with such a mistaken opinion have held lark, a way to pass the time and avoid the dullness of the Scintillan salon
it for long, often finding themselves blasted apart by precisely-timed society and have adventures hat they believe will have as small chance
volleys of fire from serried ranks of unflinching infantry. of personal risk. Some are also second and third sons and daughters,
Home World: Hive World children with little to inherit in the twisted web of Scintillan society.
Commanding Officer: Phlegmatic Home World: Highborn
Regiment Type: - Commanding Officer: Fixed
Doctrines: Iron Discipline, Sharpshooters Regiment Type: -
Total Cost: 7/10 Regiment Points Doctrines: Well-Provisioned
Characteristics: +3 BS, +5 Ag, +5 Per Total Cost: 3/10 Regiment Points
Starting Skills: Common Lore (Imperial Guard, War), Deceive -or- In- Characteristics: +5 Fel, +5 Inf, -5 T
timidate -or- Trade (Technomat), Navigate (Interior), Tactics (Any) Starting Skills: Charm -or- Command -or- Deceive, Command, Com-
Starting Talents: Accustomed to Crowds, Deadeye Shot, Iron Disci- merce
pline, Lightning Reflexes, Nowhere to Hide Starting Talents: Excessive Wealth
Aptitudes: Agility -or- Perception Aptitudes: Fellowship
Standard Kit: - Standard Kit: The regiment increases the number of clips for their
Main Weapon and the number of weeks’ rations they carry as standard
by +2, and gains an additional grenade of each type in their standard kit
Savlar Chem-Dogs (if applicable). If the regiment contains vehicles, this also grants a +10
Scavengers and criminals from the scum-world of Savlar, these dregs of bonus on all Acquisition Tests to obtain fuel and parts for repairing and
Humanity have been recruited to serve on Armageddon. Motivated by maintaining those vehicles.
the loot they might be able to recover, they excel in cramped, noxious
battlefields of the hives. Much of their equipment is stolen from other
regiments, and much of their courage comes from the use of nitro-chem Tallarn Desert Raiders
inhalers, without which they would likely flee in terror from the worst With so little to offer to the Imperium’s tithe collectors, the Tallarn can
enemies of Mankind. reasonably give only soldiers, and they do this with pride. Owing to the
Chem-Dogs are highly resourceful and surprisingly enter- subterranean tunnels they grow up in, and the barren deserts of their
prising. Rather than waiting for battlefield resupplies , they will often home world’s surface, the Tallarn people are skilled in fighting across
repurpose old equipment. They have been known to strip weapons from open ground and in narrow tunnels alike, and Tallarn regiments still
vehicles and proceed on foot when fuel is low, or replace broken machine favour the hit-and-run tactics mastered by their ancestors during the
parts with similarly shapd pieces of scrap. Though effective, such prac- Horus Heresy, moving swiftly and striking with surprise and precision
tices have seen more than a few Savlar officers executed by the Adeptus before retreating to regroup and stage the next attack. For this reason,
Mechanicus. the most common Tallarn regiments are infantry, Rough Rider cavalry
Home World: Mining World mounted on horses or the reptilian Mukaali, or armoured regiments, all of
Commanding Officer: Melancholic which focus on some particular element of the favoured strategies of the
Regiment Type: +5 St -or- Per, +5 T, -5 Ag Tallarn—stealth, swiftness, and the killing blow.
Doctrines: Combat Drugs, Scavengers Home World: Death World
Drawbacks: Cloud of Suspicion Commanding Officer: Circumspect
Total Cost: 2/10 Regiment Points Regiment Type: -
Characteristics: - Doctrines: Sharpshooters, Skirmishers
Starting Skills: Athletics, Dodge, Navigate (Interior) -or- Operate (Sur- Total Cost: 7/10 Regiment Points
face), Trade (Demolitions -or- Prospector) Characteristics: +3 BS, +5 Ag, +5 Per, -5 Fel
Starting Talents: Air of Authority, Blind Fighting, Enemy (Adeptus Ar- Starting Skills: Acrobatics -or- Stealth, Awareness, Stealth, Survival
bites) -or- Enemy (Inquisition) -or- Enemy (Other), Paranoia, Resistance Starting Talents: Ambush, Combat Sense -or- Lightning Reflexes,
(Choose One), Sudden Attack Deadeye Shot, Foresight, Nowhere to Hide, Assassin Strike
Aptitudes: Toughness Aptitudes: Fieldcraft
Standard Kit: The regiment may choose to gain a +10 bonus on any Standard Kit: -
Acquisition Test. However, on any test where this bonus is used, if any
doubles are rolled (22, 33, 44, etc.) whether the Test was a success or
a failure, then the scavenging and stealing attracts unwanted attention
from higher authorities within the Imperial Guard or the Departmento
Munitorum

2.4.1 Regiments of Renown - 95


Valhallan Ice Warriors Vostroyan Firstborn
For the Valhallans, reclaiming their world was not enough. In the af- An industrialised world which has maintained ties with the Adeptus
termath of the Ork defeat, many Ice Warrior regiments sought revenge Mechanicus since the Age of Strife, Vostroyais covered in manufacto-
against the Greenskins and joined with other Imperial Guard forces to ries and cityscapes, and while not a hive world, it is nonetheless heavily
cleanse the surrounding sector of their hated foe. During this purge, populated. Its rulers are known collectively as the Techtriarchs, a council
the Ice Warrior regiments earned a reputation famous throughout the of native nobility and Adeptus Mechanicus Archmagi. Most of the
Imperial Guard for austere tenacity in battle and seasoned expertise at population work in the manufactora, subjected to poor conditions and
rooting out Ork warbands. These qualities were displayed with distinc- long hours to ensure that weaponry and other goods are produced in the
tion by every last Valhallan soldier in every warzone and on every planet vast quantities demanded by the Imperium. For the poorest families, their
visited over the course of the bitter campaign. Each regiment that fought first-borns are provided with an opportunity to achieve something beyond
alongside the Ice Warriors gained a deep and abiding respect for their the toil and frozen squalor of their homes, and for all on Vostroya, the
dour courage and unrelenting resolve. offering of the firstborn is regarded as both a duty and an honour—their
Home World: Apocalyptic World culture places enormous importance on the repayment of their ancestral
Commanding Officer: Melancholic debt to the Imperium.
Regiment Type: - Vostroyan regiments are most commonly line infantry, and
Doctrines: Favoured Foe (Orks), Survivalists are particularly at home in cold environments and urban areas, as these
Drawback: Poorly Provisioned conditions best match those of their training back on Vostroya. However,
Total Cost: 1/10 Regiment Points Firstborn armoured regiments are not uncommon, turning the Vostroyans’
Characteristics: +5 WS -or- BS, +5 Per, -5 St -or- Fel traditional ties with the Adeptus Mechanicus to the operation of powerful
Starting Skills: Athletics, Awareness x2, Forbidden Lore (Ork), Scruti- battle tanks.
ny, Survival x2 Home World: Imperial World
Starting Talents: Air of Authority, Die Hard, Hatred (Orks), Keen Intu- Commanding Officer: Choleric
ition, Preferred Enemy (Orks), Resistance (Cold), Surefoot Wayfinder Regiment Type: -
Aptitudes: Fieldcraft Doctrines: Hardened Fighters, Sharpshooters
Standard Kit: Poorly provisioned units receive half the usual number Total Cost: 5/10 Regiment Points
of clips or charge packs for their main weapons and half the number of Characteristics: +3 BS, +2 WS, +5 to Any, +5 Wp, -5 from Any
rations that their regiment rules would normally provide. If the regiment Starting Skills: One Rank of Any Skill, Common Lore (Imperium),
includes vehicles, its members suffer a –10 Penalty on all Logistics Tests Trade (Choose One)
made to acquire fuel, ammunition, and spare parts for their vehicles. Starting Talents: Deadeye Shot, Lightning Reflexes, Nowhere to Hide,
If it is a Rough Rider regiment, its members suffer the same penalty to Street Fighting,
acquire materiel related to the care and feeding of their Aptitudes: Any except Psyker
mounts. Standard Kit: Each Squad Member can either gain a Melee Attachment
In addition, whenever a member of a Poorly Provisioned regi- Modifications with the Mono Modification or a Chain Attachment Modi-
ment successfully acquires equipment, the Game Master rolls 1d10; on a fication automatically attached to the appropriate weapon of their choice.
result of 4 or lower, the equipment that they receive is of Poor Crafts-
manship, regardless of what its Craftsmanship would otherwise have
been.

2.4.1 Regiments of Renown - 96


2.4.2 Legions of Legend
“BROADCAST THE PSALMS
OF WAR TO DRIVE THE
MACROCLADES TO TRIUMPH.”
-Excerpt from Canticles of War Doctrina Alpha

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.

Mars Starting Talents: Enemy (Ministorum), Lightning Reflexes, Technical


The Red Planet is the birthplace of the Cult Mechanicus, and is consid- Knock, Weapon Tech
ered the holiest of all celestial orbs. So vaunted is Mars that across the Aptitudes: Tech
stars a hundred worlds have been terraformed and settled in exactly the Standard Kit: : The regiment gains an additional +10 on all Logistics
same manner. Tests to obtain Plasma, Melta, and Power weapons, and other items of
Millennia of incessant construction have turned Mars into advanced technology at the GM’s discretion.
a smog-choked hellscape. The surface is covered with massive forge
complexes, sprawling refineries, towering monuments to the glory of the Agripinaa
machine and weapons shops that scrape the skies. The massive orbital Agripinaa exists upon the threshold of the Eye of Terror. It has long
constructions that turn above the Martian equator are known collectively been protected by the fortress world of Cadia and its bastion system
as the Ring of Iron. Spacecraft are constructed within the Ring’s exten- of well-garrisoned planets. As Chaos forces storm into the sector with
sive orbital factories, and many of the ships of the Battlefleet Solar are unfortunate regularity, Agripinaa has been besieged dozens of times. The
based in its huge floating docks. forge world and its technological marvels have long been coveted by
Home World: Forge World Warpsmiths of the Traitor Legions, and its surface bears the wounds of
Commanding Officer: Fixed untold clashes with the Dark Mechanicum. Although the entropic forces
Regiment Type: - of Chaos have always been the enemy of the Imperium, the defenders of
Doctrines: Augmetics, Servants of the Omnissiah Agripinaa reserve a special hatred for the twisted minions of the Dark
Total Cost: 5/8 Regiment Points Gods.
Characteristics: +5 T, +7 Int, -5 Fel Despite being experts in defensive warfare, the forge world has
Starting Skills: Command, Common Lore (Tech), Linguistics (Techna only managed to fend off the relentless invasions thanks to its massive
Lingua), Logic, Trade (Armourer -or- Technomat) x2 ranks of Skitarii and battle servitors. Many of these reinforcements are
Starting Talents: Enemy (Ministorum), Peer (Mechanicus), Technical recruited from those fleeing the destruction of Chaos attacks. Cut off by
Knock, Weapon Tech rampant warp storms, entire fleets of escape craft arrive in Agripinaa’s
Techno Arcana: Cybernetic Calibrations orbit. Of course, many choose starvation over the cruel machine fusions
Aptitudes: Tech of the Cult Mechanicus, but still millions of new troops are being re-
Standard Kit: - cruited – fresh legions to stave off the assaults and to join the battles that
continue to rage throughout the system.
Lucius Home World: Forge World & Fortress World
A hollow world, Lucius has been part of a grand experiment that should Commanding Officer: Sanguine
have destroyed it a dozen times over. In the centre of the planet’s Regiment Type: -
once-barren core is an artificial sun, a titanic fusion reactor that pow- Doctrines: Favoured Foe (Chaos)
ers the industrial sprawl covering the inside of the world. No one truly Total Cost: 4/8 Regiment Points
knows how this energy source came to be, though the planet’s techpriests Characteristics: +3 WS, +3 BS, +5 T -or- Wp, +5 T, -5 Fel
are quick to claim credit. Starting Skills: Common Lore (War), Forbidden Lore (Heresy), Dodge,
This boundless power supply has helped keep the forge world Tactics (Choose One), Linguistics (Techna Lingua), Logic, Trade (Ar-
at the forefront of production, and Lucius-pattern designs are used across mourer -or- Technomat)
the Imperium. Ever eager to acquire more raw materials, the forces of Starting Talents: Die Hard, Enemy (Ministorum), Technical Knock,
Lucius are always willing to march to war, and the machine-spirits of Weapon Tech, Hatred (Chaos), Litany Against Fear, Preffered Enemy
their war machines are the most bellicose of all the Skitarii Legions. (Chaos), Weapon Expertise (Choose One)
Home World: Forge World Drawbacks: Scarred By Loss
Commanding Officer: Choleric Aptitudes: : Weapon Skill -or- Ballistic Skill, Tech
Regiment Type: - Standard Kit: -
Doctrines: Bonded to the Machine Cult
Total Cost: 3/8 Regiment Points
Characteristics: +5 T, +5 Int, -5 Fel
Starting Skills: Linguistics (Techna Lingua), Logic, Trade (Armourer
-or- Technomat)

2.4.2 Legions of Legend - 97


Stygies VIII Metalica
There is no forge world less trusted than that of Stygies VIII. Located Metalica, a forge world nestled deep in the Ultima Segmentum, is formed
on the moon of a ringed gas giant in the binary star system of Vulcanis, almost entirely of metal. No flora or fauna makes its home there, as all
Stygies VIII lies far to the galactic north of Terra. Stygies almost fell to biological life has been exterminated. Even the atmosphere is inimical to
heretic forces in the times of the Horus Heresy, only being saved by the life. It was not always this way, but the Tech-Priests drove to extinction
intervention of the enigmatic Aeldari. This event led to Vulcanis being all other species so their quest for enlightenment could continue at peak
the home of a secretive sect within the Adeptus Mechanicus known as efficiency. Metalica is a world of hissing pistons, glowing forges and
the Xenarites. The Xenarites are dedicated to the study and exploitation strata upon strata of industrial waste. Yet it is far from barren, for the
of alien technology, a policy which most Tech-Priests find offensive. engine-driven monstrosities that growl out of its furnace complexes are
Aware of the antipathy of their colleagues, the Xenarites pursue a policy born by the hundred with every new dawn. The sheer auditory barrage
of covert study. It is not unusual for Xenarite expeditions to come under that rings from its gunmetal mountains is deafening, yet oddly inspiring
attack from alien populations, planetary garrisons, and even the macro- – and all weapons and machinery produced by Metalica can be identified
clades of other forge worlds. by a distinct blaring sound that is purposefully made louder so that all
In battle, the warriors of Stygies VIII reinforce their untrust- foes might hear the industrial glory of the Omnissiah before they perish.
worthy reputation by deploying stealth screens and auspex-befouling The hyper-pollution of the planet and its proximity to the Ork empire
technologies to confound their enemies and obscure their presence and of Charadon have prepared its legions well for an age of war. Alongside
mission. When pressed about the details of such equipment, they vehe- Knight allies from the nearby world of Kolossi, Metalica’s armies have
mently deny all knowledge of it. fought at the forefront of many battles, including the second and third
Home World: Forge World Armageddon wars. With relentless fervour, the armies of Metalica strive
Commanding Officer: Bilious to bring their own strict brand of order to the anarchy of the galaxy.
Regiment Type: - Home World: Forge World
Doctrines: Infiltrators Commanding Officer: Choleric
Drawback: Mistrusted (This applies to relations with the Mechanicus) Regiment Type: -
Total Cost: 1/8 Regiment Points Doctrines: -
Characteristics: +5 T, +5 Int, -5 Fel Total Cost: 3/8 Regiment Points
Starting Skills: Linguistics (Techna Lingua), Logic, Stealth, Trade (Ar- Characteristics: +5 WS -or- BS, +5 Per, +5 T, +5 Int, -5 St -or- Fel, -5
mourer -or- Technomat) Fel
Starting Talents: Blind Fighting, Deference for Darkness, Enemy Starting Skills: Athletics, Awareness, Linguistics (Techna Lingua),
(Ministorum), Technical Knock, Weapon Tech Logic, Survival, Trade (Armourer -or- Technomat)
Techno-Arcana: Rite of Concealment Starting Talents: Die Hard, Enemy (Ministorum), Lightning Reflexes,
Aptitudes: Tech Resistance (Toxins), Technical Knock, Weapon Tech
Standard Kit: - Aptitudes: Fieldcraft, Tech
Standard Kit: -
Graia
The warriors of Graia reside in a network of space stations that crests
the planet like a glittering diadem. Though the Cult Mechanicus does
not make it widely known, the Graian Crown is capable of independent
flight. Giant fusion engines allow it to escape its host planet’s gravity and
move to the nearest Mandeville Point, where it can then travel through
the Warp.
The tenacity of the warriors of this forge world is legendary,
and they are known for their steadfast refusal to give ground. As long as
they believe in the integrity of their data-predictions, the coldly logical
forces of Graia will continue to pursue their goal, no matter the cost. In
combat, only a binharic imperative from a senior Tech-Priest can cause
Graia’s Skitarii to retreat. Their redoubtable war ethic is seen as a sign
of great devotion to the Machine God, though their allies often conclude
that their stubbornness is as much a tactical liability as it is an advantage.
Home World: Forge World & Voidborn
Commanding Officer: -
Regiment Type: -
Doctrines: Iron Discipline
Total Cost: 2/8 Regiment Points
Characteristics: +5 T, +10 Int, +10 Wp, -5 St, -5 Fel
Starting Skills: Linguistics (Techna Lingua), Logic, Trade (Armourer
-or- Technomat), Navigate (Stellar), Operate (Aeronautica -or- Voidship),
Trade (Technomat)
Starting Talents: Enemy (Ministorum), Iron Discipline, Technical
Knock, Weapon Tech
Drawback: Dishonoured
Special: Charmed: Whenever a Voidborn character spends a Fate Point
(though not if he burns Fate), roll a 1d10. On the roll of a natural 9, the
Fate Point is not lost.
Aptitudes: Intelligence, Tech
Standard Kit: -
Ryza Triplex Phall
The forge world of Ryza has been plunged into the abyss of war. The Far to the galactic east of Terra lies the forge world of Triplex Phall.
planet was famous for supplying containment fields and plasma weapon- Located in the furthest reaches of Ultima Segmentum, in the Eastern
ry – the Leman Russ Executioner and Stormblade superheavy tank were Fringes, this forge world has grown autonomous through long periods of
born within its armour cradles. However, since Ryza found itself bearing isolation. The Tech-Priests of Triplex Phall have discovered many pock-
the brunt of not one but two major Waaagh!s, the planet has turned every ets of worlds on the outskirts of the galaxy settled during the Dark Age
cannon, stubber and bullet to an all-out battle for survival. of Technology. Many of these lost colonies yielded technological secrets
In truth, the Tech-Priests of Ryza welcome the opportunity such as caches of old STC designs, or unique archeotech created in Man-
to see their creations in action first-hand. Ryza’s Skitarii, have taken kind’s golden age. A great many Triplex Phall designs appear throughout
righteous pleasure in turning Ryza’s most devastating weapons upon the weapons and equipment of the Astra Militarum, and their fabrication
the Orks of Waaagh!s Grax and Rarguts. Every vault and warecrypt has secrets have never been shared. Even delegations from Mars have been
been raided, every gun reliquary broken open. To set foot upon Ryza is forced to return to the Red Planet empty-handed, or with blueprints that
to see a vision of war unbound – and the violent industry of the Adeptus they soon discover are missing vital details. Although Triplex Phall pays
Mechanicus unleashed on a worldwide scale. Despite the preponderance homage to Mars like all other loyal forge worlds, this disobedience has
of ordnance and experimental weapons, much of the fighting on Ryza has prompted Mars to permanently deploy several Skitarii Legions to accom-
come down to close quarters. The forge world defenders have all earned pany Triplex Phall’s Explorator fleets and alert the Red Planet should
a reputation as particularly fierce combatants. further rich veins of technology be discovered.
Home World: Forge World Home World: Forge World
Commanding Officer: - Commanding Officer: Circumspect
Regiment Type: - Regiment Type: -
Doctrines: Bonded to the Machine Cult, Reliquary Doctrines: Bonded to the Machine Cult, Cyber-Enhanced
Total Cost: 4/8 Regiment Points Drawback: Cloud of Suspicion (Only applies with Mechanicus)
Characteristics: +5 T, +5 Int, -5 Fel Total Cost: 3/8 Regiment Points
Starting Skills: Linguistics (Techna Lingua), Logic, Trade (Armourer Characteristics: +5 T, +5 Int, -5 Fel
-or- Technomat) Starting Skills: Linguistics (Techna Lingua), Logic, Trade (Armourer
Starting Talents: Enemy (Ministorum), Technical Knock, Weapon Tech -or- Technomat)
Aptitudes: Tech Starting Talents: Enemy (Ministorum), Enemy (Martian Mechanicus),
Standard Kit: The regiment gains an additional +10 on all Logistics Foresight, Paranoia, Technical Knock, Weapon Tech
Tests to obtain Plasma, Melta, and Power weapons, and other items of Aptitudes: Tech
advanced technology at the GM’s discretion. Standard Kit: All characters in this regiment begin with two Com-
The Squad gains an appropriate piece of Archeotech, created mon-Craftsmanship cybernetics or one Good-Craftsmanship cybernetic
by the GM with the rules in Section 6.11 "Archeotech", being a weapon, of up to Rare Availability (the specific cybernetics are subject to the
icon, or other suitable piece of equipment that is of at least Best Crafts- GM’s approval).
manship. As long as the Archeotech remains in the Squad’s possession,
all Squad Members gain a +10 bonus to Willpower Tests and count as Deimos
possessing the Adamantium Faith Talent. In addition, the Squad Mem- Upon the inception of the Grey Knights – the secret Chapter of Space
bers reduce all Corruption Points gained by 1 to a minimum of 1. Marines tasked with directly combating the daemonic threat – it was rec-
ognised that they would need their own forge world. Using arcane tech-
nologies, Deimos, one of the heavily industrialised moons of Mars, was
stolen out of its orbit and secretly relocated above Titan, the shrouded
home world of the Grey Knights. Since that time, the weapons required
by the Emperor’s Daemonhunters have been produced by the manufac-
torums of Deimos. This includes standard Adeptus Astartes armaments
as well as all the specialist gearrequired to combat warp-based foes,
from psycannon ammunition to deadly psyk-out grenades. Each item
receives psychic wards atop the blessings of the Omnissiah to ensure
protection against daemonic taint. Deimos’ armies are used as guardians,
as procurement forces, and upon request, are sent to march forth in battle
alongside the Grey Knights.
Home World: Forge World & Daemon World (This does not denote that
Deimos is a Daemon World, rather that the benefits provided by the Dae-
mon World Home World are simply ideal for representing the esotechnic
lore that is Deimos's realm of expertise.)
Commanding Officer: Fixed
Regiment Type: -
Doctrines: -
Total Cost: 3/8 Regiment Points
Characteristics: +5 T, +5 Int, +5 Per, +5 Wp, -10 Fel
Starting Skills: Command, Deny the Witch, Linguistics (Techna Lin-
gua), Logic, Psynicience, Trade (Armourer -or- Technomat)
Starting Talents: Enemy (Ministorum), Hatred (Daemons), Resistance
(Psychic Powers), Strong Minded, Technical Knock, Weapon Tech
Aptitudes: Willpower, Tech
Standard Kit: -

2.4.2 Legions of Legend - 99


Voss Prime The Lathe Worlds
Founded during the Dark Age of Technology, Voss Prime was recon- The primary forge worlds of the Calixis Sector, the Lathe Worlds, are a
nected with Mars during one of the warp storm lulls of the Age of Strife. curious formation of worlds that are well-regarded within and beyond
By the time the Great Crusade reached Voss Prime they found a thriving their home sector, for their study and knowledge on gravatic forces.
forge world modelled after, and allied to, Mars. Since that bygone era, The strange gravities that afflict the system, and it's trio of forge worlds
Voss Prime has continued to churn out armaments for the Imperium’s (Hadd, Het, and Hesh), are both a gift and curse, as it can interfere with
armies and fleets, a record of service that cannot be matched by any save many avenues of research, but they have opened just as many. These ad-
Mars itself. Voss Prime’s production numbers have soared thanks to their vanced and curious technologies are jealously guarded, almost as much
aggressive exploitation of the nearby asteroid fields – known as the Mor- so as the whole of the Lathe Worlds themselves. Many centuries ago,
don Belt – that surround their sub-system. The asteroids have also proven after the devastating War of Brass, a great edict known as the Iron Wall
an effective defence for the planet. Even the Ork fleets that rampaged of Silence was imposed by the Lathes' Fabricator General, and while
for so long across the nearby Armageddon sector could not navigate the the enforcement of this edict has wavered over the intervening years it
floating debris, and the wreckage of thousands of their ramshackle craft has engendered something of a segregational mindset in the populations
floats amidst the element-rich rocks. Despite the attacks, the manufac- and priesthood of the Lathe Worlds. Skitarii of the Lathes are rarely seen
torum of Voss Prime continued to roll armoured vehicles, weapons and when not pursuing their master's interests, aside from standing against
ammunition off their assembly lines at rates few could hope to match. threats to their home sector or system. This quiet, intense attitude can
Home World: Forge World be a bit alarming to those unfamiliar with Lathe World Skitarii, but the
Commanding Officer: Phlematic effectiveness and power they exhibit shows that they are worth warriors
Regiment Type: - of the Omnissiah.
Doctrines: Well-Provisioned Home World: Forge World
Total Cost: 4/8 Regiment Points Commanding Officer: Circumspect
Characteristics: +5 T, +5 Int, -5 Fel Regiment Type: -
Starting Skills: Common Lore (War), Linguistics (Techna Lingua), Doctrines: Servants of the Omnissiah, Bonded to the Machine Cult,
Logic, Tactics (Any), Trade (Armourer -or- Technomat) Cyber-Enhanced
Starting Talents: Enemy (Ministorum), Technical Knock, Weapon Tech Drawbacks: The Few
Aptitudes: Tech Total Cost: 5/8 Regiment Points
Standard Kit: - Characteristics: +5 T, +7 Int, -5 Fel
Starting Skills: Common Lore (Tech), Linguistics (Techna Lingua),
Gryphonne IV Logic, Trade (Armourer -or- Technomat) x2
Before the arrival of Hive Fleet Leviathan, the forge world of Gry- Starting Talents: Enemy (Ministorum), Exotic Weapon Training (Grav),
phonne IV had a storied history. Founded during the darkness of the Age Foresight, Peer (Mechanicus), Technical Knock, Weapon Tech, Void
of Strife, Gryphonne IV quickly rose to power. By the time the Great Accustomed
Crusade arrived in what would become Segmentum Tempestus, the forge Techno-Arcana: Ferric Implants
world controlled the Gryphonne Octad – eight star systems rich with Aptitudes: Tech
mineral wealth. Its Titan Legion, the world-breaking Legio Gryphonicus, Standard Kit: The regiment gains an additional +10 on all Logistics
fought alongside the Space Marine Legions to earn great victories. Tests to obtain Plasma, Melta, and Power weapons, and other items of
Over the millennia, the defences of Gryphonne IV were built advanced technology at the GM’s discretion.
up until they rivalled those of Mars itself. So formidable were its forti- All characters in this regiment begin with two Common-Crafts-
fications that the Tech-Priests refused to abandon their industries even manship cybernetics or one Good-Craftsmanship cybernetic of up
when it become clear that the forge world lay in the direct path of Hive to Rare Availability (the specific cybernetics are subject to the GM’s
Fleet Leviathan. The armies of Gryphonne IV fought with consummate approval).
skill, yet the xenos invaders were unrelenting. One after another, the
Adeptus Mechanicus guns were silenced, the defence lines shattered. At
last, even the Titans were dragged under. Gryphonne IV was stripped
bare, a grim testament to the horrific might of the ravenous Tyranids.
Few survived this nightmarish siege, and the scattered, broken
remnants of the priesthood of Gryphonne IV have gone abroad with their
few cohorts and now seek to continue the Omnissiah's work and found a
new home world.
Home World: Forge World & Fortress World
Commanding Officer: Melancholic
Regiment Type: -
Doctrines: Die Hards
Drawback: Lost Home World
Total Cost: 1/8 Regiment Points
Characteristics: +3 WS, +3 BS, +5 T -or- Wp, +8 T, -5 Fel
Starting Skills: Common Lore (War), Dodge, Linguistics (Techna Lin-
gua), Logic, Tactics (Choose One), Trade (Armourer -or- Technomat)
Starting Talents: Air of Authority, Die Hard, Enemy (Ministorum), Ha-
tred (Tyranids), Hardy, Litany Against Fear, Weapon Expertise (Choose
One) Technical Knock, Weapon Tech
Aptitudes: Weapon Skill -or- Ballistic Skill, Tech
Standard Kit: -

2.4.2 Legions of Legend - 100


2.4.3 Creating A Regiment
“With every regiment raised, many millions of tonnes of materiel must be gathered. Thousands of men must be properly trained and prepared to serve
the Throne in an approved manner. Vessels must be secured to transport these resources and these warriors. It is in the best interests of the Imperium
that while vast numbers of regiments are raised each year, they are only raised when necessary, and always with a mind to the speed at which the
muster can be completed—for even the mightiest army is futile, if its force cannot be brought to bear quickly enough.”
–Extract from the Tactica Imperialis

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.

Regiment Creation Format 2.4.3.1 - Home World


Creating a Regiment has a number of steps. The players start with 10 Select a Home World from Section 2.1 “Character Creation Options”
Regiment Points, which they spend on the following steps. This basic for the Regiment’s Home World. This selection will apply to all but the
formula of which is as follows: Regiment’s Support Specialists. Unless a regiment is to be a storm troop-
Choose Home World: The world the regiment was raised er regiment the Schola Progenium Home World should generally not be
from is most likely to be of great importance to the soldiers within it. Be- allowed, as the product of this prestigious and powerful institution is not
ing raised from infancy to adolesence or later on one world often has an to be wasted upon the simple meatgrinder that awaits most guardsmen.
enormous influence on the reigment's character. Note that this step does
not cost Regiment Points, regardless of what Home World is chosen. The Home Worlds and Support Specialists
players may only choose one option from this section. Support Specialists are auxiliary characters who are attached to the Regi-
Choose Commanding Officer Type: The master of a regiment ment to provide their special skill-set, but are rarely from the same world
has enormous influence over his men, and his manner of conduct often as those of the regiment they serve. These characters can be from worlds
has something of a knock on effect, down the chain of command. This half the galaxy away from the Regiment’s Home World, or even have
purchase allows the players to further colour the personality of the no Home World at all. To represent this difference of culture, Support
regiment and its men. The players may only choose one option from this Specialist characters may choose a separate Home World choice from the
section. Regiment’s.
Choose Regiment Type: This choice determines what particu-
lar method of fighting the regiment participates in. Choosing a regiment's
type is an enormously important decision that the players and GM should
take some time to deliberate upon. The players may only choose one
option from this section.
Choose Training Doctrines (Optional): These options allow
the players to flesh out the intricacies of their regiment's training and any
special skills they may heave learned while training.
Choose Special Equipment Doctrines (Optional): These
options allow the players to determine if the regiment has been given
any special gear, weapons, or other equipment to better make war on the
Emperor's enemies.
Choose Regimental Drawback (Optional): These options
allow the players to flesh out their regiment's failings, misfortune, and
other dire circumstances that confront them. These adversities that beset
them give them strength in other ways, as, by taking a Drawback, the
players can gain additional Regimental Points to spend on any other
choice. The players may only choose one option from this section.
Choose Additional Standard Kit Items (Optional): These
options allow the players to choose additional gear that comes as part of
their Standard Kit. Be aware, however, that purchasing enough of any
equipment to equip a regiment's worth of men is a costly, difficult task.

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.

2.4.3 Creating A Regiment - 101


2.4.3.2 - Commanding Officer
“A warrior’s faith in his commander is his best armour and his strongest weapon.”
–Extract from the Tactica Imperialis

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)

2.4.3 Creating A Regiment - 102


2.4.3.3 - Training and Doctrines
A home world and commander provide the heart of a regiment, but it is the training they are provided and the armaments they receive which hone
that regiment into a weapon against the enemies of the Imperium. After selecting a home world and commander from the previous sections, the play-
ers may select a number of doctrines from the following three lists (Regiment Type, Training Doctrines, and Special Equipment Doctrines), costing
no more than a total of 10 Regiment Points.
One of those doctrines selected, and only one, must be selected from the Regiment Type section, and the regiment may have no more than
three doctrines (Training or Special Equipment) in total. In addition, each of the doctrines listed has a cost in points, which is deducted from the
budget set at the start of regiment creation. Each doctrine provides some or all of the following benefits: modifiers applied to the Characteristics of
characters from the regiment, a number of additional Starting Skills, a number of additional Starting Talents, an additional special rule or advantage,
and/or a few extra items for the Standard Regimental Kit.

Regiment Types Artillery Regiment


“It is the diversity of the Imperial Guard that is perhaps, its greatest Artillerymen operate the numerous towed and self-propelled artillery
strength, for with that diversity, there are few threats that cannot be pieces fielded by the Imperial Guard such as the Basilisk, the Medusa
met and overcome. No one element of the Imperial Guard can triumph Siege Gun, and the Griffon Heavy Mortar Platform. Whether stationed
alone, be it deadly artillery, mighty tanks, or brave infantry, but in proper well behind the front lines in a Basilisk battalion or operating in a
combination, there is nought that cannot be crushed by the Hammer of mortar section in support of an offensive push, Imperial artillery supplies
the Emperor.” precision, medium and long-range indirect fire in support of infantry and
–Extract from the Tactica Imperialis armoured regiments. Artillery units also operate the Guard’s anti-air-
craft weapons, including the Hydra flak tank and the Deathstrike missile
launcher vehicle. Infantry regiments tend to have somewhat adversarial
Anti-Aircraft but nonetheless codependent relationships with the artillery regiments
Using man-portable surface to air launchers, dedicated anti-aircraft em-
who support them. Even if indirect fire has a tendency to be whimsically
placements, and armoured vehicles like the Hydra flak tank, these eagle
inaccurate at times, despite the presence of forward observers and orbital
eyed Guardsmen keep the skies clear of enemy aerospace craft and flying
telemetry, most Guardsmen owe their lives at least once to a well timed
beasts of all varieties. Whether assigned to a static anti-air battery pro-
artillery barrage, and thus treat artillerymen with grudging respect.
tecting a field command centre or aboard a Hydra protecting an infantry
Cost: 4 Points
regiment from the wanton depredations of Ork fightas, anti-aircraft regi-
Characteristics: +3 Ballistic Skill, -3 Toughness
ments are a very important part of the Imperial Guard’s order of battle.
Starting Skills: Operate (Surface), Trade (Technomat)
Cost: 4 Points
Starting Talents: Bombardier
Characteristics: +3 Ballistic Skill, -3 Weapon Skill
Standard Kit: 1 Lascarbine (Main Weapon) and four charge packs per
Starting Skills: Awareness -or- Operate (Surface) -or- Trade (Techno-
Squad Member, 1 Basilisk per Squad or 1 mortar per every two Squad
mat)
Members, 1 pair of magnoculars per Squad Member, 1 vox-caster per
Starting Talent: Storm of Iron
Squad.
Standard Kit: 1 Hydra Flak Tank per Squad -or- 1 Sabre Gun Platform
for every 2 Squad Members -or- 1 Missile Launcher with Frag, Krak, and
Flakk Missiles for every 2 Squad Members, and one set of Trade Tools Close Assault Regiment
(Technomat) per Squad Member. While comparatively rare compared to other types of infantry regi-
Special: Members of Anti-Aircraft regiments gain an additional +10 ment, the Imperial Guard does raise and maintain regiments dedicated
bonus to their Ballistic Skill to hit vehicles with the Skimmer, Flyer, or to close-quarters combat and brutal assaults. Such regiments typically
Spacecraft type, and against creatures and characters with the Hoverer or come from technologically primitive worlds, where melee combat is
Flyer Trait. the order of the day, but might also come from the ranks of hive gangs,
Skitarii Legions instead have the option of taking an Onager with an post-cataclysmic worlds, or anywhere else where the inhabitants display
Icarus Array, replacing the option for a Hydra Flak Tank.. a propensity for melee combat or close-range fire-fights. In some cases,
these regiments are equipped with a transport vehicle to get them close to
the enemy as quickly as possible while protecting them from enemy fire.
Armoured Regiment Others, particularly those from primitive origins, are instead assigned to
Alongside the serried ranks of infantry and the humble lasgun, little is
warzones that utilise their talents without the need to cross open terrain,
as emblematic of the wars of the Imperial Guard as the armoured might
such as the depths of hives, the ruins of cities, mining tunnels, or dense
of its tanks. Rugged, resilient, and capable of unleashing staggering
jungle.
amounts of firepower, there is little that can stand before the fury of com-
Cost: 3 Points
panies of Leman Russ battle tanks. The crews of these mighty behemoths
Characteristics: +3 Weapon Skill, -3 Intelligence
are justifiably proud of their status, and the accomplishments of their
Starting Skills: Dodge -or- Parry
steel charges.
Starting Talents: Lightning Reflexes
Cost: 4 Points
Standard Kit: One combat shotgun and four reloads or one great
Characteristics: -3 Weapon Skill, +3 Ballistic Skill
weapon or two one-handed low-tech weapons per Squad Member (Main
Starting Skills: Operate (Surface), Trade (Technomat)
Weapon), one suit of Flak Armour per Squad Member, three frag gre-
Starting Talents: Technical Knock
nades and two krak grenades per Squad Member.
Standard Kit: One Leman Russ battle tank (or variant, at GM’s dis-
Special: At a cost of an additional 2 Regiment Creation points, the reg-
cretion) per Squad, and one set of Trade Tools (Technomat) per Squad
iment can add a Chimera Armoured Transport or other transport vehicle
Member, one Lascarbine (Main Weapon) with 2 extra charge packs per
(at the GM’s discretion) per Squad to its Standard Regimental Kit (Skita-
Squad Member.
rii instead have the option to purchase a Skorpius Dunerider).
Skitarii Legions instead have one Onager per every 2 Squad Members.

2.4.3 Creating A Regiment - 103


Drop Troops Grenadiers
A rare type of regiment, drop troops are extremely specialised infantry, These Guardsmen are highly trained heavy infantry specialists trained
trained for rapid strikes from airborne transports. Employing gravchutes in the use of grenades, grenade launchers, and the other numerous types
and attached Imperial Navy Valkyrie assault carriers to perform raids of deployable explosive devices used by the Imperial Guard. These
deep behind enemy lines, drop troops provide an uncommon, but potent heavy-hitting soldiers work either in their own units as powerful heavy
resource to generals. Largely regarded by other Imperial Guardsmen as shock troopers or in mixed infantry units as heavy support troopers,
insane for choosing to leap out of a perfectly good aircraft in mid-flight, using their heavy weapons to deny areas, defend their comrades, destroy
they are nonetheless required to be daring and courageous to dive into lightly armoured fighting vehicles, and shatter close-packed groups of
enemy territory, and away from the comfort of supply lines and heavy enemy infantry.
support. However, their habit of operating alone without support tends to Cost: 4 Points
make them somewhat distant and cold to those outside their ranks. Characteristics: +3 Ballistic Skill, +3 Toughness, -3 Perception,-3
Cost: 3 Points Intelligence.
Characteristics: +3 Agility, -3 Fellowship Starting Skills: Trade (Demolitions)
Starting Skills: Operate (Aeronautica) Starting Talents: Bombardier
Starting Talents: Catfall Standard Kit: 1 Lasgun (Main Weapon), 1 auxiliary grenade launcher
Standard Kit: One Lascarbine and four charge packs per Squad Member weapon upgrade per Squad Member, 1 additional krak and frag grenade
(Main Weapon), one suit of Flak Armour per Squad Member, one res- per Squad Member, 1 suit of light carapace armour per Squad Member, 1
pirator per Squad Member, one Gravchute per Squad Member, two frag deadspace earpiece per Squad Member, 2 grenade launchers per Squad.
grenades, and two smoke grenades per Squad Member.
Special: For an additional 4 Regiment Points the Squad may gain the Heavy Reconnaissance Regiment
use of 1 Valkyrie Assault Carrier -or- Vendetta Heavy Gunship. Instead, While most regiments dedicated to forward scouting are equipped as nor-
they may spend 2 Regiment Points to replace their Gravchutes with Jump mal forward infantry supported by no more than a single Sentinel walker,
Packs. some rare regiments are formed entirely of soldiers dedicated to piloting
and maintaining these light walkers. Though some commanders view
Exterminator Regiment such formations as gratuitous use of heavy machinery in the field, the
Being used as the linchpin units in many grand strategies, exterminator effect of several walkers stomping out of the foliage or across a hilltop at
units use light vehicles with deceptively heavy firepower to linger behind breakneck pace, tearing apart any light vehicles or structures in their path
the front lines until called upon, then pushing forward quickly to strike to clear the way for their force’s advance is undeniable.
down priority targets in support of the rank-and-file. Many exterminator Cost: 8 Points
units develop a hero mentality from their exploits, dealing the killing Characteristics: +3 Agility, -3 Toughness
blow to enemy after enemy, and so outsiders tend to regard them as Starting Skills: Operate (Surface), Trade (Technomat)
glory-seeking mavericks. Starting Talents: Push the Limit, Tank Hunter
Cost: 3 Points Standard Kit: 1 Sentinel scout walker per Squad Member, 1 set of mag-
Characteristics: +3 Ballistic Skill, -3 Strength noculars per Squad Member.
Starting Skills: Operate (Surface), Trade (Technomat) Skitarii Legions instead gain 1 Ironstrider per Squad Member, instead of
Starting Talents: Resistance (Fear), Giantkiller -or- Slaughter the Sentinel Scout Walkers.
Swarm
Standard Kit: One Sentinel Scout Walker or one Hellhound Support Light Infantry Regiment
Tank (or variant) per Squad. Lightly-equipped infantry units are key to the complex tactical manoeu-
Skitarii Legions replace the option for a Sentinel Scout Walker with an vres required on the battlefields of the 41st Millennium. Lacking the
Ironstrider firepower to effectively fight on the front lines, their talents are better
employed in dense terrain, where they can lay ambushes and engage in
Guerrilla Regiment short-lived skirmishes.
These Guardsmen are light infantry units trained in covert warfare tactics Cost: 2 Points
and deployed against the Imperium’s enemies as infiltrators, assassins, Characteristics: +3 Agility, -3 Toughness
and saboteurs. Stealthy and dangerous, these soldiers spend much of Starting Skills: Navigate (Surface)
their time well behind enemy lines carrying out clandestine, top-secret Starting Talents: Sprint
missions behind enemy lines or even on worlds entirely held by foes. Standard Kit: One lascarbine and four charge packs per Squad Member
They tend to show more initiative and creative thinking in the field than (Main Weapon), one flak vest and flak helmet per Squad Member, two
the average Guardsman. Indeed, it is this ability to think on their feet and frag grenades and two smoke grenades per Squad Member.
adapt to quickly changing tactical situations that keeps them alive and al-
lows them to carry out their dangerous missions successfully. Experts at
asymmetric warfare, their missions typically include killing or capturing
enemy leaders, interrogation, and deep infiltration strikes via grav chute
or other aeronautica against enemy installations and infrastructure.
Cost: 4 Points
Characteristics: +3 Perception, -3 Fellowship
Starting Skill: Stealth, Interrogation
Starting Talents: Ambush
Standard Kit: 1 Lascarbine (Main Weapon) and four charge packs per
Squad Member, 2 blind grenades per Squad Member, 2 stun grenades per
Squad Member, 2 frag grenades per Squad Member.

2.4.3 Creating A Regiment - 104


Line Infantry Regiment Rapid Reconnaissance Regiment
The backbone of the Imperial Guard, line infantry form the bulk of every Most associated with the regiments of Elysia, the Tauros rapid assault
battle line, the core of every assault, and the heart of every defence. The vehicle is comparatively rare amongst the Imperial Guard, its use requir-
humble, doughty, and loyal infantryman is the subject of countless pro- ing special dispensation from the Adeptus Mechanicus. Regiments able
paganda picts and inspirational murals across the Imperium. They form to obtain these vehicles, however, find a dependable and swift vehicle,
the iconic image of the Imperial Guard for most Imperial citizens, and for able to traverse nearly any terrain at speed. It is for these qualities that
good reason. It is a rare battlefield that is not graced by the presence of some reconnaissance regiments favour Tauros over the more common
line infantry. Sentinels. While more limited in what terrain they can negotiate, these
Cost: 2 Points vehicles’ speed makes up for the limitation in many environments.
Characteristics: +3 Strength, -3 Intelligence Cost: 8 Points
Starting Skills: Athletics Characteristics: +3 Agility, -3 Toughness
Starting Talents: Rapid Reload Starting Skills: Operate (Surface), Trade (Technomat)
Standard Kit: One Lasgun and four charge packs per Squad Member Starting Talents: Hotshot Pilot -or- Accelerated Repairs
(Main Weapon), one suit of Flak Armour per Squad Member, two frag Standard Kit: One Tauros Assault Vehicle and one set of Magnoculars
grenades and two krak grenades per Squad Member. per every 2 Squad Members. At the GM’s discretion, two Squad Mem-
bers may exchange their vehicle for a single Tauros Venator.
Mechanized Infantry
Less common than line infantry, mechanized infantry serve as a Reconnaissance Regiment
fast-moving, hard-hitting force, pairing the utility of infantry with the A key part of any war effort, reconnaissance units allow an army to scout
speed and firepower of armoured vehicles. The availability of Chimera out enemy movements and positions, and their keen senses and training
transports is the main limiting factor to the number of mechanized infan- allow them to swiftly ambush enemy patrols attempting to do the same.
try units in any given warzone, and this rarity means that many mecha- Due to their role, reconnaissance units invariably operate far ahead of
nized infantry regiments are divided into a number of smaller Armoured army commanders, requiring considerable autonomy and personal initia-
Fist groups— single squads or platoons—attached to armoured regiments tive, traits that often breed a strong sense of daring and recklessness. For
(to provide infantry support) and line infantry regiments (to provide a all their typical ill-discipline, reconnaissance units are invaluable assets
fast reserve or armoured vanguard). to any army commander.
Cost: 3 Points Cost: 3 Points
Characteristics: +3 Agility, -3 Perception Characteristics: +3 Perception, -3 Willpower
Starting Skills: Operate (Surface), Trade (Technomat) Starting Skills: Awareness, Operate (Surface), Trade (Technomat)
Starting Talents: Rapid Reload Starting Talents: Combat Sense
Standard Kit: One Lasgun and four charge packs per Squad Member Standard Kit: One Sentinel Scout Walker or one Chimera Armoured
(Main Weapon), one suit of Flak Armour per Squad Member, two frag Transport per Squad, and one set of magnoculars per Squad Member.
grenades and two krak grenades per Squad Member, one Chimera Ar- Skitarii Legions instead have a choice of either one Ironstrider or Skorpi-
moured Transport per Squad. us Dunerider per Squad.
Skitarii Legions replace the Chimera Armoured Transport with the option
for either a Skorpius Dunerider or a Termite Assault Drill.

Mechanized Reconnaissance Regiment


While Sentinel walkers are the favoured vehicle of most reconnaissance
regiments, some regiments or squads prefer to give up the all-terrain
capabilities of the Sentinel in favour of armour to survive a protracted
engagement and the speed to escape it. Salamander Reconnaissance
Tanks are swift vehicles based on the reliable Chimera chassis. These
open topped vehicles are perfectly suited to reconnaissance work, and
have the speed to scout ahead of a formation and return with invaluable
intelligence in short order.
Cost: 3 Points
Characteristics: +3 Perception, -3 Toughness
Starting Skills: Awareness -or- Scrutiny, Operate (Surface), Trade
(Technomat)
Starting Talents: Lightning Reflexes
Standard Kit: One Salamander Reconnaissance Tank (or variant, at
the GM’s discretion) per Squad, and one set of magnoculars per Squad
Member.

2.4.3 Creating A Regiment - 105


Rough Rider Regiment Siege Infantry
While they might seem a strange anachronism in a military force that Similar to line infantry, siege infantry form a solid mass of troops, specif-
fields enough firepower both on the ground and in space to annihilate an ically trained to serve in protracted sieges. A siege regiment may be de-
entire planet, the Imperial Guard’s Rough Riders are as dangerous as any ployed in a single location for years at a time, moving only infrequently
armoured or mechanised regiment. Possessed of a flexibility and speed to a new front line, often only a few hundred metres from the last
nearly unrivalled among the numerous regiments of the Guard, different one.
groups of Rough Riders ride a myriad of different beasts, from hardy, Each line usually consists of newly-dug trenches and earth-
war-hardened common horses to lumbering grox to creatures even more works, swiftly and precisely excavated by thousands of troopers. It is
exotic like small carnosaurs or winged felines. said that the finest siege regiments can establish a solid defence line with
Rough Riders are typically raised from low technology level nothing but shovels, flakboard, and sandbags, within half an hour of
feral and feudal worlds where nomadic or cavalry centric societies are deployment.
the norm, though some, like the Death Riders of Krieg hail from more Cost: 2 Points
developed worlds. Rough Riders are lightly armed and armoured, drilled Characteristics: +3 Toughness, -3 Intelligence
in close-range combat and anti-armour tactics. They wear light flak Starting Skills: Trade (Technomat)
armour and carry their unique, multi-purpose hunting lances, laspistols, Starting Talents: Litany Against Fear -or- Improve Cover
a handful of grenades, and precious little else. While their mounts grant Standard Kit: One Lasgun and six charge packs per Squad Member
the troopers great speed and manoeuvrability, they also limit the type and (Main Weapon), one suit of Flak Armour per Squad Member, one respi-
amount of equipment that can be carried in the field. Due to this, most rator per Squad Member, four empty sandbags and one entrenching tool
Rough Riders are accomplished at fieldcraft and survival, able to live, if per Squad Member, two frag grenades and two photon flash grenades per
not comfortably, then at least reasonably off the land in nearly any envi- Squad Member.
ronment. In theatre, they are deployed as scouts, skirmishers, and guer-
rilla fighters, in squads of four to nine troopers led by a sergeant. Their Super-Heavy Armoured Regiment
mounts allow them to move quickly and stealthily far from Imperial To be entrusted with the care of a hallowed superheavy tank is one of
supply lines and through terrain difficult or impossible to cross for heavy the greatest honours that might befall a squad. Super-heavy armoured
mechanised and armoured units. This makes them hard for enemies to regiments are rare in comparison to other types of armoured regiments,
counter, and Rough Riders use this to their advantage in their unique hit- and tend to come only from worlds with close ties to the Adeptus Me-
and-run style of combat. chanicus. While an honour, the duty of shepherding a super-heavy tank
Cost: 5 Points comes with great weight of responsibility. These mighty engines of war
Characteristics: +3 Agility, -3 Ballistic Skill are no mere vehicles, but divine instruments of Omnissiah’s wrath. The
Starting Skills: Survival crew of these vehicles must always respect the fearsome machine spirits
Starting Talents: Catfall, Weapon Expertise (Low-Tech) -or- Exotic within. Such regiments must also strive to protect these mighty adaman-
Weapon Training (Hunting Lance), replace Standard Human Follower tine beasts from harm; no small feat, seeing as super-heavy tanks such as
with a Standard Bestial Follower; it must have the Mount Trait. Baneblades, Stormlords, and Shadowswords are likely to be deployed in
Standard Kit: 1 Hunting Lance -or- Great Weapon (Main Weapon) per the thickest and most dangerous fighting.
Squad Member, 1 Laspistol and four charge packs per Squad Member, 1 Cost: 7 Points
flak jacket and flak helmet per Squad Member, 2 saddlebags per Squad Characteristics: -3 Weapon Skill, +3 Willpower
Member, 1 set of Riding Tack & Saddle per Squad Member. Starting Skills: Operate (Surface), Trade (Technomat)
Starting Talents: Technical Knock
Salvage and Recovery Regiment Standard Kit: One Baneblade super-heavy tank (or variant, at the GM’s
In the battles it wages against the Imperium’s foes, it is unavoidable discretion) per Squad, and one set of Trade Tools (Technomat) per Squad
that the mighty tanks and vehicles of the Imperial Guard fall in battle Member.
alongside the soldiers themselves, despite their mighty armour. However,
such is the fortitude of the Imperial Guard’s tanks, that they are rarely de-
stroyed outright—such an event occurring only if the enemy is fortunate
enough to detonate fuel or ammunition stores with a lucky shot. When
a battle tank or even a Chimera transport is left damaged on the field of
battle, it is important to recover it as quickly as possible, before errant
shots or vindictive enemies damage the wrecked vehicle beyond repair. It
is up to the salvage and recovery regiments to perform this task, braving
the battlefield to tow the crippled war machines to safety. This allows the
Tech-Priest Enginseers to soothe the vehicles’ machine spirits and repair
the damage, that they might roar into battle once more.
Cost: 3 Points
Characteristics: +3 Strength, -3 Agility
Starting Skills: Athletics, Operate (Surface), Trade (Technomat)
Starting Talents: Litany Against Fear or Battlefield Tech-Wright
Standard Kit: One Atlas Recovery Tank per Squad, and one set of Trade
Tools (Technomat) per Squad Member.

2.4.3 Creating A Regiment - 106


Training Doctrines Defenders of the Faith
“Every regiment is essentially unique, and while all are of a carefully This regiment is closely tied to the Adeptus Ministorum, the galaxy-span-
measured fighting strength and all are given a degree of uniformity by the ning Ecclesiarchy that teaches the Imperial Truth and leads the worship
Departmento Munitorum, there can be no argument against evaluating of the Most Holy Emperor. This regiment is particularly pious in its
the strength of each regiment under one’s command, identifying their devotions, and is sure to be accompanied by preachers, confessors, and
particular proficiencies to better employ them in battle. With diligent other warriors representing the Ecclesiarchy. In battle, the soldiers of this
training, this strength can be heightened and focused, turning it into a regiment fight valiantly under the watchful eyes of the Ecclesiarchy and,
true asset.” should they be so blessed, the Emperor Himself.
–Extract from the Tactica Imperialis Cost: 2 Points
Characteristics: +3 Willpower
Starting Skills: Common Lore (Ecclesiarchy), Scholastic Lore (Imperial
Anti-Armour Creed)
This regiment specializes in disabling and destroying enemy armoured
Starting Talents: Litany Against Fear
vehicles. Typically composed of light or line infantry, they are instilled
with an encyclopedic knowledge of enemy armour and equipped with
rocket and missile launchers, anti-tank mines, melta guns, and other Servants of the Omnissiah
destructive devices. These Guardsmen are frequently deployed on foot or This regiment is closely associated with the Adeptus Mechanicus. It
mounted in a Chimera and can cripple an enemy’s armoured advance or might hail from a technologically advanced hive world or orbital station,
mechanized units with nothing but a few well placed missiles. or even one of the Mechanicus’ own holy forge worlds. Due to their
Cost: 4 Points lifelong exposure, soldiers from this regiment are much more comfort-
Starting Skill: Common Lore (Tech), Tactics (Armoured Warfare) able with technology than most regiments would consider healthy, and
Starting Talent: Tank Hunter, Deadeye Shot quickly adapt to new technologies given the opportunity.
Standard Kit: If the Squad has at least one vehicle they also gain 1 Cost: 3 Points
Hunter Killer Missile Launcher and 3 Hunter Killer Missiles. If they Characteristics: +2 Intelligence
do not have a vehicle, they instead gain 2 Krak Grenades per Squad Starting Skills: Common Lore (Tech), Trade (Armourer) -or- Trade
Member. (Technomat)
Starting Talents: Peer (Mechanicus)
Special: This regiment may also take vehicle options usually reserved for
Close Order Drill Skitarii Legions.
The regiment has trained long and hard to operate in close formations,
fighting shoulder-to-shoulder with their comrades. These close forma-
tions can respond quickly with overwhelming force, moving as a single Demolitionists
entity, rather than a group of individuals. This regiment specialises in demolitions work, relying on powerful
Cost: 1 Point explosives and their precise application to bring down enemy fortifica-
Characteristics: +3 Weapon Skill tions or even to destroy vehicles or infantry formations. This doctrine
Starting Talent: Combat Formation -or- Double Team could represent specialised siege training, or adapted skills from a mining
background. Demolitionists often earn a reputation for recklessness, but
usually maintain that their success and continued time amongst the living
Close-Quarters Battle shows that they are, in fact, quite cautious and methodical in their work.
The deadly, winding underhives, endless mine shafts and tunnels deep
Cost: 4 Points
below a planet’s surface, and the narrow corridors of a towering hab
Characteristics: +2 Intelligence
block: these are just a few examples of the environs where a close quar-
Starting Skills: Trade (Demolitions), Operate (Surface)
ters battle regiment shines. Lightly armoured and armed with carbines,
Starting Talents: Litany Against Fear, Sudden Attack
bullpups, and other short-barreled weapons along with numerous deadly
Standard Kit: One Cyclops Demolition Vehicle -or- Demolitions Kit per
melee weapons, close quarters specialists are trained to move and fight
Squad, one set of Blast Goggles, and one Respirator and 1 kg of Demoli-
effectively in confined spaces. These Guardsmen tend to be reckless
tion Charge per Squad Member.
enough to fight the vicious enemies of the Imperium up close, and per-
ceptive and skilled enough to survive doing so—until their luck runs out,
at least. Die-Hards
Cost: 5 Points The regiment is unyielding in the face of adversity, and will not falter
Starting Talent: Double Team -or- Combat Master amidst the fury of battle, no matter the horrors arrayed against them.
Standard Kit: 1 Lascarbine (Main Weapon) with four charge packs per Cost: 1 Points
Squad Member, 1 mono knife per Squad Member, 1 suit of light carapace Characteristics: +3 Toughness
armour per Squad Member. Starting Talents: Die Hard, Hardy
Special: Members of regiments that specialise in Close Quarters Battle
gain an additional +10 bonus to all Ballistic Skill Tests made at Point- Favoured Foe
Blank Range. The regiment’s home world has long been assailed by one of the myriad
enemies of Mankind, and its troops have learned the hard way the most
effective ways to slay that enemy. Without mercy and without fear, they
relish opportunities to bring death to their traditional foe.
Cost: 3 Points
Starting Skills: Forbidden Lore (Choose One)
Starting Talents: Hatred (Choose One), Preferred Enemy (Choose One)

2.4.3 Creating A Regiment - 107


Hardened Fighters Sharpshooters
The regiment’s warriors are vicious up close, deadly in melee as well as The regiment has a well-earned reputation for producing deadly
at range. Armed with the tools of their grim trade, they are not afraid to marksmen, and every soldier is expected to be able to demonstrate great
face their enemies in single combat, and feel the hot blood of the fresh- proficiency with a lasgun, at the very least. Such regiments commonly
ly-slain on their skin. produce some of the finest snipers in the Imperial Guard, and even the
Cost: 2 Points common soldier can be relied upon to fell foe after foe with a storm of
Characteristics: +2 Weapon Skill precise shots.
Starting Talents: Street Fighting Cost: 3 Points
Standard Kit: Each Squad Member can either gain a Melee Attachment Characteristics: +3 Ballistic Skill
Modifications with the Mono Modification or a Chain Attachment Modi- Starting Talents: Deadeye Shot, Nowhere to Hide
fication automatically attached to the appropriate weapon of their choice.
Skirmishers
Infiltrators Some regiments are specialise in using cover, terrain, weather, and
This regiment uses stealth, cunning, and every ruse de guerre known to darkness to shroud their movements. Skirmishers are trained to use every
military science to sow fear and havoc among the enemies of the Impe- advantage to stealthily approach their quarry then overwhelm them in a
rium. Well versed in clandestine warfare, infiltrators carry out missions single cascading assault. Once they strike, they disappear as quickly as
that most hardened storm troopers would not undertake lightly. they arrive, leaving shattered and confused enemy troops in their wake.
Cost: 3 Points Cost: 3 Points
Starting Skill: Stealth Starting Skills: Acrobatics -or- Stealth
Starting Talents: Blind Fighting, Deference for Darkness Starting Talents: Ambush -or- Assassin Strike

Iron Discipline Snipers


The regiment is well-known for its unyielding devotion to duty and Some light infantry or reconnaissance regiments specialise in eliminating
absolute loyalty to superiors. No man will hesitate to act when ordered, their enemies from a distance. Utilising the long las or sniper rifle, the
nor will they falter when carrying out those orders. The expectations of soldiers of this regiment hone their abilities to strike at range, preferably
the common infantryman, however, are such that shouldering the burden neutralising their targets without ever revealing their own presence.
of command is to take on a great and solemn responsibility, and only Cost: 2
the humblest and most serious-minded of officers can be entrusted with Characteristics: +2 Ballistic Skill
warriors so devoted. Starting Talents: Marksman
Cost: 3 Points Standard Kit: One Longlas and 4 charge packs or one Sniper Rifle and
Characteristics: +5 Willpower four clips per Squad Member (Main Weapon).
Starting Talents: Iron Discipline
Survivalists
Sappers The regiment is skilled at surviving in the wilderness, and its soldiers are
This regiment specialises in combat engineer duties, including erecting masters of operating in a particular kind of terrain, normally the one in
fortifications, building bridges and other structures, demolitions work, which they’ve grown up and trained extensively. Hunters and trackers
setting or clearing minefields, and tunnelling under enemy emplace- almost without peer, there are few who can escape their pursuit.
ments. While the soldiers lack the knowledge and ability of Tech-Priest Cost: 4 Points
Enginseers, they are trained to construct, build, and fortify, although they Starting Skill: Awareness, Scrutiny, Survival
perform such tasks almost purely by rote. The Imperial Guard utilises Starting Talent: Keen Intuition, Surefoot Wayfinder
many prefabricated structures, designed to be erected and emplaced with
minimal time and skill. Sappers often go beyond the theoretical limits Unstoppable
of their duties and abilities, learning to use whatever is to hand when These soldiers are bred for the charge. Such warriors specialise in
resources become scarce. While such actions might violate Departmento breaking infantry lines, storming fortifications, and demoralizing nearly
Munitorum edicts, they are often overlooked by officers so long as the any foe. A terror to behold with their weapons readied at full tilt, a charge
results are worthwhile. made by this regiment ranks as one of the most awe-inspiring sights on
Cost: 3 Points the battlefield.
Characteristics: +2 Intelligence Cost: 3 Points
Starting Skills: Trade (Technomat) Characteristics: +3 Weapon Skill
Starting Talents: Improve Cover Starting Talent: Berserk Charge, Felling Charge
Standard Regimental Kit: One lascutter per Squad Member. Standard Kit: All Squad Members gain a Low-Tech Melee Weapon.
Special: Sappers are trained to both build and disassemble fortifications,
undermine walls, and similar duties. Characters from this regiment gain
a +10 bonus to Trade (Technomat) Tests to construct or disassemble a
structure.

2.4.3 Creating A Regiment - 108


Special Equipment Doctrines blanket per Squad Member, 2 saddle bags per Squad Member, 2 weeks’
“The arming of a regiment is a matter of considerable complexity. Each rations for the mount. Any barding or other mount armour varies by reg-
and every regiment will be equipped in a manner according to their pur- iment, and is equivalent to the Guardsman’s standard armour (covering
pose, the world of their origin, and the availability of resources.” the same Hit Locations and providing the same AP).
–Extract from the Tactica Imperialis Special: If the Regiment choosing this doctrine is a Rough Rider Regi-
ment they may generate their mounts as a Greater Bestial Follower.
Augmetics
The regiment has had long ties with the Adeptus Mechanicus, and though Chameleoline
not privy to the many secrets of that organisation, they willingly accept The regiment’s duties require them to move unseen across the battlefield,
the wisdom of the Priests of Mars. As a testament to this unity, the regi- and for this reason, they have been equipped with colour-shifting chame-
ment’s warriors sport many more bionics and augmetics than is typically leoline, which helps them blend in with their surroundings.
the case, with veterans often sporting bionics to replace organs and limbs Cost: 3 Points
lost to the horrors of war. Standard Kit: The regiment is equipped with either Chameleoline
Cost: 1 Points Cloaks or the Chameleoline Coating Armour Modification applied to
Standard Kit: The regiment gains an additional +10 on all Acquisition each member’s main suit of armour. If the regiment choosing this doc-
Tests made to obtain bionic replacements and implants. trine have a vehicle as part of their Standard Kit they may instead take
one Chameleoline Tarpaulin per vehicle in their Standard Kit.
Automated Artillery
A wide variety of regiments make use of Tarantula Sentry Guns, using Combat Drugs
these automated artillery pieces to supplement their own offensive capa- Commonly given to Penal Legions and other units who may require addi-
bilities or to provide additional defence. While sentry guns are especially tional encouragement to fight their hardest, combat drugs can provide the
prized by regiments that are understrength or engaged in seemingly additional psychological or physical kick needed to spur a unit to action.
endless wars of attrition or urban campaigns, they also find use supple- Cost: 2 Points
menting manual artillery pieces or fortifying a drop-trooper beachhead. Standard Kit: The regiment adds an Injector or Inhaler and three doses
Cost: 2 Points of Frenzon or five doses of Stimm. Additional doses must be obtained
Standard Kit: One Tarantula Sentry Gun per Squad. through Acquisition, and gain a +10 bonus to acquiring them.

Bonded to the Machine Cult Covert Strike


This regiment is bonded to the Tech-Priesthood of Mars by ancient This regiment’s missions require them to operate well behind enemy
decree. The regiment’s home world maintains close ties with the Adeptus lines, often amongst the enemy soldiers themselves, and their equipment
Mechanicus, producing advanced weaponry that is usually the purview reflects their need for speed, stealth, and flexibility.
only of the forge worlds. Consequently, the regiment is able to obtain Cost: 3 Points
such weapons more easily either from their home world or even directly Standard Kit: 1 suit of Synskin per Squad Member, 1 set of Preysense
from the Adeptus Mechanicus. Goggles per Squad Member.
Cost: 2 Points Special: Members of this regiment gain a +10 bonus to all Acquisition
Standard Kit: The regiment gains an additional +10 on all Logistics Tests made to acquire chameleoline cloaks or armour, clip/drop harness-
Tests to obtain Plasma, Melta, and Power weapons, and other items of es, rebreathers, survival suits, auspices, demolitions charges, grav chutes,
advanced technology at the GM’s discretion. multikeys, multicompasses, stummers, static generators, and any other
such equipment designed for stealth and infiltration. The Acquisition
bonus also covers the following stealth weapons: needle rifles, needle
Breachers pistols, and sniper rifles, as well as the Silencer and Tox Dispenser Mod-
A variety of specialised equipment is available for use by siege regiments ifications.
and other Imperial Guard forces assigned to attack enemy fortifications.
Some specialized combat engineer, sappers, or assault units are granted
the use of a Hades Breaching Drill to tunnel under enemy lines or under- Cyber-Enhanced
mine existing, enemy-held tunnels or fortifications. Such work can be This regiment has very close ties with the Adeptus Mechanicus, or per-
extremely dangerous, both for the desperate close-quarters fighting that haps is even from one of the worlds of the Machine Cult. In either case,
inevitably results and for the lack of structural stability of such tunnels. the regiment believes in the superiority of the machine over flesh, and its
Cost: 3 Points members gladly accept the blessings of the Omnissiah to replace their
Standard Kit: One Hades Breaching Drill per Squad. biological parts. From bionic limbs to enhanced senses, these cybernetic
enhancements serve to increase the regiment’s abilities in battle.
Cost: 3 Points
Cavalry Mounts Standard Kit: All characters in this regiment begin with two Com-
Each member of the regiment has a personal mount such as a horse, mon-Craftsmanship cybernetics or one Good-Craftsmanship cybernetic
Grox, or other riding beast. Along with the mount, the trooper has all of up to Rare Availability (the specific cybernetics are subject to the
the necessary equipment or “tack” required for riding and fighting from GM’s approval).
their mount, items such as saddles, saddlebags, hobbles, bit and bridle,
harnesses, armour, and the like. Troopers are responsible for the care and
feeding of their mounts, and typically form a bond with their animal as
deep and lasting as between other types of Guardsmen and their squad
mates.
Cost: 5 Points
Standard Kit: 1 Standard Bestial Follower per Squad Member (replac-
ing their regular Follower), 1 Riding Tack & Saddle per Squad Member,

2.4.3 Creating A Regiment - 109


Demolitions • May trade a Hellhound for a Malcador Infernus
Destruction is the unit’s calling, and they are equipped and trained to • May trade a Chimera for a Malcador Dracosan
follow that calling, with access to a variety of explosive munitions. • May trade an Atlas for a Malcador Hercules
Cost: 2 Points • May trade a Leman Russ for a Macharius Heavy Tank, Macharius Van-
Skills: Gain a Rank of the Trade (Demolitions) Skill quisher, Macharius Vulcan, or a Macharius Omega
Standard Kit: The regiment gains a +10 bonus on all Acquisition Tests • May trade a Basilisk for a Praetor Armoured Assault Launcher or
made to obtain grenades, missiles, explosives, and special tank ammuni- Dominus
tion. • May trade a Chimera for a Crassus Armoured Assault Transport

Electro-Vox Warfare Reliquary


Requiring an in-depth knowledge of the ins and outs of battlefield com- For truly pious regiments, there is no greater honour than to carry a holy
munication such as broadcast frequencies, electronic attack, cryptogra- reliquary into battle. While most often seen amongst shrine world regi-
phy, power generation, maintenance, and the dizzying array of commu- ments, Ecclesiarchy support elements attached to other regiments might
nications gear fielded across the galaxy, electronic warfare is typically sometimes arrange for the presence of a reliquary to inspire the troops or
the purview of operators, Techpriest Transmechanics, and the occasional in recognition of their righteousness on the battlefield.
astute and tech-savvy Guardsman. No matter where they fight, these Cost: 2 Point
Guardsmen are equipped with some of the most sophisticated listening Standard Kit: One reliquary per squad. The reliquary might take any
and broadcasting equipment issued by the Departmento Munitorum. number of forms, from a simple wooden box to an elaborate triptych
Cost: 4 Points or golden sarcophagus. What is important however, is the reliquary’s
Standard Kit: 1 Dataslate per Squad Member, 1 Microbead per Squad contents—either some portion of the bodily remains of a saint or another
Member, 1 Trade Tools (Technomat) per Squad Member, 2 Auspices per object of great religious significance for the worshipers of the Emperor.
Squad, 2 Static Generators per Squad, 1 Vox-Caster per Squad, 1 Signal Depending on the reliquary’s size, it might take only a single person to
Jammer per Squad. carry, or five or more, but typically two characters (including Comrades)
must carry it. As long as the reliquary remains in the Squad’s possession,
all Squad Members gain a +10 bonus to Willpower Tests and count as
Forward Observation possessing the Adamantium Faith Talent. In addition, the Squad Mem-
Forward Observers use stealth, speed, and knowledge of navigation and
bers reduce all Corruption Points gained by 1 to a minimum of 1.
survival to observe the enemy and call in air strikes, orbital bombard-
ment, or artillery barrages. This unit excels in directing indirect fire, and
their special load-out helps them ensure their colleagues in the air and Sabre Battery
behind the lines hit what they are aiming for. A favorite of line infantry regiments, these regiments specializing in
Cost: 4 Points anti-aircraft work, and elite regiments with low numbers, Sabre Defence
Standard Kit: 1 pair of magnoculars per Squad Member, 1 chameleoline Platforms allow a single Guardsman to man two or more heavy weapons,
cloak per Squad Member, 1 handheld targeter per Squad Member, and 2 and even engage aerial targets. Such platforms are also sometimes used
pict recorders per Squad, 1 Vox-Caster per Squad. by artillery regiments, siege regiments, and others likely to remain sta-
tionary, as the platforms are immobile once set up, and dismantling them
is a time-consuming affair. This lack of mobility means that Guardsmen
Hazardous Environment Equipment issued with Sabres are expected to defend key objectives, holding their
The many battlefields of the galaxy offer little in the way of safety,
ground against all odds with no option for retreat. In these cases, the
with even the very air of it being hazardous to the human body. Some
issuing of Sabre Defence Platforms is seen not so much as a blessing as a
regiments are trained and equipped with the necessary gear to wage war
death sentence.
where even the basic functions of life would be an impossibility.
Cost: 3 Points
Cost: 1 Point
Standard Kit: One Sabre Defence Platform per Squad.
Standard Kit: 1 Respirator per Squad Member, for 1 additional Regi-
ment Point they may instead replace their Respirators with 1 Rebreather
and 3 air canisters per Squad Member -or- gain a Survival Suit. (For 3 Scavengers
Regiment Points they may gain 1 Rebreather with 3 air canisters and Some regard the strict rationing, draconian regulations, and complex
Survival Suit.) Additionally if the Squad has a vehicle as part of their bureaucracy of the Departmento Munitorum as needless restrictions
Standard Kit the vehicle may, at the GM’s discretion, gain the Envi- upon the capabilities of the Imperial Guard. Others seek personal gain, or
ro-Seal Trait. simply steal out of habit or necessity. Whatever the reason, the regiment
is populated with those who steal and scavenge additional equipment
from the battlefield.
Heavy Vehicles Cost: 1 Points
The armouries of the Imperial Guard are replete with vehicles suited to
Standard Kit: The regiment may choose to gain a +10 bonus on any
every battlefield of the galaxy, and when the escalation of arms and ar-
Acquisition Test. However, on any test where this bonus is used, if any
mour begin the Astra Militarum can bring such patterns of weapons and
doubles are rolled (22, 33, 44, etc.) whether the Test was a success or
vehicles to bear that Humanity’s enemies can only fall helpless before
a failure, then the scavenging and stealing attracts unwanted attention
them. Regiments in zones of desperate struggle and dangerous environs
from higher authorities within the Imperial Guard or the Departmento
can find themselves supplied with heavy patterns of transports and tanks,
Munitorum.
such as Malcadors, Macharius variants, and even vehicles such as the
Crassus Armoured Transport.
Cost: 4 Points
Standard Kit: Replace the Regiment’s Standard Kit vehicle as follows:
• May trade a Leman Russ for a Malcador Battle Tank, Malcador De-
fender, or Malcador Valdor
• May trade a Basilisk for a Malcador Minotaur

2.4.3 Creating A Regiment - 110


Servitor Accompaniment Warrior Weapons
Regiments with close ties to the Adeptus Mechanicus are sometimes Warriors from primitive worlds are often ill-suited to serve on firing
known to make extensive use of servitors, bolstering squads with these lines, their savage demeanour making them a poor choice to wield a
hardy and fearless soldiers. Such regiments might also rely on their lasgun. Such warriors often serve the Imperial Guard in other ways,
Tech-Priest Enginseers to ensure that mortally wounded Guardsmen armed with swords, axes, and mauls, to cut the enemy apart in close
continue to fight on in the Emperor’s name, although fighting alongside a quarters.
lobotomized cyborg with the face of a former friend can inevitably cause Cost: 1 Points
morale problems. Starting Skill: Parry
Cost: 1 Points Standard Kit: The regiment exchanges their Main Weapon for an Aver-
Standard Kit: Characters in this regiment may select a Standard Ma- age (or more available) Melee weapon and a Laspistol with two charge
chine Follower (which replaces their Standard Human Follower and must packs.
have the Machine Trait) for their Comrades.
Well-Provisioned
Vox Network The regiment has been marked as a supply priority by the Munitorum,
Each squad in this regiment is equipped with a vox-caster, allowing them keeping them well-supplied with ammunition, food, medical equipment,
to report back their finding and be sent remote orders in the chaos of and other consumables. Well-Provisioned regiments tend to be those
battle. expected to face the worst of the fighting, with regular resupply to allow
Cost: 1 Point them to remain at fighting strength for far longer.
Starting Skill: Trade (Technomat) Cost: 3 Points
Standard Kit: 1 Micro-Bead per Squad Member, 1 Vox-Caster per Standard Kit: The regiment increases the number of clips for their
Squad Main Weapon and the number of weeks’ rations they carry as standard
by +2, and gains an additional grenade of each type in their standard kit
(if applicable). If the regiment contains vehicles, this also grants a +10
bonus on all Acquisition Tests to obtain fuel and parts for repairing and
maintaining those vehicles.

2.4.3 Creating A Regiment - 111


2.4.3.4 - Regimental Drawbacks
“By the Throne, what a disaster. Who is leading that rabble?”
–Lieutenant Colonel Malcolm Loughran, observing the manoeuvres of the 19th Secundian Mechanised Infantry

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

Condemned Cult of Chivalry


Either due to pernicious acts unbefitting a chosen soldier of the Imperial This regiment holds itself to an aggressive standard, believing firmly
Guard, incompetence and failure, cowardice in the face of the enemy, that work done in the name of the God-Emperor must be undertaken in
unfair accusations, or simple, terrible luck, this regiment has been a certain way or it is not work in His name at all. To members of such
condemned to die on the battlefield as penance for its sins. Though many regiments, certain lines must never be crossed, even in war, and certain
regiments seek death on the battlefield, these soldiers are not merely sent tactics are never acceptable. Such warriors see deception as synony-
into incredibly dangerous situations but are placed against outright sui- mous with dishonour, and try to avoid it at all costs, even to their own
cidal odds, even if there is little to be gained from their deaths besides the detriment.
semi-honourable and convenient disposal of troops who cannot be trusted Regiment Points: +3 Points
or forgiven. Departmento Munitorum support for such regiments is token Code of Honour: A member of this regiment must pass a Difficult (–10)
at best, and they receive the most dangerous missions that command can Willpower Test before attempting to use the Deceive Skill (even on an
concoct for them. enemy); if he fails, he must either tell the truth or remain silent. Members
Regiment Points: +6 Points of such regiments can still lie by omission, though such tactics are almost
Talents: Choose one of the following: Berserk Charge, Cold Hearted, invariably frowned upon. Further, due to their tendency to deal honest-
Frenzy, or Paranoia. ly with others, members of regiments with this Drawback suffer a –10
Beyond Redemption: Members of this regiment suffer a –20 penalty to penalty to Scrutiny Tests Opposing the Deceive Skill
all Fellowship-based Tests made when interacting with members of other
Imperial Guard regiments, their own commanding officers, the Depart-
mento Munitorum, and other officials both local and Imperial who would
Dishonoured
This regiment suffered a humiliating defeat or otherwise had its repu-
have likely heard of the regiment’s reputation. Additionally, its members
tation tarnished by a failure of some kind. Although it has suffered no
suffer –20 penalty to all Logistics Tests. Further, this group is always
direct sanctions or punishments as a result, each member of the regiment
assigned to the most dangerous missions on a given battlefront, and is
still feels the sting of stumbling when put to the test. As such, they are
rarely given respites between its missions to recuperate and reorganise at
driven to succeed at all costs, that they might rid themselves of the shame
the Game Master’s discretion. Finally, at the Game Master’s discretion,
of failing the God-Emperor.
any given Squad from a regiment with this Drawback might be assigned
Regiment Points: +3 Points
an Imperial Guard Commissar to oversee its actions.
Seeking Redemption: While engaged in battle, a member of this reg-
At the GM’s discretion, this Drawback can be applied to a
iment must pass a Difficult (–10) Willpower Test when ordered to give
regiment or even a single Squad within a regiment after creation, as a
ground, withdraw, or otherwise relinquish something of importance to
punishment for crimes or incompetence. If a regiment or Squad receives
the mission. If the character fails this Test, he can still choose to follow
this Drawback after creation, it does not receive the additional Regiment
the order to act against his desires, but he gains 1d5 Insanity Points from
Creation Points that it would normally provides.
the mental stress of enduring this further disgrace.

2.4.3 Creating A Regiment - 112


Doomed Iconoclasts
Luck is a fickle mistress, and for some unknown reason she seems to The Adeptus Ministorum, commonly known as the Ecclesiarchy, brings
have turned her back on this regiment. Nothing ever seems to go right the word of the Emperor to the millions of worlds of the Imperium. In a
for these hard-luck troopers, and they are the very definition of the old religion that spans the galaxy, it is unavoidable that there are differences
military aphorism, “Every plan is a good plan until first contact with the in worship and belief. This, the Ecclesiarchy accommodates; in fact, on
GodEmperor’s foes.” Much needed materiel and reinforcements arrive many worlds the form that veneration of the Emperor takes is adapted
late, incorrect, or not at all, orders are incomplete, intelligence is nearly from the traditions of the planet’s indigenous culture. Many drastically
always wrong and battlefield conditions are worse than expected, and different beliefs are sanctioned by the Ecclesiarchy in order to ensure
there are a higher number of accidents and foul-ups while in the field. compliance and professed faith in the Imperial Creed; what the citizens
Regiment Points: +7 Points of one world might consider blasphemy is a matter of inviolable doctrine
Dead Soldiers Walking: Members of this regiment cannot Burn Fate on another. Yet in spite of this, there are those communities, cultures, and
Points to survive fatal injuries (see Section 10.5 “The Role of Fate”). In worlds that do not meet the Ecclesiarchy’s criteria for faithfulness. This
addition, members of the regiment suffer a –10 penalty on Acquisition could be due to minor divergences of theology that put the local faith at
Tests, and whenever the Squad rolls on the Misfortune Severity Table odds with the sector synod, or could be a cultural aversion to or rejection
(see Section 6.0 “Armoury & Acquisition”), they apply a +20 penalty to of the Imperial Creed.
the roll. The Game Master should also take this Regimental Drawback Such is most often the case on those worlds with limited
into account when designing missions, and he should plan the number Imperial contact, and few societies openly reject the Imperial faith, for
of complications that spring up during the execution of the mission to do so is to invite retribution from the Adeptus Ministorum or worse
accordingly still, the Inquisition. However, a world’s native population might pay
lip service to the Imperial Creed while secretly worshiping the gods of
Honour Bound their ancestors, or might slowly subvert the teachings of the Ecclesiarchy,
A man’s honour is every bit as important to the members of this regiment bringing their ceremonies further and further from the Imperial Truth.
as food, water, and oxygen— perhaps even more so. Various regiments For whatever reasons, the Adeptus Ministorum views this regiment as
across the galaxy believe that no slight to one’s honour can go unan- dangerously far from the proper faith, either due to a lack of spirituality
swered. Often, as is the case with unintentional slights or insults, a or a mode of worship too far from the accepted norm.
simple apology or retraction is enough to satisfy the individual whose Depending on the current state of affairs, the Ecclesiarchy
honour was impugned, but occasionally the insult is so grave or an ac- might take extra measures to ensure obedience and piety with numerous
cusation so unanswerable that the parties involved can only satisfy their priests, confessors, and other forces attached to the regiment (possibly
honour through a duel. Duelling among the officers and enlisted men against the wishes of its own commanding officers), or it might distance
of such regiments is common, and their members often earn a deserved itself, weighing options or working behind the scenes to ensure the
reputation as hot-headed and quick to anger. regiment is properly martyred to the Imperial Cult before it can spread its
Regiment Points: +4 Points dangerous beliefs to others.
Pride Over Life: Members of this regiment must pass a Difficult (–10) Regiment Points: +3 Points
Willpower Test to refuse any formal challenge or ignore any other major In the Shadows of the Ecclesiarchy’s Light: Rightfully or no, the
slight to their honour. If a character from this regiment succeeds on the Ecclesiarchy views this regiment with suspicion, seeing their religious
Test, he sees the bigger picture and ignores the challenge or attempt to practices (or lack thereof ) as dangerously iconoclastic. Characters from
goad him into action. If he fails on the Test, however, he must engage the this regiment suffer a –10 penalty to all interaction tests with the repre-
individual in question (either in a duel to settle matters in a formal and sentatives of the Ecclesiarchy. For such regiments, it is common for the
stylised fashion or simply in a brawl to express himself with his fists) or Adeptus Ministorum to attach additional Priests, Confessors, and other
suffer a –10 penalty to Willpower Tests for the remainder of the session. representatives, particularly if they feel the regiment is not yet beyond
This penalty is cumulative should he refuse multiple challenges to his salvation.
dignity over the course of a single session. The Game Master can modify However, such forces are sure to experience problems dealing
the difficulty of the Test—and the scale of the effects of failing it—as he with the regiment. Squad Members with the Ministorum Priest Spe-
deems appropriate to the situation. cialty suffer a –10 penalty when interacting with NPC members of this
regiment, including Comrades, but excluding the Ministorum Priest’s
own Comrade (it is assumed that his Comrade is either one of the few in
the regiment loyal to the Ecclesiarchy’s teachings, or is also an outsider).
At his discretion, the GM might additionally apply this penalty to other
PCs with ties to the Ecclesiarchy. The GM is encouraged to introduce
additional narrative complications based on the specific nature of the
regiment’s relationship with the Adeptus Ministorum.

2.4.3 Creating A Regiment - 113


Incompetent Leadership Lost Home World
This regiment is a disaster from the top down, affecting the regiment’s It is a common aphorism among Guardsmen that the Imperial Guard
morale and causing an excess of grief and frustration among the enlisted is the only home they have. For those men and women from lost home
men. Incompetent leadership could take the form of ignorant and inex- worlds, this is a sad and literal truth. In an age when swarms of sla-
perienced field officers, general officers more interested in their own per- vering life forms from beyond the galaxy consume whole star systems
sonal political goals, indolent, permissive, or particularly savage squad unopposed, and when a middling fleet of voidships commands enough
leaders, thieving logistics officers, or any combination thereof. No matter destructive power to reduce a planet to cinders in the blink of an eye,
its root cause, or causes as is often the case, the end result is always the the loss of a single planet in a sector is unremarkable. Unremarkable,
same—loss of efficiency and combat effectiveness, muddled orders, that is, except to the men and women who called the world home. Some
poor communications, higher than usual casualties, and even mutiny and are consumed by Tyranids or Chaos forces, some are burned in the holy
desertion. fires of Exterminatus or laid waste with virus bombs, and others simply
Regiment Points: +5 Points succumb to the death of their star or some other freak celestial accident.
Orders of Fools: Members of this regiment suffer a –10 penalty to Com- Whatever the case, this regiment is among the last survivors of a dead
mand Tests made during combat, either due to they themselves being world, a fact that marks the survivors indelibly. Regiments from lost
incompetent or, in the case of most Squad Members, because they are home worlds become of the Imperial Guard, keeping a handful of tradi-
saddled with unruly and sullen subordinates who have grown embittered tions but accepting the battlefields of the galaxy as their home instead of
by the poor decisions raining down from the ranks above. the world upon which they were born. There is little commonality among
Further, members of this regiment must make a Routine (+20) these regiments, save for a haunted look and a tendency to suffer from
Command or Intimidate Test as part of any Comrade Order that does crushing survivor’s guilt.
not already require a Command Test; if the character fails the Test, the Regiment Points: +5 Points
Comrade refuses the order due to a learned distrust for authority or fouls Talents: Hatred (Choose One)
it up. Finally, the foolishness of this regiment’s leaders should have a When selecting this Regimental Drawback, the regiment chooses the
noticeable effect upon the lives of the Squad Members (hurling them group responsible for the destruction of its home world. This Talent
needlessly into danger, deploying unwise tactics against the enemy, fall- applies to that group.
ing for obvious traps, mistaking enemies for allies or allies for enemies, Survivor’s Guilt: Being one of a handful of survivors of a disaster that
and other such blunders) at the Game Master’s discretion. snuffed out the lives of teeming millions or billions has a deleterious
effect on the human psyche. Survivors of such a cataclysmic loss tend to
Mistrusted suffer numerous grief, loss, and stress-related maladies that complicate
This regiment has a bad reputation throughout the Imperial Guard. the already stressful life of an Imperial Guardsman. Members of this
Similar to the Cloud of Suspicion, the reasons for the mistrust might be regiment begin play with 2d10 Insanity Points.
legitimate—incompetence among officers or laziness among the enlisted Last Survivors: Whenever a member of this regiment falls, it represents
are two sure-fire ways to ruin a regiment’s reputation—or could be the an irreplaceable loss to the group, which can no longer pull reinforce-
product of over-active imaginations or the mendaciousness of rivals. ments from its annihilated place of origin. The Departmento Munitorum
Mistrusted regiments are viewed with a deep suspicion and disapproba- often assigns members of other devastated regiments to join the survivors
tion when they appear on a battlefield. Many commanders flatly refuse to bring the regiment back to strength, which can create considerable
orders to work with regiments possessed of a particularly scabrous friction between two groups embittered by loss—of course, this assumes
reputation. As such, mistrusted regiments are commonly given the worst that there are reinforcements to be had at all in the battlefront, and some-
missions, those that involve extremely distasteful or dangerous work, or times there are simply no more soldiers to join regiments devastated by
are shuffled off to garrison duty on some unpleasant or out of the way such loss.
world where they can cause little trouble. Each time a Squad from this regiment requests replacement
Regiment Points: +3 Points members (to replace lost Comrades), the Game Master rolls 1d10 instead
Bad Reputation: Members of this regiment suffer a -10 penalty to all of having the recruits come from the original core of the regiment. On
Social Skill Tests made when interacting with members of other Imperial a result of 3–4, the recruits come from the original survivors of the
Guard regiments, the Departmento Munitorum, and other officials both regiment, members of other Squads within the regiment who also lost
local and Imperial who would have likely heard of the regiment’s reputa- members. On a result of 5–10, they come from another regiment that has
tion. Additionally, its members add 1d5 additional Degrees of Failure to recently suffered terrible losses and happens to be near enough for the
all failed Acquisition and Commerce Tests. Departmento Munitorum to group the two regiments together. On a result
of 1–2, however, the Squad receives no reinforcements at all, and must
soldier on until its members can put in another request for troop support.
Depending on how many members of the original regiment remain, the
Game Master can decide whether or not replacement Squad Members
should be members of the original regiment or generate their characters
from the other recruits (using the rules for Mixed Regiments).

2.4.3 Creating A Regiment - 114


Poorly Provisioned Regimental Rivalry
While the officials in the Departmento Munitorum are known far and Rivalries exist between nearly all units in the Imperial Guard. On the
wide for their fecklessness and capriciousness, and while every unit whole, these are mainly friendly rivalries between brothers-in-arms that
that has ever born arms in the Emperor’s service has suffered supply express themselves in drinking contests, braggadocio, contests of esca-
shortages and incorrect shipments at their hands, the poorly provisioned lation, and even the occasional good-natured brawl. Unfortunately, some
regiment is worse off than most. Perhaps the regiment is stationed on a regimental rivalries are carried too far and become less a friendly rivalry
planet far off the normal resupply lines, or they have been embroiled in and more a seething hatred accompanied by an increasingly bitter series
their campaign for so long and at so great a cost that they are reduced to of confrontations and betrayals. Regimental rivalries can exist between
throwing chunks of rockcrete at their enemies and messing on grass and discreet units within larger regiments such as squads or platoons, or can
boiled boot leather. Whatever the case, this regiment has precious little of encompass entire regiments from the Regimental Commander all the way
what it needs to operate in theatre and what equipment they do possess down to the greenest conscript. Regimental rivals take any opportunity
is in a sad state of disrepair. Poorly provisioned regiments can rarely, if to undermine or sabotage one another, stealing supplies, tampering with
ever, get resupplied in any meaningful way, suffer a loss of morale and orders, duelling, spreading lies, and framing opponents for crimes. These
combat effectiveness due to hunger and lack of working equipment, and rivalries can even, as was the case with the deadly rivalry between the
many turn to thieving and raiding to fill their bellies and their empty Tanith 1st Light Infantry regiment and the Jantine Patricians during parts
weapon magazines. of the Sabbat Worlds Crusade, go so far as outright betrayal and murder.
Regiment Points: +4 Points Regiment Points: +2 Points
Overworked and Underfed: Poorly provisioned units receive half the Talents: Hatred (Choose One) and Enemy (Choose One)
usual number of clips or charge packs for their main weapons and half When selecting this Regimental Drawback, a single Imperial
the number of rations that their regiment rules would normally provide. Guard regiment must be chosen. The Hatred and Enemy choices must be
If the regiment includes vehicles, its members suffer a –10 Penalty on the same regiment, and cannot be another unit from the Squad Member’s
all Logistics Tests made to acquire fuel, ammunition, and spare parts for own regiment.
their vehicles. If it is a Rough Rider regiment, its members suffer the
same penalty to acquire materiel related to the care and feeding of their Scarred by Loss
mounts. This regiment has suffered extreme casualty rates in recent memory,
In addition, whenever a member of a Poorly Provisioned regi- and a large portion of its active troopers are survivors of terrible battles
ment successfully acquires equipment, the Game Master rolls 1d10; on a that caused its numbers to dwindle dangerously low. Even if it has been
result of 4 or lower, the equipment that they receive is of Poor Crafts- reinforced by a new founding or by being combined with another under-
manship, regardless of what its Craftsmanship would otherwise have strength regiment, the physical and mental scars of the losses remain in
been. its troopers. Soldiers from such regiments often find themselves irritable,
Special: This Drawback cannot be taken by regiments with the Well-Pro- distracted from sleep and war alike by memories unbidden.
visioned Doctrine. Regiment Points: +2 Points
Mental Trauma: Members of this regiment begin play with 10+1d10
Primitive Insanity Points. Any time that a member of this regiment fails a Willpow-
Some regiments drawn from primitive worlds, for all the Departmento er-based Test by three or more Degrees of Failure, he becomes lost in
Munitorum’s efforts, resist the imperative to adapt to the technology traumatic recollection, and is Stunned until the end of his next Turn.
handed them. Eventually, the TechPriests’ objections to the Guardsmen
using lasguns as clubs can result in a loss of further supplies, leaving the Tainted
regiment to fend for itself, relying on the primitive weapons and tools its The men and women of the Imperial Guard must all too often face
members have experience constructing on their home worlds. These regi- incomprehensible horrors from beyond the veil of reality. After facing
ments generally come from Feral or Feudal Worlds, although some Death the denizens of the Warp or their mortal followers, regiments are often
Worlds distinctly lack any meaningful technological presence. subject to extreme measures to ensure they are free of corruption, which
Regiment Points: +5 Points may mean every soldier receiving the Emperor’s Mercy. Whether due
Hopelessly Primitive: No matter how long they fight in the Imperial to seeming purity, ignorance of just what they actually faced, or an
Guard, the warriors of this regiment just cannot overcome their primitive oversight by the Departmento Munitorum, some regiments are reassigned
ways and adapt to the advanced weaponry of the Imperial Guard. Charac- despite bearing spiritual scars from their brush with the ruinous pow-
ters from this regiment suffer a –5 penalty to Ballistic Skill and Weapon ers.
Skill Tests when using any weapon that is not from the Low-Tech weap- In other cases, a regiment might begin to manifest signs of
ons group, even if they possess the proper Talent to wield the weapon. taint with no apparent explanation, while still others enlist bringing with
Waste of Resources: Due to flagrant misuse or neglect of whatever them some taint from their home world, unknown to the Departmento
equipment it issues them, the Departmento Munitorum is loathe to assign Munitorum. Regardless of the nature and origin of its corruption, such
any but the bare minimum of gear to this regiment. All Acquisition Tests a regiment must hide its dark secret lest it be purged by other Imperial
other than those made to obtain Low-Tech weapons suffer a –20 penalty. forces.
Special: This Drawback cannot be taken by Mechanized Infantry, Ar- Regiment Points: +3 Points
moured Regiments, or any other Regiment that includes a vehicle in its The Touch of the Warp: For whatever reason, the soldiers of this regi-
Standard Regimental Kit. ment carry a spiritual and physical corruption, which manifests in horrific
ways. Characters from this regiment begin play with 1d10 Corruption
Points. In addition, characters from this regiment suffer an additional –10
penalty to Malignancy Tests and Tests to avoid gaining Mutations (see
Sections 11.3 and 11.4 for more on Malignancies and Mutations).

2.4.3 Creating A Regiment - 115


The Few Warp-Delayed
This regiment is surprisingly small, whether because of its specialist While Warp travel is the only method by which the forces of the Imperi-
doctrines, its harsh training methods, a dearth of potential soldiers on its um can traverse the distance between stars, it is dangerous and notorious-
founding world, or grievous battlefield losses. Whatever the reason, it ly unreliable. Though the Departmento Munitorum and Imperial Navy
continues to operate despite having far fewer soldiers than many other make every attempt to compensate for the vagaries and unpredictable
regiments, and thus cannot rely on the brute force tactics for which nature of Warp travel, some voyages face such delays that no manner of
many great regiments are so renowned. Instead of assaulting in massive, preparation can offset the damage done. It is not unknown for troop ships
overwhelming waves of soldiers, this regiment’s troopers must strike in to arrive decades, centuries, or even millennia later than anticipated. In
smaller units. Each soldier must rely on the competence of close squad such cases, regiments might arrive to find the battle for which they were
mates rather than the raw might of the regiment itself. dispatched either won or lost, resulting in confusion, the possibility of
Regiment Points: +5 Points mistakenly attacking friendly forces, or facing overwhelming odds. Such
Limited Numbers: When a Squad from this regiment requests reinforce- a regiment might also find the Departmento Munitorum has declared
ments (to replace fallen Comrades), it must make a Hard (–20) Acqui- them dead, missing in action, or even deserters. Such a situation can
sition Test if most of the regiment is actively deployed or an Ordinary present all number of difficulties, and simply obtaining new orders can be
(+10) Acquisition Test if a significant portion of the regiment is not a challenge for a regiment that has not been on the roster for generations.
currently in the field (these Tests already include situational modifiers ex- Regiment Points: +4 Points
cept those added at the GM’s discretion). If it fails, the regiment simply Officially Nonexistent: Whenever a unit from this regiment rolls doubles
has no reinforcements it can spare for the Squad, and its members must on a Logistics Test, the Test counts as failed, even if the score would
soldier on until its members can put in another request for troop support. normally have been successful, as the Departmento Munitorum denies
the request from a nonexistent regiment or freezes it in bureaucratic tape.
Traitors In addition, the GM should include additional complications in most mis-
It is a sad fact that the men and women trained and equipped by the De- sions to represent the confusion caused by the regiment’s unusual status.
partmento Munitorum frequently turn their weapons and training against Lost Time: Arriving at one’s destination to learn that all of one’s rela-
the Imperium. Though knowledge of such treachery might be suppressed, tives and friends beyond the confines of the troop transport are long dead
misrepresented, or used as a propaganda tool depending on circum- is a traumatic experience, to say nothing of what horrors might confront
stances, it is an unavoidable fact that squads, platoons, and even entire the soldiers should their destination warzone have fallen to the enemy
regiments of the Imperial Guard can and do betray the Imperium. This in the intervening time. Characters from a Warp-delayed regiment begin
regiment has done just that—forsaking its vows to defend the Imperium play with 5+1d5 Insanity Points.
and turning against all it swore to protect. Whether due to some misguid-
ed sense of justice, devotion to the Ruinous Powers, or a tragic misun-
derstanding, this regiment has been declared traitorous by the Imperium,
found guilty of the unforgivable sin.
The regiment can never again turn to the Departmento Muni-
torum for aid or supplies, and is now hunted by the very army it once
served. This drawback can also represent a treacherous planetary defence
force. GMs and players should think carefully when selecting this Regi-
mental Drawback, as it fundamentally changes the nature of a campaign.
Rather than fighting alongside the Imperial Guard, the regiment will fight
against the Imperium. The exact form of the regiment’s battles depends
on what allegiance they do hold, if any. At the GM’s discretion, he can
apply this Regimental Drawback to a regiment or even a single Squad
within a regiment after creation, representing in-game events. In this
case, the regiment does not receive additional Regiment Creation points.
Regiment Points: +5 Points
Starting Talents: Enemy (Imperial Guard) plus one Peer Talent appro-
priate to the regiment’s situation.
Enemies of the Imperium: This regiment cannot turn to the Depart-
mento Munitorum for supplies. To represent the added difficulties of
scrounging, stealing, or obtaining supplies through whatever treacherous
organisation to which the regiment now belongs, the regiment begins
with an Influence of 0 and suffers a -10 penalty to Acquisition Tests.
The GM may, at his discretion, modify this value to represent
the resources of any group to which the regiment has sworn allegiance.
In addition, characters from this regiment cannot purchase the Munito-
rum Influence Talent, although the GM may, at his discretion, make a
functionally equivalent Talent available in its place.

2.4.3 Creating A Regiment - 116


2.4.3.5 - Standard Regimental Guardsman Kit
“The lasgun is a great asset to the Imperial Guard. No other weapon amongst all the creations of the Machine God could serve its purpose so per-
fectly.”
–Extract from the Tactica Imperialis

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.

Universal Standard Kit Additional Equipment


There is a selection of common pieces of equipment that all characters Local resources and the particular needs of a given regiment lead to stan-
are equipped with in some form or another. While the specific details of dard kit allocations varying immensely. While numerous universal items
such items may vary from world to world, and sometimes even character exist, they are far from the only pieces of equipment a regiment can (and
to character (the rations of an Ogryn are far different in mass to those might need to) acquire. Consequently, every regiment has an allocation
issued to a normal, human Guardsman, and officers of noble birth may of points to spend on the customisation of its Standard Regimental Kit,
expect fare different from the artificial nutrition blocks fed to the under- adding additional items or improving existing ones. This allocation is
hive scum they command), their existence is seldom, if ever, in doubt. 30 points, with an additional 2 points added for each unused Regiment
These items form the core of a character’s initial equipment list, are easy Creation point left over, and can be further increased by certain doctrines
to replace, repair, or otherwise replenish, and are universally essential to and other options. These points may be spent in a number of different
possess. The universal standard kit items are as follows: ways, as described below.
• One uniform Items and upgrades may be selected from Additional Standard
• One set of poor weather gear Kit Items Table, using the listed costs. Some items have limitations
• One laspistol (Main Weapon), and two charge packs regarding how many times they can be taken or to which regiments they
• One knife are available, which can be waived at GM’s discretion.
• One flak vest
• One rucksack or sling bag Additional Standard Kit Items
• One set of basic tools
• One mess kit and one water canteen RP
Item or Upgrade Limitations
• One blanket and one sleep bag Cost
• One rechargeable lamp pack Improve a single item of standard kit
• One grooming kit wargear from Common Craftsmanship to 3 -
• One set of cognomen tags or equivalent identification Good Craftsmanship
• One primer or instructional handbook Improve a single item of standard kit
• Combat sustenance rations, two weeks’ supply wargear from Common Craftsmanship to 7 -
Best Craftsmanship

Equipment from Doctrines Add an additional item of Abundant


availability to standard kit
1 -
Every Regiment Type Doctrine, and several other Doctrines, provides
additional equipment to a regiment, items which are essential to the Add an additional item of Plentiful
availability to standard kit
2 -
function of that regiment in its role. These items are typically listed in a
fairly broad and generic way, without regard for the specific variations or Add an additional item of Common
availability to standard kit
3 -
patterns that may exist.
Numerous Regiment Type Doctrines—primarily those for Add an additional item of Average
4 GM’s Discretion
infantry regiments—provide an item listed as a Main Weapon. This availability to standard kit
replaces any other Main Weapon they may be issued (commonly the Add an additional item of Scarce
standard-issue laspistol listed above), and is intended to be the primary availability to standard kit
5 GM’s Discretion
method by which Guardsmen from that regiment deal death to the Em- Add an additional item of Rare
peror’s foes. availability to standard kit
8 GM’s Discretion
Favoured Weapons Add an additional item of Very Rare
Each regiment has weapons that its members prefer to wield, or have availability to standard kit
10 GM’s Discretion
a natural aptitude for. Each regiment may choose one Pistol/Basic/ Add one Favoured Basic Weapon 5 May only be taken once.
Melee Weapon and one Heavy/Two-Handed Melee Weapon to be their
Favoured Weapons, these weapons must be Very Rare or more available. Add one Favoured Heavy Weapon 7 May only be taken once.
Members of this Regiment gain a +10 bonus on all Acquisition Tests to
obtain those weapons and ammunition for them.

2.4.3 Creating A Regiment - 117


2.4.3.6 - Finishing Touches
“What is the strongest weapon of Mankind? The machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The
fist? Not at all! Courage, and courage alone, stands above them all!”
–Lord Commander Solar Macharius

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:

Where is the Regiment From? What is the Regiment’s Name?


You should have already determined the type of home world or origin the As already seen, earlier in this chapter, every regiment must be uniquely
regiment came from, but worlds are more than the simple classifications identified. For some, more formal forces, a simple number and a factual
that the Imperium gives them. Considering the nature of a regiment’s designation is entirely sufficient, and often even those plain identifiers
world of origin can help define the way that regiment is dressed, the style can be heavy with ancient legacies and traditions, where numbers have
of its wargear, and its traditions and idiosyncrasies, all of which are use- been used and reused over the millennia. At other times, a regiment may
ful for the GM and the players to know when playing the game. A simple be given a moniker all its own, distinct from its official designation.
option might be to select a world that already exists—many worlds Commonly a source of pride for the regiment’s men, their collective
across the Imperium have already been described in countless rulebooks name helps distinguish them from all others who have come from their
and novels over the years, and most worlds in the Imperium have raised home world, and gives them a stronger sense of identity. In particular,
regiments of Imperial Guard at some point (and if they haven’t, maybe this seems to be commonplace with regiments from worlds that are nat-
the regiment you’ve created is the first to come from there). urally deadly, with regiments named after particularly deadly predators,
bearing stylised images of those creatures upon banners and medals, or
Why Was The Regiment Raised? emblazoned on the armour of tanks.
Particularly when dealing with regiments that have come from far distant
sectors on the other side of the Imperium, explaining why the regiment Who is the Regiment’s Commander?
came to exist is useful to know—are they the simple product of their Having already defined the personality of the commanding officer, it is
home world’s tithes, contributed to a distant war, or were they mustered worth considering him in a little more depth. Particularly as a campaign
to combat a particular threat on a world near to their home? Perhaps continues, the regimental commander is likely to become an increas-
they’re survivors from a campaign that tore across their home world, ingly relevant figure within the Squad Members’ lives. Determining his
now moved from warzone to warzone, or they’re returning crusaders, not name, at least, is something worth putting a little thought into. Beyond
yet asked to lay down their weapons. With regiments hailing from the the regiment’s commander, there are other figures within the regiment to
Calixis Sector and other regions close to the Spinward Front, the war be- consider, ranging from Commissars, whose judgement is all that stands
yond the Periphery could well be the entire reason the regiment exists—a between a man and execution, to attached preachers, who guard the souls
threat so close to home cannot easily be ignored. of troopers and lead them in their prayers to the Emperor. The regiment’s
command structure contains many whose personalities and responsibili-
What Does The Regiment Believe? ties will bring them into contact with even the most junior of Guardsmen,
Every world in the Imperium worships the Emperor—this much is both and it’s worth putting a little time and effort into deciding who those
inescapable truth and inviolable law. However, the differences between people are.
the belief systems of individual worlds can be considerable. Each sector
and each world within will have different ways to practise those beliefs,
different local festivals and patron saints. Within the Calixis Sector, Saint
Drusus is the most revered of saints, having been one of the generals who
founded the sector, and its first ruler in the aftermath of the Angevin Cru-
sade. Few are the Calixian regiments who do not pay at least the slightest
respect to Drusus, but every world will have its own ancient heroes and
figures of veneration, whose examples and legends inspire the faithful.

2.4.3 Creating A Regiment - 118


When To Use Mixed Regiments Creating a Mixed Regiment
There are four particularly common scenarios for which Mixed Regi- The creation of a Mixed Regiment is only slightly more complicated
ments are extremely useful, though enterprising players and Game Mas- than the creation of a normal regiment. A Mixed Regiment always
ters can certainly find many more applications for the system. The first is consists of two or more Component Regiments, each of which is created
for regiments that were created from multiple different regiments at some independently of the others. One of these Component Regiments is also
point in the past, and now function as a single combat group. Though the Core Regiment. The Core Regiment is the regiment into which the
such regiments have likely become cohesive fighting units, honed to others have been folded—at least according to the Departmento Munito-
work together effectively by the rigours of the battlefield, the original el- rum— and, as such, it frequently bears that regiment’s name and receives
ements often maintain a sense of identity, even within the whole, thanks resupplies based on its standard kit.
to their different training doctrines, leaders, and histories. In this case,
using the Mixed Regiment rules allows Squad Members to accentuate the
diverse past of the regiment.
Home Worlds and Origins
Though the Departmento Munitorum sometimes seeks to merge regi-
The second case covers regiments that are merged over the
ments with similar origins, other times regiments from radically different
course of a campaign. The Squad Members’ regiment might suffer terri-
places find themselves grouped together and expected to act as a cohe-
ble losses and, when reduced below fighting capacity, be pushed together
sive whole.
with another under-strength regiment by the quill of a Departmento
Every Component Regiment selects its own Home World or
Munitorum bureaucrat—whether or not the two (or more) regiments have
Origin as normal in Regiment Creation. All bonuses and penalties from
complementary cultures and practices or even fill similar roles on the
a Home World or Origin apply only to Squad Members who select that
battlefield. In this case, the Mixed Regiment rules can be used to add a
Component Regiment.
regiment to another of a very different character, bringing in new soldiers
Interaction and other applicable penalties imposed by a Home
who have different and potentially conflicting views on warfare, social
World or Origin apply fully, even when dealing with other members of
values, and the nature of one’s duty to the God-Emperor.
the same Mixed Regiment—many social divides cannot be overcome
A third use for Mixed Regiments is in adding small numbers of
with a few words on a page from the Departmento Munitorum. At the
outsiders to a regiment instead of folding in vast numbers of soldiers (as
Game Master’s discretion, these penalties can be waived for other mem-
above). A small band of survivors from an annihilated regiment might be
bers of the regiment once it has served as a single unit and its members
assigned to a new regiment in this way, or an auxiliary squad or indi-
have grown to trust one another.
vidual who has recently joined a regiment and has not yet acclimated to
its culture and tactics could be handled with the Mixed Regiment rules.
This gives players and Game Masters new tools for emphasising both Regimental Commanders
the valuable diversity of abilities and the potential isolation of outsiders Although a Mixed Regiment is a singular force, and thus has only a
within an Imperial Guard regiment. A fourth case that Mixed Regi- single commanding officer (usually chosen by the Departmento Muni-
ments can be used to tackle is that of a single, unified fighting force that torum), the internal leadership of different groups within the regiment
nonetheless fields radically different elements, such as Rough Riders and can have strikingly different tenors. A lower-ranking officer from a
Mechanised Infantry. In such a case, it is only natural that the different characteristically dour regiment might have more impact on the lives of
elements would promote different skills in the troopers of the line, even if his subordinates than a hot-blooded and inspiring regimental commander
they are part of the same regiment and have served alongside one another who the Squad Members rarely see.
for years, and the Mixed Regiment rules can cover this case by allowing
for different elements of the regiment to use different Doctrines despite Doctrines
sharing all other factors. In some cases, circumstances conspire to merge regiments with extreme-
The use of Mixed Regiments is ultimately at the discretion of ly different training and combat styles, creating all manner of logistical
the Game Master. Mixed Regiments are a valuable narrative tool that can and organizational oddities that must be overcome before the new-
open up many new options for both regiments and the individual soldiers ly-combined force can function effectively. Overcoming these problems
who comprise them. Some troopers might have little reaction to having can create potent and specialised forces, but failing to solve these issues
their regiment merged with another, while others could react angrily can result in mismatched and ineffectual forces that seldom survive
or even violently when forced to deal with the strange constituents of for long on the front lines. However, this diversity of training can also
another Imperial Guard force. The players and the Game Master can use be extremely advantageous, if the regiment’s officers can change their
the creation of a Mixed Regiment to fuel character conflicts, relationship, paradigms of thought enough to make use of it and individual squads can
and growth as they see fit. learn to leverage it to serve the God-Emperor’s cause.
Standard Regimental Guardsman Kit for Mixed Each Component Regiment selects its own Doctrines, and the
effects of that Doctrine apply only to the Squad Members who selected
Regiments that Component Regiment.
The Departmento Munitorum has a tendency to paint in the broadest of
strokes when dealing with organizing groups of Guardsmen, regardless
of the specialties and needs of individuals within the whole. Regiments Drawbacks
that have been merged together are sometimes assigned gear that is unfa- Each regiment carries its own scars, and outsiders can rarely understand
miliar to some members of the regiment—or worse, equipment that they the emotional and mental burdens shared by soldiers who have fought
are not trained to use at all. side by side, revelled in glorious victory, and endured in bitterest defeat
Each Component Regiment selects its own Standard Regimen- together.
tal Guardsman Kit, but all members of a Mixed Regiment are assigned Each Component Regiment selects its own Drawbacks, and the
the Standard Regimental Guardsman Kit of the Core Regiment instead of mechanical effects of that Drawback apply only to the Squad Members
their regiment’s normal Standard Regimental Guardsman Kit and have who selected that Component Regiment. At the Game Master’s discre-
the same Favoured Weapons as the Core Regiment instead of their own. tion, however, some narrative effects of a Drawback of one Component
Component Regiments besides the Core Regiment do not contribute to Regiment might end up affecting the entire Squad or regiment.
the Standard Regimental Guardsman Kit of the Mixed Regiment with
their choice of Doctrines, selection of additional equipment, or by any
other means.
2.5 Dynasty Creation
“The Warrant of Trade and a starship to enforce it—these are the critical tools for a Rogue Trader. Without the former, he
is merely a renegade. Without the latter, he is a forsaken drifter doomed to an anonymous death.”
–Lord-captain Laomyr of Battlefleet Calixis
The Dynasty Creation system generates a group’s starting Ship Points and Profit Factor through a series of choices. These choices can either be made
by the player group or by the Game Master. Simply make a single choice from each of the Warrant Age, Fortune & Fate, Acquisition, Deeds of Re-
nown, Contacts, and Warrant Renown sections, and tally up the total Ship Points and Profit Factor.
This system is also very useful for creating other Rogue Trader dynasties, or even noble houses without a Warrant of Trade, such as Navi-
gator Houses or other mercantile entities. Obviously the sections concerning the Warrant of Trade should be altered for the sake of such parties, but
the general system and outline is still usable.

Archeotech and Xenotech


Certain choices on the Ship and Warrant Path offer the unique opportunity to add special technology to the Rogue Trader starship. Archeotech is
ancient, barely understood technology from ages long past, often highly coveted by the Adeptus Mechanicus and usually far more efficient than most
tech in use in the 41st Millennium. Xenotech is various systems, weapons, or other upgrades taken from alien civilisations, whether accepted in trade
for some other valuable goods or claimed in battle from a vanquished foe.

2.5.1 - Warrant Age


The first step in this part of the process is to determine just how long your character’s Warrant of Trade has been established. Is his dynasty a stalwart
of millennia of service to the Imperium, or is it an upstart seeking to prove itself against the long established Houses already plying their trade be-
yond the Imperium’s borders?

The Great Crusade - M30 The Horus Heresy - M31


For a Dynasty to have survived the relentless millennia and carnage that Even during the bloody conflict that tore apart the galaxy Warrants of
span the 10,000 years of the Imperium’s history is no small feat, and Trade were being created, for both the forces of the Warmaster and the
untold masses of other lines have petered out or met with extinction in Emperor had great need for pathfinders, petty warlords, and explorers.
one form or another before the current age. So distinct is a line with this No few worlds were stripped bare of their populace, their resources, or
venerable of a history that it is inevitable that many have heard of them, both as a result of Rogue Traders on either side of the conflict, and yet
for fair or for foul. A reputation for venturing forth into the galaxy’s more were plundered by Rogue Traders Militant who sought to carve out
depths and emerging with the plunder of worlds beyond the Imperium’s their own petty kingdoms among the stars to await the end of the conflict.
borders is the byword for many of these lines, their scions being quite Bearing a Warrant of Trade from these times is to be viewed darkly by
capable of calling back to the heady days of the Great Crusade, when no few members of the Imperium, for even if not signed by the hand of
their ancient forefathers would lead the way for the Legiones Astartes or the Arch-Traitor it is inevitable that the bearer’s ancestry engaged in their
one of the Emperor’s other vast warhosts. own share of slaughter, privateering, and downright piracy against other
Such conquest is truly in the blood of these families, and while Imperials.
the ages may not have treated them or their progeny any kinder than If one were to bear the dark misfortune of a Warrant of Trade
others their vast wealth and power let them take blows that would have signed by the Warmaster then it would surely be a quiet one, and perhaps
ruined lesser families. While some families of this stature will have inev- even unbeknownst to later generations. A bloodline with such a distinct
itably taken up a more aristocratic mantle there are no small number that mark upon them would have most likely have been ended with the com-
yet serve the Imperium in the capacity their ancestors did, plunging into ing of The Scouring if they bore it openly, so it is quite possible that the
the howling dark to wrest fortune, wealth, and power from the gripping family keeps the actual document under lock and key, in their depths of
jaws of the alien and scrabbling hands of the non-compliant. their most secure holdings, away from the prying eyes of other nobles or
To be a scion of such a household is to have a great weight the Inquisition.
placed onto one’s shoulders at their age of majority, and to constantly Ship Points: 14
be beholden to ancient agreements that date back millennia or else risk Profit Factor: 12
toppling all that has been accomplished over the course of such time. Effects: Choose one of the following options:
Indeed such a family and it’s ventures may be the cornerstone of whole For The Emperor: Members of this dynasty gain a Rank of the
sub-sectors and their faltering could well spell an age of decline for many Forbidden Lore (Heresy) and Scrutiny Skills, as well as the Armour of
others that depend on their power and strength. Contempt , Enemy (Heretics), and Hatred (Heretics) Talents. Their ship
Ship Points: 16 may include 1 Archeotech Component.
Profit Factor: 14 -or-
Effects: The members of this dynasty gain 10+2d5 Insanity Points from For The Warmaster: Members of this dynasty gain a Rank of the For-
the heavy burden given unto them, but they also gain Good Reputa- bidden Lore (Heresy) and Deceive Skills, the Enemy (Inquisition) Talent
tion (Local Sub-Sector) Talent. As there is no doubt that their house’s and 10+1d5 Corruption Points along with one Malignancy. Their ship
longevity has been at the cost of others, all members of the dynasty gain may include 1 Archeotech Component.
2 Enemy Talents and a Rival Talent (with the chosen Enemies and Rival
being the same for all dynasty members). Additionally they gain a Rank
of the Scholastic Lore (History) Skill. Their ship may include up to 2
Archeotech parts.

120 If a job’s worth doing it’s worth dying for! 120


The Scouring - M31 Age of Apostasy - M36
After the Horus Heresy came an age of witch hunts, inquisitions, and the During the Age of Apostasy, the Imperium was plunged into anarchy
routing of untold billions of traitors, mutants, and heretics. The holders when the insane High Lord of the Administratum Goge Vandire took ab-
of a Warrant from such an age were charged with the duty of running solute control of the Senatorum Imperialis and the Ecclesiarchy. For de-
down the forces of the Great Enemy beyond the bounds of the Imperium cades, the galaxy was split as Vandire’s armies sought to enforce his mad
and rendering them to ashes on the wind. Many of these Dynasties were rule across the Imperium. Many worlds were razed, while others resisted.
founded as Rogue Traders Militant charged with such duty as a way to Still more sought to bide their time, unwilling or unable to commit to one
assure the obliteration of the traitor’s forces once they had been driven faction or another. The Age of Apostasy culminated in an assault upon
from a sector and run off into its border worlds. Vandire’s stronghold on Terra by a combined force of Adeptus Astartes
In later ages many of these houses maintain their vigilant and and Adeptus Mechanicus, but it was only when Vandire’s own guardians
dogmatic manners, and have become fast partners with the Ecclesiarchy, turned upon him, executing him at the height of the siege, that the civil
aiding in modern witch hunts and bringing forth the light of the Emperor war was finally ended.
to systems beyond a sector’s reach or unto newfound worlds. Others took A Rogue Trader House established in the midst of this tur-
the then-scoured worlds that traitorous forces had held and made them bulent period will have been forged in the fire of adversity, for many
their own, claiming them and forming frontier worlds beyond the cusp of charters granted at that time were, often literally, reduced to ashes within
sector propers or else small fiefdoms that they maintain until this day. scant decades. Vandire was an unstable and paranoid man, prone to fits of
Ship Points: 12 anger and contradiction. A recipient of a charter he himself granted days
Profit Factor: 10 before might be declared a heretic before even undertaking his mission,
Effect: Members of this dynasty gain a Rank of the Scrutiny Skill, and or a favourite promised the highest of rewards executed upon the day of
the Enemy (Heretics), Hatred (Heretics), Paranoia, Peer (Ecclesiarchy), investiture. As such, very few of the Houses that came into being during
and Witchfinder Talents. the Age of Apostasy are extant in the 41st Millennium, and those that
are keep the details of their founding far from prying eyes. Some have
disappeared entirely, though even millennia since, rumours of far-flung
Age of the Beast - M32 empires established by Vandire’s favourites continue to surface.
In times after the Horus Heresy and the Scouring there was much
In the immediate aftermath of the Age of Apostasy, it is said
reclaimed in the name of the Emperor, and many worlds brought back
that the Houses established by the hand of Vandire were required to
into the Imperial fold, and the Imperium had begun rebuilding itself quite
renew their oaths, in person, to Sebastian Thor, the figurehead of the
handily. This changed when the shadow of the alien at once fell upon the
movement that overthrew him. Some of those charters were revoked, it
Imperium, and a great, unified, green menace took to Mankind’s hold-
is suggested, for they were judged to have been granted for deeds later
ings, defiling and tearing it asunder as it had not been in centuries. The
found contrary to the good of the Imperium. Others were ratified, the
Orkoid menace returned to the galaxy in a maelstrom of savage violence
recipients bending knee before Thor and pledging the fealty of their
that struck against nearly every sector of the young Imperium.
Houses for all eternity.
The High Lords of Terra gave out great quantities of Warrants
Ship Points: 8
during and immediately following this time, for the destruction was so
Profit Factor: 6
wide scale that if a noble wished to go forth to hunt the alien, or bring
Effects: The members of this dynasty gain a Rank of the Scholastic Lore
resources into the shattered domain in its wake then few arguments could
(Imperial Creed) Skill and the Flagellant, Peer (Ecclesiarchy), and Pure
be made against such a noble purpose. Not every dynasty that gained
Faith Talents. Their ship must include a Temple-Shrine to the God-Em-
such a Warrant did so from a place of altruism, indeed many did so
peror.
simply to increase the purview of their powers in the wake of a tragedy.
Many houses with such intentions were met with ruin on their maiden
ventures from a lack of experience with the vast and hideously dangerous
depths of space, and the wreckage of their foolhardiness is often used as
waymarkers by the more hardened scions that followed them.
If a Dynasty came from such a time then their fortune and em-
pire is built off of the corpses of countless humans and orks, the grinding
wheels of the Imperium rendering their multitudes into bonemeal with
which the foundling house grew their profits.
Ship Points: 10
Profit Factor: 8
Effects: Members of this dynasty gain the Preferred Enemy (Orks) -or-
Hunter of Aliens Talent. Additionally they may start with a Trophy Rack
(bearing 1d5-1 impressive skulls of slain orks and squigs) or an Ork
Bones Talisman (in addition to any other Memento they choose).

2.5 Dynasty Creation - 121


Age of Redemption - M36 The Waning - M40
The Age of Redemption was a second great time of re-conquest and As the glories of the Age of Redemption recede into a bloody present,
expansion beginning in the immediate aftermath of the Age of Apos- the Imperium is slowly descending into another dark age of anarchy and
tasy, which some believe increased the Imperium’s size to its greatest war. So depleted were the defences of many worlds by endless crusade
extent, however temporarily. The Warrants of Trade issued in this period, that internal strife soon erupted into outright rebellion, and small-scale
particularly at its dawning, reflect the spirit of the times. Following the alien raids escalated into full-scale invasions. Most dreadful of all, as
example set by the great Saint Sebastian Thor, the Imperium experienced the grip of the Adeptus Terra weakens across countless thousands of
a renaissance in faith and fervour, and many of the Rogue Traders com- worlds, psykers have been left to come into their powers before they can
missioned were men of great outward zeal, while others were warriors be culled, and soon their errant powers are creating gateways into warp
and captains rewarded for their deeds both great and terrible in the from which a legion of daemonic horrors erupt. Within a comparably
Apostasy’s wars. Confessors preached the renewed Imperial Creed across few generations, the Imperium has lost untold numbers of worlds to the
the length and breadth of the Imperium, mustering many thousands of traitor, the alien, and the daemon and humanity’s future seems bleak.
crusades to take the True Faith to those who had turned from its ways. Yet even in such a turbulent age, the High Lords have continued to grant
Many of these crusades were led by celebrated generals and admirals of new Warrants of Trade. As war and strife has claimed more and more
the Imperium and some by the lords of the Ecclesiarchy or mighty Space worlds, so the need to redress the balance has grown all the more ap-
Marines themselves, but a great many smaller and further flung enter- parent, and nor is the weakening of the Imperium’s fabric by any means
prises in crusade and conquest on this era were spearheaded by a new universal or irreparable. Many Rogue Traders have been granted their
generation of Rogue Traders. charters in recent centuries with the express condition that they undertake
At the beginning of the Age of Redemption, the crusades were missions to re-conquer worlds lost to anarchy and invasion.
preached in order to bring back into the fold those systems and sectors Many of these charters are little more than political tools,
that had strayed from the light of the Imperial Creed during the Age of granted in the hope that the Rogue Traders will have the drive to succeed
Apostasy. Initially at least only those who would not denounce the errors or at least wear down an enemy where depleted local forces either had
of their ways would be punished, while those willing to hear the truth failed, or been redeployed away to more vital duties, leading some Rogue
and make contrition would be spared the terrible wrath of the crusades. Traders of more ancient pedigree to mockingly name them “suicide
In time, the crusades pushed beyond areas lost during the Apostasy, and notes.” Countless Rogue Traders lost all they owned, including their lives
onwards, into regions of space that had never known the word of the Im- and souls, in the attempt to satisfy the nigh impossible demands placed
perial Creed. Such fragments of mankind found among these distant stars on them in the granting of these Warrants. Yet, some do succeed and claw
had been isolated for many millennia, long back into the near-mythical back both territory and millions of lost souls from the darkness. The most
Age of Strife and most could not be reasoned with, save perhaps beneath exceptional of these individuals have gone on to found the mightiest of
the guns of the crusades’ warships. More often than not the crusaders the Rogue Trader Houses active at the present time. Though young in
resorted to the fires of purgation, either through intransigence by those comparison to the ten thousand year old Imperium of Man, these upstart
they found, or in horror of what these far-flung children of humanity had houses now rank above many older lines, for they were forged in the fires
become, wiping out any sign of what they deemed heresy, and con- of adversity and driven by a will to endure rarely seen before or since.
signing the souls of the slain to make their own representations before Ship Points: 4
the Emperor. An age that had dawned amidst hope soon became one of Profit Factor: 2
relentless bloodshed and terror, often waged for little gain. Effects: Members of this dynasty gain a rank of the Commerce, Com-
As the crusades of the Age of Redemption ground on into mand, and Tactics (Any One) Skills, as well as the Hard Bargain and
centuries and the centuries into millennia, more resources were ploughed Iron Discipline Talents and either the Scourge of Heretics -or- Hunter of
into their maintenance. Many became simple wars of attrition, meat Aliens Talent.
grinders on a galactic scale, spurred on by fear, xenocidal hatred, and
worst of all, simple habit. Inexorably, the worlds of the Imperium began
to be stripped of their warriors, and the Imperium’s resources and fleets
spread ever-thinner as the demands of eternal war at the fringes of the
galaxy required. These wars were fought against those for whom the
Emperor represented not the salvation of Man’s soul, but its monstrous
corpse-puppeteer. The scion of a Rogue Trader House established during
this age will be steeped in duty and zeal, ever determined to take back the
benighted worlds of Mankind.
Ship Points: 6
Profit Factor: 4
Effects: Members of this dynasty gain a Rank of the Command, Navigate
(Stellar), and Tactics (Any One) Skills, as well as the Ambassador Impe-
rialis, Munitorum Influence, and Peer (Munitorum) Talents.

2.5 Dynasty Creation - 122


2.5.2 - Fortune & Fate
The future of your Rogue Trader House rests in your hands, but you may first have to rescue it from the state in which a predecessor left it. Or per-
haps yours is the unenviable task of living up to the successes of your forebears. Whatever the case, you can be sure that the eyes of generations yet
to come will be upon you, and history will be the judge of your actions.

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.

2.5 Dynasty Creation - 123


2.5.3 - Acquisition
There are many ways in which your Rogue Trader Dynasty might have come to be granted its Warrant of Trade, and in many cases the circumstances
of that granting will affect the character of your dynasty and how you and all your servants are viewed by other institutions of the Imperium.

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.

2.5 Dynasty Creation - 124


Administratum Trade Mandate Reward
A Trade Mandate is an example of one of countless numbers of admin- The most coveted of Rogue Trader Warrants are those that have been
istrative instruments employed by the Adeptus Terra. It is an instrument granted in genuine recognition of great deeds performed in service to the
of strategy, by which the division’s policies for the managing of the Imperium. Often, such a reward is not consciously sought and as such
unmanageable are drawn up. By way of a myriad of utterly incompre- may come as a surprise to the recipient. A Warrant of Trade granted in
hensible cogitations, vast armies of scribes and factors plot the needs and this manner will be gifted to the recipient in a lavish ceremony, attend-
the means of the Imperium’s worlds, and attempt to allocate resources in ed by the great and the good of the Imperium’s highest offices. Many
such a way as to allow future generations to continue their work. Such a great men and women will attend, often in the hope that some of the
process has no meaning or function, and has long since become an end it glory and prestige will rub off on themselves. The recipient is likely to
self, the worlds of the Imperium merely carrying on as before regardless. have gathered about them many powerful allies who others wish to be
The Trade Mandate is a product of this system. In such a case, associated with—some might even have forged connections with Space
the cogitations have determined that at such and such a date, in such and MarineChapters, sector lords, Admirals or Inquisitors. The deeds for
such a region, the efforts and services of a Rogue Trader House will be which a Warrant of Trade will be rewarded are many and varied, and
required in order to steer the region’s fortunes or to expand it borders in there are no set definitions or conditions set. Military service is a com-
response to a particular threat. The date at which the Mandate is to be mon route by which such Warrants are gifted, but so too is mercantile or
granted might be many centuries in the future, and so entire armies of political success.
scribes will spend their whole lives selecting the eventual recipient of the There is a darker side to a Warrant of Trade rewarded for such
Mandate, even to the extent of determining that an Imperial Servant not deeds however. The sponsor of the granting—the individual who lobbied
yet even born is to receive it. the powers that be for the recipient to be rewarded in such a manner—
Ship Points: 10 will often expect some form of recompense, some favour that might
Profit Factor: 4 not be called in for many decades. But called in it will be, and almost
Effect: Ships of this dynasty may take a Cargo Hold & Lighter Bay, certainly at the most inconvenient time for the Rogue Trader.
Main Cargo Hold, or Compartmentalized Cargo Hold Component as well
as a Commerce Bridge in addition to the ship’s main bridge (even though Ship Points: 16
this would normally not be allowed) for no SP cost (but must still meet Profit Factor: 2
the ship’s Power and Space constraints). Effect: Ships of this Dynasty may upgrade the Craftsmanship of Com-
ponents on their ships 3 times, to the maximum for Ship Components of
Intrigue Best Craftsmanship. These upgrades may be given to any Component,
While it is possible for a Warrant of Trade to change hands through overt and multiple times, but only a total of 3 upgrades may be given.
aggression, a change in title is actually more likely to occur through
underhanded methods. Assassination of varying sorts is not uncommon,
and neither is fraud, but the most common of such methods is outright
bribery.
This might occur when a Rogue Trader has overstepped the
limits of his authority, and a rival garners sufficient evidence of the trans-
gression that the Imperium would be forced to censure him were such ev-
idence to be presented to a high enough authority. Such crimes are most
likely to include trafficking with alien empires forbidden even to Rogue
Traders, or dealing in goods tainted by the Ruinous Powers. The issue
might not even be something considered a crime, but rather evidence of
political machinations against more powerful individuals and institutions.
Perhaps worst of all, a powerful Rogue Trader might be accused of seek-
ing to establish his own private empire beyond the Imperium’s borders,
secede from the Rule of the Emperor. Many Rogue Traders have tried to
do so, most eventually being brought to justice by the Imperium’s forces.
In such a case, a rival might take power of an existing Warrant of Trade
and all of the assets and rights associated with it. A new line is estab-
lished and the old one slower dissolved until little or nothing of the
former dynasty remains. No one knows how many Rogue Trader Houses
have been established in this manner, but no doubt a significant number
of Warrants have changed hands many times throughout the millennia.
Ship Points: 12
Profit Factor: 2
Effect: Ships of this dynasty may take a Shadowblind Bays, Xenos Hab-
itats, or Evacuation Bay as well as a Smuggler’s Bridge in addition to the
ship’s main bridge (even though this would normally not be allowed) for
no SP cost (but must still meet the ship’s Power and Space constraints).

2.5 Dynasty Creation - 125


2.5.4 - Deeds of Renown
Every Rogue Trader House is known by its deeds, many of which are intertwined with the rich history of their sector and far beyond. By determining
what your House is known for, you will be setting the tone for many great adventures yet to come.

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

2.5 Dynasty Creation - 126


2.5.5 - Contacts
There are many colourful personalities operating beyond the Imperium’s borders and at its apexs of power, any number of which a dynasty may have
had dealings with. But choose your allies carefully, for they often demand as much as they offer!
The following options provide a Contact for a party’s Explorers to use, and while they are provided without an associated xp cost they may,
at a player’s discretion, have them increased by spending xp on options for increasing Attributes. While largely following all of the rules for Contacts
(see Section 11.2 “Contacts”) this specific Contact is a bit different, as they are a contact of the dynasty, rather than any one character. To represent
this the amount of uses that this Contact may be used for per a session is split between all of the player characters If the Contact has the Reliable
or Trusted Attributes use the highest Fellowship Bonus in the group to determine how many times they can be used per a session, and the same for
applying the effect of Peer and Good Reputation.

Pirates Merchant House


The space lanes of the Imperium are plagued with outlaws and pirates. Those Rogue Trader Dynasties whose fortunes are built upon the
Some are human but others are alien such as the dread Eldar Corsairs acquisition and generation of vast sums of wealth will have dealings
and brutal Ork Raiders. The closer to Wilderness Space and the Fringes with commercial combines across entire sectors and beyond. They will
a Rogue Trader operates, the more likely he is to come into contact with have bonded scribes and factors operating in the courts of the greatest of
such scum, and worse, humans who have cast aside even a pirates’ limit- commercial concerns and these will have the ear of the most influential
ed sensibilities and given themselves over to the nightmarish veneration merchants in the region.
of the Ruinous Powers. Merchant contacts have a great many uses, for they allow the
Every Rogue Trader will have faced pirates in battle, and some Rogue Trader to tap into their vast web of influence and power. This net-
will have had cause to join together with them too from time to time. Out work will extend to the major settlements on almost every major world
beyond the borders one cannot afford to be too choosy who one’s allies in the Calixis Sector and in many cases beyond. For a price, the Rogue
with when the enemy is a ravening alien horror or a gestalt swarm con- Trader will be able to any service, from repair facilities for a damaged
sciousness intent upon feeding upon the Rogue Trader and his friends. vessel to the services of the merchant house’s indentured mercenaries.
Such alliances are more often than not short-lived and matters, for Rogue Ship Points: 6
Traders and pirates exist at opposite ends of the scale in terms of the Im- Profit Factor: 8
perium’s institutions, yet it could be said that both share a similar outlook Effect: The dynasty gains a Contact (with the Group, Skill (Commerce,
in life—both parties see the galaxy as there to be exploited in one way or Tier 3), Talent (Ear to the Ground), Reduce Availability (All, 1), and
another. Reliable Attributes)
Even those Rogue Traders who would never condescend to Adeptus Mechanicus
fight alongside a pirate may often find themselves in contact with them at It is not uncommon for the paths of Rogue Traders and Explorators
one of the many border stations and outlaw trading posts both will have to cross, particularly out amongst the unexplored systems beyond the
occasion to visit in the course of their operations. The most successful of Imperium’s borders. On occasion the two factions will have cause to
pirates comport themselves as petty kings or foppish princes, a trait they join forces, and as both generally have quite different objectives to their
share with many Rogue Traders. exploration this is often a successful course of action.
Ship Points: 4 By maintaining ties with Explorators they have worked along-
Profit Factor: 10 side in the past, a Rogue Trader can utilise information the Explorators
Effect: The dynasty gains a Contact (with the Group, Military Con- have gathered, gaining exclusive access to systems the Explorators have
nections, Reduce Availability (Drugs/Toxins, 1), Offers Favours, and discovered. Frequently, an Explorator Fleet will pass through a system,
Dubious Attributes) exploring and cataloguing it but classifying it as having little or no inter-
est to the Mechanicus. A Rogue Trader with contacts with such contacts
Missionaria Galaxia will have a unique opportunity to investigate them for opportunities from
Contacts within the Missionaria Galaxia can prove extremely useful, which his House might profit.
for this division of the Ecclesiarchy maintains holdings far beyond the Ship Points: 10
fringes. It may well be that a single preacher operating out of an isolated Profit Factor: 4
mission proves a staunch ally in a crisis, for he will be well-schooled in Effect: The dynasty gains a Contact (with the Group, Skill (Tech-Use,
the ways of the native population and well able to defend himself should Tier 4), Reduce Availability (Cybernetics, 1), and Reliable Attributes)
the need arise.
The Missionaria does not lend its aid to just anyone however, Battlefleet
and any preacher to whom a Rogue Trader is forced to turn for aid will Many Rogue Traders maintain contacts in the battlefleets of the Imperial
only help him out after determining the individual’s morale purity. Even Navy, for many second sons and daughters will have served their time as
when aid is forthcoming, the preacher may well make demands in return, officers there before returning to serve their Houses. Friends and contacts
often including requests for support in his own mission or substantial do- made during service are rarely forgotten, and many such Rogue Traders
nations to the mission of taking the Word of the Emperor to the ignorant take every opportunity to look up old compatriots when stopping over at
souls beyond the fringes. a naval base. Out beyond the fringes such contacts transcend the cordial-
Ship Points: 8 ities of the officers’ mess and take on a far more serious aspect. A Rogue
Profit Factor: 6 Trader vessel that comes to grief fighting alien raiders might hold little
Effect: The dynasty gains a Contact (with the Group, Skill (Scholastic hope of help ever arriving, but there are countless tales of such vessels
Lore (Imperial Creed), Tier 4), Talent (Confessor), and Trusted Attri- being rescued by the timely arrival of a long range navy patrol vessel, the
butes) master of which happened to recognize the cipher attached to a distress
call and was willing to divert and offer aid.
Ship Points: 12
Profit Factor: 2
Effect: The dynasty gains a Contact (with the Group, Military Connec-
tions, Reduce Availability (Essential Components, Supplemental Compo-
nents, 1), and Reliable Attributes)
2.5.6 - Warrant Renown
The last part of the process of creating your Rogue Trader Dynasty is to establish how well known it is. Rogue Traders enjoy the rarest of opportuni-
ties—the chance to be remembered for something. Just be sure not to squander the privilege!

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.

2.5 Dynasty Creation - 128


2.6 Aptitudes & Advancements
Various propensities are represented as Aptitudes during character creation. These represent tasks or abilities for which a character has a natural
affinity, and can learn with greater ease than others. Characteristic, Skill, and Talent advances in the game have Aptitudes linked to them, usually
two (though especially rare abilities might have only one). Those advances sharing a character’s Aptitudes are easier for that character to learn, and
thus cost fewer experience points to purchase. If a character shares one Aptitude with an advance, he gains a small discount to purchasing it, and if
he shares two aptitudes with the advance he gains a large discount. Players can still purchase advances for which they have no shared Aptitudes, but
these are typically very expensive.
Note that if during creation a character gains the same Aptitude from different sources, he does not gain it twice. He instead chooses and
gains a different aptitude that he does not already have.
Choose 4 further Aptitudes (as they will already have 3 from their Home World, Career, and Role) from the following list for your charac-
ter. The “Psyker” and “Tech” Aptitudes may not be of the 4 chosen Aptitudes, as these are Aptitudes that imply special powers or jealously guarded
knowledge that few have a chance at gaining. Every character gains the “General” Aptitude automatically and it does not count towards their 4
choices.

Characteristic Advances Aptitudes List


A Characteristic advance represents a natural improvement to a char-
acter’s body or mind. When a player purchases an advance in a Char-
General
acteristic, he adds +5 to that Characteristic permanently. Characteristic Weapon Skill Offence
advances are divided into five progression levels: Ballistic Skill Finesse
• Simple: A small fulfillment of the character’s potential.
• Intermediate: A significant and noticeable improvement of Strength Defence
the character’s capabilities. Toughness Psyker
• Trained: A measure of the character’s improvement beyond
most around him. Agility Tech
• Proficient: Active, focused effort upon improving the charac- Intelligence Knowledge
ter’s prowess.
Perception Fieldcraft
• Expert: The limit of a character’s natural abilities
As players set about increasing their characters’ Characteris- Willpower Leadership
tics, they must progress through each of the progression levels in turn. Fellowship Social
This begins with Simple and ends at Expert, using the prices in the Char-
acteristic Advancement Costs table below.
As shown in the Characteristic Advancement Costs table, if the
character has one matching Aptitude, then the first +5 to his Characteris-
Characteristic Aptitudes
tic costs 200 xp; the next +5 advancement (the Intermediate progression Characteristic Aptitude 1 Aptitude 2
level) costs 350 xp, and so on. The Characteristic Aptitudes table lists Weapon Skill Weapon Skill Offence
the ten Characteristics that players can actively seek to improve through
spending experience, and the aptitudes associated with each. Advancing Ballistic Skill Ballistic Skill Finesse
Agility, for example, has the Agility and Finesse Aptitudes linked with it. Strength Strength Offence
Willpower, however, has two Aptitudes for its second Aptitude. A charac-
Toughness Toughness Defence
ter that has both Defence and Psyker Aptitudes does not treat Advances
for Willpower as having two Aptitudes, unless they had the Willpower Agility Agility Finesse
Aptitude along with the Defence or Psyker Aptitudes. Intelligence Intelligence Knowledge
The costs for Characteristic advances are cumulative. For
instance, a player could not simply pay 350 xp for a +10 increase for a Perception Perception Fieldcraft
Characteristic he has one Aptitude matched with. Instead, the player is Willpower Willpower Defence & Psyker
required to buy the Simple advance for 200 xp first, and then pay the 350
Fellowship Fellowship Social
xp for the Intermediate advance.
Fate General -

Characteristic Advancement Costs


1st Advance 2nd Advance 3rd Advance 4th Advance 5th Advance
Matching
“Simple” “Intermediate” “Trained” “Proficient” “Expert”
Aptitudes
+5 +10 +15 +20 +25
Two 100xp 200xp 400xp 600xp 1000xp
One 200xp 350xp 500xp 750xp 1250xp
Zero 250xp 500xp 750xp 1000xp 1750xp

2.6 Aptitudes & Advancements - 129


Skill Advances
Player Characters learn new Skills or improve existing Skills by selecting Skill advances. The xp cost of Skill advances depends on how many apti-
tudes the character has in common with that Skill. These advances are divided into four ranks of progression levels, which are as follows:
• Known (Rank 1): The character can use the Skill without the –20 penalty for untrained Skills.
• Trained (Rank 2): The character receives +10 on all Skill tests when using this Skill.
• Experienced (Rank 3): The character receives a +20 bonus on all Skill tests when using this Skill. This bonus replaces the bonus for being Trained.
• Veteran (Rank 4): The character receives a +30 bonus to all Skill tests when using this Skill. This bonus replaces the bonus for being Experienced
in this Skill.
When improving a Skill, a character must progress through each of the levels in turn, starting with Known and ending with Veteran. So, for
example, players cannot choose to pay for the Trained Skill advance for their character without first purchasing the Known Skill advance. Note that
characters might have received the Known or Trained Skill advance already through character creation. The Skill Advances table below indicates the
price of Skill advances, based on both the progression level and number of matching aptitudes.
The Skill Aptitudes table below lists the Skills in 40KRPG, along with the Aptitudes linked to each. Refer to Section 3.0 “Skills” for more
information on selecting Skills and Skill descriptions.

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

Skill Advancement Costs


1st Advance 2nd Advance 3rd Advance 4th Advance
Matching
“Known” “Trained” “Experienced” “Veteran”
Aptitudes
+0 +10 +20 +30
Two 100xp 200xp 400xp 600xp
One 200xp 350xp 500xp 750xp
Zero 250xp 500xp 750xp 1000xp

2.6 Aptitudes & Advancements - 130


Talent Purchases Abstract Method
This is the easiest method of awarding xp, and the one recommended
Talents are enhancements that permit a character to use his natural
abilities in new fashions. These can provide a situational bonus to the for beginning GMs or if the GM prefers a more straightforward system.
use of a Skill or Characteristic, or provide specific and unusual ways for Under the abstract method, experience points are awarded for time spent
a character to take advantage of his equipment. See Section 4.1 “Talents gaming, ensuring a steady and even progression for all characters. For
Compendium” for detailed descriptions of the many Talents available. each game session composed of multiple encounters, every PC should
As with Characteristics and Skills, Talents have aptitudes receive 400 xp. This would allow them to purchase a minor increase in
associated with them (usually two, but some might have only one), and their capabilities approximately every session, or a more significant one
are discounted based on how many a character shares. Talents are also every few sessions. This method assumes a game session lasts approxi-
divided into three tiers, representing their relative power levels and the mately four hours of active play time. For longer or shorter sessions, the
amount of xp needed to purchase them. GM can adjust the rewards accordingly.
Talents also often have prerequisites that must be met before
they can be purchased, no matter what tier they belong to. For this rea- Detailed Method
son, players can find themselves needing to purchase lower tier Talents It is also possible to award xp in a more detailed manner, in which every
before they can purchase the Talent that they want. See the Talent Costs reward is tied to a specific difficulty or challenge. This allows the GM to
table for information on the experience cost of Talents. match the PCs’ progression to the progression of events more closely, or
to increase the players’ sense of accomplishment. However, it requires
Specialist Talents that the GM be able to evaluate each encounter and challenge and assign
Some Talents are designated Specialist Talents. These Talents can be an appropriate amount of xp. This can usually be done ahead of time,
selected more than once, with a different specialization each time. Refer such as when planning the session and the encounters within it, which
to Section 4.0 “Talents & Traits” for more information on Specialist can save time and effort. Some GMs might prefer to hold off on deter-
Talents. mining the value of an encounter until it has played out, in order to make
sure that their judgment of difficulty is accurate to the in-game events.
The Encounter Difficulty table below offers examples of xp
Taking Talents Multiple Times values for encounters of varying difficulties. The difficulty can be judged
Some Talents can be taken multiple times, which is noted in the Talent’s based on the degree to which it taxes and challenges the PCs in resourc-
description. There are only a few of these Talents; the most prominent is es, equipment, injury, or time. An easy encounter might be one that has
“Sound Constitution”, which increases a Player Character’s Wounds each little real threat to the PCs, but costs them time or resources, while a very
time it is taken. When taking these Talents multiple times, the player sim- hard encounter might have a serious chance of PCs dying or burning Fate
ply pays the experience cost each time. It should be noted, however, that threshold.
some Talents that can be taken multiple times have a hard limit, indicat-
ing the maximum number of times they can be purchased. Encounter Difficulty
Difficulty xp Reward per PC
Talent Costs Easy 50xp
Matching Challenging 100xp
Tier 1 Tier 2 Tier 3
Aptitudes Difficult 150xp
Two 100xp 200xp 400xp Hard 200xp
One 200xp 400xp 700xp Very Hard 250xp
GMs should be careful to only award xp for meaningful
Zero 400xp 700xp 1000xp encounters that advance the plot or the goals of the PCs. Awarding xp
simply for defeating enemies can incentivise behaviour that disrupts the

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.

2.6 Aptitudes & Advancements - 131


3.0 Skills
“Even the lowest trade is blessed, if it is done in the Emperor’s name.”
- Administratum Motto
Skills are the basis for a character’s capabilities and the ways in which he can interact with the Warhammer 40,000 universe. They form an integral
part of all characters in measuring their ability and competence at tasks, and allowing them unique options during game play. More often than not,
when the Game Master asks a player to complete a task or overcome a challenge, the player’s character will need to pass a skill test to determine the
outcome.
Skills indicate abilities that a character has learned either through his education or through the more practical applications that are part of
service to the Imperium. Characters automatically begin the game with a number of skills as part of their origin. Players can select additional skills
during the latter stages of character creation when they spend experience. Over the course of their careers, characters are certain to hone those skills
and improve upon them through selecting skill advances with earned experience. These elements represent the accumulation of knowledge and exper-
tise.
For some characters, the skills they possess at the beginning of their careers are a strong indication of those they may use throughout their
lives. In other instances, a character’s path might diverge from his origin as he explores new fields of expertise. Characters can be effective pursuing
either path, but both are dependent upon players identifying the most opportune ways and times to exploit the skills that their characters have devel-
oped.

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.

Special Uses Extended Skill Tests


Some specific Skill Tests take excessive amounts of time, for example
Several skill entries have subsections that detail a specific, focused use
the crafting of an advanced plasma weapon, or researching the true name
outside their usual employment. These sections spotlight particularly
of an obscure daemon. Most often these tests are some form of crafting,
creative or interesting uses of the skill, allowing for greater variety of
repairs, or research, though applying these rules to other things that may
applications. Special uses and their effects can be found at the end of
take an excessive amount of time (such as constructing trench defences
each relevant skill description.
or moving a large amount of cargo from the hold of a void-barge) is
possible.
Specialist Skills When determining how long an Extended Skill Test will take, combine
Some skills are not just one skill but many, representing a specialization the modifiers for the base Difficulty and the environment before the
within the skill itself. These are known as Specialist skills, and whenever character’s Skill Ranks and consult the “Difficulty of Crafting, Repair, or
a character learns a Specialist skill, he must choose a particular special- Research Test” column on the table below.
ization within it. Specialisations represent such things as specific

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.

3.0 Skills - 133


Skill Descriptors detailed below.
Some skills fall into broad categories that use common rules. Skill
descriptors allow players to quickly identify the appropriate kind of test 1st 2nd 3rd 4th
that is needed and how it is resolved. These categories include: Combat, Matching Advance Advance Advance Advance
Crafting, Social, Investigation, and Movement. Aptitudes “Known” “Trained” “Experienced” “Veteran”
+0 +10 +20 +30
Combat Skills Two 100xp 200xp 400xp 600xp
Skills with this descriptor are used in the heat of battle. They are often
made in reaction to an enemy’s blows, with a basic skill test and the One 200xp 350xp 500xp 750xp
resulting degrees of success or failure determining how well the user Zero 250xp 500xp 750xp 1000xp
acquitted himself in the attempt.
Skill Ranks
Crafting Skills Simply knowing a skill is very different from having mastered its use,
Skills with the Crafting descriptor allow characters to fashion things and different characters can use different skills at varying levels. To
from parts or raw materials. These can vary from exotic drugs and cus- represent this, all of a character’s skills are ranked from 1–4, represent-
tom weapons to disturbing works of art and fiendish traps. The GM sets ing his level of ability. The benefits of having a skill at a higher rank are
up an appropriate Extended test for the task, and its resolution follows detailed above on the Skill Ranks table below. Characters only use the
the guidelines in Section 6.10 “Manufacturing & Patterns”. highest bonus available to them; for example, a character with Rank 3 in
Intimidate gets +20 on all tests with the skill, not +20 for Experienced
Social Skills and +10 for Trained.
Skills with the Social descriptor involve interplay with others. The diffi-
culty of these skill tests depends on the individual’s disposition towards Rank Benefit
the character, as defined by the GM in accordance with the circumstances
of the encounter. See Section 11.0 “Social Mechanics” for more informa- Use the skill without the -20 penalty for being
1 (Known)
tion on NPC disposition. untrained
2 (Trained) +10 on all tests with this skill
Social Skills and Crowds 3 (Experienced) +20 on all tests with this skill
It is possible for a veteran commander or masterful orator to influence
4 (Veteran) +30 on all tests with this skill
or control a number of people at the same time. When a character uses a
skill with the Interaction descriptor, he can (if he chooses) affect a num-
ber of people up to his Fellowship bonus, provided they can all clearly Dangerous Knowledge
hear and understand him. If it is an Opposed test, then the character only When a character advances a Forbidden Lore Skill or the Invocation Skill
makes one roll and compares the result to a roll for the group of people they immediately gain an amount of points of Insanity or Corruption
(or its leader) he is trying to affect to determine success. equal to the Rank they have advanced to (ie Rank 1 giving 1 Insanity or
Corruption, Rank 2 giving 2 Insanity or Corruption, and so on). Gener-
ally the character should only gain Corruption for this if the Forbidden
Investigation Skills Lore Skill that they are advancing is related to the Warp or morally en-
Most of the skills with the Investigation descriptor allow characters to
dangering in some fashion, or if they are advancing Invocation, otherwise
collect information from various sources, and also require Extended tests
they should mainly only gain Insanity Points from these dark secrets.
as characters try to gather detailed intelligence on their suspects or their
mission. The GM sets up the proper time period for the test, as it takes
far longer to uncover the secret base of a rival cult than it does to spot the Alternate Characteristics
location of an armoured column. Every Skill has a base Characteristic indicated in its description which is
used to test against when making a Skill Test. Most of the time this is the
one a character uses to determine success or failure. In many circum-
Movement Skills stances when setting a Skill Test, though, another Characteristic could be
Skills with the Movement descriptor all relate to a character’s mobility,
more fitting. Some example situations could include the following:
anything from daring leaps across chasms to climbing up sheer cliffs.
• A character wishing to Intimidate a spire prince into allowing the war-
They involve the ability to move across, through, over, or between
band passage across a treasured hive garden might use Willpower rather
elements of a character’s environment. Movement skills are all adverse-
than Strength for the test.
ly affected by reductions to the character’s mobility (such as crippling
• A faltering cogitator’s delicate repair could call on Agility rather than
injuries to limbs) or environmental factors as detailed in Section 9.5
Intelligence for the Tech-Use test attempt.
“Movement”.
• Crafting an elaborate forgery designed to deceive a senior bureaucrat
might take Intelligence rather than Fellowship in order for it to fool
Gaining Skills experts and back up the deception.
As characters survive adventures and develop during game play, they
naturally become more competent, and the range of their abilities grows In such cases, the GM is highly encouraged to use the Characteristic
and strengthens. A Player Character learns new skills and improves exist- which best suits the situation; the following table includes possible
ing ones, getting steadily better and gaining access to new options during alternative characteristics as suggestions. The decision to use them could
play and new ways of overcoming challenges. Skills, like other kinds of substantially impact the character’s chance of success, and must be made
advances, are gained during character creation or bought during play by before the character attempts the test. Normally, making a Test with an
spending experience points. The amount of experience points a skill costs alternate Characteristic gains an additional -10 modifier, as this is not the
depends upon its rank and which aptitudes a character has, as intended manner in which to utilize it.

3.0 Skills - 134


Skill List
Alternate
Skill Aptitude 1 Aptitude 2 Desciptors
Characteristic
Acrobatics Agility General Movement Strength
Athletics Strength General Movement Toughness
Awareness Perception Fieldcraft - Intelligence, Fellowship
Charm Fellowship Social Investigation, Social Influence
Intelligence, Strength,
Command Fellowship Leadership Social
Willpower
Commerce Intelligence Knowledge Investigation, Social Fellowship
Common Lore* Intelligence Knowledge Investigation, Social Fellowship
Deceive Fellowship Social Investigation, Social Intelligence
Deny The Witch Willpower Defence Combat Fate
Dodge Agility Defence Combat, Movement -
Forbidden Lore* Intelligence Knowledge Investigation, Social Fellowship
Inquiry Fellowship Social Investigation, Social Intelligence, Perception
Interrogation Willpower Social Investigation, Social Fellowship
Intimidate Strength Social Investigation, Social Intelligence, Willpower
Invocation Intelligence Knowledge - Willpower
Linguistics* Intelligence General - Perception
Logic Intelligence Knowledge Investigation, Social Perception
Medicae Intelligence Fieldcraft Crafting Perception
Navigate* Perception Fieldcraft - Intelligence
Operate* Agility Tech - Intelligence
Parry Weapon Skill Defence Combat -
Psyniscience** Perception Psyker Investigation -
Scholastic Lore* Intelligence Knowledge Investigation, Social Fellowship
Scrutiny Perception General Investigation, Social Fellowship
Stealth Agility Fieldcraft Movement Intelligence, Perception
Crafting,
Survival Perception Fieldcraft Agility, Intelligence
Investigation, Social
Tactics* Intelligence Fieldcraft Combat Fellowship
Tech-Use** Intelligence Tech Crafting, Investigation Agility
Trade* Intelligence General Crafting, Social Agility, Fellowship
“*” indicates that this Skill is a Specialist Skill
“**” indicates that this Skill must be gained at character creation to be Advanced, or else the character must gain either the Amateur
Technologist (in the case of Tech-Use) or Witch Finder Talent (in the case of Psyniscience) to have access to these Skills

3.0 Skills - 135


Skill Descriptions
The following section provides in-depth descriptions of the Skills, their
Athletics (Strength)
Aptitudes: Strength, General
Skill Use: Full Action unless otherwise noted.
uses, and other information such as how they are opposed (or used to Characters are often dependent upon their physical abilities, particularly
oppose other Skills), nominal Skill use durations, special Skill uses, and when situations become violent. Athletics measures a character’s ability
Test modifiers based on example situations. to run long distances without tiring, climb sheer surfaces, and lift heavy
loads. It also allows a character to push himself to greater levels of
Acrobatics (Agility) endurance and shrug off the effects of fatigue when running, swimming,
Aptitudes: Agility, General or climbing. A character’s background might dispose him more towards
Skill Use: Full Action unless otherwise noted. certain types of athletics. A GM can keep this in mind when determining
Acrobatics covers feats of agile movement, graceful motion, and mastery the difficulty of a test. For example, a character from a desert world or
of balance and form. With this skill, characters can leap nimbly across could be required to make more difficult Athletics tests to swim across a
gaping chasms, maintain their balance on a pitching ship deck, or fall river than a character who grew up on an aquatic agri-world would.
gracefully to the ground without snapping their limbs. In combat, an The GM can call on a player to use the Athletics skill when:
accomplished acrobat can somersault, flip, or cartwheel away from foes, • He must swim across a body of water or try to stay afloat.
twisting his body out of reach of his enemy or slipping past foes in a blur • He wishes to push himself beyond his limits and keep going even when
of motion. exhausted.
Often, characters develop a knack for Acrobatics as part of • He wants to climb a cliff or cross extremely rough ground.
their training in another field. A courier or thief might learn these knacks
as part of travel through densely populated areas. Gladiators, survivalists, Special Uses for Athletics
and dancers need to be able to perform acrobatic motions as part of their The following are special uses for the Athletics Skill:
daily routines. Even a tech-adept accustomed to working in particularly
confined quarters devotes his daily flesh-exhortations to improving flex- Endurance
ibility, so that he might more effectively work within narrow ductwork. Trained athletes are extremely fit and can push themselves far beyond the
The GM can call on a player to use the Acrobatics skill when: ability of normal people. As an any-time Free Action, a character with the
• He must keep his balance or avoid falling in unstable ground. Athletics skill can make a Difficult (–10) Athletics skill test whenever he
• He wishes to jump down from a height and land well. suffers a level of Fatigue (see Section 9.1 “Injury”) as a result of running,
• He wants to move over or around a foe or obstacle in his path without swimming, or climbing to ignore its effects. The character can continue
breaking his stride. to take tests and ignore Fatigue gained in this way indefinitely; however,
as soon as he fails a test, he must rest for at least 4 hours and cannot use
Special Uses for Acrobatics his Athletics skill again during that time.
The following are special uses for the Acrobatics skill:
Heft
Contortionist Athletes are also known for their strength and can lift great weights for
A character can use his Acrobatics skill to escape from bonds or the grip short periods of time. As an in-turn Free Action, a character can make a
of a foe by twisting and turning his body. As a Full Action, a charac- Challenging (+0) Athletics skill test to increase his carrying capability for
ter may make an Acrobatics skill test to free himself from bonds, such a single encounter. For every degree of success the character achieves,
as rope, manacles, or the like. This test can only be attempted once to his Strength is increased by 10 for the purposes of how much weight he
escape restraints; if the character fails to free himself the first time, then can carry, lift, or drag, to a maximum modified Strength of 100. Hefting
he is simply too tightly bound and unable to contort his way free. The can only be attempted once, and if the character fails the test, he cannot
GM can modify this test depending on the quality of the bonds in this sit- try again until the next encounter.
uation. Characters may also use Acrobatics to escape from a Grapple and
weapons with the Snare Quality by using their Acrobatics skill instead of
their Agility or Strength when grappling. Awareness (Perception)
Aptitudes: Perception, Fieldcraft
Skill Use: Free Action made in reaction to something.
Manoeuvring Awareness represents the character’s general awareness of his surround-
In combat, a character capable of acrobatics can more easily avoid ings and the ability to notice inconsistencies that others might dismiss. It
foes or retreat from combat without harm. The character may make a encompasses a basic alertness to any changes that might be detected by
Disengage action as a Half Action (rather than a Full Action) if he passes the senses, including visual cues, sounds, odors, and even air pressure.
a Challenging (+0) Acrobatics skill test, additionally being allowed to A highly-trained observer is just as capable of noticing and identifying
move an additional amount of meters equal to his Degrees of Success on the presence of a new factor as they are the absence of a common one.
the Test. After making this Manoeuvering Action the character may make Threats to the Mankind can lurk in the shadows of any location, and
another Half Action Movement Action, though it would ordinarily be often the subtlest of cues can reveal far deeper meanings. In general,
contrary to the regular rules for Actions. Doing so counts as a Full Move Awareness is used when trying to spot items or individuals that are either
for the purposes of Talents such as Sprint or Hip Shooting. hidden or not easy to notice. Scrutiny is used to interpret hidden emo-
tions, motivations, or other undercurrents. So while spotting someone
Jumping hidden would be Awareness, determining whether someone is lying or
A well-trained acrobat excels at jumping, leaping, and lessening the being deceitful would be Scrutiny. When Awareness is used against an
effect of falls by folding his body as he hits the ground. When jumping or opponent (such as to spot an ambush) it is an Opposed Test (see Section
leaping (see Section 9.5 “Movement”), a character may use the Acro- 1.1 “The Core Rules”). Awareness opposes and is opposed by Stealth.
batics skill in the place of Agility and Strength tests. When determining The GM can call on a player to use the Awareness skill when:
Falling damage, a character can make an Acrobatics Skill Test to reduce • He is walking into an ambush or being spied upon by a hidden foe.
the effective distance fallen by a number of metres equal to his AgB. • He wants to search an area for clues or find a hidden item.

3.0 Skills - 136


• He is trying to eavesdrop on a conversation or there is a chance of over- Inspire
hearing some pertinent information. In some situations, it is not merely enough for a character to have allies
working towards his cause. Instead, his allies must be convinced to give
Charm (Fellowship) their all in order for success to be achieved. As a Half Action, the charac-
ter can make a Challenging (+0) Command test to inspire one or more of
Aptitudes: Fellowship, Social
Skill Use: 1 minute. his followers. Inspired followers receive a +5 per Degree of Success (to a
Charm is a measure of a character’s knack for impressing people and maximum of +30) on their next Skill or Characteristic Test.
swaying their reactions. The acting character’s attitude is key in distin-
guishing between this and other types of Social Skills. Charm requires Terrify
the character to assume a non-hostile attitude and not make any explicit A character can use the Command Skill to terrify his followers into
or implicit threats. Instead, the character’s persuasive efforts are depen- fearing him more than Daemons or roaring gunfire. As a Reaction, a
dent upon perceived generosity and good intentions. Such an approach character can try to counter the effects of Fear or Pinning in his allies
may be completely foreign to some characters, who find persuasion more should they fail their Willpower Test against either. The character makes
appealing when matched with force or logic. Others, particularly those a Command Skill Test with a difficulty equal to the modifier of the Fear
who come from luxury or who are masters of manipulation, might use Trait the foe possesses or the difficulty of the Pinning Test his allies
this as their favoured approach to all problems. Often, bonuses or penal- made and he adds +10 to his roll for each level of Fear he possesses. If
ties can result from a character’s appearance and style of dress. Refer to the character is successful, his allies ignore the effects of Fear from this
Section 11.0 “Narrative Mechanics” for more information on social inter- creature for the remainder of the encounter, or recover from that instance
action. When Charm is used against an opponent (such as to change his of Pinning.
mood) it is an Opposed Test (see Section 1.1 “The Core Rules”). Charm
is opposed by Willpower.
The GM can call on a player to use the Charm skill when:
Commerce (Intelligence)
Aptitudes: Intelligence, Knowledge
• He wants to make someone like him for whatever reason.
Skill Use: 1 minute, or more for complex deals.
• He wishes to distract someone by drawing his focus away from others.
The worlds of the Imperium are highly specialised and woven together
in a huge, interconnected web to transport goods and services to ensure
Special Use for Charm
mutual survival. Few, if any, planets could hope to survive on their own
The following is a special use for the Charm Skill:
for more than a few months without external support. Forge worlds need
food and raw materials from other systems, agri-worlds can seldom pro-
Seduction duce the machinery required for their harvests, and hive worlds are often
A character may use Charm (or any other Social Skill, though the context so densely occupied that their only local product is the world’s popula-
of such alternate uses may be important) to convince an uninterested or tion. The Commerce skill represents the understanding of trade, value,
even enemy character to aid them, or join forces with them. The extended and exchange, which allows these worlds to continue to exist at a plane-
rules for this can be found in the Section 11.6 “Seduction”. tary level, and also more locally at a habway marketplace. Many within
the Imperium’s vast bureaucracy, and even its military, learn this skill.
Command (Fellowship) All humans must practise it to a certain degree, as they acquire the basic
necessities for life. When Commerce is used against an opponent (such
Aptitudes: Fellowship, Leadership
Skill Use: Half Action for simple commands, Full Action for more as to gain a bonus on a Requisition test) it is always an Opposed test.
involved direction. Commerce opposes, and is opposed by, either Commerce or Willpower.
Often, a single character is unable to adequately resolve a crisis. At
times, even a warband of characters are inadequate to the challenge. The GM can call on a player to use the Commerce skill when:
Under these circumstances, characters may need to rally a much larger • He wants to gain a bonus when attempting an Acquisition test.
group to assist. Coordinating their allies so that everyone can work to- • He wishes to track down a rare item in a hive market.
gether effectively relies upon the Command skill. It represents the ability • He wants to know how much an item is worth.
to effectively motivate and organise others. Characters with a noble
background might have some training in this skill. Those with military Special Use for Commerce
service are of course practiced with it; even those who have only been The following are special uses for the Commerce Skill:
given commands are very familiar with the practice and can issue them
as well. Other characters might have learned it as a bureaucratic manager Evaluate
or a tribal leader. In contrast, characters accustomed to working inde- A character can use the Commerce Skill to determine the worth of an
pendently could have little aptitude for commanding (or being command- item or commodity. The GM should make this roll in secret, modifying
ed by) others. the result depending on who the character is dealing with and the setting
The GM can call on a player to use the Command skill when: (see below for example modifiers). A success tells the character the
• He wishes to send an NPC ally into an extremely dangerous situation or Availability of the item he is evaluating, while a failure tells him nothing.
into open combat. If he fails by more than 3 degrees of failure, the GM should give him a
• He needs to rally his allied fighting forces or organise them in the face false Availability.
of a surprise attack.
Financing
Special Uses for Command In addition to using his raw wealth, a character can also employ personal
The following are special uses for the Command skill: skills to try to improve prices, outwit traders, and ease mercantile
transactions. A character may use the Commerce Skill to improve his In-
fluence/Profit Factor with Financing prior to making an Acquisition Test.
This is a contest of the character’s Commerce Skill versus the Commerce
Skill or Scrutiny Skill of the person or organisation he is trading with.

3.0 Skills - 137


For each degree the character beats his opponent, he may increase his traditions, and dictates of the Adeptus Administratum.
Influence/Profit Factor by 1 point. For each degree his opponent beats Chartist Captains: Knowledge of the merchant vessels across a sector
him, however, he must decrease his Influence/Profit Factor by 1. Both or sub-sector, which complete centuries-long circuits through series of
increases and decreases to Profit Factor only apply to a single Acquisition neighbouring worlds as the primary means of Imperial commerce.
Test made immediately with that trader. This use of Skills works both Collegia Titanicus: Familiarity with those who control the Battle Titans
ways, and when the character deals with canny merchants, the GM may of the Adeptus Mechanicus, some of the most potent planet-bound weap-
force him to make a Financing Test even if they don’t want to. ons known to the Imperium.
Ecclesiarchy: Understanding of the structure of the Adeptus Ministorum
Negotiation and its role in the worship of the Emperor.
Negotiation is the art of conducting diplomacy between two or more fac- Imperial Guard: Basic information about the ranking system, logistics,
tions. This allows the character opportunities to handle business, social, structure, and basic tactical and strategic practices of the Imperial Guard,
or state affairs without arousing hostility. A Negotiation Test is an Op- as well as particularly famed regiments.
posed Commerce Test, as each party tries to convince the other that his Imperial Navy: Basic information about the ranks, customs, uniforms,
desires in the situation should be given priority. To start a Negotiation, and particular traditions of the Imperial Navy, as well as famous admirals
the GM determines how many Rounds the character and his target or tar- and ships.
gets have to discuss the current situation. Each Round, the characters and Imperium: Knowledge of the segmenta, sectors, and best-known worlds
all target(s) involved make Commerce Tests. If the character succeeds of the Imperium.
and his opponent(s) fail, then he has been able to sway his target or tar- Navigators: Information regarding these valued mutants who are essen-
gets to agree to one point in the discussions. For each Degree of Success, tial for Warp travel and the Imperium’s survival, including the various
the winner is able to bring his target or targets into agreement for another Navis Nobilite Houses operating within a sector, their lineages, and
point in the discussions. If all parties succeed, then the character who had methodologies.
the most Degrees of Success has been able to sway the others to agree to Planetary Defence Forces: Information concerning a planet’s standing
one point in the discussion for every 2 Degrees of Success he had beyond force dedicated to defending itself as well as assisting any nearby Impe-
the others. If the character gets the target to agree to all of his points in rial systems. This includes composition, tactics, and equipment, which
the negotiations, before the targets have convinced him of theirs, then the might vary substantially based on the culture and technological make-up
character has succeeded in the talks. of the world.
If none of the factions in the discussions are able to sway all of Rogue Traders: Information concerning the many Rogue Trader dynas-
the targets in the talks to his viewpoint before the limit the GM created, ties operating within the sector and beyond in search of profit and power.
then the discussions end with all agreeing to only the points that have Schola Progenium: A strong familiarity with the Schola Progenium,
been succeeded so far. If at any time in the discussions all parties fail the which trains and indoctrinates the many Imperial orphans and prepares
Test, then the discussions are broken off, as talks fall to petty bickering them for lives of faithful service as elite troopers in the Militarum
and retorts Tempestus, Commissars in the Officio Prefectus, or adepts in one of the
Imperium’s many other divisions.
Underworld: The character is familiar with basic criminal elements and
Common Lore (Intelligence) groups, such as pickpockets, debt-carnivores, and the like.
Aptitudes: Intelligence, General War: Knowledge of great battles, notable commanders, heroes, and
Skill Use: Free Action. famous stratagems employed by those who fight in the endless battles for
All Common Lore skills represent the common knowledge an individual and against the Imperium.
might know about the general information, procedures, divisions, tradi- The GM can call on a player to use a Common Lore skill when:
tions, famed individuals, and superstitions of a particular world, group, • The GM feels the Player Character might know something about a
organisation, or race. Such information is deeper than mere knowledge current situation, location, or individual.
of the subject’s existence, and more reflects a degree of familiarity that • The Player Character wants to know a specific detail about a common
indicates a measure of dedicated interest in the area. This skill differs subject.
from Scholastic Lore, which represents scholarly learning one might gain
through study and research, and Forbidden Lore, which involves hidden
or proscribed knowledge. Common Lore deals with basic information Deceive (Fellowship)
gained from prolonged exposure to a culture or area. Unlike some other Aptitudes: Fellowship, Social
skills, Common Lore has multiple Specialisations. Skill Use: 1 minute, or more for complex deceptions.
Adepta Sororitas: Knowledge of the women of the Adepta Sororitas and Characters often need to mislead those around them, as the Inquisi-
their spiritual culture, as well as their highly specialised equipment. tion’s cause involves secrets that could shatter the minds of unprepared
Adeptus Arbites: Knowledge of its various arms and sub-sects, including innocents. Perpetrators are seldom cooperative, unless they believe that
details of rank structure, common procedures, and the basic tenets of there might be some reward for their service. No matter the motive or
Imperial Justice. the target, all of these untruths are spoken in the service of the Emperor.
Adeptus Astartes: Information concerning the physiologically and Deceive measures a character’s aptitude for fooling others into believing
psychologically modified Space Marines, the Imperium’s most potent de- something that is not true. All who serve an Inquisitor must have some
fenders. Few outside their ranks gain such knowledge, which can include ability in this field, but some become far more specialised in their decep-
the culture of a Chapter and its history, wargear, unusual physiology, and tions. Of course, a Deceive test is only required if the acting character
battle cants. believes he is lying. Relating inaccurate information that the character
Adeptus Astra Telepathica: Knowledge of how psykers are gathered believes is true uses the appropriate skill for the situation. When Deceive
and sanctioned, including how Astropaths are used throughout the Impe- is used against an opponent (such as to convince someone of a lie or fool
rium, and the basics of astro-telepathy. them with a disguise) it is always an Opposed Test (see Section 1.1 “The
Adeptus Mechanicus: A general understanding of the symbols and prac- Core Rules”). Deceive opposes, and is opposed by, Scrutiny.
tices that the Cult of the Machine God commonly uses. The GM can call on a player to use the Deceive skill when:
Administratum: Broad knowledge of the labyrinthine workings, rules,

3.0 Skills - 138


• He wants to tell a convincing lie. Special Use for Dodge
• He wishes to distract someone with rambling nonsense. The following is a special use for the Dodge Skill:
• He is trying to disguise himself. Dive for Cover
If there is cover with a number of metres equal to the character’s Agility
Special Use for Deceive Bonus and he is not prone, he can alternatively Dive for Cover as a
The following is a special use for the Deceive skill: Reaction against a ranged attack instead of trying to Evade the attack.
He makes an Ordinary (+10) Dodge test; if he succeeds, he leaps behind
Disguise that cover and gains the Prone condition. He is still hit by the attack, but
A character with the Deceive skill can create a disguise for himself, given benefits from the additional AP granted by the cover for that attack.
time and raw materials. The time taken depends greatly on the complexi-
ty of the disguise; simply putting on an enemy’s uniform or covering the
one’s face with filth may take minutes, while trying to disguise gender
Forbidden Lore (Intelligence)
Aptitudes: Intelligence, Knowledge
or mimic a specific individual may take hours, days, or longer. The GM
Skill Use: Free Action.
decides how long formulating a disguise takes and if the character has
All Forbidden Lore skills represent information proscribed or hidden
the materials at hand. Once the disguise is donned, the GM then secretly
from the average Imperial citizen. In many cases, it is a heinous crime to
tests for the player (using his Deceive skill and any appropriate mod-
even possess such data and can quickly draw Inquisitorial attention (even
ifiers) whenever the disguise comes under scrutiny (an Opposed test
if the possessor himself is working for an Inquisitor). Forbidden Lore
against the Scrutiny of whoever is trying to see through the disguise). If
has several different Specialisations as listed below. These include all
a disguise passes this first test, then the player need not test again unless
Common Lore and Scholastic Lore Specialisations, as each area also has
something changes (suspicion is cast on the character, or a more obser-
blasphemous and dangerous knowledge beyond what is generally known,
vant NPC arrives).
or secrets the group obsessively keeps to itself:
Archeotech: Knowledge of the great, lost tech devices of times past, and
Deny The Witch (Willpower) clues to their mysterious functions and purposes.
Aptitudes: Willpower, Defence Chaos Space Marines: Information concerning those Adeptus Astartes
Skill Use: Reaction. who turned traitor, as well as the paths they embrace and the equipment
Deny The Witch is a character’s ability to resist the taint of the Warp and they use.
its effect upon reality, and most importantly, themself. Daemonology: Terrible knowledge about some of the most infamous
The character can use his Deny The Witch Skill to deter Warp-based Warp entities and their twisted physical manifestations.
attacks of all forms (including Psychic Powers, Navigator Powers, and Heresy: Wisdom concerning acts and practices deemed anathema by
Hexes but not ranged or melee attacks made by Daemons or creatures the Imperium, plus the most contemptible heretics of history and their
with the Warp Weapons Trait and weapons with the Warp Weapon Qual- infamous and deplorable acts.
ity), making a Deny The Witch Evasion as a Reaction against a psychic The Horus Heresy & the Long War: The origins and history of the
attack, where, if the Skill check is successful, all effects of it against the 10,000 year long struggle between the forces of the Ruinous Powers and
character are nullified. When successfully evading an attack with an area the Imperium of Man.
of effect, the character does not move but instead is simply unaffected by Inquisition: Though characters exist to serve an Inquisitor, knowing too
the psychic power. Additionally whenever the character is called upon much about their masters can be dangerous. Those who chose to study
to make a Willpower Test that would result in him gaining Corruption or the history and nature of the Inquisition’s authority often are exposed to
is faced with a Fear-causing entity that does so via sorcerous power or information that can forever ruin their minds.
due to it being a creature of the Warp the character may add his ranks of Mutants: The study of stable and unstable mutations within humanity,
Deny The Witch to his Willpower Test. their cancerous influence and mutagenic development over time, and
The GM can call on a player to use the Deny The Witch Skill when: some of the studies and tomes on the topic.
• He is attacked by a psychic power. Officio Assassinorum: This highly secretive agency exists to elimi-
• He would suffer Corruption if he fails a Willpower Test nate powerful, often singular threats to the Imperium, such as renegade
• He is faced with a Daemon of the Warp, or a terrible sorcerer of Chaos planetary governors or apostate preachers. characters who dare study the
organisation may become familiar with their techniques and wargear.
Pirates: Knowledge of the scourges of the Warp lanes throughout a giv-
Dodge (Agility) en sector, their tactics, infamous vessels, and notorious captains.
Aptitudes: Agility, Defence
Psykers: Skill in identifying psykers, the effects of their unnatural pow-
Skill Use: Reaction.
ers, their dangers, and the general extent of their capabilities.
Dodge is the ability to avoid blows in melee, elude incoming fire, or leap
The Warp: An understanding of the energy of the Immaterium, its
out of the way of falling debris. It combines nimbleness of movement
interaction and interrelation with realspace, and how its tides and eddies
with trained reflexes and an awareness of all kinds of danger. A character
affect travel between the stars.
can use his Dodge skill to evade either melee attacks or ranged attacks.
Underworld: Information regarding organised groups that flout the Em-
Dodging an attack is made as a Reaction to a foe’s successful attack.
peror’s Law, such as those engaging in the Cold Trade of xeno artefacts.
A success indicates that the attack has been avoided and it does not hit
Xenos: Knowledge of the minor and major alien species known to the
the character. In the case of attacks which cause multiple hits (such as
Imperium, the threat they pose to Mankind, and their general appearance.
automatic fire) each degree of success a character achieves on his Dodge
The character should specify which xenos race in which he is specialis-
test cancels one hit from the attack. Any excess hits not cancelled by
ing (for example, Xenos–Craftworld Eldar or Xenos–Orks) as each is a
Dodging are then applied to the character as normal.
different Specialisation.
The GM can call on a player to use the Dodge skill when:
A successful Forbidden Lore test imparts information from the GM to the
• He is attacked in melee.
player.
• He is attacked with a ranged weapon.
The GM may impart more information if the test scores additional de-
• He needs to avoid hazards such as falling wreckage or leap from a
grees of success. The GM can have a player make a Forbidden Lore test
collapsing bridge.
when:
3.0 Skills - 139
• He seeks information about potential cult activity. Intimidate (Strength)
• He seeks to learn about the operations of the dreaded Eldar. Aptitudes: Strength, Social
• He seeks the proper procedure to summon a Daemon. Skill Use: Half Action
The Imperium of Man is constantly at war. Seditious fools across its
Inquiry (Fellowship) reach and xenos races from outside its boundaries all work to bring about
Aptitudes: Fellowship, Social the downfall of humanity. It is not enough to stop those who have already
Skill Use: One hour or more, depending on the nature of the inquiries, taken action; it is also vital to prevent others from following these fools
the size of the group targeted, and information sought. or dabbling in matters far beyond their understanding. Fear often serves
Inquiry is used to gain information by asking questions, stimulating con- as the preferred tool for preventing insurrection and heresy. The Intimi-
versation, or simply eavesdropping—all essential for unravelling heresies date skill is a measure of a character’s knack for instilling fear. He may
and identifying those who would act against Mankind. Unlike Charm use this ability to make someone perform an action against his will, or
or Intimidate, which focus on changing a character’s disposition or extract information from an unwilling subject. It is distinguished from
influencing specific individuals, Inquiry can focus on gaining information the Command skill largely by the authority that the acting character pres-
from both individuals and large groups, and may involve a great deal of ents, while Intimidate is used against an opponent (such as to frighten
time and effort. One or two degrees of success reveals basic information him into doing the character’s bidding), it is an Opposed test. Intimidate
about an area, population group, or specific individuals, while additional is opposed by Willpower.
degrees of success on a successful test allows the GM to impart more The GM can call on a player to use the Intimidate skill when:
valuable or secretive information to his players. • He wants someone to get out of his way.
The GM can call on a player to make an Inquiry test when: • He wants to coerce someone into acting a certain way.
• He is trying to track down a local crime lord in a hive. • He is trying to make an opponent back down from a fight.
• He attempts to learn the attitudes of the local populace towards their
leaders. Special Use for Intimidate
• He seeks a specific type of location such as a shop or tavern. The following is a special use for the Intimidate skill:

Interrogation (Willpower) Distract


The character can goad enemies into making reckless attacks.
Aptitudes: Willpower, Social
As a Half Action the character may attempt to Distract any foe which can
Skill Use: One hour or more, depending on the invasiveness of the inter-
both see and hear him. The character then makes an Opposed Intimi-
rogation and the subject.
dation Skill Test against the foe who resists, using its Willpower. If the
Interrogation allows a character to extract information from an unwilling
character is successful, the foe must spend its next turn either moving
subject. The application differs from brutal torture, which involves more
closer to the character or making an attack against him, favouring melee
physical damage. Rather, it represents skilled application of psychology,
if possible. If the foe makes an attack with a ranged weapon it suffers
various devices, serums, and other, usually less physically-damaging,
a -10 penalty to hit. The effects of Distract last for a number of rounds
techniques. The GM may modify the difficulty of the test according to
equal to the character’s Strength Bonus. A foe may not be affected by
the availability of tools, facilities and other conditions.
Distract more than once during an encounter, and a foe that resists Dis-
This is always an Opposed Test, pitting the character’s Inter-
tract may not be targeted again in the same encounter. At the GM’s dis-
rogation Skill against an opponent’s Willpower. If the character wins
cretion, enemies with the Machine or From Beyond Trait are immune to
the Opposed Test, he gets one answer for each Degree of Disparity. If
this effect. When this effect is used against a Horde, the Horde is affected
his opponent wins the Opposed Test, the interrogator gets nothing of
as above. In melee, the Horde devotes its attacks against the character,
worth. A roll with two or more Degrees of Failure inflicts 1d10 plus the
suffering a -20 penalty to any attacks against any other target.
interrogator’s Willpower Bonus in damage (ignoring Toughness Bonus
and Armour Protection) to the subject, and prevents any further interro-
gation for 1d5 days. If the interrogator suffers four or more Degrees of Threaten
Failure, he deals the same damage and the subject gains a +30 bonus to When in combat the character can attack with his raw presence, crushing
Willpower tests made to resist Interrogation at the hands of the character the enemy’s morale.
or his allies. Each Interrogation Test inflicts one 1d5 levels of Fatigue on The character makes an Opposed (+0) Intimidate vs Willpower test (vs.
the target, regardless of success. the highest enemy Willpower in a 30 meter radius) to threaten one or
The GM can have a player make an Interrogation test when: more of his enemies. Threatened enemies receive a -5 penalty per Degree
• He attempts to force an Imperial Adept to reveal hidden information of Success (to a maximum of -30) on their next Skill or Characteristic
about his superiors. Test. An amount of other characters equal to the character’s Strength
• He is attempting to learn about battle plans from an Imperial Guard Bonus can be affected by this Action, but the Air of Authority, Master
commander. Orator, and Grand Orator Talents increase this amount (by 10 times, 100
• He seeks to have a cultist reveal a hidden meeting place. times, and 1000 times, respectively).

3.0 Skills - 140


Invocation (Intelligence) an entirely different part of the galaxy, deciphering it without additional
Aptitudes: Intelligence, Knowledge context might be impossible. Any character who has this skill knows how
Skill Use: Full Action to read and write in his primary language. For most of the Imperium, this
Invocation is the practice of channeling the power of the Warp, not is Low Gothic. Note that all characters are capable of basic communi-
through psychic might, but rather through the interpretation and ap- cation in Low Gothic that would not require a skill test, such as normal
plication of ritual. Invocation most often takes the form of an enactor conversation or reading standard Munitorum manuals. Linguistics is a
performing some ritual, mantra, or other rite, hoping to carouse the Specialist skill and requires a player to choose a speciality when first
powers of the Warp to his demands. While the ordained Navigators of the taken. The Linguistics skill may be taken more than once, each time with
Navis Nobilite use such methods to channel the power of their mystical a new speciality.
third eye, less savoury ritualists use applied aetheric symbology and Chapter Runes: Each Chapter of the Adeptus Astartes has its own
occult knowledge to manifest similarly otherworldly powers, which are form of ciphers used to communicate between its warriors. These are
decidedly less ordained. The Inquisition and Ecclesiarchy find people closely-guarded secrets that are almost never taught to those outside the
with knowledge of such thing suspicious in the extreme, however. Chapter or Legion, and as such form a reliable way for those within the
The GM can call on a player to use the Invocation Skill when: Chapter or Legion to quickly identify each other.
• He is using a Navigator Power Chaos Marks: There are countless symbols and signs that followers of
• He wants to focus his psychic power and use a power more effectively. the various Ruinous Powers use to share their dark secrets, each with its
• He attempts to enact a Chaos Ritual. own subtle meaning or specific purpose.
Eldar: Though no human can hope to capture the subtle nuances and
Special Uses for Invocation sub-tones of this extremely complex and ancient language, it is enough to
These are some of the special uses of the Invocation skill: make one’s meaning clear.
High Gothic: The official language of the Imperium, used by Imperial
officials, nobility, members of the Ecclesiarchy, and those involved in
Channeling high-level negotiations.
A psyker who wishes to increase his psychic power even further than he Imperial Codes: Both the Imperial Navy and the Imperial Guard employ
would normally be able to can focus his power intently, raising it further a battle language which comprises mostly numbers and acronyms.
than he would normally be able to on the spur of the moment. This may Incomprehensible to those who do not know its meaning, it allows them
be through recitation of mantras, use of psychic foci, or meditation. A to quickly signal for reinforcements, identify enemies, and call down fire
successful Channeling Test indicates that his mind is ready to channel the support or artillery barrages.
warp more intensely than usual while still limiting his exposure. Low Gothic: The common tongue of the Imperium, used by the count-
As a Full Action the psyker clears his mind of external influence and less billions of ordinary citizens.
focuses his will more intently, making a +0 Invocation Test. On the next Mercenary Cant: Many mercenary companies operate across Imperial
round, the character adds +1 to the final Psy Rating of a Focus Power space, and each has an abbreviated, clipped battle language for orders
Test per every second Degree of Success after the first (ie +1 for 1 DoS, and commands. Though there are some commonalities, each is essential-
+2 for 3 DoS, +3 for 5 DoS, etc.). Failure on the Invocation Test indi- ly unique.
cates that the psyker’s attempts to focus have backfired, and he suffers Necrontyr: The ancient and mechanical tones that the arisen Necron
a -1 penalty to his Psy Rating per Degree of Failure on his next Focus lords use to communicate with each other and their underlings as part of
Power Test. If this reduces the character’s Psy Rating to zero, he cannot their reconquest of the galaxy.
use any psychic powers on his subsequent turn. Ork: More grunts and physical violence than an actual language, it is
possible for humans to speak and understand this brutal tongue, though it
Linguistics (Intelligence) is doubtful they would be able to survive a conversation.
Aptitudes: Intelligence, General Techna-Lingua: The language of the Adeptus Mechanicus, this binary
Skill Use: Free Action. cant has been optimised for rapid and efficient communication of techni-
Linguistics represents the ability to speak, read, and write specific cal data and servitor commands.
languages, codes, and ciphers. Talents determine the languages a specific Tau: The language of the Tau Empire, spoken by the Tau themselves and
character knows, such as the Low Gothic of the masses, a feral world’s understood by their multitude of alien subjects.
regional dialect, or even a xenos tongue. When attempting to use a Underworld: Crime lords have used ciphers for countless millennia,
language the character knows, a Linguistics test is only required for a and their sophistication has only increased over time. Each organization,
particularly difficult task, such as translating an ancient version of the such as the Trade Sable, uses its own unique codes and glyphs to deter
language or attempting to understand a garbled vox-intercept. Unknown competition.
languages, however, always require a Linguistics test to understand on The GM can call on a player to use the Linguistics skill when:
even a basic level. A character might need to speak with a human from a • He must decipher an archaic version of his language.
rediscovered world that was forgotten for millennia, or a researcher may • He wishes to compose a moving piece of prose.
need to comprehend a xenos prophecy that predates the Great Crusade. • He is trying to convey a message using subtle subtext or a limited
Communicating with those whose language is foreign depends upon vocabulary
a character’s knowledge and aptitude in the Linguistics skill. Two key
factors play into determining the difficulty for a Linguistics test. The first
is the complexity of the message; simple greetings or warnings are far
easier to interpret than more complex philosophical or religious concepts.
Such communications might not necessitate a test, even if the message is
delivered in an entirely foreign tongue. The second difficulty factor is a
measure of how foreign the language is to any the character knows. If the
communication arrives in a pidgin or archaic dialect of the character’s
native tongue, then translation could be challenging, but feasible. Con-
versely, if the message is in a language that a xenos race developed in

3.0 Skills - 141


Logic (Intelligence) user can not even hypothesize. This Special Use of the Logic Skill re-
Aptitudes: Intelligence, Knowledge quires the Logis Prophesying Talent.
Skill Use: 1 minute, or longer for particularly complex problems.
The Logic skill represents the ability to think rationally, solve puzzles, Medicae (Intelligence)
and dissect information clearly and quickly. It can be applied to analyse Aptitudes: Intelligence, Fieldcraft
complex statistics, architectural anomalies, or even achieve some degree Skill Use: Full Action.
of understanding with regards to complex technologies. This skill encom- Medicae represents the ability to set broken bones, heal wounds, or
passes the character’s basic functional understanding of mathematics, even perform complicated surgeries such as attaching cybernetics. The
physics, and engineering. Note that this does not include an understand- techniques involved in treatment may vary substantially based upon the
ing of complex theories or the terminology involved with them—that character’s background. A character that learned basic survival skills on
would fall more commonly under Scholastic Lore. All characters have a death world might know substantially different treatment methods than
some inherent ability to exercise Logic, observing cause and effect and one who dwelt within a forge world. Varied backgrounds often lead to
making inferences regarding likely outcomes. In many instances, a changes in the expected outcomes for medical conditions and treatments.
character’s ability to comprehend logical phenomena might be imped- A terrible disease that is considered untreatable on a hive world might
ed by his belief systems, including his faith in the Imperial Creed or have a routinely available herbal remedy on a feral world, for example.
the Omnissiah. Characters who frequently need to identify or resolve All characters who face frequent physical trauma achieve some degree
complex situations can hone this skill through frequent use. The variables of competence in Medicae. This may simply be enough to bind their own
involved in any problem determine the inherent difficulty of a Logic test. wounds in order to avoid an easily-followed trail of blood. Those who
If a character is provided with all of the necessary background informa- specialise in this field may be viewed as saviours by their patients. Al-
tion, a reasonably adept character should be able to successfully solve the ternatively, some may see the healers as blasphemers who have dabbled
problem. If there are too many unknown factors, the problem might only in treatments that might only be the province of the Emperor or the Om-
be solved after uncovering additional clues, or through prodigious luck. nissiah. The Medicae skill often relies on certain tools for more complex
The GM can call on a player to use the Logic skill when: procedures; even a simple medi-kit can make a significant difference to
• He must solve a riddle or puzzle. the effects of this skill.
• He is looking for clues in a vast amount of seemingly unrelated infor- The GM can call on a player to use the Medicae skill when:
mation. • He wants to apply first aid to a wounded ally.
• He is trying to win at a game of chance. • He wishes to diagnose an affliction and work out a suitable treatment to
treat a fellow member of his warband.
Special Uses for Logic • He is trying to perform a surgical procedure such as the careful removal
The following are special uses for the Logic skill: of a limb or organ, or replace the same with cybernetic devices

Gambling Special Uses for Medicae


A character can use Logic when participating in games of chance rather These are some of the special uses of the Medicae skill:
than simply relying on blind luck. In a typical game, each participant
wagers an amount, though these are typically the same, and makes an First Aid
Opposed test with the Logic skill. The character with the most degrees A character trained in Medicae can use this skill to perform first aid,
of success or fewest degrees of failure wins the pot. However, this only treating minor injuries suffered in the field of operations by suturing
covers gambling if the character is attempting to win by playing the lacerations, bandaging abrasions, and staunching punctured flesh. To
game at its basic level— analysing the odds and playing intelligently. perform first aid, a character must make a Challenging (+0) Medicae test,
Gamblers often use bluffing, deception, and outright cheating in order with a –10 penalty if his patient is Heavily Damaged or a –10 penalty
to win. In this case, Deceive might be used to bluff or trick an opponent, for every point of Critical damage if his patient is Critically Damaged. If
while Sleight of Hand could be used to palm cards or alter results. These he succeeds, he removes an amount of damage from his patient equal to
would be opposed by Scrutiny and Awareness, respectively. his Intelligence bonus, plus one additional point of damage per degree of
success he scores on the test (removing Critical damage before normal
Ciphers and Decoding damage). A given individual can only be treated with first aid once every
A character can use the Logic skill to unravel ciphers and codes. This 24 hours, and only so long as he is not also undergoing extended care.
usually takes a great deal of time (days or weeks of prolonged work) and
the difficulty depends greatly on whether the character has a key or the Extended Care
number of examples of the cipher available. In general, these tests should The Medicae skill can be used to perform extended care, treating a num-
be Difficult (–10) at the easiest, unless the cipher is already partially ber of patients equal to an character’s Intelligence bonus, plus one patient
decoded or the character has a key available to aid his efforts. per assistant (trained or untrained) the character has on hand. For each
patient beyond this number, he suffers a –10 penalty on his Medicae tests
Logis Prophesying for extended care. For each assistant trained in the Medicae skill assisting
This encompasses the ability to analyse all of the past and present infor- in the process, he gains a +10 bonus on these tests.
mation available for a given situation, in order to be able to find the most At the end of each 24-hour period of extended care, the prima-
probable future outcome. This method of techno-divination has many ry healer must perform an Ordinary (+10) Medicae test. If he succeeds,
forms, from data stack analysis, to neural pathway insight, and even sys- his patients remove twice the normal amount of damage normally recov-
tematic binary omens. The use of this allows one to focus so perfectly on ered by their natural rates of healing (removing Critical damage first).
the past and current events centering on a specific person, place, or thing, On top of this, each patient removes one point of damage per degree of
that the user can then predict the next logical step or event that object success the healer scores on his test, and one additional point of damage
will experience. While the user is able to extract the most probable future per consecutive day of extended care they have received beyond the first
outcome, that is by no means the outcome that will happen. The roles of 24-hour period.
outside influences, no matter how minute, can lead to outcomes that the If he fails, none of his patients improve beyond their natural

3.0 Skills - 142


rate of healing. Further, he must choose a number of patients under his Surface
care equal to his degrees of failure, starting with the most gravely injured Navigate (Surface) covers the ability to navigate across terrestrial en-
(first from among those who are Critically Damaged, then those who are vironments from frozen tundra to sweltering jungles, and all across the
Heavily Damaged, and then finally those who are only Lightly Dam- surface of planets, planetoids, and other exterior environments.
aged). Each of these patients must make a Challenging (+0) Toughness The Game Master can call on a player to use the Navigate (Surface) skill
test or suffer one point of damage per degree of failure, not reduced by when:
Armour or Toughness. If this results in any Critical damage, the patient • He wants to make a journey across unfamiliar terrain.
dies. For additional information on Healing, see Section 9.3 “Conditions, • He is lost and needs to get his bearings in a strange place.
Special Damage, & Damage States”. • He wishes to create a map showing the quickest route from one point to
another.
Diagnose
A character can also use the Medicae skill to diagnose disease and other Stellar
ailments, both on his fellow characters and also on large groups. On Navigate (Stellar) is the ability to plot a course across real space using
individuals, a successful skill test yields the name of the ailment and stars, planets, and other celestial phenomena. This ability is primarily
basic treatments. When used on groups, a successful skill test can prevent used aboard voidships moving through star systems. The Game Master
the spread of disease or mitigate the effects of malnutrition as determined can call on a player to use the Navigate (Stellar) skill when:
by the Game Master and dependent on the nature (and virulence) of the • He wants to make a journey within a star system.
disease. • He finds his ship stranded in an unknown region of space.
• He wishes to find the quickest route from one location within a system
Chem-Use (such as a planet) to another location in the system.
The Medicae skill can be used to cover a character’s understanding of
drugs, poisons, chemicals, and toxins. A skilled chymist can create and Warp
identify such compounds, as well as know how best to use them either Navigate (Warp) is the rare ability to navigate not reality, but the shifting
for medicinal effects or in combat against their enemies. Chem-Use is and ever-changing vista of the Warp. This is most commonly used by
also useful in diagnosing those suffering from toxins and poisons, or those who must guide voidships with a Warp engine through the Imma-
finding antidotes to treat them. Extended rules on this can be found in terium. This can range from Navigators using their mutant powers to plot
Toxin Crafting and Drug Crafting courses using the Astronomican to normal humans navigating shorter
passages with Warp charts on familiar, stable routes. The Game Master
Navigate (Perception) can call on a player to use the Navigate (Warp) skill when:
• He must guide a starship through the Warp.
Aptitudes: Perception, Fieldcraft
Skill Use: 1 minute for simple location; 1d5 hours for plotting courses or • He needs to convert a journey into a Warp route chart.
routes.
Characters charged with investigating threats against humanity must Operate (Agility)
often travel to foreign locations in order to perform their holy duties. Aptitudes: Agility, Fieldcraft
Heresy can lurk anywhere, hidden within a planet’s depths or even in the Skill Use: Half Action.
dank corridors of a voidcraft. At times, characters might even need to The Operate skill represents a character’s aptitude to control and direct
travel among inhuman passages designed by xenos sensibilities. all manner of vehicles and heavy equipment. Through the remarkable
Navigate represents the ability to plot and follow a course from consistency of Standard Template Construction, the control systems
one point to another, either on the surface of a planet or across the stars. used to operate dramatically different vehicles are extremely similar. In
In order to use this skill, the character must have access to a map of the many instances, this may be due to an interaction between the vehicle’s
relevant region. machine spirit and the controlled systems used to direct the craft. In other
Alternatively, Navigate can also be used to generate a map or cases, this is due to a simplification or approximation of controls, intend-
to provide directions to someone unfamiliar with a route. In these cases, ed to reduce the effort required to learn to operate the vehicle.
the character often starts with only a rough map or a blank parchment All characters who come from worlds with any degree of technolo-
and must first construct the guide. The usability of the product created is gy learn the basics of operation. Essentially, the need to control a craft
directly proportionate to the success on the test made to create it. of some sort is largely unavoidable. However, familiarity with a basic
All characters have some basic aptitude with maps, though the civilian autocarriage is scarcely adequate preparation for the nuanced art
subject matter and complexity is relative to their background. A feudal of flying an Imperial Valkyrie or firing a heavy macrobattery at an enemy
world character might recognise and understand the basics of topograph- voidship.
ic maps that are completely foreign to a character that came to maturity A character with the Operate skill is adept at piloting, driving, or operat-
on a void station. Similarly, a character that is familiar only with travel ing a particular type of vehicle or machine. No test is normally required
inside an Imperial hive may be confounded when travelling without man- to pilot or drive a vehicle unless it is in a combat situation or other
made landmarks, such as across a barren desert or a trackless sea. unusual circumstances such as extremely rough terrain or high speeds.

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.

3.0 Skills - 143


Aeronautica distortions, which often accompany psychic disturbances.
Operate (Aeronautica) covers the ability to pilot any vehicle that operates The GM can call on a player to use the Psyniscience skill when:
in three dimensions. This primarily covers atmospheric fliers such as the • He is hunting for the location of a Daemon.
Imperial Navy Thunderbolt or Chaos Hellblade, but also includes small, • He wishes to determine whether a psyker has used his powers recently
manoeuvrable voidcraft such as landers, shuttles, starfighters, and bomb- in the area.
ers. Piloting jump packs that provide limited air mobility is also covered • He is trying to find a weak point between realspace and the Immateri-
by this ability. um.
The GM can call on a player to use the Operate (Aeronautica) skill when:
• He is piloting a vehicle in a combat situation.
• He wishes to fly his vehicle beyond its normal safe altitude.
Scholastic Lore (Intelligence)
Aptitudes: Intelligence, Knowledge
• He is trying to land an damaged Arvus Lighter in the midst of a meteor Skill Use: Free Action.
shower All Scholastic Lore skills represent information that a character would
need to learn in a formal setting or institution of learning, whether from a
Voidship knowledgeable mentor, an organisation, or even the careful study of rare
Operate (Voidship) covers the ability to pilot large void-faring vessels tomes. Unlike Common Lore, this information is not readily available
that are often kilometres long and millennia old. Any spacegoing vessel to the average inhabitant of a planet, but differs from Forbidden Lore in
that requires a captain and large crew, and cannot be conceivably piloted that it is not proscribed from study. Scholastic Lore has several Special-
by a single individual, is operated with this skill. isations. These include all those for Common Lore, as even commonly
The Game Master can call on a player to use the Operate (Voidship) skill known information can be studied to greater depths. Scholastic Lore
when: Specialisations are as follows:
• He is manoeuvring a voidship. Astromancy: A knowledge of stars, singularities, and the worlds around
them, as well as theoretical understanding of how to use magnascopes,
astrolithic charts, and the like.
Parry (Weapon Skill) Beasts: An understanding of the genus and families of animals and fa-
Aptitudes: Weapon Skill, Defence
miliarity with the characteristics and appearances of the many semi-sen-
Skill Use: Reaction.
tient creatures to be found across the sector.
When engaged in combat, avoiding an opponent’s assault is often every
Bureaucracy: A familiarity with the rules and regulations involved with
bit as crucial as striking the critical blow. Parry is the ability to block
governments, particularly the Adeptus Administratum, and their many
attacks in close combat, deflecting them using one’s hands or weapons. A
and varied departments, bureaus, and polices.
character targeted by melee attacks can turn aside these attacks using the
Cryptology: An understanding of codes, ciphers, cryptographs, secret
Parry skill. This is a Reaction (and as such can usually only be attempted
languages, and numerical keys. This may be used to either create or
once each turn) and can only be used against close combat attacks from
decipher encryptions.
foes engaged with the character in melee. A success indicates that the at-
Heraldry: A grasp of the principles and devices of heraldry, as well as a
tack has been parried and does not hit the character. In the case of attacks
knowledge of the most common seals and heraldic devices used by noble
which cause multiple hits (such as those from a foe with the Lightning
houses and families.
Attack talent) each degree of success a character achieves on his Parry
Imperial Creed: An understanding of the specific rituals and practices
test discounts one hit from the attack. Any excess hits not discounted by
of the Ecclesiarchy, from the traditional construction of their temples to
Parrying are then applied to the character as normal. The GM can call on
specific points from its texts. This information may be used to conduct
a player to use the Parry skill when:
the holy rituals for others.
• He is attacked in melee and wishes to deflect the blow
Imperial Warrants: Information concerning the establishment, legal
scope, and use of the warrants granted to Rogue Traders, as well as the
Psyniscience (Perception) best-known and dynastic warrants of the Imperium
Aptitudes: Perception, Psyker Judgement: Knowledge of the proper sentences for the multitude of
Skill Use: Half Action. crimes and heresies punishable by Imperial law.
Those with the Psyniscience skill sense the currents and eddies of the Legend: Going beyond archaic knowledge, this encompasses momen-
Warp and Immaterium. Characters can use the skill to detect the presence tous portions of mythic history, such as the Dark Age of Technology,
or absence of Daemons and the use of psychic powers. Psyniscience also the Age of Strife, the Great Crusade, and the Horus Heresy, retold in the
allows detection of psychic phenomena, disturbances, voids, or other form of epic, apocryphal fables.
areas where the flow of the Immaterium has been unsettled or disrupted. Numerology: An understanding of the mysterious link between numbers
The difficulty for a Psyniscience test is based upon the potency of any and the physical universe, from low kharmic theory to the infamous
nearby Warp activity. In general, the more powerful the activity, the eas- Kappellax Correlation.
ier it may be to sense. At the same time, by attempting to identify such Occult: An understanding of obscure and hermetic (though not clearly
a presence, a character must temporarily open his mind to its influence. heretical) rituals, theories, and superstitions, as well as the better-known
Particularly potent threats may be able to seize this opportunity, and react mystical uses of occult items.
aggressively to the probe. While subtler activity is far less dangerous to Philosophy: Knowledge concerning the theories of thought, belief, exis-
the acting character, it is also far more difficult to sense. tence, and other intangibles. As it also includes logic and debate, it may
To purchase this Skill, the character must have gained be used for crafting arguments or creating philosophical tracts.
it through character creation, reflecting his attunement to the Warp. Tactica Imperialis: The codified military doctrines of the Imperial
Unless otherwise noted, he can use the Psyniscience skill to detect Warp Guard and Imperial Navy, as well as other systems of troop deployment
entities, locales affected by the Warp, and Warp-based events up to a and battle techniques used by the Imperium. This knowledge may be
number of kilometres away equal to his Perception bonus. The GM can, used to devise a battle plan or deduce the likely flow of war fought by
though, alter this range depending on the situation. A character who is not
a psyker can also use this skill, representing his ability to recognise the
subtle phenomena, such as strange patterns of dust motes or odd sensory

3.0 Skills - 144


Imperial forces. Stealth (Agility)
Techna Schemata: The codification, interpretation, and drafting of the Aptitudes: Agility, Fieldcraft
holy blueprints of the Adeptus Mechanicus. These Schemata are separate Skill Use: In-Turn Free Action as part of Movement.
from the revered STCs, but do allow for a mild, though not explicit, Stealth is a measure of a character’s ability to remain unnoticed while
understanding of the proper rituals of appeasement for sacred machines. moving through the dense crowds of a hive, the open croplands of an
The Game Master can call on a player to use a Scholastic Lore skill agri-world, or the blast craters of a scarred battlefield. In some environ-
when: ments, this requires the character to remain unseen, but in others it is far
• He wishes to recount legends from humanity’s past. more important for the character to be inconspicuous. A character that
• He wishes to understand an obscure ruling made by a Judge of the can blend in amongst the massed labourers of a manufactorum might be
Adeptus Arbites. just as adept at infiltrating a complex as one who might scale the walls
• He seeks to identify a rare beast. in the dead of night. A character with this skill can move silently or
conceal himself from others, either to escape from his foes or take them
Scrutiny (Perception) by surprise.
Aptitudes: Perception, General The difficulty for a Stealth test is generally based upon the
Skill Use: Half Action. environment where it is attempted, as well as the character’s outerwear,
The Scrutiny skill helps assess the people or objects an character clothing, and armour. Some gear may assist a character in remaining
encounters. A character can use this skill to determine an individual’s unseen, though if this equipment is identified, it can often reveal the
truthfulness, his motives, and appraise his personality and temperament. infiltrator’s true nature. In some instances, defenders might use abilities
It can also be used to analyse an object or display in detail, determining and equipment that have the potential to offset the character’s own equip-
information that may be hidden or simply not readily apparent. This ment. In these cases, strategy and timing can be crucial to remaining
test may also be used when methodically searching an area or object for undetected.
clues or other inconsistencies. It is characteristic of a mental analysis of It should be noted that the majority of Stealth Tests are either
the person or object in question, to identify any inconsistencies between going to be based on a character’s ability to hide himself (concealment),
its appearance, signs of wear, and overall style. Any disparity can be a or his ability to move quietly (silent move). Most items and Talents that
sign of other dangers; one sewer section lacking the foetid odour of the affect Stealth will note as to whether they affect the concealment or silent
rest may be just as troubling as a suspicious bulge beneath a suspect’s move Stealth Tests. If not, assume that they give a bonus to both.
clothing. In general, Scrutiny is used to interpret hidden emotions, mo- When Stealth is used against an opponent (such as to hide from a foe or
tivations, or details unnoticeable unless subjected to a careful analysis. shadow a target) it is an Opposed Test. Stealth opposes and is opposed by
Awareness is used when trying to spot items or individuals. Thus, while Awareness.
spotting someone hidden would be Awareness, and telling when someone The GM can call on a player to use the Stealth skill when:
is lying would be Scrutiny. Scrutiny is opposed by the Deceive skill. • He wants to scout an enemy force without being detected.
The GM can call on a player to use the Scrutiny skill when: • He wants to sneak up on a foe and kill him quietly.
• He wants to tell if someone is lying. • He wishes to follow someone without arousing suspicion.
• He wants to collate information and conclusions from a complex report.
• He is interpreting augur or auspex readings and determining what these Special Uses for Stealth
results mean The following are special uses for the Stealth skill:

Special Use for Scrutiny Reconnaissance


The following is a special use for the Scrutiny Skill: Particularly stealthy characters can reconnoiter areas ahead of their unit,
aiding their allies and forewarning of upcoming danger.
Lip Reading If the GM allows it a character may make a Stealth Test to
Lip reading allows a character to effectively understand a conversation Reconnoiter an area, modifying the difficulty of the test as determined
even though he cannot hear it. The character must have a clear view of by the scope, difficulty of infiltration, and general terrain of the area
the speaker’s mouth and understand the language used by the target. The (an open, waste plain with few hills may demand a -30 penalty, where
difficulty of this test is modified -10 for every 10 metres of distance be- as a densely wooded area could give a +20 or higher bonus depending
tween the character and the speaker. The GM can assign other penalties on how difficult traversing it is). A GM can also call on the character to
for darkness, fog, or other factors affecting vision; magnoculars or other make Awareness or Survival Tests before or after the Stealth Test to rep-
vision enhancing devices can help offset this penalty or provide a bonus. resent difficulties in exfiltrating, or even traps set up by vigilant guards.
A successful Scrutiny Skill Test reveals the general gist of the conversa- If the Stealth Test and other associated Tests are successful,
tion, such as talking about a drop point or the location of a cult gathering. tally up the Degrees of Success on the Stealth Test. The player whose
Additional Degrees of Success reveal correspondingly more information. character succeeded this reconnaissance can then reactively use these
The character need not make a Skill Test every round, as one Degree of Degrees of Success to help avoid obstacles, pitfalls, guard patrols, and
Success is enough to follow the conversation for the span of roughly one other surprises regarding the area when it is approached in earnest.
topic. The GM determines when a new test is necessary.
Shadowing
Stealth can be used to shadow others and follow them unseen, either
on foot, in vehicles, or even in shuttles and voidships. On foot it might
involve using physical cover or the press of bodies coming off mid-
shift labour; in a vehicle, techniques might include false turns or using
cargo-haulers as cover; aboard ships, it can entail the use of asteroids
or other stellar objects, or even busy void routes around major planets.
Stealth skill tests for shadowing are always Opposed tests against the
opponent’s Awareness. A single Stealth skill test is sufficient to follow the
opponent unseen for 5 minutes per Degree of Success.
3.0 Skills - 145
Sleight of Hand Traps
Half Action, or can be performed as an in-turn Free Action with an addi- A character with the Survival skill can fashion and set traps, given
tional –10 penalty. characters use the Sleight of Hand skill for any task enough time and raw resources. Traps can range from hiding a live gre-
requiring a combination of deception and dexterity. A charlatan or confi- nade under a corpse (set to explode when rolled over) to elaborate spiked
dence man utilises very comparable skills to those of a pickpocket when pits, dead falls, or rigged shotguns. The time, resources, and damage
committing his crimes. The test can substitute papers, remove jewellery, caused by these kinds of traps depend on the GM’s discretion and the
or obtain a target’s oath-cog or ident-seal. Sleight of Hand also allows a materials involved. The chance that a trap will go off as planned or avoid
character to conceal his actions when in plain sight, such as hiding weap- detection by its victims depends on the character’s Degrees of Success
ons from someone searching his person. The difficulty of the test depends on the roll to set it up. This is either a skill test (modified depending on
on the size of the object and the intensity of observation. This is always circumstance or the complexity of the trap) made secretly by the Game
an Opposed test against the opponent’s Awareness or Scrutiny. Master to see if it works, or an Opposed test against the victim’s Aware-
ness to spot the trap before it goes off.
Survival (Perception)
Aptitudes: Perception, Fieldcraft Wrangling
Skill Use: Full Action. Characters can tame, train, and potentially ride animals they encounter in
The Survival skill is a measure of a character’s ability to subsist without their travels, from wild grox to noble warhorse breeds. Both taming and
the support of civilisation. It is absolutely vital for those who dwell in training beasts are Extended tests, the duration of which is determined
the untamed wilds, far from the protection of fortified encampments or by the nature and temperament of the creature involved. Once an animal
cities. Those who live within the urban jungles of underhives or city has been broken to its master’s will—or at least formed a partnership, for
ruins must also achieve some mastery of this field, as they cannot depend particularly strong-willed beasts—directing it or issuing commands is a
upon reliable sources of food and water. The knacks associated with this Half Action. Wild animals, or those trained for hostility and aggression,
field often have applications even within structured society, especially can have their Disposition improved by 10 for every two degrees of suc-
for those with a more independent nature. A character with the Survival cess (up to a maximum of three levels) by a Full Action use of this skill.
skill can live off the land, ride beasts, and predict weather with only a GMs should impose modifiers for animals that have been particularly
minimum of equipment and without the need for resupply or support. It well-trained or those with strong Willpower and Intelligence. Wrangling
can be used to create primitive items such as bows or blades, as well as is of no use against cyber or psy-bonded animals, nor against any crea-
basic clothing. Survival is also used to track prey (human or otherwise) tures with true sentience. See Section 7.7 “Mounts & Mounted Combat”
across all kinds of terrain by following the tell-tale signs they leave on for additional rules concerning riding living beasts.
the environment around them.
The difficulty for a Survival test is associated with the environ- Tactics (Intelligence)
mental constraints where it is made. If a planet’s atmosphere, fauna, and Aptitudes: Intelligence, Fieldcraft
water are laced with deadly toxins, then finding the materials necessary Skill Use: 1 minute or more to draw up battle plans, depending com-
for life could be nearly impossible. Use of the skill does not only indicate plexity of operation being undertaken. Half Action in structured time to
a knack for finding life’s essentials; it can also indicate an aptitude for determine the most effective immediate course of action.
avoiding the deadliest of threats. Tactics is the practical application of military knowledge in the field of
The GM can call on a player to use the Survival skill when: battle. It differs from the various Lore Skills in that it relates directly
• He wants to find food or water in a hostile environment. to on the ground combat manoeuvres and actions rather than a broad
• He wishes to start a fire with only handmade tools. theoretical or strategic view of warfare. It also differs from the Command
• He is trying to track a foe across the depths of an underhive. Skill in that Command allows the direction of troops but does not grant
• He is attempting to craft a primitive item. any special knowledge in how best to use them. A character can use
Tactics at any time when he wants to determine the best military course
Special Uses for Survival of action in a combat. This could be anything from the best position
These are some of the special uses of the Survival skill: to suppress an entrenched enemy before an assault to picking a good
landing zone when coming in under fire. Failing a Tactics (Assault) Test,
Crafting for example, might mean facing a concentration of a defending force or
Survival can be used to make all kinds of primitive devices, from cloaks hitting a stronger line of fortifications.
and stone buildings to spears and armour. The time, difficulty, and mate- The GM can call on a player to use the Tactics Skill when:
rials it takes to create these items are greatly dependent on their complex- • He wishes to determine a weak point in enemy defenses
ity, the kind of workshop the character has, and their access to designs or • He wants to plan an ambush
assistance. See Section 6.10 “Manufacturing & Patterns” for the kinds of • He wants to determine the most effective drop order for a planetary
items that a character can create using the Survival skill. assault

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

3.0 Skills - 146


maximize troop concentration and ensure shock and awe in the enemy. Trade (Intelligence)
Psychic Warfare: How to defend against psionic attackers as well as Aptitudes: Intelligence, General
putting esoteric assets to their greatest use. Skill Use: Variable depending on task and complexity.
Reconnaissance: An understanding of the best methods of recon and Trade skills allow characters to practice a craft, from cooking a fine
stealth, such as how to approach a defensive position unseen or quietly dinner to preserving a corpse. They can identify the work of particularly
destroy sentry positions. famous or infamous artisans, or recall information concerning items of
Siege Warfare: Knowledge of enacting and defending against long-term, their trade. See Section 6.10 “Manufacturing & Patterns” for the kinds
brutal sieges. This includes making breaches, shoring them up, place- of things that can be created using Trade. Trade tests can represent the
ment of siege artillery, and using strained resources to their maximum work of hours, weeks, or months depending on the complexity of the task
effectiveness over months-long periods. at hand. However, tests that involve the examination of an item to recall
Void Combat: Covers starship combat between anything from lightly information require a Full Action.
armoured escorts up to mighty battle barges. It is also includes knowl- The GM can call on a player to use the Trade skill when:
edge of high orbit fire support doctrines and the best way to use ships in • He wants to prepare a sumptuous meal for a high-ranking planetary
orbit to aid ground troops. official.
Zone Mortalis: How to approach, evaluate, and persecute actions in • He wishes to carve his sigil on a favoured chainsword.
Zone Mortalis environments, from underhives and space hulks to xeno- • He seeks to uncover the remains of a lost colony.
form hives and even the living ships of the vile Tyranids.
The following is a list of common Trade Specialities:
Tech-Use (Intelligence) Agri: Used to grow, care for, and harvest crops and animals.
Aptitudes: Intelligence, Tech Archaeologist: Used to locate, examine, and analyse ancient ruins and
Skill Use: 1 minute, or more for more complex systems. artefacts.
Tech-Use is a measure of an character’s ability to use and interact with Armourer: Used to design, upgrade, and forge weaponry and armour,
all manner of technological devices, from proper implementation of from bronze age swords to modern las weapons.
the Rites of Striking to the temperatures of holy lubricants a machine Astrographer: Used to create two- and three-dimensional representa-
spirit finds most soothing. It can also be used to build basic or complex tions of stellar locations.
technical devices with the right amount of time and materials. Tech-Use Chymist: Used to create poisons, drugs, and a wide variety of other
is more an understanding of the Blessings of the Omnissiah and the rites compounds.
of the Machine Cult than it is an actual knowledge of the science behind Cook: Used to cook meals and determine if scavenged food is edible.
technology—in the 41st Millennium, however, this amounts to the same Demolitions: Used to employ, activate, and deactivate explosives and
thing. The difficulty for this skill use is related to the complexity of the demolish buildings, fortifications, and various structures.
device and its design nature. A simple tool of Eldar origin, for example, Engraver: Used engrave and sculpt patterns, text, and art into a variety
might be every bit as dangerous as a venting plasma gun to the uninitiat- of materials.
ed. Conversely, no amount of familiarity with the blessed design princi- Explorator: Used in the exploration of unknown stellar regions.
ples of a Warp engine can make it an easily understood device. Linguist: Used to learn or decipher new languages, both spoken and
To purchase this Skill, the character must have gained it written, and even create new ones in some cases.
through character creation, reflecting his training in the technological Loremancer: Used to recount events in a variety of ways, from dry
arts, and the exclusive nature of this knowledge. It should be noted that recitations or texts to epic operas or statuary.
the majority of Tech-Use Tests are either going to be based on a char- Morticator: Used to prepare, preserve, and often render down corpse
acter’s ability to entreat machine-spirits and manipulate the Noosphere remains into ingredients for a variety of preparations.
(digital), or his ability to physically repair, modify, and create machinery Performancer: Used to perform for audiences in a variety of entertain-
(mechanical). Most items and Talents that affect Tech-Use will note as ing art forms, often using dance, song, and poetry.
to whether they affect the digital or mechanical Tech-Use Tests. If not, Prospector: Used to find and identify valuable minerals.
assume that they give a bonus to both. Security: Used for dealing with locks and safeguards of a mechanical
The GM can call on a player to use the Tech-Use Skill when: nature. Locks that utilize cogitators or other technological elements are
• He wants to repair a broken weapon or vehicle. the domain of Tech-Use.
• He wishes to push a piece of technology beyond its normal capabilities Soothsayer: Used to “foretell” the future by a number of interpretative
or operating parameters. arts, though its effectiveness is suspect.
• He is trying to determine how a piece of unknown or unfamiliar tech- Tailor: Create and repair most regular (Basic type) clothing.
nology works. Technomat: Used to maintain, create, and repair technological devices,
but through rote memorization rather than true understanding or compre-
Special Uses for Tech-Use hension.
These are some of the special uses of the Tech-Use skill: Voidfarer: Used in the day-to-day operation, logistics, and maintenance
of voidships.
Crafting
Tech-Use can be used to make all kinds of technical devices, from simple
clockwork and steam engines to advanced weaponry and armour. The
time, difficulty, and materials it takes to create these items are greatly
dependent on their complexity, the kind of workshop the character has,
and his access to properly sanctified designs or Adeptus Mechanicus
data-vaults. See Section 6.10 “Manufacturing & Patterns” for the kinds
of things that can be created using Tech-Use.

3.0 Skills - 147


Demolitions
Trade (Demolitions) is used to determine the effectiveness of explosive devices, which is greatly dependent upon the skill with which they are placed.
Success on a Trade (Demolitions) skill test indicates a character has successfully planted an explosive charge, and set it with the trigger of his choice.
Possible triggers are only limited by a character’s imagination, and can include trip wires, timers, proximity sensors, or remote activators. Failure
indicates that the explosives fail to go off when triggered, though the character does not know this until the time of activation. In some situations, the
GM might desire to withhold this information or even give false results based on the degrees of failure. Four or more degrees of failure indicate the
character has set the device off prematurely and it explodes while being set! Some tasks, such as rigging a building for demolition or bringing down a
massive suspension bridge, require an Extended Test.
The GM should set the difficulty and duration depending on the extent of the undertaking. When placing explosives, make sure to note
the total Degrees of Success and the die roll, as it might be used in an Opposed Test if someone attempts to defuse a character’s hard work. Defus-
ing charges also falls under the Trade (Demolitions) skill, with an Opposed test against the Trade (Demolitions) skill test of the individual who set
the explosives. Winning the test indicates that the bomb has been defused. Up to three Degrees of Failure mean that while the charge has not been
disarmed, neither has it gone off. Four or more Degrees of Failure indicate the character has set off the device, suffering the consequences of the
explosion. Defusing multiple charges or complex trigger mechanisms might require an Extended test, as determined by the GM.

3.0 Skills - 148


4.0 Talents & Traits
“All of thy abilities come through the grace of the Emperor, and know that their use reflects back upon Him. Do not disap-
point the saviour of all humanity.”
-Morticator Siobhan Reichmyn, training an assistant

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.

Talents Talent Tiers and Categories


Each talent imparts a unique ability to characters possessing it. Once an Not all talents are created equal, and some are unashamedly better than
Acolyte possesses a talent, it is always in effect. In most cases, the ability others. For this reason all talents are divided into three levels, or tiers,
confers a bonus to certain tasks, or allows him to perform special actions rated one to three, with one being the weakest and three being the most
not available to other characters. Talents differ from skills in that a player powerful. Tiers primarily exist to price talents, as higher tier talents have
usually does not need to use an action or test to utilise the ability. In es- a greater cost. In addition, higher tier talents are more likely to have
sence, once a character has a talent, his actions always benefit from that prerequisites than lower tier talents. When selecting talents, a character
talent, unless noted otherwise. Specific details for the new abilities that a can choose any talent from any tier. However, he should be mindful
talent grants are described under the respective talent’s entry, and unless that some talents have prerequisites, and that a character must meet the
otherwise stated in the talent description, a character can only possess prerequisites before he takes the talent.
and benefit from each talent once.
Talent Prerequisites
Gaining Talents Several talents require the Acolyte to possess a prerequisite before
Talents represent a plethora of special abilities for characters, reflecting their selection. This represents a certain innate ability level required to
their skill at arms, specific relationships and reputations they might have, employ specific talents, or a skill or other talent necessary to access more
or any number of other things that make them better than the average advanced capabilities. These prerequisites may take the form of skills,
inhabitant of the 41st Millennium. Just as he does with skills, a character talents, aptitudes, characteristic scores, or even special abilities.
starts play with a number of talents, depending on his Home World, Ca-
reer, and Role (see Section 2.1 “Character Creation Options”), and then Specialist Talents
acquires more as he improves during play by spending experience points Several talents are not one talent but many, and require a character
(xp). The amount of experience points required to purchase a Talent to select a specific specialisation when taking the talent. Thus, when
depends on its tier and which aptitudes a character possesses, as detailed selecting the Peer talent, a character would also choose a specific group
in Section 2.5. or organization from those listed within the description, such as Peer
(Schola Progenium). Each time a character gains the talent, they are in
Talent Costs effect taking a new talent, and must choose a different specialisation, so
the next time a character selected Peer he might opt for Peer (Adeptus
Matching Mechanicus). In many cases, group listings are representative as opposed
Tier 1 Tier 2 Tier 3
Aptitudes to all-inclusive, so even though groups like the Desoleum Sanctionaries
are not specifically listed in the Peer specialisations, a character could
Two 100xp 200xp 400xp
still choose them with the approval of the GM.
One 200xp 400xp 700xp
Zero 400xp 700xp 1000xp

149 Power resides in the will of the Righteous 149


4.1 Talent Compendium
This section is a collection of Talents, with the majority of them being available to most characters. So long as the player character has the correct
Prerequisites for a Talent he may gain it as an advancement (though some Talents may have other limitations on gaining them) if it is in the General
Talents, Defense Talents, Knowledge Talents, Leadership Talents, Medicae Talents, Melee Attack Talents, Movement Talents, Operate Talents, Ran-
nged Attack Talents, Social Talents, Tech Talents, Two Weapon Fighting Talents, Follower Talents, or Weapon Talents sections. The Talents presented
in the Faith Talents, Mechanicus Talents, Psyker Talents, and Untouchable Talents sections have further restrictions set upon them, as detailed in the
introductory text for each section.
Also, some Talents have special applications with voidships (see the end of Section 8.5 "Voidship Combat") and in Social Conflict (see the
end of Section 11.3 "Social Conflict & Seduction").
Talent Sub-Groups Movement Talents: These Talents are focused on increasing a
Talents are divided into sub-groups, for the sake of categorization and character's ability to traverse the world around them, and decreasing the
more easily finding Talents for specific purposes. risk from hazards from doing so.
General Talents: This sub-group includes Talents for increas- Operate Talents: The Talents presented in this sub-group are
ing carrying strength, initiative in combat, the effects of drugs upon a focused on increasing a character's ability while piloting ground vehicles,
character, and general utility Talents, along with others that don't fit aeronautica, or even voidships.
neatly into other sub-groups. Ranged Attack Talents: Talents of this sub-group increase a
Defense Talents: This sub-group contains Talents that aid a character's ability in ranged combat, this includes Talents that contribute
character's physical, mental, and spiritual defence. Many of these Talents to Called Shots, increase Critical Damage, as well as those that increase a
pertain to Reactions, increasing resiliences, and in some cases, immuni- character's lethality with ranged attacks.
ties to certain effects (such as Fear). Social Talents: This sub-group has Talents that allow a charac-
Knowledge Talents: These Talents pertain to logical, research, ter to excel in the tricky arts of negotiation, diplomacy, and conversation.
and the general pursuit of knowledge. Tech Talents: These Talents represent a character's ability to
Leadership Talents: This sub-group contains Talents that per- utilize technology effectively, whether in repairs or combat. These differ
tain to leadership, including inspiring men to perform to their maximum from Mechanicus Talents, in that they are available to any character
capacity, along with enforcing order in the face fo terror and fear. rather than being exclusive to Mechanicus initiates.
Medicae Talents: Talents of this sub-group are focused on Two Weapon Fighting Talents: These Talents represent the
healing, and repairing the human body from terrible injury, and even fundamentals and mastery of fighting with two weapons, whether it be
bringing comrades back from the brink of death. melee, ranged, or both.
Melee Attack Talents: These Talents are focused on increasing Weapon Talents: These Talents pertain to weapon training,
a character's lethality in melee combat, including increasing their abilities use, and maintenance, along with allowing a character to gain proficien-
when charging, gaining multiple melee attacks, making Called Shots in cy, and even mastery , in the use of favoured weapons.
melee, and Frenzy abilities.

4.1.1 - General Talents


Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
This character adds an amount equal to the value of his Size Trait to the total of
Brute of his Strength Bonus and Toughness Bonus for the purposes of lifting, carrying,
St 45 1 Strength General
Burden or pushing heavy loads. In addition, he gains a +20 bonus on Toughness Tests
to avoid gaining Fatigue from a forced march.
The character can Brace a Heavy weapon as an in-turn Free Action before using
either the Semi-Auto Burst Action or Full Auto Burst Action.
Bulging
St 35 1 Strength Offence In addition, whenever he uses the Heft special use of the Athletics Skill or
Biceps uses his Strength while in a Grapple, he can add +20 to the Test to reflect his
powerful musculature.
Chemical and surgical treatments has rendered the character immune to most
mundane temptations. Seduction attempts against him automatically fail, and
Chem Geld - 1 General Social
Charm Tests increase their Difficulty by one level. Taking this Talent gives the
character one Insanity Point.
This Talent grants the character a +30 bonus when opposing any Fellowship or
Interrogation Test, and a -20 penalty to any Fellowship based Tests they make,
due to their unnerving countenance. The character removes any current Mental
Cold Soul Insanity 20+ 3 General Social Disorders and also never rolls on the Mental Trauma table—such feelings are
beyond him now—but must take double the normal amount of time when at-
tempting to remove Insanity Points. Should a character’s Insanity Points some-
how drop below 20, then he may remove this Talent at the GM’s discretion.
Before rolling initiative, all members of the group (including the character)
Combat
Int 40 1 Intelligence Fieldcraft add +1 to his Initiative Rolls. Also this character may also choose to use their
Formation Intelligence Bonus for his initiative roll rather than his Agility Bonus.
The character may use his Perception Bonus in place of his Agility Bonus when
rolling Initiative.
Combat Sense Per 30 1 Perception Fieldcraft
Additionally when surprised or ambushed, a successful Perception Test allows
the character to act normally.

4.1 Talent Compendium - 150


4.1.1 - General Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When consuming intoxicants, unwillingly subjected to drugs, or poisoned the
character may choose to be unaffected by their effects unless he has failed a
Decadence T 30 1 Toughness Defence
Toughness Test by Degrees of Failure equal to or greater than his Toughness
Bonus. The character also gains a +10 bonus to resist the effects of addiction.
The character gains one additional Fatigue per time this Talent is purchased
Toughness
Endurance (represented by the X in brackets). This Talent may only be purchased an
- 1 -or- General
(X) Willpower
amount of times equal to his Toughness or Willpower Bonus (whichever is
higher).
Once per game session, this character may make a -10 Trade (Cook) Test. This
Action requires at least an hour. At the Game Master’s discretion, the character
might gain a bonus to this Test for acquiring certain ingredients to truly enhance
the meal.
Excellent If he succeeds, all members of the group gain a +5 bonus to Willpower Tests to
Trade (Cook) +20 1 Fieldcraft General
Cook resist the effects of Fear and Pinning until the end of the next encounter. If the
cook succeeds by five or more Degrees of Success, the first time each member
of the Squad uses a Fate Point before the end of the next encounter, that charac-
ter rolls 1d10. On a result of 10, that character still gains the benefit of using the
Fate Point, but the Fate Point does not count as having been expended.
The character may use the "Excessive Wealth Modifiers" table when making
Acquisitions.
Generally this Talent is not available for purchase and should only be allowed
with the GM's approval as the inherent nature of it is often an extreme change
Excessive to a character's life and status. When a character not belonging to a noble house
Inf 40 3 General -
Wealth or other powerful entity gains this Talent his starting Profit Factor is equal to his
Influence Bonus.
If a Contact has the Excessive Wealth Talent the character with the Contact may
utilize it's benefits whenever he uses the Contact, even if his own Excessive
Wealth benefits are not available.
This character may spend a Fate Point to gain the Unnatural Strength (X) Trait
Feat of or increase his Unnatural Strength Trait by X until the end of his Turn, where X
St 45, Bulging Biceps 3 Strength Offence
Strength is a number up to his Strength Bonus. At the end of his Turn, he gains a number
of levels of Fatigue equal to the amount he chose for X.
When administering a dose of a drug or stimulant, a character can choose to add
+10 to any Skill Test Bonuses gained, +1 to any Characteristic Bonuses gained,
Habitual User Decadence 2 General Fieldcraft or an extra die roll to the Duration of a drug’s effects. However, the required
dose is so large that he suffers a –10 penalty to the Willpower Test to resist
addiction.
When a character gains this Talent, select one of his senses (noting it in brack-
Heightened
- 1 Perception General ets), the character gains a +10 bonus to any Tests specifically my involving this
Sense (X) sense, aside from Ballistic Skill or Weapon Skill Tests.
After failing an Awareness or Scrutiny Skill test, the character can re-roll the test
Keen Intuition Per 35 1 Perception Fieldcraft
with a –10 modifier.
Once per a session the character may spend an amount of Levels of Fatigue, up
Labourer T 30 1 Toughness General to his Toughness Bonus, to increase the Degrees of Success on an Athletics or
Trade Skill Test.
The character can stand up from a prone or seated position as an in-turn Free
Leap Up Ag 30 1 Agility General
Action.
When making an Initiative Roll the character may roll twice and add the highest
of the two dice result to his Agility Bonus. When the character is maintaining
Lightning Overwatch they may reroll a failed Opposed Agility Test to determine if they or
- 1 Agility General
Reflexes the character triggering the Overwatch act first.
Additionally when surprised or ambushed, a successful Agility Test allows the
character to act normally.
The character can spend a Fate Point to automatically pass a skill test with his
chosen skill, scoring a number of Degrees of Success equal to the characteristic
Character-
bonus of the skill’s associated Characteristic. Alternatively, once per a session,
Rank 3 in selected istic that
Mastery 3 General he may spend any amount of Fatigue to succeed on a Skill Test the character
Skill the Skill is
has Mastery in, succeeding by an amount of Degrees of Success equal to half
based on
the spent Fatigue. This talent may be taken more than once, each time for a
different Skill.
Success on a Willpower Test and 10 minutes without interruption removes one
Meditation - 1 Willpower General
level of Fatigue per Degree of Success.

4.1 Talent Compendium - 151


4.1.1 - General Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Once per Game Session, the character may produce a single, previously
unmentioned item with an Availability of Average or more available (with a
Notorious total Availability modifier of +10 if multiple items are being produced) from
Ratling Requisition 2 Agility Fieldcraft
Pilferer his stash of “borrowed” sundries. The character can only acquire items that the
Game Master deems reasonable in this way, and there are naturally consequenc-
es for filching from certain prominent individuals.
Any enemy who this character has not already attacked this encounter must
Per 35, pass a +20 Awareness Test to attack this character so long as there is a friendly
Overlooked 1 Perception Defence
Unremarkable character with a Size Trait with a higher value within 5 metres. If a foe fails this
Test, he ignores this character in favour of a larger nearby target.
The character gains a +2 bonus on Initiative rolls, and the GM may secretly
Paranoia - 2 Perception General test using the character’s Perception to notice hidden threats. The price of this
eternal vigilance is a twitchy disposition and the inability to relax.
As an any-time Free Action, the character may draw and ready one Thrown,
Quick Draw - 1 Agility General Pistol, or Basic weapon, a single item that can be held in one hand, or a
one-handed Melee weapon.
When making Acquisitions or Requisitions the character may spend a Fate
Point to automatically acquire any single small item of Rare Availability or less
that might be reasonably held in the shop, stores, or wherever else the Acqui-
Ratling
Ag 45, Stealth +10 2 Agility Social sitions or Requisition was made. The item must be approximately the size of a
Requisitions laspistol or smaller (Size 1 or 2). The character is subject to severe punishments
if his theft is discovered, unless he is able to fabricate or explain away his
purposes for owning it.
The character gains two additional Wounds. He can purchase this Talent an
Sound amount of times up to his Toughness Bonus. When he gains this Talent multiple
- 1 Toughness General
Constitution times, note the number of times it has been taken after the talent, such as Sound
Constitution (3).
Character-
The character has a natural affinity for a particular Skill. He chooses any one
Rank 2 in selected istic that
Talented 2 General Skill and may, once per a session, reroll any Test for that Skill, even if the result
Skill the Skill is
is already a success.
based on
Any enemy who this character has not already attacked this encounter must
pass a +20 Willpower Test to attack anything other than this character so long
Threatening
St 35, Intimidate +0 1 Strength Offence as there is a friendly character with a Size Trait with a smaller value within 5
Presence metres. If a foe fails this Test, he ignores the other character in favour of the
larger and more threatening one.
Any attempts to recall the character’s face or spot him in a crowd suffer a –20
penalty. In addition the character gains a +20 when using the Deceive Skill to
either convince someone he has never seen or met him before or if he is trying
Unremarkable - 1 General Social to appear harmless and ordinary. Naturally this Talent doesn’t work if the char-
acter wears distinctive clothes or armour, or carries unique weaponry—a Chaos
Space Marine hiding in a crowd of Imperial citizens is pretty easy to spot,
especially since they are probably running screaming in all directions...
The character may declare at the start of any of his turns that he is making a war
cry as a Half Action. All creatures within a 50-metre radius treat the character
as if he had the Fear (+1) Trait, provided they can hear him (though they do not
Intimidate +10,
War Cry 2 Strength Offence need to be able to see him) until the start of his next turn. While screaming his
Disturbing Voice
bloodcurdling war cry, the character may not communicate in any other way.
Making a war cry is taxing however and at the end of any turn in which it is
used the character suffers a level of Fatigue.
The character gains the Psyniscience skill at Rank 1 (Known), even though he
Witch Finder Per 40 1 Perception Knowledge is not a psyker. Note that he may spend experience to gain additional ranks in
the Skill after buying this Talent.

4.1 Talent Compendium - 152


4.1.2 - Defense Talents
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When this character expends a Fate Point to regain Wounds, he regains a number
Abiding
T 40 3 Toughness Defence of Wounds equal to 1d5 + twice his Toughness Bonus (instead of 1d5 Wounds
Resilience plus his Toughness Bonus as normal) and removes 1d5 levels of Fatigue.
The character can subtract his Willpower Bonus from his Degrees of Failure on
Adamantium Resistance (Fear),
2 Willpower Defence a failed Fear or Pinning test. If this reduces the result to zero or less, he counts
Faith Wp 40 as having passed the Fear test with 1 degree of success.
Whenever this character or an ally within 30 metres gains Corruption, reduce the
Aegis of Wp 50, Shield of amount gained by 1 to a minimum of 0. In addition, an ally within 30 metres can
3 Defence Leadership
Contempt Contempt spend a Fate Point to gain 0 Corruption instead. These effects do not stack when
there are multiple characters with this Talent within range.
Whenever the character gains Corruption Points, reduce the total by 1, to a min-
Armour of
Wp 40 2 Willpower Defence imum of 0. With a successful Willpower Test, taken as an any-time Free Action,
Contempt he may ignore the effects of accumulated Corruption Points for 1 Round.
The character may make an additional Deny the Witch Evasion once per Round.
Bastion of Wp 40, Deny the In effect this gives him a second Reaction that may only be used to Deny the
2 Willpower Defence
Hatred Witch +0 Witch, allowing two Deny the Witch attempts in a Turn. However, he may still
only attempt a single Deny the Witch attempt against one attack.
Bastion of The character adds 5 x his Willpower Bonus to any Test he Opposes with his
Adamantium Faith 3 Willpower Defence
Iron Will Willpower. He may also add this bonus to Fear Tests.
Whenever this character avoids an attack with a successful Dodge or Parry Test
Blistering Per 35, Dodge +10 any further attacks against him, until the beginning of his next turn, suffer a -10
3 Perception Finesse
Evasion -or- Parry +10 penalty. If the character performs multiple Dodges and/or Parries this penalty is
cumulative, again lapsing upon the beginning of the character's next Turn.
If an ally within an amount of meters equal to the character with this Talent’s
Agility Bonus is hit by an attack, ranged or melee, he may spend a Reaction to
make an Ordinary (+10) Difficulty Dodge Test to interpose himself between the
ally and the attack. If he succeeds the Dodge Test he takes the attack as though
Bodyguard Ag 30 1 Agility Defence it had hit him. In the case of ranged attacks the character using this Talent may
interpose himself anywhere between the attacker and target, so long as he is
intercepting the line of fire. The character using this Talent may also perform a
Hideous Resilience Reaction or Parry Test against the attack, so long as he has
an additional Reaction to use.
Agility 50, Parry When using a Parry Evasion the character may block attacks from Pistol and
Bullet Shield +20, Deflect Shot, 2 Defence Finesse Basic class Solid Projectile, Bolt, and Launcher weapons, stopping one hit per
Unnatural Agility (1) one Degree of Success.
When fighting against a Horde, the character may attempt to Parry melee
attacks, but suffers a penalty equal to half the Horde’s Magnitude (rounding up)
Bulwark of WS 45, Parry +10, Weapon
2 Defence on the Test, due to the sheer number of creatures attacking. If he does so while
Steel Combat Master Skill
maintaining a Guarded Action or Defensive Stance he does not suffer this penal-
ty and may Parry normally.
Opponents fighting the character in hand-to-hand combat gain no bonuses for
Combat Weapon
WS 30 2 Defence Ganging Up. Hordes must make a Weapon Skill Test to hit a character with this
Master Skill
Talent instead of automatically hitting him as an adjacent target.
When confronted with an enemy that would cause him to make a Test against
the Fear Trait the character may instead immediately Charge the source of the
Fear Trait as an any-time Free Action, so long as it is within the range of his
Death or
WS 30, Wp 30 1 Offence Defence Charge Action's movement, and is a source of Fear that is a tangible threat
Glory (charging a Daemon is fine, but charging the concept of the impact of one's
actions is not). The character may use this Talent even if he has already made an
Action with the Attack Sub-Type.
If the character is both Frenzied and Heavily Damaged, he gains the Unnatu-
ral Strength (+1) and Unnatural Toughness (+1) Traits. While the character is
Desperate
T 50, Frenzy 3 Toughness Defence suffering from Critical Damage, he increases the value of each of these Traits by
Strength an additional +1. The character still determines his threshold for being Heavily
Damaged based on his Toughness Bonus before this Trait is applied.
When using a Parry Evasion the character may block primitive ranged attacks
from weapons such as bows and crossbows as well as Thrown weapon attacks
Weapon such as throwing knives and grenades. When deflecting grenades the grenade
Deflect Shot WS 35, Parry +0 1 Defence
Skill ends up an amount of meters away from the character equal to his Degrees of
Success on the Parry Test. The player may choose what direction the grenade
goes in if he succeeds the Parry Test.

4.1 Talent Compendium


4.1.2 - Defense Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When this character suffers Blood Loss they may roll two d100s instead of one
Die Hard Wp 40 1 Willpower Defence to determine if they die from it. As long as both results are not 10 or lower the
character will not die immediately from the condition.
Toughness The character gains one additional Fatigue per time this Talent is purchased (rep-
Endurance
- 1 -or- General resented by the X in brackets). This Talent may only be purchased an amount of
(X) Willpower times equal to his Toughness or Willpower Bonus (whichever is higher).
Once per a day, as a Half Action, the character can inflict some suitable punish-
ment on his own body, suffering 1d5-2 levels of Fatigue (to a minimum of 1).
He then gains a +20 bonus on Willpower tests to resist Fear, Pinning, psychic
Flagellant Wp 30 1 Toughness Offence
powers, or suffering Corruption, for one hour or until the end of the current
encounter. If the character also possesses the Frenzy Talent, he can enter a Fren-
zied state as an in-turn Free Action while under the effects of this Talent.
The character is immune to the effects of Fear and Pinning, but disengaging
Wp 50, Litany
Fearless 3 Willpower Defence from combat or backing down from a fight is difficult for him to stomach and as
Against Fear
such requires a successful Willpower Test.
If an ally within an amount of meters equal to twice the character with this
Talent’s Agility Bonus is hit by an attack, ranged or melee, he may spend a
Reaction to make a Challenging (+0) Difficulty Dodge Test to interpose himself
between the ally and the attack. If he succeeds the Dodge Test he takes the attack
Guardian Ag 35, Bodyguard 2 Agility Defence as though it had hit him. In the case of ranged attacks the character using this
Talent may interpose himself anywhere between the attacker and target, so long
as he is intercepting the line of fire. The character using this Talent may also
perform a Hideous Resilience Reaction or Parry Test against the attack, so long
as he has an additional Reaction to use.
When the character performs a Full Move, Charge, or Run Action, opponents
Hard Target Ag 40 2 Agility Defence suffer a –20 penalty to Ballistic Skill tests made to hit him with ranged attacks.
This penalty continues until the start of his next turn.
Whenever the character would gain Corruption Points, he may reduce the
Hardened Wp 35, 10 amount gained by half (rounded up) and gain Insanity points equal to the
1 Willpower Defence
Soul Corruption Points amount reduced. Additionally when he makes a Malignancy Test, he takes half
the normal penalty.
When undergoing medical treatment or healing from injuries, he always
Hardy T 40 2 Toughness Defence recovers damage as if Lightly Damaged, regardless of the level of damage he
sustained.
If this character would ever be rendered Unconscious, either from accrued levels
of Fatigue or a Critical Effect, they may choose to not become Unconscious. If
he does so the character suffers 1 True Impact Damage to the Head Hit Location
Heroic
Wp 45 2 Willpower Defence at the beginning of each Turn he chooses to not become Unconscious. The
Resilience character may, at any time give up and become Unconscious and Prone. The
character will still die when he accrues an amount of levels of Fatigue equal to
twice his Fatigue Threshold as per regular.
As a Reaction, the character may make a +0 Toughness Test. If he succeeds, he
reduces the Damage from the next hit he suffers before the beginning of his next
Hideous Turn by an amount equal to his Toughness Bonus. If he reduces the Damage to
T 40 2 Toughness Defence
Resilience 0 this way, he may reduce the next hit from the same attack he suffers by the
"remaining" Toughness Bonus. If he suffers no damage from the attack he also
gains the Fear (+1) Trait to the foe whose attack he so easily withstood.
The character can add a number of Armour Points equal to his Intelligence
Improve Int 30, Tactics (De-
1 Intelligence Fieldcraft Bonus to any cover. Improving cover requires one Full Action and can only be
Cover fensive Doctrine) +0
done once per a piece of cover.
The character may make the Hideous Resilience Reaction one additional time
Inhuman T 45, Hideous
3 Toughness Defence per a round, effectively giving him another Reaction that can only be used for
Resilience Resilience
Hideous Resilience.
The character is immune to the effects of the Baneful Presence Trait.
Additionally when the character passes a Fear Test caused by a Daemon, or re-
Iron Wp 45, Litany
2 Willpower Defence sists a Power with a successful Deny The Witch Test, the Daemon or Power user
Faith Against Fear
suffers 1 True Energy Damage for each Degree of Success that the character with
this Talent scored on the Fear Test.
Whenever this character would become Stunned or suffer Fatigue, he may make
Iron Jaw T 35 1 Toughness Defence
a +0 Toughness Test as an any-time Free Action to ignore the effects.

4.1 Talent Compendium


4.1.2 - Defense Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character reduces the ranks of the Fear Trait that an event, place, or enemy
he encounters by one, If this would reduce a Fear (1) Trait it instead nullifies it,
Jaded Wp 40 1 Willpower Defence
meaning the character does not need to make a Fear Test and does not suffer any
Insanity/Corruption it would cause.
Last Man Wp 40, Litany The character is immune to Pinning by Pistols and Basic Weapons, and adds +1
2 Willpower Defence
Standing Against Fear AP to the value of any cover protecting him from ranged attacks.
When the character makes a successful Dodge Reaction he may also move an
amount of meters equal to his Degrees of Success as an any-time Free Action.
This extra movement can only be used with the Dodge Reaction, and when the
character is not Prone.
Leaping Ag 35, Dodge +10, In the case of avoiding Blast and Spray Qualities the character first moves out
3 Agility Defence
Dodge Leap Up of the area of effect, then may make the additional movement. This additional
movement also does not count as Disengaging, thus allowing free attacks.
Also, when the character would make an Agility Test to avoid attacks from
weapons with the Spray Quality, he may make the test using his Dodge (Ag)
Skill instead.
Litany The character may reroll any failed Willpower Tests to avoid the effects of Fear,
Wp 35 2 Willpower Defence
Against Fear Pinning, and Intimidation.
The character gains a +20 bonus on all Tests to resist gaining Corruption or
Mental Insanity Points, and on all Tests to resist any mind-influencing effects (including
Wp 40 3 Willpower Defence
Fortitude but not limited to psychic powers) that would subvert, cloud, alter, or control his
mind.
Whenever this character makes a Willpower Test made as part of an Opposed
Test for a Psychic Power (either his opponent’s or his own), he may spend a
Int 35, Strong
Mental Maze 3 Intelligence Defence Fate Point. If he does, he gains a number of additional Degrees of Success equal
Minded
to his Intelligence Bonus. This can make a failed test succeed if the additional
Degrees of Success outnumber the Degrees of Failure.
The character may add twice his Intelligence Bonus to any Opposed Willpower
Mindtrap Test that he must make because of another creature’s psychic power. If he wins
Int 40, Wp 40 1 Willpower Defence
Maze this Opposed Test, the psyker attempting to tamper with his mind gains one level
of Fatigue for every 2 Degrees of Disparity.
The character may spend one Fate Point to ignore the effects of injury (such as
those from Critical damage), Fatigue, and Stunning for a single combat, so long
Never Die T 50 3 Toughness Defence as they would not kill him immediately. This talent does not prevent the damage,
but allows him to temporarily ignore its effects for the duration of the combat.
Once the encounter ends, the effects trigger as normal.
If the character is subjected to interrogation, and wins the opposed Interrogation
versus Willpower Test, he may immediately make a +0 Scrutiny Test. On a suc-
Operative Wp 30, Scrutiny +0,
2 Willpower Perception cess and for every additional Degree of Success, he can learn one detail about
Conditioning Orthoproxy
his captors (what he can and cannot learn is ultimately up the GM, but it should
be something valuable).
The character receives a +20 bonus to Willpower Tests made to resist mind
Orthoproxy - 1 Willpower Defence
control, mind reading, or interrogation. He tends not to get jokes, however.
Weapon Training
For every enemy that has been affected by the Flame Quality within 30 meters
(Flame) -or- Pyro-
of this character he may add +10 to any Willpower-based Tests he is called on to
Pyromaniac mastery Primaris 2 Willpower Defence
make for the duration of the encounter. Additionally this character gains a +10 to
Technique, Insanity
the Agility Test to extinguish himself when he is On Fire.
20+
Each time the character selects this talent, choose one type of resistance. He
gains a +10 bonus when making tests to resist effects of this type. The GM can
Resistance - 1 Toughness Defence
require approval for certain choices, or justification based on the character’s
past.
The character may re-roll any Test made to resist the effects of Interrogation, and
Rigor Mentis Wp 40 3 Willpower Social
any other Social Skill.
WS 40, Weapon When armed with a shield, the character can re-roll one failed Evasion test to
Shield Wall 3 Defence
Ambidextrous Skill Parry an attack per round.
Shield of Wp 45, Armour of Whenever this character would gain any amount of Corruption points, he may
2 Willpower Defence
Contempt Contempt spend a Fate Point to gain 0 instead.

4.1 Talent Compendium - 155


4.1.2 - Defense Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When a Psyker Power, Navigator Power, or Hex-type Ritual is used by an
enemy the character may, as a Reaction, make a Called Shot Attack against the
Weapon
WS 40 -or- BS 40, enemy. The enemy must be within the Range of the weapon used for the attack,
Silence The Skill -or-
Deny The Witch +0, 2 Defence and this Talent must be used after the Focus Power or Invocation Test is made
Witch Psynicience +0
Ballistic
but before the Power is resolved, as the enemy may well become unable to use
Skill
the power, depending on the results of the attack. If the enemy is knocked Un-
concious, On Fire, Stunned, or dies then the Power does not manifest.
The character may spend a Full Action to adopt a Stalwart Defence. While
adopting this condition, he may not move and may not Dodge. He may make a
Stalwart WS 40, Combat Weapon Parry Reaction against all successful strikes against him, and all Damage he suf-
3 Defence
Defence Master, Wall of Steel Skill fers is reduced by –2. Furthermore, the character’s enemies gain no benefits for
outnumbering him in close combat. These effects last until the character chooses
to end his Stalwart Defence or until he is rendered incapable of fighting.
The character may make an additional Dodge once per Round. In effect this
gives him a second Reaction that may only be used to Dodge, allowing two
Step Aside Ag 40, Dodge +0 3 Agility Defence
Dodges in a Turn. However, he may still only attempt a single Dodge against
one attack.
The character can re-roll failed Willpower tests to resist any psychic powers that
Strong Wp 30, Resistance
1 Willpower Defence affect his mind. This Talent does not affect psychic powers that have a physical
Minded (Psychic Powers)
effect.
This character ignores the -10 penalty to all Tests from Fatigue. He still suffers
Tireless T 35, Wp 35 1 Toughness Willpower
any other effects of Fatigue as normal.
Whenever the character suffers Critical Damage (after reduction for Armour
and Toughness), reduce the amount by his Toughness bonus (to a minimum of 1
True Grit T 40 3 Toughness Defence
damage).
This does not effect Critical Effects that are generated by Righteous Fury.
While Frenzied the character can spend a Reaction to make an Opposed Strength
Unstoppable Test to ignore a successful Parry made against one of his attacks or make a
St 40, T 40, Frenzy 3 Strength Toughness
Wrath single Challenging (+0) Toughness Test to ignore the effects of Critical Damage,
Stunning, Fatigue, or even death for a single Round.
The character may make one additional Parry per Round, in effect granting a
Weapon
Wall of Steel WS 40, Parry +0 3 Defence second Reaction that may only be used to Parry. He may only attempt a single
Skill
Parry against any one attack.
After making a successful Deny The Witch Skill Test to stop a Power from af-
fecting him, this character may spend a Fate Point to stop the enemy from being
Warp Wp 40, Deny The
3 Willpower Defence able to use any Powers for 1d5 Turns.
Banisher Witch +10
Further, if the enemy has the Daemonic Trait they suffer 1d10 True Energy
Damage.

4.1.3 - Knowledge Talents


Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When making a Forbidden Lore, Invocation, or Scholastic Lore Test utilising
sources of recorded information of any sort, such as cogitators, tomes, info-nets,
Archivator Int 40 2 Perception Knowledge and data-slates, the character can reroll a failed test once with a –10 penalty. In
addition, tests to perform research or find information in these circumstances
take half the usual time.
Knowledge
Flash of When stuck in an investigation, the character can spend one Fate Point to reveal
Int 40 1 Perception -or-
Insight Fieldcraft
a single clue or lead to aid in the progression of his efforts.

By spending ten minutes studying or analysing a problem, the character gains a


+10 bonus to his next Intelligence Test or a Skill Test based on Intelligence.
Foresight Int 30 1 Intelligence Knowledge In a Social Conflict the character may add a +10 to his first Intelligence based
Test, as he has prepared an important and relevant bit of information.
In voidship combat the character gains a +10 to all Extended Actions.
Whenever Profit Factor is gained via business transactions or rewarded for
Hard Bargain Commerce +10 2 General Knowledge completing a contract or other business endeavour the character gains a bonus of
+1 Profit Factor to his group’s total.

4.1 Talent Compendium - 156


4.1.3 - Knowledge Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character counts as having all Common Lore and Scholastic Lore skills at
Int 40, Forbidden
Rank 1 (Known)—basically, he knows something about everything. If he wishes
Infused Lore (Any Two) +0,
3 Intelligence Knowledge to later improve his Lore skills, these advances must be bought using experience
Knowledge Scholastic Lore
points (from rank 1) as normal. He also adds one degree of success to any suc-
(Any Two) +10
cessful Common or Scholastic Lore tests, due to his ingrained training.
Once per encounter, the character may use this Talent, choose a type of enemy
(such as Orks, Eldar, Chaos worshippers, or any other that the Game Master
Know The deems appropriate) and make an Hard (–20) Common Lore, Forbidden Lore, or
Enemy; Kill Int 40 2 Intelligence Knowledge Scholastic Lore Test for a Specialisation of one of these Skills that includes the
The Enemy! chosen foe. If he succeeds, each ally within communication range may re-roll
one missed attack per Round against the chosen foe for a number of Rounds
equal to the character's Degrees of Success on the Test.
The character can automatically remember trivial facts or pieces of information
the character might feasibly have picked up in the past. When dealing with
Total Recall Int 30 1 Intelligence Knowledge more detailed, complex or obscure facts, such as the exact layout of a defence
network, the GM may require a successful Intelligence Test to recall the infor-
mation.
Int 40, Scholastic So skilled is the character at memorization of facts that he adds half his un-
Unparalleled
Lores (Any Three) 1 Intelligence Knowledge augmented Intelligence Bonus (rounding up) to the Degrees of Success of any
Proficiency +0 successful Scholastic Lore or Linguistics Test.
Forbidden Lore The character can attempt any Forbidden Lore (Xenos) Test in which he is not
Xenosavant 2 Intelligence Knowledge
(Xenos) +20 trained as an untrained skill test as if it were not a Specialist skill.

4.1.4 - Leadership Talents


Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When making Social Skill Tests, the character may affect a number of targets
Air of
Fel 30 1 Fellowship Social equal to 10 times his Fellowship bonus. If the character has Followers they are
Authority also more devoted to him and add +10 to their Loyalty when in his presence.
Once per a combat, as a Full Action, the character makes a -30 Command Test
with a +5 bonus for each ally participating in this Action. If he succeeds, his
allies rush forward with him, making a Charge Action alongside him. Further,
WS 40, Fel 40,
for every Degree of Success he scores on the Command Test, one ally who made
Command +20,
Annihilate Weapon the charge with him inflicts one hit with their melee weapon upon the target of
Air of Authority, 3 Leadership
Them! Berserk Charge, Iron
Skill the Charge Action. The allies who were a part of this charge can take their Turn
normally on their subsequent Turn, but do not gain the benefits of Charging and
Discipline
are most likely going to start their new turn in melee. The character can have
any number of allies (including Hordes that he controls) that he is able to affect
within communication range participate in this Action.
Once per Combat Encounter after killing a target with a Ranged Attack, this
character may spend a Fate Point and make a Challenging (+0) Command Test.
If he succeeds, each of his allies within 30 metres gains a bonus equal to 5 times
Final Fel 45, Air of Author- Ballistic
3 Leadership his Degrees of Success to the next Ballistic Skill or Weapon Skill Test he makes
Judgement ity, Deadeye Shot Skill
before the end of the encounter and each of his foes within 30 metres suffers
a penalty equal to 5 times his Degrees of Success to the next Ballistic Skill or
Weapon Skill Test he makes before the end of the encounter.
Whenever this character inflicts Righteous Fury upon a foe, he may spend a Fate
Command +10,
Firebrand's Point. All allies within 30 metres of the character then inflict additional Damage
Air of Authority, 2 Leadership Offence
Call Inspire Wrath
equal to his Fellowship Bonus when attacking foe's aligned with the damaged
enemy until the beginning of the character’s next Turn.
Galvanizing Fel 40, Command When employing the Terrify special use of the Command Skill the character
2 Fellowship Leadership
Presence +10 counts as having Fear (+2) for the purpose of all Terrify Tests.
When the character makes Social Skill Tests he can affect a number of targets
up to a 1000 times his Fellowship Bonus. In addition such is the character’s
Grand Orator Master Orator 3 Fellowship Leadership
utter and and masterful proclamations that he adds +10 to the loyalty of all his
Followers.
Heroic Once per Turn, this character can use the Inspire Special Use of the Command
Fel 35, Command +0 1 Leadership Social
Inspiration Skill as an in-turn Free Action instead of a Half Action.
The character can affect allies of any kind—not only subordinates—with the
Inspiring Inspire and Terrify special uses for the Command Skill. This need not represent
Air of Authority 2 Fellowship Leadership
Aura threats and intimidation, but might represent inspiring words, encouragement, or
sheer steadfastness in the face of terrifying foes.
4.1.4 - Leadership Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
As a Full Action, the character can make a Charm, Command, Deceive, or
Intimidate Test to grant the effects of the Hatred Talent to any people in his
immediate vicinity (normally 30 meters). Success on the test grants the Hatred
Talent to the listeners (with the object of hate chosen by the character) for the
duration of an encounter. Listeners can resist the effects of the characters speech
Inspire Wrath Air of Authority 2 Fellowship Leadership (and therefore not be burdened with his chosen hatred) by passing an Opposed
Willpower Test against the character’s Social Skill Test. Inspire Wrath affects up
to 10 times the character’s Fellowship, which can be increased with the use of
the Master Orator and Grand Orator Talents as normal. Both players and GMs
should bear in mind, however, that once a crowd has been inspired to hatred or
mindless anger the effects can be unpredictable...
The character's followers become immune to the effects of Fear and Pinning as
Into The Jaws Iron Discipline, long as he is physically there to lead them and they can see him leading by ex-
3 Willpower Leadership
Of Hell Fel 50 ample. Player characters cannot benefit from the Into the Jaws of Hell of another
Player Character.
If the character is visible to his followers, either in person or via vox- or
Iron pict-caster, they may reroll failed Willpower Tests made to resist Fear and Pin-
Fel 30 2 Willpower Leadership
Discipline ning. player characters cannot benefit from the Iron Discipline of another player
character.
By spending a Half Action in combat to direct the efforts of his allies, none of
them (including himself) suffer the penalties for being Ganged Up on until his
Master & Air of Authority, next Turn, or if, facing a Horde in melee, they may make Dodge and Parry Reac-
2 Fellowship Leadership
Commander Command +20 tions without using the Defensive Stance or Guarded Action Actions. If they are
already making use of a Guarded Action or Defensive Stance they do not suffer
a penalty to Evasions equal to the Horde's Size modifier.
When the character makes Social Skill Tests he can affect a number of targets up
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.
Master Orator Air of Authority 2 Fellowship Leadership
In addition to the normal benefits, when making a Command Skill Test in a So-
cial Conflict against a Crowd, add a +10 bonus in addition to any other modifiers
(cumulative with the bonus from Air of Authority).
Everyone within 30 metres that can see the character feels a touch of euphoria
just by being near him and suffers lessened effects from things that would upset
Radiant
Fel 45 1 Fellowship Leadership of distress them. Those affected gain a +10 bonus to Willpower Tests to resist
Presence Fear, Pinning, or Intimidation attempts. This ability affects all those close to and
allied to the character indiscriminately, though not the character himself.
Once per game session when using the Inspire Special Use of the Command
Skill, this character may spend a Fate Point.
Stirring Fel 45, Heroic If he does, the each character affected by his Command Test gains an additional
3 Fellowship Social
Rhetoric Inspiration +10 bonus to his next Skill or Characteristic Test for every Degree of Success
this character scores on the Command Test (to an increased maximum of a +60
bonus in total instead of the regular limit of +30).
The character may choose to orate against his enemies as an in-turn Free Action
immediately after rolling for Initiative by making a Hard (-20) Command Test.
Thunderous Command +20, Air If he succeeds, enemies treat the character as if he possess the Fear (+1) Trait for
3 Fellowship Leadership
Castigation of Authority the remainder of the combat. The value of the Fear Trait granted to the character
is increased by 1 for every three Degrees of Success scored on the Command
Test beyond the first, to a maximum of Fear (+3).
Once per a combat, if the character or his allies have suffered Fatigue, Pinning,
Stunning, or Critical Damage caused by the enemy in the present or previous
Round, the character may declare that his next Action is an act to demonstrate
that the he and his allies are unbowed and unbroken.
His next Half Action may be one of the following: a ranged attack against the
Unbowed enemy, a melee attack against the enemy, or a Challenging (+0) Command Test
Fel 50, Command that represents a roar of defiance or exhortation to heroism. If the test involved
& 3 Fellowship Leadership
+20, Air of Authority in the Action (the attack roll or Command Test) succeeds, then the character and
Unbroken those within 30m of him regain all of the Fatigue they have lost in this combat,
immediately recover from Pinning or Stunning, and may ignore the effects of
past Critical Effects taken in the previous battle rounds.
Additionally if this test is passed (regardless of if it was based on Weapon Skill
or Ballistic Skill rather than Command) this also counts as a passed test for the
Inspire special use of Command.

4.1 Talent Compendium - 158


4.1.5 - Medicae Talents
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Whenever an ally dies from Blood Loss or due to a failed Characteristic Test,
this character has a chance to bring the fallen comrade back from the brink for
a number of Rounds equal to his Intelligence Bonus. During this time, if he is
close enough to treat his “dead” ally, this character may spend a Fate Point make
a Very Hard (–30) Medicae Test in an attempt to revive him. This Test requires a
Full Action, and he must spend a Fate Point each time he wishes to attempt it. If
he succeeds on one of these Tests within a number of Rounds equal to his Intelli-
Don't You Die Master Chirurgeon, gence Bonus, he manages to bring the fallen ally back from the edge. Resuscitat-
3 Intelligence Knowledge
On Me! Methodical Care ing a character in this way does not reverse any other consequences of the injury
that “killed” the character, such as lost limbs or Characteristic Damage.
Additionally a character with this Talent may Burn a Fate Point in order to
ensure the survival of a character that has suffered death, lowering their Critical
Damage to the highest Critical Damage with a chance of survival (if this
Critical Damage demands a Characteristic Test that they must save or die from
the damaged character counts as automatically passing it, and is immediately
Unconscious).
Enhanced The character restores 1d5 additional Wounds with any successful Medicae Test
Medicae +10 1 Intelligence Fieldcraft
Healing for First Aid.
Each time this talent is taken, the character selects the Specialisation that match-
Ballistic
es the Characteristic and Aptitude pair (Ballistic Skill or Weapon Skill) used
BS 40 -or- WS 40, Skill
Field in purchase. When using the Called Shot action with a melee or ranged attack
Forbidden Lore 2 -or- Knowledge
Vivisection (Any), Medicae +10 Weapon
(depending on the Specialisation) against a target for which the character has the
appropriate Forbidden Lore skill, he makes a Medicae (WS) or Medicae (BS)
Skill
test in place of the normal Weapon Skill or Ballistic Skill test.
The character with this Talent chooses a wounded character currently suffering
from Critical Damage and makes a Challenging (+0) Medicae Test as a Half
Action. If he succeeds, the wounded character gains a number of temporary
Wounds equal to this character’s Intelligence Bonus, plus one additional tempo-
It's Not As rary Wound for every Degree of Success he scores on the Test. These temporary
Medicae +20, Wounds are separate from the wounded character’s normal Wounds. Gaining
Bad As All 2 Intelligence Fieldcraft
Superior Chirurgeon these temporary Wounds does not remove Critical Damage or any Critical
That Effects the character is currently suffering. However, when the character suffers
Damage, these temporary Wounds are removed before Damage is applied to the
character’s normal Wounds. This Talent cannot be used on the patient again until
he has removed all Critical Damage (and then subsequently suffered Critical
Damage once again).
The character gains a +20 bonus on all Medicae Tests (this is not cumulative
with the bonus from Superior Chirurgeon, it replaces it). If treating a Heavily or
Master Medicae +20,
3 Intelligence Fieldcraft Critically Wounded patient, a successful Test heals 2 points of Damage instead
Chirurgeon Superior Chirurgeon
of 1. If the patient is in danger of losing a limb from a Critical Hit, the character
provides him with a +20 bonus to the Toughness Test to prevent limb loss.
Whenever one of this character’s patients would suffer Damage from a failed
Methodical Test made as part of the Extended Care Special Use of the Medicae Skill, this
Int 40, Swift Suture 2 Intelligence Knowledge
Care character may reduce that Damage by an amount equal to his Intelligence
Bonus.
The character gains a +10 bonus on all Medicae skill tests. When providing first
Superior
Medicae +10 3 Intelligence Fieldcraft aid, he ignores the penalties for Heavily Damaged patients and only suffers a -10
Chirurgeon penalty for those suffering Critical damage.
Whenever this character succeeds on a Test to use the First Aid Special Use
Swift Suture Medicae +0 1 Finesse Intelligence of the Medicae Skill, he also ends the Blood Loss Condition if the patient is
suffering it.

4.1 Talent Compendium - 159


4.1.6 - Melee Attack Talents
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Adamantium Unarmed Master, Weapon This character's Unarmed attacks count as having the Power Field Quality on
3 Toughness
Fist T 50 Skill Unarmed attacks that generate 4 or more Degrees of Success.
This character’s attacks against Unaware Targets inflict 1 additional Damage for
Ambush Stealth +0 1 Agility Fieldcraft every 2 Degrees of Success on the Weapon Skill or Ballistic Skill Test beyond
the first.
Once per a combat, as a Full Action, the character makes a -30 Command Test
with a +5 bonus for each ally participating in this action. If he succeeds, his
allies rush forward with him, making a Charge Action alongside him. Further,
WS 40, Fel 40,
for every Degree of Success he scores on the Command Test, one ally who made
Command +20,
Annihilate Weapon the charge with him inflicts one hit with their melee weapon upon the target of
Air of Authority, 3 Leadership
Them! Berserk Charge, Iron
Skill the Charge Action. The allies who were a part of this charge can take their turn
normally on their subsequent turn, but do not gain the benefits of Charging and
Discipline
are most likely going to start their new turn in melee. The character can have any
number of allies that he is able to affect within communication range participate
in this Action.
When the character uses a weapon he is untrained in, he only suffers a -5
WS 40, BS 40, penalty, rather than a -20. The only exceptions to the Arms Master Talent are
Arms Weapon Ballistic
Weapon Training 1 Exotic weapons, which are so unusual or rare that they always require their
Master (Any Two)
Skill Skill
own Weapon Training Talents to use without penalty and gain no bonus when
combined with this talent.
Whenever a Player Character, Follower, or allied NPC within 30 metres is slain
Aspire to Weapon by an enemy, this character enters a hateful fury. Until the end of the encounter,
WS 40 2 Offence
Vengeance Skill he increases any Critical Damage that he inflicts in melee from Righteous Fury
by +3.
Weapon After making an attack (ranged or melee), a successful Challenging (+0) Acro-
Skill batics Skill Test allows the character to make a Half Action Move as an in-turn
Assassin Ag 40, Acrobatics
3 -or- Finesse Free Action. He may only make this move once per round, and the character’s
Strike +10
Ballistic opponent does not receive a free attack resulting from the character leaving
Skill melee range without Disengaging.
The character can Parry while Frenzied, and can re-roll a failed test to snap out
Battle Rage Frenzy 1 Strength Defence
of Frenzy or resist entering Frenzy if he so chooses.
Berserk Weapon If the character uses the Charge Action, he gains a +30 bonus to Weapon Skill
- 1 Offence
Charge Skill instead of +20.
WS 40, Two Weapon Weapon When armed with two singled handed melee weapons the character gains 1 addi-
Blade Dancer 1 Finesse
Wielder (Melee) Skill tional Degree of Success to both of their Two-Weapon Fighting attacks.
WS 40, Weapon Weapon
Blademaster 3 Offence The character can re-roll one Weapon Skill-based Test per round.
Training (any Melee) Skill
The character ignores all penalties for fighting with a melee weapon while suf-
fering from obscured vision, permitting them to fight in fog, smoke, or darkness
Blind Fighting Per 30 1 Perception Fieldcraft
more effectively. Note that this talent only improves the character's chances to
hit with melee weapons, and has no effect on ranged weapon attacks.
Weapon The character may Frenzy as a Half Action, and while Frenzied gains the Hatred
Bloodlust Frenzy, Hatred (Any) 2 Offence
Skill (All) Talent for it's duration.
Whenever the character kills an enemy, he may make a Challenging (+0) Intimi-
date Test as an any-time Free Action. If he succeeds, each ally within communi-
WS 40 -or- BS 40,
Brutal cation range gains a +10 bonus to the next Weapon Skill or Ballistic Skill Test he
Command +0, Air of 2 Strength Leadership
Encouragement makes before the end of the next Turn. Further, every Follower and subordinate
Authority
NPC affected by this ability may enter a Frenzy as an any-time Free Action, so
long as they already have the Frenzy Talent.
This Talent allows the character to make an opposed Challenging (+0) Charm
versus Willpower Test as an in-turn Free Action against any foes in close combat
each combat round. Should he win, his he imposes a –10 penalty to his foes’
WS 40, Charm (+10), Weapon
Combat Flair 3 Social Weapon Skill, increasing by 5 for every degree of success. This penalty applies
Blademaster Skill
for one full Round. Multiple characters may use this Talent with a cumulative
effect. At the GM’s discretion, opponents with the Bestial, Daemonic, From
Beyond, or Machine Trait are immune to this Talent.
Creative When this character attacks with an improvised weapon, it counts its profile as a
Street Fighting 1 Offence General
Killer being an appropriate Low-Tech melee weapon.

4.1 Talent Compendium - 160


4.1.6 - Melee Attack Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When the character’s melee attack causes Critical Damage add +2 to the Dam-
age result.
Crippling Weapon
WS 50 2 Finesse Note that Talents that increase Critical Damage do not stack their effects, only
Strike Skill
the highest bonus is used. The effects of these Talents do, however, stack with
special ammunitions, modifications, etc.
Crushing Weapon The character adds half his Weapon Skill bonus (rounding up) to damage he
WS 40 3 Offence
Blow Skill inflicts with melee attacks.
When this Talent is taken, the character selects the Specialisation that match-
es the prerequisite used in purchase (Melee with Weapon Skill, Ranged with
Ballistic Skill). When the character’s attack in that combat type inflicts Critical
BS 45 or WS 45,
Deathdealer 3 Perception Finesse Damage, he adds half of his Perception bonus to the damage result.
Per 45
Note that Talents that increase Critical Damage do not stack their effects, only
the highest bonus is used. The effects of these Talents do, however, stack with
special ammunitions, modifications, etc.
When this character kills an enemy with an Elite or Master Threat Rating in
melee combat he may, once per a combat, force all enemies within 30 meters to
Demoralizing WS 45, Intimidate Weapon
3 Offence make a Hard (-20) Willpower Test as a Half Action (those who cannot make the
Decapitation +20 Skill
Half Action automatically fail). Any enemy who fails the Willpower Test suffers
a -10 penalty on all Tests until the end of the combat.
This is a Specialist Talent, with each specialization providing access to a new
technique, with the four specializations being Bleed, Blind, Cripple, and Ex-
cruciate. When making an attack unarmed, or with a knife or gauntlet weapon,
a character with this Talent may add a Quality from one of the specialization of
Dirty Fighter Weapon
WS 30 1 Fieldcraft this Talent that he has (these benefits may not be combined):
(X) Skill
• Bleed: The attack Blood Drinker Quality
• Blind: The attack gains the Blind (2) Quality
• Cripple: The attack gains the Crippling (3)
• Excruciate: The attack gains the Excruciating Quality
When Ganging Up on an opponent, the character gains an additional +10 bonus
to Weapon Skill tests. If both the characters that outnumber the enemy have this
talent, then both gain an additional +10 bonus, for a total of +20. This bonus is
Double Team - 1 General Offence
in addition to the normal bonus gained from Ganging Up on an opponent.
Armsmen with the this Talent provide a +5 bonus to Boarding Action and Hit &
Run Tests in voidship combat.
This Talent may only be used against an enemy with a Size Trait larger than
the character. The character may use a grenade as his chosen weapon for any
Standard Attack (including one made at the end of a Charge Action) or All-Out
Attack Action, suffering a –20 penalty to hit due to the difficulty of the attack
Offence (this penalty is reduced by the Sure Strike and Precise Blow Talents as per a
Explosive Weapon
- 2 -or- Called Shot). However, if the attack roll succeeds, the character deals the normal
Charge Skill
Finesse damage of the chosen grenade (with its associated Pen value), adding +1 to the
Pen for every Degree of Success on the attack roll (to represent the grenade
being thrust into vulnerable points in the enemy's armour). Additionally if the
grenade has the Blast Quality the character does not count as being in the Blast
radius when making this Action.
When the character makes a melee attack as part of a Charge Action or a Crush-
ing Charge Mounted Special Action, his attack gains the Felling (X) Quality,
Felling WS 40, Berserk Weapon where X is equal to half of his Weapon Skill Bonus (rounded up). In addition,
2 Fieldcraft
Charge Charge Skill whenever this character makes a melee attack as part of a Crushing Charge
Mounted Special Action, he deals additional Damage equal to his mount’s
Strength Bonus.
Once per a day, as a Half Action, the character can inflict some suitable punish-
ment on his own body, suffering 1d5-2 levels of Fatigue (to a minimum of 1).
He then gains a +20 bonus on Willpower tests to resist Fear, Pinning, psychic
Flagellant Wp 30 1 Toughness Offence
powers, or suffering Corruption, for one hour or until the end of the current
encounter. If the character also possesses the Frenzy Talent, he can enter a Fren-
zied state as an in-turn Free Action while under the effects of this Talent.
Once per turn, after resolving an All Out Attack action that successfully hits
Furious Weapon (regardless of if it is evaded or not, just so long as the Weapon Skill Test was
WS 35 2 Offence
Assault Skill successful), the character may make a second All Out Attack action against
another target or the same target in melee range as an in-turn Free Action.

4.1 Talent Compendium - 161


4.1.6 - Melee Attack Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
If the character spends one full round fuelling their anger—by flagellation,
drugs, or other means—on the next round, they go into an uncontrolled rage,
gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but
suffering a –20 penalty to Ballistic Skill, Intelligence, and Fellowship. Note
that characteristic penalties are different from characteristic damage, and cannot
reduce a characteristic below 1. While Frenzied, the character must attack the
nearest enemy in melee combat if possible. If the character is not engaged with
the nearest enemy, they must move towards that enemy and engage it if possible.
They will not take obviously suicidal actions such as leaping off a building
in order to engage someone on the ground, but they will take any actions that
offer a reasonable opportunity to engage in melee with the nearest enemy.
Frenzy - 1 Strength Offence
While Frenzied, the character is immune to Fear, Pinning, Stunning effects, and
the effects of Fatigue; they cannot Parry, retreat, or flee. The character remains
Frenzied for the duration of the combat, and cannot use psychic powers while
Frenzied. After combat ends, or if there are no more eligible enemy targets for
the character to attack, they can make a Willpower test to snap out of their Fren-
zy. If the character fails, they must continue to attack, favouring NPCs over PCs.
Each successive round, however, the character can make another Willpower test,
with a cumulative +10 bonus to return to a stable state of mind and come out
of Frenzy. After Frenzying, they cannot Frenzy again for at least an hour, as the
character recovers their mental and physical strength.
When the character uses an All Out Attack action, he can add half his Strength
bonus (rounded up) to the weapon’s penetration. The attack also counts as
Hammer Blow WS 40 3 Strength Offence
having the Concussive (2) weapon quality, to represent the shocking force of the
blow’s impact.
Whenever this character makes a Charge Action, so long as his Weapon Skill
Hammer of St 45, Berserk
2 Strength Offence Test succeeds by 4 or more Degrees of Success, any attempt to Dodge or Parry it
Wrath Charge
suffers a -20 penalty.
When fighting opponents of the character's chosen hated group in close combat,
he gains a +10 bonus to all Weapon Skill tests made against them. He also finds
Weapon
Hatred - 2 General it difficult to back down from a fight with his hated foe, and must make a Chal-
Skill
lenging (+0) Willpower test to retreat or surrender when fighting them, unless
suicidally outnumbered or outclassed.
Whenever this character slays a foe for whom he has the associated Hatred
Hatred Talent in melee, he may make a +10 Strength Test. If he succeeds, he gains the
Hatred (Any) 2 Strength Offence
Unchained Fear (+2) Trait against that type of foe and his attacks inflict +1 Damage (to a
maximum of +10) against enemies of that type until the end of the encounter
Once per combat, when attacking a Elite- or Master-level enemy in melee, the
character may choose to gain one of the following benefits until the end of the
Honour or Weapon
WS 45, One On One 2 Finesse combat:
Death Skill
His weapon gains the Proven (3) Quality, his weapon gains the Felling (2)
Quality, his weapon gains the Razor Sharp Quality.
Forbidden Lore
Hunter of Weapon The character gains +10 to his Weapon Skill and +2 to melee weapon Damage
(Xenos) -or- Hatred 1 Offence
Aliens (Xenos)
Skill when combating aliens.

This talent applies to Melee or Ranged attacks, depending on the Speciality


Weapon
Inescapable chosen. After making a successful attack test of the appropriate type as part of
Skill
WS 40 or BS 40, an All Out Attack, Called Shot, Standard Attack, or Stun action, the character
Attack 3 -or- Finesse
Per 35 imposes a penalty on all evasion attempts (Dodge or Parry tests) made against
(X) Ballistic
this attack equal to 5 times the total Degrees of Success scored on the attack test.
Skill
This bonus does not apply to attacks made off of a Charge Action.
The character may wield a Basic ranged weapon or Two Handed melee weapon
in one hand, though he may not wield more than one of either weapon at a time
(meaning that he can wield a Pistol or one handed melee weapon and a Two
Handed Melee weapon or Basic ranged weapon, but not two Two Handed melee
Iron Grip St 40 2 Strength Offence
weapons, two Basic weapons, or a Two Handed melee weapon and a Basic
ranged weapon at once). The character still suffers the penalty for using his off
hand, unless he also has the Ambidextrous Talent. He also gains a +10 to all tests
to avoid being disarmed.

4.1 Talent Compendium - 162


4.1.6 - Melee Attack Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When he makes a Called Shot attack and scores a number of Degrees of Success
on the attack roll equal to or greater than the target’s Agility Bonus, the character
Per 35, Sure Strike immediately inflicts a 1d5 Critical Effect result on the target in addition to any
Killer's Eye 3 Perception Finesse
-or- Deadeye Shot normal damage. Roll on the appropriate Critical Hit table for the damage type
and location struck. Any modifiers to Critical Damage from Talents or other
sources apply as normal.
At the beginning of each of his turns, the character may spend a Fate Point to
Weapon make his melee attacks unavoidable with the Dodge and Parry Skills until the
Killing Strike WS 50 2 Offence
Skill end of the round. Other means of avoiding or stopping attacks (such as displacer
fields or alien protective devices) are unaffected.
When making a Charge action, the character can ignore obstacles between him
and his target by making a Running Vertical Jump as though it were his Charge
Movement Rate. This Talent can only be used if there is room for the character
Leaping
St 40, Ag 35 2 Agility Offence to land next to his target, and if there is enough overhead space for the character
Strike to leap over the intervening obstacles. If the character successfully strikes his
target whilst using this Talent, he may make a Knock Down Action against the
target as an any-time Free Action after making a Standard Attack.
Lightning Weapon Finesse -or-
Swift Attack 3 The character can make the Lightning Attack Action.
Attack Skill Offence
So long as the character is at least Heavily Damaged he may enter a Frenzy as
Mortification T 35, Frenzy 1 Toughness Offence an any-time Free Action directly after recieving the Damage that caused him to
be so injured.
When fighting a single enemy by himself in melee combat, the character scores
Weapon
One On One WS 40 2 Finesse extra Degrees of Success on successful Weapon Skill tests equal to half of his
Skill
Weapon Skill bonus (rounded down).
Weapon
Precise Blow WS 40, Sure Strike 2 Finesse The character makes melee Called Shots at a +0 Difficulty.
Skill
When in combat against a specfic type of enemy, as denoted by "X" in the
Talent's specialization and prerequisites, the character may, for one Weapon Skill
WS 35, BS 35, or Ballistic Skill roll in the combat, add his Weapon Skill Bonus or Ballistic
Preferred Weapon Ballistic
Hatred (X) -or- 2 Skill Bonus to the amount of Degrees of Success that the roll achieved. This
Enemy (X) Forbidden Lore (X)
Skill Skill
may be used to overcome the Degrees of Failure on a failed roll and turn it into
a successful one, so long as the ultimate total is a positive number of Degrees of
Success.
Preternatural When making a Charge Action, the character doubles his normal Charge move-
WS 40, Ag 50 3 Agility Offence
Speed ment.
This character may make a Feint Action as an in-time Free Action before an
unarmed All Out Attack, Standard Attack or Called Shot. In addition, unarmed
Pugilist WS 30, St 30 1 Offence Strength Standard Attacks may be made as an in-turn Free Action if not used in conjunc-
tion with making a Free Action Feint. These benefits also apply if the character
is armed with a knife or gauntlet weapon.
The character’s melee attacks against those he has the Hatred Talent against gain
Purity of Weapon
Hatred (any) 2 Offence the Vengeful (9) Quality. If the character’s weapon or attacks already possess
Hatred Skill
this quality, decrease the value by one (to a minimum of 1).
Acrobatics +0 -or- When the character makes a Charge Action using a Jump Pack or the Flyer Trait
Raptor Operate 2 Agility Offence his melee attack deals an extra d10 of Damage for every two Degrees of Success
(Aeronautica) +0 he scores on his Weapon Skill Test to a maximum of two extra d10.
Weapon
Skill When taking this Talent the character chooses a Ranged, Melee, or Psychic Spe-
Righteous -or- cialization. When the character inflicts Righteous Fury with an attack or Psychic
BS 45 -or- WS 45
Blow 2 Ballistic Offence Power for which he achieved three or more Degrees of Success on the attack roll
-or- Wp 45
(X) Skill or Focus Power Test, he rolls twice to determine the amount of Critical Damage
-or- he inflicts with Righteous Fury and takes the higher result.
Willpower
Weapon So long as the character with this Talent successfully Parries an enemy attack he
Riposte WS 40 2 Offence
Skill may immediately make a counter-attack, regardless of his Degrees of Success.
Forbidden Lore The character gains a +10 to his Weapon Skill and +2 to melee weapon Damage
Scourge of Weapon
(Heresy) -or- Hatred 1 Offence when combating heretics. It is up to the GM to decide exactly which enemies
Heretics (Heretics)
Skill
count as heretics

4.1 Talent Compendium - 163


4.1.6 - Melee Attack Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
As a Reaction or Free Action while in melee against an enemy he has the Hatred
Talent against the character may make an Opposed Difficult (-10) Intimidate
Test, opposed by the highest enemy Willpower within the melee combat. If he
Scourge of Hatred (Any), wins the Opposed Test he immediately gains the Fear (+2) Trait and all enemies
3 Strength Offence
War Intimidate +10 in the melee must Test against the Fear Trait immediately.

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.

4.1 Talent Compendium - 164


4.1.6 - Melee Attack Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When making a melee attack against a foe with a Size Trait with a value greater
Underfoot Weapon than his own, this character imposes a penalty to any Parry or Dodge Tests made
WS 40, Ag 40 3 Finesse
Assault Skill to avoid his melee attacks equal to ten times the difference in the value of their
Size Traits.
While Frenzied the character can spend a Reaction to make an Opposed Strength
Unstoppable Test to ignore a successful Parry made against one of his attacks or make a
St 40, T 40, Frenzy 3 Strength Toughness
Wrath single Challenging (+0) Toughness Test to ignore the effects of Critical Damage,
Stunning, Fatigue, or even death for a single Round.
Whenever an ally within 30 metres suffers Critical Damage because of an
Vengeful enemy, this character increases the Damage he inflicts with melee attacks by
WS 45, St 45 2 Strength Offence
Protector +X until the end of the encounter, where X is equal to the value of the Critical
Damage the ally received.
As a Half Action, the character may make one Standard Attack action with a
melee weapon against a foe, plus one additional Standard Attack action with the
same weapon targeting each other foe also engaged in melee combat with the
Whirlwind of Weapon
WS 40 2 Offence character beyond the first (to a maximum number of attacks up to his Weapon
Death Skill
Skill bonus).
Additionally, when attacking a Horde, the character deals additional Magnitude
damage equal to half his Weapon Skill Bonus.
The character may add 20 metres to his Charge Movement Rate when using a
Acrobatics +10
jump pack or the Flyer Trait by making a +0 Operate (Aeronautica) -or- Acro-
Wings of -or- Weapon
2 Agility batics Test as an in-turn Free Action before the Charge. When making a Charge
Angels Operate Skill
whilst using this Talent, the character adds an additional 1d10 Damage to his
(Aeronautica) +10
subsequent melee attack.
Wrathful WS 40, Berserk Weapon When making a Charge against a Horde, the character may inflict an additional
1 Offence
Descent Charge Skill 1d10 damage to the Horde’s Magnitude after a successful melee attack.
The character use his Athletics Skill in place of his Strength Characteristic for
any Strength Test he is called to make as part of a Grapple. When he success-
Wrestler St 30, Athletics 1 Strength General
fully uses the Damage Opponent Grapple Option, he deals additional Damage
equal to the number of Degrees of Success by which he won the Opposed Test.

4.1.7 - Movement Talents


Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character's movement is not hindered when moving through packed crowds.
Accustomed Additionally when leaving melee without performing a Disengage Action the
- 1 Agility Fieldcraft
To Crowds character may perform an Awareness Test to prevent enemies from making free
attacks against him.
The character automatically reduces the effective distance of all falls by a num-
ber of metres equal to their Agility bonus, ignoring this distance as if it did not
Catfall Ag 30 1 Agility Fieldcraft
exist. The character also adds +20 to their Acrobatics skill tests when using the
Jump special skill use, as it pertains to reducing damage from falling.
Penalties for attacking and bonuses to any Stealth Tests that Combat Circum-
Deference for
Ag 40, Stealth +10 2 Agility Fieldcraft stances grant based on visual hindrances for a character with this Talent are
Darkness increased by 20.
When the character performs a Full Move, Charge, or Run Action, opponents
Hard Target Ag 40 2 Agility Defence suffer a –20 penalty to Ballistic Skill tests made to hit him with ranged attacks.
This penalty continues until the start of his next turn.
The character can stand up from a prone or seated position as an in-turn Free
Leap Up Ag 30 1 Agility General
Action.
When the character makes a successful Dodge Reaction he may also move an
amount of meters equal to his Degrees of Success as an any-time Free Action.
In the case of avoiding Blast and Spray Qualities the character first moves out
Leaping of the area of effect, then may make the additional movement. This additional
Ag 35, Dodge +10 3 Agility Defence
Dodge movement also does not count as Disengaging, thus allowing free attacks.
Also, when the character would make an Agility Test to avoid attacks from
weapons with the Spray Quality, he may make the test using his Dodge (Ag)
Skill instead.
When taking a Full Move Action the character can move an extra number of
metres equal to his Agility Bonus. Additionally, whenever he takes a Run Ac-
Sprint - 3 Agility Fieldcraft tion, he may move double the normal distance. If he does so he suffers 1 level of
Fatigue. When making the Full Tilt Action he moves an additional 2 meters per
Degree of Success.
4.1.7 - Movement Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character ignores penalties to his Movement Rate due to thick terrain, al-
Surefooted though particularly dangerous environments, such as burning buildings, can still
Survival +10 2 Perception Fieldcraft
Wayfinder penalise him at the GM’s discretion. He may also re-roll one failed Test for the
Tracking Special Use of the Survival Skill per Game Session.
Void
- 1 Agility Fieldcraft The character does not treat zero gravity as Difficult Terrain.
Accustomed

4.1.8 - Operate Talents


Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Agility Tech Whenever the character fails an Operate Test or Wrangling Test, he may spend
Ace Operate (Any) +10 a Fate Point to reduce his Degrees of Failure on the Test by his Agility Bonus.
2 -or- -or-
Operator -or Survival +10 When using Operate (Voidship) the character instead reduces his Degrees of
Perception Fieldcraft Failure by his Intelligence.
Talented (Operate Whenever making an Opposed Operate or Survival Test, if the character and
Best of the Agility -or- Tech -or-
[Any]) or Talented 1 his opponent both make the same number of degrees of success, he counts as
Best (Survival)
Perception Fieldcraft
winning the Test (in essence, he automatically wins ties).
This character treats the default Operate (Aeronautica) Test to use a grav chute
as Simple (+40) instead of Routine (+20). Additionally, for using jump pack and
Operate
Drop Trooper 1 Agility Tech grav-chutes, on a Failed Test, the character counts as having fallen only 1 metre
(Aeronautica) +0
per Degree of Failure on any Test that would cause them to take Damage from
the fall.
When the character succeeds on an Operate test (or Survival test in the case of
a living steed), he may voluntarily suffer 1 level of Fatigue to add a number of
Operate +10 or Tech -or- Degrees of Success equal to half of his Agility Bonus. When the character fails
Hotshot Pilot 2 Agility
Survival +10, Ag 35 Fieldcraft an Operate test (or Survival test in the case of a living steed), he may voluntarily
suffer 1 level of Fatigue in order to reduce the degrees of failure by an amount
equal to half of his Agility Bonus, to a minimum of 1.
Acrobatics +10
When the character takes a combat Action with the Movement subtype, his
-or-
Tech -or- vehicle or steed, (or he himself if using a Jump Pack or the Flyer Trait) counts
Hull Down Operate +10 3 Agility
Fieldcraft the value of its Size Trait as being one lower for purposes of attack modifiers
-or-
and the benefits of cover until the start of his next turn.
Survival +10
Weapon The character always makes attacks (Melee or Ranged) from a moving vehicle
Operate +10 -or- Skill or mount at any lower than a -10 Difficulty, even if the Action describes the base
Mounted
Survival +10 2 -or- Offence Difficulty as being lower. This applies to both ordinary attack actions and special
Warrior BS 30 -or- WS 30 Ballistic vehicle and mount combat actions, such as Hit and Run. This does not remove
Skill penalties from environmental conditions, such as smoke, darkness, etc.
Once per round, the character may add +20 to an Operate Test (or Survival Test
Operate +10 -or- Agility Fieldcraft in the case of living steeds); however, if he fails the Test or rolls an unmodified
Push The
Survival +10, 3 -or- -or- 100, immediately roll 1d5 on Motive Systems Critical Hit Effects and apply the
Limit Tech-Use +0 Perception Tech result. If he is riding a living mount, roll 1d5 on the Impact Critical Effects –
Leg and apply the result.
Whenever the character would be thrown from his vehicle or mount, or be
tossed about within his vehicle, he makes an Ordinary (+10) Agility Test. If he
succeeds, the character may choose to either land safely on his feet or retain his
original position in the vehicle or on his mount/vehicle.
If the character would be subject to damage or any other effects from a vehicle
Operate (Any) +10
Skilled Rider 1 Agility Fieldcraft or mount suffering Critical Damage he may make an Ordinary (+10) Agility Test
-or- Survival +10
to avoid the consequences of it, before any other tests to avoid it.
In addition, this character can perform the Mount/Dismount Mounted Special
Action as a Half Action once per round and the character can attempt an Ordi-
nary (+10) Agility test to Mount or Dismount a vehicle as any-time Free Action
(if failed it takes a Half Action from his next turn).
The character never suffers a penalty of greater than -10 for any Vehicle or
Operate (Any) +20
Mount Actions without the Attack Subtype that he makes, and may perform the
Veteran Rider -or- Survival +20, 3 Agility Fieldcraft
Evasive Manoeuvring or Evasive Riding Action as a Half Action instead of a
Skilled Rider
Full Action.

4.1 Talent Compendium - 166


4.1.9 - Ranged Attack Talents
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
This character’s attacks against Unaware Targets inflict 1 additional Damage for
Ambush Stealth +0 1 Agility Fieldcraft every 2 Degrees of Success on the Weapon Skill or Ballistic Skill Test beyond
the first.
Weapon After making an attack (ranged or melee), a successful Challenging (+0) Acro-
Skill batics Skill Test allows the character to make a Half Action Move as an in-turn
Assassin Ag 40, Acrobatics
3 -or- Finesse Free Action. He may only make this move once per round, and the character’s
Strike +10
Ballistic opponent does not receive a free attack resulting from the character leaving
Skill melee range without Disengaging.
This character may make ranged attacks with weapons with the Indirect Quality
targeting locations he cannot see as a Half Action instead of a Full Action as
BS 40, Weapon
Bombardier 3 Offence Tech normal. When firing a weapon with the Indirect Quality or throwing a grenade,
Training (Launcher)
this character rolls twice to determine the direction that his attacks scatters and
may choose either result.
Whenever the character kills an enemy, he may make a Challenging (+0) Intimi-
date Test as an any-time Free Action. If he succeeds, each ally within communi-
WS 40 -or- BS 40,
Brutal cation range gains a +10 bonus to the next Weapon Skill or Ballistic Skill Test he
Command +0, Air of 2 Strength Leadership
Encouragement makes before the end of the next Turn. Further, every Follower and subordinate
Authority
NPC affected by this ability may enter a Frenzy as an any-time Free Action, so
long as they already have the Frenzy Talent.
Whenever this character or his Follower fires a weapon with the Indirect Quality,
Calculated Ballistic
Int 35 1 Knowledge if at least one hit lands within a number of metres equal to his Intelligence Bo-
Barrage Skill
nus of an enemy, that target must make a Routine (+20) Pinning Test.
When the character’s ranged attack causes Critical Damage, add +2 to the
Damage result.
Ballistic
Crack Shot BS 50 2 Finesse Note that Talents that increase Critical Damage do not stack their effects, only
Skill
the highest bonus is used. The effects of these Talents do, however, stack with
special ammunitions, modifications, etc.
When making a Called Shot ranged attack, the character reduces the penalty by
Ballistic 10 (so a –20 becomes a –10 instead).
Deadeye Shot BS 30 1 Finesse
Skill When the character scores Righteous Fury or does Critical Damage with the
voidship’s ranged weapons he may modify the Critical Damage Result by 1.
When this Talent is taken, the character selects the Specialisation that match-
es the prerequisite used in purchase (Melee with Weapon Skill, Ranged with
Ballistic Skill). When the character’s attack in that combat type inflicts Critical
Damage, he adds half of his Perception bonus to the damage result.
In voidship combat the Melee Specialization of this skill applies to Critical
BS 45 -or- WS 45,
Deathdealer 3 Perception Finesse Damage inflicted by Boarding Action and Hit & Run Actions, and the Ranged
Per 45
Specialization aplies to Critical Damage inflicted by the voidship’s ranged
weapons.
Note that Talents that increase Critical Damage do not stack their effects, only
the highest bonus is used. The effects of these Talents do, however, stack with
special ammunitions, modifications, etc.
Weapon The character chooses a single Weapon Drill Talent that he has and makes a
Skill Challenging (+0) Command Test as a Half Action. If successful, anyone under
Drill Air of Authority,
3 -or- Leadership his command or who chooses to obey (including other characters) are treated as
Instruction Weapon Drill (Any)
Ballistic if they too had those Weapon Training and Weapon Drill Talents for the rest of
Skill the combat.
Before making a ranged Standard Attack action, the character can spend a Fate
Eye of Ballistic
BS 50 3 Finesse Point. If he does so, he adds his Ballistic Skill Bonus to both his Damage and
Vengeance Skill
Penetration for the hit.
Once per Combat Encounter after killing a target with a Ranged Attack, this
character may spend a Fate Point and make a Challenging (+0) Command Test.
If he succeeds, each of his allies within 30 metres gains a bonus equal to 5 times
Final Fel 45, Air of Author- Ballistic
3 Leadership his Degrees of Success to the next Ballistic Skill or Weapon Skill Test he makes
Judgement ity, Deadeye Shot Skill
before the end of the encounter and each of his foes within 30 metres suffers
a penalty equal to 5 times his Degrees of Success to the next Ballistic Skill or
Weapon Skill Test he makes before the end of the encounter.
When firing at a target with a Size Trait with a value greater than his own, this
Ballistic
Giantkiller BS 40 2 Finesse character adds the difference in the values of their Size Traits to the Damage of
Skill
the attack.

4.1 Talent Compendium


4.1.9 - Ranged Attack Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When the character misses with a thrown weapon or weapon with the Blast
quality, he may reduce the distance it scatters by a number of metres up to half
Ballistic
Grenadier BS 35 1 Finesse his BS bonus. This may turn a failed Ballistic Skill Test into a successful one
Skill
if the amount of scatter reduced makes the thrown weapon land at it's target
destination.
If the character makes a Surpressing Fire Action, then any enemies who were
Ballistic targeted by the Surpressing must take a Challenging (+0) Pinning Test or
Hail of Fire BS 35 2 Offence
Skill become Pinned when targetted by further Semi-Auto or Full Auto ranged attacks
made until this character's next turn.
After making an Aim Action the character's next Semi-Auto Burst or Full Auto
Hammering Ballistic Burst Action made before the end of his next Turn makes each consecutive hit
BS 40 2 Offence
Storm Skill after the first hit with his weapon gain 1 additional Penetration (to a maximum
of additional Penetration equal to his Ballistic Skill Bonus).
When the character performs a Full Move Action he may also make a ranged
Ballistic Standard Attack with a ranged or thrown weapon. Two-Weapon Fighting may
Hip Shooting BS 40, Ag 40 2 Finesse
Skill be performed in conjunction with this Talent so long as the character only makes
two Standard Attacks with a ranged weapon in each hand.
This character may spend a Fate Point directly after making an attack, but before
rolling Damage, and before enemy Reactions to add one of the following Quali-
ties to the attack, depending on what Qualities the weapon has:
Ballistic
Horde Fighter BS 45 2 Offence • Blast Quality: Add 1d5+1 Ranks to the Blast Quality.
Skill
• Spray Quality: Increase the weapon's Range to double its stated Range, or the
Spray's stated width..
• Any other weapon: Add the Devastating (+1d5+3) to the weapon's Qualities.
When the character is wielding a Heavy weapon, is Braced, and has not made
Immovable BS 35, T 35, Weapon Ballistic
1 Defence a Movement Sub-Type Action on his turn, he gains the Sturdy Trait and a +10
Warrior Training (Heavy) Skill
bonus to all Ballistic Skill Tests.
When firing two weapons as part of a single action (using the Two Weapon
Independent Ballistic
BS 40 2 Finesse Fighting talent, for example), the character does not need his targets to be within
Targeting Skill
10 metres of each other.
This talent applies to Melee or Ranged attacks, depending on the Speciality
Weapon
Inescapable chosen. After making a successful attack test of the appropriate type as part of
Skill
WS 40 or BS 40, an All Out Attack, Called Shot, Standard Attack, or Stun action, the character
Attack 3 -or- Finesse
Per 35 imposes a penalty on all evasion attempts (Dodge or Parry Tests) made against
(X) Ballistic
this attack equal to 5 times the total Degrees of Success scored on the attack test.
Skill
This bonus does not apply to attacks made off of a Charge Action.
The character may wield a Basic ranged weapon or Two Handed melee weapon
in one hand, though he may not wield more than one of either weapon at a time
(meaning that he can wield a Pistol or one handed melee weapon and a Two
Handed Melee weapon or Basic ranged weapon, but not two Two Handed melee
Iron Grip St 40 2 Strength Offence
weapons, two Basic weapons, or a Two Handed melee weapon and a Basic
ranged weapon at once). The character still suffers the penalty for using his off
hand, unless he also has the Ambidextrous Talent. He also gains a +10 to all tests
to avoid being disarmed.
When he makes a Called Shot attack and scores a number of Degrees of Success
on the attack roll equal to or greater than the target’s Agility Bonus, the character
Per 35, Sure Strike immediately inflicts a 1d5 Critical Effect result on the target in addition to any
Killer's Eye 3 Perception Finesse
-or- Deadeye Shot normal damage. Roll on the appropriate Critical Hit table for the damage type
and location struck. Any modifiers to Critical Damage from Talents or other
sources apply as normal.
Ballistic The character suffers no penalties for making Ballistic Skill tests at Long or
Marksman BS 35 2 Finesse
Skill Extreme range.
Ballistic The character adds half his Ballistic Skill Bonus (rounded up) to damage he
Mighty Shot BS 40 3 Offence
Skill inflicts with ranged weapons.
When the character damages cover, he adds his Degrees of Success from the
Nowhere to
Per 30 1 Perception Offence attack to the reduction of the cover’s Armour value. If using a weapon that does
Hide not require a skill test, he adds his Perception Bonus instead.
When this character hits with a ranged attack, he may make a Challenging (+0)
Perception Test as a Reaction. If he succeeds, he adds his Degrees of Success on
Overkill BS 50, Per 40 3 Perception Offence
this Perception Test to the Degrees of Success he scored on the original Ballistic
Skill Test for the attack.

4.1 Talent Compendium


4.1.9 - Ranged Attack Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When in combat against a specfic type of enemy, as denoted by "X" in the
Talent's specialization and prerequisites, the character may, for one Weapon Skill
WS 35, BS 35, or Ballistic Skill roll in the combat, add his Weapon Skill Bonus or Ballistic
Preferred Weapon Ballistic
Hatred (X) -or- 2 Skill Bonus to the amount of Degrees of Success that the roll achieved. This
Enemy (X) Forbidden Lore (X)
Skill Skill
may be used to overcome the Degrees of Failure on a failed roll and turn it into
a successful one, so long as the ultimate total is a positive number of Degrees of
Success.
The character halves all reload times, rounding down. Thus, a Half Action
Rapid Reload - 1 Agility Fieldcraft reload becomes an in-turn Free Action, a Full Action reload becomes a Half
Action, and so on.
Weapon
Skill When taking this Talent the character chooses a Ranged, Melee, or Psychic Spe-
Righteous -or- cialization. When the character inflicts Righteous Fury with an attack or Psychic
BS 45 -or- WS 45
Blow 2 Ballistic Offence Power for which he achieved three or more Degrees of Success on the attack roll
-or- Wp 45
(X) Skill or Focus Power Test, he rolls twice to determine the amount of Critical Damage
-or- he inflicts with Righteous Fury and takes the higher result.
Willpower
The character may spend a Full Action to make a Charge Move directly towards
a distant enemy. As long as the Charge Move does not bring the character into
Ripper Ballistic
BS 40, St 40 2 Offence melee range of the enemy, he may immediately make a Full Auto Burst Action
Charge Skill
with a ranged weapon as an in-turn Free Action. The difficulty of this attack is
Challenging (+0) instead of Difficult (–10) as with a normal Full Auto Burst.
Ballistic
Sharpshooter BS 40, Deadeye Shot 2 Finesse The character makes ranged Called Shots at a +0 Difficulty.
Skill
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.
Whenever this character makes a Standard Ranged Attack Action or Ranged
Called Shot Action against an enemy while he is in Cover or otherwise Con-
cealed, he may make a Challenging (+0) Opposed Stealth Test, opposed by the
Ballistic
Stealth Sniper BS 40, Stealth +10 2 Fieldcraft Awareness Skill of any foes who might hear or see the shot. If he succeeds, he
Skill
remains hidden from his enemies. The GM should adjust the Difficulty of the
character’s Stealth Test or the enemy’s Awareness Test depending on the noise
made by the weapon the character uses and any other environmental factors.
When the character deals Damage to a target with a Semi-Auto Burst, Full Auto
Burst, or a weapon with the Scatter Quality, the character may allocate his extra
hits to any other target within five metres, instead of the usual two metres.
Ballistic
Storm of Iron BS 40 2 Offence Additionally, when the character deals Damage to a Horde with a Semi-Auto
Skill
Burst, a Full Auto Burst, or a weapon with the Scatter, Spray, or Blast Qualities,
the character deals additional Damage to the Horde equal to half his Ballistic
Skill Bonus. This additional Damage is applied once per attack, not once per hit.
When attacking an enemy which is unaware of his presence, using ranged weap-
Sudden ons or placed explosives the enemy must make a -20 Pinning Test or become
- 1 Offence Fieldcraft
Attack Pinned. When the character makes such an attack against a Horde deals an
additional 1d10 damage to the Horde’s Magnitude.
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.
Ballistic Making a ranged attack against a vehicle, the character adds his Ballistic Skill
Tank Hunter BS 40 2 Finesse
Skill Bonus to the Penetration value of his weapon.

4.1 Talent Compendium - 169


4.1.9 - Ranged Attack Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character can shoot into melee with no penalty. If he also makes an Aim
Target Ballistic action beforehand, he prevents any chance of hitting friendly targets as well.
BS 40 1 Finesse
Selection Skill When engaged in a Boarding Action a character may use his voidship’s ranged
weapons, with a +0 Range modifier.
The character’s Overwatch and Suppressing Fire Actions cover a 90-degree arc
Unblinking Ballistic to front of the him, instead of the usual 45-degree arc. Additionally, so long as it
Per 40 3 Perception
Watcher Skill is physically possible, the character also increases the amount the he can pivot a
Heavy weapon while Bracing it to 90-degrees instead of the regular 45-degrees.
When firing a Heavy weapon, the character inflicts 1 extra point of damage to
Unrelenting BS 35, Weapon Ballistic a Horde’s Magnitude for every hit. If using a weapon with the Blast or Spray
1 Offence
Devastation Training (Heavy) Skill Quality, he instead inflicts 1d5 extra points of damage to a Horde’s Magnitude
(after all other hits have been applied).
When using the Overwatch Action, this character may use his Awareness Skill
Ballistic instead of his base Agility or Perception Characteristic when determining
Vigilant Per 35 2 Perception
Skill whether he or his triggering target takes an Action first, as well as for any other
Opposed Agility Tests that Overwatch calls for him to make.

4.1.10 - Social Talents


Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When making Social Skill Tests, the character may affect a number of targets
Air of
Fel 30 1 Fellowship Social equal to 10 times his Fellowship bonus. If the character has Followers they are
Authority also more devoted to him and add +10 to their Loyalty when in his presence.
The character reduces any penalty to Social Skill Tests for dealing with xenos or
Ambassador
Fel 35, Int 35 2 Fellowship Social non-Imperial NPCs by 20. In addition, once per encounter, he can reroll a failed
Imperialis Social Skill Test when interacting with such an NPC.
Singing the dirge takes some concentration and requires a Half Action each
round to maintain. All creatures which can hear the character within a 30-metre
Disturbing Voice, radius must make a Willpower Test or suffer a –20 on their next roll. As long
Baleful Dirge Intimidate +10 -or- 2 Social Offence as the dirge is maintained, all those affected by it must test each turn to see if
Trade (Performer) +0 they suffer its effects. Once a creature passes a Willpower Test however, it has
completely overcome the dirge and is not affected by it for the remainder of the
encounter.
Clues from Once per day, the character can re-roll a test made to gather information from a
Fel 30, Inquiry +0 1 General Social
Crowds group of people.
Seduction attempts against the character automatically fail, and he gains a +20
Cold Hearted - 1 General Social to his Willpower when making Opposed Tests against an opponent using the
Charm Skill. Taking this Talent gives the character 1 Corruption Point.
Prior to making a Commerce or Charm Test, the character may make a Deceive
Test opposed by the target’s Willpower or Scrutiny. If the Deceive Test is a
success, the character has hooked the target into giving up some vital informa-
Deceive +10, tion and the character may then make a Challenging (+0) Scrutiny Test to assess
Cold Reading 2 Perception Social
Scrutiny +10 the importance of the information gained. If successful, the character gains a +5
bonus to his next Commerce or Charm Test against the target for each point of
Perception Bonus. He has ascertained information about the target, which will
aid him in his pitch, negotiations, or diplomacy.
While notionally a Talent, Contacts have their own very in depth rules, see Sec-
Contact - - - -
tion 11.2 "Contacts" for more information on purchase and use of Contacts.
Fel 35, 2 Contacts
Contact Once per a session a character with this Talent can use his Fellowship Character-
with at least Reliable 2 Fellowship Leadership
Network Reliability
istic in place of his Influence when making Acquisition Tests.

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.

4.1 Talent Compendium - 170


4.1.10 - Social Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character gains a +10 bonus to all Intimidate Skill Tests, but suffers a
-10 penalty to Fellowship Tests when dealing with others in a non-threatening
Disturbing manner, such as animals, children or the easily startled. In addition, the character
- 1 General Social
Voice is more adept at instilling fear in his followers and when using the Special Skill
Use Terrify, and adds +10 to his Command Skill Test to counter the effects of
Fear.
The character gains +20 to Commerce Tests when trading or selling goods. Fur-
Ear to the Per 30, thermore, the character has learned to avoid official attention from the Arbites
1 Perception Social
Ground Commerce +0 and other disciplinary bodies, and gains +10 to Deceive Tests to avoid or deflect
such notice about these dealings.
The opposite of Peer; the character is particularly despised and possibly hunted
by a specific social group or organisation, heretical cult, or xenos race. They suf-
fer an additional –10 penalty to Fellowship tests when dealing with this group,
and the GM can use them to complicate the character's life from time to time.
Unlike other talents, Enemy does not cost any xp to purchase and cannot be
taken as an advance. Instead the GM and player can agree to award it when
appropriate to the adventure or campaign. It can be removed with the approval
Enemy - 1 General Social
of the GM, if the character has redeemed themself with the group in question.
The Enemy talent can be awarded multiple times for the same group, in which
case it should be listed as Enemy (X), with X equalling the number of times the
talent has been awarded.
This can be used to represent groups who particularly hate the character and
want to see him dead. In game terms, the penalty to Fellowship tests increases to
–10 times X.
Fel 30,
When making Charm or Inquiry Tests the character may add 1 additional Degree
Eloquent Charm +0 -or- 2 General Social
of Success to a successful test.
Inquiry +0
Once per session, the character may make a Challenging (+0) Influence Test.
If successful, the GM may reveal a contact of standing in Imperial high society
Friends in Inf 40, Peer that can help the character accomplish a stated goal, if any such allies are to be
2 Perception Social
High Places (Nobility) found. The amount of time it takes to locate the contact and the contact’s begin-
ning disposition are left to the GM’s discretion; however, this disposition may be
improved by subsequent actions.
Once per session, the character may make a Challenging (+0) Scrutiny Test. If
successful, the GM may reveal a contact of questionable or disreputable origins
Friends in that can help the character accomplish a stated goal, if any such allies are to be
Fel 40, Scrutiny +10 2 Fellowship Social
Low Places found. The amount of time it takes to locate the contact and the contact’s begin-
ning disposition are left to the GM’s discretion; however, this disposition may be
improved by subsequent actions.
The character’s reputation precedes him in interactions with a specific group or
organisation, opening doors that might otherwise remain closed. This represents
a long standing and strong relationship between the character and the group in
question. The character gains an additional +10 bonus to Fellowship Tests when
Good
Peer 3 Fellowship Social dealing with this group. This Talent is cumulative with Peer, for a total bonus of
Reputation +20.

This Talent is not generally available to be purchased, and is mostly gained by


narrative means.
When the character makes Social Skill Tests he can affect a number of targets
up to a 1000 times his Fellowship Bonus. In addition such is the character’s
Grand Orator Master Orator 3 Fellowship Leadership
utter and and masterful proclamations that he adds +10 to the loyalty of all his
Followers.
When fighting opponents of the character's chosen hated group in close combat,
he gains a +10 bonus to all Weapon Skill tests made against them. He also finds
Weapon
Hatred - 2 General it difficult to back down from a fight with his hated foe, and must make a Chal-
Skill
lenging (+0) Willpower test to retreat or surrender when fighting them, unless
suicidally outnumbered or outclassed.

4.1 Talent Compendium - 171


4.1.10 - Social Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character is hunted by someone, or something, that will track him between
star systems, hive cities, and beyond. The people or entity hunting the character
can be just about anything that the GM approves, from agents of Inquisition, to
Eldar who have a grudge against him. This Talent differs from the Rival Talent
as the hunters are generally not from the same social strata or society as the
character and often want him dead or worse. The GM should feel free to threaten
Hunted - 1 General Social
very real repercussions if the character is caught, ranging from anything from
mutilation to death.

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.

4.1 Talent Compendium - 172


4.1.10 - Social Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character has nothing but contempt for those less powerful than himself and
gains a +10 on Command, Commerce, Deception, and Intimidation Skill Tests
Pity The when opposed by someone with either a Strength or Willpower Characteristic
St 35, Wp 35 1 Strength Willpower
Weak lower than themselves. Unfortunately, the character also has trouble hiding his
contempt from such people and suffers a –10 to Charm Skill Tests when dealing
the same people
The character can make untrained Skill Tests with the Linguistics Skill even
though it is a Specialist Skill. Being a Polyglot is not the same as having a true
knowledge of a language, and characters must make a Linguistics Skill Test
Polyglot Int 40, Fel 30 1 Intelligence Social (along with the –20 modifier for being untrained) to have more than the most
basic conversations or exchanges of ideas.
In a Social Conflict the character gains +20 to all Opposed Tests when going
against an opponent who is speaking in a different language.
The character has an adversary, or entire group of adversaries (an enemy noble
house or rival tech-covenant) who, while not outright hostile at all times, usually
has opposing goals and motives. Usually these are members of the same society
(opposing nobilites or houses seeking to exploit the same resources is an ideal
example) who are not at a stage of open warfare with the character. Unlike the
Hunted Talent the rival group or person is not actively seeking the death or
Rival - 1 General Social torture of the character and is simply opposed to them. The GM should feel free
to have a character's Rival appear to throw a wrench in his plans on occasion.

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

4.1 Talent Compendium - 173


4.1.11 - Tech Talents
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Forbidden Lore
The character may now perform Repair Tests at a swifter rate. When opting
(Mechanicus) +0
to perform a Repair Test as a Rush Job, he suffers a –10 penalty instead of the
-or-
Accelerated normal –30. When electing to make Careful Repairs (as described in Section 7.1
Scholastic Lore 2 Intelligence Tech
Repairs (Techna Schemata)
"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
+0,
of the 18 it would normally take with Careful Repairs).
Tech-Use +10
The character gains the Tech-Use Skill at Rank 1 (Known), even though he
Amateur Int 40, Trade
1 Tech Knowledge would not normally be allowed to. Note that he may spend experience to gain
Technologist (Technomat) +10
additional ranks in the Skill after buying this Talent.
The character gains an extra amount of Armour points equal to his Intelligence
Int 35, Tech-Use +0 bonus, which he can distribute to any locations that his armour would normally
Armour-
or Trade (Armourer) 2 Intelligence Tech cover, as long as he has at least an hour each day to clean and repair it or make
Monger +10 minor modifications. This bonus applies only to armour when the character is
wearing it, as it combines his training with his skill at armour-monging.
Wp 35,
Scholastic Lore The character no longer suffers any penalties to Tech-Use or Repair Tests due to
Battlefield (Techna Schemata) external distractions and reduces all penalties from poor tools or working condi-
2 Willpower Tech
Tech-Wright +0 or tions by a total of 10 (so a Hard (–20) Repair Test to fix a tank mired in a swamp
Forbidden Lore would become Difficult (–10) instead).
(Mechanicus)+10
When preparing a grenade, missile, or round that has the Blast or Smoke Qual-
ity, this character may make a Challenging (+0) mechanical Tech-Use or Trade
(Demolitions) Skill Test. This may be performed out of combat or as a Full
Trade (Armourer)
Action before using a weapon. If he succeeds, the weapon increases or decreases
Modify +10,
1 Intelligence Tech the Damage (if it deals Damage normally) or its Blast or Smoke Quality by
Payload Trade (Demolitions)
1, plus 1 for every two additional Degrees of Success beyond the first that he
+10
scores on the Test. If he fails by a number of Degrees of Failure greater than his
Intelligence Bonus, however, he accidentally triggers the device, causing it to
detonate immediately.
This character may make a Challenging (+0) mechanical Tech-Use Test as a Half
Action to attempt to channel the energies within one or more of his cybernetic
limbs outward. If he succeeds, for a number of Rounds equal to his Intelligence
One or more Bonus, his attacks with these limbs (be they unarmed attacks with a bionic arm
Rite of Static
cybernetic limbs, 2 Intelligence Tech or leg, attacks with an inbuilt weapon, or attacks with a mechadendrite of some
Overload Tech-Use +10 sort) gain the Shocking Quality. After a number of Rounds equal to his
Intelligence Bonus or if he fails the Test by four or more Degrees of Failure, the
cybernetic appendage shuts down until he can dedicate several minutes to fixing
it with a Routine (+20) mechanical Tech-Use Test
Once per combat encounter, as an any-time Free Action, this character may
enhance any Las, Melta, Plasma, Power, or Exotic weapon he is personally
Weapon-Tech Tech-Use +10, Int 40 1 Intelligence Tech
wielding. This increases the weapon’s Damage and Penetration by an amount
equal to the character’s Intelligence Bonus until his next turn.

4.1 Talent Compendium - 174


4.1.12 - Two Weapon Fighting Talents
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
This Talent does not represent true ambidexterity so much as sufficient training
Weapon Ballistic with both hands to make the distinction moot.
Ambidextrous - 1
Skill Skill The character does not suffer the standard -10 penalty to making attacks with
weapons in his off hand.
When armed with two one-handed weapons (either melee or ranged weapons),
after making a Half Action attack (this can be a Single Attack, a Swift Attack, or
a Lightning Attack with a melee weapon, or it can be a Single Shot, Semi-Auto
Burst, or Full Auto Burst with a ranged weapon), he can make a single addition-
al Half Action attack following the same restrictions with the other weapon as
Two Weapon Weapon an in-turn Free Action. In effect, this allows him to attack twice in a round, once
Skill from each of his weapons. This is known as "Two Weapon Fighting". Both of
Wielder
Ambidextrous 2 -or- Finesse these attacks count as being part of the same Half Action, and both tests made to
(Ranged Ballistic attack with the weapons suffer a -10 penalty.
-or- Melee) Skill
This Talent can be taken twice, each time with a different specialisation (Melee
or Ranged). If he possesses both Talents, then he can fight with one melee and
one ranged weapon. The Melee specialization of this Talent has the Weapon
Skill and Finesse Aptitudes, and the Ranged specialization of this Talent has the
Ballistic Skill and Finesse Aptitudes.
The character ignores the -10 penalty to making Two Weapon Fighting attacks.
Two Weapon Weapon
BS 40 or WS 40, Skill This Talent can be taken twice, each time with a different specialisation (Melee
Master
Two Weapon Wielder 3 -or- Finesse or Ranged). If he possesses both Talents, then he can fight with one melee and
(Ranged (Melee or Ranged) Ballistic one ranged weapon with no penalty. The Melee specialization of this Talent has
-or- Melee) Skill the Weapon Skill and Finesse Aptitudes, and the Ranged specialization of this
Talent has the Ballistic Skill and Finesse Aptitudes.
WS 40, Two Weapon Weapon When armed with two singled handed melee weapons the character gains 1 addi-
Blade Dancer 1 Finesse
Wielder (Melee) Skill tional Degree of Success to both of their Two-Weapon Fighting attacks.
When making the second attack action with a Two Weapon Fighting attack
Two Weapon Wielder
Double Tap 2 Finesse Offence against the same target, the character gains a +20 bonus to theWeapon Skill or
(Melee-or- Ranged)
Ballistic Skill test if his first attack scored one or more successful hits.
When armed with two ranged weapons, the character can fire both simultaneous-
ly as a Full Action. The character makes a single Ballistic Skill Test, and if suc-
cessful he hits his target with both shots. This attack cannot be made with weap-
ons that are incapable of firing on the Single Shot Rate of Fire. If the character's
Agility 40,
other Talents or weapons provide a bonus to Standard Attacks they are included.
Two-Weapon Wielder Ballistic
Dual Shot 3 Agility The character does not suffer from the normal -20 BS penalty for wielding two
(Ballistic) Skill
weapons. If he hits, determine the Damage of each weapon separately, and deter-
mine how much of this Damage is reduced by the target's Armour Protection.
After reducing by AP combine both Damage results, then deduct the target's
Toughness Bonus, applying this final Damage number to the target's Wounds. A
single successful Dodge Test from the target will avoid both shots.
When armed with two melee weapons, the character can attack with both simul-
taneously as a Full Action. Make a single Weapon Skill Test, and if successful,
he hits the target with both weapons. He does not suffer from the normal -20
Agility 40, WS penalty for wielding two weapons. If he hits, determine the Damage of each
Weapon
Dual Strike Two-Weapon Wielder 3 Agility weapon separately, and determine how much of this Damage is reduced by the
Skill
(Melee) target's Armour Protection. After reducing by AP combine both Damage results,
then deduct the target's Toughness Bonus, applying this final Damage number to
the target's Wounds.A single successful Dodge or Parry Test from the target will
avoid both blows.
BS 40, Two-Weapon Ballistic When armed with two ranged weapons, the character gains 1 additional Degree
Gunslinger 1 Finesse
Wielder (Ranged) Skill of Success to both of their Two-Weapon Fighting attacks.
While wielding two weapons the character may perform the Overwatch Action
with both weapons simultaneously, each one providing it's own 45-degree cone
Two Weapon Wielder Ballistic
Split Focus 2 Finesse of fire. These two Overwatch areas may face in separate directions, or overlap as
(Ranged) Skill
the user wishes. Additionally if the character has the Unblinking Watcher Talent
this increases both fields of fire.
WS 40, BS 40, When armed with a ranged weapon and melee weapon in either hand (which the
Weapon Ballistic
Sidearm Two-Weapon Wielder 1 character can each use single-handedly) the character gains 1 additional Degree
Skill Skill
(Melee, Ranged) of Success to both of their Two-Weapon Fighting attacks.

4.1 Talent Compendium - 175


4.1.13 - Weapon Talents
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character can use all weapons with Class: Pistol, Basic, Melee,Throwing,
and Vehicle within the group he has selected with this talent. When a character
attempts to use a weapon he does not have the correct Weapon Training talent
Weapon
for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill test.
Skill
Weapon The character can only use weapons with Class: Heavy without suffering the –20
- 1 -or- General
Training Ballistic
penalty if he has both Weapon Training in the appropriate group and Weapon
Training (Heavy). This talent can be taken more than once, each time with a
Skill
different Specialisation. Note that a characters do not require a Weapon Training
(Low-Tech) in order to use weapons of that Specialization, as swinging a sword
or using a club is quite intuitive.
Unlike other kinds of weapons training, this talent can apply only to a single
Exotic Weapon
weapon type and not a class of weapons, though there may very well be whole
Skill
Weapon sub-classes of esoteric weapons, such as grav or sonic weapons. Note that an
- 2 -or- Tech
Training Ballistic
Exotic weapon with the Heavy class would also require the Weapon Training
(X) (Heavy) talent as well as Exotic Weapon Training in that specific weapon or
Skill
class of weapon.
When the character uses a weapon he is untrained in, he suffers no penalty,
WS 40, BS 40,
Arms Weapon Ballistic rather than a -20. The only exceptions to the Arms Master Talent are Exotic
Weapon Training 2
Master (Any Four)
Skill Skill Weapons, which are so unusual or rare that they always require their own Weap-
on Training Talents to use without penalty.
Once per round, the character may unjam a gun as a Half Action that does not
Technical
Int 30 1 Intelligence Tech require a Ballistic Skill Test rather than as a Full Action. He must be able to
Knock touch the weapon to make use of this talent.
WS 40, BS 40,
Weapon The character reduces the penalty for using an Exotic weapon without the proper
Exotic Weapon 1 WS -or- BS Tech
Intuition Training (Any One)
training by 15.

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.

Chain WS 50, Weapon


When using a Chain weapon with the Tearing Quality this character may roll
Training (Chain), Weapon
Weapon 3 General 2d5 when causing a Critical Effect from Righteous Fury and take his preferred
Chain Weapon Skill
Mastery result.
Expertise
Flame When this character hits an enemy with an attack from a weapon with the Flame
Weapon Training
Weapon 2 Offence General Quality, that enemy suffers a –20 penalty on his Agility Test to avoid catching
(Flame)
Expertise On Fire.

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).

4.1 Talent Compendium - 176


4.1.13 - Weapon Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
As long as the character makes an Aim Action beforehand, any attack made by
Launcher this character using a Launcher weapon (such as a grenade launcher or missile
BS 40, Weapon Ballistic
Weapon 2 General launcher) may have an additional one of it's d10's rolled for Damage replaced by
Training (Launcher) Skill
Expertise the character's Degrees of Success on the Ballistic Skill Test +1.
(Meaning that up to 2d10 could be replaced by the character's DoS +1)
When this character makes an attack with a Launcher weapon (such as a grenade
Launcher BS 50, Weapon launcher or missile launcher) he may add or subtract an amount equal to half his
Training (Launcher), Ballistic Ballistic Skill (rounding down) to the Blast Quality of the munition used.
Weapon 3 General
Launcher Weapon Skill
Mastery Expertise Additionally if the munition used does not have Blast Quality he may add the
Proven (2) Quality to it, or improve it's rating by +2.
Weapon
Skill Low-Tech weapons the character uses do not count as having the Primitive
Low-Tech
WS 40 -or- BS 40 2 -or- General Quality, and gain the Vengeful (9) Quality, or add +1 to an existing Vengeful
Expertise Ballistic Quality.
Skill
Weapon
Skill Low-Tech weapons the character uses gain the Blood Drinker Quality if it has
Low-Tech
WS 50 -or- BS 50 3 -or- General the Rending Damage type or gains the Concussive (0) Quality if it has the Im-
Mastery Ballistic pact Damage type, or adds +1 to an existing Concussive Quality.
Skill
When firing any Melta weapon (such as an inferno pistol, meltagun, and
Melta Weapon BS 40, Weapon Ballistic
2 Tech multi-melta), this character counts its Range as being increased by a number of
Expertise Training (Melta) Skill
metres equal to two times his Ballistic Skill Bonus.
Whenever this character makes an attack with a Melta weapon (such as an
BS 50, Weapon
inferno pistol, meltagun, and multi-melta), he deals +2 additional Penetration for
Melta Weapon Training (Melta), Ballistic
3 Tech every two Degrees of Success he scores on the Ballistic Skill Test beyond the
Mastery Melta Weapon Skill
first. This bonus applies after the doubling of Penetration for the Melta Quality
Expertise
whenever that Quality takes effect.
Plasma Whenever this character wields a Plasma weapon (such as a plasma pistol,
BS 40, Weapon Ballistic
Weapon 2 Tech plasma gun, or plasma cannon) with the Overheats Quality, that weapon only
Training (Plasma) Skill
Expertise Overheats on a roll of 96 or higher or on a Jam.
When this character fires a Plasma weapon (such as a plasma pistol, plasma
Plasma BS 50, Weapon
gun, or plasma cannon) with the Maximal Quality on the Maximal setting, the
Training (Plasma), Ballistic
Weapon 3 Tech weapon adds an additional +2 bonus to Damage, its Penetration, and its Blast
Plasma Weapon Skill
Mastery Quality (to a total of an additional 1d10+2 Damage, +4 Penetration, and +4 to its
Expertise
Blast Quality).
Power When this character makes a melee attack with a Power weapon that has it's
WS 40, Weapon Weapon
Weapon 2 Tech power field active he adds +1 Penetration to his attack for every Degree of
Training (Power) Skill
Expertise Success beyond the first.

Power WS 50, Weapon


When the character successfully uses a Power weapon to Parry an attack made
Training (Power), Weapon
Weapon 3 Tech with a weapon that lacks this quality, or is Parried by a weapon that lacks this
Power Weapon Skill
Mastery Quality it breaks the weapon on a 6 or higher.
Expertise
Shock
WS 40, Weapon Weapon Attacks made by this character with a Shock weapon that succeed by 4 or more
Weapon 2 General
Training (Shock) Skill Degrees of Success the attack gains the Excruciating Quality.
Expertise
Shock WS 50, Weapon
When this character causes an enemy to be affected by Shocking Quality from a
Training (Shock), Weapon
Weapon 3 General Shock weapon the enemy suffers an additional amount of Fatigue equal to half
Shock Weapon Skill
Mastery the character's Weapon Skill Bonus.
Expertise

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.

4.1 Talent Compendium - 177


4.1.14 Faith Talents
The main faith of the Imperium, the Imperial Creed, as propagated by the Adeptus Ministorum, is a religion that emphasizes the supremacy of
Mankind, the inferiority of mutants and xenos, espouses the ideals of self-sacrifice and martyrdom. The Talents below are abilities available only to
those who truly believe in the divinity of Him On Terra, with the vast majority of them requiring that the character also have the Pure Faith Talent, to
represent his indoctrination into the Imperial Cult.
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character is always immune to the effects of Baneful Presence including the
negative modifiers to his Willpower. The character may spend a Fate Point to not
take Fear Tests, not acquire Insanity Points, and not gain any Corruption Points.
These safeguards remain for the duration of the encounter. If a character gains
19 or less Corruption a total of 20 or more Corruption Points they lose the ability to use this Talent,
Pure Faith 1 Willpower General
Points any other Faith Talents, and any Faith Powers they may have until it is lowered
sufficiently.

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

4.1 Talent Compendium - 178


4.1.14 - Faith Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Whenever the character uses the Inspire Special Use of the Command Skill,
Command +10, Air
each ally affected by this ability gains an additional +20 bonus to Tests to resist
Do Not Falter! of Authority, Pure 2 Fellowship Leadership
the effects of Fear, Pinning, and mind-altering Psychic Powers until the end of
Faith
his next Turn.
When testing Medicae, the character may spend a Fate Point to restore an
amount of Damage equal to his Willpower Bonus instead of the normal amount.
This amount is then added to and multiplied in the normal way depending on the
type of care. In the case of first aid to a Lightly Wounded character, the character
restores an amount of Damage equal to his Willpower Bonus plus his Intelli-
gence Bonus.
Divine
Pure Faith 3 Willpower Fieldcraft
Ministration The character may spend a Fate Point to remove all Fatigue from a number of
people equal to twice his Willpower Bonus. The character may burn 5 Fate to
allow a character who has just died to have become Critically Wounded instead,
surviving by the narrowest margin possible. If a use of the Divine Ministration
fails to keep the character alive (ie they die subsequently from Blood Loss or
any other immediate consequence), the burned Fate is not lost.
The character may spend a Fate Point to ignore the effects of injury (including
critical hits that do not kill outright), Fatigue, and Stunning during an encounter.
Duty Unto
Wp 45, Pure Faith 3 Willpower Defence This Talent does not stop the character from being injured, and he may still be
Death killed normally. It just allows him to temporarily ignore the effects of injuries
while a particular combat lasts.
Emperor's BS 40, Fate 30, Pure Ballistic As an any-time Free Action, this character may spend a Fate Point to increase
1 Offence
Guidance Faith Skill the Penetration of his weapon by his Fate Bonus until the end of his next turn.
Once per a session the character with this Talent may use a Faith Power that they
Faith Made Wp 40, Fate 40, Pure
2 Willpower General know without spending a Fate Point. This may only activate a Faith Power's
Manifest Faith
basic function and cannot be used to activate its Burn functionality.
Furious WS 40, Hatred Weapon This character adds half his Fate Bonus to Damage he inflicts with melee attacks
1 Offence
Zeal (Any), Pure Faith Skill against targets included in one or more of his Hatred Talents.
At any point during a game session the character may spend a Fate Point and
a Half Action to gain one of the following effects on himself and all characters
within 30m of him:
• Hardened Will: The character and his allies steel themselves against mental
and spiritual assault gaining a +10 to all Willpower Tests along with the Litany
Pure Faith, Air of Au- Against Fear Talent.
Icon of Duty thority, Hatred (Any), 3 Leadership Offence • Fearsome Assault: While this ability is active, the character and all in his area
Inspire Wrath of effect gain the Brutal Charge (WSB) and Fear (+1) Trait.
• Extreme Prejudice: The character whips his fellow warriors into rage against
a single type of foe. The character and any allies in range may re-roll a failed
Weapon Skill Test against a foe during a charge as well as gaining the Hatred
and Purity of Hatred Talents against this particular foe. To gain this bonus, the
character must possess a Hatred Talent against this enemy
Incorruptible Armour Contempt, Whenever the character would gain 1 or more Corruption Points, he gains that
3 Willpower Defence
Devotion Pure Faith many Insanity Points minus 1 (to a minimum of 0) instead.
After making a successful attack (this can include striking it with a psychic
Instrument of power), the character may spend a Fate Point to increase the damage of the first
Fate 40, Pure Faith 3 Willpower Offence
His Will hit he inflicts as part of that attack by an amount equal to twice his Willpower
bonus. This additional damage ignores armour and Toughness bonus.
This character scores an additional three Degrees of Success whenever he
Wp 40, Scholastic
Litany of succeeds on a Command Test to use the Terrify Special Use of the Command
Lore (Imperial 1 Willpower Social
Condemnation Skill to counteract the presence of Daemons, mutants, and the unnatural effects
Creed) +10
of the Warp.
As an any-time Free Action, this character may spend a Fate Point to gain
Martyr's Gift Fate 40, Pure Faith 2 Willpower Defence additional Armour Points on all locations equal to his Fate Bonus until the end
of his next turn.
Whenever an ally within communication range of the character with this Talent
spends a Fate Point, he becomes invigorated by the act of pious labour and may
Command +10, Pure
Piety's make a Hard (-20) Command Test as an any-time Free Action; if he succeeds, he
Faith, Righteous 2 Fellowship Leadership
Reward Oration
counts as having used the Righteous Oration Talent until the end of ally's next
Turn even if he has already used it once this encounter. He does not suffer the
usual Fatigue suffered for using Righteous Oration.

4.1 Talent Compendium - 179


4.1.14 - Faith Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
As a Half Action, the character may spend a Fate Point to intone holy words to
repel a warp entity. Make an Opposed +0 Scholastic Lore (Imperial Creed) Skill
Test against the warp entity's Willpower Test. If the Test succeeds, the warp
creature is repelled a distance of metres away equal to twice the character’s
Willpower Bonus. It cannot approach closer than this distance for 2d5 Rounds.

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.

When attacking an enemy for whom he possesses an appropriate Hatred Talent,


Suffer Not or a vehicle, structure or object crafted by such an enemy, he increases the Pen-
Hatred (Any), Pure etration of all melee attacks by an amount equal to his Willpower Bonus. If the
the Works of 3 Willpower Offence
Faith character possesses the Inspire Wrath Talent, he passes this benefit along with
Heretics any Hatred Talents when using it. Characters so affected gain benefits based on
the Willpower Bonus of the character who inspired them.
Command +10, The character gains a +10 bonus whenever he re-rolls a Test with a Fate Point
Urge the Scholastic Lore after failing his initial attempt. He may spend a Reaction to pass this benefit to
1 Fellowship Social
Penitent (Imperial Creed) +10, any ally spending Fate Points to re-roll a Test, as long as the ally is within line of
Pure Faith sight and communication range.

4.1 Talent Compendium - 180


4.1.14 - Faith Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
By spending a Fate Point, the character grants himself and a number of allies
equal to his Willpower Bonus immunity to the effects of Fear and Pinning.
Additionally all ranged or close combat acts made against the character and the
The specified allies are at a –10 modifier. These benefits last for the duration of the
encounter.
Emperor Pure Faith 3 Willpower Defence
Protects By burning 5 Fate, the character may allow an ally (never himself ) to resist the
effects of any single attack, effectively allowing the ally to emerge unscathed as
if by a miracle. The Fate must be burnt once the attack has hit and after Damage
has been rolled.
As an any-time Free Action, this character may spend a Fate Point and choose a
Pure Faith, Air of Au-
Zealot's foe. Until the end of the encounter, he and each of his allies within ten times his
thority, Hatred (Any), 2 Fellowship Offence
Passion Inspire Wrath
Willpower Bonus in metres count as possessing the Hatred Talent against that
kind of enemy

4.1 Talent Compendium - 181


4.1.15 Follower Talents
A Follower is a secondary character and companion to the player’s main character, and while they may not be quite the same as having another player
character they can certainly aide him, and provide assistance in fields or areas where he may be more lacking. A Follower can grow along with a
player character, with the Follower gaining Skills, Talents, and even Traits (depending on the type of Follower) as they grow.
A Follower, however, does not gain experience like a player character, instead their power and experience is quantified in the Tier of
Follower Talent that he counts as (see Section 4.4 for more details on creating Followers). When a player wishes to have their Follower become more
well-trained, experienced, or just generally improved he may buy the next Tier of Talent up from the one that the Follower is current at, from Lesser
to Standard to Greater to Superior (note that Horde Followers cannot gain a Tier higher than Standard and that a character may not have more than
one Horde and one Superior Follower).
The cost for the Follower Talent being raised by one step costs an amount of xp equal to the difference in cost between the two Talents.
For example if a player was advancing a Lesser Follower to a Standard Follower, and the Lesser Follower Talent would cost them 100xp and the
Standard Follower Talent would cost them 200xp they would only pay 100xp. This of course, removes the previous Talent and replaces it with this
higher Tier of Follower Talent. However, raising a Greater Follower to a Superior Follower does not qualify for this discount, as Superior Followers
are enormously powerful and capable figures who are the result of much time and training.
An important note about Followers is that, as they are subordinate to the player character they serve, they are lesser in a few senses, most
notably that they are imminently replaceable. If a Follower dies in the course of a session the player does not lose use of the Follower Talent, he has
simply lost that specific Follower. Before the beginning of the next session he may create a new Follower using the rules appropriate for that level of
Follower as per Section 4.4 “Followers”. Any gear or weapons the Follower had are forfeit.

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.

4.1 Talent Compendium - 182


4.1.15 - Follower Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Lesser
Machine Int 40, Tech-Use +0 1 Intelligence Tech The character gains a Lesser Machine Follower
Follower
Standard
Machine Int 45, Tech-Use +10 2 Intelligence Tech The character gains a Standard Machine Follower.
Follower
Greater
Machine Int 50, Tech-Use +20 3 Intelligence Tech The character gains a Greater Machine Follower.
Follower
Superior The character gains a Superior Machine Follower and one rank of the Superior
Int 55, Tech-Use +30,
Follower Improvement Talent, letting him immediately improve his new Superi-
Machine Greater Machine 3 Intelligence Tech
or Machine Follower.
Follower Follower
A character may only have 1 Superior Follower.
Beloved
Leader Fel 40, Charm +0 1 Fellowship Social The character increases the Loyalty of all his Followers by +10.
(Master)
Lord and
Fel 40,
Master 2 Fellowship Leadership The character may have a number of Followers equal to his Fellowship Bonus.
Master Orator
(Master)
Beast Master
Per 40, Survival +20 2 Perception Fieldcraft The character may have a number of Followers equal to his Perception Bonus.
(Master)
Machine Lord
Int 40, Tech-Use +20 2 Intelligence Tech The character may have a number of Followers equal to his Intelligence Bonus.
(Master)
The Follower makes an Opposed +0 Stealth Test as a Half Action, Opposed
Convenient by the Awareness of each enemy within 10 metres. If the Follower wins the
Distraction Agility 35, Stealth +0 1 Agility Fieldcraft Opposed Test against a target, that target counts as being Unaware of his master
(Follower) until the end of his next Turn. The Follower must be within communication
range of his master for him to use this Talent.
Coordinated As a Reaction, after hitting with a ranged or melee attack, this character may
Strike Survival +10 1 Perception Fieldcraft make a +0 Survival Test. If he succeeds his Followers gains a +20 bonus to the
(Master) next Attack Action they make against that target until the end of its next Turn.
If the Follower spends a Full Action keeping vigilant, then until the beginning of
his next Turn, the Follower's master may spend a Reaction to make a Standard
Ranged Attack Action with a –20 penalty against a single foe within range who
Countersnipe targets him with a Ranged Attack. If he kills or incapacitates his target with his
Per 35, Awareness +0 1 Perception Defence
(Follower) Reaction, the incoming attack automatically misses the Follower's master; oth-
erwise, the attack strikes or misses him as normal. The Follower must be within
5 meters (and have vision enhancement if the ranges involved are excessive) for
him to use this Talent.

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.

4.1 Talent Compendium - 183


4.1.15 - Follower Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
By making a Half Action before a ranged attack to guide his master's fire (an
Action with the Attack and Concentration sub-types), the Follower doubles his
Guiding Fire Ballistic
BS 35 2 General master's Degrees of Success on any Ballistic Skill Test he makes to hit the target
(Follower) Skill
his Follower marked. The Follower must be within communication range for
him to use this Talent.
So long as this character's Follower is equipped with or is crewing a weapon
with the Indirect Quality, he may have the Follower fire this weapon from afar
Mortar Strike Ballistic (up to the weapon's Extreme Range). The Follower's Master makes a Challeng-
BS 30 1 Finesse
(Master) Skill ing (+0) Command Test in place of a Ballistic Skill Test for the attack (using this
Talent is an Action with the Attack and Ranged Subtypes). The Follower must
be out of the weapon's Short Range to use this Talent.
As long as this Follower is in melee range, his master may take 1d5 Wounds,
Overseer
- 2 Willpower Defence ignoring Armour and Toughness, to re-roll any result on the Psychic Phenomena
(Follower) Table that he caused.
As long as the Follower and his master are Ganging Up on an Unaware target
Silent Ambush
WS 35, Double Team 1 Finesse Offence the attack inflicts an additional 1d10 Damage and gains the Concussive (2)
(Follower) Quality.
If their master is using an Accurate weapon, they both have line of sight to the
Spotter Ballistic target, and he is within communication range, the character may use a Follower
Awareness +0 1 Perception
(Follower) Skill with this Talent to make an Aim Action, and gain the benefits himself. A charac-
ter cannot gain the benefit of this Talent from multiple Followers.
So long as this Follower is assisting him, the Follower's master reduces his De-
Steady Hand
Tech-Use +0 1 Intelligence Tech grees of Failure on any failed Tech-Use or Trade Test by an amount equal to his
(Follower) own Agility Bonus (to a minimum of 1 Degree of Failure on a Failed Test).
If a player character or Follower within 30 meters of a character with this
Talent falls below 0 Wounds, the character may perform a Summary Execution
Summary on a Follower or other subordinate NPC. The character makes a Challenging
BS 40, Command +0, Ballistic
Execution 2 Leadership (+0) Ballistics Skill Test as a Reaction to fire on the other Follower/NPC. If he
Deadeye Shot Skill
(Master) succeeds, he instantly kills the other Follower/NPC, and properly motivates the
Follower to fight on. The character or Follower ignores all Critical Effects until
the end of combat, and regains 1d5+WpB Wounds as he finds a new resolve.

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.

4.1 Talent Compendium - 184


4.1.16 Mechanicus Talents
The ways of the Adeptus Mechanicus are insular, and rarely shared with outsiders. These abilities can seem esoteric or miraculous to onlookers, as a
techpriest levitates, conjures a metallic tool to hand, or even casts bolts of lightning, and can easily seem supernatural to the uninitiated. These pow-
ers are secrets of the Mechanicum, and those who would use them outside their order are deemed hereteks, and the punishment is death, or worse.
Only characters with the Mechanicus Implants or Skitarius Implants Trait may gain any of the Talents below.
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When applying healing, the character is always considered Lightly Wounded,
Autosanguine and heals at an increased rate, removing 2 points of Damage per day. Addi-
- 1 Defence Tech
Implants tionally he also gains a +10 bonus on Tests made to resist toxins, diseases and
radioactive contamination.
The character receives a +10 bonus to any attempt to communicate with or com-
Binary mand servitors, servo-skulls, or machine constructs, and any vessel upon which
- 1 Social Tech
Chatter he serves receives a +1 bonus to Crew Morale due to increased servitor efficien-
cy. Additionally he increases the Loyalty of his Machine Followers by +10.
When two or more Machine Followers assist this character on a Tech-Use Test,
Coordination Two Machine
2 Leadership Tech he gains an additional Degree of Success for each Machine Follower that assists
Algorithms Followers
beyond the first.
If the character makes a successful digital Tech-Use Test against an enemy (this
includes Arcana that use digital Tech-Use Tests) and achieves 5 or more Degrees
Data-Predator Int 40, Tech-Use +10 2 Offence Tech
of Success he regains 1 Cognition Point (this cannot take him above his starting
amount of Cognition Points).
As a Half Action the character can force all unprotected creatures within a
Feedback 30-metre radius who have the ability to hear must make a Willpower Test or lose
- 2 Tech Offence
Screech a Half Action on their next Turn as they involuntarily react to the cacophonous
shriek.
Using the character’s sacred ability to subtly affect ferrous materials, he can
un-jam a number of weapons equal to his Intelligence Bonus, so long as they
Gun Blessing Mechanicus Implants 1 Intelligence Tech are within a 10-metre radius as a Full Action. A successful Intelligence Test
indicates the character has appeased the spirits of the weapons. If they were not
Jammed they instead are not able to Jam for the rest of the encounter.
The character may substitute his Intelligence Characteristic for any Social Test
Heart of Iron Int 40 3 Intelligence Social
that would be based on his Fellowship Characteristic that he makes.
When this character kills an enemy roll a 1d10, if it is lower than the character's
Intelligence Bonus he regains one Cognition Point (this cannot take him above
Info- WS 35 -or- BS 35, Offence -or-
2 Intelligence his starting amount of Cognition Points). If he kills an enemy with the Machine,
Executioner Int 40 Finesse
Mechanicus Implants, or Skitarius Implants Trait he rolls 2d10, and can gain a
Cognition Point from either or both d10 rolling under his Intelligence Bonus.
By using his Reaction for the Round, the character may reroll a failed Ballistic
Finesse -or-
Logis Implant Per 35 2 Tech Skill or Weapon Skill test.
Offence
The character gains 1 Fatigue whenever he uses this Talent.
The character has returned to the crèches of the Mechanicus so they can bring
him closer to the most holy of forms, adding an extensive machinator array to
Machinator his existing augmetics. character’s Strength and Toughness Characteristics are
Tech-Use +20 3 Toughness Tech
Array increased by +10, and his Agility and Fellowship are reduced by –5. His mass
increases to three times that of a normal person, increasing his Size Trait by one,
and lastly he may no longer stay afloat or swim in water or similar liquids.
Weapon
Mechanicus The character may make one additional Reaction per Round, which may only be
Skill
Mechadendrite Implants, used to attack with a Mechadendrite, or weapon mounted on a Mechadendrite,
2 -or- Tech
Fighter Mechadendrite Use
Ballistic
that uses a Reaction to attack with. The character may still only make one Action
(Weapon) with the Attack Sub-Type each turn.
Skill
Though there are many different types of mechadendrites, this Talent divides
them into two broad categories:

• Weapon: Mechadendrites of this type end in either ranged or close combat


Mechadendrite weapons, and have the supplemental power supplies and mechanical support
Mechanicus Implants 2 Intelligence Tech
Use necessary for combat.

• Utility: Including such varied types as Manipulator, Medicae, Utility, Optical,


and countless others, these generally require less hardy mountings, but all func-
tion in a similar manner.
When in the presence of a suitable power source, such as a portable generator or
Potentia Coil T 35, Mechanicus the power plant of a vehicle, the character may make an Ordinary (+10) Tough-
1 Toughness Tech
Induction Implants ness Test as a Full Action and recover from a number of levels of Fatigue equal
to the Degrees of Success achieved on the Test.
4.1.16 - Mechanicus Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character must spend a Full Action and make a Challenging (+0) mechan-
ical Tech-Use Test. If he succeeds, he removes 1d5 plus Intelligence Bonus
Autosanguine
Prosanguine 2 Toughness Tech points of Damage. If he rolls a 96 or higher, he loses the ability to use his
Implants
Autosanguinator for one week (though he still recovers the Damage if the Test
would be Successful).
All humans, regardless of their ability to hear, within a 50-metre radius feel a
sense of dread and take a –10 penalty to their next Skill Test. Characters may
ignore these effects with a successful Willpower Test. Whilst incanting the rite,
Rite of Awe Mechanicus Implants 1 Tech Offence the character may not talk or communicate with others. The rite requires two
minutes of litanies, and it is considered very bad form to break off the recitation
before completion. Humans without auditory implants cannot hear infrasonic
sound, and though still affected, will not know the character is speaking
All humans, regardless of their ability to hear, within a 50-metre radius treat the
character as if he has the Fear (+1) Trait.
While incanting the dirge, he may not communicate in any other way. The rite
Mechanicus
Rite of Fear 2 Tech Offence requires two minutes of chanting, and most would not consider halting the
Implants, Rite of Awe
incantations prior to their completion. Humans without auditory augmentation
cannot hear infrasonic sound, and though still affected, will not know the char-
acter is speaking.
The character can no longer feel emotion, and instead embraces the crystal
purity of logic, making him immune to Shock, Pinning and any effects that stem
from emotional disturbance. The character will still gain Insanity Points from
Rite of Pure
Int 45 -or- Wp 45 3 Tech Defence failed Fear checks, as well as Corruption Points gained from failed Fear checks
Thought generated by creatures and entities from the Warp.
The character’s compatriots may find him somewhat cold, though other follow-
ers of the Omnissiah will rejoice in his newfound freedom.
While the character is linked with a vehicle via his Mind Impulse Unit or Vehi-
cle Interface Circuitry, he may use his Intelligence Characteristic in place of his
Rite of MIU Implant -or-
Agility Characteristic for Operate (Surface) and Operate (Aeronautica) Tests so
Vehicle Interface
Synchronized 2 Intelligence Tech long as he has the appropriate Operate Skill. Whenever the vehicle suffers Criti-
Circuitry, Operate
Steel cal Damage while the character is linked this way, he gains an amount of Fatigue
(Any) +0
equal to half of the Critical Damage the vehicle has taken from the associated
mental strain. This Talent may not be used with jump packs or similar devices.
Stabilization Ballistic
Machinator Array 1 Offence The character gains the Auto-Stabilised Trait
Array Skill
While the character is linked with a vehicle via his Mind Impulse Unit or Vehi-
cle Interface Circuitry he can call upon it to temporarily enhance one of the ve-
hicle’s systems. The character makes a -20 digital Tech-Use Test; if he succeeds,
MIU Implant -or-
he can either boost the vehicle’s engines or overcharge one of its weapons. If he
Stir, Spirits of Vehicle Interface
2 Intelligence Tech chooses to enhance its engines, he increases the vehicle’s Manoeuvrability by
Iron! Circuitry, Operate
+5 per Degree of Success; if he decides to enhance a weapon, he increases the
(Any) +10
Damage of that weapon by +1 per every second Degree of Success after the first.
This effect persists for a number of Rounds equal to his Intelligence Bonus. He
can only use this ability once per combat encounter.
This Talent gives the character an amount of additional Armour Points equal
to the amount of times it's been taken (indicated by the (X) where X equals the
The Flesh is T 35, 3 or more amount of times it's been taken). These armour points count against damage
2 Defence Tech
Weak (X) bionics while on fire, and also provides a +5 bonus per Rank of the Talent for the pur-
poses of resisting mind-affecting psychic powers. This Talent may only be taken
an amount of times equal to the character's Toughness Bonus.
Once per game session when in the presence of a suitable power source, such as
a portable generator or the power plant of a vehicle, he may make a Challenging
(+0) Toughness Test as a Full Action. If he succeeds, he removes 1d5 Wounds,
plus 1 Wound per additional Degree of Success he scores on the Test. He cannot
T 45, Mechanicus
remove Critical Damage this way.
Vitality Coils Implants, Potentia 3 Toughness Tech
Coil Induction
However, the restoration process is potentially volatile, and any irregularities in
the power feed can have deadly consequences. If he fails the Test, he suffers 1
Damage ignoring armour and Toughness Bonus, plus 1 additional Damage for
every three Degrees of Failure he scores on the Test.

4.1 Talent Compendium - 186


4.1.17 Psyker Talents
Psykers and Navigators are, quite literally, a breed apart from the rest of humanity. Their ability to manipulate the very fabric of reality with the ap-
plied use of the Warp is an unnatural ability that few exhibit, and even fewer can master. The Talents in this section are only available for characters
with the Psyker or Navigator Trait, and if the Prerquisites for the Talent specify needing one Trait it means that it is not available for a character with
the other.
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character may make an additional psychic Reaction once per Round. In
effect this gives him a second Reaction that may only be used to use a Psychic
Aether Shield Wp 40, Psy Rating 3 Psyker Defence Power that requires a Reaction to activate, allowing two psychic Reactions in a
Turn. He may also instead use this to activate a Psychic Hood's Reaction func-
tion. However, he may still only attempt a single Reaction against one attack.
When the character takes the Focus Power Action or uses a Navigator Power
Wp 45, and the target of the psychic power is a Daemon, he gains an amount of bonus,
Daemonologist Forbidden Lore 2 Willpower Knowledge automatic Degrees of Success equal to his Ranks in Forbidden Lore (Daemon-
(Daemonology) +0 ology). This may turn a failed Test into a successful one, if the total Degrees of
Success are positive (with a 0 counting as one Degree of Failure).
Whenever this character is affected by Psychic Phenomena, so long as he is
Favoured by
Wp 35 3 Willpower Defence not being subject to a Perils of the Warp result, he may roll a second time and
the Warp choose which result he receives.
The character’s madness and hate open his mind to the warp, allowing the char-
Mental Rage Frenzy 1 Strength Offence acter to use its power with little conscious thought. While in a Frenzied state, the
character may use his Psychic Powers or Navigator Powers normally
Navigator
Power Navigator 1 Perception Willpower The character gains a new Navigator Power, and can use it at the Novice level.
(Novice)
Navigator, same
Navigator The character can use a Navigator power that he already has at the Adept level,
power at Novice 2 Perception Willpower
Power (Adept) level
if he so wishes.

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.

4.1 Talent Compendium - 187


4.1.17 - Psyker Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
The character has a special connection to the warp, allowing him to occasionally
sense and avoid its less desirable effects as he channels its power. When rolling
for Psychic Phenomenon, the character may discard the dice roll, suffer 1d5
Warp Affinity Psyker 3 Willpower Psyker
Corruption Points, and then re-roll with no modifier.
The character may not select this Talent if he has undergone the Rite of Sanc-
tioning.
When Pushing, before rolling his Focus Power test the character may spend
Wp 50, Strong one Fate Point to add an additional 1d5 to the effective psy rating of the power.
Warp Conduit 2 Willpower Psyker
Minded, Psyker Channeling such vast amounts of power is dangerous, however, and so he adds
+30 to rolls on Psychic Phenomena when he makes as a result of this Talent.
Once per game session, the character may ignore the Psychic Phenomena he has
rolled (including the Perils of the Warp result), completely negating its effects.
Wp 50, Psy Rating,
Such rapid dislocation from the Warp, though, is stressful and traumatic to
Warp Lock Strong Minded, 3 Willpower Psyker
his mind. He suffers 1d5 Energy damage to the Head location (not reduced by
Psyker
Armour or Toughness) as a result, and cannot make any Focus Power tests or
sustain other psychic powers until the beginning of his next turn.
The character can use the Psyniscience Skill as an in-turn Free Action instead of
as a Half Action. He can also passively detect psychic effects and entities with-
out the need to actively seek them out. Whenever the character could detect such
Per 30, Psynicience a Warp signature or a creature, the GM can allow him to make a Psyniscience
Warp Sense 1 Perception Fieldcraft
+0 Skill Test to detect it, in the same way he could use Awareness to spot an am-
bush without knowing it is there. Additionally a character with this Talent may
ignore the effects of being Blinded, as their transcendent understanding of the
material universe is superior to any bafflement that could normally be caused.

4.1.18 - Untouchable Talents


Psychic Nulls are incredibly rare, and often live lonely and short lives due to the effect they have on all living beings that get near them. The “Un-
touchable” Touched By The Warp Option must be taken at character creation. It is recommended that each group have no more than one character
with the Untouchable Option, and it should be noted that groups with both an Untouchable and a Psyker can often cause many problems as the
Untouchable interferes with the Psyker’s ability.

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.

4.1 Talent Compendium - 188


4.2 Traits
Life exists in many forms across the galaxy. The Imperium views all of these entities through the lens of the holy form of man; any outside this bless-
ed norm are greeted with suspicion and hostility, especially if they dare claim sentience or superiority to Mankind. Many of these beings have integral
abilities that are completely foreign to man, or even natural life as the Magi Biologis of the Adeptus Mechanicus classifies it. These abilities are
quantified as traits. While a person can learn an additional skill or talent through training and experience, traits cannot be learned. They are instead
a consequence of one’s existence. In some cases they might be an inherent feature of an improbable anatomy, the curse of foul mutation, a naturally
occurring result of native evolution, or even the product of a Warp-tainted existence.

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.

Space Marine Implants


And They Shall Know No Fear • Secondary Heart: This organ contributes to the Space Marine’s Unnat-
Space Marines do not deal with Fear as do other men. They are only ural Strength and Toughness Traits.
marginally affected by fearsome foes and then only by those of truly • Ossmodula: This implant, in conjunction with several others, grants
mind-breaking terror; it is quite possible for the Astartes to cause Fear the Space Marine the Unnatural Toughness (+4) Trait.
themselves. While Space Marines with this Trait are not at risk of gaining • Biscopea: This implant, in conjunction with several others, grants the
Insanity Points as a result of failed Fear Tests, many sources of Insan- Space Marine the Unnatural Strength (+4) Trait.
ity still affect them. This could include encounters with warp spawn or • Haemastamen: This organ contributes to the Space Marine’s Unnatural
places where reality is tainted by the touch of the warp (both of which Strength and Toughness Traits.
usually also inflict Corruption Points as usual). It could also include acts • Larraman’s Organ: Space Marines do not normally suffer from Blood
of betrayal by fellow Battle-Brothers or trusted allies, or exposure to Loss. In addition, the Space Marine gains the True Grit Talent. However,
dangerous alien devices or schools of thought. Certain Psychic Powers or attacks with the Warp Weapon Quality may still inflict Blood Loss as
unusual attacks may also deal Insanity Points to the characters. Ultimate normal.

4.2 Traits - 189


• Catalepsean Node: A Space Marine suffers no penalties to Percep- • Black Carapace: This implant gives the Space Marine exception-
tion-based Tests (such as Awareness) when awake for long periods of al control over his power armour. Although a Space Marine in power
time. armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him
• Preomnor: The Space Marine gains a +20 bonus to any Toughness Test thanks to the Black Carapace.
against ingested poisons.
• Omophagea: By devouring a portion of an enemy’s brain and spending
a Fate Point, a Space Marine can gain access to certain information (such
Auto-Stabilised
For exceptionally large creatures, even the most unstable of heavy weap-
as the whereabouts of a cult’s hidden lair, access codes, and so forth).
ons mean little compared to their huge limbs, gripping talons, or sheer
The information he can access is at the GM’s discretion, keeping in mind
bulk. These beings always count as braced when firing heavy weapons
what may have been known by the enemy in the first place. In addi-
and therefore may fire a weapon on full or semi-automatic without taking
tion, a Space Marine can temporarily gain access to a Skill that he did
the Brace action first, and not suffer any penalties to hit.
not already possess. The Skills he may gain are at the GM’s discretion,
depending on the Skills originally possessed by the enemy. The Space
Marine may access this acquired Skill or Skill Group as an untrained Baneful Presence (X)
Basic Skill for a number of hours equal to his Intelligence Bonus. After The creature’s very existence is anathema to nearby mortals, and perme-
this time, the information begins to fade and the Skill is no longer usable ates its surroundings with the taint of the unnatural. All characters suffer
by the Space Marine (until he devours another portion of an enemy’s a –10 penalty to Willpower tests taken while within X metres of the
brain, of course). creature.
• Multi-Lung: The Space Marine may re-roll any failed Toughness Tests
for drowning or asphyxiation. In addition, the Space Marine gains a +30
bonus to Toughness Tests made to resist the effects of gases, and may re- Bestial (Flee -or- Frenzy)
roll failed results. The Space Marine may also breathe water through his A creature with this Trait is animalistic, tending to behave instinctively
multi-lung, giving him the Amphibious Trait. rather than rationally. No matter how high its Intelligence score is, it
• Occulobe: This implants grants the Space Marine the Heightened is still bestial. A creature with this trait never needs to make a Survival
Senses (Sight) Talent. test whilst in its natural habitat. Unless starving or desperate, a Bestial
• Lyman’s Ear: This implant grants the Space Marine the Heightened creature must make a Challenging (+0) Willpower test when frightened,
Senses (Hearing) Talent. startled, or injured. If it fails, the creature flees or enters a Frenzy, as per
• Sus-an Membrane: The Space Marine may voluntarily enter a form of the Frenzy Trait.
suspended animation. To do so, the Space Marine must meditate for 1d5
Rounds. This organ also automatically activates if the Space Marine is Blind
knocked unconscious by Critical Damage. While in suspended anima- Blind creatures automatically fail all tests based on vision, and auto-
tion, the Space Marine’s wounds will not deteriorate or heal. It requires matically fail all Ballistic Skill tests. Such creatures take a –30 penalty
chemical therapy, auto-suggestion techniques, and a successful Hard to Weapon Skill tests and most other tests that ordinarily involve or are
(–20) Medicae Test to revive a Space Marine in suspended animation. benefited by vision. Note that this trait indicates not only that the creature
• Melanchromic Organ: This organ contributes to the Space Marine’s cannot see but that it also has no other senses which would provide the
Unnatural Toughness (+4) Trait, and Space Marines only ever suffer same benefit as eyes (such as Unnatural Senses). The Blind Fighting
1d10 Toughness Damage from weapons, attacks, or environments that Talent removes the penalty to Weapon Skill tests as normal for Blind
inflict the Irradiated Quality. creatures.
• Oolitic Kidney: This implant gives the Space Marine the ability to
re-roll any failed Toughness Test to resist poisons and toxins, including
attacks with the Toxic Quality. Brutal Charge (X)
• Neuroglottis: The Space Marine may detect any poison or toxins by A creature with this trait is often massive and powerful, nearly unstoppa-
taste with a successful Challenging (+0) Awareness Test. He may also ble in combat. When Charging, the creature deals an extra (X) points of
detect poisons or toxins by smell with a successful Hard (–20) Awareness damage on each hit it inflicts that turn.
Test. The Space Marine gains a Rank of the Survival Skill, and may (at
the GM’s discretion) gain a +10 bonus to any tracking Survival Tests Burrower (X)
against an opponent he has tasted. A creature with this trait can move through solid objects by burrowing
• Mucranoid: The Space Marine may re-roll any failed Toughness Tests through them. The number in parentheses (X) indicates its speed when
caused by temperature extremes, such as desert heat or the cold of outer burrowing. Such creatures can burrow through soil, rock, sand, and
space. so on, though some (expressed in the creature entry) can even burrow
• Betcher’s Gland: The Space Marine may spit acid at his foes. This acts through metal. When a creature burrows, it leaves behind a tunnel.
as a ranged weapon with the following profile: (Range: 3m; Damage: Characters with a Size trait value lower than the burrower can enter these
1d5E; Pen: 0; Corrosive (1d5), Blind (1). At the GM’s discretion, the areas without impediment. At the end of each round after the burrower
Space Marine may also slowly chew his way through nearly any nonliv- passes, roll 1d10; on a result of 5 or lower, the tunnel collapses behind
ing substance. The rate at which he does so is at the GM’s discretion (one the creature.
example includes chewing through iron bars—this would be roughly at a
rate of 4 kg per minute).
• Progenoids: Removing a Space Marine’s progenoids requires a Diffi- Crawler
cult (–10) Medicae Test. This Test becomes Arduous (–40) if performed Worms, serpents, and similar creatures crawl and slither along the surface
without a Narthecium, and adds 2 Rounds to the time required. Taking rather than walk upright. The base move for a creature with this trait is
out the progenoids takes 1 Round, adding 1 Round for every Degree of half its normal movement rate (round up) as determined by its Agility
Failure on the Medicae Test. Space Marines go to great lengths to recover bonus, but it does not take penalties for moving over difficult terrain.
a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower
Test to leave the progenoids behind.

4.2 Traits - 190


Daemonic (X) Fear Rating
Daemonic creatures are denizens of the Warp, but can manifest in real Fear
space either through sheer strength of will, hunger, or occult rituals. Penalty Examples
Rating
Creatures with this Trait increase their Toughness bonus
against all damage by the number indicated in the parentheses (X), in the Viewing the scene of a gruesome mur-
same manner as an Unnatural Characteristic, and stack if the latter also der, or seeing minor unknown super-
1
increases Toughness. This increase is negated by damage inflicted from +0 natural or psychic phenomena; strange
(Disturbing) lights, spectral voices, weeping statues,
force weapons, psychic powers, holy attacks, or other creatures with this and other unnatural occurrences.
Trait. Daemonic creatures also have the Undying Trait, and gain benefits
Meeting someone known to be dead,
when using psychic powers as detailed in Section 5.1.0 “Psychic Pow-
being buried alive, or encountering ma-
ers”. 2
-10 jor supernatural phenomena—the skies
(Frightening) raining blood, paintings coming to life,
Dark-Sight or flesh bursting into flame.
Some species are sensitive to different wavelengths of light than man, Sudden, shocking, and inexplicable
and can detect sights otherwise invisible. A creature with this trait sees death (maggot swarms exploding out
of an ally), hideous moments of rev-
normally even in areas of total darkness, and never takes a penalty for 3
-20 elation (awakening covered in blood,
fighting in areas of dim or no lighting. (Horrifying) surrounded by torn open bodies), the
dead rising across a whole planet, or
Deadly Natural Weapons other mind-wrenching events.
This creature’s natural attacks are powerful enough to crush plasteel or Experiencing a full-scale daemonic in-
punch through armour. The creature gains all the benefits of the Natural cursion, discovering a personal failure
4
Weapons Trait, but also adds an additional +2 Damage and Penetration -30 is responsible for the wasted deaths
(Terrifying) of untold millions or an entire planet,
to it’s Natural Weapon attacks, along with an additional +2 Damage and
staring unprotected into the Warp.
Penetration for every two Size rankings the creature is above Size (4)
(meaning it would gain them at Size (6), Size (8), and Size (10).
Flyer (X)
A creature with this trait has the natural ability to fly, whether with broad
Familiar leathery wings, strange warp energies, or inflatable gas sacs. The number
Creatures with this Trait are, much like with Psyber-Lures, intrinsically
in parentheses (X) indicates its speed when flying. This number replaces
linked to their master, providing him with their senses and a very differ-
the creature’s Agility bonus for movement actions while airborne. For
ent perspective of the world. Along with this, however, Familiars are able
more details on flying, see Section 9.5 “Movement”.
to transmit their master’s psionic power through their own being, making
them of immense use to wyrds, witches, and psykers of all stripes.
A creature with this Trait also gains the benefits of the Psyber-Lure Trait. From Beyond
A character with a Psy Rating may treat a Familiar as a psy-focus so Some creatures are free from the limitations of normal physiology,
long as it is within a number of metres equal to his Willpower Bonus. A having emerged from the impossible realm of the Warp or perhaps using
psyker may choose to use any Psychic Technique with the range of Self bodies forged from cold metal and circuitry. Their minds are beyond the
on his Familiar instead of on himself. Finally, if both the Familiar and the petty frailties and precarious sanity of a mortal mind. Such a creature is
psyker possess a Psy Rating, the psyker may use his Psychic Techniques immune to Fear, Pinning, Insanity points, and psychic powers used to
through his Familiar, treating it as the origin point of any power so long cloud, control, or delude its mind.
as it is within a number of metres equal to his Willpower Bonus x 5. The
psyker is still considered the point of origin for Psychic Phenomena or
Perils of the Warp. Hoverer (X)
Creatures with this trait have a limited capability for flight, flying no
higher than two metres. The number in parentheses (X) indicates its
Fear (X) speed when hovering; this number replaces its Agility bonus for purposes
A creature with this trait has an unnerving appearance. Some prey upon of calculating Movement while airborne. For more details on flying, see
humanity’s visceral terrors, while others depend on the inherent corrup- Section 9.5 “Movement”.
tive power of the Warp. The Fear trait always has an associated rating
(1-4) to reflect how awful the creature is to behold; this is indicated by
the number in parentheses (X). The higher the Fear rating, the harder it Incorporeal
is for others to resist going insane from the encounter, as shown on the This creature is insubstantial and weightless, able to pass through solid
following Fear Rating Table. When a character encounters a creature objects such as walls and weapons. Incorporeal creatures gain the Hover-
with this trait, the character must make a Willpower test with a penalty er (6) Trait and a +30 bonus on Stealth tests due to their ability to merge
based on the creature’s Fear rating. If he succeeds, the character suffers with objects and nearly silent movement. An Incorporeal creature is also
no ill effects; if he fails, he must roll on the Shock table (see Section 10.1 immune to normal weapons, which simply pass ineffectually through its
“Fear & Insanity”), adding +10 to the roll for every degree of failure on body. Daemons, psychic powers, Warp creatures, other Incorporeal crea-
the test. tures, and opponents armed with force weapons can all injure an Incorpo-
real creature normally. An Incorporeal creature cannot usually affect the
mortal world, and thus cannot damage normal opponents unless it has a
suitable special ability or talent. Certain devices can keep these creatures
at bay, though, most notably a Void Shield or a spaceship’s Gellar Field,
which acts as an impenetrable barrier to them.

4.2 Traits - 191


Machine (X) of the Opposed Test. Additionally one member of the group mind within
A creature with this trait is fashioned from inorganic materials and is 10 meters x their Perception Bonus may spend their Reaction to further
generally more rigorous than fleshy beings. reduce the enemy psyker’s Degrees of Success by their Willpower
Machines do not breathe, are immune to vacuum, extremes of Bonus.
cold, and mind-influencing psychic effects. Machines are not healed by Some creatures with the Mindlinked Trait have a “master” of
Medicae and do not automatically regain Wounds like non-Machines do. the group mind, through whom all of the thoughts of the group mind
Instead Machines are healed using mechanical Tech-Use Tests (with the flow; a good example of this is a Patriarch of a Genestealer Cult. If the
same modifiers for Damage States, etc.). Machines have a certain number telepathic link between a Mindlinked creature and it’s group mind or
of Armour points (indicated by the number in parentheses). This armour master is unexpectedly broken (such as by death of a psionic nexus point
stacks with worn armour, but not with the Natural Armour trait, and or the presence of an Untouchable) those so severed must pass a +0
reduces damage from Fire (see Section 9.3 “Conditions, Special Damage, Willpower Test or immediately suffer 1d5 Fatigue. If the master of the
& Damage States"). Mindlinked group dies, the survivors suffers 1d10 Insanity Points from
the backlash; if it dies violently, the survivors suffer 2d10 Insanity points
instead.
Mechanicus Implants
The character is a servant of the Machine-God, and has been entrusted
with a suite of specialised implants: Mind Lock
Many flesh-constructs or mindless creatures are implanted with control
mechanisms, complete with programmed behavioural instructions. This
Cranial Circuitry can lead to stalled actions when it faces circumstances for which it has no
Cranial circuitry is a series of linked processors, implants, and cortical guidance. If faced with a situation outside of its programming and with
circuits that enhances mental capacities. Most sit within a housing bolted no recognised master to issue orders, the creature must pass a Routine
onto the skull, whilst others nestle within the brain itself. (+20) Intelligence test or be Stunned for 1 round. Due to its essentially
mindless nature, at the GM’s discretion it is immune to all Opposed
Cyber-Mantle Social tests.
The Cyber-mantle is a framework of metal, wires, and impulse transmit-
ters bolted onto the spine and lower ribcage. As the initiate gains further
cybernetics such as mechadendrites, the mantle acts as a sub-dermal Mount
anchorage point. Many in the Mechanicum often refer to it as “the true Some creatures, or cyber-constructs, are ideal for riding, and will more
flesh.” or less willingly allow a rider to sit atop them. To ride a creature with
the Mount Trait the prospective rider must be at least 1 Size rank smaller
than it (meaning that a Size (4) human could easily ride a Size (5) horse,
Electro-Graft but a Size (5) Ogryn would need something far sturdier). If a Mount also
This small device is grafted into the nervous system, allowing the adept has the Machine Trait this means that it is some form of cyber-construct,
to better commune with the many holy mechanisms that are now part of and every instance of the Survival Skill that is used to control it is instead
his life. It comes in many forms, such as skull shunts, finger probes, or replaced with the Operate (Surface) Skill (if it also has the Flyer or
spine jacks, depending on the forge world. Hoverer Trait then it should be controlled with the Operate [Aeronautica]
Skill instead).
Electoo Inductors Sometimes this Trait will be listed with a number in parenthe-
Electoo Inductors are palm-sized metal skin grafts that appear much like ses, this number indicates what amount of riders the mount may carry.
tattoos to the uninitiated. They are wired into the nervous system, where Only the character guiding the mount may utilize Mount Actions but the
they derive power from the bio-electrical emanations of the flesh and the other rider(s) may use other appropriate actions.
sacred mysteries of the Potentia Coil. With training, they can be used to Mounts also have their own unique sub-Traits, which add fur-
emit or siphon power in many ways. ther uniqueness to their profiles, distinguishing them from one another.

Potentia Coil Bred for War


Cradled within the cyber-mantle is a power unit known as the Potentia The Imperium has been in a state of constant war for thousands of years.
Coil. This mass can store energy and produce various types of fields. Over such a vast span of time the methods of breeding and training riding
Coils come in many types, from small crystal stack affairs to bulky beasts have improved significantly, allowing riders to turn instinctual
electrical galvinators, and a trained user can manipulate the stored energy creatures into living weapons of war. This Mount is used to the rigours of
into a variety of attacks and unique effects. combat and the din of battle, and thus automatically passes all Willpower
Tests to avoid fleeing due to the Bestial Trait.
Mindlinked
While not a direct telepathic link allowing complex verbal communica- Enduring
tion over long distances, the creatures that share this bond are constantly Some beasts of burden can tolerate extreme amounts of punishment, and
aware of the other’s presence, and any strong emotions the others in their can subsist for long periods of time without food or water, all whilst car-
group mind feel. The bonded creatures unerringly know the location of rying their rider and his equipment. This Mount gains a +30 bonus to any
the others in their group mind if they are within 1km x the creature’s Per- Toughness Tests it makes due to dehydration or starvation and can carry
ception Bonus of one another, and it can sense his compatriots’ presence one additional passenger or comparably heavy item without the associat-
and general, relative position while they are on the same planet (or up to ed penalties. A Mount with this Trait cannot be given the Wiry Trait.
500km x the creature’s Perception Bonus away if necessary for specifici-
ty, beyond which point they only have a vague directional notion). When
a mind-affecting Psychic Technique is used against creatures with the
Mindlinked Trait, halve the opponent’s Degrees of Success to the result

4.2 Traits - 192


Irritable Natural Armour (X)
This creature is not terribly friendly at the best of times, and once its ire This creature has a naturally tough hide or an exoskeleton, affording it
is ignited, it is all that a rider can do to stay on and survive. Of course, some protection against attacks. The number in parentheses (X) indicates
the rider will likely fare much better than anyone unfortunate enough to how many Armour points the creature gains to all locations. Natural
be caught in its path. This Mount grants its rider a +20 bonus to Survival Armour stacks with worn armour, but not with the Machine Trait.
Tests to use the Crushing Charge and Rearing Strike Mounted Special
Actions. However, whenever the rider of a Mount with this Trait fails a
Survival Test to control it, he adds 1 additional Degree of Failure to his Natural Weapons
failed Test. A Mount with this Trait cannot be given the Placid or Skittish This creature has sharp claws, teeth, spines or some other natural weapon
Traits. with which it can tear apart its foes. It counts as being armed even when
not wielding weapons, with attacks that deal 1d10 points of damage plus
Loyal its Strength Bonus, plus an additional 1d10 Damage for every two ranks
Over time, some creatures develop a sense of loyalty to their riders, of the Size Trait it has above 4. The creature can make attacks with its
expressing this in both a willingness to perform dangerous actions and in Natural Weapons using its Weapon Skill, though it cannot be disarmed
the way they will stay with their masters to the bitter end, often waiting unless, of course, its limbs are hacked off. In general, creatures with
with the body of a fallen rider, unaware that their companion is seriously Natural Weapons are immune to the Power Field Quality, as it is assumed
injured or even dead. Loyal Mounts do not leave their riders when they they have enough teeth, claws, or spines to ignore a few being removed.
are Thrown from the saddle. Further, Riders gain a +10 bonus to Survival
Tests when attempting to control a Mount with this Trait.
Navigator
A creature (or more likely person) with this Trait has the Navigator gene,
Placid and is able to acquire Navigator Powers, and must have at least one
Not every riding beast is a natural fighter—not even after years of selec- Rank of the Navigate (Warp) Skill. For all game purposes, a Navigator
tive breeding, expert training or genetic manipulation— and some even character is considered a psyker. This means that weapons, powers, and
lack the basic drive to fight, seemingly oblivious to threats unless directly creatures that have special effects on a character that is a psyker will have
under attack. Mounts with this Trait grant their rider a +10 bonus to Sur- similar effects on a Navigator character and vice-versa.
vival Tests to control them outside of combat, but impose a –10 penalty
on Survival Tests to control them during combat encounters. A Mount
with this Trait cannot be given the Irritable Trait. Phase
A creature with this trait can transform its body into an insubstantial
state, passing ghost-like through solid objects or barriers of any sort.
Skittish As a Half Action, the creature may gain or remove the Incorporeal trait,
The Mount is nervous and takes flight easily when faced with unfamiliar becoming insubstantial or solid.
or high-stress situations. A Mount with the Skittish Trait grants its rider
a +20 bonus to Survival Tests to use the Evasive Riding and Sidestep
Mounted Special Actions. However, it inflicts a –20 penalty to its rider’s Possession
Survival Tests to use the Crushing Charge and Soaring Leap Mounted Certain spirit-beings and denizens of the warp have the ability to possess
Special Actions. A Mount with this Trait cannot be given the Irritable mortal bodies. This is a far more insidious and damaging process than
Trait. most forms of mental control, or even the power of the strongest psykers
to “wear” the bodies of others, as the very fabric of the assaulting warp
being is merged with the victim’s living body on a fundamental level so
Terrain Master
as to allow it to remain in our reality. The mechanisms by which these
This Creature has large padded feet, widely splayed toes, double-jointed
possessions occur in the game are detailed below, although circumstance
legs or even a preternatural ability to sense uneven ground. It suffers no
and the nature of the entity itself may vary. Note that Daemonhosts,
penalties for moving over difficult terrain.
being extraordinarily powerful examples of deliberate, ritualistic pos-
sessions, designed to bind and control daemons in living vessels, are a
Wiry special case and dealt with separately.
Thin-limbed and nimble, the steed is mostly made up of tightly bound
muscle groups and cartilage. This usually makes such creatures strong
combatants and fast runners, but limits their endurance and ability to
The Possession Attack
The entity must be within a few metres of its intended victim and use a
carry large amounts of equipment. This Mount can only carry its rider
Full Action. The creature and target make Opposed Willpower Tests each
plus the rider’s basic equipment and weapons. It cannot carry passengers
round until either the entity or the victim achieve a total of five Degree
or any additional equipment, but it counts its Agility Bonus as being two
of Success over the other—this is cumulative over several rounds. If the
higher for the purposes of movement. A Mount with this Trait cannot be
entity wins, it successfully possesses its victim. If their victim wins, he
given the Enduring Trait.
has repelled the entity who may not attempt to possess him again for 24
hours. A repelled entity also takes 1d10 points of Damage which is not
Multiple Arms (X) reduced by armour or Toughness.
This creature has more than one pair of arms. The exact number of arms
is indicated in parentheses (X), so a Genestealer with Multiple Arms (4) The Effects of Possession
has four arms total. It gains a +10 bonus on Athletics Tests involving A possessing entity takes control utterly, binding itself to its victim, and
climbing and swimming. In addition it can make an additional attack as is capable of commanding the body to function regardless of pain and
if wielding multiple weapons. In this case, the creature must either have injury, (and indeed might delight in damaging or altering it to suit its
natural weapons or actual weapons to wield for this to take effect. Note whims). The victim increases its Strength and Toughness Characteristics
that a creature still requires the Two-Weapon Wielder (Melee or Ranged)
Talent to make multiple attacks in the same turn.

4.2 Traits - 193


by 10 and gains 2d10 Wounds. The victim uses the possessing enti- Unbound
ty’s Intelligence, Perception, Willpower, and Fellowship, and uses the These psykers harness the wild power of the Warp, bending it to their
entity’s Psy Rating and powers in place of its own (if any). Likewise, the whim and drinking deeply of its power. While this lets such a psyker
possessed creature uses any mind-related Skills and Talents had by the channel more power it also means they have little protection in case it
entity and loses its own. The entity may also attempt to recall memories goes awry. The rare wild creature that develops psychic powers, along
and Skills from its victim with a successful Intelligence Test. In the case with renegade psykers, are both examples of Unbound psykers.
of possession by daemon the victim has a good chance of becoming
immediately mutated, and likely becomes further mutated the longer the
possession continues.
Daemonic
Made of the very stuff of the Warp, psykers such as these are inhuman
monstrosities whose very life-stuff is the ichor of the Warp. Daemonic
Surviving Possession psykers can channel the stuff of the Warp with relatively few negatives,
Should the victim survive and the entity be cast out by exorcism or some and can do it far more innately than any mortal could hope to.
other means, then the ordeal deals 2d10 points of permanent Damage to
the character’s Toughness and Willpower Characteristics. In addition, the
victim gains 1d10 Insanity Points. Quadruped
Quadrupeds are much quicker over a distance than their bipedal coun-
terparts, and their movement is double that normally indicated by their
Psyber-Lure Agility bonus. This trait is intended to cover creatures that travel on their
A Psyber-Lure is an esoteric piece of technology which allows a chosen hind legs and forepaws, rapidly crossing surface terrain or tall foliage.
creature to be mentally commanded by it’s master with but a thought, Creatures with more than four legs may gain this trait as well, but their
providing a superior and utter mastery over the creature or machine additional limbs have no further effects.
construct.
Due to the nature of the psyber-lure, anything that the subor-
dinate detects, its master also notices, and vice-versa. This awareness Regeneration (X)
may be imprecise, however, depending on the circumstances and the Physiological enhancements, mutations, xenos physiology, and even
subordinate itself—a subordinate with particularly poor senses might not Warp-corruption can all result in organisms that heal from injury at an
be able to reveal the identity of a person it sees, merely making its master inconceivable pace. This effect is most pronounced in the heat of battle
aware of a person’s presence. Should a subordinate be subjected to any as a form of stress response but generally works at a markedly slower
effect that inflicts Insanity or Corruption Points, its master must make a rate out of combat. Each round, at the start of its turn, the creature can
Challenging (+0) Willpower Test or gain the same number of Insanity make a Toughness Test to remove an amount of damage indicated in the
or Corruption Points. This is because whilst the subordinate may not be parentheses after the Trait. This amount is also healed in narrative time
in direct contact with its master, the psyber-lure is a strong neural link outside of combat per day by creatures with this Trait.
that taps directly into the mind of both creature and master. If a subor- Some nightmarish creatures go beyond simple regeneration
dinate receives more than 10 Insanity or Corruption points, it should be and can come back from death with alarming ease. In this case the Trait
removed from the game as with the recommendation for NPCs. will be written as Regeneration (X, Endless), if so this means that even
In the event of a subordinate’s death, its master must make a Challenging if the creature suffers Critical Damage which would effectively kill it the
(+0) Willpower Test. If he fails this Test, the character is Stunned for one GM should note what its Critical Damage would be at, and every turn
Round and receives 1 Insanity point as psychic feedback momentarily it may roll a Toughness Test to regain health in it's deathless state, it's
overloads the psyber-lure with a psychic death scream. In the event of body regrowing anew or else sickeningly reforming itself. This can only
its master’s death, a subordinate attacks the cause of its master’s demise be prevented by a few methods; if the creature suffers Critical Damage
until it is destroyed or restrained and sedated. It is possible to change equal to it's Wounds Characteristic, if it's Toughness is reduced to 0, or
the master of a particular subordinate with some minor neural surgery if it is "killed" while On Fire. If any of these conditions are met then the
(although those facilities may not always be available). Until a subordi- creature may not attempt to resurrect itself, as it's remains will be too far
nate is allotted a new master, it acts as normal for its species. A character gone to be reconstituted.
cannot be bound to more than one subordinate at a time, and can never
gain the benefits of the abilities of more than one subordinate at a time. Skitarius Implants
Characters and Followers with the Untouchable Trait cannot use Psy- Less extensive than the implants granted to those of the actual Martian
ber-Lures. Priesthood, the integral machine-parts of soldiers of the Legiones Skitari-
us are nonetheless extensive and noticeable.
Psyker (X)
Whether due to unnatural influences, the study of forbidden lore, or sim- Sonar Sense
ply sheer force of will, this individual is a psyker. Though this trait has A creature with this Trait perceives its surroundings by emitting uniquely
no benefits on its own, it allows characters to purchase the Psyniscience toned pulses, allowing the creature to locate the position of any solid
skill and psychic powers. All psykers have a Psy Rating (abbreviated as object within 30 metres. Other creatures within this 30 metre range that
PR) and type (see Section 5.1.0 “Psychic Powers” for more on these) succeed on a Difficult (–10) Awareness skill can detect the oddly-pitched
which are listed out for each NPC. All psyker are also of one of three sounds echoing around them.
types; Bound, Unbound, or Daemonic.

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.

4.2 Traits - 194


Size (X) Weapons, even people do, in the form of fists or teeth.
Creatures come in one of ten different size categories, as shown on the Wounds & Fatigue Capacity: How capable of sustaining
Size Table. Size affects movement, how well the creature can hide and damage (lethal and non-lethal) the creature is.
move undetected, how easy or hard it is to strike in combat, and how far Movement & Melee Reach: Size also effects how fast a
it can reach with its melee attacks. When calculating movement, apply creature can move, and how far it can reach. This modifier to Movement
the size modifier first, and then other modifiers from other Traits or Rate is applied before other modifiers for Movement Rate, such as those
Talents (such as Quadruped). Note that a creature’s movement cannot be applied by the Crawler or Quadruped Traits. Melee Reach is how far
reduced to less than 1. out an attack from a creature can reach beyond the square (or squares) it
The following modifiers apply to creatures, as appropriate to occupies. This Reach can of course be modified by what melee weapon
their noted Size Ranks: the creature is wielding, if any.
WS/BS Modifier: How easy the creature is to hit with melee Tactical Map Size: This is how many squares should be
and ranged weapons, obviously larger entities are easier to hit, while taken up by this creature on a Tactical Map in Structured Time. Smaller
smaller ones are more difficult to hit. This modifier applies to all Attack creatures may share squares with other small creatures (essentially Size
Actions made against the creature or vehicle. This modifier also applies 2 creatures occupy one-quarter of a square while Size 3 creatures occupy
to attacks made to hit objects. on-half of a square). Large creatures and vehicles, however, take up
Stealth Modifier: How difficult it is for something of this Size multiple squares. For larger entities there are two listed sizes, Upright
to sneak about. Smaller creatures have an easier time sneaking while and Flat. Upright is used for upright, mildly humanoid creatures and ve-
larger ones may find it impossible. All Tests that use the Stealth Skill hicles, whereas Flat is used for low to the ground vehicles and creatures,
apply this modifier when made by the creature. including most tracked vehicles, insectoid creatures, and quadrupedal
Grapple Modifier: The advantage this creature has when ones.
engaged in a Grapple Action with an enemy. When this creature is in a
Grapple they apply this modifier to all Tests they make therein.
Natural Weapons Damage: How damaging the creature’s
Natural Weapons are. Almost all creatures have some form of Natural

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

(Hulking) TBx3+10 AgB+1 Upright: 1x1


5 Ork Nob, Space Marine
+10 -10 +10 -
TB+WpB+10 Melee+1m Flat: 2x1
(Enormous)
TBx3+20 AgB+2 Upright: 2x2
6 Sentinel Walker, +20 -20 +20 +1d10
TB+WpB+20 Melee+1m Flat: 2x3
Autocarriage
(Massive)
TBx3+30 AgB+3 Upright: 3x3
7 Chimera, +30 -30 +30 -
TB+WpB+30 Melee+2m Flat: 2x4
Arvus Lighter
(Immense)
TBx3+40 AgB+4 Upright: 4x4
8 Land Raider, Greater +40 -40 +40 +1d10
TB+WpB+40 Melee+2m Flat: 3x5
Daemon
(Monumental)
TBx3+50 AgB+5 Upright: 5x5
9 Ork Squiggoth, +50 -50 +50 -
TB+WpB+50 Melee+3m Flat: 4x6
Baneblade
Upright:
(Titanic) 8x8,
TBx3+60 AgB+6
10 Reaver Battle Titan, Ork +60 -60 +60 +1d10
TB+WpB+60 Melee+3m
or larger
Gargant Flat: 10x15,
or larger
4.2 Traits - 195
Soul Bound owner’s commercial sphere of influence.
The soul of this creature is bound to a higher power or being, in return
for a measure of protection. When this trait is first gained, the entity Touched by the Fates (X)
to which the soul is bound must be decided. Many Imperial psykers, Where the naive might see only luck, those who have glimpsed the true
especially Astropaths, are soul bound to the Emperor, for example, nature of the galaxy can see when powers outside this realm have made
whereas Chaos Sorcerers may be bound to one of the Ruinous Powers. their favour known. The NPC has a number of Fate Points shown in
A soul bound psyker rolls an extra die when forced to roll on Perils of parentheses (X). It can use these Fate Points in exactly the same way as
the Warp, then replaces either the ones die or the tens die with the extra Player Characters and can even burn a Fate Point to survive death and
die he rolled to determine the final result. Upon becoming soul-bound, destruction at the GM’s discretion. The NPC’s attacks also use the rules
the psyker must choose one of the following effects: 2d10+10 Insanity for Righteous Fury.
points, the permanent loss of his sight, permanent loss of 1d10 points
from one Characteristic. If they are bound to the Ruinous Powers they
may instead suffer a random Minor Mutation. In addition, a Soul Bound Toxic (X)
character is permanently indebted to the entity, which undoubtedly en- A creature with this trait has corrosive blood or other exotic defensive
tails all manner of other duties and consequences. mechanisms that inflict harm when it is struck. A character that success-
fully deals damage to a Toxic creature in melee combat must make a
Toughness test at the end of his turn with a penalty equal to 10 times the
Strange Physiology number in parentheses (X), or suffer 1d10 points of Energy damage not
A creature with this trait has an unusual, alien, or altogether bizarre reduced by Armour or Toughness. For example, a creature with Toxic (4)
anatomy. All hits count as hitting the Body Hit Location, it may reroll all would impose a –40 on Toughness tests. Some creatures carry addition-
failed Toughness Tests, and it is not affected by any poisons, toxins, or al effects with their toxins, or inflict more damage as indicated in their
venoms unless they are genophagic or otherwise tailored for use against individual descriptions (see Section 4.3 “Advanced Poisons & Toxins”
this creature. for more in depth rules for Toxins).

Stuff of Nightmares Undying


Some Warp entities are so terribly powerful that the willpower perpet- This creature has a strange and barely understood physiology. It cannot
uating their bodies in reality is almost impossible to break or disrupt. be harmed by diseases, poisons, or toxic effects. It also has no need to
Such creatures count as having the Undying trait, and are completely breathe, and thus can survive unaided in a vacuum.
immune to most environmental hazards, Blood Loss, and Stunning. They
also ignore any Critical Effect other than one that would destroy them
outright, unless it was caused by a psychic power, force weapon, or holy Unnatural Characteristic (X)
attack (weapons/attacks with the Sanctified, Daemonbane, or Malediction One or more of the creature’s characteristics is unnaturally enhanced.
Quality). This is indicated by a number that is then added directly to the relevant
Characteristic Bonus. For example, a creature with a Strength of 41 nor-
mally has a Strength Bonus of 4. If the creature had Unnatural Strength
Sturdy (3) then its Strength Bonus increases to 7 (4+3). A creature can have this
Sturdy creatures are hard to move, and thus gain a +20 bonus to tests trait more than once, but each time must be applied to a new charac-
made to resist Grappling, Maneuver, Knock Down, and Stun Actions. teristic. All tests using a Characteristic tied to this Trait gain a number
of bonus Degrees of Success equal to half the Unnatural Characteristic
Swarm value. These bonus Degrees of Success are capable of turning a failed
Too small to do much on their own, swarms overwhelm their opponents Test into a successful one by canceling out with Degrees of Failure. A
via sheer weight of numbers. A swarm is often a mass of Miniscule or roll that results in a sum 0 Degrees of Success or Failure is considered
Puny creatures, but gains the effects of the Size Trait depending on the having been failed by 1 Degree of Failure.
size of the Swarm itself. Any attack from a weapon that does not either
have the Blast, Consuming Fire, Flame, Spray, or Scatter Qualities only Unnatural Senses (X)
inflicts half Damage. In most circumstances, a Swarm creature cannot The creature can perceive its surroundings using senses other than sight
be Grappled, Knocked Down, or Pinned, and the swarm may “pour” or hearing, such as special organs, fine hairs, or some other disturbing
through suitable small openings such as ducts, vents, and the like, but ability. This trait always includes a range in metres indicated by the
they may not Jump. The swarm is counted as being destroyed once all number in parentheses (X).
its Wounds are lost. The swarm’s attacks have a variable Penetration
value (roll 1d5 and add the result to their attack’s Penetration each time
an attack lands), representing its ability to engulf their victims and attack
vulnerable areas.

The Emperor’s Command


The extreme privilege granted by an Inquisitor’s rank is beyond the
wildest dreams of even the most avaricious and glory-seeking of Rogue
Traders. This great power allows them to acquire the command of
armies, enlist fleets of voidships, and demand sector-wide edicts.
To represent this unquestionable authority an Inquisitor can
use his Influence with all of the benefits of Profit Factor (including the
ability to Acquire voidships, structures, and supply chains) and without
the inherent drawback of Profit Factor’s inability to be used outside of its

4.2 Traits - 196


Untouchable
Untouchables are those soulless unfortunates who cast no shadow in the
Warp, and represent an impossibly small fraction of humanity, far smaller
even than the minuscule fraction with psychic abilities. They might sub-
consciously know they are different, noticing the way others treat them.
Bereft of such an essential part of their humanity, they might look, think,
and act as normal men, but few are comfortable in their presence. Those
around them often sense a miasma of nausea or grating sound to their
voices; nothing an auspex would detect, but something other humans
subconsciously feel. Untouchables are most often humans but throughout
the galaxy many creatures with similar powers and abilities have been
found, and this Trait most accurately represents this feature in both Man
and beast.
A creature with this Trait cannot gain the Psyker Trait for any
reason. It gains the Resistance (Psychic Powers) talent and it’s Fellow-
ship characteristic always counts as one-half (rounding up) its value for
tests or other game usage. When interacting with anyone who has a psy
rating or the Psyniscience skill, the Fellowship characteristic counts as 1.
It can never gain nor benefit from the positive effects of Psychic Powers
or any other related unnatural talents, traits, or abilities that call on the
Warp for power. Lastly a creature with this Trait automatically ignores
any effects resulting from Psychic Phenomena, and gains a +30 bonus on
any tests to resist effects from a Perils of the Warp result.

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.

4.2 Traits - 197


4.3 Followers
“The weak will always be led by the strong. Where the strong see purpose and act, the weak follow; where the strong cry
out against fate, the weak bow their heads and succumb. There are many who are weak; and many are their temptations.
Despise the weak for they shall flock to the call of the Daemon and the Renegade. Pity them not and scorn their cries of
innocence - it is better that one hundred innocently fall before the wrath of the Emperor than one kneels before the Dae-
mon.”
-The First Book of Indoctrinations

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.

Gaining Followers even automata)


These determine what the exact nature of a Follower is, and each one can
A character may only have an amount of Followers equal to half the
be of a Lesser, Standard, Greater, or Superior Follower. With this selec-
highest Characteristic Bonus out of his Intelligence, Perception, or
tion also comes limitations and boons. Namely each kind of Follower has
Fellowship. Once a character has acquired a Follower a player can then
access to different Traits, and have varying limitations on them accord-
create it using the rules below.
ingly.

Adapting Followers Horde Followers


Some Followers can come about in the course of a story in an organic Horde Followers are created in the same manner as Lesser or Standard
fashion, with a player inducting non-player characters into his service by Followers as indicated by the Talent’s name. Rather than generating a
getting the GM's permission and having (or purchasing) an appropriate Wounds value, however, the Follower is given a Magnitude equal to
Follower Talent to represent the investment of time between the char- one half of the character’s Influence. This represents the higher numbers
acters. This will usually have the GM giving the player the profile of an of Followers that an especially infamous or influential character can
NPC they have prepared, and such a Follower comes "as is", with only attract, and possibly the higher quality attracted, as well. Though a Horde
minor appropriate modifications being made to the NPC's profile. represents a number of individuals, it is treated in game terms as a single
Similarly, a player may choose to use an appropriate profile character, and likewise counts as a single Follower toward the character’s
from Section 12 "Allies". If a player chooses one of these profiles as a limit.
Follower for his character there are two main restrictions, the first being If a character’s Influence changes during the course of a
that these profiles should not generally be altered, as they will largely be session, the Magnitude of his Horde Follower is adjusted to reflect the
better in some ways than a created Follower and being allowed to change change, subject to the GM’s discretion. An increase in Influence and
them would create further imbalances, and second, if a player increas- corresponding increase in Magnitude does not necessarily represent
es an Adapted Follower's Tier is raised he follows all the restrictions additional individuals joining the Horde, though it certainly could if the
levelled on other Followers being brought up a Tier (though he does not characters are in a populated area. It could just as readily represent an
lose Characteristics, Skills, Talents, or Traits that exceed his new Tier's increase in the morale of the character’s Followers, or even a blessing
limitations). from the gods. If the GM determines an immediate change would be
inappropriate for the circumstances, he may wish to defer the adjustment
Creating Followers to Magnitude until a fitting opportunity, such as when the characters
The second method of gaining a profile for a Follower is creating them. return to their base of operations to gather more servants, or stage a ritual
This method is more time-consuming but generally lets a player create to bind additional souls to the character’s will, or simply until the end of
what they wish, within reason. The main restrictions on what Charac- the session.
teristics, Skills, Talents or Traits a Follower can have are imposed by it Horde Followers follow all the rules for Hordes, but additional-
being a Lesser, Standard, Greater, or Superior Follower (and if they are ly require certain considerations that do not typically apply to Followers.
to have a Talent they must meet its Prerequisites). The GM does, how- For instance, should the characters procure a ride on a shuttle-craft with
ever, have final say over a Follower’s abilities before it enters play. All a capacity for a dozen or so passengers, it may be hard to fit a Magnitude
Followers fall into one of four categories: 35 Magnitude Horde of bloodthirsty death cultists. Likewise, it may
• Lesser (chosen using the Lesser Follower Talent) prove extremely difficult to covertly infiltrate an Imperial settlement with
• Standard (chosen using the Standard Follower Talent) a pack of vicious xenos beasts in tow. Players and GMs should therefore
• Greater (chosen using the Greater Follower Talent) consider these potential complications when introducing Horde Follow-
• Superior (chosen using the Superior Follower Talent) ers into a campaign.
Which category of Follower it is determines the level of its Character- In the case of Hordes consisting of sentient beings, it is a good
istics and its access to Skills, Talents, and Traits. Alongside the inherent idea to nominate either a leader or representative member of the Horde
strength represented by these categories there are also further distinctions to act as its “face” when interacting with characters or accepting orders
made between Follower types, namely: from the character. This representative member of the Horde may have
• Human Follower (Usually a regular Human, but abhumans a distinct personality and appearance, but is not treated as a separate
and even mutants are possible) character. Typically, this individual is assumed to survive any damage to
• Bestial Follower (Xeno beasts, alien creatures, even ones the Horde’s Magnitude, though that does not preclude non-fatal injuries.
descended from ancient Terran stock, such as horses or canids)
• Machine Follower (Techpriests, servitors, servo-skulls, or

4.3 Followers - 198


Superior Followers • Lesser: The Follower has 100 points to spread among its
Followers, typically, are a cut above the assorted hirelings, mercenaries, characteristics with no one characteristic higher than 30.
and servants whom a character may enlist. Nevertheless, Followers have • Standard: The Follower has 175 points to spread among its
their limitations, notably the fact that they cannot improve their abilities characteristics with no one characteristic higher than 35.
past the levels permitted by the Greater Follower Talent. Eventually, even • Greater: The Follower has 250 points to spread among its
a Greater Follower may outlive its utility as a character grows in power. characteristics with no one characteristic higher than 40.
The Superior Follower Talent grants the character a powerful Follower
whose abilities can improve over time, reflecting the character’s own Wounds and Movement
advancement. A Superior Follower may represent a particularly skilled A Follower’s Wounds and its Movement rate are both derived from its
or favoured servant, a dangerous ally, or even an almost-trusted partner. characteristics (though they may be altered later by the selection of cer-
Unlike other Followers, Superior Followers can improve their Character- tain Talents and Traits). A Follower’s Movement is based on its Agility
istics, Skills, and Talents. Superior Followers are unique in that they can Bonus, in the same way as a PC. A Follower’s Wounds are equal to twice
obtain and spend Experience Points in much the same way as characters. its Toughness Bonus.
When a player first selects the Superior Follower Talent, he creates the
Superior Follower following the same process as if he were creating a
Greater Follower. A Superior Follower counts toward the limit on the Skills
number of Followers the character can have. Unlike other Follower Just like their masters, Followers have access to a number of Skills, often
Talents, the Superior Follower Talent cannot be taken multiple times; a at varying levels of mastery. The number and ranks of these Skills is
character may only have a single Superior Follower at a time. Superior dependent on the Followers level of power. GMs may also restrict access
Followers have a Loyalty value just as other Followers, which is tested to certain Skills for Followers (such as Lore or Operate Skills) if there
against under the same circumstances. As powerful as they may be, is no reasonable way the Follower could have learned them. Unless the
Superior Followers follow all the normal rules for Followers, with the GM states otherwise, all Followers start with one Linguistics Skill of the
exceptions noted below. players’ choice, allowing it to communicate.
Each time the character gains the Superior Follower Improve-
ment Talent, when creating the Superior Follower or at a later time, his • Lesser: The Follower may choose 4 Skills at Rank 1 (Known/+0).
Superior Follower gains 500 xp to spend. A Superior Follower’s xp total • Standard: The Follower may choose 6 Skills (either 6 different Skills
may never exceed 50% of the controlling character’s xp; any excess or fewer Skills at higher ranks) with no one skill higher than Rank 2
Experience Points, from any source, are lost. (Trained/+10).
Superior Followers generally gain xp when a character pur- • Greater: The Follower may choose 9 Skills (either 9 different Skills
chases the Follower Improvement Talent, and perhaps as a reward for or fewer Skills at higher ranks) with no one skill higher than Rank 3
game play. Regardless of the source, Followers may spend xp in the same (Experienced/+20).
manner as characters, with a few clarifications and additional limita-
tions. Like characters, Superior Followers may purchase Characteristic .Talents
Advancements, as well as Skills and Talents. Also like characters, the A Follower’s abilities can be further enhanced by the addition of Talents
Experience cost for an Advancement is determined by the Follower’s Ap- giving it greater abilities with which to aid its master. Talents are a vital
titudes and that of the Characteristic, Skill, or Talent in question. Though part of a Follower and like Traits really define its nature and whether it
their controlling player must assign them their 7 Aptitudes, Superior is a skilled orator, bookish scholar or expert assassin. The number and
Followers may not have an Influence characteristic of their own; their types of Talents a Follower can take is dependent on its level of power.
own reputation and favour is inextricably bound to that of their master. When selecting Talents Followers must select their Talents following all
the normal prerequisite rules, such as having the Psyker Trait for psychic
Follower Death Talents. GMs may also restrict access to certain Talents for Followers if it
An important note about Followers is that, as they are subordinate to the does not fit with their background. Finally, Followers cannot take any of
player character they serve, they are lesser in a few senses, most notably the Follower Talents.
that they are imminently replaceable. If a Follower dies in the course of a Followers do not require Weapon Training Talents to utilize
session the player does not lose use of the Follower Talent, he has simply any weapons they are given, but do require taking such Talents if another
lost that specific Follower. Before the beginning of the next session he Talent they would gain has a Weapon Training Talent as a Prerequisite
may create (or adapt) a new Follower using the rules appropriate for that (such as with Weapon Expertise or Weapon Mastery Talents).
level of Follower. Any gear or weapons the Follower had are forfeit. Followers may also take Powers, granted that they meet the
below prerequisites. As with characters each type of Powers is mutually
exclusive; a Follower may not have multiple types of Powers. Giving a
Characteristics Follower Powers takes away from the total amount of Talents they may
All Followers have a set of characteristics just like PCs and NPCs rep- take, and they are bound by the same limits that Talents given to Follow-
resenting their various strengths and weaknesses. Followers have a pool ers are.
of points which they can divide amongst their characteristics depending Any Follower with the Psyker Trait may take the Psy-Rat-
on their level of power. When creating a Follower divide up these points ing Talent, and they gain a Psy-Rating equal to half of their Willpower
between Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intel- Bonus. Additionally the Follower may take Psychic Powers Talents, and
ligence, Perception, Willpower and Fellowship. A Follower’s characteris- is able to choose them from an amount of Psychic Disciplines equal to
tics cannot be less than 01 (i.e. players must put at least 1 point into each his Intelligence Bonus. The Follower may take any psychic power from
characteristic when creating them) and cannot exceed a certain value as Disciplines of an appropriate Tier, even if the powers are not connected
determined by the power level of the Follower. Bestial Followers cannot by the Discipline tree’s paths (essentially they can buy powers out of
have an Intelligence Characteristic higher than 20. order so long as they are of the appropriate Talent Tier for them).
Any Follower with the Navigator Trait may take Navigator
Powers as Talents, with the three Tiers of Talents corresponding to the
three Tiers of Navigator Powers, ie. Novice = Tier 1, Adept = Tier 2,

4.3 Followers - 199


Master = Tier 3. Size, Toxic, and Unnatural Characteristics Traits in this way. For every
Any Follower with the Mechanicus Implants Trait, and without Trait they do not take they may increase a variable of one of these Traits
the Machine Trait, may take Techno-Arcana Powers and generate an by 1.
amount of Cogitation Points equal to half their Intelligence Bonus, and,
if any Techno-Arcana give them Cybernetics beyond what they may
normally be allowed, this limit is ignored.
Human Followers Traits
Human Followers with the Mechanicus Implants may take the The Flesh
Any Follower with the Untouchable Trait may take Untouch-
is Weak Talent even if it is not available for their Tier of Follower, with
able Talents of an appropriate Tier.
an amount of Ranks equal to their Toughness Bonus. The Fated, Mechan-
Lastly, if a Follower is given the Fated Trait and the Pure Faith
icus Implants, Navigator, Untouchable, and Psyker Traits are all mutually
Talent they may take appropriate Faith Powers.
exclusive and cannot be taken together. Followers with the Psyker Trait
have a Psy-Rating equal to half their Willpower Bonus (to a minimum of
• Lesser: The Follower may choose 5 Talents none of which
1). Followers with the Fated Trait may take Faith Talents and Faith Pow-
can be greater than Tier 1.
ers without having to meet any Fate Characteristic prerequisites, though
• Standard: The Follower may choose 7 Talents none of which
they must meet the Talent’s other prerequisites.
can be greater than Tier 2.
• Lesser (Choose 3): Blind, Brutal Charge (WSB), Dark-Sight,
• Greater: The Follower may choose 11 Talents up to and
Mechanicus Implants, Multiple Arms (1), Mutant (1), Natural Armour
including Tier 3.
(1-4), Natural Weapons, Psyker, Size (3-5), Sonar Sense, Soul-Bound,
Sturdy, Toxic (1), Unnatural Characteristic (1), Unnatural Senses (Per)
Traits • Standard (Choose 5): Blind, Brutal Charge (WSB), Dark-
More than anything else, Traits determine the true nature of a Follower Sight, Fated (1), Fear (1), Mechanicus Implants, Multiple Arms (1-3),
and whether it is a veteran guardsman, soulless machine, or hulking Mutant (1-2), Navigator, Psyber-Lure, Psyker, Regeneration (½TB/TB),
beast. The number and types of Traits a Follower can take is dependent Size (3-5), Sonar Sense, Soul-Bound, Toxic (1-3), Unnatural Characteris-
on the Followers level of power. Some Traits also have variable levels tic (1-3), Unnatural Senses (Per/Perx2), Untouchable
indicated by a number in parenthesis (X) denoting extra armour, multiple • Greater (Choose 7): Blind, Brutal Charge (WSB), Dark-
arms or similar things. When taking a Trait the number of this variable Sight, Fated (1-2), Fear (1-2), From Beyond, Hoverer (AgB/AgBx2),
depends on the Talent Tier of the Follower as noted below and if a range Mechanicus Implants, Multiple Arms (1-4), Mutant (1-3), Navigator,
of numbers is shown the player may choose a number from within that Psyker, Regeneration (1⁄2TB/TB), Size (3-5), Sonar Sense, Soul-Bound,
range. Sturdy, Toxic (1-4), Unnatural Characteristic (1-4), Unnatural Senses
The only exception to this is the Unnatural Characteristic trait (Per/Perx2), Untouchable
which may not have a variable number higher than the Followers asso-
ciated characteristic bonus (in effect this trait may not more than double
Bestial Follower Traits
Bestial Followers all automatically have the Bestial Trait without spend-
any one characteristic bonus). Followers which take the Daemonic Trait
ing an additional Trait point. A Bestial Follower with the Machine Trait
also gain the Warp Instability Trait. GMs may also restrict access to
represents a cyberized creature, like a cyber-mastiff or a psyber-eagle,
certain Traits for Followers if it does not fit with their background.
that has been partially lobotomized and rebuilt with mechanical parts.
In addition, if the Follower does not take the Size Trait, it is as-
So long as it is of a Size larger than it’s master and has the Mount Trait
sumed to be Size (4), the size of an average human, and it only costs one
the Bestial Follower may be used as a Mount and take Mount Traits (see
Trait Rank for each Size Rank above or below 4 the Follower is. When a
Section 7.7 “Mounts & Mounted Combat for more information). Follow-
Follower that is larger than Size (4) is made they do gain extra Wounds
ers with the Psyker Trait have a Psy-Rating equal to half their Willpower
and Fatigue, but only at +5 to each per each rank above Size (4) that they
Bonus (to a minimum of 1).
are instead of the standard +10.
• Lesser (Choose 3): Amphibious, Amorphous, Bestial (Flee
If a Trait is listed with a Characteristic Bonus as the amount of
-or- Frenzy), Blind, Brutal Charge (WSB), Burrower (StB), Crawler,
Ranks then the Follower gains the Trait with an amount of Ranks equal
Dark-Sight, Familiar, Hoverer (AgB), Machine (1-2), Mount, Multiple
to the correlating Characteristic Bonus. If it is listed as two separate val-
Arms (1), Mutant (1), Natural Armour (1-4), Natural Weapons, Psy-
ues separated by a slash (such as Hoverer (AgB/AgBx2)) then the firstof
ber-Lure, Quadruped, Size (1-4), Sonar Sense, Stampede, Sturdy, Swarm,
the two values is what is bought by spending one Trait point on it, and
Toxic (1), Unnatural Characteristic (1), Unnatural Senses (Per)
by spending two Trait points on it the second value is what the Follower
• Standard (Choose 5): Amphibious, Amorphous, Bestial
gains. (Unnatural Senses gives the Follower Unnatural Senses in a radius
(Flee -or- Frenzy), Blind, Brutal Charge (WSB), Burrower (StB/StBx2),
equal to an amount of meters equal to their Perception Characteristic, not
Crawler, Dark-Sight, Deadly Natural Weapons, Familiar, Fear (1), Hov-
the Perception Bonus)
erer (AgB/AgBx2), Machine (1-4), Mount, Multiple Arms (1-3), Mutant
Finally, some Traits are simply detrimental to a Follower’s
(1-2), Natural Armour (1-6), Psyber-Lure, Psyker, Quadruped, Regen-
abilities, but may still be taken. By taking the Bestial, Blind, Multiple
eration (½TB/TB), Size (1-6), Sonar Sense, Stampede, Sturdy, Swarm,
Arms (1), or Stampede Trait the Follower gains an additional Trait point.
Toxic (1-3), Undying, Unnatural Characteristic (1-3), Unnatural Senses
However only up to two of these Traits may be taken.
(Per/Perx2), Untouchable
• Greater (Choose 7): Amphibious, Amorphous, Bestial
A Follower with the Mutant Trait gains a Mutation from the appropri-
(Flee -or- Frenzy), Blind, Brutal Charge (WSB), Burrower (StB/StBx2),
ate table (ie. Minor Mutations for Lesser Followers, Major Mutations
Crawler, Dark-Sight, Deadly Natural Weapons, Familiar, Fear (1-2),
for Standard Minions, and Superior Mutations for Greater Followers).
Flyer (AgB/AgBx2), From Beyond, Hoverer (AgB/AgBx2), Machine
Roll for the Mutation and modify the result by an amount equal to the
(1-6), Mount, Multiple Arms (1-4), Mutant (1-3), Natural Armour (1-8),
character’s Influence or Profit Factor as the player sees fit (he is using his
Psyber-Lure, Psyker, Quadruped, Regeneration (1⁄2TB/TB), Size (1-7),
influence or wealth to pick the cream of the crop).
Sonar Sense, Stampede, Stuff of Nightmares, Sturdy, Swarm, Toxic (1-4),
Undying, Unnatural Characteristic (1-4), Unnatural Senses (Per/Perx2),
Trading Traits: Some variables may be improved further by sacrificing
Untouchable, Warp Weapons
the number of Traits a Follower could normally take. Players may further
improve the Fear, Machine, Multiple Arms, Mutant, Natural Armour,

4.3 Followers - 200


Machine Follower Traits Equipment
A Machine Follower must have 1 Rank of the Machine Trait or the The arming and armouring of Followers is largely the responsibility of
Mechanicus Implants Trait. These are not mutually exclusive, but if the their masters and a favoured Follower is usually one with the best weap-
Follower has both then they are little more than a servitor made from ons and equipment. Followers do bring some gear with them when they
a techpriest, or an enhanced construct capable of utilizing advanced join the service of the character as determined by their level of power.
bionics, such as a masterwork servo-skull. Machine Followers with Followers may only take Common Craftsmanship equipment.
the Skitarius or Mechanicus Implants Trait may take the The Flesh is Followers do not require Weapon Training Talents to utilize
Weak Talent even if it is not available for their Tier of Follower, with an any weapons they are given.
amount of Ranks equal to their Toughness Bonus, though they may not
have it and the Machine Trait. Machine Followers also may only take the • Lesser: The Follower may choose 2 items with an Availabil-
Familiar and Psyber-Lure Traits if it has the Machine Trait. A Machine ity of Scarce or lower. Additionally the Follower may have an amount of
Follower with the Skitarius or Mechanicus Implants Trait cannot also items up to an Availability of Average or lower equal to their character’s
take the Untouchable Trait. So long as it is of a Size larger than it’s Influence/Profit Factor Bonus. The Availability of these additional items
master and has the Machine and Mount Traits the Machine Follower may may also be increased by sacrificing one to increase the rarity of another
be used as a Mount (and take Mount Traits). All Machine Followers with by one step.
the Machine Trait also automatically have the Mind-Lock Trait without • Standard: The Follower may choose 3 items with an
spending an additional Trait point. Availability of Rare or lower. They may forgo taking one Rare item to
• Lesser (Choose 3): Amphibious, Auto-stabilised, Blind, take another with an Availability of Very Rare instead. Additionally the
Brutal Charge (WSB), Burrower (StB), Crawler, Dark-Sight, Famil- Follower may have an amount of items up to an Availability of Scarce
iar, Hoverer (AgB), Machine (1-2), Mind Lock, Mechanicus Implants, or lower equal to their character’s Influence/Profit Factor Bonus. The
Mount, Multiple Arms (1), Natural Weapons, Psyber-Lure, Quadruped, Availability of these additional items may also be increased by sacrificing
Size (1-4), Sonar Sense, Sturdy, Toxic (1), Unnatural Characteristic (1), one to increase the rarity of another by one step.
Unnatural Senses (Per), Untouchable • Greater: The Follower may choose 1 item with an Availabil-
• Standard (Choose 5): Amphibious, Auto-Stabilised, Bestial, ity of Extremely Rare or lower and 4 other items with an Availability of
Blind, Brutal Charge (WSB), Burrower (StB/StBx2), Crawler, Dark- Very Rare or lower. They may forgo taking one Very Rare item to take
Sight, Deadly Natural Weapons, Familiar, Fear (1), Hoverer (AgB/ another with an Availability of Extremely Rare instead. Additionally the
AgBx2), Machine (1-4), Mechanicus Implants, Mount, Multiple Arms Follower may have an amount of items up to an Availability of Scarce
(1-3), Psyber-Lure, Quadruped, Regeneration (½TB/TB), Size (1-6), or lower equal to their character’s Influence/Profit Factor Bonus. The
Skitarius Implants, Sonar Sense, Sturdy, Toxic (1-3), Undying, Unnatural Availability of these additional items may also be increased by sacrificing
Characteristic (1-3), Unnatural Senses (Per/Perx2), Untouchable one to increase the rarity of another by one step.
• Greater (Choose 7): Amphibious, Auto-Stabilised, Blind, Players cannot choose equipment for their character’s Follow-
Brutal Charge (WSB), Burrower (StB/StBx2), Crawler, Dark-Sight, ers which the Follower cannot use itself, nor can Followers give up their
Deadly Natural Weapons, Familiar, Fear (1-2), Flyer (AgB/AgBx2), equipment readily when they enter play (this includes equipment which
From Beyond, Hoverer (AgB/AgBx2), Machine (1-6), Mechanicus the Follower upgrades if his tier is increased). Once a Follower is in the
Implants, Mount, Multiple Arms (1-4), Psyber-Lure, Quadruped, Regen- service of a character they have only what he gives them from this point
eration (1⁄2TB/TB), Size (1-7), Skitarius Implants, Sonar Sense, Stuff on.
of Nightmares, Sturdy, Toxic (1-4), Undying, Unnatural Characteristic
(1-4), Unnatural Senses (Per/Perx2), Untouchable

Horde Follower Traits


A Horde Follower may take any Horde Trait (see Section 12.0 “Horde
Rules”) except for the Spawn Trait, just as though it were buying any
other Trait. A Horde Follower may also be a Psychic Horde, so long as
they take the Psyker Trait.

4.3 Followers - 201


Fear and Insanity Loyalty
Some Followers are immune to the effects of Fear due to a Talent or Trait The final aspect of creating a Follower is to determine its Loyalty. This
they possess. At the GM’s discretion, some Followers of an unnatural or is a measure of the Follower’s devotion to the character and how readily
incomprehensible nature, or those with the Fear Trait, may be unaffected it follows commands in their absence, or the lengths the Follower goes
by Fear. Most other Followers are affected by Fear as either a “normal” to in the character’s name. A Human Follower’s Loyalty is equal to
character, at the GM’s discretion. However, Followers may substitute the character’s Fellowship, a Bestial Follower’s Loyalty is equal to the
their Loyalty for Willpower when taking a Fear Test, representing the character’s Perception plus Survival, and a Machine Minion’s Loyalty is
fact that Followers are often more frightened of their masters than much equal to the character’s Intelligence plus Tech-Use. Whenever the charac-
else. When making a Fear Test using Loyalty, the Test is modified both ter’s Fellowship, Perception, Intelligence, Survival, or Tech-Use changes,
by any Talents or Traits that affect Loyalty and by any that affect Fear for whatever reason, the Follower’s Loyalty also changes.
Tests. A Follower represents an additional, weaker character run by
Normally, Followers are not affected by Disorders, but may be the player, augmenting his abilities in the game and presenting him with
at the GM’s discretion. This adds yet another consideration which players different ways to overcome challenges. Followers are not, however,
and the GM must track, but is also a great opportunity for groups who completely subservient to their character’s will (even the most fanatical
enjoy such detail in regard to Followers, and the additional opportunities of followers are not completely infallible), and in certain situations may
for role playing. Disorders are most appropriate for Superior Followers, not do what the character wants (or they might just get it wrong).
who already require a deal more bookkeeping and attention than other Whenever a player wants one of his character’s Followers to
Followers. either:
• Risk their life (combat does not count provided the character is fighting
alongside them)
Corruption • Perform a task out of character (i.e., refrain from attacking a hated foe
Ordinarily, Followers do not acquire Corruption Points. Like NPCs,
or from looting the dead)
most Followers are liable to be simply consumed or transformed into a
• Follow orders in their absence (i.e., left on guard duty or sent off to kill
disgusting and utterly harmless Chaos Spawn when exposed to the pure
someone)
power of the Warp—they are not fit to tread the Path to Glory. If exposed
The GM makes a Loyalty Test for the Follower. The GM rolls
to a major source of Corruption, such as travel through the Warp unpro-
1d100 against the Followers Loyalty, if the roll is equal or less that its
tected or possession by a daemon, the GM may bestow on a Follower the
Loyalty then the Follower performs exactly as the player wishes, if the
Mutant Trait, with an accompanying random Gift of the Gods. Depend-
roll is greater than its Loyalty then its nerve has failed or something has
ing on the cause of the mutation, a Follower may be given a chance to
gone wrong and the GM takes control of the Follower for the remainder
avoid its fate with a Characteristic Test, most likely based on Toughness
of the encounter.
or Willpower. Daemonic Followers are immune to Corruption, though
if it Possesses another character that NPC is subject to the usual 1 to 10
Corruption scale.

4.3 Followers - 202


Follower Creation Resource Exchange
If a Follower being created has left over choices for his Characteristics, Skills, Talents, Traits, or Equipment then this left over resources can be
exchanged for a different one, for example allowing a Follower that has no use for Equipment (such as a Bestial Follower) to exchange it for more
relevant things, such as Characteristics, Skills, Talents, or Traits.
...into ...into ...into ...into ...into
Characteristics Skills Talents Traits Equipment
5 Characteristic Points
Characteristics for a Scarce Rarity
5 Characteristic points 5 Characteristic points 5 Characteristic points Item, with 2 additional
being -
per 1 Skill Rank per 1 Tier of Talent per 1 Trait Characteristic points
transferred... for each additional
Rank of Item Rarity
1 Skill Rank for a
Skill Scarce Rarity Item,
1 Skill Rank per 5 1 Skill Rank per 1 1 Skill Rank per 1 with 1 additional
being Characteristics Points
-
Tier of Talent Trait Rank Skill Rank for each
transferred... additional Rank of
Item Rarity
1 Tiers of Talent for
Talents an Scarce Rarity
1 Tier of Talent per 5 1 Tier of Talent per 1 1 Tier of Talent per 1 Item, spend additional
being Characteristic points Skill Rank
-
Trait Rank Ranks to upgrade item
transferred... Rarity by 1 Rarity per
1 Tiers of Talent
1 Trait Rank for an
Traits Average Rarity Item,
1 Trait Rank per 5 1 Trait Rank per 1 1 Trait Rank per 1 spend additional
being Characteristic points Skill Rank Tier of Talent
-
Ranks to upgrade item
transferred... Rarity by 1 Rarity per
Trait Rank
5 Characteristic Points 1 Skill Rank for a
1 Tier of Talent for a 1 Trait Rank for a
Equipment for a Scarce Rarity Scarce Rarity Item,
Scarce Rarity Item, Scarce Rarity Item
Item, with 5 additional with 1 additional
being Characteristic points Skill Rank for each
with 1 additional Tier with 1 additional Rank -
for each additional for each additional
transferred... for each additional additional Rank of
Rank of Item Rarity Rank of Item Rarity
Rank of Item Rarity Item Rarity

4.3 Followers - 203


5.0 Powers
"Knowledge is power. Guard it well."
The term "Powers" is a broad umbrella term which includes various different seemingly supernatural powers. The powers of psykers and Navigators
are mostly regarded as those of witches and mutants, and subsequently those who use them are often treated thusly, even if they are in very sanctified
official positions. Both draw their wyrd powers from the Warp, and the inherent nature of this is inherently unsettling. Conversely, Faith and Tech-
no-Arcana Powers are largely regarded as holy powers. Indeed the divine touch of power provided by Faith Powers could hardly be seen as anything
else, but those outside the Mechanicus faithy could possible misconstrue a techpriest's mystech abilities as unnatural sorceries.
Regardless of their origin, these abilities are far outside the realm of "normal", and are often treated as such, along with requiring great
investment of practice, time, and expertise (in game terms this meaning spending xp to increase the range or depth of one's powers).

Limitations on Powers Purchasing Powers


While powers, in their wide variety, can perform enormous feats, they Powers have much in common with Talents, as each one has a Tier and
are, quite purposely separated in a few regards. Aside from the opportu- Aptitudes associated with it. These Aptitudes will vary from power to
nities presented by a sparing few Elite Advances, a character may not power, generally, but in the case of Navigators Powers these invariably
simultaneously have the ability to use Psychic Powers, Navigators have the Perception and Willpower Aptitudes, with the Tier correspond-
Powers, Faith Powers, or Techno-Arcana Powers. ing to the the Power's level. So long as a character has access to the cor-
Aside from reasons of ensuring a fair gameplay environment rect type of powers and meets the Prerequisites outlined by the singular
this is also somewhat due to the extremely different life paths that are power a play may spend the appropriate amount of their character's xp
required to be a wielder of any one of these disparate disciplines. A Nav- and gain that chosen power as if it were a Talent.
igator could indeed be a pious person, and have a high Fate Characteris- Compare the character's Aptitudes to those in the power's
tic, but the ability to manifest powers of faith escape him, as he should be Aptitudes section and the below table to determine the necessary amount
far more preoccupied with the mastery of the power of his third eye than of xp that must be spent to gain the power.
pursuing matters of faith.
General Power Costs
Matching
Tier 1 Tier 2 Tier 3
Aptitudes
Two 100xp 200xp 400xp
One 200xp 400xp 700xp
Zero 400xp 700xp 1000xp

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.

Psy Ratings Psychic Power Format


Psy Rating (PR) is a raw measure of a psyker’s power and his ability to Each psychic power is presented using the following format:
draw power from the Warp. The higher a psyker’s PR, the more powerful Name: The power’s name.
he will be. PR usually ranges from 1 (an untrained Imperial psyker or Description: A brief description of the power's narrative effects.
petty Warp-witch) to 10 (a monstrous Greater Daemon of Tzeentch or Tier: The power’s Tier of Talent.
masterful Eldar Farseer), though in some extremely special cases it might Aptitudes: Each power has 2 aptitudes, which, along with the power’s
go higher still. PR is used to determine the potency of all psychic powers, Tier, determine the xp cost to gain the power.
such as range, area effect, or damage. To have any access to psychic Prerequisite: Some techniques require the psyker to have first learnt
powers, a character must have a PR of at least 1. other ways to use his abilities. He must possess the powers (or other
prerequisites) listed in order to learn the power.
Psy Rating Advances Action: The Focus Power action required to activate the power. This is
A starting psyker has a Psy Rating of 2. Unlike other Characteristics, usually a Free Action, Half Action, Full Action, Reaction, or an Extended
however, psy rating is increased by spending experience points in a Action.
similar manner to gaining Talents. Increasing a character’s psy rating Focus Power: This states the characteristic used in Focus Power tests
represents that character unlocking additional psychic potential, and to activate this power (normally Willpower, but occasionally other char-
becoming more and more powerful. acteristics are used), and whether the Focus Power test is Opposed. The
The farther along a psyker progresses, the harder it becomes difficulty of the power is also noted here.
for him to strain his limits and grow in power, however. To increase his Range: The range at which the power can be used is usually expressed in
psy rating, the character spends experience points equal to 200x the psy metres or kilometres, multiplied by the PR at which the power was used.
rating to which he wishes to advance. So, if a psyker with a psy rating of If the range is a radius, this is always measured with the psyker at its
2 wants to increase his psy rating to 3, he must pay 3 x 100 xp, a total of centre. Radius applies to a sphere around the psyker and so will extend
300 experience points. up, down, and in every other direction.
A character can advance his psy rating multiple times. Each Sustained: This states whether the power can be sustained, and what
time this is done, his psy rating increases by 1, to a maximum of 10. Note action is required to sustain the power. This entry will always be one of
that an increase in psy rating does not provide additional psychic powers, the following: No, Free Action, Half Action, or Full Action.
only more control over them. Subtype: This denotes the specific action subtypes for the Focus Power
test of the power.
Effect: This details the power’s rules, including variables that the
Psychic Disciplines psyker’s effective psy rating, or the degrees of success from the Focus
Psychic powers are divided into different disciplines, based on how they Power test, have on the power’s final strength. Whenever a power’s de-
use the energies of the Warp. Each discipline corresponds to a tree that scription refers to the psyker’s psy rating, it means the psyker’s effective
determines its availability to a character. This book covers the following psy rating for the power, not his base psy rating.
seven disciplines: Biomancy, Divination, Pyromancy, Sanctic, Telekine- Psychic Phenomena: Some unusual powers cause alternate or additional
sis, Telepathy, and Voidfrost. Psychic Phenomena. If the power uses only the normal Psychic Phenom-
A character may only have psychic powers from an amount of Discip- ena rules, this section will be absent.
lines equal to that character’s Intelligence Bonus. Overbleed (X): Sometimes a psychic power can become yet more pow-
erful if the psyker utilizing it channels the power of the Warp in a mas-
Discipline Trees terful manner. Overbleed represents a psyker making especially skilled
All psychic powers fall under one of the many psychic disciplines, and use of a power, taking it beyond its regular effects. If a psychic power has
are organised into discipline trees. Each tree consists of a collection of an Overbleed effect, after the psyker makes their Focus Power Test, but
psychic powers linked by paths. When a character wishes to purchase a before applying the psychic power’s effect, the player should count up
new power, he must first check if he has access to that power in its tree. his Degrees of Success, and compare it to the number value of X on the
To access a psychic power, the character must be able to trace a line Overbleed, and if he exceeds it he can apply the Overbleed’s effects. This
along the paths of the tree from the top-most power down to the desired can be done multiple times if he achieves enough Degrees of Success. If
power without passing through a power he does not possess. Characters the power does not have an Overbleed effect, this section will be absent.
automatically have access to the Primaris Power in every tree.

205 A broad mind lacks focus. 205


Using Psychic Powers (that is, both the tens dice and the singles dice come up with the same
When a psyker wishes to use a psychic power, he must first choose how number), he will suffer from an unexpected surge in the warp and must
much power he is pouring into the ability, and any other methods he is roll on the Psychic Phenomena Table. Note that it is still possible for
using to draw upon and focus the power of the Warp. Then he must make a psyker to successfully pass his Focus Power Test (thus successfully
a Focus Power test (typically, but not always, a Willpower test, modified activating the power) and still suffer Psychic Phenomena.
by the difficulty of the power and the character’s effective psy rating), to • Push: The psyker draws deeply and greedily from the warp, and hurls
see if it manifests. Finally, if the test is successful, the power takes effect. as much power forth as he possibly can in an attempt to manifest truly
Depending on how much energy the psyker used and what methods he wondrous and terrifying effects. When using a power at the Push level,
used to bolster his efforts, there might be additional consequences. The he must make a Focus Power Test (see below) to manifest the power. As
step-by-step process for using a psychic power is described below: the psyker is drawing deeply and recklessly from the warp, he may add
Step 1: Determine Psychic Strength (Fettered, Unfettered, +3 or more (depending on the type of the Psyker; this is detailed on the
or Push): The psyker decides how much of his base psy rating he wants below table) to his Psy Rating when determining the bonus applied to his
to commit to the power. The amount of psy rating the psyker commits Focus Power Test and any effects the power has. When pushing a psychic
(the effective psy rating) affects the power’s likelihood of success and power in this way, it triggers Psychic Phenomena on any Focus Power
final potency. test roll that does not produce doubles, instead of under the normal
Step 2: Make Focus Power Test: The psyker makes a test to conditions. Additionally, Pushing a power is taxing—if a psyker uses
determine if the psychic power is successful. In most cases, this is a Will- this level of power on his Focus Power Test, he suffers a level of Fatigue
power test, the difficulty of which depends on the power, and which is from the effort. this level of power on his Focus Power Test, he suffers a
modified further based on the effective pay rating chosen. In some cases, level of Fatigue from the effort.
determined by the specific power, the target can Oppose this test.
Step 3: Resolve Power Results: Depending on the psyker’s Make Focus Power Test
effective psy rating for the power, the power will have variable effects, Any use of a psychic power begins with a Focus Power action, which
such as increased range, area of effect, or damage. Depending on the requires a Focus Power test to determine whether or not the power mani-
factors described above, the power can also generate Psychic Phenomena fests successfully, and how potent its effects are. The amount of time this
or even terrifying Perils of the Warp. action takes is determined by the power being used, and may be a Free
Action, Half Action, Full Action, or Reaction.
Psychic Strength In most cases, a Focus Power Test is a Willpower Test,
Whenever a psyker uses a power, he is drawing energy from the warp modified by the difficulty of the power being used, and the Psy Rating
and channelling it into physical effects. However, opening such a conduit of the psyker, which grants a +5 bonus to the test for every point of Psy
to the warp is always dangerous, and the psyker incurs a chance of cau- Rating the psyker uses for that power. If this test is passed, the power has
sing disturbances in the warp that have undesired side-effects. In extreme manifested, while failing the test means that the power does not manifest
cases, these disturbances may even lead to the opening of an uncontrol- and nothing happens, though the action is still used regardless of whether
led rift between reality and the warp with potentially fatal consequences. the power takes effect. A result of 91 or higher always indicates failure,
By minimising the amount of power he draws, a psyker can reduce or regardless of any other factors. In many cases, the number of Degrees
eliminate the chances of side-effects such as Psychic Phenomena or of Success scored when passing the Focus Power Test determines some
Perils of the Warp. Equally, he can draw deeper from the well of the of the effects of the power—when this is the case, it will be noted in the
warp to boost his powers beyond his normal capabilities. Of course, such power’s description.
power always comes with greater risk of unleashing unintended effects If the Focus Power test succeeds, the psyker successfully
or even summoning unwanted visitors from beyond. The precise effects manifests the power and applies the effects detailed in its description.
of Psychic Phenomena vary based on the nature of the psyker: the soul- Additionally, if he rolls doubles (that is, both the tens dice and the ones
bound psykers of the Imperium, the Librarians of the Space Marines, and dice come up with the same number) on the Focus Power test, the power
the Sorcerers of the Chaos Space Marines draw on less power but may triggers Psychic Phenomena. This can occur even if the test fails. If the
use it more safely, while unsanctioned witches and mortal wyrds are sub- psyker pushed when attempting the power, he instead triggers Psychic
ject to harsher effects, but can draw more deeply in return, and those who Phenomena on any result other than doubles. When it is triggered, roll to
are not mortal (that is, those with the Daemonic Trait) remain largely determine what phenomenon is to occur before resolving the power (as
unperturbed by such trivial fluctuations of the Warp, and suffer far less some phenomena can alter how or if the power manifests properly, and if
severe effects while being able to warp reality to even greater heights. so should be resolved first).
These varying effects are described on the Psychic Strength below.
When a psyker uses a power, he has a choice of using it at one Opposed Focus Power Tests
of three different levels: When specifying what type of Focus Power test to make, some psychic
• Fettered: The psyker holds back his full power and carefully channels powers call for an Opposed test (e.g., Opposed Willpower test). For these
energy from the warp, hopefully using just enough to manifest the power powers, the psyker and his target make an Opposed test: the psyker using
but not enough to trigger unnatural or dangerous effects. When any psy- the specified skill or characteristic, and the target using a skill or char-
ker uses a power at the Fettered level, he must make a Focus Power Test acteristic specified in the psychic power’s description. The psyker must
(see below) to manifest the power. The limited power involved means successfully pass the test and gain more degrees of success than at least
that the psyker must halve his PR (rounding up) when determining the one of his opponents to activate the power. The psyker is still affected
bonus applied to the Focus Power Test and any effects the power has. by all of the normal modifiers from the power’s psy rating and can still
However, regardless of the results of the Focus Power Test, there is no trigger Psychic Phenomena as in a normal Focus Power test. Only the
risk of triggering Psychic Phenomena. psyker’s roll can trigger Psychic Phenomena.
• Unfettered: The psyker puts the full weight of his ability into the
power and embraces the raging powers of the warp. When a Psyker uses Resisting Enemy Psychic Powers
a power at the Unfettered level, he must make a Focus Power Test (see When resisting an Opposed Focus Power Test, a psyker may select a
below) to manifest the power. As he is using his full natural ability, he Power Level for any Willpower Test to resist a power, adding his Psy
uses his full PR when determining the bonus applied to his Focus Power Rating as normal to the Test (this is also able to cause Psychic Phenome-
Test and any effects the power has. However, should he roll a double na, if the psyker chooses Unfettered or Push Strengths).
Psychic Strength by Type
Type of Fettered Unfettered Push Sustaining Powers
Psyker (Up to ½ Psy Rating) (Psy Rating) (Psy Rating +1 to +3/+4)
Bound:
Librarians, Chaos May add up to +3 to Psy
Make a Focus Power Test, If the psyker rolls doubles +10 to all rolls on the
Space Marine Rating when Pushing. Roll
counting Psy Rating as half during a Focus Power Test, Psychic Phenomena Table,
sorcerers, and on the Psychic Phenomena
normal. No chance to mani- roll on the Psychic decrease Psy Rating by 1 per
sanctioned mortal Table, adding +10 to the
fest Psychic Phenomena. Phenomena Table. power Sustained
psykers such as total.
Astropaths.
If the psyker rolls doubles May add up to +4to Psy
Unbound: Make a Focus Power Test,
during a Focus Power Test, Rating. Roll on the Psychic
+10 to all rolls on the
Wyrds, renegade counting Psy Rating as half Psychic Phenomena Table,
roll on the Psychic Pheno- Phenomena Table at +5 per
psykers and mortal normal. No chance to mani- decrease Psy Rating by 1 per
mena Table, adding +10 to +1 Psy Rating desired, up to
sorcerers fest Psychic Phenomena. power Sustained
the total. a maximum of +4/+20

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.

5.1 Psychic Powers - 208


5.1.1 - Psychic Phenomena
1d100
Roll
Phenomena Effect
Dark A faint breeze blows past the psyker and those near him, and everyone gets the feeling that somewhere in the galaxy something unfortu-
01-03
Foreboding nate just happened, and it is his fault.
04-05 Warp Echo For a few moments, all noises cause echoes, regardless of the surroundings.
Unholy
06-08 The air around the psyker becomes permeated with a bizarre and foul smell.
Stench
The psyker suffers a –5 penalty to Willpower tests until the start of his next turn as his own inherent phobias, suspicions, and hatreds
09-11 Mind Warp
surge to the surface of his mind in a wave of unbound emotion.
12-14 Hoarfrost The temperature plummets for an instant, and a thin coating of frost forms to cover everything within 3d10 metres.
All animals within 1d100 metres become spooked and agitated; characters can use the Psyniscience skill to pinpoint the psyker as the
15-17 Aura of Taint
cause.
Memory
18-20 All people within line of sight of the psyker forget some trivial fact or minor personal memory.
Worm
21-23 Spoilage Food and drink go bad in a 5d10 metre radius.
Haunting
24-26 Winds whip up around the psyker for a few moments, blowing light objects around and guttering fires within 3d10 metres.
Breeze
Veil of For a brief moment (effectively, until the end of the round), the area within 3d10 metres is plunged into immediate and impenetrable
27-29
Darkness darkness.
Distorted
30-32 Mirrors and other reflective surfaces within a radius of 5d10 metres distort or shatter.
Reflections
Each character (including the psyker) within a 3d10 metre radius becomes short of breath for one round and cannot make any Run or
33-35 Breath Leech
Charge actions.
Daemonic For a fleeting moment, the psyker takes on a daemonic appearance and gains the Fear (1) trait until the start of the next turn. However,
36-38
Mask he also gains 1 Corruption point.
Unnatural
39-41 All plant life within 3d10 metres of the psyker withers and dies.
Decay
Howling winds erupt around the psyker, requiring each character (including the psyker) within 4d10 metres to make an Easy (+30)
42-44 Spectral Gale
Agility or Strength test to avoid being knocked Prone.
Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any paintings, pict-displays, statues, or other represen-
45-47 Bloody Tears
tations of people inside this area, they appear to be crying blood.
The Earth The ground suddenly shakes, and each character (including the psyker) within a 5d10 metre radius must make an
48-50
Protests Ordinary (+10) Agility test or be knocked down.
Static electricity fills the air within 5d10 metres causing hair to stand on end and unprotected electronics to short out, while the psyker
Actinic
51-53 is wreathed in eldritch lightning. Everything in the phenomena's radius is subject to a single roll on the Haywire Effects Table (see
Discharge Section 6.1.1 "Weapon Qualities").
Ghostly apparitions fill the air within 3d10 metres around the psyker, flying about and howling in pain for a few brief moments. Each
54-56 Warp Ghosts
character in the radius (except the psyker himself) must test against Fear (1).
Falling Everything within 2d10 metres of the psyker (including the psyker himself) rises 1d10 metres into the air as gravity briefly ceases.
57-59
Upwards Almost immediately, everything crashes back to earth, suffering falling damage as appropriate for the distances fallen.
A shrill keening rings out across the immediate area, shattering glass and forcing each living creature able to hear it (including the
60-62 Banshee Howl
psyker) to pass a Challenging (+0) Toughness test or be deafened for 1d10 rounds.
The Psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Impact damage (ignoring Armour, but not Toug-
63-65 The Furies
hness bonus) and he must test against Fear (2).
Shadow of the For a split second, the world changes in appearance, and everyone within 1d100 metres has a brief but horrific glimpse of the shadow of
66-68
Warp the Warp. Each character in the area (including the psyker) must make a Difficult (–10) Willpower test or gain 1d5 Corruption points.
The machine spirits reject these unnatural ways. All un-warded technology within 5d10 metres malfunctions momentarily, and all
69-71 Tech Scorn ranged weapons Jam. Each character (including the psyker) within that range with cybernetic implants must pass an Ordinary (+10)
Toughness test or suffer 1d5 Rending damage, ignoring Toughness bonus and Armour
Warp A violent ripple of tainted discord causes all characters (except the psyker) within 2d10 metres to make a Difficult (–10) Willpower test;
72-74
Madness each character who fails gains 1d5 Corruption points and becomes Frenzied for 1 round.
Perils of the
75+ The Warp opens in a wild maelstrom of unnatural energy. Roll on the Perils of the Warp table.
Warp

5.1 Psychic Powers - 209


5.1.2 - Perils of the Warp
1d100
Roll
Peril Effect
The The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must make a Challenging (+0) Will-
01-05
Gibbering power Test or suffer 1d5+1 Insanity Points and is Stunned for 1d5 rounds.
A violent burst of energy from the warp smashes into the psyker’s mind, sending him reeling. He suffers 2d5 wounds, ignoring Tough-
06-09 Warp Burn
ness Bonus and Armour, and is Stunned for 1d5 Rounds.
Psychic With a crack of energy, the psyker is Stunned for 1d5 Rounds, and everyone within 3d10 metres must make a Routine (+10) Willpower
10-13
Concussion Test or be Stunned for one Round.
14-18 Psy-Blast Psy Blast: There is an explosion of power and the psyker is thrown 3d10 metres into the air, plummeting to the ground moments later.
Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any psychic powers for the next hour, and
19-24 Soul Sear
gains 2d5 Corruption points.
The power cages the psyker’s mind in an ethereal prison, tormented by visions of the Warp. The psyker falls to the ground Prone and
25-30 Locked In Unconscious. At the beginning of each of his turns until he breaks free, he must spend a Full Action to make a Difficult (–10) Willpower
test. If he succeeds, his mind is freed and restored to his body, haunted by his experiences but otherwise unharmed.
Time warps around the psyker. He winks out of existence and reappears in 1d10 rounds (or one minute in narrative time) in the exact
Chronological
31-38 location. He suffers one point of permanent Toughness and Intelligence damage as his body and mind rebel against the experience, and
Incontinence gains 1d5 Corruption points.
Psychic The psyker’s power is turned back on him. Resolve the power’s effects, but the power targets the psyker instead. If the power is bene-
39-46
Mirror ficial, it deals 1d10+5 Energy damage (ignoring Armour) to the psyker’s Body instead of having its normal effect
The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and shocking truths. Each character
Warp
47-55 in range (including the psyker) must make a Hard (–20) Willpower test or gain 1d5 Corruption points and suffer an equal amount of
Whispers Willpower damage. Whether or not the psyker passes the Willpower test, he suffers an additional 1d5+5 Willpower damage.
The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker and a random living creature
(friend or foe, but not a Daemon, machine, or other “soulless” entity) within 50 metres swap consciousness for 1d10 rounds. Each
creature retains its Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but uses the other
56-58 Vice Versa
characteristics of the host body. If either body is slain, the effect ends immediately and both parties return to their original bodies. Both
suffer 1d5 Intelligence damage from the experience. If there are no creatures within range, the psyker becomes catatonic for 1d5 rounds
while his mind wanders the Warp. This journey inflicts 1d10 Willpower damage, 1d10 Intelligence damage, and 1d10 Corruption points
Khorne’s wrath swells at the arrogance of the psyker, and he sends a Lesser Daemon to deal with the fool. The Bloodletter rips into
Dark existence within 3d10 metres of the psyker, for a number of rounds equal to 1d5 plus the daemon’s Toughness Bonus. The psyker’s turn
59-67
Summoning immediately ends, and the Daemon may take its turn immediately. It detests the psyker and focuses all of its attacks upon the fool that
unwittingly summoned it. It will not attack anyone else, even if others attack it.
The air vibrates with images of cackling Daemons and the kaleidoscopic fabric of the Warp is rendered visible to mortal eyes. All
Rending the
68-72 sentient creatures within 1d100 metres must test against Fear (2). The psyker must test against Fear (4) instead. This effect lasts for 1d5
Veil rounds.
A psychic storm erupts, covering an area of 5d10 metres. Each character in range (including the psyker) must make a Challenging (+0)
73-78 Blood Rain Strength test or be knocked Prone. In addition to howling winds and rains of blood, any psychic powers used in the area for 1d5 rounds
automatically invoke Perils of the Warp, in addition to any Psychic Phenomena caused. The psyker gains 1d5+1 Corruption points.
The psyker’s power overloads, arcing out in great bolts of Warp energy. Each character within 1d10 metres (including the psyker) takes
Cataclysmic 1d10 Energy damage with a Pen of 5 and the Excruciating Quality. The psyker may not Evade this, or stop the attack with a force field.
79-82
Blast In addition, all of the psyker’s clothing, armour, and gear is destroyed, leaving him naked and smoking on the ground, and he cannot
use further powers for 1d5 hours after the event
Daemons ravage the mind of every living thing within 1d100 metres. Every character in the area must resist a Possession Attack (see
Mass
83-86 the Possession Trait in Traits; the attacker is a random Lesser Daemon). This possession will last for no more than 2d10 rounds, after
Possession which the daemons are cast back into the warp.
Reality buckles around the psyker, and an area radiating out 3d10 metres from him is sundered: solid objects alternately rot, burn, and
87-90 Reality Quake freeze, and everyone and everything (except the psyker) in the area suffers a single hit for 2d10 Rending damage that ignores Armour
and cannot be Dodged. Warded objects, Daemons, and Untouchables halve the damage they would suffer.
The psyker must make an immediate Very Hard (–30) Willpower Test or he is dragged into the warp by a daemon immediately for
Lost to the purposes unknown. The psyker appears on an inhabited planet 1d10 weeks later with dim memories of horrific acts. He suffers 4d10
91-99
Warp Corruption Points, as well as all of the effects of "Surviving Possession" as detailed under the Possession Trait in Section 4.2 "Traits".
In the future, he must adjust all Perils of the Warp checks by +10 due to his body now serving as a much easier conduit for fell forces.
The psyker is immediately burned to ashes by the screaming fires of the Immaterium or dragged into the deepest maelstrom of the
Warp. He cannot burn Fate to avert this death and is irrevocably destroyed. There is a chance that a daemonic entity of some sort
100 Annihilation appears in his place—the type of Daemon is determined by the GM, based on how powerful the psyker was, as more powerful psykers
draw more powerful Daemons. The percentage chance that the Daemon appears is equal to the psyker’s Willpower characteristic (roll a
1d100, if the result is equal to or under the characteristic, the Daemon appears)

5.1 Psychic Powers - 210


5.2.0 Biomancy Discipline
Artists of living flesh, Biomancers can push their own bodies beyond human limits, and even control the biological processes of others. These powers
allow a psyker to enhance his own abilities and aid his allies, but can also be used stop a foe’s heart with but a thought.

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.

5.2.0 Biomancy Discipline - 211


Bio-Lightning Open Wounds
Drawing on the electric field of his own body, the Biomancer projects As a tailor pulls out stitches the Biomancer perforates flesh, worsening
crackling bolts of bio-lightning, transforming his very life force into extant wounds and opening new ones.
destructive energy. Diviners often claim that one can tell much about the Tier: 2
state of a biomancer’s soul from the colour and appearance of this power. Aptitudes: Offence, Psyker
Tier: 1 Prerequisite: Inflict Pain
Aptitudes: Offence, Psyker Action: Half Action
Prerequisite: Mind Over Body (Novice) Focus Power: +0 Opposed Willpower Test
Action: Half Action Range: 5m x Psy Rating
Focus Power: +0 Willpower Test Sustained: No
Range: 10m x PR Subtype: Attack, Concentration
Sustained: No Effect: This power opens the wounds of an injured, living target. If
Subtype: Attack, Concentration the target fails to resist the Focus Power Test, which he resists with a
Effect: A successful Focus Power Test allows the psyker to create a Psy- +0 Toughness Test, this Power inflicts 1d5 Rending Damage, plus the
chic Bolt with the following profile: psyker’s effective Psy Rating, bypassing their Toughness and Armour.
Bio-Lightning If the target is Heavily Wounded or worse after this Damage is applied,
they automatically suffer from Blood Loss.
Bolt Type Psychic Barrage Range 10m x PR Overbleed (4): Afflict another target of choice within Range with this
Damage 1d10+PR(E) Penetration PR Power.
Qualities Shocking
Overbleed (6): Replace the Shocking Quality with the Concussive
(½PR) Quality
Agony
The Biomancer inflicts even more terrible neuron-based pain upon his
subject, crippling them with utter agony.
Inflict Pain Tier: 1
The Biomancer maliciously lashes out, setting the nerves of his targets Aptitudes: Fieldcraft, Psyker
aflame with his hate. Prerequisite: Inflict Pain
Tier: 1 Action: Half Action
Aptitudes: Fieldcraft, Psyker Focus Power: +0 Willpower Test
Prerequisite: Mind Over Body (Novice) Range: 5m x Psy Rating
Action: Half Action Sustained: Free Action
Focus Power: +0 Opposed Willpower Test Subtype: Concentration
Range: 10m x Psy Rating Effect: The psyker inflicts all-consuming agony on a target within Range.
Sustained: Free Action The target must make a Challenging (+0) Toughness Test at the begin-
Subtype: Concentration ning of each of his Rounds while this Power is sustained. If they fail,
Effect: The psyker inflicts agonizing pain on a target within Range. they may only make up to a Half Action that Round and lose 1 Fatigue.
Those affected must make a Challenging (+0) Willpower Test. If they When used in conjunction with the Interrogation Skill, this Technique
fail, they suffer a -10 penalty to all Tests for as long as this Power is provides a +10 bonus to Tests made with that Skill. This Technique has
Sustained. When used in conjunction with the Interrogation Skill, this no effect on targets that cannot feel, or are otherwise unaffected by pain.
Technique provides a +5 bonus. This Technique has no effect on targets Overbleed (3): Worsen the Difficulty of the Toughness Test by one step
that cannot feel, or are otherwise unaffected by pain. -or- increase the bonus to Interrogation Tests by +10 -or- Select another
Overbleed (3): Worsen the Difficulty of the Willpower Test by one step valid target within Range to be affected.
-or- worsen the penalty to all Tests inflicted by this Technique by -10 -or-
increase the bonus to Interrogation Tests by +5.
Overbleed (4): Select another valid target within Range to be affected.

5.2.0 Biomancy Discipline - 212


Blood Boil Flesh Like Iron
By using his control over the mortal flesh the Biomancer forces his tar- The Biomancer’s flesh hardens as it channels the power of the Warp.
get’s body to over-exert itself to dangerous levels, which, if maintained Tier: 2
for long enough, can be quite deadly. Aptitudes: Toughness, Psyker
Tier: 1 Prerequisite: Mind Over Body (Adept)
Aptitudes: Offence, Psyker Action: Half Action
Prerequisite: Mind Over Body (Adept) Focus Power: +0 Willpower Test
Action: Half Action Range: Self
Focus Power: +0 Opposed Willpower Test Sustained: Free Action
Range: 5m x Psy Rating Subtype: Concentration
Sustained: Half Action Effect: The psyker gains the Unnatural Toughness (+2) Trait, and he
Subtype: Attack, Concentration suffers a -10 penalty to his Agility characteristic while the Power is
Effect: The psyker increases the blood pressure of a target within Range Sustained.
to lethal levels. Each Round, the psyker may take a Half Action to make Overbleed (4): Increase the Unnatural Toughness Trait by an additional
an Opposed Willpower Test, pitting his Willpower against the target’s 1.
Toughness. If the user wins the Test, the target takes one level of Fatigue,
plus one additional level per Degree of Success until he falls uncon- Iron Arm
scious. Every level of Fatigue that would be inflicted beyond that deals The Biomancer’s flesh transforms, hardening into a slick, living metal,
Rending Damage equal to the psyker’s Psy Rating instead, ignoring weighing him down but also rendering him incredibly resistant. His new
Toughness and Armour. This cannot be used on targets without a func- form allows him to shrug off small arms fire and crush his enemies with
tioning circulatory system. his bare hands.
Tier: 3
Haemorrhage Aptitudes: Willpower, Psyker
Drawing on his mastery of the living body, the Biomancer accelerates his Prerequisite: Hands of Steel -or- Flesh Like Iron
victim’s heart rate beyond the bounds of biological possibility. Betrayed Action: Half Action
by his own body, the target’s blood surges over, flooding his brain and Focus Power: -20 Willpower Test
bursting his overtaxed veins. Those nearby have their own hearts caught Range: Self
in the unnatural rhythm, suffering the same fate. Sustained: Free Action
Tier: 2 Subtype: Concentration
Aptitudes: Offence, Psyker Effect: While this Power is in effect, the psyker gains the Natural
Prerequisite: Blood Boil Weapons Trait (or Deadly Natural Weapons if he already had it), and the
Action: Half Action Unnatural Toughness, and Unnatural Strength Traits with ratings equal to
Focus Power: +0 Opposed Willpower Test half his psy rating, rounded up. However, his flesh’s sturdier form weighs
Range: 10m x Psy Rating the psyker down, causing him to suffer a –10 penalty to his Agility Char-
Sustained: Half Action acteristic while the power is in effect.
Subtype: Attack, Concentration
Effect: The psyker nominates a single target in range and line of sight Healer
who opposes this power with a Toughness test. If the target fails to resist The Biomancer mends split flesh, encouraging wounds to reshape them-
the power, it suffers Rending damage equal to the psyker’s Psy Rating, selves into whole flesh. Using this power repeatedly in a short period of
plus one additional damage per Degree of Failure on its Toughness test; time, however, is dangerous. The psyker must be wary of interrupting the
this damage ignores Toughness bonus and Armour. If this damage suc- body’s natural healing process, injuring his subject in the process instead
cessfully kills the target, the psyker may immediately recast this psychic of helping him.
power as an in-turn Free Action on any valid target within 5 metres of the Tier: 1
original target. Should Damage dealt by this Technique equal the target’s Aptitudes: Fieldcraft, Psyker
wounds, his heart and brain explode, showering those nearby with gore. Prerequisite: Mind Over Body (Novice)
This cannot be used on targets without a functioning circulatory system. Action: Full Action
Focus Power: +0 Willpower Test
Hands of Steel Range: 5m x Psy Rating
The Biomancer’s hands transmute into blunt instruments of destruction. Sustained: No
Tier: 1 Subtype: Concentration
Aptitudes: Strength, Psyker Effect: This Power restores 1d5 Wounds plus this Technique’s effective
Prerequisite: Mind Over Body (Adept) Psy Rating to a living target within Range (Critical Damage is removed
Action: Half Action first). Any valid target subject to this Technique who has already been
Focus Power: +0 Willpower Test affected by it in the past 6 hours must make a Toughness Test or suffer an
Range: Self equivalent amount of Damage instead of being healed, ignoring Tough-
Sustained: Free Action ness and Armour.
Subtype: Concentration Overbleed (4): Heal an additional 1d5 Wounds -or- affect another valid
Effect: The psyker gains the Natural Weapons Trait (or Deadly Natural target within Range.
Weapons if he already had it), and gains the Unnatural Strength (+2)
Trait. He cannot carry any objects in his transmuted hands.
Overbleed (4): Increase the Unnatural Strength Trait by an additional 1.

5.2.0 Biomancy Discipline - 213


Staunch Bleeding Seal Wounds
The Biomancer reconnects cut arteries and mends broken veins, assuring The Biomancer mends flesh in a masterful fashion, reforming bones,
that the slow death of bleeding out is avoided. reattaching veins, and knitting together rent flesh.
Tier: 1 Tier: 2
Aptitudes: Fieldcraft, Psyker Aptitudes: Fieldcraft, Psyker
Prerequisite: Healer Prerequisite: Healer
Action: Half Action Action: Half Action
Focus Power: +0 Willpower Test Focus Power: +0 Willpower
Range: 5m x Psy Rating Range: 5m x Psy Rating
Sustained: Half Action Sustained: No
Subtype: Concentration Subtype: Concentration
Effect: The psyker negates the Blood Loss condition of a living target Effect: Restores 1d10 Wounds plus the user’s Psy Rating to a living
within Range. The target is immune to further Blood Loss and gains the target within Range (Critical Damage is removed first). The target also
Regeneration Trait (½PR) as long as this Power is Sustained. If the target removes the Blood Loss condition if this Technique restores him to
already has the Regeneration Trait, he regains an additional Wound on Lightly Wounded status or better.
successful Toughness Tests made to regain Wounds with it. Overbleed (3): Affect another valid target within Range
Overbleed (3): Select another valid target within Range to be affected Overbleed (6): Remove an additional 1d10+PR Wounds
-or- those affected by this Technique gain a +10 bonus on Toughness
Tests concerning the Regeneration Trait. Regenerate
The Biomancer accelerates his natural healing abilities, encouraging
Dull Pain bodily repair with the energies of the Warp.
The Biomancer soothes aching muscles and sore joints, removing non-le- Tier: 3
thal hurts from his companions. Aptitudes: Toughness, Psyker
Tier: 1 Prerequisite: Mind Over Body (Adept), Seal Wounds
Aptitudes: Fieldcraft, Psyker Action: Full Action
Prerequisite: Healer Focus Power: +0 Willpower
Action: Half Action Range: Self
Focus Power: +0 Willpower Test Sustained: Half Action
Range: 5m x Psy Rating Subtype: Concentration
Sustained: Free Action Effect: When the psyker first successfully manifests this Power, and
Subtype: Concentration at the beginning of the character’s turn thereafter if it is Sustained, he
Effect: The psyker removes one level of Fatigue from a living target removes a number of Wounds, Characteristic Damage and Fatigue levels
within Range. At the beginning of his Turn, the user also removes one equal to his Psy Rating (minimum 1, remove Critical Damage first).
level of Fatigue each Round from all valid targets while this Technique is Once all Wounds and Characteristic Damages have been removed, the
Sustained. user begins to regenerate lost organs, limbs and other body parts, unless
Overbleed (3): Select another valid target within Range to be affected these have been replaced by bionics/cybernetics. The user also removes
-or- remove an additional level of Fatigue from all targets. any Blood Loss condition, and is immune to the Blood Loss condition
while this Technique is sustained and in effect.
Toxic Siphon Overbleed (2): Remove an additional Wound -or- point of Characteristic
The Biomancer cleanses his ally, removing toxins and illnesses from Damage -or- Fatigue level.
their body, leaving them clear of bodily corruption.
Tier: 1 Invigourate
Aptitudes: Fieldcraft, Psyker The Biomancer draws upon the energies of the Warp to galvanise the
Prerequisite: Healer flesh, a possibly hazardous endeavour but one that can be essential to
Action: Half Action continue strenuous efforts. Newly empowered, they can continue afresh.
Focus Power: +0 Willpower Test Tier: 1
Range: 5m x Psy Rating Aptitudes: Fieldcraft, Psyker
Sustained: No Prerequisite: Dull Pain
Subtype: Concentration Action: Half Action
Effect: If the Focus Power Test is successful this Power acts as a dose Focus Power: +0 Willpower Test
of Detox on a living target within Range. This Power can also purge Range: 3m x Psy Rating
infections and diseases, though for each disease to be removed, the Focus Sustained: No
Power Test suffers a penalty equal to the Virulence Rating of that disease. Subtype: Concentration
Overbleed (3): The psyker can affect another valid target within Range. Effect: A number of allies in range equal to the psyker’s psy rating, plus
the psyker himself, recover Fatigue equal to the psyker’s psy rating,
rounded up. This power is very taxing and requires at least 12 hours of
recovery before it can be used again.
Overbleed (2): Those affected regain an additional level of Fatigue -or-
another valid target may be affected

5.2.0 Biomancy Discipline - 214


Endurance Effect: The psyker nominates a single target in range and line of sight
Focussing his mind on the injured bodies of his allies, the Biomancer en- who opposes this power with a Toughness Test. If the target fails to resist
ergises their biology, initiating rapid cell growth. In moments, shattered the Power, he suffers 1d10 + Psy Rating Toughness damage, and the
bones re-knit, gaping wounds close and heal, and the effects of combat psyker gains Unnatural Toughness (1) Trait, with its value increased by
damage disappear. 1 for every full 10 points of Toughness damage the power inflicts. This
Tier: 2 Unnatural Toughness Trait remains for as long as the power is Sustained.
Aptitudes: Fieldcraft, Psyker
Prerequisite: Seal Wounds Shape Flesh
Action: Half Action Powerful Biomancers are able to bend the living body to their will with
Focus Power: -10 Willpower Test great finesse. At the heights of ability, a psyker can mould flesh with an
Range: 3m x Psy Rating expertise any sculptor would envy.
Sustained: No Tier: 2
Subtype: Concentration Aptitudes: Finesse, Psyker
Effect: A number of allies in range equal to the psyker’s effective Psy Prerequisite: Mind Over Body (Adept)
Rating, plus the psyker himself, recover Wounds equal to the psyker’s Action: Full Action
Psy Rating, rounded up. The target also removes the Blood Loss condi- Focus Power: +10 Willpower Test
tion if this Technique restores him to Lightly Wounded status or better. Range: Touch
They can also immediately overcome the effects of Pinning. This power Sustained: Free Action
is incredibly taxing and requires at least 12 hours of recovery before it Subtype: Concentration
may be used again. Effect: The psyker chooses himself or an organic target that he can
Overbleed (2): All targets affected by the power heal an additional physically touch. The target’s physical appearance changes to a new form
Wound -or- An additional valid target within range can be affected by the of the psyker’s choosing for the duration of the power. The amount and
Power precision of the alterations depend on the final psy rating used. Following
are some broad guidelines, but GMs can further alter the range of the
Enfeeble power as needed.
The Biomancer lashes at his target with tendrils of Warp energy. The vile • PR 1–3: The psyker can alter subtle flesh shapes, tones, and colours to
power quickly strips the victim of vitality, draining its spirit with every distort the appearance of the target. He does not have direct control over
caress. what the end result looks like.
Tier: 1 • PR 4–6: The psyker can alter flesh, hair, eyes, and any other physical
Aptitudes: Offence, Psyker features. He can choose how the features will be altered, but does not
Prerequisite: Mind Over Body (Novice) have the precision to mimic others.
Action: Half Action • PR 7–9: The psyker can change any physical feature of the target to
Focus Power: +0 Opposed Willpower Test resemble another individual. However, the psyker must have a pic record
Range: 10m x Psy Rating of the individual, or have seen him before.
Sustained: Free Action • PR 10+: The psyker can shape his target to exactly mimic another
Subtype: Attack, Concentration individual. Additionally, he can use the power to morph the target into a
Effect: The psyker nominates a single target in range and line of sight form that no longer appears human. All tests to identify the target’s true
who opposes this power with a Toughness test. If the target fails to resist identity suffer a penalty equal to 5 x PR for the duration of the power.
the Power, it is Stunned for one round. In addition, as long as this Power The effects of the Power on a target other than the psyker
is Sustained, the target must make a Difficult (-10) Toughness Test at remain in effect as long as the Power is Sustained, regardless of how far
the beginning of each of its Turns while this Technique is sustained. If away from the psyker the target becomes.
they fail, they suffer 1d5 Strength, Toughness and Agility Damage that
Round, plus the user’s Psy Rating (roll once for all Characteristics), and
must Test Toughness again at the same difficulty at the beginning of the Warp Speed
next Round or incur the same effect. If the target succeeds, this Power Tapping into the power of the Empyrean, the Biomancer suffuses his
immediately terminates. Should any of the target’s Characteristics be re- body with energy, pushing himself beyond physical limits. While under
duced to 0 they suffer the usual consequences. A single target can only be the effects of this power, the psyker moves with unbelievable speed,
affected by one instance of the Enfeeble power at a time, with additional ensuring that none are swift enough to escape his wrath.
usages on the same target having no further effect. Tier: 3
Overbleed (3): Increase the Characteristic Damage this Power inflicts to Aptitudes: Finesse, Psyker
1d10+PR Prerequisite: Body Over Mind (Master)
Action: Half Action
Life Leech Focus Power: -10 Willpower Test
The Biomancer latches on to his target’s life force and tears it from the Range: Self
hapless victim’s body. The psyker absorbs this stolen essence, using it to Sustained: Free Action
reinvigourate and bolster his own flesh. Subtype: Concentration
Tier: 3 Effect: The psyker gains the Unnatural Weapon Skill, Unnatural Ballistic
Aptitudes: Fieldcraft, Psyker Skill, and Unnatural Agility Traits, all at values equal to half his Psy
Prerequisite: Enfeeble Rating.
Action: Half Action Overbleed (5): Increase the value of one of the Traits gained by +1.
Focus Power: -10 Willpower Test
Range: 10m x Psy Rating
Sustained: Free Action
Subtype: Attack, Concentration
5.2.0 Biomancy Discipline - 215
5.2.1 Cryokinesis Discipline
A rare discipline, cryokinesis is one of the least understood groups of psychic powers, and is only rarely referenced by the Adeptus Astra Telepathica.
Channeling the power of the Warp into powerful endothermic powers that sap the moisture from the air and expose their targets to deadly chill is an
unorthodox, though useful methodology, as it’s practitioners are rarely at the mercy of the void or extreme environs.

Primaris Technique: Cryosynthesis Touch of Emptiness


The psyker learns to allow himself the serene stillness of ice, allowing By taking the powers of Cryosynthesis further the Cryomancer can send
him, and those accompanying him, the ability to ignore environmental an ally into a deep hibernation, to help stabilize a direly wounded person
effects. This is the first step in embracing the freezing coldness of Cryok- or simply allowing them to endure a particularly lean period. However
inesis, and the psyker can use the inverse of this power to intensely mag- this can be used against an unwilling subject, slowing or even knocking
nify coldness on a target, afflicting them with deadly, supernatural cold. them into deep unconciousness.
Tier: 1 Tier: 1
Aptitudes: Willpower, Psyker Aptitudes: Fieldcraft, Psyker
Prerequisites: None Prerequisites: Cryosynthesis
Action: Full Action Action: Half Action
Focus Power: +0 Willpower Test Focus Power: +0 Willpower Test
Range: 1m x Psy Rating Range: 1m x Psy Rating
Sustained: Free Action Sustained: No
Subtype: Concentration Subtype: Concentration
Effect: As a Full Action, the psyker is able to focus his energy, to draw Effect: If successfully manifested and his target is a willing ally, the
power from the Warp to ward against the isolation and chill of the void. target’s core body temperature drops and all of his metabolic processes
On successful Focus Power Test, the psyker permits himself and all allies virtually cease. The character immediately enters a trance, which lasts for
to survive unprotected in a vacuum in a radius equal to the psyker’s a number of days up to the Psy Rating at which the power was activated
effective Psy Rating in meters. This may also be used in hostile atmo- (the psyker chooses the number of days at the time of activation). For
spheres or on planets with no atmosphere, but does not protect against this time, the target does not need to breath or eat, ignores environment
airborne substances or particulates. Along with this, those within this effects including that of the vacuum, and he does not need to roll to
area (and the psyker himself) add a +5 per effective Psy Rating (up to a survive ongoing negative effects such as Blood Loss. Characters under
maximum of +30) bonus to resisting the effects of the Decay, Excruciat- the effects of Embrace of Emptiness appear dead to all mundane senses.
ing, Flame, Hallucinogenic, Irradiated, Shocking, and Toxic Qualities. Further, they may not take any Actions, nor may they exit this state until
its duration expires or they have the assistance of a psyker trained in this
Special Use: Cold Embrace Power.
Alternately, the psyker can do just the opposite, replacing the warmth and If the psyker succeeds the Focus Power Test but the target
air around a target with adverse, freezing cold. This use of Cryosynthesis chooses to resist the Power, the target must make a Challenging (+0)
has the following profile: Toughness Test. If it fails, it gains 1 level of Fatigue per Degree of
Action: Half Action Failure and its movement speed is halved until the end of its next Turn. If
Focus Power: +0 Willpower Test they reach 0 Fatigue then the target is affected by the power as above.
Range: 5m x Psy Rating Overbleed (2): Double the duration of the hibernation
Sustained: Half Action
Subtype: Attack, Concentration Grasp of the Void
Effect: A successful Focus Power Test allows the psyker to create a Psy- Surpassing the gentle balance needed to send an unwilling target into
chic Bolt with the following profile: catatonic sleep, this technique instead harnesses all the freezingly cold
Cold Embrace energies the psyker can bring to bear into a single touch that is quite
capable of killing a target from extreme flash-freeze burn, leaving those
Bolt Type Psychic Bolt Range 5m x PR
that suffer his grasp with blackened, frozen flesh in the shape of the
Damage 1d10+PR(E) Penetration 4 psyker’s hand.
Qualities Crippling (½PR), Shocking Tier: 1
This Power may be Sustained, with the target being Aptitudes: Offence, Psyker
Special affected by the Damage and Qualities of the attack Prerequisites: Touch of Emptiness
each Round. Action: Half Action
Focus Power: +0 Willpower Test
Special Notes on this Discipline Range: Touch
Of note is that while many of the powers presented in this Discipline may Sustained: No
deal Energy Damage, and may even have the Shocking or Power Field Subtype: Attack, Concentration
Quality this is simply a shorthand in terms of rules to represent the en- Effect: A successful Focus Power Test allows the psyker to create a Psy-
durance draining powers of extreme cold as well as the entropic abilities chic Bolt with the following profile:
the more extreme examples of this Discipline are able to bring to bear. Grasp of the Void
As a result powers from this Discipline cannot actually light their targets Bolt Type Psychic Bolt Range Touch
on fire, and if a critical result would do so, simply have the target take an
Damage 1d10+PR(E) Penetration 6
additional Level of Fatigue to represent a singularly chilling blow. As for
the Shocking Quality it functions as normal, and the added resistance it Qualities Concussive (PR), Crippling (2), Power Field
gives to characters from Armour Protection helps illustrate the insulating Special -
ability of heavier armour. Overbleed (3): Add +1 to the Crippling Quality’s value

5.2.1 Cryokinesis Discipline - 216


Flare of Frost Chilling Lance
A more diffuse use of the chilling powers the Cryomancer can bring to As a psyker’s cryonic abilities grow one of the first stages of this process
bear, this technique blasts an area with his power, catching the slow and is in the mastery of a technique that siphons warmth from objects or indi-
unwary in a sudden, freezing blast. viduals into himself, ripping the heat out of any objects between himself
Tier: 3 and his target, creating a frozen path straight to his foe.
Aptitudes: Offence, Psyker Tier: 1
Prerequisites: Touch of Emptiness Aptitudes: Offence, Psyker
Action: Full Action Prerequisites: Cryosynthesis
Focus Power: +0 Willpower Test Action: Half Action
Range: 10m x Psy Rating Focus Power: +0 Willpower Test
Sustained: No Range: 5m x Psy Rating
Subtype: Attack, Concentration Sustained: No
Effect: A successful Focus Power Test allows the psyker to create a Psy- Subtype: Attack, Concentration
chic Bolt with the following profile: Effect: A successful Focus Power Test allows the psyker to create a Psy-
Flare of Frost chic Bolt with the following profile:
Bolt Type Psychic Blast Range 10m x PR Chilling Lance

Damage 1d10E Penetration PR Bolt Type Psychic Lance Range 5m x PR

Qualities Shocking Damage 1d5+PR(E) Penetration 6

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.

5.2.1 Cryokinesis Discipline - 217


Barrage of Shards Zone of Exposure
The Cryomancer throws shards of ice at his foes, crystallizing them The psyker draws a chill wind from the lightless depths of the void
from thin air. These shards are unbelievably sharp and are propelled by down upon his foes, surrounding them with enveloping layers of ice and
freezing winds. freezing their blood even as it pumps through their veins. Targets of this
Tier: 2 power die an agonising and rapid death, wracked by hours of exposure
Aptitudes: Offence, Psyker in the blink of an eye, shattering or crumbling in the unforgiving ethereal
Prerequisites: Chilling Lance gale.
Action: Half Action Tier: 3
Focus Power: +0 Willpower Test Aptitudes: Offence, Psyker
Range: 10m x Psy Rating Prerequisites: Freezing Spray
Sustained: No Action: Full Action
Subtype: Attack, Concentration Focus Power: +0 Willpower Test
Effect: A successful Focus Power Test allows the psyker to create a Psy- Range: 10m x Psy Rating
chic Bolt with the following profile: Sustained: No
- Subtype: Concentration
Effect: A successful Focus Power Test allows the psyker to create a Psy-
Bolt Type Psychic Barrage Range 10m x PR chic Bolt with the following profile:
Damage 1d10+3R+PR Penetration 4
Zone of Exposure
Qualities Shocking
Bolt Type Psychic Blast Range 10m x PR
Overbleed (4): Add the Razor Sharp Quality to the attack
Damage 2d10+PR(E) Penetration 6
Qualities Blast (2 x PR), Snare (PR), Shocking
Shardstorm
The psyker may choose to have any target that passes
The Cryomancer hails razor-sharp blades of ice, rending his target with
into unconsciousness because of levels of Fatigue gained
cold efficiency. from this Technique freeze solid. A creature frozen this
Tier: 3 Special
way shatters if struck with sufficient force, and therefore
Aptitudes: Offence, Psyker counts its Toughness as 0 against any Impact or Explosive
Prerequisites: Barrage of Shards Damage that it suffers.
Action: Half Action Overbleed (3): Increase the Difficulty of the Toughness Test to resist the
Focus Power: +0 Willpower Test Shocking Quality by one step.
Range: 10m x Psy Rating
Sustained: No
Subtype: Attack, Concentration Blizzard
Effect: A successful Focus Power Test allows the psyker to create a Psy- At the Cryomancer’s insistance swirling a flurry of snow and ice rises
chic Bolt with the following profile: from the ground at his feet, freezing and blinding all in its path.
Tier: 2
Shardstorm
Aptitudes: Fieldcraft, Psyker
Bolt Type Psychic Storm Range 10m x PR Prerequisites: Freezing Spray
Damage 1d10+PR(R) Penetration 4 Action: Full Action
Qualities Crippling (1), Shocking
Focus Power: +0 Willpower Test
Range: 100m x Psy Rating
Sustained: Half Action
Freezing Spray Subtype: Concentration
The psyker gestures with a flick of his wrist and a gale bearing the chill Effect: A successful Focus Power Test allows the psyker to create a Psy-
of deep space whips out, lashing at any before him, inflicting instant chic Bolt with the following profile:
frostbite and cowing those who would confront him.
Blizzard
Tier: 2
Aptitudes: Offence, Psyker Bolt Type Psychic Blast Range 100m x PR
Prerequisites: Chilling Lance Damage 1d5E Penetration 0
Action: Half Action Qualities Shocking, Smoke (10 x PR)
Focus Power: +0 Willpower Test
Range: 5m x Psy Rating As long as the psyker sustains this power the Smoke Quali-
Special ty persists and all that begin their turn beneath it take an
Sustained: No automatic hit from this attack.
Subtype: Attack, Concentration
Overbleed (4): Increase the penalty from the Smoke Quality by -10
Effect: A successful Focus Power Test allows the psyker to create a Psy-
chic Bolt with the following profile:
Freezing Spray
Bolt Type Psychic Bolt Range 5m x PR
Damage 1d10+5E Penetration PR
Qualities Shocking, Excruciating
The psyker may choose to have any target that passes
into unconsciousness because of levels of Fatigue gained
from this Technique freeze solid. A creature frozen this
Special
way shatters if struck with sufficient force, and therefore
counts its Toughness as 0 against any Impact or Explosive
Damage that it suffers.
Hailstorm Shield of Entropy
Focusing his power above the area of effect, the Cryomancer bids shards The psyker calls on a shimmering bastion of absolute zero, sapping the
of ice rain down upon his foes in great multitudes, slicing those unfortu- potential energy from any attacks that would hit hit him until the projec-
nate enough to be beneath this storm to shreds. tiles or the weapon that would have hit him reaches absolute zero before
Tier: 2 crumbling into frozen dust. Energy weapons are especially neutered by
Aptitudes: Fieldcraft, Psyker this power, their heat based attack bleeding off and withering away as
Prerequisites: Blizzard they dissipate in mid-air before the psyker.
Action: Full Action Tier: 2
Focus Power: +0 Willpower Test Aptitudes: Defence, Psyker
Range: 100m x Psy Rating Prerequisites: Freezing Aura
Sustained: Half Action Action: Reaction
Subtype: Concentration Focus Power: -10 Willpower Test
Effect: A successful Focus Power Test allows the psyker to create a Psy- Range: Self
chic Bolt with the following profile: Sustained: No
Hailstorm Subtype: Concentration
Effect: This psychic power functions as an Evasion that, if successfully
Bolt Type Psychic Blast Range 100m x PR manifest, stops an amount of hits from an attack equal to the power’s
Damage 1d10+PR(R) Penetration 4 effective Psy Rating. This can be used against ranged and melee attacks,
Qualities Shocking, Smoke (5 x PR) and if used against a melee weapon it counts as Parrying the attack with a
Special -
weapon with the Power Field Quality.
Overbleed (4): Increase the penalty from the Smoke Quality by -10
Ice Sheet
Frost Blade From the character’s outstretched hand a wave of coldness glazes an area
Focusing the uncaring coldness in his heart into a concentrated shape the with a thin layer of slippery ice.
psyker manifests a glimmering blade of ice into his hand, allowing him Tier: 1
to show his enemies the mercy of absolute zero with his own hands. Aptitudes: Fieldcraft, Psyker
Tier: 1 Prerequisites: Ward The Chill
Aptitudes: Fieldcraft, Psyker Action: Half Action
Prerequisites: Ward The Chill Focus Power: +0 Willpower Test
Action: Half Action Range: 5m x Psy Rating
Focus Power: +0 Willpower Test Sustained: No
Range: Self Subtype: Concentration
Sustained: Free Action Effect: The area affected by this Power goes out in a straight line from
Subtype: Concentration the psyker, and is projected in a 30 degree cone, just like a weapon with
Effect: A sparkling blade of ice forms in the psyker’s hand. It counts as a the Spray Quality. Those moving over this area must succeed on an Agil-
Low-Tech Melee Weapon of the player’s choice with the Mono Modifi- ity Test every time they attempt an action with the Movement Subtype,
cation, as well as having the Excruciating and Shocking Quality. or they slip and fall, taking 1d10 damage, and become Prone. This effect
Overbleed (4): The Frost Blade gains the Crippling (½PR) Quality lasts for an amount of rounds equal to the power’s effective Psy Rating.
Overbleed (3): Increase the difficulty of the Agility Test to cross the
frozen zone by -10.
Freezing Aura
The psyker expresses a chilling aura that pervades his very being and rips
the breath from those who strike at him. Wall of Ice
Tier: 2 The psyker draws great power from the Warp, raising a thick bastion of
Aptitudes: Defence, Psyker ice before him, protecting him from harm or cutting off opponents.
Prerequisites: Ward The Chill Tier: 2
Action: Half Action Aptitudes: Defence, Psyker
Focus Power: +0 Willpower Test Prerequisites: Ice Sheet
Range: Self Action: Full Action
Sustained: Free Action Focus Power: -10 Willpower Test
Subtype: Concentration Range: 5m x Psy Rating
Effect: Whenever any creature moves into melee range with the psyker Sustained: No
that creature must first make a Challenging (+0) Toughness Test with a Subtype: Concentration
penalty equal to -5 times the power’s effective Psy Rating. If the creature Effect: Creates a wall of ice 3 meters high, 1 Metre thick, and a total
fails, it suffers a level of Fatigue per every two Degrees of Failure after number of Metres long equal to the user’s Psy Rating times 5. You can
the first as the cold radiating from the psyker saps its strength. place it anywhere within Range, in straight lines from the psyker, all of
Overbleed (6): Creatures that move into melee range with psyker and which must be within the spell’s range and may not pass through an area
fail the Toughness Test to resist this power’s effects lose 1 Fatigue for emanating any warmth (living bodies, fire, and similar, as dictated by the
each Degree of Failure instead of every other one. GM). The wall blocks line of sight and has Toughness Bonus equal to
the power’s effective Psy Rating and 10 “Wounds” per each 1x1 meter
section. Energy Damage deals double damage to the wall.

5.2.1 Cryokinesis Discipline - 219


5.2.2 Divination Discipline
Perhaps the most ancient of psychic disciplines, divination foretells the future. Though diviners may seek answers by scattering animal entrails or
studying the movement of stars, it is in fact the timeless realm of the Warp to which they turn. The powers of divination are of inestimable use both in
the frenzied arena of combat and while undertaking investigative pursuits.

Primaris Technique: Aura Reading Walking the Path


Diviners can read a person’s aura, the unconscious projection of his be- The Diviner has learned how to explore multiple outcomes to different
ing in to the warp. This is a very pale shadow, beneath the notice of most choices and actions, and to be able to sort through them in less than a
beings, but the diviner can study this aura to learn about the person. heartbeat.
Tier: 1 Tier: 2
Aptitudes: Perception, Psyker Aptitudes: Perception, Psyker
Prerequisite: Psynicience +0 Prerequisite: Aura Reading
Action: Full Action Action: Half Action
Focus Power: +0 Psynicience Test Focus Power: +0 Psynicience Test
Range: Self Range: Self/1m x Psy Rating
Sustained: Free Action Sustained: Free Action
Subtype: Concentration Subtype: Concentration
Effect: The psyker can attempt to read the aura of any person he can Effect: If successful, the psyker gains a +10 bonus to all Weapon Skill
see as a Full Action. This requires a successful Focus Power Test, with and Ballistic Skill Tests, and Ballistic Skill Tests against him are at a –20
every degree of success providing more information. A psyker can only penalty—these benefits apply for one round, unless the psyker Sus-
maintain this Power on one target. If he wishes to divine the well-being tains this Power. Additionally, he can see glimpses of the dangers in his
of a different person, he must activate the Power again. If the psyker immediate vicinity and shout warnings to his comrades within 1m x Psy
maintains the Power on the same target, he can increase his Degrees of Rating to warn them of incoming attacks. Allies beyond this range are
Success by +1 per round cumulatively, eventually getting to the full 4 outside of the scope of his power to foresee. All Ballistic Attacks against
Degrees of Success. those so warned suffer a –5 penalty. This Power may not be used at the
Fettered Psychic Strength.
Degrees
of Result
Success Blessed by the Emperor
The psyker gains superficial impressions about the target person.
At this level of skill, the Diviner has learned how to explore multiple
This includes the three strongest emotions the target is currently outcomes to different choices and actions, and to be able to sort through
experiencing, his race, whether or not he has any psychic powers, them to choose the safest course.
and a rough idea of his state of mental and physical health (No Tier: 3
1 numbers, just good, poor, weak, etc.). Lastly, it determines if Aptitudes: Perception, Psyker
the target is an untouchable–naturally, in this case, the psyker Prerequisite: Walking The Path
receives no further information, including the effects from this Action: Half Action
technique!
Focus Power: -10 Psynicience Test
The psyker gets all of the information above, plus he gets a Range: 5m x Psy Rating
deeper insight in to all of the target’s feelings, granting a +10 to Sustained: Free Action
all Fellowship Tests made against the target while Divination is Subtype: Concentration
2 active. The psyker also gets a better idea about the target’s well-
Effect: If successful, the psyker gains a bonus to all Weapon Skill and
being, including current Wounds and Fatigue levels. Finally, if the
target is also a psyker, he can sense the target’s Psy Rating. Ballistic Skill Tests equal to 5 times his effective Psy Rating, and Ballis-
tic Skill Tests against him suffer the same value as a penalty. Addition-
The psyker gets all of the above results, plus he can now deter-
ally, he can shout warnings to his comrades within 5m x Psy Rating and
mine the target’s Insanity Points, as well as which addictions
3 or madness he might be suffering from. If the target is a psyker, warn them of incoming attacks. Allies beyond this range are outside of
he can determine which Discipline(s) and Techniques the target the scope of his power to foresee. All Ballistic Skill Tests against those so
possesses. warned suffer a –10 penalty. This Power may not be used at the Fettered
The psyker gets all of the above information, and now he can
Psychic Strength.
determine how many Corruption Points the target might have Overbleed (6): Increase the bonus to Weapon OR Ballistic Skill Tests by
4 accumulated. Also, the psyker can determine if the aura is genui- +10, -or- increase the penalty on Ballistic Skill Tests to hit the user and
ne, or has been produced by some other means—technologically, those warned by the user by -10.
psychically, daemonically, etc.

5.2.2 Divination Discipline - 220


Foreboding Foreshadow
The Diviner gains an unnatural sixth sense. With this inexplicable Peering into the future for a brief instant, the Diviner is able to see possi-
insight, he knows how and where his enemies will attack, dodging blows ble outcomes and potential dangers.
and lasblasts with contemptuous and frightening ease. Tier: 1
Tier: 2 Aptitudes: Willpower, Psyker
Aptitudes: Defence, Psyker Prerequisite: Aura Reading
Prerequisite: Walking The Path Action: Half Action
Action: Reaction Focus Power: +0 Willpower Test
Focus Power: -20 Psynicience Test Range: Self
Range: Self Sustained: No
Sustained: No Subtype: Concentration
Subtype: Concentration Effect: The psyker may use this power immediately before using a Skill
Effect: In any situation where the psyker would be called upon to make Test, even if the Skill Test would use the Concentration Subtype. Until
an Evasion test, he may instead attempt to use this Power. If the Focus the end of the next turn, the psyker gains a bonus to his next Skill Test
Power Test is successful, the psyker avoids the attack exactly as if he has in the form of the Unnatural Characteristic (X) Trait where X is equal to
passed an Evasion test with the number of Degrees of Success he scored half his effective Psy Rating and the Characteristic affected is the one the
on the Focus Power test. Skill is based off.
Overbleed (6): Increase the bonus to the chosen Unnatural Characteristic
Forewarning by +1.
Foreseeing his foes’ intentions, the Diviner taps into the Warp and, like
dropping a small pebble into a pool, sends ripples to slightly shift the Precognition
course of events. Without moving a muscle, the psyker saves his ally In one of the most viscerally intense applications of the Divination disci-
from certain injury and leaves his enemy baffled. pline, the Diviner witnesses solid and perfectly lifelike visions of his own
Tier: 3 future. Peering into moments yet to come, he can use this information to
Aptitudes: Defence, Psyker ensure or avoid future fates.
Prerequisite: Walking The Path Tier: 3
Action: Half Action Aptitudes: Perception, Psyker
Focus Power: +0 Psynicience Prerequisite: Foreshadow
Range: 3m x Psy Rating Action: Half Action
Sustained: Free Action Focus Power: -20 Psynicience Test
Subtype: Concentration Range: 5m x Psy Rating
Effect: After successfully manifesting this Power, and as long as he Sustained: No
Sustains the power, a number of allies within range equal to the psyker’s Subtype: Concentration
Psy Rating, plus the psyker himself, gain a bonus to all Evasion tests Effect: The psyker gains a number of re-rolls equal to half his Psy Rating
equal to twice the psyker’s Psy Rating. Allies affected by this power lose (rounding up) that last until the beginning of his next turn. For the dura-
its benefits as soon as they move out of range. tion of that round, whenever the psyker or an ally in range makes a Test
or Damage roll, the psyker may spend one of the rerolls to allow that ally
to reroll all dice involved in the roll. If the psyker is killed or rendered
Unconscious before the beginning of his next turn, all remaining re-rolls
are lost.

5.2.2 Divination Discipline - 221


Augury Divining the Future
By reading the Emperor’s Tarot for a specific individual, the Diviner can Divining the Future represents the Diviner’s growing affinity for the
grant insight into what troubles lay ahead. Emperor’s Tarot, and his ability to access answers about the future with
Tier: 1 greater speed and precision.
Aptitudes: Perception, Psyker Tier: 2
Prerequisite: Aura Reading Aptitudes: Perception, Psyker
Action: 30 Minutes Prerequisite: Augury
Focus Power: +0 Psynicience Test Action: 12 Full Actions/1 Minute
Range: 1m Focus Power: +0 Psynicience Test
Sustained: No Range: Self
Subtype: Concentration Sustained: No
Effect: A specific question must be asked, though it can be as detailed Subtype: Concentration
as “What must we overcome to defeat the xenos on Choir?” or as broad Effect: Just like Augury, a specific question must be asked, though it can
as “How can I turn a greater profit?” After that, the psyker will read the be as detailed as “When will Da Wurldbreaka return to this planet?” or as
Emperor’s Tarot for the subject as they both concentrate on the ques- broad as “How can I turn a greater profit?” However, the time involved is
tion asked. At the end of this time, typically 30 minutes—though some considerably less—only one minute is required for a use of this tech-
readings take longer to interpret—the psyker makes a Psyniscience Test. nique. The psyker makes a Psyniscience Test. Every two Degrees of
Every two degrees of success reveals more information. However, any Success after the first reveals more information. However, any rolls on
rolls on the Psychic Phenomena chart that are provoked from this Power the Psychic Phenomena Table that are provoked from this technique also
also add +10. add +10.
Degrees Degrees
of Results Divined Answers of Results Divined Answers
Success Success
The psyker can determine the greatest opposition The psyker can determine the greatest opposition
1 Opposition
that the subject will face
1 Opposition
that the subject will face
The psyker can also determine other negative forces The psyker can also determine other negative forces
3 Fears that may be in play—the number of these is equal 3 Fears that may be in play—the number of these is equal
to the Psy Rating used in this power. to the Psy Rating used in this power.
The psyker can now determine the greatest advan- The psyker can now determine the greatest advan-
5 Hopes
tage or tool the subject has at hand.
5 Hopes
tage or tool the subject has at hand.
The psyker may offer two sentences of advice to the The psyker may offer two sentences of advice to
7 Outcome
subject about the clearest path to their answer. the subject about the clearest path to their answer.
This grants the subject a +10 bonus on a number of
7 Outcome
Tests equal to the psyker’s Psy Rating for the next
month or until the question is resolved, whichever
occurs first.

Preternatural Awareness Prescience


The Diviner sees what is, what will be, and what may be, allowing him to The Diviner sees brief, fuzzy flashes into his immediate future, which
react with unbelievable speed. This specifically only pertains to the im- he can use to guide the warband’s aim against their enemies. Though the
mediate future, but such immediate situational awareness can be uttelry glimpses are short, such foretelling can mean the difference between life
invaluable. and death when in combat.
Tier: 2 Tier: 2
Aptitudes: Willpower, Psyker Aptitudes: Perception, Psyker
Prerequisite: Aura Reading Prerequisite: Preternatural Awareness
Action: Half Action Action: Half Action
Focus Power: +0 Psynicience Test Focus Power: +0 Psynicience Test
Range: Self Range: 3m x Psy Rating
Sustained: Free Action Sustained: Free Action
Subtype: Concentration Subtype: Concentration
Effect: While this Power is Sustained, the psyker gains a 5 x Psy Rating Effect: If successfully manifested, and while Sustained, the psyker, and
bonus to his Awareness Tests, and increases his Initiative by this Tech- a number of allies equal to his Psy Rating within range, gain a bonus to
nique’s Psy Rating. their Weapon Skill and Ballistic Skill tests equal to twice the psyker’s
Overbleed (4): Increase Initiative by this Technique’s Psy Rating again, psy rating. Allies affected by this power lose its benefit as soon as they
or further increase the bonus to Awareness Tests by 5. move out of range.

5.2.2 Divination Discipline - 222


Far Sight Scrier’s Gaze
The Diviner projects his mind otuwards, observing his surroundings The most accomplished Diviners are not only able to see into the future,
remotely. but also the present. Unbound by the limits of mere physical vision, his
Tier: 2 mind peers far and wide, with little able to hide from his sight.
Aptitudes: Perception, Psyker Tier: 2
Prerequisite: Preternatural Awareness Aptitudes: Perception, Psyker
Action: Full Action Prerequisite: Far Sight
Focus Power: +0 Psynicience Test Action: 30 minutes
Range: 1km x Psy Rating Focus Power: -10 Psynicience Test
Sustained: Half Action Range: Self
Subtype: Concentration Sustained: No
Effect: The psyker can move his vision to a fixed spot of his choice Subtype: Concentration
anywhere within Range. If this would cause his vision to materialize Effect: To begin the ritual, the psyker must spend at least thirty minutes
within a solid object, the Technique fails automatically. The psyker can using assorted psychic foci to concentrate his vision— drawing Tarot
turn the vantage point up to 90 degrees as a Half Action while sustaining cards, casting runes, gazing deep into fire, or other methods as varied as
this Technique. the stars of the Imperium. At the end of this time, he makes his Focus
Far Sight does not grant special vision, and does not extend the Power Test to project his vision over the area, with the GM revealing
psyker’s hearing, though it can be used in conjunction with other Tech- information based on the Degrees of Success, as described on the follow-
niques such as Sense Presence. This Power imposes a -30 penalty to all ing table.
Tests prompted by actions with the Concentration, Movement and Attack Degrees
subtypes while being sustained. of Results Divined Answers
The psyker may use this vantage point to draw line of sight Success
from his fixed spot of choice, however he must still be able to cast them
The psyker manages to focus his view on a single
from his body, meaning that while he may be able to comprehend a foe’s
key action his foe is either planning or currently
location he will not be able to target them with most physical Powers. Single
1 Threat
enacting. This could be launching an ambush,
The psyker’s target must also still be in range of other Powers he wishes hiding a heretical tome, or enacting a bloodsoaked
to use, measuring from his body. sacrifice.
Overbleed (3): Decrease the penalty for making Tests for actions with The psyker's visions stretches over a wide area,
the Concentration, Movement and Attack subtypes while being sustained able to see all activity within an entire battlefield
by 10. Enemy
3 Movements
or hive level. However, he is unable to focus his
Overbleed (6): Increase this Technique’s Range by 1km. vision enough to see the exact details at an individ-
ual level.
The psyker controls the focus of his vision. He
Enemy is aware of all previous effects and is also able to
5 Numbers discern details as to individual activities and exact
enemy numbers.
The psyker breaks through the veil of time, seeing
an area and the countless possible outcomes of
Enemy
7 Plans
conflicts within it. He is aware of all previous ef-
fects, and also knows details of the plots any enemy
leaders are planning.

Misfortune Perfect Timing


Twisting fate, the Diviner focuses his inner eye to ensure that his foe So accurate are the diviner’s premonitions that he can predict the exact
suffers every possible calamity that ill-fortune could provide. From em- moment his foe will expose himself as a target. Further, the Diviner can
barrassing mishaps to life-and-death struggles, chance itself betrays the forge a link with his allies, momentarily intertwining their fortunes, so
target at every turn. that they might fire in perfect unison, already squeezing their weapons’
Tier: 2 triggers before the foe is aware.
Aptitudes: Willpower, Psyker Tier: 1
Prerequisite: Aura Reading Aptitudes: Perception, Psyker
Action: Half Action Prerequisite: Misfortune
Focus Power: +0 Opposed Willpower Test Action: Half Action
Range: 20m x Psy Rating Focus Power: -10 Psynicience Test
Sustained: Free Action Range: 3m x Psy Rating
Subtype: Attack, Concentration Sustained: Half Action
Effect: The psyker nominates a single target in range and line of sight Subtype: Concentration
who opposes this Power with a Willpower test. If the target fails to resist Effect: For the duration of this Power, the psyker and a number of allies
the Power, misfortune follows it wherever it goes. For the duration of this equal to his psy rating within range, ignore the effects of cover when fir-
Power, the target’s Armour Points are reduced in all locations by half the ing on a target. If their attacks would strike a Hit Location on the enemy
psyker’s Psy Rating, rounded up. The target’s weapons also Jam on any that would benefit from cover, that benefit is ignored. Allies affected by
attack in which they fail to hit their target. this Power lose its benefits as soon as they move out of range.
Overbleed (6): The target’s Armour Points in all locations are reduced
by an amount equal to the psyker’s full Psy Rating.

5.2.2 Divination Discipline - 223


Warp Perception Psycholocation
The Diviner opens his senses to the Warp, allowing unnatural tendrils of The Diviner searches for psychic impressions entangled with the psychi-
energy to augment his own perceptions. His flesh no longer limited, he cal form of his quarry, finding warp echoes to tie the two together.
casts his gaze wider and hungrily scents prey from farther afield. Tier: 1
Tier: 1 Aptitudes: Perception, Psyker
Aptitudes: Perception, Psyker Prerequisite: Warp Perception
Prerequisite: Aura Reading Action: Half Action
Action: Half Action Focus Power: +0 Psynicience Test
Focus Power: +0 Psynicience Test Range: 1km x Psy Rating
Range: Self Sustained: Free Action
Sustained: Free Action Subtype: Concentration
Subtype: Concentration Effect: By succeeding at a Psyniscience Test, the psyker can locate
Effect: The psyker gains the Unnatural Senses (X) Trait, where the X and track down a single object or person in his immediate vicinity. The
value is equal to the Power’s effective Psy Rating multiplied by 10. psyker can find anything, but there must be some degree of familiarity.
Overbleed (2): Increase the Unnatural Senses Trait’s value by 10. Touching a lock and trying to find the key to that lock is fine,
but just thinking “I want a key” without a corresponding lock will not
Psychometry work. In the same vein, the psyker must have seen the person he wants to
Learning to read the Tarot is in part the act of learning to divine the find—either directly or through some image, painting, etc.—or have the
Emperor’s word from psychic impressions. Refining this skill allows the target’s true name.
Diviner to learn more about others from the crude psychic traces they Once the psyker has chosen a target, he makes a Psyniscience Test modi-
leave behind on objects and places in the world around them. fied by the following factors:
Tier: 2 • Intimately familiar with target (Knows subject well, or has an item that
Aptitudes: Perception, Psyker has been with the subject for a long time): +10
Prerequisite: Warp Perception • Has a portion of the subject (Fragment from the item, lock of hair from
Action: Full Action a person): +5
Focus Power: +0 Psynicience Test • Subject is surrounded by others of its kind (a coin in a coin purse, a
Range: 1m x Psy Rating person in a crowd, etc.): –10
Sustained: Half Action • Subject is within 50m x Psy Rating: +5
Subtype: Concentration • Subject is over 2 km away: –20
Effect: In its simplest form, the psyker can gain rough impressions from If the psyker passes the Psyniscience Test, and the subject is
an object or a general area by maintaining physical contact and making within range, the psyker receives a rough idea of where the subject is
a Psyniscience Test. More information beyond the strongest emotions located, based on how many Degrees of Success he has scored.
requires time, and the longer the psyker stays in a given area, the more
information he can ascertain. These numbers are modified by the raw Sense Presence
strength of the psyker, and he may subtract a number of rounds equal to The Diviner can tell when there will be living beings in his presence in
his Psy Rating from each result level. Example: A psyker with Psy Rating the near future, his prescience predicating other’s actions, be they man or
5 will get the first result in 5 rounds, the second result in 10, etc. beast.
Rounds Result Tier: 2
Aptitudes: Perception, Psyker
The psyker can detect the strongest emotion associated with the
10 Prerequisite: Psycholocation
area or object.
Action: Half Action
The psyker can see the general features of the person who expe- Focus Power: +0 Psynicience Test
20 rienced the emotion. Range: 25m x Psy Rating
30
The psyker gets a clear image of the person who experienced the Sustained: Free Action
emotion Subtype: Concentration
The psyker is able to identify the person’s occupation (e.g. Career Effect: The psyker automatically detects all living creatures within
40 and Rank). Range. Walls and other physical obstacles in excess of 1 metre thick
50 The psyker can now determine the name of the person. block this Power.
Overbleed (4): Increase the distance this Technique can penetrate walls
The psyker discovers an additional fact about the person as deter-
51+ mined by the GM.
and other physical obstacles by PR meters -or- learn one of the following
pieces of information about the detected creatures: Race and Species
(if the character is familiar enough to identify them), exact distance in
metres from the psyker’s location, or their approximate psychic strength
(whether their Psy Rating is higher or lower than the psyker’s). At the
beginning of each Round this Power is Sustained the Overbleed Bonuses
may be changed.

5.2.2 Divination Discipline - 224


Sense Mechanism Winding Fate
With unerring precision the Diviner can tell when a mechanism, ma- By touching a character or item, the Diviner sees visions into that sub-
chine, or cyber-construct will enter his presence, often moments before it ject’s future and past. Though ghostly and laced with tendrils of Warp-
actually appears or he approaches it. smoke, these images reveal not only what was, but what is yet to be.
Tier: 2 Tier: 2
Aptitudes: Tech, Psyker Aptitudes: Perception, Psyker
Prerequisite: Psycholocation Prerequisite: Psycholocation
Action: Half Action Action: Full Action
Focus Power: +0 Psyniscience Focus Power: -10 Psyniscience Test
Range: 25m x Psy Rating Range: Self
Sustained: Free Action Sustained: No
Subtype: Concentration Subtype: Concentration
Effect: The psyker automatically detect the form and location of all Effect: The vision lasts for a number of seconds equal to the twice the
constructs and machinery within Range. Walls, and physical obstacles in Psy Rating, and can be from the subject’s future or past a number of days
excess of 1 metre thick, and living creatures block this Power. equal to the effective Psy Rating of the Power. The higher the Psy Rating,
Overbleed (4): Increase the distance this Technique can penetrate walls the more the psyker can control what his flashes focus on (at the GM’s
and other physical obstacles by PR meters -or- learn one of the following discretion).
pieces of information about the detected constructions and machines:
Whether they are Xenos in origin, whether they are tainted by Chaos,
-or- how prominent the machine spirit within is (this is usually a rough
measure of its complexity and how advanced its technology is). At the
beginning of each Round this power is sustained the Overbleed Bonuses
may be changed.

5.2.2 Divination Discipline - 225


5.2.3 Pyromancy Discipline
The most destructive discipline, pyromancy allows a psyker to control and create flame using his mind. These powers focus on combat, from incin-
erating foes from within to summoning walls of flame to shield allies. Pyromancers are greatly feared, for their powers are often difficult to control
once released, and can inflict great collateral damage.

Primaris Technique: Pyromastery Special Notes on this Discipline


Reaching out with his mind, the Pyromancer grasps nearby flame or In regards to the flames conjured with powers from this Discipline, most
moulds it to his desire. The flames dance to his tune, moving to un- of them are simply that, conjured, and exist by the will of the psyker’s
touched areas or falling quiet at their master’s command. psionic might, otherwise guttering out if left to their own devices. While
Tier: 1 this is normally the case, the GM may wish to represent the dangerous
Aptitudes: Offence, Psyker and consuming nature of fire if left unchecked, and if the surface they
Prerequisite: None were manifested upon is appropriately flammable then he may have
Action: Half Action it catch fire and burn for an additional 1d5-2 Rounds and grow out by
Focus Power: +0 Willpower Test 1 meter on all sides (effectively spreading out and consuming who or
Range: 5m x Psy Rating whatever is around it, though avoiding it for anyone caught in its path
Sustained: Free Action should be a +20 Agility Test performed as an Evasion Reaction). Also of
Subtype: Concentration note is that in a fight where a Pyromancer is active it is very likely to end
Effect: The Pyromancer can call a small flame into his hand. This flame up being rather well-lit by the flames of his attacks and abilities, even
can be used to set things alight, or serve as fuel for his other Pyromancy outside of the Primaris Technique and direct Psychic Bolts.
powers. The Pyromancer is also able to douse existing flames while this Lastly a “source of flame” for the powers in this Discipline,
technique is active, in addition to interfering with Fire based weapons such as Flame’s Breath can come from many sources, from the pilot
like Flamers. At his option, he can douse any flames within the area light of a flamer to the obvious blaze created by the Devotional Braziers
of effect, or prevent fire based weapons from functioning. Chemically Armour Modification. The players and the GM are likely to come up
flammable substances like Promethium burst back into flame once they with all manner of interesting uses and sources for these abilities, so be
are out of the area of effect. Lastly the Pyromancer can sculpt and control creative!
existing flames.
Any of the following effects that would light a character on fire Fire Bolt
allow that character to make a +0 Agility Test to avoid being hit, and, if The Pyromancer commandingly thrusts his hand forth and his psychic
they have a Reaction available to them, they are also allowed to make an might throws forth a bolt of flame with a colouration and appearance that
Evasion attempt if the Agility Test is failed. suits his mood and demeanour.
Tier: 1
At his option the Pyromancer can: Aptitudes: Offence, Psyker
• Double or halve a fire’s area. Prerequisite: Pyromastery
• Spread fire into a number of adjacent 1 meter squares in any direction Action: Half Action
equal to the user’s Psy Rating. Focus Power: +0 Willpower Test
• Cause a fire to burst, requiring all objects and creatures within 1 meter Range: 30m x Psy Rating
of that fire to make a +0 Agility Test, lighting them on fire should they Sustained: No
fail. Subtype: Attack, Concentration
• Sculpt crude shapes from a fire that resemble crude shapes, objects, Effect: A successful Focus Power Test allows the psyker to create a Psy-
creatures, people, body parts and creatures. chic Bolt with the following profile:
• Cause a fire to spew smoke, filling three times the area of the fire (treat
Fire Bolt
as per the Smoke Quality).
• Use a Reaction to begin sustaining or extinguish a fire within the pow- Bolt Type Psychic Bolt Range 30m x PR(E)
er’s radius (this may include himself or another within the power's radius Damage 1d10+5+PR(E) Penetration 0
if they are On Fire). Qualities Flame
Each turn this power is sustained the psyker may choose only one of Overbleed (3): Increase this Power’s effective Psy Rating by 1 -or-
these effects to occur as an in-turn Free Action. The psyker may select Generate an additional Firebolt which can be directed at any opponent
another beyond the first by spending a Half Action, though this counts as within Range. If used to hit the same target more than once it can be
his Focus Power Action for that turn (despite requiring no further Focus avoided with a single Evasion or Deny The Witch Test, as per avoiding
Power Test). multiple hits from any other attack.
In order to keep each separate body of fire alight the Pyro-
mancer is required to sustain them separately, as though Sustaining
multiple uses of this Primaris Technique. The main exceptions to this are
areas of flammable terrain, flammable substances, and Free Action uses
of the Pyromastery Power.
Overbleed (3): Choose one of the following bonuses:
• Increase the effective Psy Rating of this Technique by 1.
• Increase the detail of sculpted fire into easily recognizable images.
• Double any one numeric parameter of a chosen sub-effect of the Tech-
nique. For example, the Pyromancer can double or halve again a Fire’s
area, spread a fire by double his Psy Rating, etc.
Doublings for multiple Overbleed bonuses used together in
this way are multiplicative. At the beginning of each Round this power
is sustained the Overbleed bonuses may be changed. The new Bonuses
must not require more total Degrees of Success in Overbleed to purchase
than were rolled during the Focus Power Test.
Molten Beam Wall of Fire
The Pyromancer projects from his hands a blindingly bright beam of sun- The Pyromancer raises his hands high, and at his command flames leap
hot energy. At the touch of this blazing ray, plasteel liquefies and flesh upwards, as a roaring, vertical sheet.
bursts into ash. Tier: 2
Tier: 3 Aptitude: Offence, Psker
Aptitudes: Offence, Psyker Prerequisites: Flame’s Breath
Prerequisite: Fire Bolt Focus Power: -10 Willpower Test
Action: Half Action Sustained: Half Action
Focus Power: +0 Willpower Test Range: 20m x Psy Rating
Range: 5m x Psy Rating Action: Half Action
Sustained: No Subtype: Attack, Concentration
Subtype: Attack, Concentration Effect: Creates a wall of fire 3 meters high, 1 meter thick, and a total
Effect: A successful Focus Power Test allows the psyker to create a Psy- number of meters long equal to the psyker’s Psy Rating times 5. The
chic Bolt with the following profile: psyker can place it anywhere within Range, in straight lines from a single
Molten Beam source. This can include on top of foes, though they are allowed an Easy
(+20) Agility Test to get out of the way. Foes who fail this test, or attempt
Bolt Type Psychic Lance Range 5m x PR to cross the wall take 1d10+5 E Damage, with the Flame Quality.
Damage 1d10+5+3xPR(E) Penetration 2xPR Overbleed (6): Increase this Technique’s effective Psy Rating by 1, or
Qualities Melta increase the Difficulty of the Agility Test by one step.

Flame’s Breath Endure Flames


By focusing his mind, and ignoring the scorching heat of flames the
The psyker expels a torrent of flame from the raging inferno of his soul,
psyker can in fact makit reality, allowing him not only to endure flames,
or any other source of fire.
but also the terrible effects of energy-based weaponry.
Tier: 2
Tier: 2
Aptitude: Offence, Psyker
Aptitudes: Defence, Psyker
Prerequisite: Pyromastery
Prerequisites: Pyromastery
Action: Half Action
Focus Power Test: +0 Willpower Test
Focus Power: Challenging (+0) Willpower test
Sustained: Free Action
Range: 10m x Psy Rating
Range: Self
Sustained: No
Action: Half Action
Subtype: Attack, Concentration
Subtype: Concentration
Effect: A successful Focus Power Test allows the psyker to create a Psy-
Effect: The psyker is immune to Damage from Fire and Fire based
chic Bolt with the following profile:
weaponry (ie Flame Weapons) as long as he Sustains this Power. Further-
Flame's Breath more, he is impervious to the effects of extreme environmental heat, and
Bolt Type Psychic Bolt Range 2m x PR reduces the Damage dealt to him by Plasma, Las and Melta weaponry
by half before reduction by Toughness Bonus and Armour. The effects of
Damage 1d10+PR(E) Penetration 0
this power extend to his gear and clothing.
Qualities Flame, Spray Overbleed (6): Reduce the Damage dealt to the psyker by Plasma, Las,
If the psyker succeeds the Focus Power Test he may cause and Melta weaponry by an additional 1 point.
Special a Spray attack to originate from a source of flame within
the power’s range.

5.2.3 Pyromancy Discipline - 227


Cauterize Molten Man
With careful application of his powers, the psyker applies intense heat to To have transcended the physical form and become an avatar of pure
a wound on his own flesh or to the flesh of an ally, quenching the flow energy is no simple feat, and thus only the wisest and most learned have
of blood. The effect is quite painful, but certainly preferable to bleeding mastered such a trick. In this form, the psyker does not merely destroy,
to death. The use of this power generates a focused and intense heat that but consumes all matter in fire.
rivals advanced medicae equipment, and certainly far exceeds the effects Tier: 3
of ordinary battlefield cauterizations. Aptitudes: Defence, Psyker
Tier: 1 Prerequisites: Burning Fist
Aptitudes: Fieldcraft, Psyker Focus Power: -20 Willpower Test
Prerequisite: Endure Flames Sustained: Free Action
Action: Half Action Range: Self
Focus Power: +20 Willpower Test Action: Half Action
Range: Touch Effects: While Sustained, this Power bestows the following effects:
Sustained: No • All weapons, clothing and gear the psyker is currently carrying and
Subtype: Concentration wearing burst into flames and are permanently destroyed unless he is also
Effect: The psyker chooses himself or another character he can physical- Sustaining the Endure Flames power.
ly touch. If the target is suffering from Blood Loss, successfully using the • The psyker is immune to Damage from Fire and Fire based weaponry,
power removes that condition. and reduces the Damage dealt to him by Plasma, Las, and Melta weapon-
ry by half before reduction by Toughness Bonus and Armour.
Burning Fist • The psyker gains The Stuff of Nightmares Trait, and adds +3 to his
The psyker lights his own hands aflame, untouched by the heat of the Toughness Bonus.
flames, and now transmuted into burning weapons. • Anything within 3 meters of the psyker suffers 1d5 Energy Damage
Tier: 1 with the Flame Quality each Round, igniting anything flammable.
Prerequisite: Weapon Skill, Psyker • The psyker’s Melee attacks deal 1d10+PR+StB(E) Damage, have Pen
Prerequisites: Endure Flames equal to this Technique’s effective Psy Rating, and count as having the
Focus Power: +0 Willpower Test Power Field Quality. After this power lapses, the psyker suffers 2d10-PR
Sustained: Free Action levels of Fatigue.
Range: Self Overbleed (6): Reduce the Damage dealt to the psyker by Plasma, Las,
Action: Half Action and Melta weaponry by an additional 1 point -or- increase the Damage
Subtype: Concentration and Penetration of his melee attacks by 1.
Effect: While this Power is Sustained the psyker’s unarmed attacks
deal 1d10+StB(E) Damage with the Flame Quality, and do not have the Blinding Flash
Primitive quality. The psyker ignites the air around him in an instant, creating a corona of
Overbleed (3): Increase the Damage and Penetration of your unarmed unbelievably bright energy, blinding every person foolish to look upon
attacks by 1. him.
Tier: 2
Flame Shield Aptitudes: Offence, Psyker
With but a gesture, the psyker summons a wall of shimmering, unnat- Prerequisites: Pyromastery
ural fire in the air before him. Any who would strike the pyromancer Action: Half Action
must contend with fiery retribution, as flames leap outward, travelling Focus Power: +0 Willpower Test
in reverse down the path of the bullet or lasbolt to strike the psyker’s Sustained: No
assailant. Range: 5m x Psy Rating
Tier: 2 Subtype: Attack, Concentration
Aptitudes: Defence, Psyker Effect: All those within Range take a test against the Blind (0) Quality
Prerequisite: Endure Flames (beings that don’t have visual sensory organs are immune) or be Blinded
Action: Half Action for a number of Rounds equal to 1d10 plus the user’s Psy Rating.
Focus Power: +0 Willpower Test Psychic Bolt Type: Psychic Nova
Range: 20m x Psy Rating Overbleed (6): Increase this Technique’s effective Psy Rating by 1, -or-
Sustained: Free Action Increase the Blind Quality’s value by 1.
Subtype: Concentration
Effect: While this Power is in effect, any character in range and line
of sight that successfully strikes the psyker with an attack immediately
suffers Energy damage equal to the psyker’s effective Psy Rating (with
which the Power was manifested) with the Flame Quality. This counts as
a Psychic Bolt that was cast with an amount of Degrees of Success equal
to those from the initial Focus Power Test.

5.2.3 Pyromancy Discipline - 228


Sunburst Spontaneous Combustion
The psyker releases a nova of fiery energy from his body. As the psyker In one of the purest displays of his power, the psyker ignites his enemies,
focuses his power, a blazing aura coalesces around him, growing brighter burning them alive. The target’s blood boils and flesh smoulders, and as
and hotter before rapidly expanding outward in all directions. As the the psyker’s rage reaches its pinnacle, the target’s body begins to explode
calm at the eye of the firestorm, the psyker is untouched, while all around in blasts of ash and flame.
him is reduced to ash and cinder. Tier: 2
Tier: 3 Aptitudes: Offence, Psyker
Aptitudes: Offence, Psyker Prerequisite: Flash Bang
Prerequisite: Blinding Flash Action: Half Action
Action: Half Action Focus Power: +10 Opposed Willpower test
Focus Power: +0 Willpower test Range: 20m x Psy Rating
Range: 10m x Psy Rating Sustained: Half Action
Sustained: No Subtype: Attack, Concentration
Subtype: Attack, Concentration Effect: A successful Focus Power Test allows the psyker to create a Psy-
Effect: A successful Focus Power Test allows the psyker to create a Psy- chic Bolt with the following profile:
chic Bolt with the following profile: Spontaneous Combustion
Sunburst Bolt Type Psychic Bolt Range 20m x PR
Bolt Type Psychic Nova Range 20m x PR Damage 1d10+2+2xPR(E) Penetration 0
Damage 1d10+2+2xPR(E) Penetration 0 Qualities Flame
Qualities Blast (10 x PR), Flame Each Round beyond the first the psyker may sustain the
power as a Half Action, and concentrating on the target
Special
(it must remain within Range and line of sight), this Tech-
Flash Bang nique deals the Damage of the previous Round plus 1d10.
The psyker focuses his burning ire on an infinitesimal point, concen-
trating his energy until, with a snap of his fingers, it explodes violently.
While not particularly damaging it can easily overwhelm the senses of Inferno
those in the blast radius rendering them temporarily deaf and blind. Focusing his power, the psyker ignites the very atmosphere surrounding
Tier: 1 his target, placing his foe in the midst of a sudden and violent conflagra-
Aptitudes: Offence, Psyker tion.
Prerequisite: Pyromastery Tier: 3
Action: Half Action Aptitudes: Offence, Psyker
Focus Power: +0 Willpower test Prerequisite: Spontaneous Combustion
Range: 10m x Psy Rating Action: Half Action
Sustained: No Focus Power: +0 Willpower Test
Subtype: Attack, Concentration Range: 15m x Psy Rating
Effect: At the target location the psyker causes a Blast with a radius Sustained: No
equal to the power’s effective Psy Rating. Anyone within Range must Subtype: Attack, Concentration
succeed on a Challenging (+0) Willpower Test or become Stunned for Effect: A successful Focus Power Test allows the psyker to create a Psy-
1 Round (beings that do not have either visual -or- auditory senses are chic Bolt with the following profile:
immune).
Inferno
Overbleed (3): Worsen the difficulty of the Willpower Test by one step.
Overbleed (6): Lengthen the Stun by one round. Bolt Type Psychic Bolt Range 15m x PR
Damage 2d10+3xPR(E) Penetration 0
Qualities Blast (PR), Flame
The Psyker may double the blast radius by choosing to
Special
reduce Damage to 1d10+2xPR.
Overbleed (5): Increase this Technique’s effective Psy Rating by 1, -or-
this Technique deals an additional 1d10 E Damage.

5.2.3 Pyromancy Discipline - 229


5.2.4 Sanctic Discipline
Every Astropath enjoys the grace of the God-Emperor as a consequence of his spiritual bond to Him on Earth. While all such psykers rely heavily
upon the protection that this grants, a few are capable of making this trait the core of their abilities. Practitioners of the Soul Ward Discipline exploit
their divinely enhanced essence to protect them and to grant the divine blessing of the God-Emperor to their allies. While still agents of the Adeptus
Astra Telepathica, such psykers are typically strongly devoted to the Imperial Cult and may even be mistaken for members of the Ecclesiarchy.

Primaris Technique: Purge Soul


Using the corruption in his target’s soul as kindling, the psyker ignites an
The Emperor’s Guidance inner fire, burning away the target’s tainted soul.
Psykers who learn the Sanctic Discipline expect to rally their allies so Tier: 2
that they can hold the line against any threats to the Imperium. While a Aptitudes: Willpower, Psyker
portion of this ability comes from their divine faith in the God-Emperor, Prerequisite: Word of the Emperor
a far greater portion comes from their direct connection to His grace in Action: Half Action
the form of their Soul Binding. By calling upon the power of the Warp Focus Power: +0 Opposed Willpower Test
through this connection, they can share the power of His grace with Range: 10m x Psy Rating
their allies. This can swiftly bolster their faith in their cause, so that their Sustained: No
opponents might be vanquished. Subtype: Attack, Concentration
Tier: 1 Effect: The psyker chooses a target within range and line of sight,
Aptitudes: Willpower, Psyker who opposes the Power with a Willpower Test. If the psyker wins the
Prerequisite: Soul-Bound (To the God-Emperor of Mankind), Less than Opposed Test, the target suffers 1 point of Energy damage per degree
20 Corruption of success on the test, plus an amount equal to the target’s Corruption
Action: Half Action Bonus or Daemonic Trait (whichever is higher), all ignoring armour and
Focus Power: +0 Willpower Test Toughness bonus.
Range: 1m x Psy Rating
Sustained: Free Action
Subtype: Concentration Cleansing Flame
Effect: The psyker activates this Technique with a Focus Power Test. All The psyker projects his purity in a great gout of holy flames. The azure
allies (excluding the psyker himself ) within Psy Rating metres benefit fires burn hotter than any mundane flame, blazing with the righteousness
from a +10 bonus to any chosen Characteristic (this Characteristic is cho- of the Emperor. Heretics and Daemons cannot hope to stand against the
sen by the player or GM controlling the characters and may be a different purifying flame.
Characteristic per each affected character) as long as the psyker sustains Tier: 3
the Technique. If the psyker scores three or more Degrees of Success on Aptitudes: Offence, Psyker
the Focus Power Test, allies within range may also reroll any failed Tests Prerequisite: Purge Soul
to resist the effects of Fear, Pinning, and tests to resist Corruption. Action: Half Action
Focus Power: +0 Willpower Test
Range: 5m x Psy Rating
Word of the Emperor Sustained: No
The psyker speaks with the very voice of the Emperor, causing his Subtype: Attack, Concentration
enemies to cringe in pain and terror. Bolstering his denunciations and Effect: A successful Focus Power Test allows the psyker to create a Psy-
catechisms of hate with psychic resonance, the psyker ensures that here- chic Bolt with the following profile:
tics and Daemons must struggle past his holy words in order to lay hand
or claw upon him. Cleansing Flame
Tier: 2 Bolt Type Psychic Bolt Range 5m x PR
Aptitudes: Willpower, Psyker Damage 1d10E+PR+WpB Penetration 0
Prerequisite: The Emperor’s Guidance
Qualities Flame, Sanctified, Spray
Action: Half Action
Focus Power: -10 Willpower Test When a character is set on fire by this Power, the damage
Special he suffers from the flames counts as having the Sanctified
Range: 10m x Psy Rating
Quality.
Sustained: Half Action
Overbleed (4): The attack gains the Consuming Fire Quality.
Subtype: Concentration
Effect: Whilst the Power is Sustained, whenever a character within
Range makes an Attack action targeting the psyker, the attacker must
pass a Challenging (+0) Willpower test or suffer a -5 penalty to his attack
roll for each Degree of Failure.

5.2.4 Sanctic Discipline - 230


Holocaust Exorcism
The psyker ignites his very soul in a devastating conflagration that Many psykers know that the best weapons against the Daemon are
washes out from him in all directions. It is said that the flames of this faith and psychic powers; only with the energies of the Warp is it truly
power burns not only flesh, but the very souls of the psyker’s enemies, possible to fight the Warp. Bolstering his ritual with psychic current, the
destroying them utterly—and that the psyker risks consuming his own psyker prepares to exorcise a Daemon.
soul in the process. Tier: 2
Tier: 3 Aptitudes: Willpower, Psyker
Aptitudes: Offence, Psyker Prerequisite: Word of the Emperor
Prerequisite: Cleansing Flame Action: Full Action
Action: Full Action Focus Power: +0 Opposed Willpower Test
Focus Power: -20 Willpower Test Range: 5m x Psy Rating
Range: Self Sustained: Half Action
Sustained: Full Action Subtype: Attack, Concentration
Subtype: Attack, Concentration Effect: The psyker selects a single target character with the Daemonic
Effect: A successful Focus Power Test allows the psyker to create a Psy- Trait, which opposes the power with a Willpower Test. If the psyker wins
chic Bolt with the following profile: the Opposed Test, the character suffers Willpower Damage equal to the
Holocaust user’s psy rating for each Degree of Success on the psyker’s test.
Bolt Type Psychic Nova Range Self
Banishment
Damage 1d10xPR(E) Penetration 0
Speaking words of banishment, the psyker draws on his faith and reaches
Qualities Blast (PR), Flame, Warp Weapon out to sever the cords tying a Daemon to reality. Its hold in realspace
Each round the psyker sustains Holocaust, he emits a broken, the Daemon is cast back into the depths of the Warp.
psychic nova centred on himself. He is not affected by the Tier: 2
Special blast, but each turn the psyker sustains the power he suffers Aptitudes: Willpower, Psyker
1d10+Psy Rating Energy Damage, ignoring Armour Point Prerequisite: Exorcism
and Toughness Bonus.
Action: Full Action
Focus Power: -20 Willpower Test
Range: 10m x Psy Rating
Sustained: No
Subtype: Attack, Concentration
Effect: The psyker selects a target in range and line of sight, which must
possess the Warp Instability Trait. The targeted Daemon must immediate-
ly make a Willpower Test, with a –5 penalty for each Degree of Success
on the Focus Power Test (to a maximum penalty of -30). The target suf-
fers 1 point of Energy Damage per Degree of Failure on the test, ignoring
Toughness Bonus and Armour. If this would deal Damage equal to or in
excess of the target’s remaining Wounds, it is immediately cast back into
the Warp.

5.2.4 Sanctic Discipline - 231


Psychic Communion Know Thy Place
Establishing a psychic link with his allies, the psyker ensures that they Through the majesty of the God-Emperor, the psyker comes to under-
act in concert, the better to deliver righteous judgement on the Emperor’s stand his place in the galaxy, particularly with reference to the majesty
foes. of the God-Emperor and the terrors of the Warp. This understanding
Tier: 1 represents a reassurance for a psyker who has come to grips with it, but
Aptitudes: Leadership, Psyker to the uninitiated, the perspective may be terrifying.
Prerequisite: Emperor’s Guidance Tier: 1
Action: Half Action Aptitudes: Willpower, Psyker
Focus Power: +10 Willpower Test Prerequisite: Emperor’s Guidance
Range: 10m x Psy Rating Action: Half Action
Sustained: Free Action Focus Power: +0 Opposed Willpower Test
Subtype: Concentration Range: 10m x Psy Rating
Effect: The psyker selects a number of allies up to his effective Psy Rat- Sustained: No
ing within range. While the power persists, the psyker and his affected Subtype: Concentration
allies add +2 to their Initiative. This can change an already established Effect: The psyker activates this power with an Opposed Willpower Test
Initiative order. against a living creature with an Intelligence Characteristic of at least 15
within range. If the psyker succeeds, the target is Stunned for one Round,
Sanctuary plus one additional Round for every three Degrees of Success by which
The psyker summons a barrier of holy force, pushing back the Daemon the psyker won the Opposed Test, and the creature treats the psyker as if
and deflecting the blows of heretics. he has a Fear Rating of 2 for the remainder of the Encounter, seeing him
Tier: 3 as a living conduit of the God Emperor’s scorn for His foes. This Tech-
Aptitudes: Defence, Psyker nique may only be used once per encounter on any given foe.
Prerequisite: Psychic Communion
Action: Full Action Chorus of the Righteous
Focus Power: +0 Willpower Test Drawing upon his connection to the God-Emperor through his Soul
Range: Self Binding, the psyker motivates his companions to fight with ever greater
Sustained: Half Action fervour. The psyker and all emblems of the Imperium briefly flare with
Subtype: Concentration a blinding white light. As this happens, targets can hear the voices of an
Effect: The psyker selects a number of allies up to his Psy Rating (which Astropathic Choir join in song, in praise of their mission, and casting
may include the psyker) within 10 metres x Psy Rating. While the Power damnation upon their foes. All targets immediately sense a powerful rush
is Sustained, each affected character benefits from a Force Field with of vindication in their battle against those who would dare to oppose
a Protection Rating of 5 x PR and no Overload chance. In addition, their sacred cause.
Daemons must pass a Challenging (+0) Willpower Test in order to move Tier: 2
toward an affected character. Aptitudes: Willpower, Psyker
Prerequisite: Know Thy Place
Action: Half Action
By Thy Own Hand Focus Power: +0 Willpower Test
Those who would dare to act against the Imperium do so with the knowl- Range: 2m x Psy Rating
edge that they are in opposition to the divinely mandated will of the God Sustained: Free Action
Emperor. To undertake such a path is to betray all of Mankind. This trea- Subtype: Concentration
son is a folly of the highest order, and yet there are those who continue to Effect: The psyker chooses a number of allies (excluding himself ) up to
follow this path towards destruction. With this power, the psyker uses his his Psy Rating within Range. As long as the psyker Sustains this Power,
Soul Binding to punish these offenders, shielding his allies with a lumi- each of these allies gain a +5 bonus to Weapon Skill and Ballistic Skill
nescent corona and turning the wickedness of his foes back upon them. Tests, with an additional +5 bonus to these Tests for every Degree of
Tier: 2 Success the psyker scored on his Focus Power Test (to a maximum of
Aptitudes: Defence, Psyker +30).
Prerequisite: Psychic Communion
Action: Reaction
Focus Power: Opposed (+0) Willpower test
Range: 5m x Psy Rating
Sustained: No
Subtype: Concentration
Effect: The psyker makes a Focus Power Test to manifest this Power as a
Reaction against an enemy who attacks an ally in Range or himself. If the
psyker Succeeds the Willpower Test, absorbing the blow and preventing
all Damage that the triggering attack would deal. If the psyker wins the
Opposed Test by two or more Degrees, he returns the attacker’s intended
malice back on him, the attacking foe suffers an amount of Energy Dam-
age equal to the amount of Damage prevented by this Technique, with a
Penetration Value of 0.
Overbleed (4): The reflected Damage gains the Sanctified Quality.

5.2.4 Sanctic Discipline - 232


Enduring Faith Glory of the Just
Those who have faith in the God-Emperor are often capable of perform- As an Astropath’s mastery grows, so too do the methods by which he
ing actions of superhuman endurance. While many do so through nothing may grant the Emperor’s blessing upon his allies. There are no limits to
but their faith, those under the influence of this technique are aided by the number of ways that the God-Emperor may bless those who act in
the energy of the Warp as focused through a psyker’s Soul Binding. In his name. He may reach across time and space to aid those who act in
this way, they may continue to serve the Imperium, overcoming even his service for the good of all Mankind. Those who receive the blessing
the most potent of foes. Legends say that some Astropathic Choirs have bestowed by this technique may begin to realise just how far his reach
remained continuously active for years by sharing this technique amongst can extend. Targets can feel the flow of time slow for their enemies as
their members. they become more capable of granting justice to those who have offended
Tier: 2 Him.
Aptitudes: Defence, Psyker Tier: 3
Prerequisite: Choir of the Righteous Aptitudes: Willpower, Psyker
Action: Half Action Prerequisite: Chorus of the Righteous
Focus Power: +0 Willpower Test Action: Full Action
Range: 2m x Psy Rating Focus Power: +0 Willpower Test
Sustained: Free Action Range: 2m x Psy Rating
Subtype: Concentration Sustained: Free Action
Effect: The psyker activates this Power by making a Focus Power Test Subtype: Concentration
and choosing one ally (other than himself ) within Range. If he succeeds, Effect: The psyker chooses a number of allies (excluding himself ) up to
the target character may remove a number of levels of Fatigue equal to his Psy Rating within Range. As long as the psyker Sustains this Power,
the number of Degrees of Success the psyker scored on his Focus Power each of these allies gains a +5 bonus to Strength and Toughness, plus an
Test. Additionally, the target may ignore the effects of Critical Damage additional +5 per two Degrees of Success that he scored on his Focus
(not including death or the loss of limb or eye) as long as the psyker Power Test (to a maximum of +30). Further, any time one of these allies
sustains the power. spends a Fate Point, the psyker may make an Arduous (-40) Willpower
Overbleed (3): One additional ally may be affected by the effects of this Test as an any-time Free Action; if he succeeds, he restores the Fate Point
Power. to the character who spent it and gains one level of Fatigue. At the end
of each Round that the psyker chose to Sustain this Power, he gains one
Strength of Truth level of Fatigue.
Those who choose to master the skills of the Soul Ward invariably
have an incredible degree of trust in their abilities and in the cause of Hammerhand
the God-Emperor. For some, this faith was instilled in childhood; for Imbuing his muscles with psychic force, the psyker brings down the
others, it came as part of their life experience. In all cases, an individu- wrath of the Emperor of Mankind in powerful strikes that shatter ce-
al’s survival of the Soul Binding process served as a confirmation of this ramite and plasteel.
faith. With this power, the psyker gains the ability to share his faith with Tier: 2
others, using the Warp to make it physically manifest within the bodies Aptitudes: Strength, Psyker
and minds of allies. Prerequisite: Glory of the Just
Tier: 2 Action: Half Action
Aptitudes: Willpower, Psyker Focus Power: -10 Willpower Test
Prerequisite: Chorus of the Righteous Range: 5m x Psy Rating
Action: Half Action Sustained: Free Action
Focus Power: +0 Willpower Test Subtype: Concentration
Range: 2m x Psy Rating Effect: The psyker selects a number of allies within range equal to his
Sustained: Free Action Psy Rating (which may include the psyker). While the Power is Sus-
Subtype: Concentration tained, the affected characters gain the Unnatural Strength (X) trait where
Effect: The psyker chooses a number of allies (excluding himself ) up to X is equal to half the psyker’s effective Psy Rating, or increases their
his Psy Rating within Range. As long as the psyker Sustains this Power, existing Trait’s value by X. This benefit ends if a character moves out of
each of these allies gain a +5 bonus to Intelligence and Perception, plus Range.
an additional +5 for each Degree of Success the psyker scores on his Fo-
cus Power Test (to a maximum of +30). Further, the psyker may choose
to spend one of his own Fate Points to restore a spent Fate Point to any
character benefiting from this Technique.

5.2.4 Sanctic Discipline - 233


Heresy’s Price Bastion of the Imperium
Those who oppose the God-Emperor cannot hope to stand before His The psyker may pass the protection of the God-Emperor on to those who
majesty. The divine grace of the psyker’s soul bond represents a manifes- most need it. After focusing his will through a moment of prayer, the
tation of His presence.The psyker focuses the Warp’s energy to display psyker hones in upon the essence of his Soul Binding. Channelling the
this glory, cowing his foes. As they lose focus, they often become prone energies of the Warp through his focus, he grants the target a temporary
to mistakes in battle, so that His presence serves as their downfall. physical manifestation of that sacred protection.
Tier: 1 Tier: 2
Aptitudes: Offence, Psyker Aptitudes: Defence, Psyker
Prerequisite: Emperor’s Guidance Prerequisite: Heresy’s Price
Action: Half Action Action: Half Action
Focus Power: Opposed +0 Willpower Test Focus Power: +0 Willpower Test
Range: 5m x Psy rating Range: 1 meter x Psy Rating
Sustained: Free Action Sustained: No
Subtype: Concentration Subtype: Concentration
Effect: The psyker activates this Power with an Opposed Willpower Effect: If the psyker succeeds the Focus Power Test, the character the
Test against a target within line of sight. As long as the psyker Sustains psyker wishes to protect glows with light, which slowly sputters out
this Power or until the target breaks free, the target suffers a penalty to of existence as it prevents harm meant for the target. This protection
Weapons Skill, Ballistic Skill, and Dodge Tests equal to the psyker’s ef- remains in effect as long as the psyker sustains the power or until the
fective Psy Rating times five (to a maximum of –30). At the start of each shield has been depleted, and reduces the Damage of all Attacks that
of its Turns, the subject may attempt to break free from the effect with an hit its target by an amount equal to the psyker’s Psy Rating. The shield
identical Willpower Test as a Free Action. persists until it has reduced the Damage from one hit, plus one additional
hit per Degree of Success that the psyker scores on his Focus Power Test.
A character may benefit from only one Bastion of the Imperium power
at one time and it’s benefit lasts until the end of the encounter if it is not
used up during its course.

5.2.4 Sanctic Discipline - 234


5.2.5 Telekinesis Discipline
Through the power of the Warp, telekines translate mental impulses into physical force. Powers from the telekinesis discipline can defy gravity, blast
opponents with invisible bolts of force, and even tear holes in the very fabric of reality. Such powers offer great utility in a variety of situations, for
they allow a psyker to affect the world around him without the constraints of his physical body.

Primaris Technique: Mind Over Matter Shockwave


Telekinesis is the ability to move physical objects with force of will. The The psyker uses his unnatural control of the physical world to amplify
psyker’s initial gift in Telekinesis has several applications; however they a sound to impossible levels. From clapping his hands together, stamp-
Cannot Lift or Throw living beings, as the smallest movement tends to ing on a hab floor, or even shouting, the psyker creates a sound that
unbalance the psyker’s mental focus. transforms into a powerful shockwave, bursting eardrums and knocking
First; the psyker can Lift or move any object within his range people off their feet.
and line of sight that does not exceed the weight limit. The object is Tier: 2
moved far too slowly to be used as an attack. Once an object is released Aptitudes: Willpower, Psyker
it begins to slowly settle back to earth as the last vestiges of the power Prerequisite: Mind Over Matter
leave it. A more forceful approach can be taken with lighter objects, Action: Half Action
Throwing them with great speed and force to hit a target. Lastly, the Focus Power: +0 Willpower Test
psyker can direct a sharp wave of force against a target to Shove it Range: 1m x Psy Rating Radius
away. The psyker must make an Opposed Test, pitting his Willpower Sustained: No
against the target’s Strength. If the psyker wins, he knocks the target to Subtype: Attack, Concentration
the ground and pushes it away. Certain especially large targets such as Effect: A successful Focus Power Test allows the psyker to create a Psy-
battle tanks, Greater Daemons, and Titans are immune to this effect at the chic Bolt with the following profile:
Game Master’s discretion. Shockwave
Tier: 1
Bolt Type Psychic Nova Range 1m x PR radius
Aptitudes: Willpower, Psyker
Prerequisite: None Damage 1d10+PR(X) Penetration 0
Action: Half Action Qualities Blast (PR), Concussive (½PR)
Focus Power: +0 Willpower Test/+0 Opposed Willpower Test Characters within the Power’s radius are pushed directly
Range: 5m x Psy Rating away from the psyker a number of metres equal to the
Sustained: Free Action psyker’s Psy Rating and fall Prone unless they can pass
Special
Subtype: Attack, Concentration a +0 Strength or Agility Test. Anyone within the power’s
Effect: The psyker may use any one of the following actions with a Fo- radius with Heightened Senses (Hearing) Talent without
cus Power Test, but cannot perform the Lift or Throw uses against living hearing protection is automatically Stunned for one turn.
targets.
Lift: With a successful Focus Power Test the psyker may lift Telekinetic Crush
an object that weighs up to 10kg per effective Psy Rating and move it an The psyker can temporarily wrap a target in crushing bands of force.
amount of meters equal to his Psy Rating in meters each turn so long as Tier: 2
he sustains the power. Aptitudes: Willpower, Psyker
Throw: With a successful Focus Power Test the psyker may Prerequisite: Mind Over Matter
lift an object with a weight of up to 5kg per effective Psy Rating, and Action: Half Action
with a subsequent in-turn Free Action Ballistic Skill Test throw it at a Focus Power: Opposed Willpower Test Vs. Strength
target in range, dealing 1d10 Impact Damage plus an extra 1 Damage per Range: 10m x Psy Rating
5kg of the object’s weight with a Penetration of 0. Sustained: No
Shove: The target opposes the Focus Power Test to use this Subtype: Attack, Concentration
power with their Strength Characteristic. If the psyker wins the target Effect: A successful Focus Power Test allows the psyker to create a Psy-
is knocked Prone and moved an amount of meters equal to the power’s chic Bolt with the following profile:
effective Psy Rating in a direction of the psyker’s choosing. Certain
Telekinetic Crush
especially large targets such as battle tanks, Greater Daemons, and Titans
are immune to this effect at the Game Master’s discretion. Bolt Type Psychic Bolt Range 10m x PR
Damage 1d10+2xPR(I) Penetration 0
Qualities -
This Psychic Bolt cannot be dodged. The psyker
Special
may substitute WP for Str while grappling.
Overbleed (3): Increase damage bonus per PR by 1
Overbleed (6): The target loses a Half Action from it's next turn -or- may
not use Actions with the Movement Subtype on their next turn.
When this Power is gained Precision Telekinesis is affected:
it may be used to grapple as a standard WS Attack, Concentration. Half
Action that cannot be dodged or parried. The target of the grapple cannot
use the Take Control option.
Mind Over Matter is also affected: Lift may be used on willing
participants, or unwilling ones weighing less than 3/4 of lifting capacity
with the Snare (½PR) Quality.

5.2.5 Telekinesis Discipline - 235


Precision Telekinesis Catch Bullets
Unlike the first gross manipulations of Mind Over Matter, this allows the The Psyker may raise a hand, or simply glance, at a hail of projectiles.
psyker to fine tune his ability until he can do anything at range that he Suspending them in the air until the power ends, whereupon they fall
could do with his bare hands. harmlessly to the ground.
Tier: 1 Tier: 2
Aptitudes: Willpower, Psyker Aptitudes: Willpower, Psyker
Prerequisite: Mind Over Matter Prerequisite: Telekinetic Crush, Precision Telekinesis
Action: Half Action Action: Reaction
Focus Power: +0 Willpower Test Focus Power: +0 Willpower Test
Range: 5m x Psy Rating Range: 1m x Psy Rating
Sustained: Free Action Sustained: No
Subtype: Concentration Subtype: Reaction, Concentration
Effect: With a successful Focus Power Test the psyker may manifest Effect: The user may negate a number of physical projectiles entering the
“hands” within the range of the power, and may only affect objects of power’s area of effect equal to the Power’s effective Psy Rating until the
bulk and quantity that could be handled normally. The psyker’s Psy Rat- beginning of his next turn.
ing substitutes for his Strength Bonus, and Actions performed with this Overbleed (2): Negate an additional projectile.
power count as the Concentration Subtype unless it is Sustained (except-
ing attacks, which count as Attack and Concentration regardless).
When making attack actions with weapons all standard mod-
ifiers apply (including penalties for lack of Weapon Training). Range
bonuses and max ranges derive from the distance between the weapon
and the target. If the psyker does not have line of sight to their target they
count as Blind.
Objects handled by Precision Telekinesis gain a Movement
Rate equal to half the powers range, (or full if the psyker also has Float)
moving the object takes a Half Action.
If a character wants to carry lift or push as in the Carrying,
Lifting, & Pushing Table they may instead use Lift as in the Mind over
Matter power.
Overbleed (3): Increase this Technique’s effective Psy Rating by 1
When this Power is gained Mind Over Matter is affected:
Weight limits based on Psy Rating are changed to be 2 x PR. Additional-
ly PR is now used to calculate limits on the Carrying, Lifting, & Pushing
Table for Lift and Throw.

5.2.5 Telekinesis Discipline - 236


Force Bolt Storm of Force
The psyker can hurl a bolt of force at an opponent. The psyker has developed his powers to the furthest reaches. He can gen-
Tier: 1 erate a rain of force bolts that can smash his enemies in a savage storm of
Aptitudes: Willpower, Psyker psychic fury.
Prerequisite: Mind Over Matter Tier: 3
Action: Half Action Aptitudes: Willpower, Psyker
Focus Power: +0 Willpower Test Prerequisite: Psychokinetic Storm
Range: 10m x Psy Rating Action: Full Action
Sustained: No Focus Power: +0 Willpower Test
Subtype: Attack, Concentration Range: 5m x Psy Rating
Effect: A successful Focus Power Test allows the psyker to create a Psy- Sustained: Half Action
chic Bolt with the following profile: Subtype: Attack, Concentration
Force Bolt Effect: A successful Focus Power Test allows the psyker to create a Psy-
chic Bolt with the following profile:
Bolt Type Psychic Bolt Range 10m x PR
Storm of Force
Damage 1d10)+2+2xPR Penetration 0
Bolt Type Psychic Barrage Range 5m x PR
Qualities -
Damage 2d10+PR(I) Penetration 0
If the psyker gets at least 3 Degrees of Success on the
Focus Power Test and the attack is not Evaded the target of Qualities -
Special
this power is pushed back 1d5+PR meters from the psyker The psyker can pick a number of targets equal to his Psy
and is knocked Prone. Rating within range for each round that he maintains this
Overbleed (4): Increase the Damage by PR-or- increases the pushback power on his turn. The psyker must make a Challenging
from 1d5 to 1d10. (+0) Willpower Test to hit each chosen target. The same
Overbleed (6): The Force Bolt gains the Excruciating Quality. target may be chosen multiple times, though the psyker
Special
will need to make a Willpower Test for each time he
wishes to hit this target. Despite rolling to hit for each bolt
Psychokinetic Storm this attack can be dodged as if it were a Full-Auto Ranged
The Telekine raises a tumult of squalling winds, causing small objects to Attack. Count the amount of hits against a single target
before making their Evasion Test.
jump and topple, glass to shatter, electrical contacts to short and spark,
flames to leap, cogitators to spit gibberish and other distracting phenom- Overbleed (3): Increase this Technique’s effective Psy Rating by 2.
ena.
Tier: 1 Force Edge
Aptitudes: Willpower, Psyker By using an object as a foundation the psykers mind suggests the first
Prerequisite: Force Bolt impression of a stable edge into reality.
Action: Half Action Tier: 1
Focus Power: +0 Willpower Test Aptitudes: Willpower, Psyker
Range: 5m x Psy Rating Radius Prerequisite: Precision Telekinesis
Sustained: Free Action Action: Half Action
Subtype: Attack, Concentration Focus Power: +0 Willpower Test
Effect: Everything within the area other than the user suffers one hit that Range: 5m x Psy Rating
does 1d10 Impact Damage with the Primitive (7) Quality each turn, and Sustained: Free Action
they also suffer a -10 penalty to all Weapon Skill, Ballistic Skill, Agility, Subtype: Attack, Concentration
Intelligence, Perception, and Willpower based tests. All Awareness, Invo- Effect: One weapon within the Power’s range gains +1 Damage and +1
cation, and Tech-Use tests suffer an additional -10 penalty (resulting in a Penetration for each effective Psy Rating used to manifest this Power.
total -20 penalty on these Skill Tests). This Power does not affect Telekinetic Weapons. The weapon also loses
Psychic Bolt Type: Psychic Nova the Primitive Quality and is not destroyed by the Power Field Quality.
Overbleed (6): Increase this power’s range to 10m x Psy Rating. Overbleed (3): An additional weapon in this power’s range is affected.

5.2.5 Telekinesis Discipline - 237


Force Shards Telekinetic Weapon
This technique is an elegant manifestation of the psyker’s killing will in Shaping the force of the psyker’s mind into a tool of destructive force,
the form of multiple hovering shards of destructive force, visible as hazy the Telekinetic Weapon is a powerful manifestation of the psyker’s disci-
distortions in the air. pline and control.
Tier: 3 Tier: 2
Aptitudes: Willpower, Psyker Aptitudes: Willpower, Psyker
Prerequisite: Force Edge Prerequisite: Force Edge
Action: Half Action(s) Action: Half Action
Focus Power: +10 and/or +0 Willpower Test Focus Power: +0 Willpower Test
Range: 5m x Psy Rating Range: Self
Sustained: Free Action Sustained: Free Action
Subtype: Attack, Concentration Subtype: Concentration
Effect: This Power consists of two separate Half Actions that may be Effect: Manifest a weapon using WS to attack as normal with the follow-
used alongside one another, despite both being a Concentration Sub- ing profile:
Type. Generate Shards may be used alongside other Concentration Ac- Dam: 1d10+2xPR(R), Pen:PR
tions while this power is sustained. Throw Shards, if used twice in a turn, The Telekinetic Weapon counts as a Low-Tech melee weapon (and gains
must target characters within Psy Rating x 1m of each other. Note that benefits from Talents as such), but cannot be destroyed by the Power
the Overbleed effect may only be selected when making the Willpower Field Quality.
Test to use the Throw Shards part of this power. If the psyker is disarmed or drops his Telekinetic Weapon for any reason
Generate Shards: With a +10 Willpower Test as a Half it dissipates, and requires a new Focus power Test to re-manifest it unless
Action, the psyker brings a number of shards into existence equal to the psyker has Precision Telekinesis, in which case it may also move as
his effective Psy Rating. If the psyker uses a Catch Projectiles Reaction detailed there.
while sustaining or on the turn before sustaining this power he gains a Overbleed (2): The Telekinetic Weapon gains the Kine-Weapon -or-
number of “force shards” equal to the projectiles stopped. Razor Sharp Quality
Throw Shards: +0 Willpower Test to hit the target, success Overbleed (3): The Telekinetic Weapon gains the Power Field Quality.
generates a hit and one additional hit per each Degree of Success to a Tests made with Precision telekinesis that would require a set of mechan-
maximum number of hits equal to the number of shards. Each hit spends ical tools may now be attempted without them.
one shard. Overbleed (4): Increase this Technique’s effective Psy Rating by 1, or
Effect: A successful Focus Power Test allows the psyker to create a Psy- the Psyker’s effective Weapon Skill or Ballistic Skill when he uses it by
chic Bolt with the following profile: 10.
Force Shards Overbleed (6): The Telekinetic Weapon gains the Lance -or- Concussive
(½PR) Quality
Bolt Type Psychic Storm Range 5m x PR
Damage 1d10+2xPR(R) Penetration PR
Telekinetic Shield
Qualities - The psyker creates a field of telekinetic energy for self defense. This
Overbleed (5): Attacks with this power gain the Proven (½PR) form-fitting shield is not opaque and does not block line of sight
Tier: 2
Force Parry Aptitudes: Willpower, Psyker
Type: Reaction Prerequisite: Telekinetic Crush
Subtype: Attack, Concentration Action: Half Action
So long as Force Shards is sustained the shards hover around the psyker, Focus Power: +0 Willpower Test
acting as a potential barrier to incoming attacks. Any opponent attacking Range: Self
the psyker when he has shards orbiting suffers a -5 penalty to Attack Sustained: Free Action
action tests per 10 shards, to a maximum penalty of -30. Subtype: Concentration
In addition, as a Reaction the psyker may “spend” 10 shards in order to Effect: While this Power is Sustained the character gains an amount of
negate a single Attack Action (regardless of how many hits it may cause). Armour Point equal to the psyker’s effective Psy Rating that is additive
to the AP on all Hit Locations on the psyker and is not penetrated by the
Warp Weapon Quality.
Overbleed (3): Increase the Armour Protection given by this Power by 1.

5.2.5 Telekinesis Discipline - 238


Telekine Dome Vortex of Doom
The psyker shields himself and nearby allies with a dome of mental In perhaps the ultimate display of his mastery of both the physical world
force, large enough to surround and protect them from harm. The protec- and the Warp, the psyker tears open a hole twixt the two. Around the
tive shield deflects bullets and las blasts, sending them ricocheting in all roiling vortex, the laws of physical space are undone as the ravenous pre-
directions. dations of Chaos devour all in the vicinity. This power is extraordinarily
Tier: 2 dangerous, and not only to the psyker’s enemies. The Vortex of Doom
Aptitudes: Willpower, Psyker feeds on itself and can sustain its power without need of the psyker.
Prerequisite: Telekinetic Shield Tier: 3
Action: Half Action Aptitudes: Willpower, Psyker
Focus Power: +0 Willpower Test Prerequisite: Telekinetic Shield
Range: 5m x Psy Rating Action: Half Action
Sustained: Free Action Focus Power: +0 Willpower Test
Subtype: Concentration Range: 5m x Psy Rating
Effect: Choose a point in range and line of sight, creating a dome of Sustained: Half Action
invisible energy centred on that point with a radius equal to half the Subtype: Attack, Concentration
psyker’s Psy Rating rounded up. Each ally (including the psyker, poten- Effect: The psyker chooses a point in range and line of sight, and creates
tially) standing inside the dome gains a number of Armour Points equal a vortex of energy centred on that point that starts with a radius of 2 me-
to the effective Psy Rating to all Hit Locations against any attack that tres. Each character who is touching the vortex at the end of the psyker’s
originates outside of the dome’s radius. However, characters may still turn suffers Damage as detailed below.
physically pass through the dome with no penalty. Vortex of Doom
Overbleed (3): Increase the Armour Protection given by this Power by 1.
Bolt Type Psychic Blast Range 5m x PR
Current Vortex
Gate of Infinity Damage 2d10+2xPR(X) Penetration
Radius
This power is one of the most dangerous uses of the Telekinesis dis- Qualities Blast (2)
cipline. With it, the psyker tears open a hole in space so that he might
The psyker cannot voluntarily stop Sustaining this power.
pass through the Warp. Others might refuse to pass through the unreal
Instead, at the beginning of each turn the psyker is Sustaining the vortex,
pathway, however, fearful of any proximity to the Immaterium and its
he must make a Challenging (+0) Willpower test with a –5 penalty for
terrible denizens.
each metre in the vortex’s current radius. If he passes the test, he may
Tier: 3
perform one of the following actions:
Aptitudes: Willpower, Psyker
• Increase the vortex’s radius by one metre.
Prerequisite: Telekinetic Shield
• Decrease the vortex’s radius by one metre.
Action: 3 Full Actions
• Move the vortex any direction a number of metres equal to the psyker’s
Focus Power: –20 Willpower Test
Psy Rating.
Range: 1km x Psy Rating
Sustained: No
.0If the psyker fails the Willpower test to sustain the vortex, or if he is
Subtype: Concentration
unable to make the test due to other circumstances, its radius increases
Effect: The psyker chooses a point within 5 metres times his Psy rating,
by one metre and it moves a number of metres equal to the psyker’s psy
and opens a gate to the Immaterium at that point. He then chooses a point
rating in a random direction. If the vortex’s radius ever decreases to zero
within range of the power, and opens an exit to the gate at that location.
metres, the power ends and the vortex disappears. If the vortex’s radius
The psyker must be aware of the location in which he is opening the exit
ever grows larger than the psyker’s Psy Rating, it explodes, ending the
to the gate, either having visited it before, seen it from afar, or simply
power, and destroying the vortex. The psyker is hit by this Damage
studied it on a map. The gate lasts for a number of Rounds equal to the
regardless of his proximity to the exploding vortex as the energy of the
psyker’s effective Psy Rating, and has a radius in metres equal to the
Warp he was channelling lashes back into him.
psyker’s effective Psy Rating as well. For the duration of the power,
the two sides of the gate are linked, and any person or objects may pass Vortex of Doom
between them freely provided they can fit through the gate. This power is Bolt Type Psychic Blast Range -
incredibly taxing and requires at least 12 hours of recovery before it may Damage 2d10+4xPR(X) Penetration 2
be used again.
Qualities Blast (2xPR)

5.2.5 Telekinesis Discipline - 239


Float Objuration Mechanicum
The psyker’s fine control now allows him to lift himself. With this power, the psyker reaches into and disrupts the inner workings
Tier: 2 of nearby machines, jamming gears, blowing fuses, and severing power
Aptitudes: Willpower, Psyker couplings. Those who rely on technology find themselves bereft of their
Prerequisite: Precision Telekinesis support and helpless.
Action: Half Action Tier: 2
Focus Power: +0 Willpower Test Aptitudes: Tech, Psyker
Range: Self Prerequisite: Weapon Jinx
Sustained: Yes Action: Half Action
Subtype: Concentration Focus Power: +0 Willpower Test
Effect: The user gains the Hoverer Trait with a speed equal to twice this Range: 10m x Psy Rating
Technique’s effective Psy Rating. If the user already has the Hoverer Sustained: No
Trait, increase its speed and maximum height by this amount instead. Subtype: Attack, Concentration
This Power can also be used to prevent the user from falling. Objuration Mechanicum
Overbleed (5): Increase this Technique’s effective Psy Rating by 1.
When this power is bought Mind Over Matter is affected: Lift Bolt Type Psychic Blast Range 10m x PR
can now move objects at 2xPR per round, Throw’s to-hit check becomes Damage - Penetration 0
WP based. Qualities Blast (PR), Haywire (½PR)
Overbleed (6): Add +1 to the Haywire Quality
Weapon Jinx
The psyker twists bolts, feeds, and power lines, upsetting the ma-
chine-spirits of nearby weapons, making them buck in their owner’s
hands and malfunction.
Tier: 2
Aptitudes: Willpower, Psyker
Prerequisite: Precision Telekinesis
Action: Half Action
Focus Power: +0 Willpower Test
Range: 25m x Psy Rating
Sustained: No
Subtype: Attack, Concentration
Effect: The user Jams a number of weapons within Range up to his Psy
Rating.
Overbleed (3): The user may Jam an additional weapon within Range.

5.2.5 Telekinesis Discipline - 240


5.2.6 Telepathy Discipline
Perhaps due to Astropaths being amongst the more common types of psyker, many individuals equate all psychic ability with telepathy. In fact, only
certain psykers possess the talent to enter the minds of others, and even fewer the strength of will to maintain their own sanity in the face of constant
exposure to others’ thoughts. These powers may not inspire awe in the same way as other, less subtle, disciplines, but a skilled telepath can end a
battle before a single shot is fired.
Primaris Technique: Thought Sending Word
The psyker causes a message to appear in the target’s mind as if he has Medium Quality Description
Cost
just heard it spoken aloud.
A poorly lit room, an out of focus
Tier: 1 Low 3 each
pict-capture
Aptitudes: Willpower, Psyker
Prerequisite: None A shadowy room, a lower-quality
Action: Free Action Images Medium 5 each pict-capture that leaves out small details
and imperfections
Focus Power: +0 Willpower Test
Range: 100m x Psy Rating As though one was looking at a master
High 10 each
remembrancer’s painting
Sustained: No
Subtype: Concentration Voices from a few rooms away, old and
5 per
Effect: The psyker can send his thoughts into the minds of those around Low barely functioning audio-records with
second
skips and pops
him. This can be a select group, either to individuals he can see, or minds
he is familiar with within range, or a generalised broadcast to every mind Audio 10 per Someone talking just behind a door, mu-
Medium
within range indiscriminately at the psyker’s discretion. Much of the second ffled noises in fog that are still distinct
minds processes are still affected by the structure of language, so that if 20 per A friend speaking to you in very natural
High
telepathy is attempted without a shared language it suffers a –20 penalty. second conversation, a well-remembered song
Minds who do not wish to be open to such a communication can resist Blurry and indistinct shapes crowd
10 per
with an Opposed Willpower test. Low around in an oddly angular hall, a group
second
of smudges move across a vast plane
Special Use: Mind Link 20 per
Red-robed figures move about some sort
Focus Power Test: +0 Willpower Test Medium of ornate hall, a distant pack of xenofau-
Video second
Range: 1km x Psy Rating na run across dunes
A successful Focus Power Test allows the psyker to create a Fettered A Mechanicus rite is being performed in
Strength telepathic communication link for a number of willing minds 30 per an ordinatus-basilica, a far off pack of
High
up to his Willpower Bonus at the same time. This Power does not require second Kroot Hounds cross a vast silica plain
during midday
line of sight.
Encryption
Special Use: Astral Telepathy Before an Astropath sends out his signal, he should cloak his message
Focus Power Test: +0 Willpower Test (see below for further modifiers) in psychic wards to protect it from interception. The creatures of the
Using astro-telepathic abilities requires careful concentration, meditation, Warp can pick up stray thoughts projected through the æther. Mindless
and freedom from distraction, and so cannot be done “on the move,” let entities might simply consume the signal, feeding on its psychic residue,
alone during combat or strife. Transmitting a message over interstellar especially if its sender instilled fear or panic within the message. More
distances normally takes 1d5 hours (this time may be adjusted at the cunning denizens delight in twisting the message to cause confusion and
GM’s discretion based on the length and complexity of the message). disorder upon its receipt. If the message contains information that might
Astropathic communication in this way is a matter of send- be of use to the enemies of the Imperium, it is vital that it should not fall
ing and receiving messages that must themselves be encapsulated and into their hands.
encrypted lest they become lost in the warp, hopelessly garbled, or worse Before making a Focus Power Test to send a message via astral
yet, intercepted. As a result, messages sent over long distances are often telepathy the Astropath can make a +0 Scholastic Lore (Cryptography)
‘packets’ of information, akin in some ways to letters or brief recordings Test to encrypt the message. If successful the psyker may force any entity
from the real world absorbed and sent on their way to be (hopefully) that picks up the message to pass a Scholastic Lore (Cryptography) Test
caught and possibly relayed on by other astropaths to their intended des- with a -5 penalty every Degree of Success that he scored on the test to
tination. This process is not instantaneous. However, it is considerably encrypt it (the psyker may make the penalty lower if he wishes). If the
faster than warp travel—an astropathic signal will cross a solar system receiver has a decryption key (which is fairly common for neighbouring
in moments, across a subsector in hours, a sector in days and, if strong Astropathic Relays to use) they gain a +30 bonus to the Scholastic Lore
enough, a Segmentum in weeks and so on. (Cryptography) Test.

The Message Reception and Verification


The total amount of words used in a message cannot exceed twice the An astropath’s “signal strength”—broadly how far in average conditions
psyker’s Intelligence Characteristic. To send a mental image, a snippet of in the warp he may transmit clearly with a successful focused use of his
sound, or even a few moments of a moving visual takes away words from power—is determined by his Psy Rating (see the Astrotelepathic Signals
this message, as the mental strain of sending something more complex Table). After this distance, unless relayed on, the signal will sharply de-
and less abstract is greater. grade, imposing a –20 penalty to understand per additional range bracket
until it dissolves into nothingness.

5.2.6 Telepathy Discipline - 241


Picking up an astropathic communication by its intended target Mind’s Eye
within clear range is a Routine (+10) Psyniscience Test for an astropath The psyker learns not to just look upon the physical world with his eyes,
in a meditative state to receive one, and a Challenging (+0) test for one but to see it abstractly through the font of the Warp, magnifying his per-
going about ordinary life, increasing to Hard (–20) if he is in life or death ception of the real world to increase the scope of his telepathy.
combat or other such distracting circumstances. Tier: 2
Additionally, despite the innumerable light years that separate Aptitudes: Willpower, Psyker
them many astropaths can develop a familiarity with those they have had Prerequisite: Thought Sending
a long-term correspondence with, gaining a +5 bonus to the Psynicience Action: Half Action
Test to receive a message if the sender is an acquaintance, a +10 bonus if Focus Power: +0 Willpower Test
he is mildly well-known or commonly in correspondence, or a +20 bonus Range: Self
if he is a long-time ally or if the receiver has been in correspondence Sustained: Free Action
with them constantly. Subtype: Concentration
Lastly the sending Astropath may sacrifice words that would Effect: While Sustained this Power allows the psyker to increase the
otherwise be used to communicate to instead ensure their message reach- range of all of his Telepathic communications (with the exception of
es the correct target. For every 5 words used for verification the correct Astrotelepathy) by a factor of 10. For example, Thought Sending would
telepathic recipient receives a +5 bonus to their Psynicience test to pick have a range of 1km x Psy Rating while Sustaining this power. This ex-
up the astropathic communication. panded transmission range also gives the psyker a +10 bonus when using
the Astral Telepathy Special Use of Thought Sending.
Astropathic Relays
Astropathic relays are techno-arcane installations found both aboard ma-
jor star vessels and in spires and facilities on important worlds designed
Mind Scan
The psyker extends his mind to contact and identify other sentient minds
to boost an astropath’s gifts. Sending and receiving from a relay provides
within range. This technique does not require line of sight, enabling the
an astropath with the following benefits.
psyker to garner impressions and information about the consciousnesses
Astropathic Choir: For each astropath in the choir assisting the sending
within range.
astropath, the sending astropath’s Psy Rating for transmission is boosted
Tier: 2
by +1 to a maximum of +10. However, weaker astropaths are at risk of
Aptitudes: Willpower, Psyker
burn out. If a signal is sent at the Push Psychic Strength, the astropath
Prerequisite: Mind’s Eye, Mind Probe
suffers a +20 on any rolls on the Psychic Phenomena or Perils of the
Action: Half Action
Warp charts.
Focus Power: +0 Willpower Test
Dispersal Scoop: +10 to Psyniscience tests to detect astral signals.
Range: 50m x Psy Rating
Hexagrammatic Warding: All rolls on the Psychic Phenomena and
Sustained: Half Action
Perils of the Warp Tables are at –10.
Subtype: Concentration
The following table displays the base time for an astrotelepath-
Effect: The information the psyker receives from this Power is based on
ic message to reach its destination, the distance that such a message trav-
the Degrees of Success from the Focus Power Test:
els, the required Psy Rating one needs to send it, and the Focus Power
One Degree of Success: The psyker gains a crude impression of the
Test difficulty for doing so.
number of conscious minds in his range and his general position in
relation to them.
Astrotelepathic Signals Two Degrees of Success: The psyker knows the number, general loca-
Required Psy Base tion and relative ‘strength’ of conscious minds within the area of effect,
Time Distance and may determine if those minds are themselves psykers with a success-
Rating† Difficulty††
ful Challenging (+0) Psyniscience Test.
Instant Orbit 2 +20
Three Degrees of Success: As per two successes, plus the psyker may
1d5 Rounds Nearby Solar 2 +10 attempt to initiate telepathic communication with any of the minds he
1d10 Rounds Distant Solar 3 +0 has sensed in the area or cast any of the listed spells on a loosely defined
1d10 Minutes Nearby System 6 -10 group (Terrify, Inspire, Beastmater, Sensory Deprivation).
Four or More Degrees of Success: As per three successes, plus the
1d5 Hours Sub-Sector 10 -20
psyker may attempt to carry out a Mind Probe on one of the minds he has
1d5 Weeks Sector 15 -30 sensed in the area, after which he may initiate one of these listed powers
1d5 Months Segmentum 18 -40 (Psychic Scream, Compel, Erasure, Invisibility). If one of these powers is
† This is the minimum Psy Rating required to send a signal this distance, inclu- cast without using Mind Probe to find the proper target, a random target
ding any boosting effect for the presence of an Astropathic Choir, etc. within range will be selected. Untouchables, mindless creatures—such as
†† This is the basic difficulty for a test needed to transmit or receive a message servitors or robots—and other psychically inert creatures are invisible to
at this distance; prevailing difficulties such as Warp Storms can adversely affect Mind Scan. Also, individuals with the Resistance (Psychic Techniques)
this. Talent inflict a -10 penalty on the Psyker’s Focus Power Test (the penalty
does not stack with itself ). Other creatures or individuals that are resis-
tant to psychic powers may be hidden entirely at the GM’s discretion.

5.2.6 Telepathy Discipline - 242


Mental Fortitude Overbleed (6): Increase this Technique’s effective Psy Rating by 1 OR
The psyker can bolster his comrades by sending out waves of reassurance the user gains a +10 bonus on his Opposed Willpower Test.
and martial spite.
Tier: 2 Terrify
Aptitudes: Leadership, Psyker By using his psychic abilities to intrude forcefully on other minds, the
Prerequisite: Thought Sending psyker assails his target with raw fear and horrific imagery.
Action: Half Action Tier: 2
Focus Power: +0 Willpower Test Aptitudes: Willpower, Psyker
Range: 10m x Psy Rating Prerequisite: Touch of Madness
Sustained: Free Action Action: Half Action
Subtype: Attack, Concentration Focus Power: +0 Opposed Willpower Test
Effect: Allies within range (including the psyker himself ) may immedi- Range: 5m x Psy Rating
ately become immune to the effects of Pinning and gain a +10 bonus to Sustained: Free Action
all Willpower rolls to resist Fear. This effect lasts as long as the targets Subtype: Attack, Concentration
stay within range of the psyker and the psyker maintains the power. The Effect: If the psyker succeeds at the Focus Power Test, targets up to PR
psyker may also perform the below Inspire Reaction even if not Sustain- are affected as if the psyker possessed the Fear (1) Trait. The psyker may
ing Mental Fortitude. increase the level of the Fear Trait by 1 for every 3 Psy Rating he uses in
the Focus Power Test.
Inspire Overbleed (4): Inflict an additional Degree of Failure on the target’s
Type: Reaction Willpower Test.
Subtype: Concentration
The psyker makes a Focus Power Test with Difficulty equal to the
Fear-causing enemy’s Fear Rating, as though making a Terrify Special
Fearful Aura
As raw fear emanates through the local immaterium everyone nearby
Use of the Command Skill Test. On a successful Focus Power Test he
shudders. The dread-touched echo of the psyker’s footsteps warn off
affects all allies within range.
would be attackers if they can be heard over the screaming of those in his
presence.
Touch of Madness Tier: 3
The psyker reaches into the mind of a target and forces him to experience Aptitudes: Willpower, Psyker
images of utter insanity. Prerequisite: Terrify
Tier: 1 Action: Half Action
Aptitudes: Willpower, Psyker Focus Power: +0 Willpower Test
Prerequisite: Mind Probe Range: 5m x Psy Rating
Action: Half Action Sustained: Free Action
Focus Power: +0 Opposed Willpower Test Subtype: Attack, Concentration
Range: Touch Effect: The psyker gains a Fear Rating equal to this Technique’s Psy Rat-
Sustained: No ing divided by 4 (rounded up) versus those able to perceive him who fail
Subtype: Attack, Concentration an Opposed Willpower Test. Allies and those within the Power’s Range
Effect: The target resists this Power with a +0 Willpower Test. If he who cannot see the psyker are only affected by Fear (1)
fails, the target must roll 1d100 on the Mental Trauma Table, adding an Overbleed (4): Increase the Fear Rating gained by 1
amount to the roll equal to the psyker’s Insanity Points, as well as adding Overbleed (6): Allies are no longer affected -or- enemies who cannot see
+10 to his roll for every Degree of Failure. If he fails by three or more the psyker are now affected by the full might of the power.
degrees, he is Stunned for a number of Rounds equal to this Power’s
effective Psy Rating, and gains an equal number of Insanity Points.

5.2.6 Telepathy Discipline - 243


Sensory Deprivation Mind Probe
The psyker has learned how to block the messages of the target’s senses. This technique allows the psyker to peel back the layers of another’s
Tier: 2 mind to read the basic surface thoughts and beyond.
Aptitudes: Willpower, Psyker Tier: 1
Prerequisite: Thought Sending Aptitudes: Willpower, Psyker
Action: Half Action Prerequisite: Thought Sending
Focus Power: -10 Willpower Test Action: Half Action
Range: 5m x Psy Rating Focus Power: +0 Opposed Willpower Test
Sustained: Free Action Range: 1m x Psy Rating
Subtype: Attack, Concentration Sustained: Full Action
Effect: The psyker makes an Opposed Willpower Test against the target. Subtype: Attack, Concentration
If he succeeds, the target is struck Deaf, Blind, and is unable to smell or Effect: The psyker and his target make an Opposed Willpower Test. If
taste for as long as the psyker maintains the power plus 1d5 rounds. This the psyker succeeds with more Degrees of Success than his target, count
power can also be used as a crude form of effective ‘invisibility’ allowing the Degrees of Disparity and compare it to the Depths of the Mind table.
the psyker to pass unnoticed to sight or sound. Alternately the psyker se- For every round the power is Sustained the psyker adds his Degrees of
lects a number of targets equal to his Willpower Bonus and selects which Disparity to the last round's count and compares it to the Depths of the
single sense he wishes to suppress. This must be the same sense for each Mind table once more. If he reaches or exceeds the required DoD for a
target. Each target must make an Opposed Willpower Test. Those that Level of Penetration he gains knowledge as the description of that Level
fail notice nothing out of the ordinary, and the sensory information is of Penetration, and for all lower levels.
successfully masked by the psyker until he stops maintaining the power. If the psyker fails the Opposed Willpower Test, the probe is
rebuffed, the Power fails, and the psyker suffers one level of Fatigue
White Noise for every second Degree of Disparity. This is also not a gentle process,
The user saturates the Warp around him with psychic static. brute force is a factor, and the target will be aware that his mind is being
Tier: 2 plundered. However, the psyker retains any knowledge he received at
Aptitudes: Willpower, Psyker each Level of Penetration he successfully attained.
Prerequisite: Sensory Deprivation If the psyker wants to perform the Probe without the target’s
Action: Half Action knowledge, then the psyker takes an additional –20 penalty to the Op-
Focus Power: +0 Willpower Test posed Willpower Test and can only use this power at the Fettered Psychic
Range: 5m x Psy Rating Strength. Although a successful Mind Probe may take multiple consecu-
Sustained: Free Action tive Rounds to complete, it only requires a single Focus Power Test, but
Subtype: Concentration failing the Focus Power Test (or losing, as it is an Opposed Test) only
Effect: While active, Tests to determine the presence of anything within takes one Round for the psyker manifesting the power.
Range via technological or psychic means are at a -20 penalty. If a tech-
nological or psychic method of detection would not normally require a
Test, a Routine (+10) Tech-Use Test, or a Routine (+10) Willpower Test
must be made to detect the user respectively.
Overbleed (5): Increase the Range by 10m -or- increase the difficulty of
all Tests by one step.

Depths of the Mind


Degrees of Level of
Description
Disparity Penetration
The psyker makes initial contact, and learns basic information about the target such as his name, mood,
2 Contact
Insanity level, and the state of his physical health.
Surface Now the psyker can sense the thoughts uppermost in the target’s mind, such as immediate fears/concerns,
4
Thoughts conscious lies, etc. The target’s Corruption level is also now known to the psyker.
The psyker can now sort through the target’s memories over the last 12 hours. Less casual information the
Short Term
8 subject may keep as secrets—such as simple passwords or recent experiences he might wish to hide—may
Memory
also be available at this level.
The psyker now gains detailed information about people, places, or objects that the target considers as im-
portant and how they relate to each other. The target’s beliefs, motivations and personal goals are known,
16 Subconscious
as well as any contacts or complicated hidden ciphers. The psyker is also aware of the pivotal moments in
the target’s life.
The psyker may plunder the target’s mind at will. Any information contained in the target’s psyche is an
24 Broken
open book for the psyker. At this level the psyker can also identify implanted memories or personalities.

5.2.6 Telepathy Discipline - 244


Psychic Scream Mental Bond
By focusing all of his will behind one massive psychic scream, the The psyker can create a permanent telepathic connection to another
psyker can injure or stun an opponent, possibly even causing their head being.
to explode. Tier: 2
Tier: 2 Aptitudes: Willpower, Psyker
Aptitudes: Offence, Psyker Prerequisite: Thought Sending
Prerequisite: Thought Sending Action: Extended Action
Action: Half Action Focus Power: -10 Willpower Test
Focus Power: +0 Willpower Test Range: See Mindlinked Trait
Range: 10m x Psy Rating Sustained: No
Sustained: Half Action Subtype: Attack, Concentration
Subtype: Attack, Concentration Effect: The psyker must succeed at a Difficult (–10) Focus Power Test
Effect: A successful Focus Power Test allows the psyker to create a Psy- while within 1m of the target in order to forge the link, and doing so
chic Bolt with the following profile: takes 1d5 hours. If the Test is failed, the psyker must start the process
Psychic Scream again. If he succeeds, a permanent mental link is formed as per the
Mindlinked Trait, though the psyker can only maintain a Mental Bond to
Bolt Type Psychic Bolt Range 10m x PR one other person at a time. This Mental Bond is superior to the normal
Damage 1d10+2xPR(E) Penetration 0 consequences of being Mindlinked in that if the psyker is within 100
This attack ignores Armour unless the Armour is psychi- meters per point of Willpower Bonus plus Psy Rating then the psyker has
cally warded. Instead of subtracting the target’s Toughness access to the target’s mind, as though he had performed a thorough Mind
Bonus from the Damage, subtract his Willpower Bonus Probe upon him (ie knowing just about every single thing that the target
instead. knows. If the target dies, the bond is dissolved, and the psyker suffers
Any Critical Damage automatically targets the 1d10 Insanity points in the backlash. If the psyker wants to eliminate the
Special Head Hit Location. This power has no effect on unthinking
bond at any time, he must succeed at a Hard (–20) Willpower Test.
opponents such as those with the Machine Trait, but may
be used on Daemons and other Warp Entities. If the target
Overbleed (3): If the psyker so wishes he can make the Mental Bond
is damaged by this power they must make a +0 Willpower perform in one direction only, with the thoughts and the emotions of the
Test, if they fail the Test by 3 or more Degrees of Failure target being known to him but the target not realizing that he is allowing
they are Stunned for one Round. the psyker to see his thoughts and feel his emotions.
Overbleed (5): Increase this Technique’s effective Psy Rating by 1.
Overbleed (10): Affect the same target again or an additional one within Cipher Seed
Range. The user psionically attaches an image or phrase to an individual which
is triggered into the mind of the target via touch. The target unknowingly
Warp Howl carries it with him until touched by the proper, designated individual.
The user creates a deafening screech of noise across the Immaterium that Tier: 1
tears through into reality with a cacophonous burst. Aptitudes: Willpower, Psyker
Tier: 2 Prerequisite: Thought Sending
Aptitudes: Willpower, Psyker Action: Half Action
Prerequisite: Psychic Scream Focus Power: +0 Willpower Test
Action: Half Action Range: Touch
Focus Power: +0 Willpower Test Sustained: No
Range: 5m x Psy Rating Subtype: Attack, Concentration
Sustained: No Effect: The image or message passes into the mind of the pre-selected
Subtype: Attack, Concentration recipient upon contact by the target. The message can be any image,
Effect: All sound related Perception-based Tests made in Range of this symbol or sentence of no more than 5 words.
Power automatically fail for 1 Round. Everyone in Range must make a Overbleed (2): Double the number of words or images permitted; this is
Toughness Test at a penalty equal to this Power’s effective Psy Rating multiplicative with other Overbleed bonuses.
times 5 or receive an equal penalty to all sound related Perception-based Overbleed (3): The psyker implant a single psychic power within the
Tests for 1 Round plus 1 Round per Degree of Failure. Cipher Seed, activated when the subject touches the recipient, with the
Those who fail this Toughness Test by 5 or more Degrees are psyker being called upon to make the Focus Power Test at the time of it’s
Stunned for 1 Round, and Deafened for 1d10 times Psy Rating minutes. activation, even though he may be star systems away. The psychic power
Creatures with the Heightened Senses (Sound) Talent or similar Talents used can be one of the following: Compel, Erasure, or Touch of Madness.
or Traits double all penalties and durations. Creatures with no auditory If this implanted power would invoke Psychic Phenomena the Phenome-
senses are immune to this Power’s effects. Hearing protection offers its na is centered on the subject that the initial power was used on.
standard bonuses to the Test.
Overbleed (10): Increase this Power’s effective Psy Rating by 1, or
increase its duration for 1 Turn.

5.2.6 Telepathy Discipline - 245


Compel Puppet Master
This technique allows the psyker to force others to briefly act against This rare and dreaded power takes psychic domination to its final expres-
their will. sion.
Tier: 1 Tier: 3
Aptitudes: Willpower, Psyker Aptitudes:Willpower, Psyker
Prerequisite: Mind Probe Prerequisite: Dominate
Action: Half Action Action: Full Action
Focus Power: +0 Opposed Willpower Test Focus Power: -10 Opposed Willpower Test
Range: 5m x Psy Rating Range: 5m x Psy Rating
Sustained: No Sustained: Free Action
Subtype: Attack, Concentration Subtype: Concentration
Effect: The psyker makes an Opposed Willpower Test against the target. Effect: The psyker makes an Opposed Willpower Test against the target
If the psyker succeeds, the target must follow his commands on their next If the psyker wins, the target’s body is completely under his control.
turn. The commands must be simple and achievable in one round. Some The psyker’s mind leaves his body behind to take over the victim’s
examples include “Flee,” “Fall,” “Attack a particular target,” and so body completely, whilst the victim’s consciousness is suppressed into a
forth. If the command is a potentially suicidal act, the target gets a +20 to nightmarish dream state. The psyker’s own body is vulnerable during this
his Opposed Willpower Test. time, as if he were in a deep sleep. The psyker may end this power at any
Overbleed (3): The target continues to follow the command for another time but suffers 1d5 Fatigue levels for doing so. The possessed target re-
turn. tains its prior physical characteristics (Strength, Toughness, and Agility),
but its mental characteristics (Weapon Skill, Ballistic Skill, Intelligence,
Zone of Compulsion Perception, Willpower, and Fellowship) are those of the psyker. The
The psyker can force all of those within his range of domination to fol- psyker in control of the body may use either his Skills or the target’s at
low his will, even if they would all much rather not. a -10 penalty. Any action deemed suicidal forces another Opposed Will-
Tier: 2 power Test to try and break the hold. However, the target is now suffering
Aptitudes: Willpower, Psyker a -10 penalty rather than the psyker. Should the target’s body be killed,
Prerequisite: Compel the psyker’s consciousness is hurled violently out of the dying vessel,
Action: Half Action suffering 1d5 Wounds—these Wounds bypass all defences—and 2d10
Focus Power: +0 Opposed Willpower Test Insanity Points. If the distance between the psyker and his victim reaches
Range: 5m x Psy Rating beyond the technique’s range, the link is severed, and the psyker returns
Sustained: No to his own body whilst suffering 1d5 Fatigue levels in the process.
Subtype: Attack, Concentration
Effect: Everyone but the psyker (including his allies) within Range must
make an Opposed Willpower Test against him (roll once for the psyker). Erasure
Those who fail must follow a single command of the user as if success- With a surgeon’s skill, the psyker opens up his target’s mind and slices
fully targeted with the Compel Psychic Power. The command must be the away a memory, removing it forever. This power is of immense utility to
same for everyone in the area of effect. a clandestine operative’s work, particularly one who wishes to operate
discreetly, without the usual mess of an execution.
Tier: 1
Dominate Aptitudes:Willpower, Psyker
The psyker has gained the most infamous power attributed to witches and Prerequisite: Mind Probe
renegades, the control of another’s mind. Action: Half Action
Tier: 2 Focus Power: +0 Willpower Test
Aptitudes: Willpower, Psyker Range: 1m x Psy Rating
Prerequisite: Compel Sustained: No
Action: Half Action Subtype: Concentration
Focus Power: +0 Willpower Test Effect: The psyker chooses a single foe in range and line of sight who
Range: 5m x Psy Rating opposes this power with a Willpower Test. If he fails, the psyker removes
Sustained: Free Action a memory of a recent event from the target’s mind. The psyker can only
Subtype: Attack, Concentration remove an amount of time from the target’s memory up to 10 x PR
Effect: The psyker makes an Opposed Willpower Test against the target. minutes, and the event removed cannot have occurred more than PR
If the psyker succeeds, the target is controlled as if he were a puppet. hours prior to the use of this power. The enemy is left with a gap in his
For as long as the psyker maintains the power, he can divide his Actions memory, with no recollection of what occurred during that time.
between himself and the target. The dominated target uses its own Char-
acteristics, but at a –10 penalty to all Tests—except Opposed Willpower
Tests—due to the crudity of the control. Any action deemed suicidal
forces another Opposed Willpower Test to try and break the hold. The
range for Dominate counts for both for the initial Test and for ongoing
control. That there is something wrong with the target, is obvious under
any scrutiny.
Overbleed (5): The user gains a +10 bonus on his Opposed Willpower
Test.

5.2.6 Telepathy Discipline - 246


Delude Beastmaster
One of the simpler Telepathic tricks, Delude allows the psyker to subtly The psyker can establish rudimentary control over animals.
mask his intentions and manipulate others into reacting favourably to Tier: 1
him for a short time. Aptitudes: Willpower, Psyker
Tier: 2 Prerequisite: Thought Sending
Aptitudes: Social, Psyker Action: Half Action
Prerequisite: Erasure Focus Power: +0 Opposed Willpower Test
Action: Half Action Range: 5m x Psy Rating
Focus Power: +0 Opposed Willpower Test Sustained: Free Action
Range: 1m x Psy Rating Subtype: Concentration
Sustained: No Effect: The psyker can affect a number of animals (creatures with the
Subtype: Concentration Bestial Trait) equal to his Psy Rating, and if the psyker succeeds at the
Effect: The psyker makes an Opposed Willpower Test against the target. Opposed Willpower Test, the target animals must follow his psychic
If the psyker succeeds, the target will find the psyker to be a person commands. Each round, the psyker may spend a Reaction to give a single
deserving of respect and react positively to any friendly overtures he animal a simple command such as “Come here”, “Guard me,” “Run,”
makes. For as long as the psyker maintains this power, he gains a +30 “Attack,” and so forth. The animal will do its best to follow the com-
bonus to all Social Skill Tests against the target. Note that this technique mand. If the animal feels threatened, becomes injured, or is commanded
is not ‘mind control’ as such and the psyker cannot force others to act to act in a manner contrary to its nature, it may make a further Opposed
against their better judgement, harm themselves, nor will it hide acts of Willpower Test against the psyker with a +10 bonus to break free of the
overt hostility by the psyker. psyker’s control. How the animal reacts if it breaks free depends largely
on how the psyker treated the animal.
Mutable Features
So long as the user is familiar with an individual’s looks and facial Distort Vision
features, he can cause himself to appear as that individual by altering the The user’s form appears to distort, becoming blurry and indistinct, almost
perceptions of his observers. imperceptible, making him hard to hit.
Tier: 2 Tier: 2
Aptitudes: Willpower, Psyker Aptitudes: Willpower, Psyker
Prerequisite: Thought Sending Prerequisite: Thought Sending
Action: Half Action Action: Half Action
Focus Power: +0 Opposed Willpower Test Focus Power: +0 Willpower Test
Range: Self Range: Self
Sustained: Free Action Sustained: Free Action
Subtype: Concentration Subtype: Concentration
Effect: Those observing the user are entitled to an Opposed Willpower Effect: All attacks made against the psyker suffer a -30 penalty to hit,
Test (the GM secretly rolls once for the user when this power is mani- he gains a +30 bonus to Stealth Tests, and he may attempt a Stealth Test
fested; use the result of this roll for all subsequent Opposed Willpower even while being observed and without proper concealment until the end
Tests) to see through the deception. In the case of many NPCs, utilize of his next Turn. The penalty to hit decreases to -10 for attackers possess-
the one with the highest Willpower to determine if they’re fooled. If the ing the Blind Fighting Talent. A character that succeeds on a Challenging
mimicked individual has a Fear Rating, the user gains that Fear Rating (+0) Psyniscience Test ignores all penalties imposed by this Power, and
for those who fail the Willpower Test. Note that this power duplicates otherwise counts as if he were not reliant on sight for the purposes of
appearance only; those that do not, or cannot see the user are completely determining the effects of this Power. People, sensors, creatures and enti-
unaffected by this Technique. ties that do not rely on sight are not affected by this Power, ignoring any
bonuses or penalties it provides and automatically succeed at detecting
the user if he attempts to make a Stealth Test while being observed by
them and/or without proper concealment.
Overbleed (5): Increase the difficulty of the Psyniscience Test by one
step.

5.2.6 Telepathy Discipline - 247


Invisibility Reprogram
Clouding enemy minds, the psyker obscures his allies from their foes’ Requiring utmost skill and experience, this technique enables the psyker
senses. Though eyes and other senses detect them as normal, their minds to enter into another mind and completely reprogram the contents, insid-
do not perceive them, save for a slight distortion in their vision. iously reshaping its memories and experiences as he desires. This can be
Tier: 3 something as simple as an engram designed to fool casual searches by
Aptitudes: Willpower, Psyker other telepaths, or something more crafted and elaborate to remake an
Prerequisite: Distort Vision entire personality and constructed as ‘false self ’ the unfortunate victim
Action: Half Action will believe to be true.
Focus Power: -10 Willpower Test Tier: 3
Range: 10m x Psy Rating Aptitudes: Willpower, Psyker
Sustained: Free Action Prerequisite: Delude
Subtype: Concentration Action: Extended Action
Effect: The psyker nominates a single target within range and line of Focus Power: -20 Opposed Willpower Test
sight (this can be the psyker himself). While the Power is Sustained, the Range: Touch
target counts having the Stealth Skill at Known (Rank 1), and gains a Sustained: Full Action
bonus to Stealth tests equal to +5 times the psyker’s effective Psy Rating Subtype: Concentration
(With a maximum of +30). Additionally, all ranged attacks made against Effect: The psyker makes an Opposed Willpower Test against the victim.
the target suffer a penalty equal to –5 times the psyker’s effective Psy If the psyker succeeds with more Degrees of Success than his target,
Rating (With a minimum of -30). If the target moves beyond the Power’s count the Degrees of Disparity and compare it to the Depths of the Mind
range, he loses this Power’s benefits. table. For every round the power is Sustained the psyker adds his De-
grees of Disparity to the last round's count and compares it to the Depths
of the Mind table once more. If he reaches or exceeds the required DoD
for a Level of Penetration he can alter a memory or experience from that
Level.
If the target wins, he rejects the reprogramming and forces the
psyker out, ending the procedure and inflicting a level of Fatigue per
every Degree of Disparity onto the psyker, who may not re-attempt this
power for 1d5 hours. This is also not a gentle process, and the target will
be aware that his mind is being reordered until the reprogramming is
successful, at which point the reprogramming itself will be forgotten as
an event, buried deep in the subject’s unconscious mind. The effects of
Reprogramming are permanent unless they are forcibly broken down (see
The Danger of Paradox section).
Major Reprogramming: Given extensive time, effort and the
malign will to do so, a psyker with this power can freely implant a com-
plete new personality, restructure memories, counterfeit experience, and
implant hate with this ability. However, the level of effort and detailed at-
tention required to do this without overtaxing the psyker and driving the
subject mad is far beyond most immediate use, and requires a minimum
of 2d10 plus the target's Willpower Bonus hours of time.
The Danger of Paradox: The mind is a complex thing, and a
reprogrammed individual—if faced with evidence of the truth, or major
discrepancies between what he has been manipulated into believing and
the facts—may break through his reprogramming. If the GM judges
such an event occurs, the victim must succeed at a Hard (–20) Willpower
Test. If successful, the mental reprogramming breaks down. If the Test is
failed, the victim goes on believing what he has been manipulated into
thinking is the truth. In either case the mental strain inflicts 1d10 Insanity
Points on the subject.

5.2.6 Telepathy Discipline - 248


5.3.0 Navigators
“Gaze long into the warp and the warp will gaze back into you.”
–Ancient Navis Nobilite Proverb
For centuries uncounted, Navigators have led mankind between the stars. Theirs is the unique power to gaze into the warp and guide humanity’s
vessels across the vastness of the galaxy. This power affords them a special place within the Imperium of Man, and over time, has won them great
prestige and wealth. The contemporary Navigator Houses of the Navis Nobilite have a scope of power and influence that is breathtaking to behold,
reaching from the farthest world to the vaulted chambers of the High Lords of Terra themselves. It is into this position of power and privilege that a
Navigator is born, gifted with unique and strange powers by the blood of their ancestors. Although they may be one among many within their brood,
a Navigator knows that they stand head and shoulders above the common citizens of the Emperor’s domain. They also know that with training, dedi-
cation, and influence, they may rise within the ranks of their House and perhaps even take the mantle of Novator—lord and master of the family.

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

249 Vigilance is the brother of Truth. 249


musings. The Navigator begins play with Gaze into the Abyss as a bonus with 1d5 Insanity points.
Power. In addition, he may raise this Navigator Power above Master to Renegades: The price of dabbling in the unknown is high, and it has cost
Paragon. the Renegade Houses in both security and status. Navigators from Ren-
Mercantile Opportunists: Raised in a volatile atmosphere where the egade Houses begin play with 1d5 Corruption points and the watchful
need for profit and advancement outweighed all other concerns, these eye of the Inquisition ever waiting to uncover wrongdoing. They gain
Navigators have had to learn the hard way the skills of hard bargaining the Hunted (Inquisition -or- Navis Nobilite) and the Enemy (Nobility)
and contract hunting—needs most of their kind are normally sheltered Talents.
from. The Navigator gains a Rank of the Commerce and Charm Skills. Initial Mutation: Navigators from a Renegade House begin play with
Initial Mutation: Navigators from a Shrouded House begin play with two Navigator Mutations rolled randomly from their Cursed Lineage
a single Navigator Mutation rolled randomly from their Cursed Lineage Table. They may develop additional mutations as normal.
Table. They may develop additional Navigator Mutations as normal.
Navigator Mutations
Renegade Houses As sure as a star will dwindle and die, a Navigator will be warped by his
Some of the Great Houses have completely forsaken the traditions and heritage over time “The sins of blood” as the old Imperial proverb goes,
ancient practices of the Navigator families in their quest for power, or “will out.” As stable a mutation as the Navigator gene is, it still gives
may have been turned on by the rest of the Navis Nobilite, harrowed, and rise to countless other deformities of body and soul within its host. This,
driven into exile. Dabbling heavily in the genes of their children in order combined with long term exposure to the warp, almost always ensures
to improve their lot, their tampering often leads to hideous mutations and that Navigators will be afflicted with some kind of physical aberration.
unconscionable monsters in their lineage, which in turn leads to rejection Simply being born into a Navigator family means that an individual will
by the Paternova and a hunt to extinction by the Inquisition. In some be mutated in some way.
cases, however, it has birthed new strains of the gene and given rise to
families with unique abilities and potent powers. To be a part of a Rene-
gade House is to have cast aside the sacred Navigator traditions as small
Cursed Lineage
When a Navigator character is created, he will start play with a number
minded and restrictive and instead embraced the glory and limitless po-
of mutations determined by his lineage. He does not get to test to avoid
tential of your ancestry—or so the houses believe, to comfort themselves.
these mutations, reflecting the fact that these have been with him since
A Navigator character that belongs to a Renegade House gains
birth. Thereafter when the Navigator advances a power to the Adept
the following benefits:
Level he must make a +10 Toughness Test or make a roll on his House’s
The Fruits of Corrupted Blood: In tampering with the fundamental na-
Cursed Lineage Table, as his body begins to change as his mysterious
ture of their bloodlines the Renegade Houses have created both monsters
power waxes.
and marvels. The Navigator begins play with an additional Navigator
When a Navigator character is created he must either select or
Power. Additionally, the Navigator may also choose three Navigator
create a Cursed Lineage table. To do this he selects 10 Minor Mutations,
Powers; these may include powers he does not yet have, but plans to later
4 Major Mutations, and 1 Superior Mutation and fills out the below table
acquire. He gains a +10 bonus to all tests with these powers (in addition
with them (see Section 10.4 “Mutations” for a complete list of mutations
to bonuses for being an Adept or Master). In addition, all tests by others
to select from). At least half of the Minor and Major Mutations selected
to resist these powers suffer a –10 penalty.
must have a negative effect on the Navigator, lowering a Characteristic,
Unchecked Mutation: The Navigator is more prone to mutation and
or providing some form of penalty.
mental instability that any others of his kind, representing the tampering
Keep in mind that these mutations run in the family, so it is
of his family line and a life overshadowed by doom. When taking tests
not only possible, but very likely that the more senior members of the
for mutation for gaining a new power or increasing an existing one, his
Navigator’s House will suffer from most, or even all of these Mutations,
tests are Challenging (+0) rather than Ordinary (+10) and he begins play
so some thought as to the final, twisted form many of these Navigators
will take should be given some thought (as well as aesthetic and dramatic
consideration).
Cursed Lineage Chart Template
1d100Roll Mutation Class Name Effect
01-07 Minor - -
08-14 Minor - -
15-21 Minor - -
22-28 Minor - -
29-36 Minor - -
37-43 Minor - -
44-50 Minor - -
51-57 Minor - -
58-64 Minor - -
65-71 Minor - -
72-77 Major - -
78-83 Major - -
84-89 Major - -
90-94 Major - -
95-100 Superior - -

5.3.0 Navigators - 250


5.3.1 Navigator Powers
Common to all Navigators is the ‘warp’ or ‘third’ eye. It always manifests as a literal mutation they bear upon their foreheads, although in some cases
trepanning and a cybernetic shutter implant made during adolescence will be needed to affect the full release of their power. This eye is what gives a
Navigator his power to gaze into the warp and guide ships through its turbulent currents and storms—more than a mere additional sensory append-
age, the third eye is the source of all a Navigator’s power and their link to the Immaterium. Through this eye they can see directly into the warp, and
when their power is honed, pierce material barriers and disguises, even delve into the souls of men. They can also use this eye to read the currents of
the warp—its ebb and flow—and through this understanding subtly alter it, causing ripples that can be felt within the Materium of real space itself. In
addition to these lesser powers, the gaze of a Navigator’s warp eye when fully opened can kill, its baleful light sheering the very souls
from those that look upon it, extinguishing them forever in a moment of blazing madness and agony.
The warp eye is also the Navigators’ most obvious mutation but often not their only one. It marks them out as a mutant and divergent from
the greater masses of humanity, and whilst their position, wealth and bearing serve to protect them from persecution (at least most of the time), Navi-
gators are still feared and distrusted by many for their gifts, and not without cause. For this reason, Navigators tend to cloister themselves away from
other people, seek the protection of bodyguards, and use hoods and cowls to hide their warp eye when in public.

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.

5.3.1 Navigator Powers - 251


The Lidless Stare Aether Doldrums
If a Navigator opens his warp eye fully, anyone gazing into its depths A skilled Navigator can use this power to mark a point of calm in even
will witness the power and mind breaking unreality of the warp. In an the most tumultuous Warp storm. On a smaller scale, they can also use
instant, they witness the chaos boiling beneath the skin of existence and this ability to find a stillness in the Immaterium flowing around them that
for many, it is the last thing they ever see. dampens psychic powers and even pushes Daemons back towards the
Novice (+0): This is a Navigator Gaze Power. The Navigator edge of the dark pit from whence they came. Many Navigator Houses
makes an Opposed Invocation versus Willpower Test with anyone look- teach their progeny how to seek this calm in the Warp, as it may be the
ing into his Warp Eye. Make a single test for the Navigator and compare only thing that stops the Navigator from being torn to shreds and their
it to the results of each of his opponents. If the Navigator achieves more soul devoured by Daemons in the case of a flicker in the Gellar Field.
Degrees of Success, the opponent suffers 1d10 + the Navigator’s Will- Novice (+0): On a successful Invocation Test, the Navigator
power Bonus in Energy damage. This damage is not reduced by armour causes an area with a radius of his Willpower Bonus times 5 metres to
or Toughness Bonus. Anyone taking damage from this power is also fall into a Warp lull for one Round, plus one Round per Degrees of Suc-
Stunned for 1 round as they are ripped with agony. cess on the Invocation Test. The Navigator may also choose to dismiss
Adept (-10): As above, however, the damage is increased to the calm as a Free Action at the beginning of his Turn. At the end of each
2d10 + the Navigator’s WP Bonus and the time the victims are Stunned of his Turns that he does not choose to dismiss the calm, the Navigator
increases to 1d5 rounds. Victims also suffer 1d5 Insanity Points. Using must make a Challenging (+0) Toughness Test or gain one level of Fa-
this power is taxing and inflicts a level of Fatigue on the Navigator. tigue. Psykers in this area suffer a –10 penalty to all Focus Power Tests.
Master (-20): As above, with the additional effect that any Daemons that end their Turns within this area must make a Challenging
creature possessing an Intelligence of 20+ suffering damage from this (+0) Toughness Test or be Stunned for 1 Round.
power must make an immediate Difficult (–10) Toughness Test or be Adept (-10): As per Novice, but Psykers do not add any bonus
slain. If they pass, they suffer 1d10 Insanity points rather than 1d5. Using from their Psy Rating to their Focus Power Tests and Daemons who
this power is very taxing and inflicts two levels of Fatigue on the Naviga- fail their Toughness Test to resist this power also suffer 1d10 plus the
tor. Navigator’s Willpower Bonus in Energy Damage that ignores Toughness
Bonus, Armour, and the Daemonic Trait.
A Cloud in The Warp Master (-20): As per Adept, but the calm lasts for four Rounds
By understanding and perceiving the currents of the Warp, the Navigator plus two Rounds per Degree of Success that the Navigator scores on
can hide his presence from those that would use the Immaterium to detect his Invocation Test, and Daemons who fail their Touguhness Test are
him. Whilst it does not in any way mask his presence in the real universe, Stunned for 1d5 Rounds and take 2d10 plus the Navigator's Willpower
it can ably hide him from detection by Psykers and confuse creatures Bonus in Energy Damage that ignores Toughness Bonus, Armour, and
whose essence and existence are linked to the warp, such as Daemons the Daemonic Trait.
and other warp entities. As the Navigator grows in power, he will become
harder to detect, as well as being able to mask others if they stand nearby. Chronal Displacement
Novice (+0): By making a Challenging (+0) Invocation Test, The Navigator can stare into an enemy's soul, finding its entanglement
the Navigator becomes shrouded in an immaterial cloak, forcing those within the normal flow of time and subsequently severing it. This
that use any kind of psychic sight, detection or divination to make a severing is instant, and its effects are short-lived, but those affected by it
Challenging (+0) Psynicience Test to see him with such powers. This usually find themselves terribly disoriented by the experience. A sudden
power also has the same effect on the perception of all Daemons and gap of five seconds in the middle of a firefight can mean the difference
warp entities. This power will last as long as the Navigator maintains it, between life and death, and bewilderment upon reawakening can be just
however whilst he does so, he cannot use any other powers (though he as deadly.
may take other actions normally). Novice: This is a Navigator Gaze Power. The Navigator makes
Adept (-10): As above, except the test to detect the Navigator an Opposed Invocation versus Willpower Test with anyone looking into
becomes Hard (–20). his Warp Eye. Those that fail become Stunned, and upon recovering from
Master (-20): As above, except the power gains a radius equal being Stunned, suffer a -10 penalty to all Tests on their next Turn.
to the Navigator’s Willpower Bonus in metres centred on his person. Any Adept: As above, except that those resisting this Power take a
creature within the radius may be shrouded at the choice of the Naviga- -10 penalty on their Willpower Test and increase the penalty after recov-
tor. ering from being Stunned to -20.
Master: As above, except that those resisting this Power take a
-20 penalty on their Willpower Test and increase the penalty after recov-
ering from being Stunned to -30.

5.3.1 Navigator Powers - 252


Corrupting The Flesh Ebb and Flow
This vile power that is generally only seen by those from either the Time can flow in a strange manner when travelling through the Immate-
Shrouded or Renegade Houses. With it, the Navigator is able to channel rium, and over the years many Navigators have learned to move with the
the corrupting power of the warp and bathe a target with it. Needless to temporal unpredictability of the Immaterium that underlies reality. By
say this causes excruciating pain, but can also lead to spontaneous muta- unleashing a vision that strips away the presumptuous facade of linear
tion and even death. Using such power is not without cost however, and time before a an attacker’s eyes, the Navigator can slow an enemy to a
those who make use of this power regularly will generally go insane and crawl. Even if the power’s effect is extraordinarily subtle, many have
slowly lose their grip on reality. found it to be just enough to stay an assassin’s blade by a few precious
Novice (+0): This is a Navigator Gaze Power. The Navigator moments or prevent a foe escaping the judgement of the Navis Nobilite.
makes an Opposed Invocation versus Willpower Test with anyone look- Novice (+0): The Navigator makes an Opposed Invocation
ing into his Warp Eye. Make a single test for the Navigator and compare versus Willpower Test against a single target within his line of sight who
it to the results of each of his opponents. If the Navigator achieves more can see his Warp Eye. If he succeeds on the Test, so long as the target
Degrees of Success he inflicts 1d5 Corruption Points upon the target, as remains within line of sight, it may not perform Reactions as its move-
well as inflicting 1d10 Toughness Damage. Should the Navigator fail the ments slow. Anyone attempting to Dodge or Parry an attack made by the
Opposed Willpower Test, he gains one point of Insanity. target gains a +10 bonus to his Skill Test. This power lasts as long as the
Adept (-10): As per Novice, except that the targets make their Navigator chooses to maintain it, although he must devote his first Half
Willpower Test to resist the power with a -10 penalty, and they suffer Action on each of his Turns to maintaining it or the power fades at the
1d10 Corruption Points, and 2d10 Toughness Damage. Failing the Op- end of the Turn.
posed Test to use this power inflicts 1d5 Insanity Points on the Navigator. Adept (-10): As per Novice, except that the effects extend the
Master (-20): As per Novice, except that the targets make their Navigator’s Willpower Bonus in metres around the target, slowing every
Willpower Test to resist the power with a -20 penalty, and they suffer creature in the radius that fails the Opposed Test. The bonus to Dodge
3d10 Toughness Damage. Also, instead of inflicting Corruption Points and Parry Tests increases to +20.
upon the target, the Navigator causes the target to make an immediate Master (-20): As per Adept, except that anyone caught in
Malignancy Test instead. When using this power at this level, failing the this area completely loses his grip on the flow of time for a few fleeting
Opposed Test causes the Navigator to suffer 1d10 Insanity Points. moments. For the first Round that the power takes effect, all creatures
caught within the radius that fail the Opposed Test are Helpless.

Disrupting The Empyrean


Navigators possess an almost innate sense of the Warp. Through little-un- Evil Eye
derstood methods of psychic manipulation, the Navigator is able to churn On many worlds, three-eyed mutants who can peer into your soul are
up the local area of warp space, in essence, creating something akin to a thought of as bogey-men to scare children into obedience and people
miniature warp storm in local space. This has an effect on ships attempt- whisper that they are a tainted breed that can curse good, Emperor-fear-
ing to exit and enter the warp. Ships wishing to enter the warp will need ing citizens with but a glance. These legends likely do not truly refer to
to travel out of the area of disturbance or risk damage. Those ships wish- Navigators, but they do echo with the truth of the matter, as techniques
ing to exit the warp must do the same. exist that can cause a person to attract the malign spirits of the Warp,
Novice (+0): The Navigator must make a Challenging (+0) drawing hungry things to them that slowly siphon away at their very
Invocation Test. Success means that for a radius equal to 1 VU x the mind and soul. This power is reserved for the Navigator House’s most
Navigator’s Willpower Bonus the Warp space has become churned and loathed enemies, and these unfortunates soon find that their luck fails
clouded. Ships wishing to enter or exit the Warp suffer a –10 penalty them and their allies treat them with disdain.
to any Navigate (Warp) Skill Test per Degree of Success the Navigator Novice (+0): The Navigator chooses a target that is range and
achieved on the Invocation Test. Failing this Test causes the ship to suffer line of sight and then makes an Opposed Invocation versus Willpower
1 point of Hull Integrity damage per Degree of Failure that cannot be Test. If he succeeds, any weapons the target uses gain the Unreliable
reduced by Void Shields or armour. Trait and the target suffers a –10 penalty on all Tests. The effects of this
Adept (-10): As per Novice, except the radius becomes equal power last for 1d5 days plus one extra day per Degree of Success that
to 2 VUs x the Navigator’s Willpower Bonus. Vessels that attempt to en- the Navigator scored on the Opposed Test, or until the “cursed” character
ter or exit the warp through this interference suffer 1d5 points of damage spends a Fate Point to end the effect. Only one instance of this power
plus 1 point of Hull Integrity damage per Degree of Failure that cannot may be active at any one time.
be reduced by Void Shields or armour should the Navigate Test fail. This Adept (-10): As per Novice, but the target also suffers a -20
damage cannot be reduced by Void Shields or armour. penalty to all Tests it makes instead. Further, the next time the target or
Master (-20): As per Adept, but ships failing the Navigate anyone within five metres of him uses a Psychic Technique, the psyker
Test suffer 1d10 points of damage plus 2 points of Hull Integrity damage automatically manifests Psychic Phenomena even if he would not
per Degree of Failure that cannot be reduced by Void Shields or armour normally do so (such as on a Fettered level power), and must roll on the
should the Navigate Test fail. Psychic Phenomena table (see Section 5.1.1 “Psychic Phenomena &
Perils of the Warp”). Any time a character with Fate Points attempts to
use them while under this power's effect he must roll a 1d10 first, and
roll equal to or under his Fate Bonus. If he fails to do so the Fate Point is
spent but he gains no benefit.
Master (-20): As per Adept, but the character takes a -30
penalty on all Tests instead, if he is a psyker he incurs a significant Warp
breach on his next use of psychic powers and must roll on the Perils of
the Warp table instead of the Psychic Phenomena table (see Section 5.1.1
“Psychic Phenomena & Perils of the Warp”). Lastly a character affected
by this level of the Evil Eye Navigator Power may not use any of his Fate
Points until the effects wear off.

5.3.1 Navigator Powers - 253


Eye of Oblivion Gaze Into The Abyss
The Navigator snaps open his Warp eye and traces the vital lines that This power allows a Navigator to see a creature’s or object’s reflection
bind a creature’s animating force to its mortal shell. By striking these in the warp and learn things hidden from the real universe. This power is
places with the utmost precision, the Navigator can inflict harm on his most useful in unmasking both psykers and daemons, but has other ap-
target’s very essence, and thus defeat foes that might otherwise seem plications, such as reading residual psychic taint on objects and tracking
inviolable. powerful psychic entities.
Novice (+0): The Navigator may activate this power by choos- Novice (+0): With a successful Challenging (+0) Psynicience
ing one opponent within range and line of sight and making a Challeng- Test, the Navigator can determine if a creature or object holds the taint
ing (+0) Invocation Test. He focuses his Warp Eye on the paths through of the warp. This will tell the Navigator if the person or object has a Psy
which the Immaterium flows in and around a single creature, pinpointing Rating or is tainted (roughly speaking if they have more than 19 Corrup-
those places most vital to its very existence. Until the end of his Turn, tion Points, warp mutations, are possessed, etc.). Daemons, psykers, and
plus one additional Turn per Degree of Success on his Invocation Test, those who have made Dark Pacts with daemons are more resistant to this
the Navigator deals additional Damage equal to his Perception Bonus the power, however. These creatures may make a Willpower Test opposed
first time he hits the chosen foe with a Melee or Ranged Attack each Turn by the Navigator’s Degrees of Success on the Psynicience Test, which
(this does not include his Navigator Powers). if successful will hide their true natures. This power can also be used to
Adept (-10): As Novice, except that the first time he hits the track powerful psychic or warp creatures using the rules for the Tracking
chosen foe with a Melee or Ranged Attack each Turn the Damage that Special Use of the Survival Skill (see Section 3.0 “Skills”), counting his
the Navigator deals ignores Armour and Toughness Bonus. Degrees of Success on the Psynicience Test as Degrees of Success on a
Master (-20): As per Adept, except that the extra Damage that Survival Test.
the Navigator deals with this power increases by an amount equal to his Adept (-10): As above but the Navigator can also use the pow-
Perception Bonus (to a total of twice his Perception Bonus). Further, er to detect the use of psychic emanations within a radius of 100 metres
the Navigator’s first successful Melee or Ranged Attack (this does not per point of his Perception Bonus. Any attempt to hide from this power
include his Navigator powers) each Turn against the chosen foe ignores takes a -20 penalty to the Willpower Test to do so.
any force fields or psychic defences that the target might possess. Master (-20): As above, with the additional effect that the
Navigator can detect far off disturbances in the warp, such as warp por-
Foreshadowing tals and ships entering and exiting the Immaterium within a radius of 100
By using his warp eye to filter small secrets from the near future, the kilometres times his Perception Bonus. In Voidship Combat (see Section
Navigator can choose to make slight adjustments to his actions to avoid 8.5 “Voidship Combat”), or simply in a more abstract sense, this power
harm and manipulate the course of events. Only if the Navigator tries functions within a number of VUs equal to the Navigator’s Perception
to dig too deep into the near future for secrets does this power become Bonus. Any attempt to hide from this power takes a -30 penalty to the
unpredictable and he may become a victim of the warp’s lies. Willpower Test to do so.
Novice (+0): With a successful Challenging (+0) Invocation
Test as a Half Action, the Navigator draws an amount of secrets equal to Held In My Gaze
half his Willpower Bonus from the future. He may then “spend” a secret The unflinching eye of a Navigator locks a creature in place with a gaze
(either on his turn or between turns with any-time Free Actions or Re- that pierces flesh and bone to see the immaterial essence of all things.
actions that require Tests) to gain a +10 bonus on any Test. He may also Most commonly employed against psykers, this ability can be used to
choose to spend multiple secrets to add cumulative +10 bonuses to a Test render them effectively powerless and prevent them from calling upon
for each secret spent. So long as the Navigator is within communications their abilities. It is also undeniably effective against creatures with a
range of another character he may allow them to gain the bonus from any strong connection to the Warp, such as daemons, for which it can have
secrets he has. Secrets not used by the beginning of the Navigator's next spectacular and devastating consequences.
Turn are lost as time marches on. Novice (+0): The Navigator chooses a target which he has line
Using this power more than once in the same hour is danger- of sight to and is in range. He then makes an Opposed Invocation versus
ous, as no one should know too much about his own future. For every Willpower Test with the target. If he is successful, then the target is
use after the first in a single hour, the Navigator suffers 1d5 Insanity locked and will remain so as long as the Navigator does not use any other
Points and gains 1 Level of Fatigue. powers. A locked target must beat the Navigator in an Opposed Willpow-
Adept (-10): As above, except the Navigator generates an er test each time it wishes to take an Action of any kind (including Reac-
amount of secrets equal to his Willpower Bonus. tions). If the target moves out of range or line of sight, the power ends.
Master (-20): As above, except secrets can also be used to Daemons affected by this power suffer 1d10 points of Damage, counting
reroll a failed Test instead of adding a bonus to them. as Damage taken from Warp Instability.
Adept (-10): As above, however the range increases to 10 me-
tres per point of the Navigator’s Perception Bonus and daemons affected
by this power suffer 2d10 points of damage instead of 1d10.
Master (-20): As above, with the addition that the Navigator
no longer needs to have line of sight to the target and daemons suffering
any damage from Warp Instability are immediately destroyed and cast
back into the Warp.

5.3.1 Navigator Powers - 254


Inward View hours).
There are many myths about the “third eye” into the soul, their origins Adept (-10): As above, but the penalty increases to -10 per De-
supposedly harking from Old Terra itself. The Navis Nobilite knows that gree of Success that the Navigator achieves and he may choose a number
such stories are not wholly mythical, though, and that it is entirely pos- of targets up to his Willpower Bonus to mask. However, the Navigator
sible to discover hidden knowledge and a degree of inner calm using its must make a Challenging (+0) Toughness Test or suffer 1 level of Fatigue
own unique brand of introspective meditation. Many of the older, more per Degree of Success.
cloistered members of the Navigator dynasties spend prolonged periods Master (-20): The Navigator is able to completely obliterate
in their Reclusiam Chapels, meditating upon philosophical issues and his trail in space and the Immaterium making it impossible to track his
esoteric lore. target using Tracks in the Stars, or similar powers of divination (includ-
Novice (+0): The Navigator makes a Challenging (+0) Invoca- ing actual Psychic Powers from the Divination Discipline). However,
tion Test. If successful, he removes one level of Fatigue per each Degree due to the taxing nature of using this power, he must make a Challenging
of Success and adds +10 to the first Investigation Skill Test that he makes (+0) Toughness Test or slump over unconscious and remain that way for
in the next hour. It takes ten minutes for a Navigator to establish himself 1d5+8 hours after using it.
in the physical and mental posture for this rapid meditation and he can
only use this power once every 24 hours. Pass Unscathed
Adept (-10): As per Novice, but the Navigator removes two Being so closely linked with the Warp, it is no surprise that Naviga-
levels of Fatigue per each Degree of Success and adds a +10 bonus to tors have developed techniques to avoid its corrupting influence on
all Invocation, Navigate (Warp), and Scrutiny Tests that he is required to both themselves and those around them. With a great deal of effort, the
make in the next amount of hours equal to his Willpower Bonus. Navigator can slow the insidious effects of the Warp for a short period of
Master (-20): As per Adept, but the Navigator removes all time, relying on his mental fortitude to touch the poison of Chaos without
levels of Fatigue and adds a +20 bonus to all Invocation, Navigate being corrupted by it.
(Warp), and Scrutiny Tests that he is required to make in the next amount Novice (+0): The Navigator must choose a target within range
of hours equal to twice his Willpower Bonus. and line of sight (which may be himself) and then make a Challenging
(+0) Invocation Test. If he is successful, the power lasts a number of
Immolate The Soul minutes equal to his Willpower Bonus. While the power is active, if his
By carefully channelling the power of the raw Immaterium, a Navigator target would gain any amount of Corruption Points, it gains that amount
can cause flesh to blister and spontaneously combust. It is powers such minus 1 (to a minimum of 1) Corruption Points instead, and if they
as this that can cause the uneducated to rightly fear the Navigators and would suffer Damage from a Warp-based source (such as a Navigator
give cause to hunt them down as witches and sorcerers. However, the Power, Psychic Power, Daemon Weapon, or warp entity) they reduce the
more pious members of the Navis Nobilite feel that this power has been Damage received by an amount equal to half the Navigator's Willpower
bestowed upon them by the God-Emperor Himself so that they may Bonus. The Navigator can only have one instance of this power active
prosecute His enemies with cleansing flame, and it’s rumoured that these at any one time. The Navigator gains 1 level of Fatigue after using this
pious members of the Navigator Houses use this power to hunt down power.
errant members of the Navis Nobilite. Adept (-10): As above, but the number of targets that the Nav-
Novice (+0): This is a Navigator Gaze Power. The Navigator igator can shield with this power increases to half his Willpower Bonus,
makes a Challenging (+0) Invocation Test. If successful all within the and if any of his targets would gain any amount of Corruption Points, it
power's range take a single hit that does 1d10 + the Navigator's Will- instead gains that amount minus 2 (to a minimum of 0). Additionally the
power Bonus in Energy Damage. This attack has the Warp Weapon and amount of Damage it blocks from Warp-based attacks increases to equal
Flame Qualities. the Navigator's Willpower Bonus.
Adept (-10): As above, except that the power now does 2d10 Master (-20): As above, but the number of targets that the
+ the Navigator's Willpower Bonus in Energy Damage, and now has the Navigator can shield with this power increases to equal his Willpower
Sanctified Quality. Bonus, and the amount of Corruption the power blocks is equal to the
Master (-20): As above, except that the power now does 2d10 Navigator's Willpower Bonus, and the amount of Damage it blocks from
+ twice the Navigator's Willpower Bonus in Energy Damage, and now Warp-based attacks increases to twice the Navigator's Willpower Bonus.
has the Consuming Fire Quality.
Piercing Gaze
Obliterating The Immaterial Wake This technique allows the Navigator to look past the facade of material
Using arcane knowledge of warp physics the Navigator can influence reality, and thus exploit the knowledge he gains from staring so deeply
tides in the warp and attempt to obliterate any trail left from his ship’s into his foe’s soul. This power is subtle in it's application, and with more
passing through the Immaterium and even real space, making it difficult, fluent use the very thoughts of his foe are laid bare for him.
if not impossible, to track. Using this ability is distracting and physically Novice (+0): The Navigator applies his supernatural levels of
taxing, however, as the Navigator risks unconsciousness and physical perception to discerning the nature of one target he can see, peeling back
damage. all lies to reveal its true nature. The Navigator makes a Challenging (+0)
Novice (+0): The Navigator chooses one person, object, or Psynicience Test. If he succeeds, he learns his target’s Characteristics,
voidship within range and line of sight. If this power is successfully Traits, Psy Rating, and what armour, weapons, and gear a character has.
activated, with a Challenging (+0) Invocation Test, any other Navigator Adept (-10): As Novice, but if he succeeds, he also learns
attempting to use Tracks in the Stars, or similar powers of divination or of what Skills and Talents, invisible defences (such as force fields and
aetheric tracking (including actual Psychic Powers from the Divination sustained defensive Psychic Powers) the target is currently protected by,
Discipline) to follow the target of this power suffer a -5 penalty to all and any immediate, surface-level thoughts they are currently having.
relevant Tests (Focus Power, Invocation, etc.) per Degree of Success on Master (-20): As Adept, but if he succeeds, he also learns
the Navigator's Invocation Test. In addition, when using Obliterating anything he wishes from the target's short-term memory (approximately
the Immaterial Wake, the Navigator suffers 1 level of Fatigue. Note that the last 12 hours or so). Less casual information the target may keep as
the Navigator can only make use of this power once per day (every 24 secrets—such as simple passwords or recent experiences he might wish
to hide—may also be available.

5.3.1 Navigator Powers - 255


Refresh and Revitalize one Wound and one level of Fatigue per Degree of Success.
Navigators are strange beings to say the least, and only the learned few of Master (-20): As above, Damage is dealt as the Adept level
their kind within the Navis Nobilite know much about their genetics and but instead of an additional 2 Damage the Navigator adds 1d10 Damage
anatomy. It takes stamina and fortitude to be able to sit at the Navigator’s per each Degree of Success, and, with this full force, the gaze of the
Station day after day making sure a ship stays on course, . By tapping Navigator is so overwhelming that targets do not get any bonus to their
into the power of his genetic heritage, a Navigator can offset fatigue and Test for using the Look Away! Reaction, as the roiling tides of the Warp
exhaustion allowing a longer vigil than normal. This does not erase a surround them. Due to the taxing nature of using this power, using it at
Navigator’s fatigue, it merely postpones it. Once he has the means, the this mastery (successful or not) instead causes the Navigator to suffer 1d5
Navigator must either sleep or risk collapsing into a coma-like state that Wounds (not reduced by armour or Toughness), 1d10 levels of Fatigue
can last for days. (which may well render him unconscious), and makes him unable to
Novice (+0): The Navigator makes a Challenging (+0) Invo- make use of any other Navigator powers until the end of the combat.
cation Test. Failure yields nothing, but for every Degree of Success the
Navigator is able to remove 1 Wound and 1 level of Fatigue for a number
of hours equal to his Willpower Bonus (WpB).
Seek The Path
The Navigator uses his pineal eye to peer through the Immaterium
Adept (-10): As above, except that the Navigator is able to
around him, piercing the churning clouds of the Warp to find the cause-
remove 2 Wounds and 2 levels of Fatigue per Degree of Success on the
ways of least resistance to his target and assessing the paths of its reac-
Invocation Test for a number of hours equal to twice his Willpower Bo-
tion before it can even move to defend itself. In this way, the Navigator
nus. However, should the Navigator fail to rest for at least 8 hours before
guides his own attacks to their destination while circumventing his foe’s
the duration expires (which will remove all levels of Fatigue), he quite
desperate attempts at defence.
suddenly suffers all the effects of the Wounds and Fatigue he removed at
Novice (+0): The Navigator can activate this power by making
the end of this time.
a Challenging (+0) Scrutiny Test. Until the end of his next Turn, plus one
Master (-20): As above, but the Navigator is able to ignore any
additional Turn per Degree of Success on his Scrutiny Test, the Navigator
levels the amount of Wounds Fatigue and go without sleep for an amount
may use his Perception Characteristic in place of his Weapon Skill and/or
of days equal to his Willpower Bonus (though he might become cranky
Ballistic Skill Characteristic for the purposes of appropriate Tests.
and irritable!). However, once this period of time passes, the Navigator
Adept (-10): As Novice, but the Navigator’s Melee and
falls into a coma-like state and will remain in such a state for a number
Ranged Attacks impose a -10 penalty to Dodge and Parry Tests oppo-
of days he was able to remain awake for. At any point before the duration
nents make to avoid them.
expires, if the Navigator can sleep for at least 8 hours, he will not suc-
Master (-20): As Adept, but the Navigator’s Melee and
cumb to the comatose state.
Ranged Attacks impose a -20 penalty to Dodge and Parry Tests oppo-
Note that unless the Navigator is connected to his Navigation
nents make to avoid them (in place of the –10 penalty from Adept level).
Station or taken to a medicae bay and put on some manner of life-sus-
tainers, he may succumb to thirst and starvation while in any coma-like
state (GM’s discretion). Stacking The Deck
Navigators, by their training, are taught the basics of naval combat.
Navigators are also able to perceive flickering shadows of possible future
Scourge of the Red Tide events. By peering into the streams of time and space and studying the
Through his understanding of the Empyrean, the Navigator calls upon the
currents and eddies of the warp, the Navigator can attempt to position his
full fury of the warp and brings forth a scouring tide of warp energy that
vessel for a more optimum firing solution, angle it such a way that the
jets forth from his fully-opened third eye. Flesh is seared to the bone, and
ship’s armour is able to better deflect an incoming attack, or even point
vital fluids boil away as the victim’s soul is consumed in the attack. So
the ship in the best direction for a tactical retreat.
powerful is this energy it can distort and even damage physical matter.
Novice (+0): The Navigator makes a Challenging (+0) Psyn-
However, using this power can jeopardise the Navigator as well; and is
icienceTest. If the Test succeeds, he may adds five times his Perception
generally only used as a last resort as the power of the warp comes flood-
Bonus to any Manoeuvre Action or single Ballistic Skill Test to fire the
ing through into real space consuming all in its path.
voidship’s guns.
Novice (+0): This is a Navigator Gaze Power. The Navigator
Adept (-10): Instead of using the power as per the Novice
makes an Opposed Invocation versus Willpower Test with anyone in
level the Navigator may make a Difficult (-10) Psynicience Test. If the
range and line of sight. Make a single Challenging (+0) Invocation Test
Test succeeds, the Navigator may take his Perception Bonus and divide
for the Navigator and compare it to the results of each person gazing into
out the points among the voidship's Speed or Armour Characteristics.
his Warp Eye. Should the Navigator achieve more Degrees of Success,
This increase lasts for 1 Strategic Turn, but the Navigator cannot use this
the opponent suffers 1d10 + the Navigator’s Willpower Bonus in Energy
ability again for the rest of the combat. Should he fail this Test by one or
Damage, plus an additional 1 Damage for every Degree of Success. This
more degrees, the Navigator suffers 1d5 levels of Fatigue.
damage counts as having the Warp Weapon Quality.
Master (-20): As per Adept, except that the increases last for
For each additional point of Damage added to this power’s
1d5 Strategic Turns. In addition, using the power at this level is extreme-
Damage the Navigator also suffers 1 Wound. If the Navigator rolls dou-
ly taxing. As such the Navigator gains 1d5 levels of Fatigue or 2d5 if the
bles on the Invocation Test he must make a roll on the Psychic Phenome-
Invocation Test is failed by two or more Degrees.
na Table with a +5 to the result for each additional d10 of damage added
to the power’s damage.
Note that the damage dealt by this power can be applied to
physical inanimate objects as well and will also damage non-living tar-
gets (but not Daemons, Untouchables, or any other warp entities).
Adept (-10): As above, but the damage is increased to 1d10
+ double the Navigator’s Willpower Bonus in Energy Damage, plus an
additional 2 for every Degree of Success. Because of the taxing nature of
this power, using it at this mastery instead causes the Navigator to suffer

5.3.1 Navigator Powers - 256


Stripping The Husk The Course Untravelled
With this power, the Navigator is able to quickly snap open and close Time is not an arrow that flies straight and true, but rather, a tangled web
his Warp Eye, unleashing a whip-quick blast of energy that immediately of moments and possibilities. The Course Untravelled power allows a
sheers flesh from bone. In a gruesome display, a Navigator who knows Navigator to negotiate this web, stepping fractionally from one moment
such powers can reduce an opponent to a pile of steaming bones and to another, and in the process, altering his position in the physical world.
quivering meat in a matter of moments! The use of such power is extremely dangerous, however, as the Naviga-
Novice (+0): This is a Navigator Gaze Power. To use this tor is not actually physically travelling in place as such, but rather choos-
power the Navigator makes an Opposed Invocation versus Willpower ing an alternate future in which wish to inhabit. He risks both injury and
Test against the Target. Should he achieve more Degrees of Success, he madness in trying to step outside the flow of time in this way.
does 1d10 Rending Damage to the Target. This damage has the Tearing, Novice (+0): If the Navigator succeeds at a Challenging (+0)
Vengeful (9), and Warp Weapon Qualities. Invocation Test, he may move to any point within a distance equal to his
Adept (-10): As per Novice except that the power does bonus Perception Characteristic in metres, so long as he could have walked,
damage equal to half the Navigator's Willpower Bonus, and increases the climbed, or swam there normally without impediment, even if it would
Vengeful Quality to (8). In addition to this, the target is also automatical- mean him moving around the circumference of a wall, down a partic-
ly knocked Prone. ularly long hallway to get to the other side of a window, or some other
Master (-20): As per Novice except that the damage increases time-consuming, but ultimately easily performable movement. He may
to 2d10 Rending Damage with bonus damage equal to the Navigator's not, however, pass through solid matter wherein there is no way to walk
Full Willpower Bonus. In addition to being knocked Prone, the Target is around, or pass through a door he is unable to open, or one taht would
also considered to be Pinned, unless they are immune to Pinning. require significant effort to open. If he fails this test, he loses the rest of
Stupefy The Soul his turn, counts as Stunned until the beginning of his next turn, and fails
Some Navigators are able to moderately control the warp energies that to change position. Whether or not this power is successful, the Naviga-
can spew forth from their Warp Eye. While most can kill with a look, tor suffers a level of Fatigue at the end of the Round thanks to the strain
other Navigators can stun their opponents. By only partially opening his on his body.
third eye, the Navigator can shock the souls of living creatures. Some- Adept (-10): As above, except that the range is increased to
times this merely stuns the opponent, but there are other times when the double the Navigator’s Perception Characteristic in metres.
Navigator may wish to ‘push’ a bit further into a foe’s mind causing him Master (-20): As above, except he may now perform this
to suffer fear and shock as the warp assails both minds and spirit. This power as an in-turn Free Action or as a Reaction. If using this power as
has the added results of forcing the opponent into fleeing or suffering a a Reaction would move the psyker out of the line of sight of an attack,
complete mental melt-down as his grip on reality shatters from the power change what Range he is at from the attacker, or otherwise make the at-
of the warp. tack impossible to perform on him then the attack counts as successfully
Novice (+0): This is a Navigator Gaze Power. The Navigator dodged.
makes an Opposed Invocation versus Willpower Test against any living
beings who look into his Warp Eye. The Navigator makes a single Test Tides of Time and Space
and compares the result to each being exposed to his eye. Should the By examining the flow of the warp around him, the Navigator can antici-
Navigator achieve more Degrees of Success, the opponent suffers 1d5 pate near future actions and thus move outside the normal flow of events
levels of Fatigue plus one additional level of Fatigue per Degree of Suc- by choosing strands of reality and slipping between them. Whilst this
cess on the Navigator's Invocation Test. power can be of great benefit to the Navigator, it is also very dangerous,
Adept (-10): As above, except that in addition to the Fatigue and should he lose control, the results can be disastrous.
damage dealt, the opponent must also make a Frightening (-10) Fear (2) Novice (+0): Each round the Navigator wishes to use this
Test. If the Navigator fails the Test, he suffers 1d5 levels of Fatigue. power he must make a Challenging (+0) Invocation Test as an in-turn
Master (-20): As above, except that in addition to the Fatigue Free Action to manipulate the strands of time. On a success, he doubles
damage dealt, the opponent must instead make a Horrifying (-20) Fear his Agility Bonus for the purposes of determining initiative and may take
(3) Test. If the Navigator fails the Test, he suffers 2d5 levels of Fatigue. an additional Half Action that turn. The additional Action may not be the
use of another Navigator Power, and he may not perform a Navigator
Power on his turn while this power is active.
On a failure, he halves his Agility Bonus for initiative and may
only take a Half Action that turn as he loses his grip on reality, becoming
confounded and disorientated.
Should he fail by four Degrees of Failure or more, he winks out
of existence for 1d5 rounds, reappearing where he was at the end of this
duration. Should something else occupy that space when the Navigator
returns, he shifts his position as much as necessary to a point of the
player’s choice should something else occupy that space. Whether or not
this power is successful, however, the Navigator suffers a level of Fatigue
at the end of the Round each time it is used. This power does not give the
Navigator an additional Reaction.
Adept (-10): As above, except he triples his Agility Bonus for
the purposes of determining Initiative and he can reroll one failed Reac-
tion until the beginning of his next turn.
Master (-20): As above, however, he quadruples his Agility
Bonus for Initiative. In addition, he may take two extra Half Actions or a
Full Action in addition to his other actions this round (rather than a single
Half Action as results from the Novice manifestation of this power).

5.3.1 Navigator Powers - 257


Tracks in The Stars Adept (-10): As above, however, range is increased to a
When a ship travels though either real space or the warp it leaves a faint distance equal to double the Navigator’s Perception Bonus in Void Units,
trail, the lingering shadow of its warp drive and the thousands of souls or 10,000 km times the Navigator’s Perception Bonus if the power is not
each carries aboard. Even souls or psionically potent objects, such as being used during space combat. Depending on his Degrees of Success
daemon weapons or particularly holy artefacts of the Ecclesiarchy, can the GM should allow the Navigator to gain some information about the
be tracked if the Navigator is astute enough. Using his third eye, the nature of the object (i.e., what minerals are in an asteroid, what kind of
Navigator can follow this trail across the stars. crew a voidship has) that could not be learned from simple observation.
Novice (+0): With a Challenging (+0) Psynicience Test the Master (-20): As above, except range becomes equal to five
Navigator can track the warp trail of a ship, individual, or object, through times the Navigator’s Perception Bonus in Void Units (100,000 km times
real space in the same way as if he was using the rules for the Tracking the Navigator’s Perception Bonus if the power is not being used during
Special Use of the Survival Skill (see Section 3.0 “Skills”). To track a space combat).
warp trail, it can be no older than the Navigator’s Perception Bonus in
weeks, although the size and power of the target involved may modify or Warp Vigil
mitigate this. Navigators must be ever watchful for danger when guiding a vessel
Adept (-10): As above, however, the warp trail may be up to through the Warp, and be capable of reacting at a moment’s notice to the
a number of months old equal to the Navigator’s Perception Bonus. He caprices of the shifting realm of Chaos. On the battlefield, a Navigator
may also track ships in the warp in the same manner. can turn this power to his advantage, reacting to strikes seconds before
Master (-20): As above, except he can follow a warp trail they arrive or even calling allies to move from harm’s way moments
equal to the Navigator’s Perception bonus in years old, although this before an enemy can land a felling blow.
information may be erratic and fragmentary. Novice (+0): As a Full Action, the Navigator may make a
Challenging (+0) Psynicience Test. If he succeeds, for the remainder of
Vision of Hell the encounter, he may make one additional Reaction per Round. When-
While many Navigators simply focus on wreaking as much destruction ever he does so, however, he loses one Half Action from his next Turn.
as possible by revealing the Warp to their foes with powers like Lid- The strain of keeping a
less Stare, some Navigators prefer to act with more subtlety and train Adept (-10): As Novice, but he may also now instead have any
themselves to cast projections of the true face of that hellish dimension, ally within a number of metres equal to his Perception Bonus gain the
causing even the most stout-hearted of warriors to collapse to their knees additional Reaction instead of himself (this still expends the Navigator’s
and weep as their sanity unravels. extra Reaction and costs the Navigator a Half Action from his next Turn
Novice (+0): This is a Navigator Gaze Power. The Navigator instead of costing his ally the Half Action).
makes an Opposed Invocation versus Willpower Test versus any living Master (-20): As Adept, but he may affect an ally that is within
creature (which excludes Daemons, machines, and other non-living an amount of meters equal to twice his Perception Bonus away and also
creatures) that looks into his Warp Eye. If a target is unable to avoid the he can make a Half Move as an any-time Free Action when he makes his
Navigator’s baleful stare, it must immediately roll on the Hallucinogen Dodge Reaction. An ally making use of the additional Reaction may also
Effects Table (see Section 6.1.1 “Weapon Qualities”); the effects of the make the Free Action Half Move.
power last for a number of Rounds equal to the Degrees of Success by
which the Navigator won the Opposed Test. Due to the strain of contain- Way of the Cutting Gaze
ing his power to mere visions, the Navigator gains 1 level of Fatigue. While it is relatively uncommon for a Navigator to wade into the tide of
Adept (-10): As per Novice, but if the target is affected it must combat, it is certainly not uncommon for a scion of a Navigator House
roll twice on the Hallucinogen Effects table (applying both results) and to be set upon by well-prepared assassins of other houses or nefarious
automatically gains 1d10 Insanity Points. If the Navigator fails the Test, interests aside. Often those planning to quietly remove a particular scion
he gains 1 Insanity Point in addition to the other effects. of the Navis Nobilite will be well warded against the wyrd powers they
Master (-20): As per Adept, but if the target is affected it must can summon but may well be wholly unprepared for the Navigator to
instead roll twice on the Shock table (see Section 10.1 “Fear & Insanity”) unsheath an eldritch blade and use it to cut them down.
with a +50 to each result and gains 2d10 Insanity Points. If the Navigator Novice: This Navigator Power does not require a Test to acti-
fails the Test, he rolls on the Hallucinogen Effects Table and suffers the vate. The Navigator may use Force Weapons as though he was a psyker,
result of his roll for an amount of Rounds equal to his Degrees of Failure counting his “Psy Rating” as equal to half of his Perception Bonus.
in addition to the other effects. Adept: As above, except that the Navigator’s “Psy Rating” is
equal to his unmodified Perception Bonus.
Void Watcher Master: As above, but the Navigator may perform a Chal-
Using this power and gazing into the void whilst aboard ship, the Navi- lenging (+0) Invocation versus Willpower Test as though it were a Focus
gator can learn things about space in the immediate vicinity of his vessel. Power versus Willpower Test to activate the Force Weapon’s special
This can reveal hidden dangers such as mines, void creatures, and con- ability.
cealed ships, as well as more mundane perils like asteroids and debris.
With skill and practice, a Navigator’s void sense can become amazingly
precise and reach out across millions of kilometres of space.
Novice (+0): The Navigator can make a Challenging (+0)
Psynicience Test (modified by range and size of potential objects as the
GM thinks appropriate) to detect objects in space up to a distance equal
to the Navigator’s Perception Bonus in Void Units. If the power is not be-
ing used during space combat, the distance equals 1,000 kilometres times
the Navigator’s Perception Bonus. Information gained about such objects
is only what the Navigator could discover through normal observation, as
if he were a reasonable distance away.

5.3.1 Navigator Powers - 258


5.4 Faith Powers
“With flamer, bolter and melta do we purge our unclean enemies.
With power armour do we turn aside their cruellest blows.
With doctrine and with strategy do we win our battles.
Yet it is with faith, Sisters, and faith alone, that we shall conquer this sinful galaxy.”
–Junith Erutia

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.

Using Faith Powers Burning Fate


Characters with Faith Powers can channel their faith into effects, mani- Faith Talents can also have additional effects if the character choos-
festing the power of the God-Emperor and their unflagging belief in his es to "burn" 5 Fate (permanently removing that much from their Fate
righteousness into protective wards, holy blades, healing hands and other Characteristic) to activate it rather than just spending one Fate Point as
similar miraculous effects. The main difference between normal Talents normal. This represents the character making an impassioned plea to
and Faith Powers is that to use a Faith Power a character must spend a the God-Emperor and reaching deep inside himself to give his gift extra
point of Fate, tapping into their destiny and expending it to touch the potency and divine energy. In many cases the enhanced effects gained
divine. Using a Faith Power also requires taking an action.This means to from a Faith Power by burning Fate are significant, reflecting that even
use a Faith Talent a character needs to: the most fated of individuals will only ever be able to manage this feat a
Use either a Full Action, Half Action or Reaction as detailed handful of times within their lives duration.
in the Power's description. If no action is specified then using the Faith As suits its nature, Faith is not something that is easily or ex-
Power requires a Half Action. actly quantified into hours, minutes or seconds. When a miracle occurs it
Spend a Fate Point. If the character is a Void Born he may use can last but a moment or persist for days. To reflect this, unless otherwise
the Charmed special rule as normal to recover this point of Fate. specified within the Talent’s description, all Faith Powers will last for one
Once these two requirements are met then the Faith Power will narrative scene or combat. When a combat or encounter is over is always
manifest as detailed within the Talent description. decided by the GM, though usually it will be fairly obvious as battles end
or the player characters move on to another part of the adventure. The
Faith Power Aspects exception to this broad rule for durations are Faith Powers which either
There are three kinds of Faith Talents reflecting different aspects of the inflict damage or heal wounds (or other maladies) which will typically
God-Emperor and the different ways in which his servants interpret His last only for an instant and end once the effect has been resolved, i.e.
Will. The three groups of Faith Talents are: the damage dealt or the wounds healed. As always however the GM can
The Emperor’s Sign: Wards and symbols used by the faithful decide to have a Talent last longer or end sooner based on the situation.
of the God-Emperor to protect against his enemies or repel evil. After all, these are Emperor-given gifts and just as He bestows them He
The Emperor’s Mercy: Healing and restoration miracles can take them away...
which can mend flesh and bone as well as grant divine vigour to the
faithful. Faith Power Format
The Emperor’s Wrath: Holy damage and exorcism with All Faith Powers use the following format:
which the faithful can strike down their foes or banish daemons back to Name: The title of the Faith Power, below which is a description of its
the warp. effects, in a narrative sense.
A character may only ever have Faith Powers from one of Tier: The power’s Tier of Talent.
these three separate aspects, and once the first Faith Power in one of Aptitudes: Each Faith Power has 2 Aptitudes, which, along with the
these aspects is taken this cannot be changed. power’s Tier, determine the xp cost to gain the power.
Prerequisites: Any other Faith Talents which a character must possess
to be able to acquire and use the Faith Talent. Without exception all Faith
Talents require a character to first possess the Pure Faith Talent.
Effect: A detailed description of the Faith Talent’s effect as well as the
number of targets is can affect, the damage or level of protection it offers
or any other variables. Note that in a Talent’s description the character
using the Faith Talent is always referred to as the ‘faithful’.
Burn: The additional effects gained if the character using the Faith Pow-
er burns Fate characteristic (permanently losing it) to activate it rather
than just spending one. Unless otherwise specifi ed these extra effects are
always in addition to those the Talent would provide normally.

259 Death brings no peace to the unfaithful. 259


5.4.1 The Emperor's Sign
Dedicated followers of the Imperial Creed reverie and worship the symbolism of the Emperor and the sacred marks and runes associated with Him.
Throughout the Imperium the faithful greet each other with holy gestures such as the sign of the Aquila, or mark their homes with signs and wards,
such as images of the Golden Throne, in order to repel evil. For those blessed with Pure Faith, however, these gestures, symbols, and signs are more
than mere ritual and each one can become a potent focus for their single minded devotion and bond with the God-Emperor.
Faith Powers of the Emperor’s Sign are focused on protection and warding, allowing a character with the Pure Faith Talent to enact pow-
erful protective rituals and keep at bay the powers of the Warp. With these symbols a faithful disciple of the Emperor can repel warp spawn, shield
himself or others from harm or even uncover a person’s true intent by bathing them in the unforgiving light of the Emperor.

Burden of Guilt Blessed Ignorance


The God-Emperor suffers not the lies of his enemies and in His presence Look not upon the daemon, the heretic or the unclean enemies of the
even the darkest of hearts will feel the weight of their falsehood heavy on Emperor; it is through your eyes the foes of purity will lay siege to your
their shoulders. With this power the faithful projects the Emperor’s dis- soul. This power allows the faithful to blind himself or others to creatures
dain for deceit so that all who look upon him or hear his voice will feel and objects which would rend his mind or tarnish his soul. Unfortunately
their own secrets gnawing at their conscience like a frenzied rat hungry for the faithful, that which he cannot see can still tear his throat out...
for escape. Tier: 2
Tier: 1 Aptitudes: Willpower, Defence
Aptitudes: Willpower Social Prerequisite: Pure Faith, Holy Radiance
Prerequisite: Pure Faith Effect: The faithful and a number of allies up to his Fellowship Bonus
Effect: Any character that can hear the voice of the faithful, either face cannot perceive anything that would either force a Fear Test, inflict
to face or via remote means such as a vox, will find it difficult to lie to Insanity Points or inflict Corruption Points. Such creatures and objects
them. If the character’s Willpower is equal to or less than the faithful’s become effectively invisible to them (in actuality those affected simply
then he must win an Opposed Willpower Test with the faithful to utter cannot look directly at them). This means that the faithful and his allies
an out and out lie without making a choking or coughing noise. The GM will not need to make Fear Tests and will not suffer Insanity Points or
may however grant the character a bonus of +10 to +30 depending on Corruption Points from such sources. However this in no way prevents
whether or not they are merely bending the truth or as a result of the se- such a creature from attacking or acting in any other way, and should the
verity of the lie. Characters with a Willpower higher than the faithful are faithful or his allies attempt to fight such creatures they must do so as if
unaffected by this Power. GM should note that clever NPCs will seldom they were Blind. This Power can be combined with the Air of Authority,
lie directly, and may choose not to answer or change the subject if they Master Orator, and Grand Orator Talents to affect more allies.
suspect something is up. Burn: This Power can be used retroactively after an encoun-
Burn: The faithful automatically wins the Opposed Test, in ad- ter, causing the faithful and his allies to completely forget recent events
dition he may attempt this Power against those with a Willpower higher and negate any Corruption Points, Insanity Points or lasting Fear effects
than his (though he must make an Opposed Test as normal). gained as a result of the combat/encounter.

Holy Radiance Light of the Emperor


To stand in the presence of a truly faithful disciple of the God Emperor is Open your mind, body, and soul to the light of the Emperor and let it
to bath in their confi dence and conviction. With this Power the faithful wash away your fear; in His radiance you are protected and none can
emanates an aura of pure faith and devotion to the Emperor that others stand against your sword. This power fills the mind of the faithful and his
nearby can experience. This aura will banish fear and doubt as well as allies with a powerful calm, preventing even the most horrifi c of things
steeling hearts and minds against the evils of the warp, giving the follow- from unsettling them and allowing them to fight the foes of the Emperor
ers of the Creed the strength to stand against the foulest of foes with detached brutality.
Tier: 2 Tier: 2
Aptitudes: Willpower, Defence Aptitudes: Willpower, Defence
Prerequisite: Pure Faith Prerequisite: Pure Faith, Holy Radiance
Effect: All allies of the faithful that can both see and hear him will gain Effect: The faithful and a number of his allies up to twice his Fellowship
immunity to Baneful Presence just as if they had the Pure Faith Talent bonus gain a +20 on Fear Tests. In addition creatures with a Fear Rating
themselves. In addition his calming presence will reassure his allies that of 1 do not cause them to take Fear Tests. Such is the disturbing calm this
the Emperor is with them and grants a +10 on all Fear Test regardless of Power bestows upon the faithful, however, that while under its effects
their source. they will suffer a –20 on all Social Skill Tests as they fail to read emo-
Burn: Allies of the faithful that can both see and hear him tions in others and display none the selves. This Power can be combined
are immediately freed from the effects of Fear and any ongoing psychic with the Air of Authority, Master Orator, and Grand Orator Talents to
powers cast by daemons. In addition they will also become immune to affect more allies.
Fear for the remainder of the encounter. Burn: The effects last for the entire game session

5.4.1 The Emperor's Sign Faith Powers - 260


Spirit of the Martyr Repel Daemon
It is through sacrifice and blood that we shall prove our devotion to the Cast out the daemon, the unclean, and the spawn of the warp; from His
Emperor; we offer up our lives willingly in His service so that He may holy graces you are delivered into the light and from the darkness of
judge us worthy in His light. With this power the faithful infuses himself the pit your foes will return. This Power allows the faithful to force a
and his allies with the spirit of the holy martyr, strengthening life and creature of the warp, such as a daemon, to retreat and can, with a suitable
limb against hardship so that he might go on serving the Master of Man- strength of will, keep it at bay, powerless to approach the favoured ser-
kind where others fail. vant of the God-Emperor.
Tier: 2 Tier: 2
Aptitudes: Willpower, Defence Aptitudes: Willpower, Defence
Prerequisite: Pure Faith, Blessed Ignorance Prerequisite: Pure Faith, Holy Radiance, Soul Decay
Effect: The faithful and a number of his allies up to his Fellowship Effect: The faithful utters a prayer of warding and makes a powerful ges-
Bonus become hardened against injury, especially grievous and mortal ture against all warp spawn in his presence. While in effect any creature
wounds. While the power lasts, they add the faithful’s Willpower Bonus of the warp, such as a daemon, must win an Opposed Willpower Test to
to their Toughness Bonus when reducing Damage. In addition all critical approach the faithful closer than 3 times his Willpower Bonus in metres.
damage suffered is reduced by 1. Should the creature pass this test it must win a second Opposed Willpow-
Burn: The faithful (though not his allies) can ignore death ef- er Test to touch the faithful. Creatures which are within this radius when
fects from critical hits (though they may still lose limbs etc) until the end the ability is activated and fail the Opposed Willpower Test are immedi-
of the encounter (at which point they will suffer as normal, dying unless ately pushed to a distance of 3 times the Willpower Bonus of the faithful.
they burn a Fate Point). This power only repels daemons from the faithful and not from his allies,
though they can stay close to him to benefit from it. In addition this Pow-
Soul Decay er only repels daemons and does not hurt them, prevent them from using
The wicked and the corrupt will rot in the sight of the Emperor’s faithful, ranged weapons and psychic powers or penalise them in any other way.
His divine light turning their dark hearts to acid in their chests and burn- Burn: The effects last for the entire game session
ing them with their sin. This power turns a creature’s corruption inwards,
wracking its body with pain and burning its flesh as its evil is reflected Daemon Trap
back upon it by the blessed presence of the Emperor’s chosen. Just as the sign of the Emperor is abhorrent to the daemon, so too are the
Tier: 2 marks of his faith; these sacred runes are the shackles of the just and the
Aptitudes: Willpower, Defence chains of the true, binding and fettering the warp spawn within a prison
Prerequisite: Pure Faith, Burden of Guilt of the Materium. This Power allows the faithful to trap a daemon by
Effect: The faithful can choose a single creature that he can both see blessing a specially constructed protective circle with potent symbols and
and which can also hear his voice. The chosen creature and the faithful the divine power of the God-Emperor.
must then make an Opposed Willpower Test. If the creature fails then it Tier: 2
will be struck with Soul Decay for the remainder of the encounter/com- Aptitudes: Fieldcraft, Defence
bat. If the creature has 20 or more Corruption Points then it will suffer Prerequisite: Pure Faith, Repel Daemon
a -10 penalty per every 10 points of Corruption they have on all tests as Effect: The faithful must draw a protective circle on the ground, taking
it is wracked with pain. In addition Daemons and psykers also suffer 1 at least 5 minutes. This circle can be no larger in diameter than the
point of damage per Psy Rating and/or rank of the Daemonic Trait each faithful’s Willpower Bonus in metres, though it can be constructed out of
round that cannot be reduced by armour or Toughness, until they flee the any materials at hand (chalk, twigs, blood etc). The faithful then blesses
faithful’s sight. the circle. From this moment it becomes a daemon trap and any daemon
Burn: The faithful will affect all creatures within his sight with stepping into it or trying to cross it must make a Hard (–20) Willpower
Soul Decay Test or become trapped and unable to leave the circle. Trapped daemons
cannot themselves disturb the circle, though they can otherwise act
Spiritual Mirror normally. If a trapped daemon attempts to use a psychic power, its Focus
Fear is the currency of the alien, the heretic, and the mutant; through the Power Test receives a -30 penalty, reflecting the difficulty of drawing
strength of the God-Emperor and the will of the just, the faithful will from the warp while within the circle. The circle will remain indefinitely
repay such coin in kind. This power allows the faithful to turn fear back until it is broken in some way. A daemon will remain trapped in the circle
upon his foes and break their minds as the minds of his fl ock may be until it is broken and the daemon freed or the daemon is destroyed and
broken, visiting upon them the darkest darkness from within their own returns to the warp.
twisted hearts. Burn: The faithful can construct vast daemon traps up to 10
Tier: 1 times his Willpower Bonus in metres diameter. Such traps take at least an
Aptitudes: Willpower, Defence hour to construct.
Prerequisite: Pure Faith, Light of the Emperor
Effect: This Power will affect both the faithful and a number of his allies
up to his Fellowship Bonus. While in effect, whenever they are affected
by a result on the Shock Table, the source of the Fear must also make a
Challenging (+0) Willpower Test or suffer an identical result (as if they
themselves had failed a Fear Test and rolled it on the Shock Table). Crea-
tures immune to Fear are not affected by this ability.
Burn: The faithful and his allies must still make Fear Tests
and roll on the Shock Table; however they are no longer affected by the
results.

5.4.1 The Emperor's Sign Faith Powers - 261


Holy Light Seal of Purity
From His eyes the sight of clarity, from His mouth the words of truth and And the enemies of the God-Emperor looked upon His seal and de-
from His heart the light of the just which shines across the stars into the spaired, for in its shadow they were powerless and could only cower
darkest corners of His domain. This power summons a divine light from before His might. With this power the faithful can inscribe a potent and
within the faithful which causes him to glow with a pearly white radi- sacred version of the Aquila upon the ground and bless it with the divine
ance, dispelling darkness and making him hard to look upon, especially power of the God-Emperor himself so that his foes might recoil from its
by the corrupt or the servants of the warp. presence and be unable to cross its outstretched wings.
Tier: 3 Tier: 3
Aptitudes: Willpower, Defence Aptitudes: Fieldcraft, Defence
Prerequisite: Pure Faith, Holy Radiance Prerequisite: Pure Faith, Divine Symbol
Effect: The faithful burns with a bright white inner light illuminating the Effect: Crafting a Seal of Purity takes no less than 1 hour to complete
area around him as clear as day for 10 metres, and in twilight for another and requires a suitable surface and materials (such as chalk, bones,
10 metres. Looking at the faithful close up is hard, and melee attacks, or blood etc). The faithful then blesses the seal. Once blessed no daemon or
point blank ranged attacks are at a –20 to hit. At range however he does creature of warp can cross the seal or any point within 10 metres of it (for
stand out and provides a +10 bonus to ranged attacks taken at long and this reason seals are often placed on doors, bridges and the like). Nor can
extreme range. This does more than merely illuminate, however; it also daemons disturb the seal directly (though their human minions might).
burns those touched by the warp. Creatures with 20 or more Corruption Finally psychic powers used by daemons cannot cross the seal, their
Points, daemons, or psykers which stand within 5 metres of the faithful effects negated if their target or area of effect lies beyond it.
will suffer 1d10+WPB Energy damage each round to their least armoured The seal will remain active and in place until it is broken.
location. They must also make an Easy (+20) Willpower Test each round Burn: The seal will also repel any creature with a strong con-
or catch on fire. nection to the Warp-creatures with 20 or more Corruption Points or a Psy
Burn: The effects of this Power last for the entire game ses- Rating of 3 or more.
sion.

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.

5.4.1 The Emperor's Sign Faith Powers - 262


5.4.2 The Emperor's Mercy
It is taught that the Emperor can show mercy just as he may show wrath. For His avowed followers faith can mend wounds, heal minds and strength-
en souls against the degradations and decay of the warp. Mercy is not always kind or gentle however, and those that beseech the Master of Mankind
for clemency or respite may well fi nd his ministrations bloody and final. The servants of the Ecclesiarchy accept this as their
due and pass such mercies on to their flock as the just rewards of a lifetime’s service to the God-Emperor; a service that can only be fulfilled in death.
Faith Powers of the Emperor’s Mercy are focused on mending the body, minds, and souls of the faithful, though usually at a cost (only in
sacrifice can one serve the Emperor). Mercy Powers can also harden the body and mind against terrible trials and impart divine strength and fortitude
when in the service of the God-Emperor so that the faithful may complete vital tasks despite hideous wounds.

Grace Divine Endurance


The child of the man holds within him the seed of the God Emperor’s In the service of the God-Emperor a man will endure as the Imperi-
divinity, which may be nurtured and grown only through the power of um has endured and he will stand unbowed and unbroken as has the
true faith. With this Power the faithful imparts a fragment of his divine Imperium of Mankind. With this Power the faithful imparts the ageless
connection to the God Emperor onto his allies, blessing them with a pow- endurance of the Imperium, realm of the God-Emperor, into his allies,
erful Grace to shape their destiny and protect them from harm. allowing them to press on even when their bodies grow tired or their
Tier: 1 limbs weary—motivated by visions of the glory of the Emperor’s domain
Aptitudes: Willpower, General which has lasted millennia.
Prerequisite: Pure Faith Tier: 2
Effect: The faithful can choose to share his Fate Points with his allies, Aptitudes: Toughness, Defence
allowing him to spend a Fate Point to allow an ally that he can see to Prerequisite: Pure Faith
re-roll a failed test. In addition to this effect the faithful also enhances Effect: The faithful can grant this ability to himself and a number of
his own fate and will recover any Fate Points used in this encounter (in- his allies equal to his Fellowship Bonus. While it lasts, both the faithful
cluding the one spent to activate this Power) on a 1d10 roll of 8, 9 or 10. and his allies will ignore any Fatigue levels they suffer, regardless of the
If the faithful is a Void Born this roll replaces the roll from the Charmed source. In addition, any Fatigue levels they may have already suffered
Trait. This Power only works on humans (i.e. not mutants, xenos etc) and are ignored for the duration of the ability. At the GM’s discretion he
only on those with 19 or fewer Corruption Points. may extend the duration of this ability to last for the course of a journey
Burn: In addition to the above effects, at the end of the en- (provided it is for a suitably holy purpose) such as a trek across a world
counter every ally that the faithful can see regains one spent Fate Point or climbing a mountain. This Power can be combined with the Air of
and immediately regains a further spent Fate Point on a 1d10 roll of 8, 9 Authority, Master Orator, and Grand Orator Talents to affect more allies.
or 10 (replacing Charmed) Burn: Those affected by Divine Endurance also again the
Unnatural Toughness (+4) Trait for the duration of the encounter
Martyr's Gift
Only through pain and blood is the body made pure, its fragile flesh made Respite
whole through the sacrifice of the faithful and the tears of the willing The strong are bolstered by the word of the God-Emperor and the prayers
martyr. With this Power the faithful can heal the injured, knitting together of the faithful. With an open heart and a vengeful mind the songs of the
bloody flesh and mending splintered bones. Such a great gift comes with just will lift him up and allow him to soar like a holy warrior striking fear
a heavy price however, and for every cut or rend the faithful restores he into the souls of the unclean. With this Power the faithful may pray for
will himself suffer a similar wound. one of his allies, granting them the strength and spirit to overcome their
Tier: 2 wounds, cast off their mortal shackles, and push on to the very edge of
Aptitudes: Willpower, Fieldcraft death itself.
Prerequisite: Pure Faith Tier: 2
Effect: The faithful can heal wounded creatures by laying on his hands Aptitudes: Willpower, Fieldcraft
and taking their injuries onto himself. This is a Full Action and requires Prerequisite: Pure Faith, Divine Endurance
the subject to remain perfectly still (i.e. they may take no actions them- Effect: The faithful may choose a single ally which can both see him
selves). The faithful can then transfer any amount of Damage from the and hear his voice. As long as the faithful then spends a Full Action
subject to themselves at ratio of 1:1. each round praying, the ally will gain respite from his injuries and may
The faithful can also transfer Critical Damage from the subject in the ignore the effects of Fatigue and critical injuries. Note however that this
same way, suffering 5 wounds for each Critical effect healed while the does not heal the subject in any way and missing limbs, and the like will
subject will be miraculously healed of them. Note that it is entirely pos- continue to affect them, but they cannot perish from Blood Loss, shock,
sible for the faithful to kill himself if he uses this Power to heal multiple or other conditions and Critical Damage so long as the faithful maintains
critically wounded subjects. If the faithful suffers critical damage from his praying. It also does not prevent the subject from dying if they suffer
healing it is considered energy damage. further Critical Damage, unless the faithful spends another Fate Point.
Burn: The faithful may use this Power to bring back the Burn: The faithful may affect a number of allies up to twice
recently deceased (provided of course their body is relatively intact) as if his Fellowship Bonus.
they had burned a Fate Point to avoid death. Doing so however immedi-
ately removes all the faithful’s wounds and inflicts 1d10 points of Critical
Damage upon him which cannot be reduced by armour or Toughness
Bonuc.

5.4.2 The Emperor's Mercy Faith Powers - 263


Holy Ministration Mental Calm
Blessed are the hands of the healer that they may restore the mangled Clear your mind of fear, madness and decay; in the service of the
limbs of the faithful and send them back into the fray. This power allows God-Emperor no man need carry humanity’s burden alone—we are the
the faithful to enhance his healing abilities and dispel the effects of fa- teeming masses of humanity and rightful masters of the galaxy. This
tigue upon his allies, restoring their vigour and allowing them to continue Power allows the faithful to wash away recent horrors and reinforce a
to bring death and ruin to the God-Emperor’s foes. sense of purpose and might in his followers focusing their minds to the
Tier: 2 single task of service to the Emperor.
Aptitudes: Willpower, Fieldcraft Tier: 2
Prerequisite: Pure Faith, Martyr's Gift Aptitudes: Willpower, Defence
Effect: The faithful can use this Power to add their Willpower Bonus to Prerequisite: Pure Faith, Grace
the amount of Damage they heal using the Medicae skills. This ability Effect: The faithful can use this Power as a Reaction in the turn after he
only works once for each test made, though it may be activated after or any of his allies gain Insanity Points. The ability washes away the taint
the faithful has successfully passed a skill test and may effect multiple of madness, negating 1d5 Insanity Points gained by either the faithful,
skill tests performed on multiple targets in succession. Alternatively the or one of his allies, in the previous round. In addition the calm instilled
faithful may use this Power to remove all levels of Fatigue from allies by this ability will remain for the rest of the encounter and reduce any
who can both see him and hear his voice. Finally such is the intuitive further Insanity Point gains by 1.
healing ability this Power imparts on the faithful that all Medicae tests, Burn: The Power will affect both the faithful and a number of
even those made without activating the Power, are made easier by one his allies up to twice his Fellowship Bonus
step (i.e. Difficult (–10) Tests become Challenging (+0), Challenging
(+0) become Routine (+10) etc). This Power only works on subjects with
19 or fewer Corruption Points. Spiritual Cleansing
Burn: The faithful restores all Wounds to a single ally when Your body is a temple to the God-Emperor, your blood and bones your
using the Medicae skill to heal them sacrament, your soul a symbol of your faith; let none foul your temple
lest your faith be likewise fouled. This Power allows the faithful to purge
his soul of some of the taint of the warp, casting off a portion of its dark
Miraculous Recovery power before it has time to take root and begin a slow decay of spirit.
Potent is the power of the God-Emperor that even the greatest of injuries Tier: 3
and the most grievous of wounds are as nothing when bathed in his Aptitudes: Willpower, Defence
divine light. This power allows the faithful to perform a miraculous Prerequisite: Pure Faith, Divine Endurance
healing and mend broken limbs, torn flesh, and missing ears. Only the Effect: The faithful can use this Power as a Reaction in the turn after he
faithful may benefit from this miracle however and they seldom survive or any of his allies gain Corruption Points. The ability purges the touch
completely intact. of the warp negating 1d5 Corruption Points gained by either the faithful,
Tier: 2 or one of his allies, in the previous round. In addition the warp protection
Aptitudes: Willpower, Defence invoked with this ability will remain for the rest of the encounter and
Prerequisite: Pure Faith, Divine Ministration reduce any further Corruption Point gains by 1. Characters with 20 or
Effect: The faithful can remove a crippling injury from a creature by more Corruption Points cannot benefit from this ability—they are too far
spending a night praying over their body and beseeching the aid of the gone already.
God-Emperor. In the morning the creature can remove a single crippling Burn: The Power will affect both the faithful and a number of
injury (such as broken limb or missing nose). However missing limbs his allies up to twice his Fellowship Bonus
and eyes cannot be restored with this Power. Such is the strain of this rit-
ual on both the faithful and the subject that upon its completion both will
suffer 1d5 Insanity Points which cannot be prevented in any way (such Revelation
as with the use of other Faith Powers). Only subjects with 19 or fewer Free the mind from doubt, fear, and darkness! Look to the light of the
Corruption Points can benefit from this Power. God-Emperor and let his divine presence remind you of your purpose—
Burn: Even missing limbs or eyes can be restored. you are the faithful of the Imperium and you cannot falter in the face of
its foes. This Power allows the faithful to free his mind, or that of his al-
lies from the grip of fear or the insidious powers of the psyker, restoring
them to clarity and control.
Tier: 2
Aptitudes: Willpower, Defence
Prerequisite: Pure Faith, Mental Calm
Effect: The faithful uses this ability as a Full Action affecting both
himself and a number of allies equal to his Fellowship Bonus that can
both see and hear him. Those affected will immediately overcome the
effects of Fear (i.e., the results of their roll on the Shock Table) and may
act normally on their following turn. In addition recipients of this ability
may also make a Challenging (+0) Willpower Test to free themselves of
any detrimental ongoing psychic powers. This Power can be combined
with the Air of Authority, Master Orator, and Grand Orator Talent to
affect more allies.
Burn: Those affected by this ability automatically pass all Fear
Tests for the remainder of the encounter

5.4.2 The Emperor's Mercy Faith Powers - 264


No Rest for the Faithful Resurrection
Only in death does duty to the God-Emperor end, and only when faith is And he rose anew, as if lifted from the grave by the hand of the God-Em-
extinguished will you truly die. With this Power the faithful push them- peror, restored by divine providence and ready once again to face the
selves beyond the frailties of their mortal frames, shaking off wounds, foes of mankind. With this Power the faithful channels the power of his
casting aside injury and ignoring pain so that they may serve His will faith into a fallen comrade, filling their broken frame with life and pur-
until the end. Such a divine drive has its price and once the faithful’s task pose and tasking them once more with carrying on the Emperor’s holy
is done his body may never recover. crusade.
Tier: 2 Tier: 2
Aptitudes: Willpower, Toughness Aptitudes: Willpower, Defence
Prerequisite: Pure Faith, Respite Prerequisite: Pure Faith, Divine Ministration, No Rest for the Faithful
Effect: With this ability the faithful and a number of his allies up to Effect: Whenever the faithful or one of his allies (who can hear him) dies
his Fellowship Bonus may ignore the effects of critical injuries for the and burns Fate to avoid death he may use this ability to revitalise them.
duration of the encounter, with the exception of those that would result The target is immediately restored to full Wounds, has all critical damage
in limb loss or death. However, should they suffer a critical effect that and levels of Fatigue removed, crippled limbs and blindness are healed
would result in death they can instead choose to permanently lose 1d5 (though not lost limbs), and the effects of any toxins are negated. In
Toughness and choose to suffer a lesser critical effect of 1d5 to the same effect, the target is restored completely.
Hit Location and of the same Damage Type as the one that would have Burn: For the duration of the encounter (provided the faithful
killed them (which will affect them normally). This ability is also hugely is alive) whenever the faithful or his allies burn Fate to avoid death they
taxing and once the encounter ends any of those who have benefited from will benefit from the effects of the Resurrection.
it will suffer 1d5 Fatigue levels.
Burn: Those affected by this ability may ignore the effects
of limb loss just as with other types of critical damage, but only for the
duration of the encounter, after which the critical damage will take effect
(i.e. a lost limb kept functioning for the battle will now return to its crip-
pled state).

5.4.2 The Emperor's Mercy Faith Powers - 265


5.4.3 The Emperor's Wrath
As all those who follow the Imperial Creed know, the Emperor is a vengeful god, quite likely to smite and not likely to forgive those who trespass
against the faith. Those that stray from the teaching of the God-Emperor, or sin against his holy word are prone to find torment and destruction at the
hands of his faithful. In fact it is part of the Cult of the Emperor that all those who swear allegiance to the Golden Throne suffer not the unbelievers,
heretics, and sinners to live within his sight, seeking them out where they hide beneath the skin of the Imperium and cleansing them in burning flame.
The Emperor’s wrath is ever plentiful and his servants every ready to vent it on his foes.
Faith Powers of the Emperor’s Wrath are focused on dealing damage to the foes of the Emperor: the alien, the heretic, and the daemon.
With these Powers the faithful can strengthen their sword arms, guide their bolt shells, and create blessed promethium with which to burn enemies to
ash. Those especially skilled in channelling the wrath of the Emperor can even exorcise daemons, casting them out of their mortal shells and hurling
them back into the warp.

Wrath of the Righteous Divine Guidance


May the God-Emperor guide my hand toward the foes that I might rend Let the Emperor guide my aim, let his eye be my eye as I fire my weapon
him with my righteous indignation, breaking his bones, spilling his blood at the foes of the Imperium so that my shots might strike true and send
and piercing his flesh with my faith. This ability focuses the faithful’s my enemies to their eternal rest. This ability guides the aim of the faithful
Emperor-born rage into his attacks, channelling His divine anger and so that they sense more than see when to fire at the enemy, their shots
wrath into each stroke of his blade as he fells the heretics and the unbe- striking home over extreme distances or even in the pitch-dark, guided to
lievers. their targets by the will of the God-Emperor and the power of their faith.
Tier: 2 Tier: 2
Aptitudes: Willpower, Offence Aptitudes: Willpower, Ballistic Skill
Prerequisite: Pure Faith Prerequisite: Pure Faith, Wrath of the Righteous
Effect: With this Power the faithful and a number of his allies up to his Effect: With this Power the faithful and a number of his allies up to his
Fellowship Bonus which can both see him and hear his voice are filled Fellowship Bonus can be blessed with Divine Guidance. Those affected
with the Emperor’s wrath. This increases all damage inflicted in melee can then ignore a single range penalty (regardless of size) when making
(i.e. with melee weapons or when fighting unarmed) by 1d5. In addition ranged attacks. So for example they could choose to make a Called Shot
also gain the Vengeful (9) Quality on their melee attacks or else increase and ignore the –20 to hit, or fire at a target at Extreme Range and ignore
its rank by 1. This Power can be combined with the Air of Authority, the –30 to hit, or a Scrawny (Size [3]) Target and ignore the –10 to hit.
Master Orator, and Grand Orator Talents to affect more allies. Only one penalty may be ignored however and if multiple penalties are
Burn: The damage from Wrath of the Righteous is increased to at work only the largest may be ignored. In addition there is a chance
2d10. that a good shot may bypass the target’s armour, finding a chink or hole
that only divine providence could guide a round through. If the faithful
Hand of the Emperor or his allies score Righteous Fury with a ranged attack, they may choose
And lo, the hand of the God-Emperor came down upon the heretic, the to ignore its effects and instead discount the target’s armour (effectively
mutant, and the alien, crushing them beneath its fury and revealing to only reducing damage based on the target’s Toughness Bonus, or in the
them the folly of their ways. This ability charges the faithful with a po- case of a vehicle doing direct Hull Integrity damage).
tent strength, binding his frame in divine energies and strengthening bone Burn: The faithful and his allies ignore all penalties to hit
and muscle so that he might better crush his foes with mighty blows and with ranged weapons provided they do not exceed a total of -60 to hit.
unforgiving brutality. In addition they may fire blind (such as through doors or into darkness)
Tier: 3 without penalty, though there must still be a target in the path of their fire
Aptitudes: Willpower, Strength for a there to be a chance to score a hit.
Prerequisite: Pure Faith, Wrath of the Righteous
Effect: The faithful and a number of his allies up to his Fellowship The Passion
Bonus are filled with the might of the God Emperor, increasing their Your love for the God-Emperor will know no bounds, his glory will fill
strength and physical power. All those affected gain the Unnatural your heart to bursting and you will run and scream with joy at the sound
Strength (+2) Trait as their muscles harden. of His name; filled with his divine light you are a tireless soldier of the
Burn: The faithful and his allies gain the Unnatural Strength Imperium and a holy instrument of the faith. This ability infuses the
(+4) Trait rather than Unnatural Strength (+2). faithful with a powerful passion and energy, allowing him and his allies
to move in a frenzy of righteous speed so that they might better reach
their foes and rend them to pieces.
Tier: 3
Aptitudes: Willpower, Agility
Prerequisite: Pure Faith, Divine Guidance
Effect: The faithful and a number of his allies up to his Fellowship
Bonus are gifted with a fathomless passion for serving the God-Emperor,
increasing their agility and speed. All those affected gain the Unnatural
Agility (+2) Trait as their limbs quicken and their movement becomes
blurred (note that this will affect everything dependant on AB such as
movement and initiative). In addition such is their zeal that they react to
attacks with blinding speed and an almost divine sixth sense. This adds
+10 to both Dodge and Parry Tests as well as allowing them to roll two
dice and choose the highest when determining initiative.
Burn: The faithful and his allies gain the Unnatural Agility
(+4) Trait rather than Unnatural Agility (+2).

5.4.3 The Emperor's Wrath Faith Powers - 266


Flames of Faith Might of the Emperor
Holy is the flame of the Emperor, that it might burn away the evil of his Blessed are the faithful, for they have within them the power of the
enemies and cast those spawned from the warp back into their places God-Emperor and are transformed by it into His divine vessel and tool of
of freezing darkness and unending night. This Power places a powerful vengeance. This Power allows the faithful to become a vessel for the Em-
blessing on the fires of the faithful making them burn more fiercely and peror’s power increasing his strength and stamina but at the same time
making them especially deadly to daemons and creatures of the Immate- overcoming him with a religious mania which can blind him to reason
rium. and make his words unintelligible to the ears of common men.
Tier: 2 Tier: 2
Aptitudes: Willpower, Offence Aptitudes: Willpower, Offence
Prerequisite: Pure Faith, Wrath of the Righteous Prerequisite: Pure Faith, Hand of the Emperor, The Passion
Effect: As a Full Action the faithful may bless a burning fire (up to twice Effect: With this ability the faithful fills himself with divine power and
his Fellowship Bonus in metres diameter), a clip of incendiary ammu- grows in physical power and might. He increases all his physical charac-
nition (this could also be a grenade, mortar, or missile) or a weapon that teristics (Strength, Toughness and Agility) by +20 (with the correspond-
produces flame (such as a flamer, though not a melta gun or plasma gun). ing +2 to their characteristic bonuses). However the power also fills the
Such blessed fire then burns hotter and will inflict an additional 1d10 faithful’s mind with religious madness and visions of the God-Emperor’s
damage on all those that come into contact with it. It also has a greater glory, diminishing his ability to think and interact socially. This has the
chance of setting things on fire and imposes a –10 penalty to Agility Tests effect of reducing all his mental characteristics (Perception, Intelligence,
by those who are touched by it to avoid bursting into flame. In addition, and Fellowship) with the exception of Willpower by –10 (with the cor-
it is deadly to daemons, inflicting a further 1d10 damage and counting as responding –1 to their characteristic bonuses). In addition he speaks in a
a holy attack when used against daemons. mix of religious riddles and holy verse which can be difficult to under-
Burn: The fires burn hotter still. They inflict 2d10 additional stand (requiring a Hard (–30) Intelligence Test or a Challenging (+0)
damage rather than 1d10, and all their damage counts as Explosive rather Common Lore (Imperial Creed) Test). The GM should encourage players
than Energy as the fire literally tears the target into flaming gobbets of to role-play this mania.
meat! Burn: The effects last for an entire game session rather than
just a single encounter.
Righteous Frenzy
Never forget the righteousness of our cause, for to waver in our convic- The Unforgiving Blade
tion to the God-Emperor is to invite his foes into our heart and infect us Blessed are the blades that smite the daemon, the witch, and the psyker.
with their filth. With this Power the faithful and his allies fill themselves With divine steel the children of the warp are cut deep, and their blood
with a divine madness and rage against their foes, flying into a righteous spilled as a sign of their betrayal of the purity of humanity. This ability
frenzy and striking out at the unbelievers and the heretics like a bottom- allows the faithful to bless a blade to deal horrific damage to those who
less pit of anger. are either touched by the warp or call upon its powers as part of their
Tier: 2 cursed existence.
Aptitudes: Willpower, Offence Tier: 2
Prerequisite: Pure Faith, Wrath of the Righteous, The Passion Aptitudes: Willpower, Offence
Effect: By taking a Full Action, chanting and screaming prayers, the Prerequisite: Pure Faith, Wrath of the Righteous
faithful and a number of allies up to his Fellowship Bonus that can both Effect: With this Power the faithful can place a potent blessing on a
see him and hear his voice can enter into a frenzy. For the duration of single melee weapon that already inflicts Rending Damage. The blessed
the encounter the faithful and his allies are considered to be in a state of weapon inflicts an extra 1d10 damage and gains an extra amount of
frenzy just as if they had the Frenzy Talent. This works in exactly the Penetration equal to the faithful's Willpower Bonus when used against
same way as the Talent with the exception that those under the ability’s daemons, psykers and creatures with 20 or more Corruption Points. In
effects will never attack each other regardless of the circumstances. In addition, blows from this weapon count as having the Sanctified Quality
addition, if the faithful already has the Frenzy Talent, using this ability when used against daemons. Such a weapon is difficult for the unclean
becomes easier and he may trigger it with an any-time Free Action. This to wield, and when grasped by a psyker or character with 20 or more
Power can be combined with the Air of Authority, Master Orator, and Corruption Points it will burn, inflicting 1d5 Energy Damage each round
Grand Orator Talents to affect more allies. he holds it which cannot be reduced by armour or Toughness.
Burn: Such is the power of the Frenzy that the faithful and Burn: The faithful can bless a number of weapons equal to
his allies gain strength from shedding the blood of their foes. Whenever twice his Fellowship Bonus provided he can lay hands on each one (a
they kill a foe in their frenzied state they immediately recover 1d5 lost Half Action per weapon).
Wounds. Only the character which deals the killing blow gains the bene-
fit.

5.4.3 The Emperor's Wrath Faith Powers - 267


Divine Touch Soul Storm
Even the lightest of touches by those blessed by the divine God-Emperor You are the centre of the God-Emperor’s might, you are his
are as acid to the flesh of the corrupt, the pure light of the faithful’s soul focus upon the world of men and through your will and your
burning into the vile darkness of the heretic’s mind and causing him to soul flows his burning light. This ability allows the faithful to
cry out in pain and despair. This Power allows the faithful to bring terri- unleash a fearsome soul storm in a flash of blinding light and
ble pain and crippling agony to those tainted by the warp, either dimin- burning flame, cleansing an area of the warp, its spawn, and
ishing their power (in the case of daemons) or causing them debilitating those touched by its corrupting influence.
torment (in the case of psykers and others tainted by the warp). Tier: 3
Tier: 1 Aptitudes: Willpower, Offence
Aptitudes: Willpower, Offence Prerequisite: Pure Faith, Divine Touch, Flames of Faith
Prerequisite: Pure Faith, The Passion, Divine Guidance Effect: This Power grants the faithful the ability to conjure a Soul Storm,
Effect: With this ability the faithful lays hands upon the corrupt and warp a blast of pure holy energy that bursts from his eyes and mouth to con-
tainted causing them excruciating pain. This requires the faithful to touch sume everything nearby tainted by the warp. Triggering the Soul Storm
the target (standard melee attack) on exposed skin (this may be a Called is a Full Action and will affect everything within a radius of 10 metres
Shot –20 at the GM’s discretion). If the target is a psyker or has 20 or times the faithful’s Willpower Bonus. Psykers and anyone with 20 or
more Corruption Points they must make a Challenging (+0) Willpower more Corruption Points in this area will immediately suffer 1d10 Energy
Test. If they fail then the faithful rolls 1d5+2 and applies the effects of damage not reduced by armour or Toughness. In addition Psykers must
an Energy Critical to the location touched. Note however that no actual pass a -30 Willpower Test or suffer an additional amount of 1 point of
wounds are inflicted but Stunning and levels of Fatigue are applied. The Damage equal to twice their Psy Rating (also not reduced by armour or
ability can also be used on daemons forcing them to make an Instability Toughness) and lose access to their powers for the remainder of the en-
Test with a –30 penalty. counter. Those with Corruption Points will also take an additional 1 point
Burn: The faithful may make Divine Touch attacks until the of damage for every 10 Corruption Points they have (also not reduced
end of the encounter. In addition the faithful rolls 1d10+2 to determine by armour or Toughness) as their taint burns within their soul. Daemons
the effects of the critical. If used on a daemon they suffer a -60 to their caught in the area of effect will also suffer 1d10 Energy Damage (not
Instability Test rather than a –30. reduced for armour or Toughness) and must pass a -30 Willpower Test
or lose access to their powers in the same way as psykers do (though
Religious Hysteria the amount of Damage they suffer is equal to twice their ranks of the
Together the faithful are unstoppable. We are the teeming billions of hu- Daemonic Trait rather than Psy Rating, though if they possess both the
manity, the God-Emperor’s faithful and his devoted servants. Our power Daemonic Trait and Psy Rating they suffer the Damage that would be
lives on the lips of the devout and spreads like fire through the air on caused by both). Conjuring a Soul Storm is massively taxing to the faith-
the strength of our words. This ability starts a chain of religious hysteria ful and will immediately inflict a number of levels of Fatigue equal to his
which spreads through the minds of citizens and can turn a crowd of Toughness Bonus. The faithful may not conjure another Soul Storm for at
sullen hab workers into a raging mob of religious zealots ready to tear the least 24 hours.
throats from the unrighteous. Burn: All damage inflicted by the Soul Storm is doubled and
Tier: 3 the difficulty of the Willpower Test daemons and Psykers must make is at
Aptitudes: Willpower, Social -60.
Prerequisite: Pure Faith, Righteous Frenzy, Hatred (Any), Inspire Wrath
Effect: This Power allows the faithful to spread a religious rapture
among Imperial citizen filling them with righteous zeal. For this to take
root the faithful must be able to preach to a group of citizens for at least
10 minutes and have their attention for the duration of that time. After
this, the faithful makes an Opposed Willpower Test with the crowd
(which can be of any size provided they can see and hear him without
the means of technology, i.e. in the flesh) to see if his message has taken
root. If it does the crowd will become a mob and begin to spread the
word of the Emperor. For the next 24 hours any person the mob comes
into contact with must pass a Challenging (+0) Willpower Test or join the
mob. The faithful can then direct the mob against his enemies (as long
as they can reasonably also be the enemies of the Emperor), either in
his initial sermon or by leading them. The mob, and all of its members,
will benefit from the Hatred Talent toward a single foe, described by the
faithful in his sermon. This is not mind control and will not cause the
members of the mob to needlessly endanger
themselves or act wildly out of character, but it will awaken their natural
devotion to the Imperium and hatred of the Emperor’s enemies.
Burn: Those affected by Religious Hysteria will also gain the
effects of Righteous Frenzy. This of course will probably reduce an entire
area into chaos and madness as the population turns in upon itself in an
orgy of cleansing violence.

5.4.3 The Emperor's Wrath Faith Powers - 268


5.5 Techno-Arcana Powers
“The Omnissiah directs our footsteps along the path of knowledge.”
–Techpriest Yaffel, from his own book Soylens Viridians for the Machine-Spirit

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

269 Thus do we invoke the Machine God. 269


Noospheric Defence Techno-Arcana Powers Format
When one is targeted by a digital attack they usually have few ways of All Techno-Arcana are presented in the following format:
defending themself, as the attack is often instantaneous. However, the Name: The Arcanus' name.
inherent complexity of a mechanism, or a particularly powerful ma- Description: A brief description of the Arcanus' narrative effects.
chine-spirit can cause difficulties. This is represented by Noospheric Tier: The Arcanus' Tier as per Talents.
Defence (sometimes abbreviated as "ND"). A target's base Noospheric Aptitudes: Each Arcanus has 2 Aptitudes, which, along with the Ar-
Defence is considered to be +0 unless otherwise stated, but varies, as canus' Tier, determine the xp cost to gain it.
detailed below, depending on their nature, in game terms: Prerequisite: Some Arcana require the techpriest to have first learnt
For characters, whether they are Humans, servitors, or even other abilities. He must possess the Skills, Talents, or other Arcana listed
xeno constructs (ie any entity with a profile), their Noospheric Defence here in order to learn the Arcanus.
is considered to be +0 at base, but is modified by the Machine Trait and Action: How long, in structured time, is required to activate the power.
the The Flesh is Weak Talent. Both the Talent and Trait are Ranked, and This is usually a Free Action, Half Action, Full Action, Reaction, or an
for each Rank that a character has in either one of these their Noospheric Extended Action.
Defence penalty is raised by -5 (meaning that a Necron with the Machine Cost: How many Cognition Points are required to activate the Arcanus.
[6] Trait would have a Noospheric Defence penalty of -30, whereas a Activation: This states what kind of Test is needed to activate the
techpriest with The Flesh is Weak (2) would have a penalty of -10). Arcanus, generally this will be a Tech-Use Test, either mechanical or
The Noospheric Defence penalty for entities with profiles is digital.
also further modified as per those below, gaining negatives or positives Range: The range at which the Arcanus can be used is usually expressed
for varying Size Traits, as well as Craftsmanship. In terms of Craftsman- in metres. If the range is a radius, this is always measured with the tech-
ship affecting a character's Noospheric Defence penalty, this applies only priest at its centre. Radius applies to a sphere around the techpriest and
if the character has one of the following cybernetics, and only the penalty so will extend up, down, and in every other direction.
from the highest Craftsmanship of any one of these is added: Note that unless otherwise stated all Techno-Arcana require
Cortex Implants, Cyber-Construct Interface, Mind Impulse Unit, or that the user must have a direct line of sight to their target. In the
Simulacra System. case of a character having access to another's senses, via such Powers as
For vehicles, weapons, items and emplaced technology their Servo-Master or such Traits as Psyber-Lure this line of sight is consid-
Noospheric Defence is equal to the inverse of a target's To Hit modifier ered valid, but the target must be within the range of the desired Power
for their Size (ie. a Size (5) cogitator would have a ND modifier of -10, for it to be utilized.
while a Size (2) bolt pistol would have a ND modifier of of +20), along- Duration: This states how long the effects of the Arcanus last for, and
side this the modifier is increased if the target is of higher Craftsmanship, it can be kept active, and if so, by what actions. Normally an amount of
with a +20 bonus for Poor Craftsmanship, -10 against a Good Craftsman- structured time will be noted (such as "2 Rounds") or if it requires an
ship target, -30 for Best, -40 for Exceptional, and -60 for Master. Action from the user it will say "Maintained;" followed by the needed
Lastly if an Arcanus refers to a target's "Noospheric Defence Action (Free Action, Half Action, or Full Action).
Bonus" this means the number in the tens place of a Noospheric Defence Subtype: This denotes the specific action subtypes for the use of the
penalty. For example a target with a NDP of +0 would have NDB of 0, Arcanus.
but a target with a Noospheric Defence penalty of -30 would have a Noo- Effect: This details the Arcanus’ rules, including variables that the
spheric Defence Bonus of 3. If a target's NDP is a positive number their Degrees of Success from the Skill Test to activate it have on the power’s
NDB still counts as 0. final strength, and if further spending on Cognition Points can be used to
increase its effects.

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".

5.5 Techno-Arcana Powers - 270


5.5.1 Biologis Arcana
The realm of the Genetor and Biologis is not one that is well regarded by much of the Mechanicus, and is often considered something of a necessary
evil by many within the Martian priesthood's ranks. Nevertheless, they are vital in many regards. Most often it is those of the Biologis who implant
bionics and cybernetics, heal the maimed, and survey the life upon new worlds that are as of yet to be exploited by the Imperium or Mechanicus.
The intensity of knowledge held by a Genetor is often held in suspicion, as indeed the twisting of Mankind's sacred genomes is something
that can border on or transgress into outright blasphemy. The line between the two is a firm one, and often on the mind of Genetors, and while they
may toe towards it at times it is rare indeed for one to cross such a line and not be struck down by a forge world's authority quite immediately.

Major Arcanus: A Machine of Flesh (X) Potency (X)


Flesh is not a weakness, but rather a font of untapped potential. Locked The flesh is strong! Beyond what many consider possible, a skilled Biol-
within the genes and tissues of all Mankind are the secrets to greater ogis can force the human body to express such strength and power as to
power. Just as the Omnissiah crafted His Astartes with His awesome rival the brawniest of servitors or strongest of abhumans.
knowledge of the holy genome of Man, so you work the flesh of those of Type: Talent
more common ilk. Tier: 1
Type: Talent Aptitudes: Knowledge, Fieldcraft
Tier: 2 Prerequisite: A Machine of Flesh
Aptitudes: Intelligence, Knowledge Effect: This Arcana may be taken up to 3 times. When making use of A
Prerequisite: Int 40, Forbidden Lore (Mutants -or- Xenos) +10, Medicae Machine of Flesh the Biologician can add one additional Rank of Unnat-
+20 ural Strength (+1) per Rank of this Arcana over what is normally allowed
Action: Extended Action (though he must still achieve an amount of Degrees of Success on the
Cost: Varies Medicae Test that would allow him to add multiple Ranks of a Trait, and
Activation: -20 Medicae Test have the required amount Ranks of the A Machine of Flesh Arcana).
Duration: Effectively permanent This may not be used to increase a Characteristic's Characteris-
Effect: This Major Arcana may be taken multiple times, each time in- tic Bonus above double the original value.
creasing the X in the name of the Arcana (starting at 1), up to an amount
equal to the Biologician's Intelligence Bonus. For each Rank of this Ar- Fortitude (X)
cana the Biologis may, once per session, make a -20 Medicae Extended Many believe that the fallibility of flesh is unavoidable, but clever Gene-
Test on himself (with the regular -20 penalty for performing a Medicae tors know differently. With certain gene-manipulations the flesh of a sub-
Test on oneself), another character, another player character, or a Follow- ject can be made as hard as iron and their bones as strong as adamantine.
er. For each Degree of Success on this Medicae Test the Biologician may Type: Talent
either add a Trait or increase the Ranks of an existing Trait (including Tier: 1
one gained with the same use of this Arcana), up to a maximum amount Aptitudes: Knowledge, Fieldcraft
of Traits or increases equal to the amount of times this character has Prerequisite: A Machine of Flesh
purchased the A Machine of Flesh Arcana. Effect: This Arcana may be taken up to 3 times. When making use of
If the Test is successful then the character or Follower may A Machine of Flesh the Biologician can add one additional Rank of
gain one of the Traits from the below list (if a Follower takes this Arcana Unnatural Toughness (+1) per Rank of this Arcana over what is normally
he may only apply its benefits to himself): allowed (though he must still achieve an amount of Degrees of Success
Amphibious on the Medicae Test that would allow him to add multiple Ranks of a
Burrower (StB) Trait, and have the required amount Ranks of the A Machine of Flesh
Dark-Sight Arcana).
Natural Weapons This may not be used to increase a Characteristic's Characteris-
Sturdy tic Bonus above double the original value.
Unnatural Characteristic (+1)
The Unnatural Characteristic (1) Trait may be taken multiple
times, each time applying it to a different Characteristic, chosen from
Celerity (X)
The speed exercised by blessed machines often puts the reflexes of the
Strength, Toughness, Agility, or Perception. However it may only be
enfleshed to shame. However, via neural optimization and twitch muscle
applied to any of these Characteristics once.
growth, the speed and response time of a subject can approach and sur-
The maximum of allowed Traits may be increased by the Bio-
pass even those of an Eldar.
logician spending 3 Cognition Points per additional Trait or Trait Rank
Type: Talent
added. These bonus Traits must still be within the limitations outlined
Tier: 1
above, this option simply allows the character performing the Medicae
Aptitudes: Knowledge, Fieldcraft
Test to function as though he had an additional Rank of the A Machine
Prerequisite: A Machine of Flesh
of Flesh Talent and had gotten an additional Degree of Success on the
Effect: This Arcana may be taken up to 3 times. When making use of A
Medicae Test to utilize it.
Machine of Flesh the Biologician can add one additional Rank of Unnat-
This gained Traits are essentially permanent unless the char-
ural Agility (+1) per Rank of this Arcana over what is normally allowed
acter makes another -10 Medicae Test to remove the Trait or exchange
(though he must still achieve an amount of Degrees of Success on the
its benefits for one of the other Traits listed above. If the Medicae Test is
Medicae Test that would allow him to add multiple Ranks of a Trait, and
failed the character who would have gained the benefits of this Arcana
have the required amount Ranks of the A Machine of Flesh Arcana).
takes 1d10 Rending Damage to a randomly determined Hit Location per
This may not be used to increase a Characteristic's Characteris-
Degree of Failure, ignoring Armour and Toughness Bonus.
tic Bonus above double the original value.

5.5.1 Biologis Arcana - 271


Tenacity (X) Comprehension (X)
While frailties of the flesh are well known they can be circumvented and The range of human senses is, often times, considered lacking. They need
overcome with the right knowledge. Redundant organs, regenerative not be, with the benificience of a Genetor. By combining, enhancing, and
glands, and all manner of minor, but ultimately powerful, viscera can implanting minor cybernetics that allow for the comprehension of new
take a human well beyond the seeming weakness exhibited upon the forms of stimuli, as well as organs by which to sense them, the human
initial inspection of any serious injury. sensory range can be greatly widened.
Type: Talent Type: Talent
Tier: 2 Tier: 1
Aptitudes: Knowledge, Fieldcraft Aptitudes: Knowledge, Fieldcraft
Prerequisite: A Machine of Flesh Prerequisite: A Machine of Flesh
Effect: This Arcana may be taken up to 3 times. When making use of A Effect: This Arcana may be taken up to 3 times. When making use of A
Machine of Flesh the Biologician can add one of the following Traits per Machine of Flesh the Biologician can add one of the following Traits per
Rank of this Arcana (though he must still achieve an amount of Degrees Rank of this Arcana (though he must still achieve an amount of Degrees
of Success on the Medicae Test that would allow him to add multiple of Success on the Medicae Test that would allow him to add multiple
separate Traits or Ranks of a Trait, and have the required amount Ranks separate Traits or Ranks of a Trait, and have the required amount Ranks
of the A Machine of Flesh Arcana): of the A Machine of Flesh Arcana):
• Regeneration (½TB) • Sonar Sense
• Undying • Unnatural Perception (+1)
• Strange Physiology • Unnatural Senses (Per)

5.5.1 Biologis Arcana - 272


Lethality (X) Chem-Gland
Few in the Imperium would say that the human form is "weak", but many Many techpriests, especially Magi of advanced age, utilize or even
in the Mechanicus beg to differ. And yet, within the Mechanicus, Gene- require chemical supplements to remain functioning. While many rely on
tors know that this "weakness" is simply a lack of expression of the more chem-injection systems, those of the Biologis can create augmentative
powerful side of the flesh. By increasing adrenal output, bone density, organs that naturally synthesize the desired chemicals
and subject aggression the impact of an unarmed Man can be increased Type: Talent/Cybernetic
to levels seen only usually seen in enraged xenofauna. Tier: 1
Type: Talent Aptitudes: Fieldcraft, Tech
Tier: 1 Prerequisite: Mechadendrite Training (Utility)
Aptitudes: Knowledge, Fieldcraft Effect: The Biologician gains a Chem-Gland cybernetic.
Prerequisite: A Machine of Flesh
Effect: This Arcana may be taken up to 2 times. When making use of A
Machine of Flesh the Biologician can add one of the following Traits per Vat-Grown Alternatives
Rank of this Arcana (though he must still achieve an amount of Degrees The gleaming metal that is so associated with augmetics is certainly far
of Success on the Medicae Test that would allow him to add multiple more desirable than an internally implanted, vat-grown bio-implant, but
separate Traits or Ranks of a Trait, and have the required amount Ranks often cybernetics can have their own shortcomings. Namely cybernetics
of the A Machine of Flesh Arcana): have great weakness in the face of strong electro-magnetic fields, but
• Brutal Charge (½WSB) such is the power of Genetors that they can overcome this weakness of
• Deadly Natural Weapons machines by crafting augmentative organs that simulate a cybernetic's
function.
Type: Talent/Cybernetic
Excoriate Fear Tier: 2
The neuro-chemical side to fear is an easily sidestepped shortcoming Aptitudes: Fieldcraft, Tech
of an unaugmented brain. The immediate response of panic can be Prerequisite: Mechadendrite Training (Utility)
mitigated, but the long-term stress is something that simply cannot be Effect: The Biologician may Acquire the following cybernetics as a
avoided. Still, the increase in combat effectiveness provide by advanced Bio-Implant, rather than their designated Type:
fear excoriation processes is considerable, and seen as a useful tool to Autosanguinator, Bionic Respiratory System, Cybernetic Senses, Gastral
surpress mental weakness. Bionics, Hermetic Infusion, Locator Matrix, Reflex Relay Enhancement
Type: Talent Implants, Spoor Revealer, Thief's Light, Vitae Supplacement
Tier: 1 Additionally he gains one of the above listed cybernetics im-
Aptitudes: Knowledge, Fieldcraft mediately upon gaining this Arcanus.
Prerequisite: A Machine of Flesh
Effect: When making use of A Machine of Flesh the Biologician can
add the And They Shall Know No Fear Trait with this Arcana (though Unsanctioned Manipulation
he must still achieve an amount of Degrees of Success on the Medicae A Genetor's burden is to know that the human form could be so much
Test that would allow him to add the Trait and have the required amount more than it is, and not be allowed to cross into realms of questionable
Ranks of the A Machine of Flesh Arcana). or downright illegal genome modification. Some, however, transgress
this law and create inhuman things, far from the light of the sacred form
of Man and the Machine God's view. The things created by these dark
Tox-Gland perversions of science are no longer considered Human, and can rarely
While most bio-implants are made to aid the implanted user, a tox-gland pass as such.
is something of a more outwardly focused nature. Often implanted in a Type: Talent
hand or wrist, these unobtrusive organs let their bearer poison weapons at Tier: 2 (Dangerous Knowledge)
a whim, allowing for anything from paralytic to utterly deadly toxins to Aptitudes: Knowledge, Fieldcraft
be applied with only a gentle carress of a blade. Prerequisite: A Machine of Flesh
Type: Talent/Cybernetic Effect: This Arcana may be taken up to 3 times. When making use of A
Tier: 1 Machine of Flesh the Biologician can add one of the following Traits per
Aptitudes: Fieldcraft, Tech Rank of this Arcana (though he must still achieve an amount of Degrees
Prerequisite: Mechadendrite Training (Utility) of Success on the Medicae Test that would allow him to add multiple
Effect: The Biologician gains a Tox-Gland cybernetic. separate Traits or Ranks of a Trait, and have the required amount Ranks
of the A Machine of Flesh Arcana):
Medicae Mechadendrite • Flyer (AgB)
A Biologis is rarely, if ever, seen without a mechadendrite that is specifi- • Multiple Arms
cally geared towards the many and various disciplines of medicine. Some • Natural Armour (½TB)
of these are little more than elaborate amputation devices, while others • Quadruped
are replete with all the essentials that a chirurgeon or mortician could It is important to note that receiving any of these Traits immediately
need. Often the exact composition of the device depends on the particular crosses the threshold from a character simply being gene-modified into
user, more than the origin of its manufacture. becoming a mutant and beyond most of Humanity. For each of the above
Type: Cybernetic Traits a character gains he also gains 1d5 Corruption Points and Insanity
Tier: 1 Points. Additionally all Talents that affect attacks against mutants, such
Aptitudes: Fieldcraft, Tech as Scourge of Heretics, count this character as one.
Prerequisite: Mechadendrite Training (Utility)
Effect: The Biologician gains a Medicae Mechadendrite cybernetic.

5.5.1 Biologis Arcana - 273


5.5.2 Cogitatus Arcana
The realms of existence are seemingly very plain and laid out to the masses of Imperial laity, but the truth to this matter is simply too much for them
to comprehend. Reality has various layers, each with it's complex nuances; the material realm and it's causality, the mysterious and enigmatic realm
of the Webway, and the chaotic, unlogical insanity of the Warp are known of, if not fully comprehended, by the higher ranking members of Imperial
society. But different and apart from each of these realms is a realm of data, machine-spirits, and logic: the Noosphere.
The Noosphere is as a second layer over reality, and it is affected by events in the material world just as the material world is affected by it.
Among other, more malignant data-entities this realm is also inhabited by machine-spirits, and it is the Noosphere that techpriests affect with many
of their ministrations and machine-sermons. This realm is composed of data and energy, those so blessed by particular augmetics are able to compre-
hend it, though even those Skitarius and techpriests without such augmetics can often feel its effects upon them in subconscious ways.
Those with the aptitude to comprehend and manipulate the Noosphere are often studiers of the Cogitatus Arcana, a realm of study that
involves cajoling machine-spirits, sensing disturbances through this data-realm, and assaulting foes with Noospheric manipulations, causing digital
backlash and the destruction of cybernetic systems. While the scope of this harm may be narrow, those who can be affected by it are likely to suffer
terrible damage from a master Cogitatus with a will to do so.

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

5.5.2 Cogitatus Arcana - 274


Counter-Signal Corrupt Signal
If he can react quickly enough a skilled Cogitatus can detect, triangulate, By catching a Noospheric command flying through the data-realm the
and shutdown an enemy's Noospheric actions, nullifying their effective- Cogitatus can trace it to the source and punish the momentary opening as
ness. While this technique is a taxing one it can be intensely useful when the missive flies, overloading the foe's circuits and harming their mental
combatting hereteks and other forms of tech-heresy, as it silences foes processes.
before they may speak their lies. Type: Talent
Type: Talent Tier: 2
Tier: 1 Aptitudes: Defence, Tech
Aptitudes: Defence, Tech Prerequisite: MIU Communion
Prerequisite: MIU Communion Action: Reaction
Action: Reaction Cost: 2 Cognition Points
Cost: 1 Cogitation Point Activation: No Test
Activation: No Test Range: 30 meters
Range: 30 meters Duration: Instant
Duration: Instant Subtype: Attack, Concentration
Subtype: Concentration Effect: A character with this Arcanus may, as a Reaction, when an enemy
Effect: A character with this Arcanus may, as a Reaction, when an enemy uses a Cogitatus, Dominus, or Secutor power within 30 meters of them,
uses a Cogitatus, Dominus, or Secutor power within 30 meters of them, spend 2 Cogitation Points to inflict 1d10 points of True Damage that is
spend 1 Cogitation Point to add a Degree of Failure to the enemy's digital reduced by the enemy's Noospheric Defence Bonus (if the Damage Type
Tech-Use Test. This Degree of Failure cancels out one Degree of Success and Hit Location are important this Damage counts as being Energy
that the enemy got on their Tech-Use Test. The character may spend Damage and against the target's Head Hit Location). The character may
multiple Cognition Points to add multiple Degrees of Failure, and if these spend 2 further Cognition Points to deal another 1d10 Damage, as long
Degrees of Failure would counteract the Degrees of Success (at least as they have the Cognition Points to spend.
bringing them to a net zero) then the Tech-Use Test is considered to have
failed by one Degree of Failure.

5.5.2 Cogitatus Arcana - 275


Overclocking Rite of Concealment
With the enormous mental processing power allowed by their cranial With a comprehensive connection to the Noosphere comes an ability to
implants a Mechanicum can perform seemingly miraculous feats of intel- make oneself unseen when it suits them. Mild and simple forms of this
ligence, but for the most part those who utilize these implants keep their obfuscation only blur out the figure of the user, but with a practiced and
processes within safe limits. Those who are daring, reckless, or simply masterful use one may make himself invisible to digital systems.
desperate can circumvent their safety commandments and run their men- Type: Talent
tal processes at incredibly high speeds, risking very real consequences, Tier: 2
ranging from brain damage to death. Aptitudes: Fieldcraft, Tech
Type: Talent Prerequisite: MIU Communion, Second Sight
Tier: 1 Action: Half Action
Aptitudes: Intelligence, Tech Cost: 1 Cognition Point
Prerequisite: MIU Communion Activation: No Test
Action: Free Action Range: Self/30 meters
Cost: Varies Duration: Maintained; Free Action
Activation: No Test Subtype: Concentration
Range: Self Effect: By spending a Cognition Point as a Half Action this character can
Duration: Instant make his form in the Noosphere indistinct and difficult to target, raising
Subtype: Miscellaneous his Noospheric Defence penalty to -20, and making any tests to attack
Effect: A character with this Arcanus can reduce the time required to the character by enemies with the Machine, Mechanicus Implants, or
use another Arcanus by spending the appropriate amount of Cognition Skitarius Implants Traits or via digital imaging systems such as a weapon
Points. As this varies considerably from Arcanus to Arcanus, the exact with an Attack Vector Elucidator, Motion Predictor, Omni-Scope or
effects of Overclocking on a power are included in the entry for each visual enhancers such as Auto Sense Goggles, Photo Visors, Preysense
Arcanus it can affect, rather than here. Additionally, any time a character Goggles, or Cybernetic Senses suffer a -20 penalty to the Weapon Skill
uses an Overclocking ability that character suffers an amount of Damage or Ballistic Skill Test (the list of affected entities and equipment is by
equal to the Cognition Points spent to activate the Overclocking function, no means exhaustive so the GM should feel free to interperet what this
which cannot be reduced by Toughness Bonus or Armour Protection. If Arcanus applies to liberally). The character can cease the effects of the
the character suffers Critical Damage while making use of Overclocking Rite of Concealment as an any-time Free Action.
they suffer the appropriate result on the Energy Critical Effects - Head By spending 3 Cognition Points as a Full Action the character
table in Section 9.2 "Critical Effects". can instead increase his Noospheric Defence penalty to -30, and make
himself, for all intents and purposes, invisible to digital sensors. This re-
places the version of the Rite of Concealment that costs only 1 Cognition
Second Sight Point to activate, and these benefits cannot stack, even if provided by
A sufficiently talented Cogitatus learns to intimately comprehend the another character.
superposition of material reality with the data-realm, and can detect Either form of this protection can be provided to an ally that is
things that even his brethren may not. This "second sight" is a skill that within 30 meters by spending the appropriate Cognition Points to extend
often separates capable Cogitati from mediocre ones, signifying an innate the benefit to them, and it will remain active so long as they stay within
ability to comprehend the Noosphere. 30 meters of the character with this Talent.
Type: Talent This Arcanus can be affected by Overclocking: The charac-
Tier: 1 ter may spend 1 Cognition Point to decrease the time needed to activate
Aptitudes: Perception, Tech the Rite of Concealment to an any-time Free Action for the first version
Prerequisite: MIU Communion of this Arcanus, or down to a Half Action for the second, more powerful
Action: Free Action version of this Arcanus.
Cost: Free
Activation: No Test
Range: Self
Duration: Maintained; Free Action
Subtype: Miscellaneous
Effect: A character with this Talent can make Awareness and Scrutiny
Tests to comprehend Noospheric signals and phenomena as in-turn Free
Actions. Additionally this character may, once per a session, reroll any
such Tests, and he has the ability to detect when someone or something
in the Noosphere is observing him, so long as he is in Operatus Mode.
By spending two Cognition Points as an any-time Free Action
the character can ignore any digital or optical masking employed by an
enemy (namely in the form of Chameleoline, Blur Fields, or the Rite of
Concealment).

5.5.2 Cogitatus Arcana - 276


All-Seeing Eye Agony Signal
With the correct applications of their Noospheric consciousness the Most bionics and cybernetics are routed into a bearer's nervous system,
tech-adept can see much more than their immediate surrounding and in some fashion. For bionic replacements this is for the sake of simu-
comprehend a much, much wider swath of the data-realm about them. lating a lost limb's function more naturally, but for more esotechnical
This form of "farsight" or "Noospheric projection" is useful not only for devices it is to better comprehend the signals and information that they
reconnaisance, but also for the increased range it gives to a Cogitatus, produce. This intimate connection, however, can be exploited, as it
allowing them to affect targets far beyond a less experienced user's range. allows an adversary's nervous system to be attacked directly, stimulate
Type: Talent neurons with horrible agony.
Tier: 2 Type: Talent
Aptitudes: Perception, Tech Tier: 1
Prerequisite: MIU Communion, Second Sight Aptitudes: Offence, Tech
Action: Full Action Prerequisite: MIU Communion
Cost: Free Action: Half Action
Activation: -20 digital Tech-Use Test Cost: Free
Range: 100m x PerB Activation: -10 digital Tech-Use
Duration: Maintained; Full Action Range: 30 meters
Subtype: Concentration Duration: Instant
Effect: To use this Arcanus the character makes a Full Action Hard Subtype: Attack, Concentration
(-20) digital Tech-Use Test. If he succeeds, he can comprehend the local Effect: As a Half Action the character targets a susceptible enemy (ie
Noosphere in a radius equal to his Perception Bonus times 100 meters. an enemy with cybernetics or the Mechanicus Implants or Skitarius
It should be emphasized that this is the Noosphere in this radius, and not Implants Trait, but not ones with the Machine Trait) within 30 meters and
the material world, and what impressions he gains may be varied, vague, makes Difficult (-10) digital Tech-Use Test against the target's Noospher-
and scattered, and as such the main, obvious things that can be deter- ic Defence penalty. If the character's Tech-Use Test is successful the
mined via this method are the presence of energies and machine-spirits. target takes one level of Fatigue per every other Degree of Success.
While he will be able to remotely view vid-feeds in this radius, as well This Arcanus can be affected by Overclocking: The charac-
as listen in on vox-comms, other things may be a bit more vague. For ter may spend 2 Cognition Point after making the Tech-Use Test to in-
example, a column of marching Guardsmen would appear as little more crease the inflicted Fatigue to an amount equal to his Degrees of Success.
than a line of steadily moving weapon machine-spirits, and perhaps one
or two consistently actuating bionic limbs.
In a particularly dense, mechanical environment, such as a hive Disabling Signal
city or a forge-fane the sheer density of machine spirits and energy sig- Not simply limited to harming a target's nervous system, the powers of a
nals may be disorienting, making this Arcanus very difficult to use. If that Cogitatus can be bent to overwhelm a foe's mind, leaving them helpless
is the case the GM should impose appropriate penalties to any Awareness before the powers of the tech-adept.
or Scrutiny Tests the character makes to survey the Noosphere, ranging Type: Talent
from a -10 in a cluttered, but largely unpowered hab-block, to a -30 in a Tier: 2
populated, busy manufactorum being operated by bionic bearing workers Aptitudes: Offence, Tech
and servitors. Prerequisite: MIU Communion, Agony Signal
If the character is able to find a vid-feed, digital imaging Action: Full Action
system, a character with Cybernetic Senses, or one with the Machine, Cost: Free
Skitarius Implants, or Mechanicus Implants Trait they may spend a Cog- Activation: -20 digital Tech-Use Test
nition Point and attempt to make a Full Action +0 digital Tech Use Test Range: 30 meters
against the target's Noospheric Defence penalty to see through these digi- Duration: Instant
tal senses. This Tech-Use Test take an additional -10 penalty for every 50 Subtype: Attack, Concentration
meters away from the character using this Arcanus that the target is. The Effect: As a Full Action the character targets a susceptible enemy (ie
character may only see through the senses of one target at one time, and an enemy with cybernetics or the Mechanicus Implants or Skitarius
must disconnect from one target (as an in-turn Free Action) to connect to Implants Trait, but not ones with the Machine Trait) within 30 meters and
another. makes Hard (-20) digital Tech-Use Test against the target's Noospheric
This Arcanus can be affected by Overclocking: The char- Defence penalty. If the character's Tech-Use Test is successful the target
acter may spend 1 Cognition Point to decrease the penalty to Tech-Use is Stunned for one Round per every other Degree of Success.
Tests for being more than 50 meters away from the target of this Arcanus This Arcanus can be affected by Overclocking: The char-
by one step, and may use multiple Cognition Points to reduce the penalty acter may spend 2 Cognition Points after making the Tech-Use Test to
by further steps, down to a minimum Difficulty of Challenging (+0). increase the duration of the Stun to an amount of Rounds equal to his
Degrees of Success.

5.5.2 Cogitatus Arcana - 277


Rite of Chastisement Rite of Breaking
Using sacred mantras of scolding the Cogitatus renders castigation upon This forbidden Arcanus, long-held as a dark secret among the ranks of
a chosen machine-spirit, deactivating it temporarily. This Arcanus is used Cogitati, is a dangerous and destructive rite. Using the mystech powers
to deactivate non-compliant servitors, cybernetics, weapons, and other of influencing a machine-spirit the Cogitatus sets a machine's own Mo-
such devices when no other recourse remains, but the basic principles tive Force against itself, making the thing collapse under it's own power.
can be used in more dire circumstances to deactivate enemy weapons and This mostly takes the form of the cybernetic target ripping itself apart
cybernetics if they threaten the techpriest sufficiently. horrendously, ripping apart the flesh of its bearer along with it, in a jittery
Type: Talent crescendo of mutilation. Such destruction is anathemic to much Cult Me-
Tier: 2 chanicus dogma, as the Quest for Knowledge is the most noble of causes,
Aptitudes: Intelligence, Tech and the destruction of any machine is contravene to this goal.
Prerequisite: MIU Communion Type: Talent
Action: Half Action Tier: 3 (Dangerous Knowledge)
Cost: Free Aptitudes: Intelligence, Tech
Activation: +0 digital Tech-Use Test Prerequisite: MIU Communion, Rite of Chastisement
Range: 30 meters Action: Full Action
Duration: Instant Cost: Free
Subtype: Attack, Concentration Activation: -20 digital Tech-Use
Effect: As a Half Action the character targets a susceptible cybernetic, Range: 30 meters
weapon, or item within 30 meters and makes Difficult (+0) digital Tech- Duration: Instant
Use Test against the target's Noospheric Defence penalty (if the target is Subtype: Attack, Concentration
a cybernetic the Noospheric Defence penalty used is that of the charac- Effect: As a Full Action the character targets a susceptible cybernetic,
ter it's implanted in, and similarly if it is a weapon or other item that is weapon, or item within 30 meters and makes Difficult (-20) digital Tech-
integrated into a character or vehicle the character or vehicle's Noo- Use Test against the target's Noospheric Defence penalty (if the target is
spheric Defence penalty is used, if however it is simply in the character's a cybernetic the Noospheric Defence penalty used is that of the charac-
inventory or within a vehicle the item's inherent ND penalty is used). If ter it's implanted in, and similarly if it is a weapon or other item that is
the character's Tech-Use Test is successful the target device no longer integrated into a character or vehicle the character or vehicle's Noo-
functions for an amount of Rounds equal to the character's Degrees of spheric Defence penalty is used, if however it is simply in the character's
Success (or an amount of minutes equal to the DoS in narrative time). inventory or within a vehicle the item's inherent ND penalty is used). If
This Arcanus can be affected by Overclocking: The char- the character's Tech-Use Test is successful the target device is considered
acter may spend 2 Cognition Points after making the Tech-Use Test to Damaged, and will not function until repaired, and if it was implanted
increase the duration of the item's non-functionality for the rest of the within a character they suffer 1d10 True Rending Damage that is reduced
combat encounter (or an amount of hours equal to the DoS in narrative by the target's Noospheric Defence Bonus.
time). This Arcanus can be affected by Overclocking: The char-
acter may spend 3 Cognition Points after making the Tech-Use Test to
Destroy the chosen device, and if it was implanted within a character
they suffer 2d10 True Rending Damage that is reduced by the target's
Noospheric Defence Bonus.

5.5.2 Cogitatus Arcana - 278


Damage Cognizance This Arcanus can be affected by Overclocking: The character may
The greatest tool that many Cogitati and even other Imperial servants spend 3 Cognition Points after making the Tech-Use Test, this increases
possess are their strong minds, acute senses, and powerful wills. Unfor- the temporary Characteristic Damage to 1d5 (or 1d10 depending on the
tunately it is not only the good and loyal servants of the Imperium that nature of Damage chosen, as per above) per each Degree of Success.
possess such traits, and while a terrible many enemies of the Imperium
can have such misused strengths, a Cogitatus can damage these attri-
butes, and even render enemies of the Machine God comatose if they
Destroy Form
The enemies of the Machine God can be powerful indeed, and can often
dare oppose him. A heretek poses little threat if he is blind and bereft of
warrant terrible weapons being levelled against them, but even the Cult
his great intellect, after all.
Mechanicus considers some mystech powers a step too far, especial-
Type: Talent
ly lest they be turned against their own numbers in times of strife. To
Tier: 2
overwhelm an enemy's senses is one thing, but to use their own cyber-
Aptitudes: Offence, Tech
netics against them and deliver them unto death is quite another, and this
Prerequisite: MIU Communion
Arcanus is one that weighs heavy in the mind of many a Cogitatus.
Action: Half Action
Type: Talent
Cost: Free
Tier: 3 (Dangerous Knowledge)
Activation: -10 digital Tech-Use Test
Aptitudes: Offence, Tech
Range: 30 meters
Prerequisite: MIU Communion, Damage Function, Damage Cognizance
Duration: Instant
Action: Full Action
Subtype: Attack, Concentration
Cost: Free
Effect: As a Half Action the character targets a susceptible enemy (ie
Activation: -20 digital Tech-Use Test
an enemy with cybernetics or the Machine, Mechanicus Implants, or
Range: 30 meters
Skitarius Implants Trait) within 30 meters and makes Difficult (-10)
Duration: Instant
digital Tech-Use Test against the target's Noospheric Defence penalty. If
Subtype: Attack, Concetration
the character's Tech-Use Test is successful the target takes 1d5 temporary
Effect: As a Full Action the character targets a susceptible enemy (ie
Characteristic Damage to their Intelligence, Perception, Willpower, and
an enemy with cybernetics or the Machine, Mechanicus Implants, or
Fellowship per every other Degree of Success after the first, alternatively
Skitarius Implants Trait) within 30 meters and makes Hard (-20) digital
the use of this Arcanus may instead have the target take 1d10 temporary
Tech-Use Test against the target's Noospheric Defence penalty. If the
Characteristic Damage to either Intelligence, Perception, Willpower, or
character's Tech-Use Test is successful the target takes 1d5 temporary
Fellowship specifically, with an additional 1d10 of temporary Character-
Toughness Damage per each Degree of Success. If this Toughness Dam-
istic Damage per every other Degree of Success after the first.
age would lower a character's Toughness to 0 (effectively killing them)
This Arcanus can be affected by Overclocking: The charac-
the character using this ability may declare to instead lower their Tough-
ter may spend 3 Cognition Points after making the Tech-Use Test, this
ness Characteristic to 01, sparing their life but leaving them crippled.
increases the temporary Characteristic Damage to 1d5 (or 1d10 depend-
They will not begin recovering Toughness for an amount of hours equal
ing on the nature of Damage chosen, as per above) per each Degree of
to the character's Degrees of Success on the Tech-Use Test that brought
Success.
them to 01 Toughness.
This Arcanus can be affected by Overclocking: The charac-
Damage Function ter may spend 2 Cognition Points after making the Tech-Use Test, this
The mechanical limbs that power a servitor, the actuators that drive a causes an immediate 1d5 roll on an appropriate Impact Critical Effect
Man's bionic limb forwards, and many other mechanisms are great and table as chosen by the character with this Arcanus (any Hit Location
powerful things, but to a skilled Cogitatus they are weaknesses to exploit. where the target has cybernetics is viable, if they have the Machine Trait
A powerful battle-servitor is nothing if its limbs will not function, and any Hit Location may be chosen).
the most powerful warrior is less than useless if rendered paralyzed by
malfunctioning neural connections, after all.
Type: Talent
Optional Limitations on Damage & Destroy Arcana
While the exact narrative effects of the Damage Function,
Tier: 2
Damage Cognizance, and Destroy Arcanus are somewhat nebulous on
Aptitudes: Offence, Tech
purpose, given the vast array of cybernetics an enemy could have, the
Prerequisite: MIU Communion
GM has the authority to rule that only certain Characteristics may be
Action: Half Action
damaged when making use of this power. Bionic limbs could be ruled
Cost: Free
to only affect Strength or Agility, while a Bionic Heart or Respiratory
Activation: -10 digital Tech-Use Test
System could be more appropriate for only being allowed to damage
Range: 30 meters
Toughness, and only those with Cybernetic Senses could have their
Duration: Instant
Perception damaged, and only those with mental interface systems (such
Subtype: Attack, Concentration
as a MIU or Cortex Implants) could have their Intelligence damaged.
Effect: As a Half Action the character targets a susceptible enemy (ie
This limitation does greatly increase the complexity and speci-
an enemy with cybernetics or the Machine, Mechanicus Implants, or
ficity of the use of these Arcana, and, thusly, is left as an option, in order
Skitarius Implants Trait) within 30 meters and makes Difficult (-10)
to not leave a Cogitatus with fewer option, and the GM with less need to
digital Tech-Use Test against the target's Noospheric Defence penalty. If
know the exact cybernetic composition of every enemy he fields before
the character's Tech-Use Test is successful the target takes 1d5 temporary
his players.
Characteristic Damage to their Weapon Skill, Ballistic Skill, Strength,
and Agility per every other Degree of Success after the first, alternatively
the use of this Arcanus may instead have the target take 1d10 temporary
Characteristic Damage to either Weapon Skill, Ballistic Skill, Strength,
or Agility specifically, with an additional 1d10 of temporary Characteris-
tic Damage per every other Degree of Success after the first.

5.5.2 Cogitatus Arcana - 279


5.5.3 Dominus Arcana
The nature of commanding mechanical charges is a complex one, as a great many factors must be processed at any one time. Even simple servitors or
cyberized animals can demand the undivided attention of a Dominus to engage their higher functions, to say nothing of the mighty behemoths of war
that are commanded by the Legio Cybernetica. But, while the ways of the Dominus may be difficult, time-consuming, and labyrinthine, the power
that can be commanded out of their mechanical charges is impressive to say the least. With the right programming engaged a cyber-mastiff can be
a far more effective hunter than by the nature of it's basic behavioural patterns, and a battle-servitor may become far more accurate than one would
assume of such an unthinking hulk.
While these enhancements are impressive, some Domini push their charges further, utilizing forbidden protocols and proscribed techno-
mantras to disable safeguards, allowing a machine to function at levels of performance that are scarcely believable, but also in doing so skirting terri-
bly close to the manifestation of self-aware programs, and thus crossing the line into the creation of Machina Malifica, the Abominable Intelligence.
Such trangressions are seen as unforgivable by the Cult Mechanicus, and often mean execution for the perpetrator.

Major Arcanus: C-CI Communion Enhanced Strike Patterns


Commanding great automata and humble servo-skulls alike is the do- Using their experience in commanding cyber-constructs into furious
minion of the Dominus, and to do so requires a device to command such melee, the Dominus optimizes his cybernetic warrior's attack patterns,
constructs. The logic and language of cyber-constructs is not so simple allowing them to strike at grouped foes with meteoric fury, or strike at
as giving commands in Techna-Lingua, much of a Dominus' art is giving singular enemies with unerring accuracy.
commands to slow and belligerent machines at lightning speed. Type: Talent
Type: Cybernetic Tier: 2
Tier: 1 Aptitudes: Intelligence, Tech
Aptitudes: Intelligence, Tech Prerequisite: C-CI Communion
Prerequisite: Tech-Use +10, One Machine Follower Effect: When using the Strike Cyber-Construct Interface pattern the
Effect: The character gains a Cyber-Construct Interface cybernetic. Followers affected by the C-CI also gain use of the Whirlwind of Death
Alongside this the character gains expanded functionality with the -or- Sure Strike Talent in addition to the standard +10 to WS Tests.
Cyber-Construct Interface. A character with a C-CI cybernetic and this By spending a Cognition Point the affected Followers may also
Talent may change which pattern their Followers are affected by as a gain the use of either the Swift Attack -or- Precise Blow Talent.
Half Action, instead of the standard Full Action usually needed to do so.
Additionally the Dominus may spend a Cognition Point to reduce the Enhanced Firing Patterns
time needed to change patterns down to an any-time Free Action. From analyzing past combat experiences the Dominus creates optimal
Much like the C-CI itself all Dominus Arcana have a range firing procedures and patterns, allowing their machines to riddle enemy
of control that extends 50 meters; if a target goes beyond the maximum formations with waves of fire or strike at less numerous enemies with
control range or the Noospheric link is broken (via the character or Fol- pinpoint proficiency.
lower becoming Stunned, Helpless, Unconscious, by a Haywire effect, Type: Talent
or Counter-Signal Arcanus), they revert to their normal functions. This Tier: 2
range may be increased to twice it's normal value for the duration of a Aptitudes: Intelligence, Tech
combat or narrative scene by spending a Cognition Point, and may even Prerequisite: C-CI Communion
be doubled again by spending a further Cognition Point. Effect: When using the Open Fire Cyber-Construct Interface pattern the
Followers affected by the C-CI also gain use of the Storm of Iron -or-
Courser Programs Deadeye Shot Talent in addition to the standard +10 to BS Tests.
Largely employed by techpriests attached to Arbites teams, to better By spending a Cognition Point the affected Followers may also
control cyber-mastiffs and other cyber-creatures, this set of programs is gain the use of either the Unblinking Watcher -or- Sharpshooter Talent.
focused on enhancing such constructs abilities to pursue and apprehend
perpetrators, that justice might be more easily served to them. Enhanced Evasion Patterns
Type: Talent By observing post-action repairs and determining their weak points the
Tier: 1 Dominus may determine enhancements to his charge's evasion routines,
Aptitudes: Intelligence, Tech allowing them to much more efficiently avoid damage and destruction.
Prerequisite: C-CI Communion Type: Talent
Effect: The character gains two additional patterns that can be used with Tier: 2
the Cyber-Construct Interface: Aptitudes: Intelligence, Tech
Restrain: The Follower gains +20 to all Weapon Skill and Strength Tests Prerequisite: C-CI Communion
to perform, maintain, and use Actions while in and initiating a Grapple. Effect: When using the Evade Cyber-Construct Interface pattern the
Pursue: The Follower gains the use of the Accustomed to Crowds and Followers affected by the C-CI also gain use of the Step Aside Talent
Sprint Talents. -or- an additional +10 to Dodge Tests in addition to the standard +10 to
Dodge Tests.
By spending a Cognition Point the affected Followers may also
gain the use the Talented (Dodge) Talent.

5.5.3 Dominus Arcana - 280


Enhanced Surveillance Patterns Enhanced Seeking Patterns
The Dominus' expands his records of targetting parameter, and inputs Many cyber-constucts have senses that can exceed those of the enfleshed,
these profiles into his surveillance patterns, allowing his machiens to but often enough their sensors are not particularly well calibrated to
distinguish foes with far greater accuracy than they normally could. make use of this advantage. The Domunis can determine his charge's
Type: Talent effective sensors and make much greater use with some work.
Tier: 2 Type: Talent
Aptitudes: Intelligence, Tech Tier: 1
Prerequisite: C-CI Communion Aptitudes: Intelligence, Tech
Effect: When using the Survey Cyber-Construct Interface pattern the Prerequisite: C-CI Communion
Followers affected by the C-CI also gain use of the Keen Intuition and Effect: When using the Seek Cyber-Construct Interface pattern the
Vigilant Talents in addition to the standard +10 to Awareness Tests. Followers affected by the C-CI also gain use of the Surefoot Wayfinder
By spending a Cognition Point the affected Followers may also Talent and an additional +10 to tracking Survival Tests in addition to the
gain the use of the Talented (Awareness) Talent. standard +10 to tracking Survival Tests.

5.5.3 Dominus Arcana - 281


Servo-Master Deactivate Machine
Servo-skulls, servitors, and even mighty automata are all complex The Dominus' mastery of machines is such that he can command a
machine creatures, but lack much in the way of rationality and complex machine into inactivity. By remotely activating shutdown procedures,
problem-solving. This is largely by design, as thinking machines have overheating engines, or a dozen other means the Dominus reaches out
been seen as tech-heresy for some millennia, but the need for fine maneu- and shuts this chosen foe down.
vering and skillful performance are still required of such constructs. The Type: Talent
solution for this is simple; a Dominus remotely controls his charge via a Tier: 2
Noospheric conscience-link and controls the machine himself. Aptitudes: Intelligence, Tech
Type: Talent Prerequisite: Tech,-Use +10 C-CI Communion
Tier: 1 Action: Full Action
Aptitudes: Intelligence, Tech Cost: 1 Cognition Point
Prerequisite: C-CI Communion Activation: -10 digital Tech-Use Test
Action: Half Action Range: 50 meters
Cost: Free Duration: Instant
Activation: No Test Subtype: Attack, Concentration
Range: 50 meters Effect: The Dominus can attempt to deactivate an enemy with the Ma-
Duration: Maintained; Half Action (one controlled), Full Action (multi- chine Trait or vehicle by spending a Cognition Point and making a Full
ple controlled) Action Difficult (-10) digital Tech-Use Test against the target's Noospher-
Subtype: Concentration ic Defence penalty. By spending an additional Cognition Point he can
Effect: The character can control one Follower with the Machine Trait reduce the time required to perform the Tech-Use Test to a Half Action.
for every 10 points of his Intelligence Characteristic (rounded up), or one If this Tech-Use Test is successful target is Stunned for an amount of
vehicle. Activating this control requires a Half Action. Rounds equal to half his Degrees of Success (while vehicles cannot
When actively controlled, the Follower or vehicle uses the normally be Stunned in this case it becomes Immobile and unable to use
character’s WS and BS, and any Talents that affect WS or BS Tests, any weapons for the duration that it is "Stunned"), but if it is failed by 3
attacks, and so on, so long as the Follower being controlled meets the or more Degrees of Failure the Dominus becomes Stunned himself for
Characteristic Prerequisites stated for the Talent. The controlled Follower one Round.
can perform more complicated actions that might otherwise be beyond
their normal mental capabilities (a battle servitor could open a door or
pick up a delicate object without breaking it, for instance).
While actively controlling one Follower, the character must
concentrate intently and can only take a Half Action on each of his Turns.
If he is controlling more than one Follower or a vehicle he must dedicate
a Full Action each turn to controlling them all.

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.

5.5.3 Dominus Arcana - 282


Cybertheurgy The target gains these benefits for an amount of Rounds equal to half the
The Dominus is privy to many ancient secrets from the Dark Age of Cybertheurgist's Degrees of Success on the Tech-Use Test.
Technology, a time when the un-living phalanxes of Mankind’s creations
shattered forgotten alien empires to carve humanity’s first empire from
the stars. Although much of this lore has been lost or become express-
Rite of Castigation
By overcoming the safety protocols and self-preservation systems of the
ly forbidden, such fragments of knowledge allow him to empower his
automata’s reactor core, the Cybertheurgist forces the machine creature
metallic charges to levels well beyond what would be expected of them.
to catastrophically self-destruct.
Such is the nature of the dark arcana of Cybertheurgy; however, that
Type: Talent
it is not without its risks, as what is awakened may slip the leash of its
Tier: 2 (Dangerous Knowledge)
master’s control with disastrous consequences.
Aptitudes: Intelligence, Tech
Type: Talent
Prerequisite: Cybertheurgy
Tier: 2 (Dangerous Knowledge)
Action: Full Action
Aptitudes: Intelligence, Tech
Cost: 2 Cognition Points
Prerequisite: Tech-Use +20, C-CI Communion, Deactivate Machine
Activation: -20 digital Tech-Use Test
Action: Full Action
Range: 50 meters
Cost: 2 Cognition Points
Duration: Instant
Activation: -10 digital Tech-Use Test
Subtype: Attack, Concentration
Range: 50 meters
Effect: The character with this Arcanus can spend 2 Cognition Points to
Duration: Rounds equal to ½ DoS
make a Full Action Hard (-20) digital Tech-Use Test against a target with
Subtype: Concentration
the Machine Trait's Noospheric Defence penalty. If the Tech-Use Test is
Effect: The character with this Arcanus can spend 2 Cognition Points to
successful the target suffers 1d10X Damage that cannot be reduced by
make a Full Action Hard (-10) digital Tech-Use Test against a Follower
Armour Penetration, and an additional 1d10 Explosive Damage for every
with the Machine Trait's Noospheric Defence penalty. If the Tech-Use
second Degree of Success that the Cybertheurgist achieves on the Tech-
Test is successful the Follower gains the Unnatural Characteristic (2)
Use Test (ie. on the 3rd, 5th, and 7th DoS, etc.). This Damage counts as
Trait, and applies it to either their Weapon Skill, Ballistic Skill, Strength,
hitting the target's Body Hit Location.
Toughness, or Agility Characteristic. The target gains these benefits for
This Arcanus can also be used against vehicles, the main differ-
an amount of Rounds equal to half the Cybertheurgist's Degrees of Suc-
ence being that the Damage ignores the vehicle's Armour and counts as
cess on the Tech-Use Test.
being against the Hull Hit Location.
If the Dominus fails the Tech-Use Test to use this Arcanus, or
the Rite of Castigation, Rite of Destruction, Rite of Eternity, Rite of Fury,
or the Rite of the Beast by 4 or more Degrees of Failure something has Rite of Destruction
gone terribly wrong. Roll a d10, and compare it to the character's Intelli- The Dominus awakens the machine creature's destructive nature, order-
gence Bonus. If the result is a 1 the target takes 1d5 damage that cannot ing it to unleash its firepower upon its foes with terrible vitriol.
be reduced by Toughness Bonus or AP and is Stunned for 1 Round, if the Type: Talemt
result is equal to or lower than the character's IntB the target suffers 1d10 Tier: 2 (Dangerous Knowledge)
Damage that cannot be blocked by TB or AP and is Stunned for as many Aptitudes: Intelligence, Tech
Rounds as the d10 result for the Damage it takes. Prerequisite: Cybertheurgy
If the dice result is above the character's Intelligence Bo- Action: Full Action
nus, however, the machine-spirit rebels and the target gains spiteful Cost: 2 Cognition Points
self-awareness. The target immediately enters a frenzy as per the Frenzy Activation: -20 digital Tech-Use Test
Talent and begins attacking the nearest entity, not distinguishing between Range: 50 meters
friend or foe, with horrible fury. The target cannot exit this Frenzy Duration: Until end of target's next turn
through any other means than complete destruction. Subtype: Concentration
Effect: The character with this Arcanus can spend 2 Cognition Points
to make a Hard (-20) digital Tech-Use Test against a Follower with the
Rite of Celerity Machine Trait's Noospheric Defence penalty. If the Tech-Use Test is
By hastening a machine's functions the Cybertheurgist pushes his charge
successful all of the Follower's ranged weapons gain the Maximal and
to greater speeds, allowing it to react at speeds that should not be possi-
Overheats Qualities and it must use the Maximal Quality and make a
ble for simple machine creatures.
ranged attack on it's next Turn. Additionally the target gains the Un-
Type: Talemt
natural Ballistic Skill (+2) Trait. These benefits last until the end of the
Tier: 2 (Dangerous Knowledge)
target's next turn.
Aptitudes: Intelligence, Tech
This Arcanus can also be used on vehicles, the main difference
Prerequisite: Cybertheurgy
being that the character firing any of the vehicle's weapons gains the
Action: Full Action
benefit of the Unnatural Ballistic Skill (+2) Trait, rather than the vehicle
Cost: 2 Cognition Points
itself.
Activation: -20 digital Tech-Use Test
Range: 50 meters
Duration: Rounds equal to ½ DoS
Subtype: Concentration
Effect: The character with this Arcanus can spend 2 Cognition Points to
make a Full Action Hard (-20) digital Tech-Use Test against a Follower
with the Machine Trait's Noospheric Defence penalty. If the Tech-Use
Test is successful the Follower gains the Unnatural Agility (2) Trait along
with the use of the Preternatural Speed, Sprint, and Step Aside Talents.

5.5.3 Dominus Arcana - 283


Rite of Fury Rite of the Beast
The Cybertheurgist rouses his cyber construct's fury, enraging it's ma- The Cybertheurgist has wrought or rediscovered certain programming
chine-spirit into a destructive rage. protocols whose mathematical geometry extend beyond Euclidean space
Type: Talent into realms best left untouched. As a result, those automata under his
Tier: 2 (Dangerous Knowledge) command behave not even as machine-creatures but true predators,
Aptitudes: Intelligence, Tech seemingly imbued with an eternal hunger for bloodshed and destruction
Prerequisite: Cybertheurgy without logic or restraint. These terrible powers allow him to imbue a
Action: Full Action preternatural animalism into the cyber-constructs under him in combat,
Cost: 2 Cognition Points driving them into a maddened frenzy like tortured beasts when he wills
Activation: -20 digital Tech-Use Test it so.
Range: 50 meters Type: Talent
Duration: Rounds equal to ½ DoS Tier: 2 (Dangerous Knowledge)
Subtype: Concentration Aptitudes: Intelligence, Tech
Effect: The character with this Arcanus can spend 2 Cognition Points to Prerequisite: Cybertheurgy
make a Full Action Hard (-20) digital Tech-Use Test against a Follower Action: Full Action
with the Machine Trait's Noospheric Defence penalty. If the Tech-Use Cost: 2 Cognition Points
Test is successful the Follower gains the Unnatural Weapon Skill (+2) Activation: -30 digital Tech-Use Test
and Unnatural Strength (+2) Traits, as well as the Blademaster, Crushing Range: 50 meters
Blow, Whirlwind of Death, and Swift Attack Talents. The target gains Duration: Rounds equal to ½ DoS
these benefits for an amount of Rounds equal to half the Cybertheurgist's Subtype: Concentration
Degrees of Success on the Tech-Use Test. Effect: The character with this Arcanus can spend 2 Cognition Points
to make a Full Action Very Hard (-30) digital Tech-Use Test against a
Follower with the Machine Trait's Noospheric Defence penalty. If the
Rite of Eternity Tech-Use Test is successful the Follower immeidately becomes frenzied,
The Cybertheurgist can deceive his mechanical charges, making them as per the Frenzy Talent, and also gains the use of the Berserk Charge,
obediently continue functioning, even if they would have ceased their Bloodlust, Desperate Strength, Furious Assault, Overpowering Charge,
functions much sooner. The consequences of this, however, can be dire and Shattering Blow Talents. The target gains these benefits for an
once the effects of this deception wear off. amount of Rounds equal to half the Cybertheurgist's Degrees of Success
Type: Talent on the Tech-Use Test, at which point the Frenzy ends and the target suf-
Tier: 2 (Dangerous Knowledge) fers 1d10 levels of Fatigue on the end of it's Turn that Round.
Aptitudes: Intelligence, Tech If the Tech-Use Test fails, however, the target immediately
Prerequisite: Cybertheurgy goes uncontrollably berserk. The target immediately enters a frenzy as
Action: Full Action per the Frenzy Talent, gains the above Talents that would normally be
Cost: 2 Cognition Points gained for succeeding the Tech-Use Test, and begins attacking the nearest
Activation: -20 digital Tech-Use Test entity, not distinguishing between friend or foe, with horrible fury. The
Range: 50 meters target cannot exit this Frenzy through any other means than complete
Duration: Until the end of a scene/combat destruction.
Subtype: Concentration
Effect: The character with this Arcanus can spend 2 Cognition Points to
make a Difficult (-10) digital Tech-Use Test against a Follower with the
Machine Trait's Noospheric Defence penalty. This Arcanus can only be
used once on each Follower per a combat or narrative scene. If the Tech-
Use Test is successful the target gains an amount of Wounds equal to the
Cybertheurgist's Intelligence Bonus until the end of combat or until the
narrative scene is over. These additional Wounds can counteract Critical
Damage, for a time, and cannot exceed the target's initial total Wounds.
Once the combat or scene is over these additional Wounds are removed
and the target immediately suffers any Critical Damage that they would
have mitigated.
This Arcanus can also be used on vehicles, the main difference
being that the vehicle gains temporary Hull Integrity, rather than Wounds.

5.5.3 Dominus Arcana - 284


5.5.4 Electromancy Arcana
The Noosphere is a realm of both energy and information, with these two facets often being one and the same in most regards. Data in the Noosphere
is energetic by it's non-physical nature, and energy can provide information of its own. Those attuned to the Noosphere can sense the energy around
them, and many electro-priests can "see" the data-realm via it's energetic existence. The Motive Force is a part of this conception of energy as well, it
is a manifestation of the Omnissiah that gives all creatures, be they mechanical or be they flesh, the power to move of their own accord.
At its most basic level the Arcana of Electromancy is utilizing the Motive Force of one's own Potentia Coil to repower machines, and oth-
erwise projecting it's energy purposefully. More advanced understanding of the ebb and flow of the Motive Force allows these simple principles to be
greatly expanded, allowing and Electromancer to project bolts of lightning, levitate, and see without one's eyes.
Major Arcanus: Luminen Capacitors Internal Potentia Reservoir
The character’s internal energies are channelled into capacitors buried This implant acts as a powerful battery, storing energy for various im-
into the flesh where they can be tapped to recharge items or even released plants and especially for functions that require energy to be expelled in
in devastating attacks. rapid or violent fashions.
Type: Cybernetic Type: Cybernetic
Tier: 1 Tier: 1
Aptitudes: Intelligence, Tech Aptitudes: Toughness, Tech
Prerequisite: Wp 35 Prerequisite: T 40, Luminen Capacitors
Effect: With a successful Toughness Test, the character may recharge or Effect: When fully charged, this Potentia Reservoir holds an amount of
power machinery. This requires one minute of mental focus and medita- charges equal to the Electromancer's Toughness Bonus. When using an
tion. The difficulty of the Toughness Test varies depending on the nature Electromancy Arcanus that would cause the character to gain Fatigue one
of the powered system. of these charges are expended instead. Once there are no more charges
• Ordinary (+10): Simple Power Cell, Illuminator the character takes Fatigue from using Electromancy Arcana normally.
• Challenging (+0): Weapon Charge Pack, Data-Slate, Bridge Terminal The reservoir can be fully recharged with one day of rest.
• Difficult (–10): Shuttle electronics, Servo-Skull
• Hard (–20): Lascannon Charge Pack, Servitor, Bridge Hololith
• Very Hard (–30): Cogitator Core, Reactor Machine-Spirit, Xenotech
Electromantic Devotion (X)
The discipline of Electromancy, it's main practitioners being Elec-
A character with Luminen Capacitors can spend a Cognition
tro-Priests, is focused around the power of the Motive Force. This
Point to add +10 to any Test made to utilize an Electromancy Arcanus,
Motive Force is composed of both positive and negative energies, both
including Weapon Skill and Ballistic Skill Tests to hit opponents with
the giving and taking of it's power is considered sacred. However the im-
offensive Luminen Arcana, and to the Protection Rating provided by
portance of either of these aspects is emphasized differently by different
Luminen Shield and Luminen Barrier.
Electro-Priests, and as such this has created an inevitable divide. The two
sides of the schism are the Fulgurites who believe in taking the Motive
Enhanced Potentia Coil Force from their foes, ripping the life force from their very forms, and
Designed as a more heavy-duty replacement for standard internal power the Corpuscarii who believe in sharing the gift of the Motive Force with
units, the Enhanced Potentia Coil can be taxed at a far greater level in their foes, overloading their frames with electric energy until they are left
order to enhance the many abilities common to members of the Machine as little more than burned out corpses.
Cult. Type: Talent
Type: Cybernetic Tier: 2
Tier: 3 Aptitudes: Intelligence, Tech
Aptitudes: Intelligence, Tech Prerequisite: Luminen Capacitors, 3 Luminen Arcana
Prerequisite: Luminen Capacitors Effect: The character must choose either the Fulgurite or Corpuscarius
Effect: An Enhanced Potentia Coil can be used for all of the following denomination. Once chosen this choice cannot be changed. When this
benefits: Aracanus is gained the character's use of the Luminen Shock, Luminen
• Integrated Weapon: The weapon gains the Reliable Quality. Surge, Luminen Blast, Luminen Flare Arcana is changed.
• Luminen Blast/Luminen Flare: Gain +1d10 Damage, Penetration If the Fulgurite denomination is chosen then the character's of-
value equal to the user’s Willpower Bonus. fensive Luminen Arcana gain the Irradiated (½WpB) Quality. This less so
• Luminen Shock/Luminen Surge: Gain a Penetration value equal to represents the power of the Fulgurite's electromancy inducing radiation
the user’s Willpower Bonus as well as the Tearing Quality. poisoning, but rather their ability to sap their foes of their Motive Force.
• Luminen Shield/Luminen Barrier: Can be activated twice in one If the Corpuscarius denomenation is chosen the character's
Round as a Reaction, as per Step Aside or Wall of Steel, but only for offensive Luminen Arcana replace their Shocking Quality with the Con-
Luminen Shield/Barrier. cussive (½WpB) Quality. This represents the overwhelming force of a
• Luminen Charge/Capacitors: Tests are 2 steps easier (i.e. Hard (–20) Corupscarius' discharge when directed at a foe.
Test becomes a Challenging (+0) Test). Once the denomination is chosen it is noted in the (X) in the
• Ferric Lure: Becomes an any-time Free Action. Talent's name.
• Maglev Grace: Maintaining these abilities becomes a Free Action.

5.5.4 Electromancy Arcana - 285


Luminen Shock Luminen Surge
The energies charged in the Acolyte’s Luminen Capacitors can be ex- The Acolyte is able to channel even more power through his hands,
pelled by touching a foe. sheathing them in a glowing torrent of power that can rend armour and
Type: Talent bone alike.
Tier: 2 Type: Talent
Aptitudes: Weapon Skill, Tech Tier: 3
Prerequisite: Luminen Capacitor Aptitudes: Weapon Skill, Tech
Action: Any Melee Attack Action Prerequisite: Wp 40, Luminen, Shock
Cost: 1 Fatigue Action: Any Melee Attack Action
Activation: No Test Cost: 2 Fatigue
Range: Touch Activation: No Test
Duration: Instant Range: Touch
Subtype: Attack Duration: Instant
Effect: The character always counts as being equipped with a melee Subtype: Attack
weapon that inflicts 1d10 plus his WpB in Energy damage, with Pen 0 Effect: The character always counts as being equipped with a melee
and the Shocking Quality. He always counts as having Weapon Training weapon that inflicts 2d10 plus his WpB in Energy damage, with Pen 0
for it. and the Shocking Quality. He always counts as having Weapon Training
After using this Arcanus the character suffers 1 level of Fa- for it.
tigue. After using this Arcanus the character suffers 2 levels of Fa-
tigue.

5.5.4 Electromancy Arcana - 286


Luminen Shield a Reaction, and he may attempt to make an Evasion or other Reaction
Focusing his energy in all directions at once, the Acolyte is capable of after the Luminen Barrier's effects are resolved.
creating a hazy field of static, strong enough to turn aside incoming After using this Arcanus in either way the character suffers 2
blows and stop weapons fire in its tracks. levels of Fatigue.
Type: Talent
Tier: 2
Aptitudes: Defence, Tech
Luminen Blast
The energies charged in the Electromancer’s Luminen Capacitors can be
Prerequisite: Luminen Capacitors
expelled in a ranged attack.
Action: Half Action/Reaction
Type: Cybernetic
Cost: 1 Fatigue/1 Cognition Point
Tier: 2
Activation: No Test
Aptitudes: Intelligence, Tech
Range: Self
Prerequisite: Luminen Capacitors
Duration: 1 Round x WpB/Instant
Action: Any Appropriate Ranged Attack Action
Subtype: Concentration
Cost: 1 Fatigue
Effect: As a Half Action, the character may activate a Luminen Shield
Activation: No Test
which remains active for a number of Rounds equal to his base Will-
Range: 30 meters
power Bonus. The shield has a Protection Rating equal to the half the
Duration: Instant
character’s Willpower Characteristic, rounded up (e.g. a character with a
Subtype: Attack
Willpower of 43 would have a Luminen Shield with a Rating of 22). The
Effect: The character always counts as being equipped with a Pistol
Luminen Shield has an Overload number of 01-05.
weapon with a 30m range. This can only be used in Single Shot mode,
In a pinch the character can force his Luminen Capacitors to
and deals 1d10 plus twice his Willpower bonus in Energy damage, with
leap to life, throwing up a force field at the last minute. By spending a
Pen 0 and the Shocking Quality. The character always counts as having
Cognition Point the Electromancer can make use of his Luminen Shield's
Weapon Training for this weapon.
Protection Rating, even if it is not currently active. This Luminen
After using this Arcanus the character suffers 1 level of Fa-
Shield only exists to attempt to block this attack and disappears after the
tigue.
Protection Rating is tested against each of the hits. If one of these tests
against the Protection Rating results in an Overload no more tests against
consecutive hits from the attack may be made. This does not count as the Luminen Flare
character using a Reaction, and he may attempt to make an Evasion or The Electromancer has mastered the ability to channel his will through
other Reaction after the Luminen Shield's effects are resolved. the Potentia Coil into a powerful blast of energy that brings the fury of
After using this Arcanus in either way the character suffers 1 the Omnissiah to all who might stand in his path.
level of Fatigue. Type: Cybernetic
Tier: 3
Aptitudes: Intelligence, Tech
Luminen Barrier Prerequisite: Wp 40, Luminen Blast
The Electromancer can draw upon his power to create a shimmering Action: Any Appropriate Ranged Attack Action
barrier of pure energy, one capable of deflecting any attack. Cost: 2 Fatigue
Type: Talent Activation: No Test
Tier: 3 Range: 30 meters
Aptitudes: Defence, Tech Duration: Instant
Prerequisite: Wp 40, Luminen Shield Subtype: Attack
Action: Half Action/Any-Time Free Action Effect: The character always counts as being equipped with a Pistol
Cost: 2 Fatigue/2 Cognition Points weapon with a 30m range. This can only be used in Single Shot mode,
Activation: No Test and deals 1d10 plus his Willpower Bonus in Energy Damage, and has
Range: 2 meter radius Pen 0 and the Shocking and Blast (X) Quality, where X equals the char-
Duration: 1 Round x WpB/Instant acter’s Willpower Bonus. The character always counts as having Weapon
Subtype: Concentration Training for this weapon.
Effect: As a Half Action, the character can activate a Luminen Barri- After using this Arcanus the character suffers 2 levels of Fa-
er which remains active for a number of Rounds equal to the his base tigue.
Willpower Bonus, and expands to all allies within a 2 meter radius
around the Electromancer (who may use the barrier's Force Field save if
they so choose when they are hit by an attack originating from outside of
the barrier). The barrier has a Protection Rating equal to the character’s
Willpower Characteristic. The Luminen Shield has an Overload number
of 01-10.
In a pinch the character can force his Luminen Capacitors to
leap to life, throwing up a force field at the last minute. By spending 2
Cognition Points the Electromancer can make use of his Luminen Barri-
er's Protection Rating personally, or give its benefits to an ally within 2
meters, even if it is not currently active. This Luminen Barrier only exists
to attempt to block this attack and disappears after the Protection Rating
is tested against each of the hits. If one of these tests against the Protec-
tion Rating results in an Overload no more tests against consecutive hits
from the attack may be made. This does not count as the character using

5.5.4 Electromancy Arcana - 287


Electro-Sense Ferric Storm
A well-attuned Electro-Priest can sense the electromagnetic signature of The control over metallic objects the character has is not just impressive,
friend and foe alike, and perceive the world around them as a crackling but also dangerous. By impelling ferric objects with great force he can
vision of the Motive Force that powers all things. The truly devoted, batter foes with numerous projectiles, bludgeoning them with a veritable
however, ritually channel sacred electric forces that boil their eyes in hail of metal. Some Electromancers even keep small satchels of nuts,
their sockets, or else melts them so they run, globular and bubbling, bolts, and screws on their person for this express purpose.
down the cheeks – a sacred phenomenon the order knows as the Om- Type: Talent
nissiah’s Tears. These devout souls are grateful for this gift, for they no Tier: 2
longer need eyes to see. Aptitudes: Ballistic Skill, Tech
Type: Talent Prerequisite: Ferric Implants
Tier: 3 Action: Half Action
Aptitudes: Perception, Tech Cost: 2 Fatigue
Prerequisite: Per 40, Luminen Capacitors Activation: +0 Ballistic Skill Test
Effect: The Electromancer gains the Blind Fighting Talent and the Un- Range: 50 meters
natural Senses (Per) Trait. If the character is so devoted he may dedicate Duration: Instant
himself to the Arcana of Electromancy and ritually channel sacred elec- Subtype: Attack
tric forces, making him permanently lose 1d10 Toughness and Fellow- Effect: As a Half Action the Electromancer makes a Challenging (+0)
ship and gaining the Blind Trait, but giving him the Unnatural Perception Ballistic Skill Test against a target within 50 meters, pulling rivets, metal-
(2) Trait. While the character now no longer has eyes he is able to see lic debris, and other, various ferrous material to him before propelling
through the flows of energy about him, and in a more mechanical sense them at terrible speeds into his enemies. If the Ballistic Skill Test is
he can see through his Unnatural Senses Trait. successful his target suffers an amount of hits equal to his Degrees of
Success plus his half his Willpower Bonus. Each hit with this attack deals
Ferric Implants 1d10+ ½WpB Impact Damage with a Penetration of 0.
A series of implant systems that are focused mostly on the character's After using this Arcanus the character suffers 2 levels of Fa-
extremities, these systems allow him to manipulate ferric material with tigue.
enormous ease. By being implanted with such powerful electromagnets
the Electromancer can command metal to obey him as easily as he com- Ferric Aegis
mands the Motive Force about himself. Holding objects still with ferric control is not incredibly hard, but halting
Type: Cybernetic the energy of a flying projectile certainly is. However some Electro-
Tier: 2 mancers can do just that, halting a hail of speeding bullets with out-
Aptitudes: Intelligence, Tech stretched limbs before allowing them to fall to the ground, drained of all
Prerequisite: Luminen Capacitors their deadly force.
Effect: These implanted electromagnets give the character a +20 bonus Type: Talent
to resisting being Disarmed and the Climbing Special Use of Athletics, Tier: 2
so long as the substance being climbed or composing what they are Aptitudes: Defence, Tech
holding on to is metallic. Prerequisite: Ferric Implants
Ferric Lure: As a Half Action requiring a successful Challeng- Action: Reaction
ing (+0) Willpower Test and call an unsecured metal object into his hand. Cost: 1 Fatigue
The object cannot mass more than 1kg per point of Willpower Bonus Activation: +0 Willpower Test
and must be within 20 metres of him. By spending a Cognition this can Range: Self
be increased to allow the Electromancer to summon an unsecured metal Duration: Instant
object weighing up to 2 kilograms per point of their Willpower Bonus, Subtype: Concentration
and he can summon such objects up to 50 metres distant. Effect: As a Reaction against a ranged attack made by a Solid Projec-
Maglev Grace: Additionally, as a Half Action, the user may tile, Bolt, or Launcher weapon (or any other weapon that fires metallic
hover 20-30 centimetres off the ground for a number of minutes equal to projectiles) the Electromancer can make a Challenging (+0) Willpower
1d10 plus the character’s Toughness Bonus. The character must employ Test. As long as he succeeds the Willpower Test he can stop an amount of
a Half Action each round to concentrate operating this implant, and can projectiles equal to his Willpower Bonus plus his Degrees of Success.
incorporate a Half Move Action as part of this dedicated Half Action. These projectiles can be used with the Ferric Storm Arcanus,
The character can slow their rate of descent when falling so long as this giving a +5 bonus to the Ballistic Skill Test per projectile caught.
implant is active when the character reaches the ground, reducing all After using this Arcanus the character suffers 1 level of Fa-
falling Damage to 1d10+3 Impact. By spending 2 Cognition Points the tigue.
Electromancer can instead hover for a number of minutes equal to 1d10
plus twice his Toughness bonus. While using this enhanced mode can
move his Full Action Move speed when making a Half Move action and
suffers no damage from falling if the coils are active.
Each time the character uses either of these abilities he takes 2
levels of Fatigue.

5.5.4 Electromancy Arcana - 288


5.5.5 Enginseer Arcana
The beast of metal endures far longer than the creature of flesh. The lot of Enginseers is one of maintenance, repair, and the appeasement of belliger-
ent machine-spirits. Most often this is a role based on rote memorization of a staggering multitude of repair rituals, and assessing a damaged machine
to determine what ails it, and thus what approach to entreat it with. The arts of repair can also go well beyond simple things such as replacing broken
components, and encompass such techniques as blessing machines, entreating machine-spirits to be loyal and true, and even the rites needed to
banish malefic machine-spirits and far worse. The station of Enginseer is often seen as lowly, but while many that take it may be humble, or forced
into humbleness, it is still one of great importance and dignity, as now few billions of lives depend on the continued ministrations of Enginseers in all
corners of the galaxy.

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

5.5.5 Enginseer Arcana - 289


Ballistic Maintenance Perfected Maintenance
This Enginseer has mastered the secrets of the maintenance rites for all The character can now maintain the to a vastly higher standard of oper-
weapons within his arsenal. The machine spirits of lasgun and flamer ation if given sufficient time to enact the proper rites, speak the suppli-
respond to him, and even the volatile war-spirit of plasma weaponry cations of the machine spirits, and anoint his wargear and equipment for
acknowledges his touch. battle.
Type: Talent Type: Talent
Tier: 1 Tier: 2
Aptitudes: Ballistic Skill, Tech Aptitudes: Intelligence, Tech
Prerequisite: Rites of Repair Prerequisite: Rites of Repair
Effect: Weapons this character wields only Jam on a result of 100, and Effect: Once per game session, this character may spend 2 Cognition
weapons with the Overheat Quality that he wields only Overheat on a Points and make a Challenging (+0) mechanical Tech-Use Extended Test
result of 96–100. The Enginseer may bestow this benefit to one weapon to substantially improve the functioning of one piece of equipment he, an
held by one of his Followers or allies once per a session. If he does so ally, or a Follower has. If he succeeds, the chosen item counts as being
the effects of this Arcanus apply to that weapon for the rest of the session one level of Craftsmanship higher until the end of the game session, plus
and the Enginseer loses these benefits for himself until the start of the one additional level per every two Degrees of Success he scores beyond
next session. This character may reroll BS Tests for voidship weapons the first (to a maximum of Master Craftsmanship).
with a result of 100.

5.5.5 Enginseer Arcana - 290


Autosimulacra Minoris Cybernetic Boost
The greatest of Mechanicus war machines are fitted with extensive au- Cybernetics are an important part of life for many members of the
tomatic repair systems. These systems are often far too large or esoteric Mechanicus, as replacing limbs and organs of vulnerable flesh and
to put to use on a personal scale, but enhancements inspired by these blood with assuredly superior appendages and devices of metal and oil
amazing works of archeotech are common enough for Enginseers to is considered an act of holy asenscion. In times of duress Mechanicus
have on their person. These Autosimulacra Minoris often take the form have been known to modify the baseline capacities of these devices,
of auxiliary curatio mechadendrites or slaved servo-haemonculi, but allowing them to get a short burst of power by overloading the device in
numerous other variants are known to exist, all of which aid in assisting a semi-controlled fashion.
an Enginseer in his holy duties. Type: Talent
Type: Talent Tier: 2
Tier: 3 Aptitudes: Intelligence, Tech
Aptitudes: Intelligence, Tech Prerequisite: Rites of Repair
Prerequisite: Mechadendrite Use (Utility), Rites of Repair Action: Half Action
Action: Full Action Cost: 1 Cognition Point
Cost: 2 Cognition Points Activation: +0 mechanical Tech-Use Test
Activation: 10 mechanical Tech-Use Range: Touch
Range: Touch Duration: 1 Round x ½ DoS
Duration: 1 Round x WpB Subtype: Concentration
Subtype: Concentration Effect: As a Half Action, this character may spend a Cognition Point and
Effect: By spending 2 Cognition Points and performing a Full Action makes a Challenging (+0) mechanical Tech-Use Test. If he succeeds, he
Challenging (-10) mechanical Tech-Use Test the Enginseer may gain the or a character he can touch who has the Machine, Mechanicus Implants,
Regeneration (5) Trait for an amount of Rounds equal to his Willpower or Skitarius Implants Trait gains either the Unnatural Agility (X) or
Bonus. By laying hands on a character with the Machine, Mechanicus Unnatural Strength (X) Trait, where X is equal to one, plus one for every
Implants, or Skitarius Implants Trait this benefit may instead be given to two additional Degrees of Success he scores on the Test (or increases ex-
an ally that the Enginseer can touch, as a Half Action that is maintained isting versions of those Traits by X). These Traits persist for a number of
each turn. When laying on hands to provide the Regeneration (5) Trait Rounds equal to his Intelligence Bonus. The character may end the effect
to an ally that ally must make the +0 Toughness Test each turn to regain at any time. At the end of each Round in which the character allows it to
their lost Wounds. persist, he gains 1 level of Fatigue.
This benefit may also be extended to vehicles in the same man-
ner as it is supplied to allies, but the Toughness Test for Regeneration is Cybernetic Calibrations
considered to be automatically passed each turn, and only repairs 2 Hull The Enginseer, through initiation into the mysteries of the Omnissiah,
Intergity per each turn the effect is maintained. has fine-tuned his cybernetic implants to a point of optimization.
Due to the Autosimulacra's attached but flexible nature the Type: Talent
Enginseer counts his "touch range" as being 2 meters around him instead Tier: 3
of just 1. Aptitudes: Intelligence, Tech
Prerequisite: Rites of Repair
Mechanical Constitution Effect: So long as he spends one Cognition Point at the beginning of the
Most machines, save for the most sensitive of sensory equipment, are far session all of this character’s Cybernetics count as being one level of
sturdier than their biological equivalents. While many Mechanicum are Craftsmanship higher than their base Craftsmanship (so, for instance, a
of a composite nature, being both man and machine, this portion of their Poor Craftsmanship bionic arm would become Common Craftsmanship,
bodies which is mechanical can provide protection for the weaker parts. or a Good Craftsmanship limb would become Best Craftsmanship).
By chanting such hymns as the Mantra of Discipline the cyborg, and his
compatriots, can weather terrible forces that would otherwise lay them
low.
Type: Talent
Tier: 1
Aptitudes: Toughness, Tech
Prerequisite: T 40, Rites of Repair
Action: Free Action
Cost: 1 Cognition Point
Activation: No Test
Range: 1 meter x IntB
Duration: Instant
Subtype: Miscellaneous
Effect: When making a Toughness Test the Enginseer may call upon
the strength and certainty of steel by spending a Cognition Point as an
any-time Free Action before making the Toughness Test. This allows the
character to add a +5 bonus to the Toughness Test for every bionic that
he has, up to a maximum bonus of +30. This benefit may be extended to
any ally within an amount of meters equal to the Enginseer's Intelligence
Bonus.

5.5.5 Enginseer Arcana - 291


Rite of Cleansing Rites of Techsorcism
The blessed machine is largely more safe against the predations of the The Machina Malefica, the Outsider, and the Archenemy are forces for
physical world than the body of flesh, but, all the same, there exists many whom the faithful of the Omnissiah have no end of hate for. Not only
terrible forces, chemicals, and other powers that can degrade and ruin are they destructive enemies, but their mere presence can corrupt the
machines cast in the crucible of faith. While the Rites of Repair can be Noosphere about them, and purity of the physical and digital world are of
used to repair such injured machines these methods are often painstaking utmost importance for holy works to be done. The Rites of Techsorcism
and take time, making them quite unsuitable for the battlefield. The Rite are powerful alghorithms, methods, and applications of digital abjuration
of Cleansing is far more perfunctory, but often quite capable of clearing which push back the forces of the enemy, physically and Noospherically.
problems caused by enemies of the Machine God and unsavoury envi- Type: Talent
ronments. Tier: 3
Type: Talent Aptitudes: Intelligence, Tech
Tier: 2 Prerequisite: Scholatic Lore (Techna-Schemata), Tech-Use +20, Rites of
Aptitudes: Intelligence, Tech Repair, Rite of Cleansing
Prerequisite: Scholastic Lore (Techna Schemata) +10, Tech-Use +10, Action: Half Action/Full Action
Rites of Repair Cost: 2/3 Cognition Points
Action: Full Action Activation: +0/-10 digital Tech-Use Test
Cost: 1 Cognition Point Range: 30 meters
Activation: +0 mechanical Tech-Use Test Duration: 1 round x WpB/Instant
Range: Touch Subtype: Attack, Concentration
Duration: Instant Effect: For the purposes of this Arcanus the term "unclean machine"
Subtype: Concentration means any character with the Daemon Engine or Machine Trait, and any
Effect: By spending a Cognition Point and making a Full Action Chal- vehicle that could be considered heretical, xenotech, or otherwise affect-
lenging (+0) mechanical Tech-Use Test the Enginseer can remove the ed or constructed by the forces of Chaos. The Enginseer can utilize one
effects of the Blind, Crippling, Corrosive, Haywire, Irradiated, Toxic of the two Rites of Techsorcism at any one time, as described below:
Qualities and can also remove the effects of being Marked, (see Noo- Abjure The Abomination: The Enginseer spends 2 Cognition
spheric Mark in Section 5.6.6 "Secutor Arcanus"), Stunned, or On Fire Points and makes a Half Action Challenging (+0) digital Tech-Use Test
from himself or an ally with the Machine, Mechanicus Implants, or against the Noospheric Defence penalty of an unclean machine within 30
Skitarius Implants Trait within touch range. If the target is a vehicle this meters. If succesful the unclean machine cannot approach the Enginseer
instead costs 2 Cognition Points but the effect is similarly cleared. for an amount of rounds equal to his Willpower Bonus and it takes a -20
The Enginseer can also bestill an are affected by a Haywire to ranged attacks against him or any allies within an amount of meters
field, if it is within his power to do so. The Enginseer may spend a equal to the Enginseer's Willpower Bonus.
Cogitation Point and make a Difficult (-10) digital Tech-Use Test, with Cast Out The Unsanctified: The Enginseer spends 3 Cogni-
the cost for using this ability increasing by every 5 meters of radius that tion Points and makes a Full Action Difficult (-10) digital Tech-Use Test
the Haywire field occupies, past the first 5 meters. If the Tech-Use Test against the Noospheric Defence penalty of an unclean machine within 30
is completed successfully the area affected Haywire is cleansed and the meters. As long as the Enginseer succeeds the Tech-Use Test the unclean
effect no longer persists there. machine suffers 1d5 Damage per Degree of Disparity or Success (which-
ever is higher) that cannot be reduced by Toughness Bonus or Armour
Protection. If the unclean machine reaches 0 Wounds or Hull Integrity
the machine's spirit leaves it, and it becomes immediately unpowered
and "dead". By spending 2 further Cognition Points the Enginseer can
increase the Damage to 1d10 per DoD/DoS.

5.5.5 Enginseer Arcana - 292


5.5.6 Logis Arcana
The Logis form the body of logisticians and analysts that indirectly control a forge world’s resources. They predict future trends and make forecasts
based around a plethora of seemingly unrelated factors to advise on projected needs. Among the Adeptus Mechanicus, Logis are regarded as pro-
phetic figures and their dispassionate analysis is given great weight in decision making. Often times these techno-prophets are kept in the company
of Magi to provide their sagacious counsel on current and future trends, and occasionally their insight on combat situations as well. While of a more
immediate and higher consequence combat can be where some Logisters truly shine, as they predict outcomes of ally and enemy actions, reading and
affecting the future by nature of their interpretation of it even as it comes to pass before them.

Major Arcanus: Logis Prophesying Analytical Logic


This skill encompasses the ability to analyse all of the past and present A Logister's insight is often invaluable, and many of the station realize
information available for a given situation, in order to be able to find the this is so, as long as they are usually correct. It pays to keep an air of
most probable future outcome. This method of techno-divination has infallibility, and a good way to ensure that is to analyze one's situation
many forms, from data stack analysis, to neural pathway insight, and well before making a prediction.
even systematic binary omens. The use of this skill allows one to focus Type: Talent
so perfectly on the past and current events centring on a specific person, Tier: 1
place, or thing, that the user can then predict the next logical step or Aptitudes: Intelligence, Perception
event that object will experience. While the user is able to extract the Prerequisite: Scrutiny +0, Logic +10, Logis Prophesying
most probable future outcome, that is by no means the outcome that will Action: Half Action
happen. The roles of outside influences, no matter how minute, can lead Cost: None
to outcomes that the Logister can not even hypothesise. Activation: -10 Scrutiny Test
Type: Talent Range: Self
Tier: 3 Duration: Instant
Aptitudes: Intelligence, Knowledge Subtype: Concentration
Prerequisite: Int 35, Logic +0 Effect: By making a Difficult (-10) Scrutiny Test as a Half Action the Lo-
Effect: To use this Arcanus the Logister makes a Logic Extended Skill gister can lower the Cognition Point cost of any one other Logis Arcanus
Test with a Difficulty assigned by the GM depending on the outcome the by one to a minimum of one. This benefit must be used by the end of a
character is trying to discern; Logis Prophesying Examples table gives combat or narrative scene or else it is lost.
guidance on the Difficulty to be assigned on the Test. The more informa-
tion the character has about the object or person, the easier the Logic Test Logical Insight
becomes. Logisters are largely creatures of information and logic, and social graces
As a rough guide, a successful Logic Test with this Arcanus al- rarely come to them easily. However, when interjected at appropriate mo-
lows the user to know the most probable outcome or location, with each ments, a Logister's clinical insight can be very useful in swaying others
additional Degree of Success either offering the next step in the chain in conversation.
of events for the object or the next most probable location. Additionally Type: Talent
the Logister can spend a Cognition Point to add an additional Degree of Tier: 2
Success to a Logic Test to use this Arcanus, and is able to do so multiple Aptitudes: Intelligence, Knowledge
times. Prerequisite: Int 40, Logis Prophesying
Action: Logic Skill Test vs. Logic -or- Intelligence Test
Logis Prophesying Examples Cost: 1 Cogitation Point
Test Activation: No Test
Example Range: Varies
Difficulty
Determining the location of a Servitor drone on the following day
Duration: Instant
after studying its schedule for several weeks; picking the system Subtype: Miscellaneous
+30 Effect: The Logister may, at the GM's sanction, spend a Cognition Point
a transport visits next based on reviewing passenger manifests of
the last year. to make a Logic Test as though it were another Social Skill, at the same
Discerning the whereabouts of a labourer after reviewing the last modifiers this Social Skill Test would be at. If this must be an Opposed
several days of his work schedule; determining the detailsof a Test then the character opposing the Logister can oppose his Logic Test
+10 with either Logic or Intelligence.
hive noble’s meal next week based on his dining habits of the last
month.
Predicting the tavern a local merchant will go for his drinks
three nights hence after examining the last several days of store
-10
receipts; foretelling the weapon a heretic uses in his next combat
through analysis of what gambling dens he frequents
Anticipating a Spook-addled scum’s next supplier with only
fragmented vid-captures of his dress style; predicting a cult’s
-30
new meeting location based on waste debris patterns along hab
walkways.

5.5.6 Logis Arcana - 293


Evasion Alghorithms Trajectory Calculations
Compared to the complex entaglements of predicting the future months By processing the multitudnious paths that a weapon's projectile or strik-
in advance, predicting the possible trajectories of a swung blade or the ing edge could take the Logister can determine what the ideal trajectory
plausible trajectories of a plasma bolt is quite easy. A mistake in such cal- his attack can take. Few Logisters take to the field of battle voluntarily,
culations, though, can be much more immediately deadly for the Logister bu tit is far from uncommon to advise ballistic trajectories for naval
than incorrectly determining a forge-fane's material needs. vessels of the Mechanicus fleet.
Type: Talent Type: Talent
Tier: 2 Tier: 2
Aptitudes: Intelligence, Defence Aptitudes: Intelligence, Finesse
Prerequisite: Per 35, Logic +10, Logis Prophesying Prerequisite: Per 35, Logic +10, Logis Prophesying
Action: Free Action Action: Free Action
Cost: 1 Cognition Point Cost: 1 Cognition Point
Activation: No Test Activation: No Test
Range: 1 meter x IntB Range: 1 meter x IntB
Duration: Instant Duration: Instant
Subtype: Miscellaneous Subtype: Miscellaneous
Effect: The Logister may, as an any-time Free Action, spend a Cogni- Effect: The Logister may, as an any-time Free Action, spend 1 Cognition
tion Point to add +10 to any Dodge or Parry Test he, or an ally within Point to add +10 to any Weapon Skill or Ballistic Skill Test he, or an ally
an amount of meters equal to his Intelligence Bonus, makes. This bonus within an amount of meters equal to his Intelligence Bonus, makes. This
must be added before the Test is rolled. bonus must be added before the Test is rolled.
This Arcanus can be used as an Extended Action to the benefit
of another character making a Shooting Action in voidship combat.

5.5.6 Logis Arcana - 294


Positive Outcome Outcome Manipulation
While the vagaries of "fate", as many Imperials may call the outcome of According to ancient arithmetic principles, even the act of observation
the universe's calculations, can be cruel, it is within a Logister's power to can change the nature of the outcome of an event. This is a well accepted
analyze a situation and provide helpful, if incessant, insight on how the fact amount the Corpus Logis, and one many Logisters are mindful of.
effort be more thoroughly successful. Some simply cannot appreciate the While this effect is considered more anomalous than consistent, wise
ceaseless input of advice, however, and may find it more of a nuisance Logisters can seize such a moment when it occurs, changing the course
rather than a boon. of events as he sees fit.
Type: Talent Type: Talent
Tier: 2 Tier: 2
Aptitudes: Intelligence, Knowledge Aptitudes: Intelligence, Knowledge
Prerequisite: Int 40, Logic +20, Logis Prophesying Prerequisite: Int 45, Logic +20, Logis Prophesying
Action: Free Action Action: Free Action
Cost: 2 Cognition Points Cost: 3 Cognition Points
Activation: No Test Activation: Free Action
Range: 30 meters Range: Self
Duration: Instant Duration: Instant
Subtype: Miscellaneous Subtype: Miscellaneous
Effect: The Logister may spend 2 Cognition Points as an any-time Free Effect: After the Logister makes a Skill Test, or Assists with one, he may
Action to add a Degree of Success to any Characteristic or Skill Test spend 3 Cognition Points to make an any-time Free Action Challenging
made by another character within 30 meters of him. By spending an addi- (-10) Logic Test and reverse the dice used for the d10 and d100's places
tional Cognition Point he may increase the amount of Degrees of Success (for example he could change a roll of 81 into and 18).
added to 1d5.
These added Degrees of Success cancel out Degrees of Failure, Gift of Cognition
and if it negates the Degrees of Failure on a test, bringing it to a positive Logisters occupy a heavily specialized field within the Mechanicus
total of Degrees of Success then the Test is considered to have been suc- priesthood, and many are very aware of this fact, as such prescience is
cessful. If adding one or more Degrees of Success would cancel out the to be expected of such sagely individuals. When the opportunity arises
Degrees of Failure, and leave a net 0 of Degrees of Success and Failure many will defer their wisdom, and cognitive powers, to those in more
then the Test is still considered to have been failed, by one Degree. fields that are more relevant to the task at hand.
Type: Talent
Negative Outcome Tier: 1
A Logister can predict many possible pitfalls an endeavour might face, Aptitudes: Intelligence, Knowledge
which can lead to much more realistic scrutinization of matters they are Prerequisite: Logis Prophesying
called to weigh in on. This, however, can be called upon explicitly to Action: Half Action
provide insight into an enemy's possible failings. While this may not be Cost: Free
utterly accurate at all times the revelation of outcomes allows the possi- Activation: No Test
bility of failure to be much more obvious to his allies. Range: 30 meters
Type: Talent Duration: Instant
Tier: 2 Subtype: Miscellaneous
Aptitudes: Intelligence, Knowledge Effect: The Logister may, as a Half Action, give another character within
Prerequisite: Int 40, Logic +20, Logis Prophesying 30 meters capable of using Cognition Points any number of unused
Action: Free Action Cognition Points he still has. By spending a Cognition Point this may be
Cost: 2 Cognition Points done as an any-time Free Action instead.
Activation: No Test
Range: 30 meters Blessing of Cognition
Duration: Instant A Logister's cognitive powers are great, but even the most competent
Subtype: Miscellaneous of their number can be worn down by intellectually intensive discourse,
Effect: The Logister may spend 2 Cognition Points as an any-time Free combat and other such activities. By steeling himself and focusing his
Action to add a Degree of Failure to any Characteristic or Skill Test made mental power within the techno-prophet can regain a margin of his men-
by another character within 30 meters of him. By spending an additional tal capacities that he mayy seemingly already have used.
Cognition Point he may increase the amount of Degrees of Failure added Type: Talent
to 1d5. Tier: 3
These added Degrees of Failure cancel out Degrees Aptitudes: Intelligence, Knowledge
of Success, and if it negates the Degrees of Success on a test, bringing Prerequisite: Intelligence 50, Logic +30, Logic Prophesying
it to a positive total of Degrees of Failure then the Test is considered to Action: Full Action
have been failed. If adding one or more Degrees of Failure would cancel Cost: Cognition Point
out the Degrees of Success, and leave a net 0 of Degrees of Success Activation: -20 Logic Test
and Failure then the Test is still considered to have been failed, by one Range: Self
Degree. Duration: Instant
Subtype: Concentration
Effect: Once per a session the Logister may spend a Cognition Point and
making a Full Action Hard (-20) Logic Test. If this Test is successful the
Logister can regain 1d5 Cognition Points, up to his maximum limit for
Cognition Points.

5.5.6 Logis Arcana - 295


Calculated Accident Calculated Catastrophe
Many a Logister has a "sixth sense" for accidents, errors, and blunders. Beyond simple miscalculations, the most experienced and clever of
Largely this is a skill they learn to avoid commiting errors of judgment in Logisters can see disasters in the making, seeing them from afar and pre-
their calculations, but the ability to foretell inaccuracies and mistakes is paring for the worst. Sometimes, thankfully, these disasters are in their
one which can be invaluable in more practical settings, allowing allies to favour, and as such can be immediately exploited.
take advantage of a momentary lapse in competency on the enemy's part. Type: Talent
Type: Talent Tier: 3
Tier: 2 Aptitudes: Intelligence, Knowledge
Aptitudes: Intelligence, Knowledge Prerequisite: Intelligence 50, Logic +30, Calculated Accident
Prerequisite: Int 40, Logic +10, Logis Prophesying Action: Reaction
Action: Reaction Cost: 4 Cognition
Cost: 2 Cognition Activation: -20 Logic Test
Activation: +0 Logic Test Range: 1 meter x Intelligence Characteristic
Range: 1 meter x Intelligence Characteristic Duration: Instant
Duration: Instant Subtype: Concentration
Subtype: Concentration Effect: Once per a session the Logister may spend 4 Cognition Points
Effect: The Logister may spend 2 Cognition Points and make a Chal- and make a Hard (-20) Logic Test as a Reaction against any one Char-
lenging (+0) Logic Test as a Reaction against any one Characteristic or acteristic or Skill Test made by an enemy within an amount of meters
Skill Test made by an enemy within an amount of meters equal to his equal to his Intelligence Characteristic. If the Logic Test is Successful
Intelligence Characteristic. If the Logic Test is Successful the Logister the Logister forces the chosen roll made by an enemy to be as though it
forces the chosen roll made by an enemy to be rerolled. was a naturally rolled dice result of "100", most likely spelling terrible
disaster and misfortune for them.

5.5.6 Logis Arcana - 296


5.5.7 Secutor Arcana
Upon the field of battle the Secutor assumes direct control of the Omnissiah's soldiers, shepherding them to annihilate foes with controlled attack
patterns and calculated assaults. Each Secutor is part of an order of war-savants, for whom committing the act of warfare is considered a holy act, to
cleanse worlds for a more thorough pursuit of the Quest of Knowledge upon them. Secutors are often a breed apart from other techpriests, not only
in temperament, but also in their station. As with many of the more militant orders within the Adeptus Mechanicus, pursuing a military career can
waylay or even reduce one's political standing in the complex web of power that rules a forge world. But, for a true Secutor, this is a small price to
pay for the thrill of leading a cohort of battle-ready cyborgs against the foes of the Machine God, and crushing them with His power made manifest.

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

5.5.7 Secutor Arcana - 297


Sensory Router Sensory Networking
This wire-laden system, as an addition to a Simulacra System, allows the With the variety of perspectives and volume of information presented by
Secutor to directly interface with numerous cyber-organic thralls without the Simulacra network a Secutor, and his allies, can be presented with a
being overwhelmed by the sheer variety and number of sensory inputs. comprehensive network of sensory systems trained on an enemy, allow-
This greatly enhances a Secutor's powers, and is considered a very im- ing them to hone in on them with alarming unity.
portant step in the assuming of the vocation of Secutor. Type: Talent
Type: Cybernetic Tier: 1
Tier: 2 Aptitudes: Leadership, Tech
Aptitudes: Leadership, Tech Prerequisite: Sensory Router
Prerequisite: Simulacra System Effect: While the Simulacra System is active the Secutor and those in the
Effect: The Secutor can connect a number of allies to his Simulacra Simulacra network gain a +10 bonus to all Weapon Skill, Ballistic Skill,
network equal to his Intelligence Bonus. He may also control that many and Perception Tests.
characters with the Possession Protocol Arcanus.

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.

5.5.7 Secutor Arcana - 298


Conqueror Doctrina Noospheric Mark
The Secutor activates aggressive melee Doctrina, unleashing a tide of The Secutor takes mental aim at his target and unleashes a seeking da-
inspiring machine litanies into his ally's minds, spurring them on to crush ta-sprite upon him. While this digital gheist cannot harm his quarry it is
the enemies of the Machien God with their own hands. pernicious and obvious in the data-realm, letting those with Noospheric
Type: Talent sight and in the Secutor's mental relay target this unfortunate foe with
Tier: 2 ease.
Aptitudes: Intelligence, Tech Type: Talent
Prerequisite: Simulacra System Tier: 1
Action: Full Action Aptitudes: Intelligence, Tech
Cost: 2 Cognition Points Prerequisite: Simulacra System
Activation: -10 digital digital Tech-Use Test Action: Half Action
Range: 50 meters Cost: 1 Cognition Point
Duration: 1 Round x ½ IntB Activation: +10 digital digital Tech-Use Test
Subtype: Concentration Range: 50 meters
Effect: The Secutor may make a Full Action Difficult (-10) digital Tech- Duration: Maintained; Free Action
Use Test and spend 2 Cognition Points to give all allies (not including Subtype: Concentration
himself) in the Simulacra network the Unnatural Weapon Skill (+1) for Effect: To use this Arcana the Secutor spends a Cognition Point and
an amount of Rounds up to half his Intelligence Bonus. However, these makes a Half Action +10 digital Tech-Use Test against a target within
allies also suffer -10 penalty on all Ballistic Skill Tests for this duration. range's Noospheric Defence penalty.
The Secutor may increase the effects of this Arcanus up to Marking Enemies: If the Tech-Use Test to use this Arcanus
two more times (as part of the initial Tech-Use Test), each time paying 2 is successful the target's Noospheric Defence penalty is lowered by 10,
more Cognition Points, to a total of Unnatural Weapon Skill (+3) and a and they are considered "Marked" for the purpose of further Secutor
-30 penalty on all Ballistic Skill Tests. The Secutor may end the effects of Arcana. If the enemy leaves the Simulacra System's range, or the Secutor
this Arcanus with an any-time Free Action. uses this Arcanus against another target the original target is no longer
considered Marked. The Secutor may keep the target Marked as long as
he is able to see him, and can remove the Marked status as an any-time
Protector Doctrina Free Action.
The Secutor invests his allies with the immaculate clarity of the blessed Being Marked: If a character is affected by this Arcanus they
machine, activating Doctrina programs that help their augmented com- can only discern as such if they possess the Machine, Mechanicus Im-
rades clearly and precisely pick off the Omnissiah's foes. plants, or Skitarius Implants Trait, or if they possess a Cybernetic Senses
Type: Talent (Sight) cybernetic. If a character is aware that they are Marked they may
Tier: 2 attempt to remove the status with a Full Action Challenging (+0) digital
Aptitudes: Intelligence, Tech Tech-Use Test or spend 1 Cognition Point to remove it.
Prerequisite: Simulacra System Attacks against characters that are Marked lower the Difficulty
Action: Full Action to hit the Marked enemy by one step, down to a minimum Difficulty of
Cost: 2 Cognition Points Challenging (+0). This may only remove negatives from environmental
Activation: -10 digital digital Tech-Use Test factors, such as smoke or fog, or factors introduced by the character, such
Range: 50 meters as them performing a Guarded Action, but not negatives the attacking
Duration: 1 Round x ½ IntB character imposes on himself, such as firing a Full Auto Burst or a penal-
Subtype: Concentration ty that is the result of Critical Effect.
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 By spending a further Cognition Point the Secutor may imme-
network the Unnatural Ballistic Skill (+1) for an amount of Rounds up to diately make use of a Doctrina Arcanus (any of the Secutor Arcana that
half his Intelligence Bonus. However, these allies also suffer -10 penalty have "Doctrina" in their name) as a Half Action, regardless of how long it
on all Weapon Skill Tests for this duration. says they take to perform in their description.
The Secutor may increase the effects of this Arcanus up to two
more times (as part of the initial Tech-Use Test), each time paying 2 more
Cognition Points, to a total of Unnatural Ballistic Skill (+3) and a -30
penalty on all Weapon Skill Tests. The Secutor may end the effects of this
Arcanus with an any-time Free Action.

5.5.7 Secutor Arcana - 299


Executor Doctrina Vivisector Doctrina
The Secutor exerts his control momentarily, forcing his thralls to attack The Secutor orders his allies to cut down the foe, to bring him low and
viciously, if only for a moment. His allies obey this mental command bloodied before the Machine God's soldiers.
prompt without a second thought, lashing out swiftly in a concerted Type: Talent
sortie of slashes and bolts. Tier: 2
Type: Talent Aptitudes: Intelligence, Tech
Tier: 3 Prerequisite: Noospheric Mark
Aptitudes: Intelligence, Tech Action: Full Action
Prerequisite: Noospheric Mark Cost: 2 Cognition Points
Action: Full Action Activation: -10 digital Tech-Use Test
Cost: 3 Cognition Points Range: 50 meters
Activation: -20 digital Tech-Use Test Duration: Maintained; Free Action
Range: 50 meters Subtype: Concentration
Duration: Instant Effect: The Secutor may make a Full Action Difficult (-10) digital Tech-
Subtype: Concentration Use Test and spend 2 Cognition Points to give all allies in the Simulacra
Effect: The Secutor may make a Full Action Hard (-20) digital Tech-Use network one of the following benefits when attacking a Marked target:
Test and spend 3 Cognition Points to allow all allies in the Simulacra • All attacks that cause Righteous Fury add +2 to the 1d5 Critical Effect
network to make one attack against a Marked enemy. This attack may be roll
made as any Action with the Attack Subtype that takes a Half Action to • All attacks against the Marked target gain the Felling (2) Quality
perform, though it counts as a Free Action that takes place at the end of • All attacks against the Marked target gain the Vengeful (9) Quality
the Secutor's turn. The allies in the Simulacra network may only make A Secutor may only make use of the benefits of either the
this attack if the Marked enemy is a valid target to them. Stalker Doctrina Arcanus or the Vivisector Arcanus at one time.

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.

5.5.7 Secutor Arcana - 300


5.6 Chaos Rituals
“May his eyes see only enemies, may his mind know only fear, and
may his soul see nothing but the oblivion of torment that awaits it!”
–Master Vrouk, High-Elicitor of the Fourteen Seals

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.

Performing Chaos Rituals Ritual Scroll


In game terms, Chaos Rituals are there to achieve specific effects. A A sturdy roll of parchment (usually human in origin), wrapped about a
particular ritual might exist to summon a daemon, possess an unwilling suitable anchor (often a bone from a human limb), and written upon with
victim, contact a powerful entity, taint an area with unholy forces, foretell bloody ink, this carries the dread lores needed to perform a single ritual.
the future, animate the dead or simply rip open reality and let the dae- Availability: Rare
mons have their way...the list is potentially endless. As a general rule of Weight: 1kg
thumb, the more complex and potent the effect to be achieved, the more Effect: The bearer of this scroll gains the ability to use one chosen Chaos
difficult the ritual will be to accomplish. Ritual. There are no Poor Craftsmanship versions of this item, but higher
Rituals require time and preparation to perform, and there are Craftsmanship versions grant a bonus to performing the ritual it allows
many difficulties in successfully carrying them out. These are either ow- the bearer to perform, as per the Craftsmanship benefits of a Tool.
ing to the requirements of particular components (rare substances, sacrifi-
cial victims and the like) or other more arcane needs such as a particular Ritual Tome
astrological alignment, the fact that a particular locale must be used, Books such as these sit on the smaller end of compendiums of dread lore,
etc. Another difficulty worth noting is, of course, the attention of hostile with their pages usually containing a miscellany of a rites, which the
forces (such as agents of the Imperium or the Eldar). Attracting such author most likely compiled according to availability, experience, or their
attention can make life very difficult for the malefic cultist. Suffering and simple dark whim.
death are an integral part of most (the release of emotional and psychic Availability: Extremely Rare
energy is as meat and drink to the denizens of the warp), and what magi Weight: 5kg
sometimes call the “Rule of Sympathy'' often applies. That is to say, Effect: The bearer of this tome gains the ability to use five chosen Chaos
sympathetic objects and rites are used to help create the desired effect. So Rituals. There are no Poor Craftsmanship versions of this item, but high-
for example, a ritual to summon a daemon of the Lord of Decay might er Craftsmanship versions grant a bonus to performing the ritual it allows
well involve the use of rancid offal, rusted implements and diseased and the bearer to perform, as per the Craftsmanship benefits of a Tool.
contaminated sacrificial victims—all objects of sympathy to the nature of
the creature being called upon. Ritual Grimoire
Alternatively, the ritual might be structured to help weaken the These singular, dark accruements of forbidden knowledge are beyond
barriers between reality and the warp. In such cases, during the rites, hal- rare, and few exist beyond those in the hands of the Inquisition or mighty
lucinogenic drugs, tortuous incantations and numbing trances might be Chaos Sorcerers. To hold one of these enormous tomes in one’s hands is
employed to attune the minds of the celebrants to visions of the beyond to hold the secrets to bending material reality to their whim, and makes
that may crawl their way through the rupturing synapses of the onlookers them a target for those who covet such knowledge as well.
to take physical form. Availability: Near Unique
Weight: 10kg
Effect: The bearer of this tome gains the ability to use all Chaos Rituals
Learning Chaos Rituals from a chosen subtype (Summoning, Curses, Rites, or Hexes). There are
The knowledge to perform a ritual that invokes the fickle powers of the no Poor Craftsmanship versions of this item, but higher Craftsmanship
Warp is some of the most dire witch-lore that can be known, and is far versions grant a bonus to performing the rituals it allows the bearer to
from publicly available. To use a ritual is to risk turning the power of the perform, as per the Craftsmanship benefits of a Tool.
Warp wholly upon oneself, and the world around them if the smallest
deviation or step in the process is performed incorrectly. Aside from such Ritual Kit (Summoning, Curses, Rites, or Hexes)
inherent dangers the lore of such things is expressly forbidden within the Many of those who turn their backs on the False Emperor gather strength
Imperium and, at best, tends to end with it’s owner being heaped upon a from the more attentive powers in the Warp. To call on such fickle beings
pyre. often requires ceremonies that frequently require materials often difficult
To learn (and thus utilize) Chaos Rituals, a character must first to find in many situations. These portable kits contain a plethora of useful
gain a hold of such knowledge. To do this they must Acquire a copy of exotic and profane items, such as carving knives, dried blood, skin parch-
instructions for performing the Ritual, and meet the Prerequisites listed in ment, and other blasphemous supplies.
its description. Due to their incredible rarity as well as the furtive nature Availability: Rare
of those who traffic in such things Ritual Scrolls, Tomes, and Grimoires Weight: 2kg
can only be Acquired one at a time. These fonts of power come in three Effect: When Acquired the type of Ritual (Summoning, Curses, Rites, or
sizes, listed here in ascending rarity and power: Hexes) that this Ritual Kit gives a benefit to must be decided. A Ritual
Kit grants a +10 to any Test required as part of the specified type of
Ritual it gives benefits to.

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.

-60 • The ritual is taking place in an active Gellar Field

5.6 Chaos Rituals - 302


Contempt of the Warp
1d100
Roll
Effect Description
01-50 Ignored Silence and stillness greet the ritualist’s efforts; he has failed, but survived unscathed.
Howls of daemonic laughter fill the tortured air, and the character’s worst secrets and shames are hurled at him in moc-
51-80 Mocked
kery. The character gains 1d5 Corruption Points
Struck The character is blasted with the raw energies of the warp, and takes 2d10 Energy Damage with the Warp Weapon Qua-
81-90
Down lity. The foully seething energies fill the character, and he gains 1d10 Corruption Points.
For the ritualist’s presumption, a minor daemon is dispatched to deal with him. A minor daemon or similar warp entity
(chosen by the GM) appears in the midst of the ritual. This daemon is not subject to Mastery. If the ritual was to summon
91-100 Assailed
a daemon, then that daemon is summoned, but it is not subject to Mastery and will attack the would-be summoner imme-
diately
Chaos repays the ritualist’s arrogance by making him its plaything, and a Troop Level Daemon (see Section 13.3.3
101-120 Possessed "Daemons of Chaos")—or worse— attempts to overthrow his mind. If the ritual was to summon a daemon, then that
daemon is summoned, but is not subject to Mastery, and will attempt to possess the would-be summoner.
Reality is sundered as the ritualist's soul is sucked screaming into the warp and his corporeal flesh is devolved into a
120+ Devoured
mindless, mewling puddle of twisted flesh. The character is worse than dead.

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 Over 2 hours and up to 6
6 hours -20 minutes +20 minutes
(Simple) hours

+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.

5.6 Chaos Rituals - 303


5.6.1 Summoning Rituals
Daemons, as entities literally not of this world, are subject to strange and different laws for as long as they remain in the mortal realm.

Existence in the Plane of Mortals Summon the Malefic Horde


Depending on the competency of the ritualist a daemon may remain in The Warp is an endless ocean, and within its currents and flows there
reality nearly indefinitely, or for just a few short moments. If the enactor exist a multitude of vile entities that call no one Chaos God their patron.
of the ritual only succeeds on a ritual to summon a warp entity by 1 to These loathsome, formless, craven, and vindictive creatures are pos-
4 Degrees of Success it remains corporeal for only 1d5 Rounds plus sessed of limited intelligence but boundless hunger. Careless servants of
one additional Round per each point of the daemon’s Willpower Bonus. the Chaos Gods often attempt to summon these hideous abominations in
However if the enactor achieves 5 or more Degrees of Success the warp the hope of directing their eternally ravenous nature towards the enemy,
entity stays in realspace for as long as it’s Warp Instability will allow, but Lesser Daemons are very hard to control, especially in large numbers.
and if it was summoned for a purpose and the Daemonic Mastery Test to This ritual is one that a ritualist might turn to out of desperation, as it
control it is made successfully it will stay in reality until it’s deed is done, allows them to summon the lowest of the low, the very dregs of the
or it is slain, whichever comes first. Warp— Furies, Ebon Geists, Unclean Spirits, Nether Swarms, and other
incarnate lesser Daemons. These gibbering hordes are plentiful, and can
be summoned from even the most basic Chaos shrine and with limited
The Daemonic Mastery Test preparation, but every ritualist must be aware that the more they sum-
Commanding a daemon is no minor thing, as even the least of entities
mon, the more uncontrollable they become.
that may answer a ritualist’s call are malign creatures of rage and hate
Prerequisites: Forbidden Lore (Daemonology) +0, Scholastic Lore
that would sooner rend a mortal apart for sport than serve one.
(Occult) +10
In order to control a summoned daemon, a battle of wills is
Action: Extended Skill Test (+0 Invocation Test)
fought between the summoner and the daemon which may take multiple
Requirements: The ritualist conducting the ritual must pass a Chal-
forms, either an Opposed Commerce Test, a Command Test, an Invoca-
lenging (+0) Invocation Test, modified by the Ritual Modifiers table.
tion Test, or a Focus Power Test. Each of these is a very different method,
The ritualist must also pass a Routine (+20) Daemonic Mastery Test to
but the end result of controlling the otherworldly creature is the same.
control the Daemons, with a –10 penalty for every additional Daemon
This test is further modified by the Baleful Presence Trait,
summoned after the first (if multiple Daemons are being summoned the
knowledge of it’s True Name, and by any other pertinent factors. If the
effects of knowing a Daemon’s True Name, or components of it’s True
summoner wins the contest, he may command the daemon to do his
Name, are not applicable, as each one has a different True Name, that is,
bidding, and it will follow his spoken and telepathic instructions clearly
unless the summoner knows the True Name of each of them).
and accurately. If the summoner fails the Test, then the daemon is free to
Effects: A single Lesser Daemon of Chaos appears at the centre of the
do as it wishes, and will usually start by seeking to take out its rage upon
summoning area. One additional Daemon of the same type appears for
the summoner. The summoner may attempt the Daemonic Mastery Test
every additional Degree of Success on the Forbidden Lore (Daemonolo-
after an amount of Rounds equal to the Daemon's Willpower Bonus have
gy) Test. The amount of Daemons summoned by this ritual cannot exceed
passed since his last attempt, if he can survive that long.
the ritualist’s Willpower Bonus, and he may choose to summon less than
his Degrees of Success if he so wishes. The GM may also wish to merge
Breaking Mastery the summoned Lesser Daemons into a single Horde of Lesser Daemons,
Daemons are alien-minded and untrustworthy things at the best of times, with each Lesser Daemon adding 5 to the Magnitude of the Horde.
and it is always wise to simply summon them to do what they are best Duration: Standard as per “Existence in the Plane of Mortals”.
suited for—slaughter and butchery. If the daemon is forced to go against Cost: Whether successful or not, the ritual causes an immediate roll on
its fundamental nature in some way, it may attempt to break the summon- the Psychic Phenomena table with a +10 modifier for every additional
er’s control, forcing a second Mastery Test, with a negative modifier for Lesser Daemon summoned after the first.
the controller of –30. The Price of Failure: Failure results in a roll on the Contempt of the
Warp table, modified by +10 for every Degree of Failure after the first.

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".

5.6.1 Summoning Rituals - 304


Summon the Lord of Skulls’ Soldiers Summon the Dark Prince’s Handmaidens
While Khorne employs no sorcerers, he is nevertheless frequently reliant The servants of the Prince of Torments are many and varied, but most
upon the acts of mortals to bring his daemons into the material universe. numerous amongst them are the Daemonettes, handmaidens and courtiers
Employed by cultists intent upon murder, this ritual summons a Bloodlet- to their master and creator. Cultists of excess draw Daemonettes into the
ter, one of the daemonic footsoldiers of Khorne, to do their bidding and material world to partake of mortal sensation or to engage in orgies of
slaughter their enemies. destruction.
Prerequisites: Forbidden Lore (Daemonology) +10, Scholastic Lore Prerequisites: Forbidden Lore (Daemonology) +10, Scholastic Lore
(Occult) +10 (Occult) +10
Action: Extended Skill Test (-20 Invocation Test) Action: Extended Skill Test (-20 Invocation Test)
Requirements: The ritual must take place at the site of battle or murder Requirements: The ritual must take place in a location where great
and requires an inscribed summoning circle marked out with invocations debauchery and excess has taken place, and requires an inscribed sum-
and sigils sacred to the Blood God. Braziers of boiling blood and burning moning circle marked out with invocations and symbols sacred to the
coals must be placed at the cardinal points of the circle, and an adult Dark Prince. Braziers of hallucinogenic incense and vast quantities of in-
human who has killed another during his life or a predatory beast must be toxicating elixirs are spread around the ritual site. Six adult humans made
ritually killed and bled to summon the daemon as the correct prayers to delirious by blessed narcotics must be slashed with anointed knives,
the Lord of Skulls are roared with bestial fervour. marked with daemonic runes, and then murdered.
A -20 Invocation Test is required to successfully conduct the A -20 Invocation Test is required to successfully conduct the
ritual, modified by the Ritual Modifiers table. If the daemon is success- ritual, modified by the Ritual Modifiers table. If the daemon is success-
fully summoned, then a +0 Daemonic Mastery Test must immediately be fully summoned, then a Daemonic Mastery Test must immediately be
taken in order to control it, with a –10 penalty for every additional Dae- taken in order to control it, with a –10 penalty for every additional Dae-
mon summoned after the first (if multiple Daemons are being summoned mon summoned after the first(if multiple Daemons are being summoned
the effects of knowing a Daemon’s True Name, or components of it’s the effects of knowing a Daemon’s True Name, or components of it’s
True Name, are not applicable, as each one has a different True Name, True Name, are not applicable, as each one has a different True Name,
that is, unless the summoner knows the True Name of each of them). that is, unless the summoner knows the True Name of each of them).
Effects: A Lesser Daemon of Khorne appears at the centre of the sum- Effects: A Lesser Daemon of Slaanesh appears at the centre of the sum-
moning circle. One additional Daemon of the same type appears for ev- moning circle. One additional Daemon of the same type appears for ev-
ery additional Degree of Success on the Forbidden Lore (Daemonology) ery additional Degree of Success on the Forbidden Lore (Daemonology)
Test. The amount of Daemons summoned by this ritual cannot exceed the Test. The amount of Daemons summoned by this ritual cannot exceed the
ritualist’s Willpower Bonus, and he may choose to summon less than his ritualist’s Willpower Bonus, and he may choose to summon less than his
Degrees of Success if he so wishes. The GM may also wish to merge the Degrees of Success if he so wishes. The GM may also wish to merge the
summoned Lesser Daemons into a single Horde of Lesser Daemons, with summoned Lesser Daemons into a single Horde of Lesser Daemons, with
each Lesser Daemon adding 5 to the Magnitude of the Horde. each Lesser Daemon adding 5 to the Magnitude of the Horde.
Duration: Standard as per “Existence in the Plane of Mortals”. Duration: Standard as per “Existence in the Plane of Mortals”.
Cost: Whether successful or not, the ritual causes an immediate roll on Cost: Whether successful or not, the ritual causes an immediate roll on
the Psychic Phenomena table with a +10 modifier for every additional the Psychic Phenomena table. Further, the overwhelming ecstasy that
Lesser Daemon summoned after the first. Further, the mindless rage that accompanies a ritual to Slaanesh forces all participants to make a Chal-
accompanies a ritual to Khorne forces all participants to make a Chal- lenging (+0) Willpower Test or become Stunned for 1d5 Rounds as they
lenging (+0) Willpower Test or enter a frenzied state, as per the Frenzy writhe in joy and agony. This may prevent the Daemonic Mastery Test
Talent, lashing out at all those nearby. This may prevent the Daemonic being attempted.
Mastery Test being attempted. The Price of Failure: Failure results in a roll on the Contempt of the
The Price of Failure: Failure results in a roll on the Contempt of the Warp table, modified by +10 for every Degree of Failure after the first.
Warp table, modified by +10 for every Degree of Failure after the first.

5.6.1 Summoning Rituals - 305


Summon the Cackling Spellfiends Summon the Foetid Footmen
The Horrors of Tzeentch are bizarre, unpredictable creatures wrought Plague Cults often summon Plaguebearers to help them in the spread-
from fl ame and magic and twisted flesh, frequently called upon by sor- ing of disease and corruption. Obsessed with counting and cataloguing
cerers and cultists to wreak havoc upon the world, their myriad limbs and every contagion ever created, Plaguebearers welcome any chance to push
pseudopodia spitting arcane flame with the kind of insane abandon that through to the mortal realm.
only a daemon could manage. Prerequisites: Forbidden Lore (Daemonology) +10, Scholastic Lore
Prerequisites: Forbidden Lore (Daemonology) +10, Scholastic Lore (Occult) +10
(Occult) +10 Action: Extended Skill Test (-20 Invocation Test)
Action: Extended Skill Test (-20 Invocation Test) Requirements: The ritual must take place in an area touched by disease
Requirements: The ritual must take place in a location desolated by fire and the stench of death, and requires a roughly carved circle marked
or magic and requires an inscribed summoning circle marked out with with icons devoted to Nurgle while cauldrons of putrid bubbling liquids
symbols sacred to the Changer of Ways. Enchanted braziers spewing fill the entire area with a horrid stench. Rotting corpses—they needn’t
multi-coloured smoke and flame are arrayed at random points around the be human— should form a pile at the centre. A single adult human, their
circle and an adult human branded with arcane runes, to be reduced to body untouched by disease or illness, should sit atop the pile of corpses,
ashes by magic and flame at the culmination of the ritual. ready to absorb all the filth and become the window through which the
A -20 Invocation Test is required to successfully conduct the Plaguebearer emerges.
ritual, modified by the Ritual Modifiers table. If the daemon is success- A -20 Invocation Test is required to successfully conduct the
fully summoned, then a Daemonic Mastery Test must immediately be ritual, modified by the Ritual Modifiers table. If the daemon is success-
taken in order to control it, with a –10 penalty for every additional Dae- fully summoned, then a Daemonic Mastery Test must immediately be
mon summoned after the first (if multiple Daemons are being summoned taken in order to control it, with a –10 penalty for every additional Dae-
the effects of knowing a Daemon’s True Name, or components of it’s mon summoned after the first (if multiple Daemons are being summoned
True Name, are not applicable, as each one has a different True Name, the effects of knowing a Daemon’s True Name, or components of it’s
that is, unless the summoner knows the True Name of each of them). True Name, are not applicable, as each one has a different True Name,
Effects: A Lesser Daemon of Tzeentch appears at the centre of the sum- that is, unless the summoner knows the True Name of each of them).
moning circle. One additional Daemon of the same type appears for ev- Effects: A Lesser Daemon of Nurgle appears in the summoning circle.
ery additional Degree of Success on the Forbidden Lore (Daemonology) One additional Daemon of the same type appears for every additional
Test. The amount of Daemons summoned by this ritual cannot exceed the Degree of Success on the Forbidden Lore (Daemonology) Test. The
ritualist’s Willpower Bonus, and he may choose to summon less than his amount of Daemons summoned by this ritual cannot exceed the ritu-
Degrees of Success if he so wishes. The GM may also wish to merge the alist’s Willpower Bonus, and he may choose to summon less than his
summoned Lesser Daemons into a single Horde of Lesser Daemons, with Degrees of Success if he so wishes. The GM may also wish to merge the
each Lesser Daemon adding 5 to the Magnitude of the Horde. summoned Lesser Daemons into a single Horde of Lesser Daemons, with
Duration: Standard as per “Existence in the Plane of Mortals”. each Lesser Daemon adding 5 to the Magnitude of the Horde.
Cost: Whether successful or not, the ritual causes an immediate roll on Duration: Standard as per “Existence in the Plane of Mortals”.
the Psychic Phenomena table, adding +20 to the roll due to the influx of Cost: Whether successful or not, the ritualist must roll on the Psychic
untamed arcane power that accompanies Tzeentch rituals. Phenomena table and immediately apply the results. Additionally, each
The Price of Failure: Failure results in a roll on the Contempt of the character involved in the ritual must pass a Challenging (+0) Toughness
Warp table, modified by +10 for every Degree of Failure after the first. Test or gain 1d5 levels of Fatigue, doubling over and choking on the
waves of smog and clouds of flies that accompany the Daemon’s arrival.
The Price of Failure: Failure results in a roll on the Contempt of the
Warp table, modified by +10 for every Degree of Failure after the first.

5.6.1 Summoning Rituals - 306


Summon the Wild Fury Ritual of Breaking
No daemon can ever be truly controlled. No matter the power of a mortal For many ritualists, there is no greater symbol of authority than a warlord
master, all daemons possess the will and the ability to unshackle their riding into battle astride a mighty daemonic steed. Breaking such a crea-
bonds and bring doom and destruction to any they see fit. Some daemons, ture to their will and using it to carry forth the desires of the Dark Gods is
however, are more uncontrollable or bestial than others. A Bloodletter is a sure sign of domination, and many ritualists have lost their lives—and
an intelligent and malevolent force, capable of wielding grim weapons their souls—whilst attempting to tame a Juggernaut of Khorne, catch a
in its clawed talons, yet a Screamer of Tzeentch is a far more instinctual Slaaneshi Steed, or reshape a Screamer into a graceful Disc of Tzeentch.
creature, wheeling and diving across the unseen eddies of the warp as it Prerequisites: Summon the Wild Fury Ritual
searches for prey. Summoning daemonic beasts is a risky proposition, as Action: Extended Skill Test (-20 Survival Test)
a ritualist cannot reason with a Fiend of Slaanesh or a Flamer of Tzeen- Requirements: Before a ritualist can enact a Ritual of Breaking and
tch. They are, in a sense, animalistic, and always respond violently to claim a daemonic mount of his own, he must first summon the daemon
those that would attempt to control them. that is to act as a mount. Most daemons cannot be used as mounts—no
Prerequisites: Forbidden Lore (Daemonology) +10, Scholastic Lore one is foolish enough to use a Horror or a Flesh Hound as a mount—
(Occult) +10 so generally this ritual is limited to Juggernauts of Khorne, Steeds of
Action: Extended Skill Test (-20 Invocation Test) Slaanesh, and Screamers of Tzeentch. Followers of Nurgle may instead
Requirements: Summoning a daemonic beast or steed such as a Flamer attempt to summon some form of disgusting mount (a Beast of Nur-
of Tzeentch or Beast of Nurgle uses the same basis as any of the standard gle perhaps); unaligned daemonic steeds do exist, and the GM should
demonic summoning rituals. The type of beast the ritualists are attempt- determine if breaking such a creature would be easier or more difficult
ing to bring into the world determines the ritual template (i.e. if attempt- depending on its form.
ing to summon a Flesh Hound of Khorne, use the ritual for summoning a Daemons to be used as mounts are always summoned using
Bloodletter as a starting point). As demonic beasts respond just as easily the Summon the Wild Fury ritual, following all the standard rules for
(if not better) to stimuli from the material plane, the ritualists need not that rite. The conditions for both the summoning and the breaking of the
create larger areas of slaughter, pleasure, disease, or change than they daemon also differ depending on the type of daemon, Khorne favouring
would otherwise have to do for a standard daemon. death and slaughter, Slaanesh pleasure and pain, and so on.
A -20 Invocation Test is required to successfully conduct the ritual, After the daemon is summoned, the ritualist is not required
modified by the Ritual Modifiers table. If the daemon is successfully to pass a Daemonic Mastery Test, as this ritual replaces that Test. In all
summoned, then a Daemonic Mastery Test must immediately be taken in instances, and assuming the daemon is summoned correctly, the Ritual
order to control it (if multiple Daemons are being summoned the effects of Breaking requires a Hard (–20) Survival Test, modified by the Ritual
of knowing a Daemon’s True Name, or components of it’s True Name, Modifiers table, followed by an Opposed Challenging (+0) Willpower
are not applicable, as each one has a different True Name, that is, unless Test against the steed’s Willpower Characteristic.
the summoner knows the True Name of each of them) (note this is not the Effects: The daemonic steed is now broken to the will of the ritualist and
same as controlling the beast for the purposes of using it as a mount— can be ridden and controlled in accordance with the rules for Mounts &
that requires a separate ritual, the Ritual of Breaking; as detailed below). Mounted Combat.
Effects: A Minor Beastial Daemon, specific to the Chaos God the players Duration: As long as the summoned daemon remains corporeal. If the
asked for, appears at the centre of the summoning area. One additional ritualist can sustain the daemon, such as through the slaughter of living
Daemon of the same type appears for every two additional Degrees of beings, bathing it in psychic energy, or by keeping it enraptured and
Success on the Forbidden Lore (Daemonology) Test. The amount of Dae- overwhelmed with new sensations, then the daemon may be kept indefi-
mons summoned by this ritual cannot exceed the ritualist’s Willpower nitely. The breaking is not permanent, however, and if the daemon is ever
Bonus, and he may choose to summon less than his Degrees of Success banished to the warp (for whatever reason), then the control is lost.
if he so wishes. The GM may also wish to merge the summoned Lesser Cost: The battle of wills between a daemonic steed and the ritualist
Daemons into a single Horde of Minor Beastial Daemons, with each should be intense and take 10d5 hours, with the number of Degrees of
Daemon adding 5 to the Magnitude of the Horde. Success in the Opposed Willpower Test subtracted that duration. The rit-
Duration: Standard as per “Existence in the Plane of Mortals”. ualist also gains 1 level of Fatigue for every 10 hours in the ritual, again
Cost: Whether successful or not, the ritual and the wild nature of the subtracting the Degrees of Success from the number. The ritualist also
summoned beast causes two immediate rolls on the Psychic Phenomena suffers 1d5 Critical Damage rolls of 1d5 each (if the Daemon has any
table. Talents that increase Critical Damage add them to this Critical Damage)
The Price of Failure: Failure results in a roll on the Contempt of the with an appropriate Damage Type depending on the Daemon’s main
Warp table, modified by +10 for every Degree of Failure after the first. methods of attack.
The Price of Failure: If the ritualist fails to break the daemonic steed,
it attacks him immediately before returning to the warp; treat this as a
Surprise round.

5.6.1 Summoning Rituals - 307


Summon the Scion of Darkness Summon the Bloodtide
Bringing forth a singular greater being of darkness from the depths of Whispered tales refer to a great Bloodthirster sometimes referred to as
the Warp is a great undertaking, and not one to be done lightly, as those Ka’jagga’nath the Unbound. Little is known of this powerful Daemon
beasts and intelligent daemons who have distinguished themselves from lord other than his ability to summon forth a great corrupting wave
their lesser brethren are a cut above them in lethality, ferocity, and most known as the Bloodtide. What the Bloodtide truly consists of is as
importantly, guile. Heralds and Major Beasts are often the leading mem- unfathomable as the goals of Ka’jagga’nath himself, and some say that
bers on the Dark God’s advances, and are more than capable of forming it is blood given purpose or perhaps pure unbridled Warp energy. Others
the spearhead of a wholesale daemonic invasion, no few of which have even claim it to be a machine or weapon of ancient and unholy design.
been started as the result of cultists who thought themselves far above The truth may never be known, but some dedicated servants of Khorne
their actual station. have been able to obtain a fraction of this power, conjuring some dark
Prerequisites: Forbidden Lore (Daemonology) +20, Scholastic Lore facsimile of the fabled Bloodtide to wash away those that stand in the
(Occult) +20, one Summoning Ritual for god-aligned Lesser Daemons path of Khorne’s plans.
Action: Extended Skill Test (-30 Invocation Test) Prerequisites: Forbidden Lore (The Warp) +0, Scholastic Lore (Occult)
Requirements: Summoning a Herald of the Dark Gods or a Major Beas- +10, Aligned to Khorne
tial Daemons uses the same basis as any of the standard demonic sum- Action: Extended Skill Test (-30 Invocation Test)
moning rituals, with a ritual that is an order of magnitude greater than Requirements: The Bloodtide should ideally be performed in an area
those required for Lesser Daemons. For Lesser Daemons of Khorne 1 of great violence, either near or in the midst of a warzone, or in an area
victim is sufficient, but a Herald could require 8, or even 80 be sacrificed where many have recently been slain. An altar of some kind is required,
to entice the Blood God’s scion. preferably one made of the bones of fresh victims—the more opposed
A further complication, aside from the increase of scale needed to Khorne the victims are, the better! The ritualist also needs to have a
to bring forth these creatures, is that they are rarely alone, and are often firm direction or a destination for the Bloodtide in mind (for example, the
mounted upon a daemonic steed or else accompanied by lesser, subservi- Imperial Cathedral to the west, or the Slaaneshi shrine in the Hab-Dome
ent Warp entities. One summoning a Herald or Great Beast runs the very above).
real risk of bringing forth the creatures and their wretched court, and, if Once the correct conditions have been found and the direction
their master is subdued via Daemonic Mastery, the ritualists risk these or target chosen, the ritualist enacting the ritual must make a sacrifice
lesser entities turning upon them. to Khorne and pass a Very Hard (–30) Invocation Test, modified by the
A -30 Invocation Test is required to successfully conduct the Ritual Modifiers table. Having the Scholastic Lore (Occult) or Scholastic
ritual, modified by the Ritual Modifiers table. If the daemon is success- Lore (Legend) Skill adds +10 to this Test. This sacrifice is what begins
fully summoned, then a -30 Daemonic Mastery Test must immediately the ritual, and the ritualist may sacrifice multiple victims to increase his
be taken in order to control it (note that if a Major Bestial Daemon is chances of successfully summoning the Bloodtide; every 8 sacrifices
summoned that this is not the same as controlling the beast for the pur- adds a +5 to the difficulty of the Test.
poses of using it as a mount—that requires a separate ritual, the Ritual of Effects: The altar is consumed and a boiling torrent of blood and
Breaking; as detailed above). unstable Warp energy blasts outwards in the chosen direction. All those
Effects: A Herald Daemon or Major Bestial Daemon appears at the that touch this surge become almost instantly corrupted, as a fraction of
center of the summoning circle, along with any attendant lesser daemons Ka’jagga’nath’s power washes outwards, drowning everything in its path.
it may command. The subordinate daemons are there at the Herald/Major This flood stretches out like a weapon with the Spray Quality for 100m x
Daemon’s behest, and need not necessarily be present. If the Daemon Willpower Bonus of the ritualist that enacted the ritual, plus an addi-
senses fell intentions, though it will not hesitate to bring forth it’s allies tional 100m for every Degree of Success after the first. Those dedicated
from the Warp as a Full Action. to Khorne are immune to the effects of the Bloodtide, and Khornate
Duration: Standard as per “Existence in the Plane of Mortals”. Daemons ignore Daemonic Instability as long as they remain within the
Cost: As per the Summoning of a Lesser Daemon of the same alignment, affected area. Unaligned characters as well as those dedicated to Tzeen-
but the test to resist it’s fell influence is 3 steps more difficult, or the roll tch and Nurgle suffer 2d10 True Energy Damage unless they can pass
on the Psychic Phenomena table gains a +30 bonus to the roll. a Difficult (–10) Willpower Test. They must pass this Test for every ten
The Price of Failure: If the Ritual is unsuccessful, then the ritualist that minutes they spend within the affected area, but even if successful, they
conducted the rite must Test for the Contempt of the Warp, modified by gain 2d10 Corruption Points. Everyone else, such as Imperial lackeys
+20 for every Degree of Failure after the first. The Assailed and Pos- and servants of Slaanesh, suffers the same effects, but the Willpower Test
sessed results bring forth the Herald with it’s court, or have the Herald is Arduous (–40) and they must take the Test every 5 minutes. Against
and all its court attempt to possess all present at the Ritual, respectively. non-living objects such as buildings and vehicles the Bloodtide causes
2d10+8 Impact Damage with the Warp Weapon Quality. The Bloodtide
is treated as a psychic attack for the purposes of psychic protections and
resistances.
Duration: 1d5xWpB hours, plus an extra hour for every Degree of
Success on the Forbidden Lore Test after the first; GMs are encouraged
to modify this time as desired to indicate the Bloodtide’s uncontrolled
nature.
Cost: None beyond any material costs required to make the altar and
preparation of the sacrifice.
The Price of Failure: If the ritual fails, the conducting ritualist must
Test for the Contempt of the Warp. If the ritualist failed by three or more
Degrees of Failure, the Bloodtide still occurs but, instead of a focused
torrent, it floods outwards from the altar in all directions, covering every-
thing. If this occurs, everyone, even those dedicated to Khorne, who it
touches gains 2d10 Corruption Points.

5.6.1 Summoning Rituals - 308


Rite of Many Eyes Effects: Reaching forth from the shadowy mists of the Warp, a ghostly
Daemons do not see time and space in the same way mortals do. Their apparition—a Daemon edging its way into reality—appears before the
viewpoints are as varied as the forms they take, and there are Daemons riualist and other attendant characters. The GM, speaking for the Dae-
that have walked the paths of the Warp for endless aeons. Ancient and mon, should challenge them as to why they have called it, and the group
terrible, these twisted beings have seen many things in their long exis- should have a good answer. They may ask their question of the Daemon,
tence, and are quite willing to give up their secrets for the right price! and should explain what they are willing to do for the Daemon in return.
The Rite of Many Eyes—itself a ritual with many different The characters may attempt an Arduous (-40) Daemonic Mastery Test
names—allows those seeking knowledge to reach out to an ancient Dae- in the hope of making the Daemon more receptive to their questions,
mon without summoning it directly in the hope that it might share what it but if this fails then the Daemon simply asks for more in return. The
knows. GM should give the characters the answers they seek, but can be as
Requirements: The Rite of Many Eyes is similar to other rituals where vague or cryptic as he likes, or perhaps only offer part of the requested
the goal is to summon a Daemon; the main difference, however, is that information, promising more once the characters have done whatever the
the Daemon is not being drawn out of the Warp. Instead the rite attempts Daemon has asked in return.
to give the Daemon sufficient power to partially bleed through the veil, Duration: The research portion of this Rite can potentially take weeks
enough that it might communicate directly with the ritual's enactors. The or longer, but the actual Ritual itself takes the standard amount of time
characters involved may enact this rite if they wish to learn something needed for an Extended Skill Test of its difficulty.
that cannot be learnt via normal means (i.e. investigations, interrogations, Cost: There is no cost associated with enacting the Rite of Many Eyes,
and research would be of no use). They could ask about any immediate but the real cost is what the characters are willing to promise the Daemon
dangers they might soon face, the location of a rare artefact that could in return for the information.
bring them greater power, or for where a hidden enemy base resides—the Once they have managed to complete what was asked of them,
list is endless. they must re-enact the rite, taking a further Forbidden Lore Test as de-
Before the enactors can attempt this rite they first must have scribed above in order to contact the Daemon again and tell him of their
knowledge of any daemonic entities that they could potentially call upon. success (or failure). No additional research is needed for this second rite.
This requires considerable research, and knowledge of daemons and the The Price of Failure: Failing either the initial Scholastic Lore Test or
occult, as they are looking for a specific entity of the Warp to aid them the later Forbidden Lore Test means the characters either cannot find the
in some fashion. First one of the would-be enactors of the ritual makes information they need, or found the wrong information. If they wish to
a Hard (–20) Scholastic Lore (Occult) Test. Others may help with the attempt this rite again they must start from scratch. If the characters fail
research using the standard rules for Assisting with Tests. If the Test is to do what the Daemon asked of them, then the consequences are far
unsuccessful, then the enactors have failed to learn what they need in greater, and if this occurs they have two choices. They can confront the
order to make contact with the Daemon, and can either give up or find a Daemon and explain their failure, resulting in a roll on the Contempt of
new place to continue their research. If successful, they may move onto the Warp table.
the next step and must find a secluded area with a high concentration of The GM should modify this roll by how badly those involved
Warp activity for the rite, such as an area where many voidships enter in the ritual failed in their assigned task (for example, failing to obtain an
and exit the Warp, or the outer edges of a relatively stable Warp storm. item the Daemon wanted might incur a –10 penalty, whereas losing that
Once the location has been chosen, and the characters have same item to the hands of the Daemon’s sworn rivals might incur a –30
decided on the question they wish to ask, they then make a single Hard penalty). Their other option is to not contact the Daemon at all, in which
(–20) Invocation Test, modified by the Ritual Modifiers table. The ex- case they run the risk of gaining the Daemon’s enmity. The GM can then
pansiveness or obscurity of the question the enactors wish to ask should perhaps use the Daemon’s anger into the ongoing campaign via random
also affect the difficulty of this Test, and the GM should be careful not attacks, runs of bad luck, or any other Warp-based horrors that might
to allow the players too much leeway with what information they seek seem particularly fiendish. In either case, the Daemon never helps the
(asking for the location of the Black Library, or where every Daemon characters again, and woe unto them should he ever escape the Immateri-
Weapon in the galaxy is located might be a bit much!). um.

5.6.1 Summoning Rituals - 309


Summon the Terror Untold enactors are feeling very worthy (or suicidal), then they may attempt
Attempting to bring a Greater Daemon into the world is usually a task to control the Greater Daemon via a Hellish (–60) Daemonic Mastery
for the foolish or insane; most small cults and groups of Chaos wor- Test. If unsuccessful, the Greater Daemon attacks the enactors for their
shipers that try often fail, and always with tremendously grizzly results. arrogance!
Harnessing the power of a Greater Daemon requires great skill, patience, Effects: Once summoned, the emerging Greater Daemon consumes the
and an unrivalled knowledge of the dark arts. The rewards for a success- Host, killing him instantly, and the Greater Daemon appears where the
ful summoning are limitless, as the summoner will have at their disposal Host once stood. All ritualists involved in the successful summoning of a
an entity of unbridled destruction and untold terror. The punishments for Greater Daemon gain 2d10 Corruption and 2d10 Insanity.
failure, however, are often too horrible to even contemplate. Duration: As the summoners should have a specific purpose in mind for
Prerequisites: Forbidden Lore (Daemonology) +30, Scholastic Lore their summoned creature, the GM is free to allow the Greater Daemon
(Occult) +20, Summon the Scion of Darkness Ritual to remain corporeal for as long as it needs to complete that task (or until
Action: Extended Skill Test (-60/-50 Invocation Test) it grows tired of the enactors, or deems their request unworthy of its at-
Requirements: Before a Greater Daemon can be summoned, the sum- tention). If a specific amount of time is required, then a Greater Daemon
moners need to obtain a Host, someone to act as the bridge between the remains corporeal for 1d10+10 hours, plus two additional hours for every
Warp and the material plane. The Host must be a living being—not nec- Degree of Success after the first on the Test to complete the rite.
essarily human, but at least sentient— and the Host can either be willing Cost: Bringing a Greater Daemon out from the Warp is a destructive
or unwilling. The actual rite follows the same basic premise as any of the event that shatters reality. The rite causes two rolls on the Perils of the
standard Daemon summoning rituals, with the type of Greater Daemon Warp table, applying both results. Additionally, every character within
the enactors are attempting to summon determining the base format (i.e. 100m of the Greater Daemon’s violent emergence point (or larger, if
if attempting to summon a Bloodthirster, the ritual for summoning a the GM considers it appropriate) must take four Hard (–20) Tests. The
Bloodletter works as a starting point). first, a Toughness Test, to avoid being blinded for 1d10 minutes from the
Where the Rite of Terror Untold differs is the degree of re- creature’s unnatural appearance. The second, an Agility Test, to avoid
quirements. If 8 warriors must die in ritual combat in order to summon being knocked off their feet from the psychic shockwave and taking an
a Bloodletter, then 800 warriors must die before a Bloodthirster even immediate 1d10 True Impact Damage. The third, a Willpower Test, to
contemplates appearing before the ritualists. If it required 6 days of avoid taking 1d10 permanent WillpowerDamage from the Daemon’s
endless torture on 6 unfortunate captives to bring a Daemonette into the unholy presence. And the fourth, a Strength Test, to avoid taking 1d10
world, then it might take 6 weeks of torture to entice a Keeper of Secrets levels of Fatigue and becoming Stunned for 1d10 rounds as the Dae-
through the veil. Generally speaking though, summoning a Greater mon’s breathing tortures the surrounding reality itself.
Daemon is a massive undertaking that can take days if not weeks to The Price of Failure: Failing to summon a Greater Daemon is decidedly
complete, and the enactors should be aware that their combined efforts terminal. If the Ritual is unsuccessful, then the ritualist that conducted
are required to ensure it occurs successfully. Additionally, the summoners the rite must roll on the Contempt of the Warp tale, modified by +20 for
must have an exceptionally good reason (and GM concurrence) for sum- every Degree of Failure after the first.
moning a Greater Daemon, as these creatures are destructive and violent Every other character involved in the Rite must also Test for
and do not like to be called upon for minor tasks. Contempt of the Warp with a +10 modifier. Additionally, failing in such
The final requirements for such a difficult task are up to the an endeavour will not go unnoticed, and everyone involved in the failed
GM, and the ritual requires an Hellish (–60) Invocation Test, modified by summoning gains 1d10 Corruption and Insanity Points. Finally, if the
the Ritual Modifiers table. If the Host was willing, treat the Test as -50 GM is in a cruel mood, a failed rite can still result in the Greater Daemon
instead. If the Greater Daemon is successfully summoned, and if the being summoned (and the Host’s death), but the Greater Daemon simply
turns on the enactors immediately and without warning; treat this as a
Surprise Attack.

5.6.1 Summoning Rituals - 310


5.6.2 Curses
Curses are a type of Ritual that go beyond asking for favour or summoning some hellish nightmare from the Warp. They allow their users to direct
the attention of the Warp down upon a specific target. Calling down a Curse is a risky pursuit, and when done incorrectly they can backfire cata-
strophically.

Calling a Curse Curse of Choking Darkness


Before a ritualist can call a Curse, he must have a target in mind. The The ritualist calls upon the Gods of Chaos to manifest their victim’s inner
target must be a specific person or entity, and the ritualist must have a darkness as an impenetrable shroud of gloom. Once afflicted, the cursed
strong idea of whom the target is, where he is, and a good reason for victim wanders, nearly blind, as his own unspeakable acts cause him to
calling the Curse (the GM has final say on whether the reason is good lose sight of everything he ever strived to achieve.
enough). Finally, as Curses are intimate acts of personal hatred, the ritu- Prerequisites: Forbidden Lore (Heresy) +0, Scholastic Lore (Occult)
alist’s association with the target is an important modifier to the Invoca- +10
tion Test to enact a Curse: Action: Extended Skill Test (+0 Invocation Test)
• The ritualist has never met or seen his target (–60). Requirements: This Curse only works on targets with Corruption. It
• The ritualist has seen and/or been in the presence of his target (–50). has no effect upon the pure or sanctified (Grey Knights, Sisters of Battle,
• The ritualist has spoken with his target at least once (–40). etc.). The ritualist must have comprehensive knowledge of their target’s
• The ritualist has had a number of minor dealings with his target (–30). most heinous acts, a list of which they speak aloud to the Chaos Gods as
• The ritualist and his target know one another (–20). they beseech their power. The ritualist conducting the Curse must pass a
• The ritualist and his target have had numerous dealings over several Challenging (+0) Invocation Test, modified by the Ritual Modifiers table
years (–10). and the Calling a Curse modifiers.
• The ritualist and his target have known one another for many years Effects: If successful, the Curse’s target gains the Blinded and Deafened
(+0). conditions. The target may attempt to temporarily relieve the effects of
Each Curse has its own base Difficulty Rating, so the ritualist must the Curse by passing a Hard (–20) Willpower Test. If successful, the
combine both difficulties (along with any other relevant modifiers) before Blinded and Deafened effects stop for a number of rounds equal to the
taking any Tests. Targets afflicted by a Curse cannot suffer the effects of a target’s Corruption Bonus plus one additional round for each Degree of
new Curse until the first Curse ends. Success after the first.
Strength in Darkness: Whilst this is an easy Curse to learn
and cast, its effects are also quite limited. Choking Darkness wears off by
Curing a Curse itself after a number of days equal to the enactor’s Corruption Bonus.
Curses are lasting and unless stated otherwise the effects do not dissipate
on their own. The afflicted must enact a Counter-Curse in order to end a
Curse’s effects. To cure a Curse, the afflicted must enact the same Curse Curse of the Dark Mirror
placed upon him, but with himself as the target rather than someone else. The ritualist calls upon Slaanesh to punish his enemies by turning their
The victim must know the specific Curse before attempting to counteract own deeds back on them. As the afflicted wounds his foes, so too does
it. Successfully completing the Counter-Curse cures the afflicted of its his own flesh tear. As the afflicted burns the masses, so too does his own
effects. Failure means the Curse continues. skin erupt into flames. The more pain he brings, the more he receives.
Prerequisites: Forbidden Lore (Heresy) +10, Scholastic Lore (Occult)
+20, Aligned to Slaanesh
Reap What You Have Sown Action: Extended Skill Test (-30 Invocation Test)
When a ritualist fails to enact a Curse, do not roll on the The Contempt of
Requirements: The ritualist must conduct a small secluded ritual in
the Warp table. Instead the effects of the Curse now apply to the ritualist
which something belonging to their target is destroyed in full view of a
(or ritualists if the Curse involved multiple enactors) for a number of
representation of the target. This representation might be a holopict of
weeks equal to the ritualist’s Willpower Bonus, plus one day for each
the target, a wax effigy, or a painting done in his blood. After destroying
Degree of Failure on the Test.
the object, the ritualist sets the representation of the target on fire and
consumes the ashes. The ritual must be conducted alone, and requires a
Very Hard (–30) Invocation Test, modified by the Ritual Modifiers table
and the Calling a Curse modifiers.
Effects: If successful, whenever the Curse’s target causes any Damage,
he must pass a Difficult (–10) Willpower Test or immediately suffer 1d5
True Damage. If the target’s attack killed his victim, the Test is Very
Hard (–30).
Bloodline Curse: The ritualist may attempt to Curse his ene-
my’s entire bloodline so that all who follow suffer the same torture. To do
this, the object the ritualist destroys must be something highly significant
to his target—his favourite weapon, most trusted servant, a trinket that he
annihilated 10,000 souls to obtain—or something similar, and the ritualist
must take the Forbidden Lore (Heresy) Test twice. Both Tests must pass,
and if either one fails, then the ritualist is subject to the Reap What You
Have Sown rule as normal.

5.6.2 Curses - 311


Curse of Endless Terror Curse of Misfortune
The ritualist calls upon the Gods of Chaos to unsettle the mind of his en- The gift of fortune can be fickle indeed, most especially so if it is tipped
emy, to visit terrors upon him, and to leave him cold and cowering before against one’s favour. This Curse does just that and allows the ritualist to
the might of the Warp. A foe whose mind is cursed sees every moment direct it against his chosen foe, allowing him to be found lacking when
of every day as an endless nightmare, and when rest finally arrives borne he most needs fate in his favour.
of paranoid exhaustion, sleep is light and disturbed, as the dark visions Prerequisites: Forbidden Lore (Heresy) +20, Scholastic Lore (Occult)
reach into his very dreams. +20
Prerequisites: Forbidden Lore (Heresy) +0, Scholastic Lore (Occult) Action: Extended Skill Test (-20 Invocation Test)
+10 Requirements: The ritualist conducting the Curse must pass a Hard
Action: Extended Skill Test (-20 Invocation Test) (–20) Invocation Test, modified by the Ritual Modifiers table and the
Requirements: The ritualist must learn something of their target’s fears. Calling a Curse modifiers. If the target of this Ritual has a Fate Charac-
This could be anything from a figure or entity that genuinely terrifies the teristic that is more than 10 higher than the ritualist calling the Curse,
target, someone from their past, something they fear losing, or even an increase the difficulty of the Invocation Test to -30 and the ritualist must
irrational phobia. Once known, the ritualist conducting the Curse must burn 1d5 Fate.
pass a Hard (–20) Invocation Test, modified by the Ritual Modifiers table Effects: If successful, the Curse’s target cannot use his Fate Points for
and the Calling a Curse modifiers. the remainder of the session unless he rolls a 1d10 and rolls equal to or
Effects: If successful, the Curse’s target treats all living things as if they under his Willpower Bonus. Additionally if the target would use his Fate
had the Fear (1) Trait (or increases their Fear Rating by 1 if they already to evade death it costs twice the normal amount.
possessed one). Due to the target’s disrupted sleep patterns, recovering
from Fatigue takes four times as long as it normally would. Fearless
adversaries remain unaffected by Fear, but still suffer the penalties asso-
Cursed Weapon
A unique curse in the aspect that it affects a weapon, and not a person,
ciated with Fatigue.
this warpcraft is used to forge a particularly loathesome device. Such a
Bloodline Curse: The ritualist may attempt to Curse his
weapon is terrible in aspect, and deadly when used, invested as it is with
enemy’s entire bloodline so that all who follow suffer the same endless
malicious intent.
horrors. To do this, the ritualist must take the Forbidden Lore (The Warp)
Prerequisites: Forbidden Lore (Heresy) +10, Scholastic Lore (Occult)
Test twice, and both Tests must pass. If either one fails, then the ritualist
+10
is subject to the Reap What You Have Sown rule as normal.
Action: Extended Skill Test (-10 Invocation Test)
Requirements: The chosen melee weapon is anointed with blood and the
Curse of Madness ritualist must succeed a Difficult (-10) Extended Invocation Test. Only
The ritualist calls upon the gibbering insanity of the Warp to afflict his melee weapons can be used for this Curse, and while Low-Tech weapons
victim with delusions, hallucinations, and all sorts of other tricks of the impose no penalty, if the target is a Chain, Power, Force, Shock, or Exot-
mind. The effects of this curse may not be immediately evident, but ic Weapon the ritual's difficulty is increased to Very Hard (-30).
given time, the chosen target will be left as little more than a lunatic who Note that the same modifiers for Calling a Curse still apply,
is at best pitied, or at worst persecuted. Even if the curse is only mildly though this should be how well the ritualist knows the weapon and how
effective it can simply put a character at a disadvantage, as they will most familiar they are with it. Additionally, the effects of Reap What You Have
likely take more time to themselves to try and keep a handle on their Sown do no apply to this Curse, if the Invocation test is failed by 4 or
fraying mental health. more Degrees of Failure roll on the Contempt of the Warp table instead.
Prerequisites: Forbidden Lore (Heresy) +20, Scholastic Lore (Occult) Effects: If successful, the Curse’s target weapon gains a Quality from the
+20 following list:
Action: Extended Skill Test (-10 Invocation Test) • Accurate
Requirements: The character using this Curse must have at least 20 • Blood Drinker
Insanity Points.The ritualist conducting the Curse must pass a Hard (–10) • Crippling (3)
Invocation Test, modified by the Ritual Modifiers table and the Calling a • Excruciating
Curse modifiers. • Felling (2)
Effects: If the Curse is cast successfully, the Curse’s target must make a • Proven (3)
-10 Willpower Test at the end of each month, and if he fails he gains 1d5 • Tainted
points of Insanity plus an amount of Insanity Points equal to the ritual- • Tearing
ist’s Willpower Bonus. If he succeeds the Willpower Test he instead only • Vengeful (9) (or increase an existing Vengeful Quality by 1).
gains 1d5 Insanity Points. The Curse (and these gained Qualities) exists upon the weapon for an
Bloodline Curse: The ritualist calling the Curse may instead amount of combats equal to the ritualist's Degrees of Success, and, if he
increase the difficulty of the Invocation Test to -40, and attempt to curse achieves 5 or more Degrees, the effect is permanent. A weapon cannot be
the bloodline of his target. The Curse affects one target at a time, moving cursed multiple times, though it can be uncursed with the same rules for
onto the next in line once the current possessor is driven utterly insane or Counter-Curses (though of course it must be a ritualist who performs the
else dies. Invocation Test, not the weapon itself).
Bloodline Curse: The ritualist using this Curse may choose to
forge this weapon against one foe in particular. This adds a further -10
penalty to the Invocation Test, but against this target the weapon gains
+1d10 Damage, +4 Penetration, and the Vengeful (8) Quality (or increas-
es an existing Vengeful Quality by one).

5.6.2 Curses - 312


5.6.3 Rites
The Rites presented here are of a wide variety, and are neither Summoning Rituals nor Curses, but allow access to abilities and powers that only the
controlled application of the limitless power of the Warp can provide.

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.

5.6.3 Rites - 313


Rite of Infinite Passage Rite of Punishment
With applied rite and ritual the limitations of time and space become Those who fight in Khorne’s name are forbidden the use of psychic abil-
mere suggestions, and though passage through the wailing insanity of the ities, sorcery, and other Warp-based powers, as to the Blood God these
Warp is never entirely safe the portal produced by this ritual can certainly represent feeble cowardice and the unwillingness to show one’s true
ease the logistics of many difficult situations. ability in combat. Some dedicated warriors even use Khorne’s power to
Prerequisites: Navigate (Warp) +0, Scholastic Lore (Occult) +20 dominate and destroy those that use such craven methods through a ritual
Action: Extended Skill Test (Invocation Test, Difficulty Varies, see known as the Rite of Punishment.
below) Prerequisites: Forbidden Lore (The Warp) +0, Scholastic Lore (Occult)
Requirements: Before the Ritual can be attempted the two ends of the +10, Aligned to Khorne
portal must be ritually prepared with a +0 Scholastic Lore (Occult) Test Action: Extended Skill Test (-20 Invocation Test)
(with an additional penalty penalty of -10 per each Rank of the Size Trait Requirements: Unlike many other types of rituals, the Rite of Punish-
that the portal is over Size [4]). The two ends of the portal must be of the ment relies on the absence rather than the presence of the Warp, and so
same size. it must be enacted within an area where the Warp is at a minimum, or an
Additionally the ritual site of either of these portals must have area where the power of Khorne dominates.
an object of significant importance from the place they are going to be The ritualists must carefully prepare the area they wish to
connected to. This object could be a statue, a fountain, or any thing that protect, usually by lining the area with fresh blood, or spacing skulls and
has existed in this other place for a significant amount of time, and is at other bones every eight metres, and so on. This area can be as small as
least of Size (3). a single room or corridor, or as large as a warehouse or hanger bay, but
Lastly, to actually open the portal between the two locations, an should be generally self-contained with clearly defined entrances and ex-
Invocation Test must be made, with a difficulty equal to the appropriate its. Ritualists with the Psyker Trait can involve themselves in the prepara-
entry on the table below, as per the distance between the two points. tion for this ritual, but suffer the same effects should they stay within this
space. Once the area has been chosen and it is free from anything that
Difficulty Distance might disrupt the rite (usually active psychic powers), whichever ritualist
+0 10m - 100m is conducting the Rite must make a Hard (–20) Invocation Test, modified
by the Ritual Modifiers table.
-10 101m - 1000m Effects: The prepared area is filled with the hatred Khorne holds for
-20 Anywhere upon a Planet those that hide behind Warp tricks and sorcerous ceremony. Any char-
-30 Anywhere within a System acter with the Psyker Trait within the area suffers 1 Level of Fatigue for
every Round he spends inside, halves his Psy Rating for the purposes
-40 Anywhere within a Sub-Sector
of Focus Power Tests, and cannot Push his powers. If a character causes
-50 Anywhere within a Sector a roll on the Perils of the Warp table, all those within the area that are
-60 Anywhere beyond a Sector dedicated to Khorne ignore the effects.
Effects: If the Forbidden Lore (The Warp) Test is successful then the two Duration: The area is permanently affected, until ritually cleansed or
points are connected, allowing anyone from either side to cross through else destroyed. At the start of their Round, those that the rite affects can
the portal with minimal effort. make a Very Hard (–30) Willpower Test to break the warding. This Test
Duration: The portal lasts for an amount of minutes equal to the enac- counts as a Full Action with the Concentration subtype. If successful, the
tor’s Willpower Bonus. psyker breaks through the warding and ignores its effects from that point
Cost: Any character that goes through the portal gains 1d5 Corruption forward, though any Fatigue the character has accrued up until this point
from the swift exposure to the baleful energies of the Sea of Souls. due to the Rite of Punishment remains.
The Price of Failure: Travelling through such a blasphemous portal Cost: Whilst the power of Khorne is given to any who seek slaughter in
brings users closer to the horrors of the warp than it is safe to tread. If his name, those that seek his protection from sorcerous cowards are un-
the Ritual is unsuccessful, then the ritualist that conducted the rite must worthy in his eyes to reap the glory of any victories they might gain. Any
roll on the Perils of the Warp table, centering its effects on the portal, Corruption the ritualists would have gained from encounters or events
modified by +10 for every Degree of Failure after the first. If the portal is within the warded area is halved.
destroyed while active, roll on the Perils of the Warp table, again center- The Price of Failure: If the Test is failed by three or more Degrees of
ing the results on the portal itself. Failure, the ritualists receive Khorne’s disdain rather than his protection.
The strength is sapped from bodies as the Lord of Slaughter punishes
those too weak to face his enemies themselves. Each ritualist involved in
the rite of Punishment halves their Strength Characteristic and loses the
benefits of the Unnatural Strength Trait for 8 hours. After 8 hours their
strength returns, but they must wait at least 8 days before they can at-
tempt to unleash the Blood God’s loathing of psykers upon their enemies
again.

5.6.3 Rites - 314


Rite of Slaughter Rite of Sundering
It is quite common for those that fight in the name of Khorne to call upon While it is true that those cursed (or gifted) with the ability to manipulate
the God of Blood for his protection, guidance, or in most cases more the warp and draw forth its energies can use it to cause destruction on a
power! Most of this pleading goes unanswered, as the majority of those tremendous level, the reality is that even the most formidable sorcerer
who march to war under the bloodsoaked banners of Khorne are but chat- can only use but a fraction of the might the warp holds. In an effort to
tel to be butchered in an endless cycle of death and destruction. There are enhance the potency of their abilities, some ritualists have learnt of a
some more formal rituals, though, that can be used to draw power from ritual that can break the veil between reality and the immaterium. Known
the Warp and bestow the blessing—such as it is—of Khorne or perhaps as the Rites of Sundering, this series of risky and potentially devastating
one of his Greater Daemons. Asking such a malevolent and wild entity rituals can cause raw energy to bleed through into reality, allowing the
for his support is a dangerous game, however, and Khorne’s favour can psyker greater access to the warp. The effects of the rite tend to escalate
be ripped away at a whim and for almost no reason other than his own quickly, and once started the ritualist has virtually no control over the
murderous amusement. scale or magnitude of what they have wrought.
Prerequisites: Forbidden Lore (The Warp) +0, Scholastic Lore (Occult) Prerequisites: Forbidden Lore (The Warp) +20, Scholastic Lore (Occult)
+0, Aligned to Khorne +30, Corruption 50+
Action: Extended Skill Test (+0 Invocation Test) Action: Extended Skill Test (-60 Invocation Test)
Requirements: The Ritual of Slaughter is used to gain favour or power Requirements: The Rite of Sundering should ideally be performed in
for a specific combat-related task, and only those dedicated to Khorne or an area that is undergoing an upheaval of some sort, such as the midst
those who are unaligned can benefit from its effects. Before the ritualists of a battle, within a million-strong horde of cultists chanting before a
can enact this ritual, they must have a specific need in mind. They might demagogue, or even during another ritual that involves summoning large
beseech Khorne so that their weapons grow sharper (gaining the Razor groups of daemons.
Sharp Quality) or their reflexes quicker (a bonus to Initiative) in their Once the correct conditions have been found, the psyker must
next battle. They could ask for Khorne’s protection (a re-roll on Evasion pass a -60 Invocation Test to successfully conduct the rite, modified by
Tests), or for Khorne’s strength in the face of the insidious nature of the the Ritual Modifiers table.
Corpse-God’s followers (the ability to ignore Sanctified Weapons, or Effects: A radius equal to the enactor’s Willpower Bonus in kilometres
resistance to psychic powers those loyal to the Imperium cast on them). (measured from the psyker) becomes infused with the energy of the
The request cannot be too broad (the players cannot ask for an warp.
immunity to Damage, for instance, or to always pass their Evasion Tests), All psykers treat their Psy Rating as being three levels higher,
and the GM should ensure that the favour granted by Khorne is useful, all Focus Power Tests gain a +20 modifier, any Rites and Rituals that in-
fits with the themes of Khorne (battle, blood, slaughter, murder, martial volve either summoning daemons or directly accessing the warp become
prowess, etc.), and is relatively small scale with a specific game effect. two levels easier, and any and all forms of psychic resistance (including
The ritualists should also work out what they can offer in return—a pieces of wargear that negate Psychic Powers, such as psychic hoods)
promise to slay a certain amount of their enemies, or to sunder an Impe- become half as effective. Every round this rite remains in effect the
rial shrine, and similar such guarantees—and the GM should ensure that GM should roll once on the Psychic Phenomena table. Each ritualist or
the ritualists are given a chance to fulfil this promise, or add the con- character gains 1d5 Corruption Points for every full hour spent within the
dition that the effects of the ritual only take effect once they have done area of effect. Characters with the Daemonic Trait do not gain Corruption
what they promised. The ritual itself needs to be completed in a secluded Points, but are immune to Daemonic Instability whilst within the area.
area, perhaps at a shrine dedicated to Khorne, and with a sacrifice fitting Duration: 2d5 x Psy Rating hours. To indicate the wild nature of the
the God of Murder such as a huge mound of fresh skulls or brass icons to power, add an extra hour for every Degree of Success on the Invocation
the god drenched in blood. A single Challenging (+0) Invocation Test is Test after the first if that number is even, and subtract it if the number is
then required, modified by the Ritual Modifiers table. odd. Every other hour, the GM should also randomly alter the radius and
Effects: The ritualists gain the benefits they asked for and that the GM point of origin by 1d5x100 metres.
agreed to. Cost: Although the Rite of Sundering is often used to gain an advan-
Duration: As long as is necessary for the ritualists to complete the task tage, the sheer uncontrollable nature of its effects means that eventually
they promised to Khorne, or as otherwise agreed to in the rite. everything within the area begins to suffer. Everyone, aside from those
Cost: Obtaining the favour of the Blood God automatically gives each with the Daemonic Trait, must make a Difficult (–10) Willpower Test for
ritualist involved 1d5 Corruption Points. Beyond that there is no cost. every half hour they spend within the area of effect. If this Test is failed
The Price of Failure: There is no penalty for failing the Invocation Test. they suffer 1 Level of Fatigue and lose 1d10 Wounds (reduced by Will-
However, should the ritualists be unable to deliver on the promise or power Bonus, not by Toughness of Armour). Anyone who gains three
pledge they made, they must each roll on the Contempt of the Warp table. or more Degrees of Failure also gains a randomly determined Minor
Additionally, the ritualists are forbidden from attempting the ritual again Mutation.
until they have regained their lost dignity, or performed some great and The Price of Failure: If the Rite of Sundering is unsuccessful then the
terrible deed in the name of Khorne. psyker that conducted the rite must roll on the Contempt of the Warp
table. Additionally, to represent the unrestrained backlash from the warp,
the GM rolls once on the Perils of the Warp table for each Degree of Fail-
ure the psyker scored on the Invocation Test.

5.6.3 Rites - 315


Rite of Unholy Resurrection Rite of Warding
The loss of a companion can be a harsh one, fortunately souls are merely By painting on one’s body or armour apotropaic wards with psychical-
a form of currency within the warp. So long as a soul has not been de- ly charged blood a ritualist can create a nigh impenetrable protective
stroyed, devoured or stolen beyond reach, it can be obtained and brought blessing, causing all attacks against the ritualist or another to miss or fail
back into the world of the living once more. as they are befouled by the hand of fate, or blocking them outright with a
Prerequisites: Scholastic Lore (Occult) +30, Forbidden Lore (The Warp) mystic ward as potent as any forcefield.
+30 Prerequisites: Forbidden Lore (The Warp) +20, Scholastic Lore (Occult)
Action: Extended Skill Test (-40 Invocation Test) +20
Requirements: The corpse of the fallen, be they a mostly intact body, a Action: Extended Skill Test (+0 Invocation Test)
skeleton or even a pile of ash. The character to be resurrected must not Requirements: A vial filled with the blood of a psyker. The enactor must
have had either the Untouchable Trait or have had the Pure Faith Talent. be able to touch the character he intends to give the benefits of this Ritual
At the GM’s discretion the character’s soul may need to be retrieved to (the chosen character may be himself).
from the soul’s current possessor, such as a daemon. Effects: If the Rite is enacted successfully the character gains a Force
The soul must be interred into a physical object to remain in Field with a Protection Rating equal to ten times his Degrees of Success,
the materium, using a piece of small jewelry or ritual container with a up to the warded character’s Willpower Bonus. This Force Field Over-
Challenging (+0) Invocation Test or a Routine (+20) Test if the soul is loads on any roll of a double, and the warded character then makes a roll
to be interred in an empty Eldar Spirit Stone. Having the soul on hand on the Psychic Phenomena chart but not Perils of the Warp (if the result
makes the Invocation Extended Skill Test Hard (-20) instead of Arduous would be a Perils of the Warp result reroll until it is no longer such).
(-40), otherwise the soul is plucked from the sea of souls as part of the Duration: An amount of days equal to the warded character’s Willpower
ritual. Bonus
Effects: The character is brought back to life. At five Degrees of Success Cost: The warded character gains 1 Corruption Point
the resurrection is a complete success, but any less and there are compli- The Price of Failure: Instead of invoking protection the warded charac-
cations. For each Degree of Success below five that is achieved, the char- ter invokes the wrath of fate instead. If the character fails the Invocation
acter permanently loses 1d5 from each Characteristic. The character also Test by four or more Degrees of Failure the warded character instantly
loses one Wound for each Degree of Success below four, and if only one loses all Fate Points they had. Additionally make a roll on the Psychic
Degree of Success is achieved the character is resurrected at one Wound. Phenomena table.
At eight or more Degrees of Success the character gains the Undying
Trait. On death the character’s body completely disintegrates, leaving
not even ashes behind, making a second resurrection impossible. The
character does not have any cybernetics that were destroyed at their death
as determined by the GM, but retains the Mechanicus Implants Trait.
Duration: Permanent.
Cost: Necromancy is the darkest of arts. All characters enacting the
ritual gain 1d10 Corruption. The resurrected gains 2d10 Corruption. The
resurrected character may not reduce Corruption gained through this rite
with any of the Talents they possess.
The Price of Failure: The character is resurrected but is brought back...
wrong. Whatever monstrosity has been created is not the person attempt-
ing to be resurrected. Treat the ritual as if it had succeeded with a number
of Degrees of Success equal to the Degrees of Failure (four Degrees of
Success if the ritual failed by four Degrees and so on). In addition the
character immediately enters Frenzy, the character may not exit Frenzy
by any means other than death. The monstrosity immediately attacks
anyone in the vicinity, prioritising those that participated in the ritual.

5.6.3 Rites - 316


5.6.4 Hexes
Hexes are unlike most other rituals, in that they are largely capable of being performed “on the move” without a proper ritual site. So long as the
meager materials needed for them are at hand, and the ritualist knows the needed actions then these minor, but very useful, powers can be used any-
where. Note that while many of these powers require the use of some ingredients most of these are contained within a Ritual Kit for Hexes, though
the GM should feel free to require an Upkeep Test for it if the character uses certain hexes continually.
Hexes that target a living being can be stopped with a successful Deny the Witch Test, and additionally Hexes may be used without a
direct line of sight on their target, just like other Rituals, but the user must be aware of their target's presence to do so.

Cursed Words of Power Hex of Contagion


There are many words known to hold tremendous and unholy power. With a contemptuous spray of fetid meat from his hand, the ritualist
Used in complex and intricate rituals, these mighty words bring forth all invites a plague upon his target, who then begins to vomit bile and blood
manner of maladies and afflictions upon their unfortunate victims. as the skin forms into bulbous pustules.
ritualists must take considerable care to prepare themselves mentally, as Prerequisites: Scholastic Lore (Occult) +0
while learning a Word of Power is easy, learning the word’s own ritual Action: Half Action (Attack, Concentration)
is extremely taxing and time consuming. The ritual must be memorised, Requirements: The enactor must make a successful +0 Forbidden Lore
as writing any of it down would rob it of its potency, but the results are (The Warp). A handful of rotten offal is also needed for each attempt to
always worth the effort. use this Ritual.
This Hex has many variants, each one being a very different Effects: A chosen character within WpB x 3 meters of the enactor
piece of occult lore, with each one counting as its own Hex, meaning that immediately suffers 1d5+½WpB Impact Damage (Toughness Bonus and
each one would require its own Ritual Scroll Acquisition. A ritualist may, Armour will not reduce this Damage unless it is warded) and also the
however, acquire a Ritual Tome that contain all Cursed Words of Power target suffers 1d10 Toughness Damage each round, on their turn.
instead of 5 chosen Chaos Rituals. Duration: The target takes 1d10 Toughness Damage for an amount of
Prerequisites: Forbidden Lore (The Warp) +0, Scholastic Lore (Occult) rounds equal to half the enactor’s Degrees of Success on the Forbidden
+20, Total Recall Talent Lore (The Warp) Test.
Action: Full Action (Attack, Concentration) (+0 Invocation Test, see Cost: None
below) The Price of Failure: If the Invocation Test is failed by more than 4
Requirements: Once the ritualist has selected the Word of Power he Degrees of Failure roll on the Psychic Phenomena table.
wishes to use and learned the complete ritual, he must recite the entire
rite from memory. This requires a successful Challenging (+0) Invocation
Test and can be used against any target within 30 meters.
Hex of Exsanguination
By clenching his hand in a fist and bellowing an incantation at his target
Effects: If successful, the Hex’s target suffers an effect determined by the
while lacerating his own hand, the ritualist causes the target’s blood to
Word of Power the ritualist chose. These effects on the target last for an
bubble and rush from his body.
amount of Rounds equal to the enactor’s Willpower Bonus.
Prerequisites: Scholastic Lore (Occult) +0
• Bane: Each time the victim takes Damage the attack gains the Crip-
Action: Half Action (Attack, Concentration)
pling (X) Quality, where X is equal to half the enactor’s Degrees of
Requirements: The enactor must make a successful +0 Invocation Test.
Success.
A handful of sharp, small objects (such as shards of glass or nails) are
• Banish: The victim gains the Warp Instability Trait. If the victim has
also needed for each attempt to use this Ritual.
the Warp Instability Trait, then all Willpower Tests associated with this
Effects: A chosen character within WpB x 3 meters of the enactor im-
Trait become Hard (–20).
mediately suffers 1d10+½WpB Rending Damage (Toughness Bonus and
• Benumb (Slaanesh): The victim halves their Agility and Perception
Armour will not reduce this Damage unless it is warded) and will suffer
(rounding up).
from Blood Loss.
• Bewilder: When attempting to use or defending against Awareness,
Duration: The target suffers from Blood Loss until he dies or receives
Charm, Command, Commerce, Deceive, Intimidate, Logic, or Scrutiny
medical attention.
Tests, the victim suffers an additional –20 penalty.
Cost: The enactor of this ritual suffers 1 Wound per each attempt to use
• Bind: If the victim has the Psyker Trait, this Hex reduces his Psy-Rat-
it.
ing by an amount equal to the enactor’s Degrees of Success.
The Price of Failure: Whether successful or not the ritualist suffers that
damage listed in the Cost section, and if the Invocation Test is failed by
Hex of Conflagration more than 4 Degrees of Failure roll on the Psychic Phenomena table.
The ritualist opens his mouth, using it as a gateway for fires of the Warp.
Prerequisites: Scholastic Lore (Occult) +0
Action: Half Action (Attack, Concentration)
Requirements: The enactor must make a successful Ordinary (+10)
Invocation Test. A handful of incinerated human remains are also needed
for each attempt to use this Ritual.
Effects: A chosen character within WpB x 3 meters of the enactor
immediately suffers 1d5+½WpB Energy Damage (Toughness Bonus and
Armour will not reduce this Damage unless it is warded) with the Flame
Quality. If the Invocation Test succeeds by 4 or more Degrees, the target
is automatically lit On Fire.
Duration: The target remains on fire until he dies or is extinguished.
Cost: None
The Price of Failure: If the Invocation Test is failed by more than 4
Degrees of Failure roll on the Psychic Phenomena table.

5.6.4 Hexes - 317


Hex of Impediment Rune of Metamorphosis
By rending a ritually desecrated piece of parchment in a specific pattern The ritualist carves a foul symbol of Chaos into his subject’s flesh, call-
the ritualist draws on the power of the Warp and rends a thin curtain of ing on the warp to remake his flesh for war.
reality, just enough to allow the spectral forms of those that lie beyond, in Prerequisites: Scholastic Lore (Occult) +20, Forbidden Lore (The Warp)
the Immaterium, to be half-visible and bar the path of his adversaries. +10
Prerequisites: Scholastic Lore (Occult) +10, Forbidden Lore (The Warp) Action: Full Action (Concentration, Miscellaneous)
+0 Requirements: The enactor must be able to touch the character he
Action: Full Action (Concentration, Miscellaneous) intends to give the benefits of this Ritual to (the chosen character may be
Requirements: The enactor must pass a -10 Invocation Test. himself). The ritualist then makes a -20 Invocation Test.
Effects: If the Invocation Test is passed then a Wall of Souls is mani- Effects: If the Invocation Test is passed the anointed gains the effects of
fested. This Wall of Souls is one meter deep, and is 15m in breadth and the Warp-Were and Warp Frenzy Major Mutations, as well as becoming
height. Crossing or penetrating the wall is easy, but carries a price. Any immediately Frenzied as an any-time Free Action. For each Degree of
individual unlucky enough to be hit by the wall as it manifests, stumble Success on the Invocation Test the ritualist may choose 1 of the Minor
into it, or passing through suffers 2d10 Insanity Points and must pass an Mutations the anointed will gain as a result of the Warp Frenzy Mutation,
Ordinary (+10) Toughness Test or become Stunned for one Round. For and if he achieves 5 Degrees of Success or more he may choose what
every Degree of Success after the first on the Invocation Test the ritualist Major Mutation the anointed gains from the Warp Frenzy Mutation.
may add 1 metre to any one dimension of the Wall of Souls. Duration: An amount of Rounds equal to twice the target’s Toughness
Duration: The Wall exists for an amount of Rounds equal to the enac- Bonus (before any modifiers provided by any of the mutations he gains).
tor’s Willpower Bonus Cost: The anointed suffers 1d5R Wounds, as well as gaining 1d5 Corrup-
Cost: One ritually desecrated sheet of parchment tion for every Round during which they gain the benefits of this Ritual.
The Price of Failure: If the ritualist fails to manifest this power by 3 The Price of Failure: The anointed character becomes Stunned for an
Degrees of Failure or more, the aetheric faces of daemonic predators amount of Rounds equal to the Degrees of Failure on the Invocation Test
are called forth and swarm around him like a cloud of flies. The ritualist as his mind and body are overwhelmed by the energy of the Immaterium.
gains 1d10 Insanity Points and may do nothing further that round as he Also he gains 1d5 Corruption.
clutches his head and tries to hold onto what remains of his mind (be-
coming Stunned for all intents and purposes).
Rune of Opening
Using his own blood, the ritualist traces a blasphemous rune across a
Hex of Transfixation sealed portal or object, dissolving the essence of the locking mechanism.
By flicking the blood of the dead onto the target’s face and muttering a Prerequisites: Scholastic Lore (Occult) +10
guttural curse, the ritualist inflicts horrible hallucinations on the target. Action: Full Action (Concentration, Miscellaneous)
Prerequisites: Scholastic Lore (Occult) +0 Requirements: The enactor must suffer the requisite amount of damage
Action: Half Action (Attack, Concentration) and pass an Invocation Test with a difficulty equal inverse to the sealed
Requirements: The enactor must make a successful +0 Invocation Test. portal’s hit modifier for it’s Size Trait (ie a Size (5) portal would require a
A vial of blood from a deceased person is needed for each attempt to use -10 Test whereas a Size (2) lock would require a +20 Test). Additionally
this Ritual. the enactor must be able to touch the mechanism he wishes to undo.
Effects: A chosen character within WpB x 3 meters of the enactor im- Effects: The locking mechanism of the device or portal fails.
mediately suffers the effects of the Hallucinogen (X) Quality, where “X” Duration: Effectively permanent, until the mechanism is repaired.
equals the Degrees of Success on the Forbidden Lore (The Warp) Test. Cost: The enactor suffers 1d5R Damage for a small object (Size (3) or
Duration: The affected character suffers the effects of the Hallucinogen smaller), 1d10R Damage for a medium-sized object (Size (4) or (5)),
Quality as normal. and +1d10 for each Size Trait Rank that the target is above Size (5). This
Cost: None Damage is not reduced by the ritualist’s Armour or Toughness Bonus.
The Price of Failure: If the Invocation Test is failed by more than 4 The Price of Failure: Whether successful or not the ritualist suffers that
Degrees of Failure roll on the Psychic Phenomena table. damage listed in the Cost section, and if the Invocation Test is failed by
more than 4 Degrees of Failure roll on the Psychic Phenomena table.
Rune of Immunity
By drawing a warding rune with the propellant of a solid round of ammu- Rune of Summoning
nition upon his flesh, the ritualist fortifies his body against projectiles and Through ritual blood-letting, the ritualist summons a previously anointed
crude weapons. object out of thin air.
Prerequisites: Scholastic Lore (Occult) +10 Prerequisites: Scholastic Lore (Occult) +10
Action: Half Action (Concentration) Action: Full Action (Concentration, Miscellaneous)
Requirements: The enactor must make a successful +0 Invocation Test. Requirements: The enactor must ritually prepare a single object with a
A single Solid Projectile round is needed per each attempt to use this +0 Scholastic Lore (Occult) Test. This object may be up to Size (4), but
Ritual. may not be a living being (characters with the Machine Trait, such as ser-
Effects: Any ranged attack that would do Impact Type Damage to the vitors, may be prepared in this manner). If the object is larger than Size
ritualist must first pass a Force Field with a Protection Rating equal to the (4) it may still be prepared, but the Scholastic Lore (Occult) Test gains a
ritualist’s Willpower. While active this Force Field cannot overload. -10 penalty for each additional Rank of the Size Trait larger than Size (4)
Duration: 1 Round per every Degrees of Success on the Forbidden Lore it is. The time needed for this part of the Ritual is based on the Difficul-
(The Warp) Test. ty modifier for the Scholastic Lore (Occult) Test, unlike other tests for
Cost: 1 Solid Projectile round Hexes in this section.
The Price of Failure: If the Invocation Test is failed by more than 4 Effects: After preparing the item the ritualist may attempt to summon it
Degrees of Failure roll on the Psychic Phenomena table. with a +10 Invocation Test. This Skill Test gains a -5 penalty for every
amount of kilometers equal to the ritualist’s Willpower Bonus away the
object is from the ritualist. Additionally for every Rank of the Size Trait

5.6.4 Hexes - 318


the object is above Size (4) the Invocation Test gains an additional -10 Rune of Vigour
penalty. With a mix of blood and ash, the ritualist marks a burning rune on the
Duration: If the Invocation Test is passed the object is permanently target’s head. Through the rune, the target can draw on unnatural reserves
wherever the character leaves it. of fortitude.
Cost: The enactor of this ritual suffers 1d5 Wounds, plus 1 Wound per Prerequisites: Scholastic Lore (Occult) +10
Size Trait Rank above 4, per each attempt to use it. Action: Half Action
The Price of Failure: Whether successful or not the ritualist suffers that Requirements: The enactor must choose one character he can touch
damage listed in the Cost section, and if the Invocation Test is failed by (which may be himself) and succeed a Difficult (-10) Invocation Test.
more than 4 Degrees of Failure roll on the Psychic Phenomena table. A character currently being affected by a Rune of Vigour cannot have it
used on them again until an hour has passed and the effects of the Hex no
Rune of Reknitting longer affect them.
Using a bone needle and sinew thread the ritualist sews a symbol of vi- Effects: If the ritualist succeeds then the character marked in this way
tality into his target's flesh. Torn flesh, broken bones, and even lost limbs may re-roll any Strength or Toughness Tests he is required to make and
become whole once more, though the quality of the healing depends on gains an amount of Wounds equal to the Degrees of Success on the Invo-
the ritualist's skill as much as it does the whims of the Warp. cation Test whilst this power is active. Any Damage that is inflicted upon
Prerequisites: Scholastic Lore (Occult) +10 the subject of this power affects these bonus Wounds first before affecting
Action: Full Action the rest.
Requirements: The enactor must choose one character he can touch Duration: The rune will protect the character for 1 hour.
(which may be himself) and succeed a Difficult (-10) Invocation Test. A Cost: 1 Corruption Point is given to the anointed character
character cannot be affected by this Ritual more than once in a 24 hour The Price of Failure: If the Test is failed the anointed character becomes
period. Stunned for an amount of Rounds equal to the Degrees of Failure on the
Effects: If the ritualist succeeds then the character that the Hex is being Invocation Test as his mind and body are overwhelmed by the energy of
used on immediately heals 1d10 Wounds, plus 1d10 Wounds for every the Immaterium. Also he gains 1d5 Corruption.
second Degree of Success after the first (ie.3 DoS, 5 DoS, 7 DoS, etc.).
This removes the Blood Loss condition if the target was suffering from Vampiric Hex
it, and additionally, so long as the Ritualist succeeded the Invocation Test Sinking his fingers into the flesh of a target, the ritualist absorbs the
by at least 2 Degrees of Success, one limb the character had recently lost, target’s very life force until nothing remains but a dessicated husk.
such as in the case of a combat or unfortunate accident, becomes Useless Prerequisites: Scholastic Lore (Occult) +10
instead of Lost (so long as the limb could notionally be reattached in Action: Full Action (Attack, Concentration)
some fashion and is not vaporized, eaten, or otherwise absent). Requirements: The enactor makes a -10 Invocation Test. This Ritual can
Duration: The rune will protect the character for 1 hour. only be used on a Stunned, Helpless, or otherwise incapacitated target.
Cost: The target gains 1d5 Corruption Points, regardless of whether the This Ritual may not be used on characters with the Machine or Daemon-
ritual succeeds or not. ic Traits.
The Price of Failure: If the the ritualist fails the target only heals 1d5 Effects: For every Degree of Success the enactor regains 1 lost Wound
Wounds and now suffers from Blood Loss. and the target’s Wounds are reduced by 1. The ritualist may not gain any
additional Wounds over his maximum Wound capacity. If the target is re-
Rune of Terror duced to 0 Wounds, he dies. The ritualist may choose to drain an amount
With a finger dipped in blood, the ritualist draws a burning rune in the air of Wounds that is less than his Degrees of Success, if he so wishes.
which then burns the minds of those nearby with a mixture of fear and Duration: One Full Action
confusion. Cost: None
Prerequisites: Scholastic Lore (Occult) +10 The Price of Failure: If the Invocation Test is failed by more than 4
Action: Full Action (Concentration) Degrees of Failure roll on the Psychic Phenomena table.
Requirements: The enactor makes a -10 Invocation Test.
Effects: All within 5 meters per Willpower Bonus of the ritualist who Warp Tongue
can see him must pass a Fear (1) Test immediately after this Ritual is The ritualist distorts the cacophony of voices in the warp, fooling dae-
successfully completed. For every second Degree of Success after the mons into believing he is a minor herald.
first increase the Fear Trait by +1 (ie Fear (2) at 3 DoS, Fear (3) at 5 DoS, Prerequisites: Forbidden Lore (Daemonology) +0, Scholastic Lore
and Fear (4) at 7 DoS). (Occult) +0
Duration: Instant, ends immediately (though the effects of Fear last until Action: Half Action
the end of the encounter or until the affected character Snaps Out Of It, Requirements: The enactor must pass a +10 Forbidden Lore (Daemon-
as per the entry on the Shock table). ology) Test
Cost: Each time the ritualist attempts this Ritual he must suffer 1d5 Effects: Any creature with the Daemonic Trait who hears the ritualist
Wounds. must pass a Scrutiny Test or become vulnerable to his suggestions. The
The Price of Failure: Whether successful or not the ritualist suffers that ritualist receives a +5 bonus per Degree of Success on the Forbidden
damage listed in the Cost section, and if the Invocation Test is failed by Lore (Daemonology) Test to any Charm, Intimidate or Deceive Tests
more than 4 Degrees of Failure roll on the Psychic Phenomena table. against these targets.
Duration: Until the ritualist makes a Social Skill Test against his Dae-
monic target.
Cost: The ritualist gains 1 Corruption Point if the Ritual succeeds
The Price of Failure: If the daemon passes the Scrutiny Test, it gains a
+10 bonus to all Tests made against the ritualist (including Weapon Skill
Tests!).

5.6.4 Hexes - 319


6.0 Armoury & Acquisitions
“You will treasure this weapon, you will use it wisely in battle and you will honour its sacred spirit with prayer, for after
you are long gone this weapon’s service to the Emperor will go on.”
–Ergar Keer, Enginseer
There is no standard currency across the Imperium, and even in established sectors, few respect the coinage of some far-distant world. For most, this
is no matter. Very few individuals travel between worlds in the 41st Millennium; the majority of humans spend their entire existence upon the world
of their birth, as they toil and sweat for the Imperium in the countless billions. Characters might gain hoards of precious coins on one world, only to
find them worthless on the next. They must rely instead on other means to purchase goods, request aid, and offer material assistance.
Influence Profit Factor
This is expressed through Influence, here representing tangibles in- Counting Thrones is work for commoners and a Rogue Trader’s staff
cluding any accumulated local wealth, but also the intangibles of debts, of scribes and factors. A Rogue Trader stands far above the tyranny of
favours, and reputation. This can sometimes vary from world to world, coin that grips lesser men, causing them to return to their purse many
depending on previous visits or the company currently kept. An Inquisi- times a day to count and wonder whether they can afford their next meal.
tor might establish credit on a world for his Acolytes to use in equipping Instead, a Rogue Trader gauges what he can afford to acquire and then
themselves, or (for greater covertness) they could be left to develop their support over time—be that a personal weapon, a company of mercenar-
own means. Despite their often excellent weapons and equipment, the ies, a thousand lasguns, a vortex torpedo, or a set of rare gems—by the
nature of their duties means they are always seeking alternative gear to magnitude of his Profit Factor. The greater the wealth generated by his
fit local settings, restocks of ammunition, repairs to damaged armour, and mission, as catalogued by his loyal scribes, and the greater his intangible
other essentials. It is through using their Influence that they garner the power over the Imperial class, the more he can own. Supporting larger
resources and Thrones they need to accomplish their missions. collections of items or retainers of greater Availability requires corre-
spondingly greater values for Profit Factor. See Section 10.6 “Influence,
Subtlety, and Profit Factor” for an explanation of Profit Factor and the
rules that govern how the excessively wealthy use these values to make
acquisitions of property and retained services.

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

320 A weapon cannot substitute for zeal 320


Amount
The amount of items being acquired also affects the roll for Acquisition, as displayed on the table below. Most characters will use the Standard Mod-
ifiers Table for amount, but those with the Excessive Wealth Talent and/or access to Profit Factor can use the Excessive Wealth Modifiers section for
determining the amount modifier.

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

6.0 Armoury & Acquisitions - 321


Craftsmanship Effects
An item’s Craftsmanship not only affects it’s appearance and rarity, but it also provides further benefits, depending on what exactly it is. Poor
Craftsmanship items can be much easier to acquire, but certainly have their drawbacks, whereas a Master Craftsmanship tool will outclass practically
anything similar. Most items fall under the below classifications, but if a specific item does not the GM is free to devise a suitable bonus or detriment
for it.
An item that is Poor Craftsmanship suffers the appropriate penalties, as stated below. If it's Craftsmanship is increased to Common or
higher then it loses that penalty. The benefits provided by Good, Best, Exceptional, and Master Craftsmanship are all accumulative, meaning that a
Best Craftsmanship item gains the benefits of Good Craftsmanship as well, while Master Craftsmanship items gain the benefits of Good, Best, and
Exceptional Craftsmanship as well. The exceptions to this rule are Ranged Weapons and Force Fields.
Melee Ranged Force
Craftsmanship Armour Tools
Weapons Weapons Fields
Gains the Unreliable
Quality.
-10 to all Agility tests
-10 WS to all tests If it already has the Overloads on rolls of -5 to all tests using
Poor using this weapon. Unreliable Quality
while wearing this
01 - 15 this tool.
armour or -1 AP.
it instead Jams on a
missed shot.
+1 AP to all Body
If this weapon has the Parts covered by the
Unreliable Quality it Armour -or- +5 to all
+5 WS to all tests +5 to all tests using
Good using this weapon.
loses it, if it did not tests to a single Social - this tool.
it gains the Reliable Skill chosen when this
Quality. armour is acquired or
constructed.
+1 AP to all Body
+5 WS to all tests using This weapon gains Parts covered by the
this weapon. the Reliable Quality Armour -or- +5 to all +1 Degree of Success
Weapon gains +1 Overloads on rolls of
Best Damage -or- +1 Pen
or if it already has the tests to a single Social
01 - 05
to all tests using this
-or- +1 Rank of a Ranked Reliable Quality it can Skill chosen when this tool.
Quality. no longer Jam. armour is acquired or
constructed.
+1 AP to all Body
+5 WS to all tests using This weapon can no Parts covered by the
this weapon. longer Jam. Armour -or- +5 to all
Weapon gains +1 Overloads on rolls +5 to all tests using
Exceptional Damage -or- +1 Pen
All attacks with this tests to a single Social
of 01 this tool.
-or- +1 Rank of a Ranked weapon gain +1 Skill chosen when this
Quality. Damage. armour is acquired or
constructed.
Any BS test made
+1 AP to all Body
+5 WS to all tests using with this weapon
Parts covered by the
this weapon. can be rerolled. The
Armour -or- +5 to all +1 Degree of Success
Weapon gains +1 second result must be
Master Damage -or- +1 Pen accepted.
tests to a single Social Does not Overload to all tests using this
-or- +1 Rank of a Ranked Skill chosen when this tool.
All attacks with this
Quality. armour is acquired or
weapon gain +1
constructed.
Damage.

Craftsmanship & Modification Slots Craftsmanship Modification Slots


Weapons, armour, and vehicles all are capable of being outfitted with
Modifications. However shabby manufacturing can leave weapons, ar- Poor 1
mour, and vehicles with relatively little space or power to accommodate Common 2
for upgrades or alteration, whereas a masterful creator will often leave
space or incorporate areas that attachments or changes may be made with Good 3
the right knowledges. This is represented, quite directly, by how many Best 4
Modifications a weapon, armour, or vehicle can bear. When an item’s
Craftsmanship is changed so is its amount of possible modifications, and Exceptional 5
if it is lowered, and has more than the item can have at that Craftsman- Master 6
ship, then the excess modifications must be removed before it can be
utilized.

6.0 Armoury & Acquisitions - 322


Availability & Time
Just because the markets of a community offer an item or service sought by a character does not necessarily mean that it is easy to locate, or easy to
arrange purchase. Larger communities have better and more accessible markets, but they are also rife with opportunities for thugs and hooligans to
fleece, swindle, or even outright rob the player characters. It may be quicker to acquire things in a hive city but, with its unending masses of humanity
it is also much easier for career criminals to get wind of those who are too free with their Thrones Gelt.

Time Taken By Population


Availability 10 Million + <10 Million <1 Million <100,000 <10,000
Ubiquitous 1 Day 1 Day 1 Day 1 Day 1 Day
Abundant 1 Day 1 Day 1 Day 1 Day 3 Days
Plentiful 1 Day 1 Day 1 Day 3 Days 7 Days
Common 1 Day 1 Day 3 Days 7 Days 7 Days
Average 1 Day 3 Days 7 Days 7 Days 2 Weeks
Scarce 3 Days 7 Days 7 Days 2 Weeks 2 Weeks
Rare 7 Days 7 Days 2 Weeks 2 Weeks 4 Weeks
Very Rare 7 Days 2 Weeks 2 Weeks 4 Weeks 2 Months
Extremely Rare 2 Weeks 2 Weeks 4 Weeks 2 Months 1d5 Months
Near-Unique 4 Weeks 4 Weeks 2 Months 1d5 Months 6 Months

Acquiring Vehicles Vehicle Craftsmanship Raised


Vehicles are, to say the least, complicated artifices, with some of the
more ancient and venerable examples of their kind being worth more
1d10 Craftsmanship
than whole voidships. As such the acquisition of such things can be an Roll Effect
expensive and time-taking affair. 1-3 Raise Speed
When making an Acquisition Test to Acquire vehicles the test Increase Tactical Speed by +3m
has an inherent -10 penalty due to the expense of such a purchase. Along
with this a vehicle may have options for different weapons, which may
4-6 Raise Armour
Increase all Armour Facings by +3
increase the vehicle’s scarcity. If an option for a vehicle would be more
rare than the vehicle itself (an example of this being the Conversion 7-10 Raise Handling
Beam Cannon option for Predators) the Availability of that vehicle be- Increase Maneuverability by +5
comes equal to the Availability of that option (in the case of the Predator
with a Conversion Beam Cannon, it would make the Predator a Unique
Availability).
Additionally when making Acquisition Tests for vehicles of
Vehicle Craftsmanship Lowered
any kind the characters may only Acquire an amount of vehicles equal 1d10 Craftsmanship
to their Influence/Profit Factor Bonus per Acquisition Test. Lastly, for Roll Effect
vehicles with an Availability of Near Unique or Unique only one may be
Acquired at a time. 1-3 Lower Speed
Decrease Tactical Speed by -3m

Craftsmanship and Integral Equipment 4-6 Lower Armour


Vehicles are, like many other things, subject to Craftsmanship modifiers, Decrease all Armour Facings by -3
in terms of their performance but also for their Acquisition. 7-10 Lower Handling
Additionally all equipment that is described as “integral”, Decrease Maneuverability by -5
along with any weapon that is a part of the vehicle’s profile, is part of the
vehicle and cannot be removed from it as it is attached thoroughly to the
hull of the vehicle and most likely uses the vehicle’s own power source
to operate. Whenever the Craftsmanship of the vehicle itself is raised
or degrades this integral equipment and the weapons also raise or lower
their Craftsmanship, changing their abilities and bonuses accordingly.

6.0 Armoury & Acquisitions - 323


Misfortunes & Unwanted Attention
Once a player makes an Acquisition Test in a session with a modifier worse than +0 (successful or not), every subsequent test by that player for that
session has a cumulative -5 modifier. This is on top of any modifiers already applied for an item or service’s availability, quality and scale. If a player
ever fails an Acquisition Test with a modifier of worse than +0 by four or more Degrees of Failure, the player must roll on the Misfortune Severity
table to see if his reckless spending has permanently crippled his resources. When the severity of the Misfortune has been determined the GM then
determines its nature, and what the Consequence chosen should be. The player or players suffering the Misfortune may always choose to default to
losing Profit Factor instead of having to perform Upkeep or making a roll on the Unwanted Attention table.
When a Misfortune occurs the GM rolls a 1d100 Roll on the Misfortune Severity table to determine the severity of the Misfortune, and then
a d10 to determine the nature of the Consequence (though the GM can simply pick an appropriate Consequence if he wishes).

Misfortune Severity & Variety


d100 Consequence
Result (GM’s Choice or 1d10 roll)
Roll 1-4 5-7 8-10
Fate smiles upon the
01-49 - - -
character; no Misfortune
-2 Influence or Failed Upkeep Test on Roll 1d100 on
50-65 Nuisance Misfortune
-1 Profit Factor 1 Item or Service Unwanted Attention Table
-2 Influence or Failed Upkeep Test on Roll 1d100+25 on
66-90 Grim Misfortune
Profit Factor 2 Items or Services Unwanted Attention Table
-1d5 Influence or Failed Upkeep Test on Roll 1d100+50 on
91-100 Calamitous Misfortune
-1d10 Profit Factor 1d5 Items or Services Unwanted Attention Table

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.

6.0 Armoury & Acquisitions - 324


Misfortune Details
d100
Description
Roll
01-05 Administratum tithe clerks flock for assessments, empowered by their superiors to bleed the sub-sector a little more in the name of the God-Emperor.
Departmento Munitorum officers have come into evidence that the character has siphoned materiel from their vaults, and are pressing upon him with the
06-10 full force of Imperial law. The evidence is all false, of course, but what motivation is behind this outrage?

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.

6.0 Armoury & Acquisitions - 325


Upkeep Tests
Even after the characters have acquired an item, it may still be a drain on When to Make an Upkeep Test
his resources, requiring fuel to run, dues to be paid, or careful mainte- The GM can require the characters to make Upkeep Tests whenever they
nance and repair. At certain times, the GM may require the characters to suffer a reduction in their fortunes or commit to a massive expenditure
make an Upkeep Test to see if they lose their acquisition or it is dimin- of wealth, most commonly in the form of poorly failed Acquisition
ished or degraded in some way. An Upkeep Test functions in the same Tests. He can also call on them to make a Test when an item is at risk of
way as an Acquisition Test, using all the same modifiers and factors damage or destruction. Some examples of when the GM can require the
involved in acquiring the original item—in effect, the characters are characters to make an Upkeep Test include:
acquiring the item or resource again. If they pass the Test, then their • When an acquisition is expended, damaged, or destroyed: Such as a suit
acquisition is unaffected, otherwise they have encountered a shortfall of armour worn by an character that suffers massive damage, a planetary
in funds or a waning of favour or influence and must choose one of the settlement bombarded from orbit, or a supply of rare ammunition used
following options: excessively.
• Discard the item or resource: The characters cannot use the acquisition • When a rival or adversary attacks the characters’ holdings or tries to
until it is repaired, reloaded, or purchased anew. An acquisition lost in steal their goods or retainers: Such as a mass kidnapping of crewmen on
this way cannot be reacquired until the characters’ Profit Factor increases. shore leave or when a treacherous adept is skimming off their profits for
• Downgrade the item or resource: The acquisition’s Craftsmanship is ship repairs, leading to the forfeiting of valuable components.
reduced by one level (i.e., Best to Good, Good to Common, etc.). If the • When fate plays a hand in the characters’ fortune: Such as when a hired
acquisition is already of Poor Craftsmanship, then this option may not be mercenary company with divided loyalties gets a better offer or there is
selected. a system-wide plague that threatens the characters’ local promethium
• Downsize the item or resource: The acquisition’s Scale is reduced by suppliers.
one level (i.e., for Excessive Wealth scale, from 10-49 down to 2-9.).
If the acquisition is already a single item, then this option may not be Ultimately, it is up to the GM to decide when the characters should make
selected. Upkeep Tests, and he should use them as a tool to both remind the PCs
• Overstretch Resources The characters incur a –5 penalty to all Acqui- that their worldly possession can be tenuous and that there are often
sition Tests until either the characters’ Profit Factor increases or they consequences for their actions
choose to discard, downgrade, or downsize the acquisition.

Cost Is No Object Trading in Items


In a situation where a player doesn’t have the luxury of waiting, haggling When attempting to obtain an item or service, any bargaining chip is
or being outbid, he can permanently burn Profit Factor/Influence to helpful. When a character is making a Acquisition Test, he can offer up
ensure that he is successful on an Acquisition Test. For every one point of one item he has in his possession to trade in, making the test easier. The
Profit Factor or Influence burned, a player receives +10 to his Acquisition item selected to trade must have an availability lower than the item being
test (this may and probably should only be done once an Acquisition Test acquired. For example, if the item being acquired has an availability of
has been Failed, in essence “trading” Profit Factor/Influence for Degrees –20, the traded in item must have an availability of –30 or below. When
of Success). The Profit Factor or Influence used to ensure success is gone trading in an item this way, the character gets a bonus to his acquisition
permanently. This permanent loss could be explained in a number of test equal to the difference between the two items’ Availabilities. For
ways, from the selling off investments to calling in favours, and reflects example, if the item being acquired has an availability of –10, and the
an outlay of wealth and influence so great that it reduces a player’s pur- item being traded in has an Availability of –30, the character gains a +20
chasing power until he can find new sources of income. bonus to his acquisition test. If the acquisition test succeeds, the offered
item is traded away, and lost. If the test fails, however, the item is not
traded, and the character keeps it.

6.0 Armoury & Acquisitions - 326


Success & Failure
When making an Acquisition it is possible that the Acquisition Test was passed or failed by multiple degrees. The following tables give guidance
on how these situations can be handled, giving appropriate boons or detriments depending on the situation. If an Acquisition Test is failed by a large
amount of Degrees of Failure the GM can elect to use an appropriate entry on the Detriments table instead of a Misfortune. So long as the Acquisi-
tion Test is succeeded by a high enough amounts of Degrees of Success the player may choose multiple ways of spending them on the Boons table,
so long as the total amount of DoS spent on Boons does not exceed the amount scored on the Acquisition Test (and likewise with the GM spending
Degrees of Failure on the Detriments Table). The GM has the final say as to whether or not these additional rules apply for any Acquisitions.

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.

Acquisition Time Base Times and Modifiers


Time Degrees of Degrees of
Required for Acquisition Success Failure
Test (Each Additional) (Each Additional)
Up to 2 hours -10 minutes +10 minutes
Over 2 hours and up to 6 hours -20 minutes +20 minutes
Over 6 hours and up to 24 hours -1 hour +1 hour
Over 1 day and upto 7 days -6 hours +6 hours
Over 1 week and upto 4 weeks -1 day +1 day
Over 1 month and upto 4 months -3 days +3 days
Over 4 months and upto 1 year -1 week +1 week
Over 1 year -2 weeks +2 weeks

6.0 Armoury & Acquisitions - 327


6.1.0 Weapon Rules
There is no peace in the nightmare galaxy of the 41st Millennium, and on every world, in every sector, there is the constant sound of lasgun cracks,
grenade explosions, and countless wounded crying for relief. Weapons are everywhere, ranging from wondrous archeotech devices from the Dark
Age of Technology, to crude bows made from ancestral bone and sinew. Even on highly civilised worlds, few would be without a hidden pistol or
sheathed blade. For Imperial citizens, weapons are as much an essential part of normal life as breathing or faith in the immortal Emperor.

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.

6.1.0 Weapon Rules - 328


Weapon Teams Standard Ammunition
When mere mortals that don’t have the strength of an augmented Astartes Most ranged weapons have a standard ammunition and ammunition stor-
or hulking Ork seek to use heavier weapons, they usually cooperate in age device, the default type that often is as defining as the weapon itself.
weapons teams to more efficiently operate these powerful firearms. From lasgun charge packs and photonic hydrogen plasma flasks to basic
In order to benefit from the Weapons Team rule both members shotgun shells and autogun rounds, these are generally as common as the
of the team must have both the Weapons Training(Heavy) and relevant weapons that use them. The weapon characteristics listed in this section,
Weapon Training type (Las, Bolt, etc). Heavy Weapons mounted on ve- such as damage and clip size, are for its standard ammunition.
hicles in any form cannot be used with Weapon Teams. An ally within 2 Standard ammunition for a weapon has an Availability one
meters may assist a character wielding a Heavy type weapon by forming level more available than the weapon itself. A clip of 18 standard auto-
a Weapon Team with them, counting them as a single character for the pistol rounds, for example, has a Common (+20) Availability because the
sake of Initiative and movement. This must be declared at the beginning weapon has an Average (+10) Availability. A successful Acquisition Test
of one of these character's turns, and from then on they are considered to for standard ammunition yields two clips, plus one extra clip per degree
be a Weapons Team. The Weapons Team may disband and begin working of success beyond the first. Should it be important to know how much
individually at any time as an in-turn Free Action. ammunition weighs, consider a weapon’s full clip to weigh 10% of the
A Weapons Team contains a designated Gunner and designated weight of the weapon itself.
Loader. This allows the Loader to assist in reloading the weapon using
appropriate ammunition carried by either member of the team. By work-
ing together in well rehearsed concert, the Loader and Gunner can halve Special Ammunition
the time it takes to reload a Heavy weapon, applied after any changes Imperial ranged weapons are wondrous indeed. Many are relics, claiming
made to reload time by weapon modifications, down to a minimum of lineages greater than the dynasties that hand them down from generation
a Half Action. The Loader may only assist a reload when the weapon to generation. Without ammunition, however, most are little more than
is Braced and cannot do so on the move. The Loader must be carrying ornate clubs. While standard ammunition is somewhat commonplace, at
a clip of the correct ammunition type in order to assist the reload, if the least as easy to acquire as the weapon itself, many seek out more unusual
Loader does not possess any they may take it from the Gunner as an any- and unique ammunition for their guns. A character can become infamous
time Free Action. The Weapons Team may only benefit from the Rapid for the specialised rounds he uses in combat, with enemies running in
Reload Talent if both members have it, as the one without slows the other fear from the inferno shells or bleeder rounds they know are coming their
down. way.
The Loader cannot use any of their personal weapons while Special ammunition can be acquired with an Acquisition test
acting in a Weapons Team, but may perform Aim Actions that benefit the like any other item. When a character attempts to acquire special ammo,
Gunner instead of himself. he specifies which weapon it is for, and each successful Acquisition Test
If being carried by the Loader, and the weapon has the obtains up to 2 clips of the desired ammunition, plus one clip for every
modification, the Backpack Ammo Supply must be placed on whatever degree of success beyond the first on the test. When a character reloads
surface the weapon is braced on or can still be worn if using a Tripod, the his weapon, he can choose to reload it using a clip of special ammunition
Backpack Ammo Supply must be disconnected and reconnected before suitable for the weapon. For all attacks made using the ammo in that clip,
and after moving respectively. The Loader may also carry the tripod if a the effects listed in the special ammo’s entry are applied to the weapon.
weapon has that modification to reduce the weight and bulk of the gun Special ammo cannot be mixed in a clip with regular ammo (unless a
when moving, reattaching the tripod as part of the Brace Action. Fire Selector is being used).
Weapon Teams can be used with Vehicle Class weapons on
vehicles if they have a designated Loader and Gunner.
Throwing Grenades
Throwing grenades requires no special training or talents, and is resolved
Weapon Noise using a Ballistic Skill test including any modifiers (such as range). On a
The discharge of bullets, bolts, and blasts of weapons is far from silent, miss, the thrown grenade lands instead in a random direction using the
and this can be an inconvenience to those who want to keep their opera- Scatter Diagram.
tions as secretive as possible. How loud each weapon is, and how far that
noise travels, can vary incredibly from situation to situation and place to
place. The table below offers some guidelines on the average distances Fumbling Grenades and Duds
certain common weapons can be heard from in situations free from other Whenever a Jam results from throwing a grenade or firing a grenade
sounds. In all cases, however, the determination of how far the sound of a launcher or similar weapon (see Section 9.0 “Combat”), something
weapon travels is up to the Game Master. unfortunate has happened. Roll 1d10; on any result other than 10, the
explosive is simply a dud and nothing happens. On a 10, the explosive
Audible detonates immediately with the effect centered on the attacker. If the
Weapon
Distance explosive was fired from a launcher, it detonates in the barrel, halving its
normal damage as well as destroying the weapon.
Impact of a throwing knife 10m
Silenced autopistol 50m
Warhammer smashing in a skull 100m
Revving of a chainsword 200m
Lasgun crack 500m
Autogun fire 1km
Bolter round detonation 2km
Earthshaker cannon impact 10km

6.1.0 Weapon Rules - 329


6.1.1 Weapon Qualities
Some weapons possess special qualities to represent such factors as special Damage or unusual effects. The following is a list of the most widely
used weapon qualities. Many Special qualities have an X in parenthesis after their name denoting a variable number of 1 or more depending on the
strength or size of the effect. The value of this number as it relates to each individual weapon with this Special Quality can be found in weapon's
profiles throughout Section 6.2.

Accurate Blind (X)


The weapon is crafted for precision attacks, with perfectly crafted With blinding pulses of light or irritant chemicals this weapon goes for
las-lenses or finely honed barrels. the eyes, rendering foes blind and it’s wielder that much safer.
This grants an additional bonus of +10 to the wielder’s Weapon When hit by a weapon with this Quality he must make an
or Ballistic Skill when used with an Aim action, in addition to the normal Agility or Toughness Test, with a modifier equal to ten times the number
bonus granted from Aiming. in brackets, or be blinded for a number of Rounds equal to his Degrees
of Failure. If the character is wearing eye protection, or is aware of the
Armourbane attack and spends a Reaction, he gains a +30 to the test to resist this
Designed to penetrate bunkers and cripple vehicles these weapons are Quality.
often used in siegecraft or when enemies bring heavy armour to bear.
Against vehicles, buildings, cover, and enemies with the Dae- Blood Drinker
mon Engine or Machine Trait, the weapon’s Penetration is doubled. Utilizing terrible sciences, anticoagulants, or simply being a horrific
implement meant for maiming this weapon rips open the soft flesh of its
Astartes Weapons victims, leaving them to spill out their lifeblood in great gouts.
Grave religious taboos exist throughout most of the Imperium against When a target takes at least 1 Damage from a weapon with this
daring to touch weapons meant for the hands of the Emperor’s Angels of Quality they must make a +0 Toughness Test or be afflicted by Blood
Death. Astartes weapons react violently to the grip of the unworthy, and Loss. If they are hit by multiple attacks in one round with this Quality
men bearing terrible burn scars are living proof of a flamer’s outrage in and fail multiple Toughness Tests to resist this Quality they only suffer
the hands of an ignoble master. one instance of Blood Loss.
A weapon with this Quality may not have it listed in the
weapon’s Qualities, but rather have it just in the name of the weapon. An Concussive (X)
Astartes version of a regular weapon always adds +2 to it’s Damage and Concussive weapons strike with a powerful impact strong enough to
Penetration (this may already be present in the weapon’s profile), and any temporarily knock a foe senseless.
attempts to use it by a character without the Astartes Trait suffer a -30 When a target is struck by a Concussive weapon, he must take
penalty to all attempts to use them. If any Test made to use the weapon a Toughness test with a penalty equal to 10 times the number in paren-
fails by four Degrees of Failure or more the wielder takes a single hit theses (X). For example, a weapon with Concussive (2) would impose a
from the weapon and the weapon Jams. –20 on this Toughness test and Concussive (0) would cause a test with no
penalty.
Auto-Loader If the Toughness Test is failed he gains 1 Level of Fatigue per
Ancient, ill-understood archeotech systems allow some weapons to every two Degrees of Failure and is Stunned for an amount of rounds
reload and unjam themselves with no input from their master, leaving his equal to the gained Fatigue. If the attack also inflicted an amount of dam-
hands free to do whatever else he needs to do upon the field of battle. age greater than the target’s Strength bonus, the target is knocked Prone.
A weapon with the Auto-Loader Quality may make a Reload When targeting a vehicle the crew within only make a test
Action (as the result of emptying a Clip, changing ammunition types, or against the weapon’s Concussive Quality if the vehicle loses at least 1
if the wielder deems it necessary) by itself. The time needed to perform Hull Integrity from the attack.
the Reload Action is the same as stated on the weapon’s profile, but it
does not take up the wielder’s Actions to complete it. It may also attempt Consuming Fire
to clear a Jam, with a target roll of 50 or lower. The consecrated promethium and blessed oils of the Ministorum and
Holy Ordos are potent weapons against witches, heretics, and the un-
Balanced clean, scorching away the impurities of body and soul in an inferno of
Carefully weighted, the weapon moves naturally with the user, making sacred fire that burns hotter than any natural flame.
his parries more successful. When a target is struck by a weapon with this Quality, it must
Balanced weapons grant a +10 bonus to Weapon Skill tests make a Challenging (+0) Willpower Test or catch on fire. If Consuming
made to Parry. Even if the wielder is using multiple Balanced weapons, Fire is added to a weapon with the Flame Quality, the target suffers an
he only gains the bonus once. additional 1d10 Energy Damage (ignoring Armour and Toughness Bo-
nus) each time it fails the Test to extinguish the flames.

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

6.1.1 Weapon Qualities - 330


Armour point damage (or the whole amount if the target is wearing no Devastating (X)
armour in that location) is dealt to the target. This excess damage is not Devastating weapons are capable of blowing away swathes of massed
reduced by Toughness. A target’s armour can be reduced multiple times infantry, making mockeries of serried ranks and doing away with the
by the effects of a Corrosive weapon, and the Armour point damage is even the most steadfast of hordes.
cumulative. A suit of armour can be repaired with a successful Challeng- If the target is a Horde, a successful hit from this weapon
ing (+0) mechanical Tech-Use or Trade (Armourer) Test, and a character reduces the Horde’s Magnitude by an additional amount equal to X.
who possesses the Armour Monger talent can repair the armour while
making use of that Talent.
Excruciating
The target of this weapon is wracked with unbearable agony.
Crippling (X) Targets damaged by a weapon with this Quality must succeed
Designed for cruelty and viciousness, crippling devices are favourites
at a Difficult (-10) Willpower Test or a Difficult (-10) Toughness Test
amongst those who prize pain and suffering.
(target chooses), or else become Stunned for 1 Round.
When a target suffers at least one wound from this weapon, he
is considered Crippled for the remainder of the encounter or until healed
of all damage. If a Crippled character takes more than a Half Action on Felling (X)
his turn, he suffers Rending damage equal to the number in parentheses Felling weapons make a mockery of even the most resilient enemies,
(X) to the Hit Location that suffered the original damage. This damage is cutting dense tissue and bone with ease.
not reduced by Armour or Toughness. When calculating damage from Felling weapons, reduce the
target’s Toughness Bonus by the number in parentheses (X). Felling only
temporarily reduces Toughness, and does not persist once the damage has
Daemonbane been calculated.
Some weapons receive blessings that give them a level of power against
the minions of the Dark Gods, but there are special Ordo Malleus rites
that go beyond mere sanctification. Flame
When used against targets with the Daemonic Trait, weapons Using materials such as promethium and incendiary powders, this weap-
with this quality gain the Vengeful (8) quality and their damage is not on ignites with primordial fire.
reduced by the target’s Toughness bonus. Whenever a target is struck by an attack with this quality (even
if he suffers no damage), he must make an Agility test or be set on fire
(see Section 9.3 “Conditions, Special Damage, & Damage States").
Deadly If the target of the Flame attack is a vehicle, the pilot must
Some weapons are utterly murderous, and if used in the right hands, can
make the appropriate Operate skill test with a bonus equal to the vehi-
end a life in an instant.
cle’s Armour value on the facing hit by the Flame attack. If the pilot fails,
When a character fires a single shot from a weapon with the
the vehicle immediately catches fire.
Deadly Quality while benefiting from the Aim action, the attack inflicts
an additional 1d10 damage for every two degrees of success beyond the
first (to a maximum of an extra 2d10). Flexible
These are often made of linked metal, rope, or other non-rigid materials
that deny defensive counters.
Decay (X) Weapons with this Quality cannot be Parried, though they
These weapons are capable of reducing living matter to vile sludge or
themselves can be used to Parry an opponent’s weapon.
windswept dust in mere moments, so injurious are their contents. Few
things aside from genophagic munitions or terrible flesh-eating virus are
capable of producing such dire results. Force
Any living creature that suffers Critical Damage (including A force weapon relies on the user’s mind to unlock its true potential, sud-
Damage from Righteous Fury) from this weapon must make a Challeng- denly turning a sword or staff into a device burning with eldritch energies
ing (+0) Toughness Test with penalty equal to 10 times X or perish as it able to reave tanks.
collapses into an amorphous puddle of sludge or an ashen pile of dust. In the hands of a psyker, a melee weapon with the Force
Quality also deals bonus damage and gains bonus penetration equal to
the psyker’s base Psy Rating (so a Psy Rating 3 would grant +3 Damage
Defensive and +3 Penetration), and the damage type changes to Energy. In addition,
A Defensive weapon, such as a shield, is intended to be used to block
whenever a psyker damages an opponent, he may take a Focus Power ac-
attacks and is awkward when used to attack.
tion (Opposed with Willpower) as a Reaction. If he wins the test, then for
A weapon with this quality grants a +15 bonus to tests made
every Degree of Success, the Force weapon’s wielder deals an additional
when used to Parry, but imposes a –10 penalty on tests to make attacks
1d10 Energy Damage, ignoring Armour and Toughness Bonus. Psykers
with it.
always use their base Psy Rating when determining Psychic Strength
for this test, and cannot generate Psychic Phenomena on this test. Force
Deflagrate weapons cannot be destroyed by weapons with the Power Field quality
Enemies slain by deflagrating weapons are torn apart, violently, as they
explode into flaming cinders and scorched bone shrapnel.
If a non-Horde enemy is slain by this weapon they automat-
Graviton
Graviton weapons alter the target’s local gravity field, transforming pro-
ically explode into ash and shrapnel, each character within 1d5 metres
tective armour into crushing force.
suffers a single hit for 1d10+5 Explosive damage to a randomly deter-
When a weapon with the Graviton quality hits a target, it in-
mined Hit Location.
flicts additional damage equal to the target’s Armour points on the struck
location. If the target is a vehicle or cover, it instead inflicts additional
damage equal to the Armour points of the facing that the attack struck.

6.1.1 Weapon Qualities - 331


Vehicles that suffer Critical damage from Graviton weapons always roll abilities in mind first and foremost, and thus they lack obvious handles or
on the Motive Systems Critical Effects table, no matter what location was hafts.
actually hit.

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

6.1.1 Weapon Qualities - 332


Hallucinogenic (X) Haywire (X)
Where most weapons seek to harm the body, those with this quality seek A character or vehicle hit by a weapon with this Quality suffers the
to damage the mind with exotic chemicals and neurotoxic drugs. effects of a 1d10 roll on the Haywire Effects Table that receives a bonus
When a creature is struck by a weapon with the Hallucino- equal to the number in parentheses (ie if the weapon had Haywire (3)
genic quality, it must make a Toughness test with a penalty equal to 10 then the wielder would roll 1d10+3 on the Haywire Effects Table). Re-
times the number in parentheses (X) or suffer a temporary delusion and gardless of how many targets he hits the wielder only makes one roll on
roll 1d10 on the following table. Respirators and sealed armour provide the Haywire Effects table per attack.
a +20 bonus to this test. The effects last for 1 round, plus 1 additional Once the weapon’s wielder has rolled on the Haywire Effects
round for every degree of failure. Table and applied it to his targets the effect slowly dissipates, the strength
lessens one step in severity each Round until it becomes a result of 1-2.
Hallucinogenic Effect Additional Haywire attacks in the same area or against the same target
do not stack but instead create a new effect that is either ignored if lower
1d10 than the current effect or replaces the old one if higher.
Description & Effects
Roll
The character drops to the floor, flailing and screaming as he tries to Haywire Effects
1 claw off imaginary insects devouring his skin and flesh. The charac-
1d10
ter gains the Prone and Stunned conditions. Description & Effects
The character believes his hands have turned into slimy tentacles, Roll
or perhaps the flesh has begun to strip off the bone in bloody lumps. Though some machine spirits are unsettled, there is no noticeable
2 Regardless of the particulars, the character drops everything he is 1-2 effect on nearby technology.
carrying and spends the duration staring at his hands and screaming.
All actions utilising powered technology, including firing ranged
The character is Stunned.
weapons without the Primitive quality, Tech-Use tests, and any phys-
They're coming through the walls! The character sees gruesome ical actions attempted while wearing power armour or employing
aliens bursting through the walls/ceiling/floor/bushes and opens 3-4 cybernetics, suffer a –10 penalty. The base movement of anyone in
fire. The character must spend each turn firing at a random piece of power armour is reduced by 1.
terrain within his line of sight. Any creatures caught in the line of All Tests to utilize Techno-Arcana suffer a -10 penalty.
3 fire are subject to attacks as normal. Each round, choose a new target
at random (see Section 1.1 “The Core Rules”) to determine which All actions utilising technology, including firing ranged weapons
direction that is, with a "7" meaning he shoots the ground, and a "10" without the Primitive quality, Tech-Use tests, and any physical
meaning he fires wildly into the air. actions attempted while wearing power armour or employing cyber-
5-6 netics, suffer a –20 penalty. The base movement of anyone in power
The character believes he is invisible and wanders aimlessly, making armour is reduced by 3. Melee weapons with technological compo-
faces at those around him. He waddles about in random directions nents function as a Primitive weapon of the analogous type.
4 each round (see Section 1.1 “The Core Rules”), using a Full Action All Tests to utilize Techno-Arcana suffer a -20 penalty.
to move. The character retains his Reactions.
Technology within the affected area completely ceases to function.
The sky looks so big and inviting, the character flaps his arms trying Power armour becomes unpowered, reducing the wearer’s move to
to imitate a pterasquirrel. He might do nothing but jump up and 1. Characters with cybernetic replacements to any internal organ(s)
5 down on the spot. If he is standing above ground level, he may throw 7-8 suffer one level of Fatigue each round they remain in the Dead Zone.
himself off in a random direction, with the usual consequences for Melee weapons with technological components (i.e. power swords)
falling—appalling injury or death being the likely outcomes. function as a Low-Tech weapon of their type.
The character is overcome with paranoia, believing even his own All Tests to utilize Techno-Arcana suffer a -30 penalty.
comrades are out to get him. On the character's turn, he must move As Dead Zone, but lasting for 1d5 Rounds before lessening to a Major
6 to a position of cover, getting out of line of sight from any other 9-10 Disruption (and then dissipating as normal).
characters. He remains hidden until the effect ends, moving to new
cover as needed to stay as hidden as possible.
The character believes that the gas is toxic and collapses to the floor
Melta
as if dead; he counts as being Helpless. Other characters who sees These weapons rely on intense heat to negate protective armour, turning
7 him "die" must pass a Challenging (+0) Intelligence test; should they even the thickest of plating to steaming liquid.
fail then they also think the character is dead. This weapon doubles its Penetration when firing at Short range
The character is filled with a burning rage and a desire for violence. or closer.
8 The character becomes Frenzied for the duration of the effects, and
must attack the closest opponent. Overcharge
The character believes he has shrunk to half his normal size and Beyond simple variability, Overcharging raises a weapon’s power to
9 everything else is big and frightening now. All other characters count dangerous levels, for both the wielder and his foes.
as having the Fear (3) trait to the character As an any-time Free Action, this weapon can be switched
The character desperately tries to remove a massive fanged worm between two modes: Standard (which uses the normal weapon profile)
he thinks is slowly winding its way up his leg. If holding a gun, he and Overcharge. When the weapon is fired on Overcharge it expend three
shoots himself with it or, if not, he hits himself in the leg with what- times the regular ammunition usage to gain the Concussive (+2), Devas-
ever melee weapon he is holding. If the character is currently hold- tating (+2), Overheats, Recharge, Unreliable, and Unstable Qualities.
10 ing no weapon, he draws a random weapon from those he carries and
attacks himself with it. Randomly determine which leg the character
believes to be trapped by the worm. The attack automatically inflicts
a single hit with 1d5 degrees of success that deals damage normally.

6.1.1 Weapon Qualities - 333


Overheats Proven (X)
Through inefficient shielding, defective venting, or simply inherent de- These weapons always inflict massive trauma.
sign, the weapon often becomes overcome with the heat of its ammuni- When rolling for damage with these weapons, any die result
tion or firing methods. lower than the number in parentheses (X) counts as that number instead.
On an attack roll of 91 or higher, this weapon overheats (in- Thus, a Proven (3) weapon would treat any die result of 1 or 2 as a 3 for
creased to 86 or higher if the weapon also has the Unreliable Quality). the purposes of calculating damage.
The wielder suffers Energy damage equal to the weapon’s damage with
a penetration of 0 to an arm location (the arm holding the weapon if the Quad
weapon was fired one-handed, or a random arm if the weapon was fired A quartet of weapons, each of the same type, linked up to fire simultane-
with two hands). The wielder may choose to avoid taking the damage ously, or else in a “ripple-fire” pattern. Regardless of the specificities the
by dropping the weapon as an any-time Free Action. A weapon that result is a torrent of firepower before which no force can stand.
overheats must spend the round afterwards cooling down, and cannot be A weapon with this Quality may not have it listed in the
fired again until the second round after overheating. A weapon with this weapon’s Qualities, but rather have it just in the name of the weapon.
Quality does not Jam, and any effect that would cause the weapon to Jam A weapon that has this Quality doubles it’s Semi-Auto and Full Auto
instead causes the weapon to overheat. Fire Rates (this should be accounted for in the weapon's profile already),
increases its Clip by x4 and also gains a +30 to hit when fired. Quadruple
Phasic the Reload time.
Ancient, terrible weapons from the Dark Age of Technology and those of
xeno providence sometimes have disconcertingly powerful interphasic Razor Sharp
field projectors, allowing such weapons to glide through armour and Certain weapons or ammunition types have the ability to slice right
force fields with no resistance, striking right at the enemy's mortal flesh. through armour if they hit just right.
Damage from weapons with this Quality ignore Armour Pro- If the wielder scores three or more degrees of success when
tection and Force Fields cannot block attacks with this Quality. attacking with this weapon, the weapon’s penetration value is doubled
when resolving any hits from that attack.
Piercing
Some weapons can cleave through even the most powerful of armour, if Reach
wielded in hands skilled enough to use them. Some melee weapons feature lengthy chains, tendrils, or other means to
When the character wielding a weapon with this Quality hits lash out and strike their wielder’s foes from afar.
his target he adds +1 Penetration to the weapon’s profile per each Degree Weapons with the Reach Quality provide a +2 meter reach
of Success on the Weapon Skill or Ballistic Skill Test, up to an amount of to the weapon’s Range (this supersedes the range bonus from the
additional Penetration equal to the wielder's WSB or BSB, as appropri- Two-Handed Quality) to represent their length and reach (usually mean-
ate. ing that it will effectively have a 3 meter range). However the wielder
suffers a -20 penalty to Weapon Skill Tests against targets that are within
Power Field 1 meter of them.
Power fields form a cloud of disruptive energy, allowing a weapon to When making a Charge Action with a weapon with the Reach
strike with terrible force. Quality the wielder may end his Charge at the weapon's maximum Range
When the character successfully uses this weapon to Parry an and make his attack, as the weapon's length will allow him to hit his
attack made with a weapon that lacks this quality, roll 1d100; on a result opponent from this distance. If the wielder of a weapon with the Reach
of 26 or higher, he destroys the attacker’s weapon. Weapons with the Quality is Charged, and they successfully Parry the attack that the enemy
Warp Weapon or Force quality, and Natural Weapons, are immune to this that charged him makes, he may elect to stop the enemy at his weapon's
effect. maximum Range.

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.

6.1.1 Weapon Qualities - 334


Scatter Spray
The standard ammunition of these weapons spreads out when fired, Spray weapons use large area-effect shots to strike more foes, sacrificing
hitting more of the target. range for wider coverage.
When fired at a foe within Point Blank range, each Degree Unlike other weapons, they have just one range and, when
of Success the firer scores indicates another hit, and when fired at a foe fired, hit all those in their area of effect. The wielder does not need to
within Short range every second degree after the first scores another hit test Ballistic Skill; all creatures in the weapon’s path (a cone-shaped area
(effectively scoring another hit on 3, 5, 7 etc. Degrees of Success). Be- extending in a 30° arc from the firer out to the weapon’s range) must
yond this range a weapon with the Scatter Quality can only achieve one make a Challenging (+0) Agility test or suffer one hit from the weapon.
hit maximum, unless used on a Semi-Auto or Full Auto Rate of Fire. If the wielder does not possess the appropriate Weapon Training talent,
If the wielder uses a Semi-Auto Burst or Full Auto Burst the targets gain a +20 bonus on the test; this rises to +30 if the weapon is
character must either choose to take the extra hits caused by Scatter or by Heavy and the wielder is not braced. Cover does not protect from Spray
the Semi-Auto/Full Auto Burst. attacks unless it completely conceals a target. Because there is no attack
However, at longer ranges this spread of small projectiles roll, they are always considered to strike the Body location. They Jam if
reduces its effectiveness. At Long or Extreme Range the weapon deals -3 the firer rolls a 9 on any damage dice (before any modifiers are applied).
Damage. Due to the inaccurate nature of their design, they cannot be used to make
If a weapon with the Scatter Quality is used for a Called Shot Called Shot actions.
it still gains extra hits, as appropriate for the Range it was used at, and
all of these extra hits gain extra Penetration as per the rules of Called Storm
Shots. Firing with a hail of shots, these weapons strike so rapidly that enemies
are filled with metal in an instant.
Shocking This quality doubles the number of hits the weapon inflicts on
Shocking weapons can Stun their opponents with a powerful surge of the target and the amount of ammunition expended. For example, when
energy. firing a weapon with the Storm Quality in Full Auto Burst, each Degree
A target that is hit by a weapon with the Shocking Quality must of Success yields two additional hits (up to twice the weapon’s firing
make a Toughness Test, though he receives a +10 bonus for every point rate, as normal).
of AP he has on the location hit that was not penetrated. If this Tough-
ness Test is failed he gains 1 Level of Fatigue per Degree of Failure. Tainted
These weapons are infused with the power of Chaos, and manifest the
Smoke (X) corruption in their bearer.
Rather than inflicting damage, these weapons throw up dense clouds to Weapons with this Quality add their wielder’s Corruption Point
create cover. Bonus (the 10s column of their Corruption Point total) or their Daemonic
When a hit is scored from a weapon with this quality, it creates Trait Ranks (whichever is higher) to Damage dealt. Additionally attack
a smokescreen at the point of impact with a radius in metres equal to the with such a weapon ignore the additional Toughness provided by the
number in parentheses (X). This screen lasts for 1d10+10 rounds, or a Daemonic Trait.
shorter time in adverse weather conditions.
Additionally, all other Qualities, such as Corrosive or Toxic, Tearing
that are part of the weapon’s profile are carried by the weapon’s Smoke These weapons call on spinning chainblades, serrated claws, burrowing
radius, and anyone within the radius is subject to their effects on each projectiles, and other vicious means to rip apart targets.
Turn they end in it, as well as when hit by the weapon with the Quality. These weapons roll one extra die for each d10 of damage, and
the lowest result for each “set” is discarded.
Snare (X)
These ensnaring devices use masses of fibrous webbing, adhesive fluids,
and other entangling materials to bring an enemy down. Toxic (X)
When a target is struck by a weapon with this Quality, he Filled with malignant chemicals and fast acting poisons, toxic weapons
must make an Agility Test with a penalty equal ten times the number in bring down enemies through virulence and sickness.
parentheses (X) or be Immobilised. For example, a weapon with Snare When a character has suffered damage (after Armour and
(1) would impose a –10 penalty on this test. An Immobilised target Toughness bonus) from a weapon with this quality, he must make a
can attempt no actions other than trying to escape the bonds. As a Full Toughness test with a penalty equal to 10 times the number in parenthe-
Action, he can make a Challenging (+0) Strength or Agility Test, with a ses (X) or suffer 1d10 additional Damage (of the same type as the first
penalty equal to ten times the number in parentheses (X). If he succeeds, weapon with this Quality to damage him that round). The additional
he bursts free or wriggles out. He is also considered Helpless until he Damage from this Quality is True Damage. For example, a weapon with
escapes. Toxic (4) imposes a –40 on the tests to resist its effects.
When a melee weapon with this Quality has an enemy Immo-
bilized it cannot be used to attack other enemies, but the wielder does not
need to expend any Actions to maintain the effect, however the wielder
can stop maintaining the Immobilized effect on a target as an any-time
Free Action.

6.1.1 Weapon Qualities - 335


Triple-Linked Unstable
A Triple-Linked weapon represents three identical weapons connected Weapons with this quality use ammunition that is both volatile and unsta-
together and set to fire at the same time, increasing the chances of scoring ble and can react unpredictably when detonated.
a hit by blasting even more shots at the target. When an Unstable weapon scores a hit, roll 1d10. On a score of
A weapon with this Quality may not have it listed in the 1 it inflicts only half Damage, on a score of 2–9 it deals normal Damage,
weapon’s Qualities, but rather have it just in the name of the weapon. and on a score of 10 it inflicts twice the normal Damage.
A weapon with this Quality gains a +30 to hit when fired and uses three
times as much ammunition. In addition, the weapon scores one additional Unwieldy
hit if the attack succeeds by two or more Degrees of Success, and if the Huge and often top-heavy, Unwieldy weapons are too awkward to be
attack succeeds by four or more Degrees of Success a further additional used with finesse.
hit is made If the weapon has the Spray and Triple-Linked Qualities all They cannot be used to Parry or make Swift Attack or Light-
tests to avoid the weapon’s attacks gain a -30 penalty. ning Attack actions.
When emptied, the weapon’s reload time is tripled.

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.

6.1.1 Weapon Qualities - 336


6.2 Weapons, Ammunitions, & Modifications
There is no peace in the nightmare galaxy of the 41st Millennium, and on every world, in every sector, there is the constant sound of lasgun cracks,
grenade explosions, and countless wounded crying for relief. Weapons are everywhere, ranging from wondrous archeotech devices from the Dark
Age of Technology, to crude bows made from ancestral bone and sinew. Even on highly civilised worlds, few would be without a hidden pistol or
sheathed blade. For Imperial citizens, weapons are as much an essential part of normal life as breathing or faith in the immortal Emperor.
Weapons are divided into several groups covering a plethora of ranged weapons, dealing with everything from crossbows to plasma can-
nons, and melee weapons covering all manner of close combat weaponry. Unless they are of Poor craftsmanship, all weapons come with the appro-
priate holster (for Pistols and one-handed Melee weapons), or carrying strap (for Basic or Two-Handed Melee weapons) as part of their cost. Heavy
weapons do not have holsters or straps. A weapon with a strap may be dropped as an any-time Free Action without it falling to the ground.

6.2.1 - Las Weapons


Las weapons are perhaps as common across the Imperium as humanity itself. They are reliable, cheap to manufacture, and easy to maintain. Forges
and factories across the galaxy generate untold billions each year to supply the massive armies of the Imperial Guard, with millions of the weapons
making their way to criminal cartels, hive cults, and other sordid organisations as well. Each shot emits short, sharp pulses of laser energy from
high-storage, fast-discharge capacitors, with a flash of light and a distinctive snap like the cracking of a whip.

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.

6.2 Weapons, Ammunitions, & Modifications - 337


Laser Destroyer Array Volcano Cannon
Essentially a bonded quartet of lascannons, this weapon system fires The Volcano Cannon is amongst the most powerful laser weapons used
all four weapons at once, focusing an incredible amount of power on by forces of the Imperium of Man, unleashing terawatts of energy in a
a singular point, causing anything but the greatest of behemoths to be blazing white laser beam which produces a thunderous crack and tremen-
left a scorched husk. The enormous power demands of the weapon, not dous recoil. As one of the largest non-ship-based weapons in the Imperial
to mention it’s size relegate it being mounted on purpose built or heavy arsenal, the Volcano Cannon is a sight to behold on the battlefield. Each
vehicles, and the lengthy reload after firing it’s full set of power packs lance of white-blue energy that leaps from its barrel blinds any foolish
can leave it’s crew quite vulnerable. enough to look directly upon it, and seconds later whatever the Volcano
Cannon targeted is often reduced to a massive smoking crater.
Las Weapon Profiles
Rate
Name Class Range Damage Pen Clip Reload Qualities Weight Availability
of Fire
Laspistol Pistol 30m S/2/- 1d10+2E 0 30 Half Reliable, Variable 2kg Average
Stutterlas
Pistol 35m S/-/5 1d10+1E 0 25 Full Inaccurate, Variable 4kg Average
Pistol
Heavy
Pistol 40m S/2/- 1d10+3E 0 60 Full Reliable, Variable 2kg Scarce
Laspistol
Executioner Accurate, Reliable,
Pistol 60m S/2/- 1d10+5E 2 5 Half 3kg Scarce
Laspistol Variable
Lasgun Basic 100m S/2/3 1d10+3E 0 60 Full Reliable, Variable 4kg Common
Reliable, +1 to
Lascarbine Basic 75m S/2/- 1d10+3E 0 60 Full 4kg Average
Initiative, Variable
Laslock Basic 70m S/-/- 1d10+4E 0 1 Half Unreliable 4kg Plentiful
Shotlas Basic 20m S/3/- 1d10+4E 1 40 2 Full Scatter, Variable 4kg Average
Stutterlas Gun Basic 50m S/-/5 1d10+2E 0 120 2 Full Inaccurate, Variable 5kg Average
Accurate, Variable,
When Overcharged
Lasrifle Basic 100m S/-/- 1d10+5E 0 35 Full gains Unreliable and 5kg Average
also gains Overheat
when in Overload Mode
Accurate, Deadly,
Longlas Heavy 150m S/-/- 1d10+3E 1 40 Full 5kg Scarce
Felling (2), Variable

Triplex Lasgun Variable, integral Fire


Selector (to choose
(Standard 100m S/3/- 1d10+4E 0 30 Full
between Standard, Pre-
Mode) cision, and Burst Mode)
Triplex Lasgun Basic 5kg Very Rare
Accurate, Deadly,
(Precision 150m S/-/- 1d10+4E 0 30 Full
Variable
Mode)
Triplex Lasgun Felling (2), Proven (5),
50m -/2/- 1d10+4E 0 30 Full
(Burst Mode) Variable
Hellpistol Pistol 30m S/2/4 1d10+3E 4 20 2 Full Proven (3), Variable 6kg Rare
Hellgun Basic 100m S/3/5 1d10+3E 4 40 2 Full Proven (3), Variable 10kg Rare
Hot-shot
Pistol 20m S/2/- 1d10+4E 7 40 2 Full Variable 4kg Rare
Laspistol
Hot-shot
Basic 60m S/3/- 1d10+4E 7 30 2 Full Variable 6kg Rare
Lasgun
Hot-shot
Heavy 100m -/2/4 1d10+6E 8 20 2 Full Twin-Linked 25kg Very Rare
Volleygun
Multi-Laser Heavy 150m -/-/5 2d10+10E 2 100 2 Full Reliable 35kg Very Rare
Lasfusil Heavy 150m S/-/- 2d10+12E 10 5 2 Full Armourbane, Deadly 25kg Very Rare
Lascannon Heavy 300m S/-/- 5d10+10E 10 5 2 Full Proven (3) 55kg Extremely Rare
Laser
Destroyer Vehicle 150m S/-/- 5d10+10E 20 12 4 Full Quad, Proven (3) - Extremely Rare
Array
Volcano Armourbane, Blast (8),
Vehicle 3,000m S/3/- 4d10+30E 20 6 3 Full - Unique
Cannon Felling (4)

6.2 Weapons, Ammunitions, & Modifications - 338


Las Weapon Special Ammunition
Blessed Power Pack Hotshot Charge Pack
Having undergone numerous rites and sanctifications this power pack This is a powerful charge pack for a las weapon, favoured by snipers.
is imbued with the God Emperor's own power, and the light that is spat Each hot-shot charge pack is good for only a single shot, as the intensity
forth is a brilliant blue-white that cleaves the unclean with its uncompro- of energy transfer burns out the pack's couplings.
mising radiance. Applicable To: Any Pistol or Basic Las Weapon
Applicable To: Any Las Weapon Availability: Scarce
Availability: Rare Effects: A weapon using a hot-shot charge pack adds +4 to its Damage,
Effects: Blessed Power Packs cannot be reused or recharged. Howev- gains the Tearing Special Quality, and adds +4 to its Penetration. How-
er, shots fired with a las-weapon using a Blessed Power Pack gain the ever, the weapon loses its Variable and Reliable Qualities, and its Clip is
Sanctified Quality. Best Craftsmanship Blessed Power Packs gain the reduced to one.
Malediction (0) Quality.

6.2 Weapons, Ammunitions, & Modifications - 339


6.2.2 - Solid Projectile Weapons
Though there are many energy-based weapons throughout the Imperium, in many places the more basic solid projectile weapons still dominate. Also
known as slug-throwers, they rely on firing heavy masses of metal at high velocities, with deadly results. Easy to manufacture, they especially domi-
nate the farther from advanced civilisations one ventures, such as in feral worlds or dark underhives. In many regions, citizens commonly carry some
type of solid projectile weapon for their basic protection or livelihood.

Stub Weapons Punisher Gatling Cannon


An utterly ancient variety of ballistic weapon, these weapons utilize The Punisher Gatling Cannon is a large, multi-barrelled, rotary ballistic
cased cartridges (usually constructed from brass) that contain a miniscule weapon, and is known as one of the fastest-firing slug throwers in the
amount of propellant, which detonates and propels a small projectile at Imperium’s arsenal. The Punisher can shred even the heaviest of infantry
supersonic speeds. While functionally similar to the more modern auto units with punitive ease
weapons, stub weapons have endured the millennia due to two separate
factors; they are very easy to construct and maintain, and they are even Battle Cannon
more reliable than auto weapons, as the cased ammunition tends not to The battle cannon fires a huge, explosive shell which is proportionately
foul the weapon’s barrel and firing mechanism. more damaging. One of the largest and most destructive weapons that
see common use on the battlefield, these cannons, their ammunition, and
Auto Weapons support equipment are far too large for infantry units to carry and use.
When it comes to fire rate auto weapons are second to none, with their Instead, the weapons are generally mounted upon vehicles or fortifica-
caseless ammunition system allowing for a notably raised cyclical rate. tions. The Leman Russ main battle tank most commonly employs a battle
Auto weapon ammunition is fed into the weapon in disposable mag- cannon in its main turret.
azine blocks, with the individual rounds being a single bullet encased
in a propellant shell with a primer also inlaid. This format allows for a Demolisher Cannon
tremendous rate of fire for small arms, allowing them to surpass nearly A variant of the battle cannon, the demolisher cannon is specifically de-
anything else. signed as a siege support weapon. While it suffers a decreased range, its
plasma charged shells are capable of blasting through layers of plasteel
Shot Weapons and ceramite with each devastating volley. Its massive shells wrap an
Rather similar to stub weapons, these weapons most often are of a outer layer of explosives and shrapnel around an unstable chemical core.
larger caliber, and fire a number of smaller, scattering projectiles. The When the outer explosives detonate, weakening their target, they also
effect of a multitude of small bullets striking their target simultaneously trigger the chemical reagents to unleash a potent blast of plasma that is
is striking, leaving ragged exit holes, if not blowing apart limbs. This channelled directly into its victims. The combination of shrapnel and
effect, however, is generally limited to close range engagements, as the flaming metal can eliminate even the most robust defences.
scattering nature of the projectiles leaves this weapon at a disadvantage
over long distances. (All SP weapons with Scatter are Shotguns for the Vanquisher Cannon
purposes of Special Ammunitions) Veteran tank commanders highly respect this rare pattern battle cannon
for its unique efficacy in battles against heavily armoured opponents.
Autocannon While few forge worlds remain capable of producing it, the legends of its
An autocannon is a crew-served heavy weapon, a selfloading, high cali- ability to penetrate any known armour make its extended profile immedi-
bre cannon that uses dense, solid, cased shells to punch through armour. ately recognisable.
Though unlikely to fully penetrate the ceramite of Space Marine power
armour, they decimate light to medium vehicles and see widespread use Earthshaker Cannon
in the Imperial Guard and many renegade armies. This massive artillery gun is designed for long range bombardments,
but it may also be used as a direct fire weapon when necessary. In either
Mauler Cannon situation, it is ideal for levelling fortifications, destroying massive war
The Mauler Cannon is actually a twin-barrelled autocannon variant machines, and obliterating any unsuspecting infantry. Earthshaker can-
featuring a heavier frame, shorter barrels, and a lowered fire rate (made nons are far larger than the indirect weapons carried by infantry, and fire
up for by it’s doubled projectile output), the mauler cannon gives units over a much longer distance.
an enormous boost to their close-ranged firepower, and is favoured by
Imperial Guard regiments that specialize in up close assault warfare, as Baneblade Cannon
well as naval assault teams that engage in boarding actions The Baneblade Cannon, is a larger, 10-metre-long version of the standard
Imperial Battle Cannon and fires rocket-propelled ammunition. The
Assault Cannon Baneblade Cannon is possessed of great range, able to strike targets
The Assault Cannon is a ballistic six-barreled, self-loading rotary Au- many kilometres away. Each of its shells is a metre in length and is
tocannon, effective against infantry targets and light vehicles at close to outfitted with rear-mounted stabilization fins and a small amount of solid
medium range. Although it lacks the range of the Autocannon and many rocket propellant in multiple stages precisely calibrated to allow the shell
other Imperial heavy weapons, the Assault Cannon is a fearsome weapon to cross a given range in a precise amount of time. Each shell leaves the
when used at the close range role from which it was intended to be fired. cannon's barrel under the force of the initial explosion, but once in flight,
The weapon is prone to overheating and jams due to its high rate of the rocket stages ignite in turn, with each booster falling away as the
fire - the number of rounds fired per second are counted in the hundreds. next ignites, carrying the shell onto its target with a speed and range that
The barrels and other firing components are made of a heat-dispersing cannot be achieved using a single, explosive charge alone. To prevent
ceramic/metallic alloy, helping the weapon to withstand the intense heat this, the Baneblade Cannon possesses a double-sleeved barrel studded
generated by its high rate of fire. Despite this, the barrels still reach tem- by gas venting ports around the muzzle to allow the harmful exhaust to
peratures of over 300°F. escape with each shot.

6.2 Weapons, Ammunitions, & Modifications - 340


Solid Projectile Weapon Profiles
Rate
Name Class Range Damage Pen Clip Reload Qualities Weight Availability
of Fire
Stub Revolver Pistol 30m S/-/- 1d10+3I 0 6 2 Full Reliable 2kg Plentiful
Stub
Pistol 30m S/2/- 1d10+3I 0 9 Full Reliable 2kg Common
Automatic
Hand Cannon Pistol 35m S/-/- 1d10+4I 2 5 2 Full - 3kg Scarce
Autopistol Pistol 30m S/3/6 1d10+2I 0 18 Full - 2kg Average
Stub Gun Basic 75m S/3/5 1d10+3I 0 20 Full Reliable 3kg Average
Stub Rifle Basic 150m S/3/- 1d10+3I 0 10 Full Accurate, Reliable 4kg Average
Autogun Basic 100m S/3/10 1d10+3I 0 30 Full - 5kg Average
Shotpistol Pistol 15m S/-/- 1d10+3I 0 4 2 Full Reliable, Scatter 3kg Average
Shotgun Basic 30m S/-/- 1d10+4I 0 8 2 Full Reliable, Scatter 5kg Average
Automatic
Basic 30m S/3/- 1d10+4I 0 18 Full Reliable, Scatter 5kg Scarce
Shotgun
Heavy Combat
Basic 30m S/2/- 1d10+7I 0 6 2 Full Reliable, Scatter 7kg Very Rare
Shotgun
Boarding Inaccurate, Reliable,
Basic 35m S/-/- 1d10+5I 0 15 Full 8kg Rare
Shotgun Scatter, Triple-Linked
Accurate, Deadly,
Sniper Rifle Heavy 200m S/-/- 1d10+4I 3 8 Full 12kg Scarce
Reliable
Heavy Stubber Heavy 100m -/-/8 1d10+4I 3 80 2 Full Reliable 30kg Rare
Ripper Gun Heavy 30m S/-/6 1d10+8I 0 48 2 Full Scatter 35kg Rare
Autocannon Heavy 300m S/3/- 3d10+8I 6 15 Full Reliable 40kg Very Rare
Mauler
Heavy 60m S/2/- 3d10+8I 6 40 2 Full Twin-Linked 50kg Very Rare
Cannon
Assault
Heavy 150m -/-/10 3d10+6I 6 200 3 Full Tearing 80kg Near Unique
Cannon
Exterminator
Vehicle 500m S/3/- 3d10+8I 6 60 2 Full Reliable - Very Rare
Autocannon
Hydra Blast (2), Reliable,
Vehicle 1,500m S/-/3 3d10+8X 6 120 Full - Extremely Rare
Autocannon Tearing
Punisher
Gatling Vehicle 100m -/-/10 2d10+10I 4 200 4 Full Storm - Extremely Rare
Cannon
Conqueror Blast (5), Concussive
Vehicle 300m S/2/- 2d10+10X 6 12 2 Full - Very Rare
Cannon (1), Reliable
Blast (10), Concussive
Battle Cannon Vehicle 750m S/-/- 3d10+10X 8 12 3 Full - Extremely Rare
(3), Reliable
Demolisher Blast (10), Concussive
Vehicle 50m S/-/- 4d10+20X 10 8 4 Full - Extremely Rare
Cannon (3), Recharge
Vanquisher Accurate, Armourbane,
Vehicle 900m S/-/- 3d10+5X 10 6 2 Full - Near Unique
Cannon Deadly, Piercing
Blast (20),
Earthshaker
Vehicle 3,500m S/-/- 4d10+10X 8 12 3 Full Concussive (3), - Extremely Rare
Cannon Indirect (5), Recharge
Baneblade Blast (12), Concussive
Vehicle 2,500m S/-/- 3d10+15X 10 12 3 Full - Near Unique
Cannon (3), Reliable

6.2 Weapons, Ammunitions, & Modifications - 341


Solid Projectile Weapon Special Ammunition
Adamantine Shells Capacitor Rounds
A heavy, solid block of adamantine designed to deal massive damage and These rounds contain small capacitors and in forked prongs that, once
inflict as much trauma on a victim as possible. These shells also make lodged in the target, electrocutes them, making for (generally) non-lethal
good close-range anti-materiel rounds. takedowns.
Applicable To: Any Shotgun Applicable To: Any SP Weapon
Availability: Very Rare Availability: Average
Effects: Shotguns loaded with Adamantine Shells lose their Scatter Effects: Capacitor rounds grant a weapon the Shocking and Primitive (7)
Quality but gain +4 Penetration as well as the Armourbane and Felling Qualities. Also weapons with the Scatter Quality that use this ammo lose
(2) Qualities. the Scatter Quality.

Amputator Rounds Executioner Shells


These bullets are filled with explosive micro-shrapnel, shearing flesh and These rare and specialised shells contain miniaturised propulsion and sta-
shattering bone in each limb-tearing hit. bilisation systems allowing the shell to lock on and track its target. The
Applicable To: Any SP Weapon mechanisms that achieve this are little understood and extremely hard to
Availability: Scarce replicate, and so remain within the purview of those Magos-Munitorium
Effects: Add +2 to Critical Damage rolls caused by this weapon. When that provide the Arbites with their sanctioned and ordained arms.
used in any weapon with the Scatter Quality, the weapon loses the Scatter Applicable To: Any Shotgun
Quality. Availability: Very Rare
Effects: The weapon loses the Scatter Quality, but adds +4 to its base
Barbed Rounds Damage and +2 to its base Penetration. Ballistic Skill Tests for shots that
Barbed rounds are hollow shells or glass-tipped bullets filled with hun- miss at Short or Standard Range may be re-rolled, and the defensive val-
dreds of tiny razor filaments which scatter within the wound and continue ue of any cover for the target is ignored. When firing Executioner rounds,
to rip and cut the target until removed. the weapon may not be used for Semi-Automatic or Automatic fire
Applicable To: Any SP Weapon
Availability: Scarce Expander Rounds
Effects: The weapon gains the Crippling (2) Quality. The dense shells shred open after impact to create horrific exit wounds
that few survive, and are ideal when there is no care if the target lives or
Beastslayer Rounds dies.
Each Beastslayer projectile's head is made of razor-sharp micro-serrated Applicable To: Any SP Weapon
blades that tear apart flesh with terrifying ferocity, making a mockery of Availability: Average
human flesh and laying low xeno beasts with ease. Effects: These rounds add +1 to a weapon’s Damage and Penetration.
Applicable To: Any SP Weapon
Availability: Very Rare Explosive Shells
Effects: The weapon gains the Felling (3) Quality. When used in any Loaded with a small exploding charges these shotgun shells are not
weapon with the Scatter Quality, the weapon loses the Scatter Quality. immediately more damaging than most slugs, but the benefits of such
exploding rounds cannot be understated.
Bleeder Rounds Applicable To: Any Shotgun
Each of these rounds bursts on penetration, spreading chemicals Availability: Scarce
that prevent coagulation and keep wounds bleeding freely. Effects: Changes the weapon’s Damage Type to Explosive (X), and
Applicable To: Any SP Weapon reduces its Range by half. (While this ammunition is ostensibly a slug
Availability: Rare type of shotgun shell it allows the shotgun to keep the Scatter Quality, to
Effects: If a target takes Damage from bleeder rounds, he begins to gush represent the fragmenting effect of the exploding slug.)
blood and suffers from the Blood Loss condition for 1d5 rounds or until
it is successfully treated. Bleeder rounds do not affect targets with the Flechette Shells
Daemonic or Machine Traits. Rather than the conventional payload of dense metal shot, these shotgun
shells instead contain bundles of fin-stabilised mono-edged darts. Far
Blessed Shells more aerodynamic than normal shot, these darts are more effective at lon-
These shells are filled with shards of broken stained-glass from Ecclesi- ger ranges, and more capable of piercing light armour than conventional
astic churches and sealed with ceremonial wax after each shard is indi- shotgun shells. Some examples of these shells contain toxin-impregnated
vidually blessed. These fragments are particularly pernicious to creatures darts, for additional lethality.
of the Warp. Applicable To: Any Shotgun
Applicable To: Any Shotgun Availability: Average
Availability: Rare Effects: A shotgun loaded with flechette shells increases its Range by
Effects: The shotgun gains the Sanctified Quality, as well as the Blind (0) 25%, and gains a Penetration of 2. Toxic Flechette Shells have an Avail-
Quality at Short Range or closer. ability of Scarce, and give the weapon the Toxic (2) Quality.

6.2 Weapons, Ammunitions, & Modifications - 342


Solid Projectile Weapon Special Ammunition
Fyceline-Tipped Rounds Nitidus Shells
Difficult to manufacture, these bullets contain a small quantity of These shotgun shells contain small, Warp-attuned crystals that burst
Fyceline, an explosive commonly used by the Imperial Guard, and are into a bright sphere of light on impact, creating a psychic vacuum that is
designed to detonate upon impact with a target. On smaller weapons, the anathema to psykers and Daemons alike.
tiny quantities have only a minor effect, but on the largest weapons, the Applicable To: Any Shotgun
increased lethality is particularly noticeable. Availability: Very Rare
Applicable To: Any SP Weapon Effects: When a psyker suffers damage from this weapon, he must make
Availability: Rare a Difficult (–10) Willpower Test or be Stunned for a number of rounds
Effects: The weapon’s damage type is changed to Explosive (X), and equal to his Degrees of Failure. When a target with the Warp Instabili-
the weapon gains a damage bonus determined by its Class. Pistol-class ty Trait suffers damage from this weapon, it must immediately test for
weapons gain +1 Damage, Basic Class weapons gain +2 Damage, Instability with a –10 penalty.
Heavy-class weapons gain +3 Damage, and Vehicle-class weapons gain
+5 Damage. Organgrinder Rounds
Where most ammunition types are designed to either kill or subdue,
Hyper-Density Penetrator Rounds organgrinder shells are designed for a lingering, excruciatingly painful
These bullets are cast from a unique dense metal alloy only made possi- death. If the round penetrates into the flesh, spiralled ridges emerge and
ble by the great metallurgic knowledges of the Machine Cult. Because of the shell slowly twists its way through the body, slicing tissue and bone
their great mass, they must be propelled by a far more powerful explo- in a pulp of viscera.
sive charge than a normal round, adding to their fearsome impact. Applicable To: Any SP Weapon
Applicable To: Any SP Weapon Availability: Extremely Rare
Availability: Very Rare Effects: These shells do damage equal to the weapon’s regular damage.
Effects: Reduce the base range of the weapon by half. Increase its If the target takes Damage from this shell, after reduction for Armour and
Penetration by 2. The weapon also gains the Concussive (0) and Tearing Toughness Bonus, he must make a Toughness Test with a -5 penalty for
Qualities. every point of Damage taken. Success means the shell has either failed or
is not powerful enough to cause further injury. Failure deals an immedi-
Impact Rounds ate 2d10 True Rending Damage to the victim.
These heavy blunt bullets cause maximum tissue damage and can plow
through soft targets with ease. Penetrator Rounds
Applicable To: Any SP Weapon Designed to punch through armour, these rounds feature a hardened-ada-
Availability: Average mantine dart contained in a discarding sabot.
Effects: Impact Rounds add +2 to the weapon’s Damage. Applicable To: Any SP Weapon
Availability: Very Rare
Inferno Shells Effects: Any weapon loaded with Penetrator Rounds increases its Pen-
Filled with a sticky, viscous chemical that bursts into flame upon contact etration by +5. When used in any weapon with the Scatter Quality, the
with a target, these rounds turn a weapon into an ersatz flamer. weapon loses the Scatter Quality.
Applicable To: Any Shotgun
Availability: Scarce Phosphor Rounds
Effects: The weapon gains the Flame Special Quality and changes its The blinding white fire of phosphor weaponry is utilised by the warriors
Damage Type to Energy (E). of the Skitarii Legions to mark out high priority targets amongst battle-
field murk. If those struck by the burning, incendiary spheres fired by
Manstopper Rounds these weapons are not killed by the initial trauma, they usually succumb
These densely tipped bullets are designed to punch through armour. to the burning, corrosive, and blinding effects of the ammunition.
Applicable To: Any SP Weapon Applicable To: Any SP Weapon
Availability: Scarce Availability: Extremely Rare
Effects: A weapon using man-stopper bullets adds 3 to its Penetration. Effects: Change the weapon's Damage Type to Energy (E). The weapon
When used in any weapon with the Scatter Quality, the weapon loses the gains the Blind (0), Corrosive (1), Devastating (1), and Flame Qualities.
Scatter Quality.
Pyre Rounds
Molecular Acid Rounds Bullets with a core created from the powdered bones of saints and with
As the name suggests, these specialised shells contain vials of powerful casings inscribed with words of detestation and abjuration of the witch,
acids, strong enough to eat through almost any material. Against armours pyre rounds are incredibly rare shells created expressly for killing
they can dissolve deep into casings, greatly reducing any protection they psykers. When a pyre round strikes a Warp-dabbler, it immolates the
might provide. Against exposed flesh they can melt tissue down to the target, burning it alive in the flames of its own heresy.
bone in moments. Applicable To: Any SP Weapon
Applicable To: Any SP Weapon Availability: Near Unique
Availability: Very Rare Effects: Pyre Rounds grant the weapon the Consuming Fire and Sancti-
Effects: The weapon gains the Corrosive (2) Quality. fied Qualities. Whenever a psyker is struck by a shot from the weapon,
the psyker automatically counts as failing the Willpower Test from
its Cleansing Fire Quality to avoid catching fire with 1d5 Degrees of
Failure. Whenever the psyker attempts to use a Psychic Technique while
ignited this way, he suffers an additional 1d10 True Energy Damage.

6.2 Weapons, Ammunitions, & Modifications - 343


Solid Projectile Weapon Special Ammunition
Rad Rounds Shotgun Bolt Shells
Created from the spent material of rad-furnaces, these dense rounds have Decried by the Adeptus Mechanicus, numerous illicit munitionsmiths
mild penetrative ability, and the added benefit of poisoning their target in the bowels of hive worlds and starships and the lawless fringes of the
with radioactivity. Imperium have long been adapting bolt ammunition so that it can be fired
Applicable To: Any SP Weapon from shotguns. Unreliable, they are nonetheless popular due to the extra
Availability: Extremely Rare range and firepower.
Effects: The weapon gains +2 Penetration and the Irradiated (0) Quality. Applicable To: Any Shotgun
Availability: Rare
Effects: A shotgun loaded with this ammunition deals 1d10+5 Explosive
Sanctified Rounds damage with a Pen of 4 and the Tearing quality. In addition, it increases
The prayers and blessings of those with true faith in the Emperor of the shotgun’s range by +30 metres. However, a shotgun loaded with bolt
Mankind, coupled with the ancient lore of Ecclesiastic alchemistry, can shells gains the Unreliable Quality, or if normally Reliable, it loses that
turn mere mundane bullets into sacred rounds capable of harming the Quality. The weapon also loses the Scatter Quality.
foul denizens of the Warp. Some rounds are forged from relics of ancient
saints, tempered in the spilt blood of martyrs, or wrought with prayers to
the Emperor to banish His foes. Shotgun Grenade Shells
Applicable To: Any SP Weapon These shells utilize potent micro-explosives and secret alchemic tech-
Availability: Scarce niques the power of a full grenade can be impregnated within a shotgun
Effects: A weapon using this type of ammunition gains the Sanctified round.
Quality. Applicable To: Any Shotgun
Availability: Same as chosen grenade type
Effects: A shotgun loaded with this ammunition gains the profile of one
Scourge Shells chosen type of grenade, and can only be fired as Single Shot Rate of
Scourge Shells have many names, Tox Slugs, V-Rounds, and so on—but Fire. If the grenade had the Smoke or Blast Quality the Quality's rating is
all variants retain similar methods of construction and use. Scourge reduced to (1). Any other Qualities with ratings reduce their number by 1
Shells are hollow, allowing their users to fill them with various toxic to a minimum of 0.
concoctions.
Applicable To: Any Shotgun
Availability: Rare Shredder Shells
Effects: Shotguns using Scourge Shells lose the Scatter Quality, but These rounds are packed with shards of razor sharp adamantine and are
increase their Penetration by 3 and gain the Toxic (3) and Razor Sharp designed to penetrate light armour and mangle massed hordes.
Qualities. These rounds may instead have their default payload replaced Applicable To: Any Shotgun
with a custom viral or toxin one, requiring a +0 Trade (Armourer) Test, Availability: Scarce
failing this Test by 4 or more Degrees of Failure means the character Effects: A shotgun loaded with Shredder Rounds increases its Penetra-
attempting the Test suffers from one dose of the toxin he was attempting tion by +2 and gains the Devastating (1) and Tearing Quality.
to apply.
Slug Shells
Scrambler Rounds Perhaps the most common alternate form of shotgun ammunition, a solid
Specially designed to disorient and subdue, these rounds take extra time slug is literally just a solid lump of dense metal. While not quite as dev-
to make ready to fire, but can bring down foes otherwise impervious to astating at extremely close ranges, the slugs pack a considerable punch
regular munitions. and are more effective at longer ranges than the normal cloud of shot.
Applicable To: Any SP Weapon Applicable To: Any Shotgun
Availability: Rare Availability: Common
Effects: Scrambler rounds add the Hallucinogenic (2) and Recharge Effects: A shotgun loaded with slug rounds increases its Damage by +1
Qualities to the weapon. and Penetration by +2. It loses the Scatter Quality.

Shatterscream Shells Snare Shells


Scatterscream Rounds are highly modified screamers. Enhanced through Utilizing compact micro filaments or auto-detonating webber micro-can-
the arts of munition-wrights, each round is now something far greater isters, these shells are ideal for taking in targets alive.
than a simple alarm system. Applicable To: Any Shotgun
Applicable To: Any Shotgun Availability: Rare
Availability: Very Rare Effects: Snare Shells decrease the weapon’s base Damage by -2, but give
Effects: Weapons that use Scatterscream Rounds lose the Scatter Quality, the weapon the Snare (0) Quality.
but gain the Blast (2) and Concussive (2) Qualities.

6.2 Weapons, Ammunitions, & Modifications - 344


Throne Shot Tracer Rounds
Symbols of the God Emperor are considered not just holy by the super- Many heavy weapon teams favour special rounds designed to brightly
stitious hordes of Imperial citizenry, but also lucky. By this logic so too flare once projected from their gun, the better to guide their aim when
are Thrones themselves lucky, and what better to bless a desperate shot firing long, sustained bursts.
than the luck of God Emperor himself? Applicable To: Any SP Weapon
Applicable To: Any Shotgun Availability: Average
Availability: Scarce Effects: When making a Full-Auto Attack, the character scores an
Effects: A shotgun loaded with Throne Shot reduces its base Damage by additional number of Degrees of Success equal to one half of the initial
-1 but whenever a ranged attack with this weapon scores a hit against an Degrees of Success, rounding up. At Point Blank Range, Tracer Rounds
enemy it causes one additional hit. gain the Flame Quality.

Tox Rounds Truesilver Rounds


Tipped with deadly poisons or loaded with pungent fungi, tox rounds Truesilver consists of small woven bands of sanctified silver and iron.
inflict terrible harm when they pierce flesh. Handcrafted into bullets, these projectiles are the bane of Daemons.
Applicable To: Any SP Weapon Applicable To: Any SP Weapon
Availability: Average Availability: Extremely Rare
Effects: The weapon gains the Toxic (2) Quality. These rounds may Effects: The weapon gains the Sanctified Quality. Whenever a target with
instead have their default payload replaced with a custom viral or toxin the Daemonic Trait attempts to Dodge an attack made with a weapon us-
one, requiring a +0 Trade (Armourer) Test, failing this Test by 4 or more ing Truesilver Rounds the target suffers a penalty to the Dodge test equal
Degrees of Failure means the character attempting the Test suffers from to 5 times the attacker’s Willpower Bonus.
one dose of the toxin he was attempting to apply.

6.2 Weapons, Ammunitions, & Modifications - 345


6.2.3 - Bolt Weapons
Fear acts to keep the Imperium of Man a rightfully dominant force across the galaxy, and few things are as fearsome as bolt weapons. They fire dev-
astating, self-propelled shells, known as bolts, which explode violently on target penetration. Bolters are a horrific mix of advanced technology and
deliberate brutality, and have helped the Imperium survive for over ten thousand years.
Bolt weapons are superb, if temperamental, devices requiring skilled maintenance using the correct rituals and blessings. Many are centu-
ries old, passed down along family or warrior lines through the long years, and have accumulated as many legends as their users. Though primarily
the signature weapon of the mighty Adeptus Astartes, other, more human servants of the Emperor also have been blessed to use them, though their
versions are much smaller and less massive. Bolter ammunition is equally as rare and difficult to manufacture, and few have the means to obtain it.
The standard round has a super-dense metallic core with a diamantine tip, but more specialised shells can be used to deal with even greater threats.

Bolt Pistol Godwyn-De’az Bolt Weapons


Both a status symbol and puissant weapon, bolt pistols are rare in num- The expertly crafted Godwyn-De’az line of bolters are more than just
bers but always feared. In the hands of an Imperial Guard Commissar, weapons of war. They are handcrafted artefacts—their components sanc-
one can reverse a cowardly retreat; in the hands of an Inquisitor, it can tified and blessed at every step of construction— and icons of devotion.
stop a cult leader from summoning an unholy Daemon. Such is their Untold billions of heretics have fallen before the howl of these holy
power, both symbolic and physical, that many eagerly sacrifice all to weapons, and they remain fearful symbols of the Adepta Sororitas across
possess one. the Imperium.

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.

Boltcarbine Hurricane Bolters


A more compact, space conscious variant of the boltgun, Boltcarbines Hurricane Bolters are a set of six co-axial Boltguns, often mounted on
usually incorporate a caniform feed, with the weapon’s firing mecha- Land Raiders or Dreadnoughts, that provide hails of bolt shell fire that
nism and munitions sitting far to the rear of the weapon. This feature destroy entire formations of enemy troops.
allows for superior handling and also gives a greater maneouverability in
close-quarters engagements. Vulcan Mega-Bolter
The Vulcan Mega-Bolter is a large weapon usually found mounted on
Bolt Rifle Imperial Titans and other super-heavy vehicles. The weapon consists of
The Bolt Rifle is a larger and longer-barreled variant of the standard twin-linked, heavy caliber, multi-barrel rotating bolt gun barrels capable
Bolter, allowing for longer range and greater armour-piercing capability. of firing shells at 300 rounds per second, making it a highly effective
anti-personnel weapon.
Bolt Sniper Rifle The Vulcan is larger and more powerful than even Space
While the workings of the Bolt Sniper Rifle are much less sophisticated Marine Heavy Bolters, each shell able to blast a meter-wide crater in
compared to other boltguns and it can only be operated in single-shot stone and steel. Thus the Vulcan can be used to destroy buildings and
mode, its lack of an automatic fire mode is made up for by its much lon- light vehicles, although it lacks the penetrative power to defeat bunkers
ger range, better accuracy and higher reliability of its mechanism. and other heavily-armoured targets. Still, the sheer force of continuous
impacts from a Vulcan can even knock a Land Raider sideways.

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.

6.2 Weapons, Ammunitions, & Modifications - 346


Bolt Weapon Profiles
Rate
Name Class Range Damage Pen Clip Reload Qualities Weight Availability
of Fire
Bolt Pistol Pistol 30m S/2/- 1d10+5X 4 8 Full Tearing 4kg Very Rare
Full and a Reliable, Tearing, +1 to
Boltcarbine Basic 75m S/2/- 1d10+5X 4 24 7kg Very Rare
Half Initiative
Boltgun Basic 100m S/2/3 1d10+5X 4 24 Full Tearing 7kg Very Rare
Bolt Rifle Basic 150m S/2/- 1d10+5X 5 12 Full Accurate, Tearing 9kg Very Rare
Bolt Sniper Accurate, Deadly,
Heavy 200m S/-/- 1d10+5X 5 8 Full 9kg Very Rare
Rifle Reliable, Tearing
Combi-Bolter Basic 80m S/2/3 1d10+5X 4 36 2 Full Tearing, Twin-Linked 12kg Extremely Rare
Storm Bolter Basic 90m S/2/4 1d10+4X 2 60 2 Full Tearing, Storm 10kg Extremely Rare
Heavy Bolter Heavy 150m -/-/6 1d10+8X 5 60 Full Tearing 40kg Very Rare
Godwyn-De'az
Pistol 30m S/2/- 1d10+5X 4 10 Full Reliable, Tearing 3kg Extremely Rare
Bolt Pistol
Godwyn-De'az
Basic 100m S/2/- 1d10+5X 4 30 Full Reliable, Tearing 6kg Very Rare
Bolter
Godwyn-De'az
Basic 90m S/2/4 1d10+4X 2 60 2 Full Reliable, Tearing, Storm 8kg Near Unique
Storm Bolter
Godwyn-De'az
Heavy 150m -/-/6 1d10+8X 5 80 Full Reliable, Tearing 35kg Extremely Rare
Heavy Bolter
Daemonbane, Reliable,
Psycannon Heavy 120m -/2/5 1d10+5X 5 40 3 Full 20kg Near Unique
Tearing
Hurricane
Vehicle 50m -/6/12 1d10+5X 4 300 3 Full Storm, Tearing - Extremely Rare
Bolters
Vulcan Inaccurate, Storm,
Vehicle 400m -/-/15 2d10+13X 7 1500 - - Near Unique
Mega-Bolter Tearing

Bolt Weapon Special Ammunition


Capacitor Bolt Shells Effects: Decrease the weapon’s Damage by 2, change it's Damage Type
Used by some enforcers, Arbitrators, bounty hunters, and game hunters to Energy (E), it loses the Tearing Quality but gains the Flame and Blast
to subdue targets rather than kill them, these shells contain a small, sin- (2) Qualities. The firer may choose to target an object or specific area in-
gle-use shock generator connected to a collection of sharp metal prongs. stead of an opponent. In this case the shot is Routine (+20), and everyone
The shell discharges into an enemy struck, expending its entire charge in in the 2 metre radius must Test to avoid catching fire.
one go.
Applicable To: Any Bolt Weapon Graviton Bolt Shells
Availability: Rare By replacing the explosive core of bolt rounds with a miniaturized grava-
Effects: Capacitor shells grant a weapon the Shocking Quality, removes tonic generator, these shells create an instant crushing, micro-singularity
the Tearing Quality, and reduce its Damage by 4. upon impacting their target.
Applicable To: Any Bolt Weapon
Cerberus Bolt Shells Availability: Near Unique
An unorthodox special ammunition, this shell is a composite warhead, Effects: The weapon gains the Graviton Quality, but loses the Tearing
containing three smaller bolt projectiles that stay equidistant via a com- Quality and changes its Damage Type to Impact (I).
plex magnetic link that also homes in on the electro-magnetic signature
of their quarry. Hellfire Bolt Sholls
Applicable To: Any Bolt Weapon Originally designed to combat the Tyranid threat, hellfire rounds have a
Availability: Very Rare devastating effect on organic matter. Their cores are replaced with vials
Effects: The weapon gains the Triple-Linked Quality but can only be of mutagenic acid that eats through any living material with horrific
fired on the Single Shot Firing Mode. The Triple-Linked Quality does not speed.
effect the weapon's Reload time. Applicable To: Any Bolt Weapon
Availability: Very Rare
Dragonfire Bolt Shells Effects: The weapon gains the Devastating (1), Vengeful (9), and Toxic
Dragonfire shells replace their main explosive charge with an air-reactive (3) Qualities when used against living targets. The weapon ignores AP
concentrate. When the round detonates, the payload combusts in a burst provided by the Natural Armour Trait.
of fire, offering area saturation comparable to a flamer.
Applicable To: Any Bolt Weapon
Availability: Very Rare

6.2 Weapons, Ammunitions, & Modifications - 347


Bolt Weapon Special Ammunition
Hyper-Density Penetrator Bolt Shells Organgrinder Shells
These bolts are cast from a unique dense metal alloy only made possible Organgrinder shells are designed for a lingering, excruciatingly painful
by the great metallurgic knowledges of the Machine Cult. Because of death. If the round penetrates into the flesh, spiralled ridges emerge and
their great mass, they must be propelled by a far more powerful explo- the shell slowly twists its way through the body, slicing tissue and bone
sive charge than a normal round, adding to their fearsome impact. in a pulp of viscera.
Applicable To: Any Bolt Weapon Applicable To: Any Bolt Weapon
Availability: Very Rare Availability: Extremely Rare
Effects: Reduce the base Range of the weapon by half, increase its Pen- Effects: These shells do damage equal to the weapon’s regular damage.
etration by 2, and change its Damage Type to Impact. Finally, a Size (4) If the target takes Damage from this shell, after reduction for Armour and
or smaller target hit by one of these rounds must succeed on an Ordinary Toughness Bonus, he must make a Toughness Test with a -5 penalty for
(+10) Toughness Test or be knocked off its feet from the impact. every point of Damage taken. Success means the shell has either failed or
is not powerful enough to cause further injury. Failure deals an immedi-
Implosion Bolt Shells ate 2d10 points of Rending Damage to the victim with no reduction from
an implosion shell replaces its explosive core with an infinitesimal Armour or Toughness Bonus. This extra Damage only occurs once after
amount of antimatter; this creates a violently decompressing vacuum the target takes Damage, regardless of how many hits he suffered, though
when exposed to matter. Like the standard bolt shell, these rounds acti- the negative to the Toughness Test is cumulative with all Damage taken
vate via their mass-reactive core, meaning they embed partially in their from all the hits the target suffered.
target before the implosion takes effect. The round’s force is therefore
not directed at cracking open armour, but to collapsing the unfortunate Psybolt Shells
victim’s body from the inside out—enough to debilitate even a Space Psybolts are the intended main ammunition for psycannons, though, as
Marine. they use the general format for bolter munitions they can, and sometimes
Applicable To: Any Bolt Weapon are, adapted for other weapons of the type.
Availability: Very Rare Applicable To: Any Bolt Weapon
Effects: In addition to taking normal damage and giving the weapon the Availability: Very Rare
Felling (2) Quality, a target who takes one or more points of Damage Effects: Any Bolt weapon equipped with Psybolt ammunition ignores
(after Armour and Toughness) from an implosion shell loses 1 Agility any protective benefits the target has based on psychic powers or Warp
Bonus per time taking damage until they receive Medical Attention. powers. In addition, the weapon counts as Sanctified and adds the Psy
Rating of the user to the damage dealt.
Kraken Bolt Shells
The superior propellants in kraken rounds provide increased range with- Quake Bolt Shells
out sacrificing armour penetration, while their ultra-dense adamantine Quake Bolts are crafted individually by master munition-smiths, each
composition and improved explosive charge provide a final burst of force bolt contains a warhead that emits a pulsed shock wave.
for puncturing the heaviest armours. Applicable To: Any Bolt Weapon
Applicable To: Any Bolt Weapon Availability: Near Unique
Availability: Very Rare Effects: A weapon using Quake Bolts gains the Blast (3) and Concussive
Effects: The weapon’s Penetration increases by +4, and its Range in- (2) Qualities, and may only be fired at a Single Rate of Fire.
creases by 50%.

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.

6.2 Weapons, Ammunitions, & Modifications - 348


Bolt Weapon Special Ammunition
Scrambler Bolt Shells Truesilver Bolt Shells
Specially designed to disorient and subdue, these rounds take extra time Truesilver consists of small woven bands of sanctified silver and iron.
to make ready to fire, but can bring down foes otherwise impervious to Handcrafted into bolts, these projectiles are the bane of Daemons.
regular munitions. Applicable To: Any Bolt Weapon
Applicable To: Any Bolt Weapon Availability: Extremely Rare
Availability: Rare Effects: The weapon gains the Sanctified Quality. Whenever a target with
Effects: Scrambler rounds add the Hallucinogenic (2) and Recharge the Daemonic trait attempts to Dodge an attack made with a weapon us-
Qualities to the weapon. ing Truesilver Rounds the target suffers a penalty to the Dodge Test equal
to 5 times the attacker’s Willpower Bonus.
Stalker Bolt Shells
Stalker rounds were designed for sniping use in Stalker-pattern bolt- Vengeance Bolt Shells
guns, and that is still where they achieve maximum efficacy. However, Vengeance rounds were originally created to combat the Adeptus As-
they may be used in other bolt weapons to reduce their report. A stalker tartes’ most bitter foe: Chaos Space Marines. Designed to breach power
round’s core is replaced with gas propellant and the mass-reactive explo- armour of Space Marine calibre, the core of each round contains a spark
sive replaced with solid mercury. of unstable matter that creates a micro-fission explosion upon detona-
Applicable To: Any Bolt Weapon tion. Each delicately engineered bolt is supremely effective at thwarting
Availability: Very Rare armour and eradicating even the most resilient target, but the technology
Effects: Awareness Tests to hear shots made with stalker rounds suffer needed to imbue a bolt shell with such terrible power carries great risks.
an additional –30 penalty and can only be attempted within 30 metres Applicable To: Any Bolt Weapon
of the firer. However, reduce this weapon’s Damage by 2. Additionally Availability: Extremely Rare
the weapon gains the Accurate Quality and may only make Single Shots, Effects: The weapon gains the Felling (4) Quality, and its Penetration
along with increasing its range to twice its default Range. increases by +5. Vengeance rounds detonate prematurely on an attack roll
of 91–100. When this happens, the firer suffers Explosive Damage equal
Tempest Bolt Shells to the weapon’s damage with a Penetration of 5 to an arm location (the
Tempest bolt shells are perhaps the rarest variety of bolt round, manu- arm holding the weapon if it was fired one-handed, or a random arm if
factured only in the temples of Mars. Each contains a powerful minia- fired with two hands). This automatically causes the weapon to Jam, and
turised plasma-shock generator that releases a pulse of electromagnetic happens too quickly to avoid the damage by dropping the weapon
and thermal energy as the shell detonates. They are particularly effective
against machine targets, but obtaining them from the Machine Cult is a Vortex Bolt Shells
nigh-impossible task. Vortex Bolts were crafted long ago in forgotten times. These immensely
Applicable To: Any Bolt Weapon rare rounds creature miniature vortexes within the target upon detonation.
Availability: Near Unique Such an event causes catastrophic damage to even the largest enemies.
Effects: Tempest bolt shells change the weapon’s damage type to Energy Applicable To: Any Bolt Weapon
(E) and grant it the Armourbane, Haywire (1), and Shocking Qualites. Availability: Unique
Effects: The weapon gains the Unstable and Warp Weapon Qualities.
Tox Bolt Shells
Tipped with deadly poisons or loaded with pungent fungi, tox bolts inflict Witch-Slayer Bolt Shells
terrible harm when they pierce flesh. Based on a Black Templars design, these bolts release a small core of
Applicable To: Any Bolt Weapon neuro-inhibitors laced with warp-reductive compounds that disrupt a
Availability: Rare creature’s connection to the warp.
Effects: The weapon gains the Toxic (3) Quality. The weapon loses the Applicable To: Any Bolt Weapon
Tearing Quality while using these rounds. These rounds may instead have Availability: Extremely Rare
their default payload replaced with a custom viral or toxin one, requiring Effects: In addition to taking normal Damage from the weapon, any
a +0 Trade (Armourer) Test (applying the affects of the toxin to one Clip creature with a Psy Rating who takes Damage from a witch bolt reduces
per Degree of Success), failing this Test by 4 or more Degrees of Failure its Psy Rating by 1 for 1d10 Rounds each time. During this time, the
means the character attempting the Test suffers from one dose of the creature may not Push its Psychic Strength. Additionally, creatures with
toxin he was attempting to apply. Warp Instability must immediately make a Willpower Test to check for
disruption as described in the Trait.

6.2 Weapons, Ammunitions, & Modifications - 349


6.2.4 - Flame Weapons
As the name suggests, flame weapons shoot gouts of fire at their targets. They are common in many factions of the Ecclesiarchy, as they not only kill,
but also purify with cleansing flame. Each blast spreads into an inferno of liquid fire that burns even without air. Targets find themselves hard-pressed
to extinguish the flames, and most perish while still attempting to bat out the blaze.

Hand Flamer Heavy Flamer


Also known as flame pistols or burners, these small weapons are ideal for Large and terrifying, heavy flamers use two muzzles to create huge blasts
close-range fighting, where their very short range and poor accuracy are of fire that can incinerate entire swaths of enemies in a single shot. Only
less important than their furious effect. the strongest can carry the weapon as well as the massive backpack of
fuel it requires, but its presence has turned the tide against many a hereti-
Flamer cal attack.
A common weapon in many gangs and cults (who savour the smell of
burning flesh), flamers relatively easy to construct and maintain. They do Incinerator
not rely on expert marksmanship, and are ideal for attacking enemies in Incinerators use psychically impregnated promethium that burns mortal
cover or confined spaces with indiscriminate conflagrations. flesh and unholy skin with equal ferocity. These weapons are rarely seen
outside of the Inquisition’s ranks as the expense and rareness of their
Flameburster fuel , along with the weapon’s inherently arcane construction limit its
This pattern of flamer runs fuel through a bulky but effective compressor production enormously.
before reaching the nozzle, generating brief gouts of flaming promethi-
um that reach further than those projected from conventional flamers. Flamestorm Cannons and Inferno Cannons
However, the compressor pump does not work quickly, causing a sec- The Inferno Cannon is a huge, vehicle mounted Flame Weapon. The
onds-long delay between shots. amount of damage it does is magnified by the explosive force it is fired
with. It causes fear amongst those enemies that face it, and rightly so.
Assault Flamer The sheer amount of flame that leaves the vehicle is immense, enough to
Assault Flamers feature a long, narrow barrel and nozzle connected by melt through most armour and even some defensive structures. Vehicles
a sturdy cable to a fuel canister worn on the user’s back. This design armed with this weapon carry large barrels of promethium, making them
grants an increased fuel reserve, while keeping the weapon itself light. extremely volatile.
This makes the Assault Flamer a perfect choice for squads requiring high
mobility. The design’s simple construction has earned it a reputation
for reliability and efficiency, and it is a favourite of many light infantry
regiments that prefer the speed it allows to raw killing power.

Flame Weapon Profiles


Rate
Name Class Range Damage Pen Clip Reload Qualities Weight Availability
of Fire
Hand Flamer Pistol 10m S/-/- 1d10+4E 2 2 2 Full Flame, Spray 4kg Rare
Flamer Basic 20m S/-/- 1d10+4E 2 6 2 Full Flame, Spray 6kg Scarce
Flame, Recharge, Spray
A flameburst flamer fires
Flameburst Basic 40m S/-/- 1d10+4E 2 6 2 Full 7kg Scarce
in a metre-wide jet, rath-
er than a 30 degree arc.
Flame, Spray, Reliable
An assault flamer fires
in a 45-degree arc as
Assault Flamer Basic 10m S/-/- 1d10+4E 2 12 2 Full 12kg Scarce
opposed to the normal
30-degree arc for Spray
weapons.
Heavy Flamer Heavy 30m S/-/- 1d10+5E 4 10 2 Full Flame, Spray 45kg Rare
Consuming Fire, Flame,
Sanctified, Spray
An Incinerator ignores
any protective benefits
granted by psychic
Incinerator Heavy 30m S/-/- 1d10+6E 6 10 2 Full powers, and targets in 30kg Extremely Rare
its area of effect suffer a
–10 penalty on Agility
tests to avoid the flames
for each point of the
wielder’s Psy Rating.
Flamestorm/
Inferno Vehicle 50m S/-/- 2d10+15E 8 50 - Flame, Spray - Very Rare
Cannon

6.2 Weapons, Ammunitions, & Modifications - 350


Flame Weapon Special Ammunition
Fleshmelter Promethium Phosphor-Saturated Promethium
A favoured tool of purgating xenoflora and fauna on frontier and espe- A favoured tool of the Mechanicus when purging unwelcome lifeforms
cially death worlds, this fuel is inimic to organic life, burning it as well as from sites of interest and machine-temples, this pure white flame not just
melting it with strong acids mixed with the promethium fuel. burns but also corrodes anything it touches.
Applicable To: Any Flame Weapon Applicable To: Any Flame Weapon
Availability: Extremely Rare Availability: Extremely Rare
Effects: The weapon gains the Corrosive (1d10) and Felling (2) Quali- Effects: The weapon gains the Blind (0), Corrosive (1d5), and Devastat-
ties. ing (1) Qualities

High Grade Promethium Psyflame Promethium


Most promethium is poorly refined or has already been through the Manufactured as the fuel that powers the Ordo Malleus incinerators, psy-
engines of a shuttle or generator before it finds its way into the canisters flame ammunition allows Daemonhunters to upgrade even basic flamers
of a flamer; high-grade promethium, as the name suggests, is of a much for anti-Daemon work.
better quality and burns much hotter than lower grade fuel. Applicable To: Any Flame Weapon
Applicable To: Any Flame Weapon Availability: Very Rare
Availability: Rare Effects: Flamer weapons equipped with Psyflame Ammunition ignore
Effects: The weapon gains +2 Damage and +2 Penetration and if a target any protection based on psychic powers or Warp powers. The weapon’s
is conflagrated by that weapon's Flame Quality they must roll 2d10 and damage counts as Sanctified, and targets in the weapon’s area of affect
take the higher one for the damage the target suffers for being alight. suffer a –5 modifier to the Agility Test to avoid the Spray Quality for
every point of Psy Rating of the user.
Nephium-Saturated Promethium
When promethium is laced with encapsulate nephium motes, potent Toxin-Saturated Promethium
secondary ignitions take place a few seconds after the promethium is lit. Dangerous toxic chemicals are mixed with promethium, intended to burn
This makes it very difficult to completely put out or avoid fires started by off and produce noxious fumes when a weapon filled with such fuel fires.
such fuel, for better or for worse. Applicable To: Any Flame Weapon
Applicable To: Any Flame Weapon Availability: Rare
Availability: Rare Effects: Flame weapons loaded with this fuel gain the Toxic (1) and
Effects: The weapon gains the Tearing Quality and the Agility Tests to Smoke Qualities. The Smoke quality is applied to the area that the flamer
avoid the attack and to avoid being lit on fire by the Flame Quality (or as covered with its Spray Quality when it fired, and the Toxic (1) Quality
the result of a Critical Effect), to extinguish oneself while on fire, as well affects anything inside this Smoke. Good Craftsmanship versions of this
as attempting to Dodge an attack from a weapon with this ammunition, item gain the Toxic (2) Quality and Best Craftsmanship versions gain the
are all at -10 penalty. Toxic (4) Quality.

6.2 Weapons, Ammunitions, & Modifications - 351


6.2.5 - Melta Weapons
Melta weapons use intense, short ranged blasts of heat to roast enemies of the Imperium. Most combine highly pressurised gases into an unstable
sub-molecular thermal state, forming a focused beam that can turn even tank armour into molten slag. The water vapour in the air is seared away
along the path of the shot, creating a distinctive hissing sound as the target melts away.

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

6.2 Weapons, Ammunitions, & Modifications - 352


Melta Weapon Special Ammunition
Airtorch Canister Infernus Canister
Whilst regular melta weapons are known for the tight focus of the Rarely seen outside of bands of Witchhunters or Daemonhunters od the
superheated blasts they generate, Airtorch ammunition allows them to Holy Ordos, these thrice-blessed melta munitions are not just capable
burn even hotter in a barely-controlled reaction that can almost set the air of oblitrating sorcerers, but also of crippling them and bypassing their
itself on fire. Indeed, the heat is so intense that it generally overwhelms eldritch defenses.
the barrel allowing the blast to escape in a wide swath. Applicable To: Any Melta Weapon
Applicable To: Any Melta Weapon Availability: Extremely Rare
Availability: Very Rare Effects: The weapon ignores the defences from Fields and all protective
Effects: The weapon gains the Scatter and Overheats Qualities, addition- benefits granted by psychic powers (including benefits such as bonuses
ally the weapon gains +1 to it's Blast Quality if it has it, or Blast (1) if it to Dodge, as well as powers that specifically reduce energy damage or
doesn't. The more rapid dispersal halves the weapon’s Range as well. damage from melta-weapons). In addition, if a target is hit by the weapon
using Infernus ammunition and somehow survives, he must make a
Destabilization Canister Challenging (+0) Willpower Test. If he fails, he permanently reduces his
Utilizing a hardly understood energetic formulae to create a self-perpetu- Willpower by 1d10.
ating reaction on biological targets, this specific variety of melta fuel can
cause total disintegration of a target, if the initial jet doesn't slay them
immediately. Though less effective on non-organic targets, the effect is Overcharge Canister
still noticable, and can whittle down heavy armour with successive hits. The chaotic reaction created by overcharge canisters is a horrendously
Applicable To: Any Melta Weapon powerful, and difficult to control. However, if the wielder can control it,
Availability: Near Unique this terrible power can increase the damage the weapon inflicts drastical-
Effects: The weapon gains the Corrosive (1d5) and Decay (3) Qualities. ly.
Applicable To: Any Melta Weapon
Availability: Extremely Rare
Effects: Decrease the Clip of the weapon using this ammunition by half.
The weapon gains the Deadly, Overheats, and Unreliable Qualities.

6.2 Weapons, Ammunitions, & Modifications - 353


6.2.6 - Plasma Weapons
Like much of advanced Imperial technology, plasma weapons represent an almost-lost art, making their manufacture and repair secrets known only
to a few within the Adeptus Mechanicus. They use a hydrogen fuel suspended in a photonic state within durable flasks to create an unstable plasma
reaction. This is fired along the barrel of the weapon, barely contained though magnetic constraints, and emerges as a ball of rapidly moving energy.
Leaking plasma heats up the weapon with each shot, despite vents along the muzzle, requiring a pause between each firing for high-powered blasts,
but often the heat grows so intense that the user is badly burned as well.

Plasma Pistol Sentinel Plasma Gun


Each of these small weapons contains the fury of a burning star. A hit can The Sentinel Plasma Gun eliminates the usual drawbacks of plasma
rip apart even heavily armoured enemies in a single incandescent blast, weaponry by changing the nature of the energy discharge, through
as if the Emperor had turned His gaze upon the foes. smaller pulses rather than large bolts, resulting in a much higher rate
of fire. Many techpriests deride these weapons as being unworthy of
Plasma Gun consideration as "true" plasma weapons, due to their unorthodox method
Many plasma guns date back centuries or even millennia, and it is com- of function.
mon for an ally to recover one rather than rescue its fallen user if there is
no time for both. Despite the hazards a plasma gun can pose, those who Plasma Cannon
carry one know it is a special honour few others can comprehend. The largest portable plasma weapon is the plasma cannon or heavy plas-
ma gun, which is also seen in service on some Imperial war machines.
Duelist Plasma Pistol This weapon has a much longer range and ammunition supply, and its
Duellist’s plasma pistols are popular amongst nobility as they are violent discharges, hurled like miniature suns from the barrel, have a
invariably finely crafted (and correspondingly rare). These weapons are large impact area. It can also be fired in a special Maximal mode which
longer-ranged and higher-powered than typical plasma pistols. The lack exhausts even more fuel but provides an even larger blast of heat on
of a semi-automatic fire setting is regarded as unimportant—a proper impact, creating a fireball capable of destroying even armoured targets.
duellist is expected to drop his target with his first shot.
Plasma Destroyer
The Plasma Destroyer is an extremely temperamental weapon that, due
Assault Plasma Gun to its massive power requirements, is often disliked by Leman Russ Ex-
A high-power weapon mostly issued to Imperial Guard units facing ecutioner crews for being unable to operate over the course of sustained
heavily armoured foes. The Sunfury can spit out plasma bolts capable engagements. However, it has the capability to penetrate most known
of destroying even light vehicles with ease, although its rate of fuel forms of enemy armour and its extreme destructive potential is the reason
consumption is high. that many Imperial Guard commanders try to include at least one Leman
Russ Executioner in their armoured formations.
Phased Plasma Fusil
The Phased Plasma Fusil is a truly ancient variety of plasma weapon that Plasma Blastgun
is much more reliable than the current era’s plasma guns, as Humani- The Plasma Blastgun is among the largest Plasma Cannons in exis-
ty had a far better understanding of plasma technology at the dawn of tence, usually mounted on the Stormblade super-heavy tanks and on the
the Imperium. When compared to the current plasma guns, the Phased Adeptus Mechanicus’ Titans. Plasma Blastguns are enormous dou-
Plasma Fusil features a longer range and was less likely to overheat and ble-barreled plasma weapons capable of two firing modes: a “full” shot,
cause injury to its user, albeit at the cost of a slightly reduced overall which discharges both barrels at the same time, and a “rapid” shot, which
damage output. discharges the barrels independently.
The “rapid” fire mode allows for a larger volume of shots to be
fired more quickly, but at a reduction in strength and area effect. Rapid
fire is more effective against fast-moving vehicles and large units of
infantry, as the cool-down time is lessened considerably.
A “full” shot is most effective against armoured targets, and the
combined power of both plasma bolts is enough to tear apart any armour
with ease. It also produces a large amount of splash damage, making it
effective against infantry formations as well.

6.2 Weapons, Ammunitions, & Modifications - 354


Plasma Weapon Profiles
Rate
Name Class Range Damage Pen Clip Reload Qualities Weight Availability
of Fire
Plasma Pistol Pistol 30m S/2/- 1d10+6E 8 10 3 Full Maximal, Overheat 4kg Very Rare
Duelist Plasma Accurate, Maximal,
Pistol 40m S/-/- 1d10+8E 6 8 3 Full 5kg Extremely Rare
Pistol Overheat
Plasma Gun Basic 90m S/2/- 1d10+7E 8 40 5 Full Maximal, Overheat 18kg Very Rare
Maximal, Overheat
This weapon may
be fired on Maximal
Assault Plasma
Basic 60m S/3/5 1d10+5E 6 40 5 Full Setting, but not while on 20kg Extremely Rare
Gun fully automatic—single
shot and semi-automatic
only.
Phased Plasma
Basic 100m S/2/4 2d10+4E 8 30 2 Full - 12kg Near Unique
Rifle
Sentinel
Basic 120m S/5/10 1d10+5E 3 40 Full Reliable 20kg Extremely Rare
Plasma Gun
Plasma Blast (1), Maximal,
Heavy 120m S/-/- 2d10+10E 8 16 5 Full 40kg Extremely Rare
Cannon Overheat
Plasma Blast (2), Maximal,
Vehicle 180m S/3/- 2d10+12E 9 50 5 Full - Near Unique
Destroyer Overheat
Plasma
Blast (12), Overheat,
Blastgun Vehicle 600m S/2/- 2d10+20E 8 - - - Unique
Power-Plant
(Regular)
Plasma Blast (16), Overheat,
Blastgun - 800m S/-/- 3d10+26E 10 - - Power-Plant, Recharge, - -
(Maximal) Unstable

Plasma Weapon Special Ammunition


Artificial Plasma Flask Purified Plasma Flask
Most often used as low-grade fuel for plasma engines of least importance With experience and the right equipment an armourer can create a more
or kept as emergency supplies, sometimes man-made plasma is used in pure mix of plasma for plasma weapons mitigating their reputation of
plasma weapons, to suitably dismal results. The dull white glow of such constantly overheating.
plasma is often a telltale sign of dire straits. Applicable To: Any Plasma Weapon
Applicable To: Any Plasma Weapon Availability: Very Rare
Availability: Rare Effects: The weapon loses the Overheating Quality.
Effects: Plasma weapons using Artificial Plasma Flasks gain the Primi-
tive (8) and Overcharge Qualities, but lose the Maximal Quality. Superdensity Neutron Plasma Flask
Harvested from neutron stars with highly specialized mechanisms, these
Pulsarburst Plasma Flask flasks incorporate micro-suspensors to contain the unbelievably dense
The product of highly dangerous harvesting efforts, the esoteric star-fire solar matter within. This anomalous star-matter crushes as much as it
of pulsars easily becomes inchoate energy at ranges lower than standard incinerates, leaving crumpled, burning holes in targets.
plasma weapons, but upon degeneration becomes a miniaturised electri- Applicable To: Any Plasma Weapon
cal storm. Availability: Extremely Rare
Applicable To: Any Plasma Weapon Effects: Plasma weapons using Superdensity Neutron ammo lowers
Availability: Extremely Rare its Damage by -3, but gains +4 Penetration and increases the weapon’s
Effects: Plasma weapons using Pulsarburst Flasks gain the Shocking and Range by 1.25x, and gains the Graviton Quality, but loses the Overheats
Haywire (2) Qualities, but lowers it's Range to ¾ of its base Range. and Maximal Qualities.

Solarflare Plasma Flask Unstable Plasma Flask


Harvested from orange to red stars, this plasma is far less stable and hot Rare and unbelievably hazardous, these flasks must be contained in
than other plasma, exploding into a fireball upon impact with a target. specially constructed containers when not in use, as, aside from the heat
Applicable To: Any Plasma Weapon geenrated by such flasks there is also a sever risk of radiation poisoning
Availability: Very Rare for their user.
Effects: Plasma weapons using Solarflare ammo lose -4 Penetration, Applicable To: Any Plasma Weapon
but gain the Flame and Blast (1) Qualities (or increase its Blast Quality Availability: Extremely Rare
by 1). Additionally the Overheats Quality is triggered on a roll of 86 or Effects: Plasma weapons using an Unstable Plasma Flask gain the Irra-
higher instead of 91 or higher. diated (2) and Unstable Qualities. Additionally the Overheats Quality is
triggered on a roll of 86 or higher instead of 91 or higher.

6.2 Weapons, Ammunitions, & Modifications - 355


6.2.7 - Launcher Weapons
Unlike most ranged weapons, launchers fire large rounds with highly explosive or penetrating payloads, often in tall arcs designed to offer greater
range or effectiveness. Most can also fire a variety of rounds, making the weapon more tactically flexible than most.
Unless stated otherwise, launcher weapons come with one clip of frag rounds and one clip of krak rounds when acquired. Launcher Weap-
ons have a variety of sub-classes, denoting intricacies between the different weapon types, and the ammunition available to them, but the Weapon
Training (Launcher) Talent is all that is needed to have sufficient training to use these weapons without a penalty (aside from also needing the Weap-
on Training (Heavy) to utilize Heavy Class weapons).

Grenade Launchers Mortars


The standard grenade launcher use a high yield explosive charge to While relatively simple in construction, these weapons provides a medi-
launch a variety of grenade types at the enemy. These shots can be arced um-range attack capability, particularly against targets behind cover or
high into the air as suppressive fire at unseen targets as well as being out of sight, as it fires its explosive rounds in a high, indirect arc. Mortar
used directly against foes. shells explode with a strong blast effect and also suppress enemy fire as
When using a Grenade Launcher Sub-class Weapon the wielder the targets are forced to dive for protective cover. Many are operated in
may, at his option, add the Indirect (1) Quality to the weapon as a Free teams, with one manning the weapon whilst the other acts as a spotter
Action at the beginning of one of his turns, for the duration of one attack. to provide targeting information and often communicating the data via
vox-link.
Missile Launchers
Like the grenade launcher, missile launchers fire a variety of explosive Mole Mortar (Mortar)
rounds at long distances. Rockets and missiles both fall under the um- The Mole Mortar launches specialist burrowing torpedoes that detonate
brella of missile launchers. Rockets are unguided munitions propelled by under or just above the surface. These drill-headed torpedoes can plough
powerful fuel used to accelerate the payload and hasten it’s arrival to it’s through almost any material, and while an inherently specialist weapon
target. Missiles are much the same, though they are fitted with guidance they are able to use most shells that standard mortars use, allowing this
systems to aid target acquisition, greatly increasing their ranges over weapon a modicum of flexibility. The Mole Mortar sees appreciable use
those of rockets. in siege regiments, and even in boarding actions and space hulk opera-
tions.
Tread Fether (Missile Launcher)
“Tread Fethers” are a category of light, highly portable, single use rocket
launchers. So-called for their utility against tanks and other armoured
vehicles, tread fethers are more portable and less encumbering than other
missile launchers, while sacrificing none of the destructive potential. This
added mobility makes tread fethers a favourite amongst light infantry
regiments, for whom the reduced range and accuracy of the missile tube
are of small concern.
A tread fether comes with either a single krak missile or frag
missile pre-loaded into it. Once fired it cannot be reloaded, and is effec-
tively worthless.

6.2 Weapons, Ammunitions, & Modifications - 356


Launcher Weapons
Launcher Rate
Name Class Range Damage Pen Clip Reload Qualities Weight Avail.
Sub-Class of Fire
Grenade
Grenade
Launcher Pistol 30m S/-/- - - 1 Full Inaccurate 4kg Rare
Launcher
Pistol
Grenade Grenade Very
Basic 60m S/-/- - - 6 2 Full - 12kg
Launcher Launcher Rare
Automatic
Grenade Very
Grenade Basic 40m S/3/- - - 6 2 Full Inaccurate 13kg
Launcher Rare
Launcher
Missile Missile Very
Heavy 300m S/-/- - - 1 Full - 35kg
Launcher Launcher Rare
Missile Inaccurate,
Tread Fether Heavy 100m S/-/- - - 1 Full 20kg Rare
Launcher One Use Only
Mortar Mortar Heavy 50-300m S/-/- - - 1 Full Inaccurate, Indirect (2) 41kg Ex. Rare
Automatic
Mortar Heavy 50-300m S/-/5 - - 5 4 Full Inaccurate, Indirect (3) 50kg Ex. Rare
Mortar
Very
Mortar Mole Mortar Heavy 50-200m S/-/- - - 1 Full Inaccurate, Indirect (2) 50kg
Rare
Heavy
Missile
Missile Vehicle 300m S/-/- +1d10 +2 1 3 Full - - Ex. Rare
Launcher
Launcher
Missile Very
Rocket Pod Vehicle 100m -/-/6 - - 18 3 Full Inaccurate -
Launcher Rare
Inaccurate, Indirect (3),
Reliable
Heavy Very
Mortar Vehicle 300m S/-/- +2d10 - 1 Full -
Mortar Double the Blast Quality Rare
of Mortar Rounds used
for this weapon
All four missiles must be of the same
type. Loading a Missile Battery
requires a separate vehicle such as a
Trojan Support Vehicle or a team of
4 loaders (each with StB4 or higher
each). Reloading the launcher takes
3 minutes (36 Full Actions) per
missile, and if it ever suffers a Jam
Missile Missile
Vehicle 5,000m S/2/4 +2d10 - 4 then all the remaining missiles must - Ex. Rare
Launcher Battery be manually removed before being
replaced. This also takes 3 minutes
per missiles and requires a separate
support vehicle or loader crew.

Double the Blast Quality of Missiles


used for this weapon
Accurate, Indirect (5)

6.2 Weapons, Ammunitions, & Modifications - 357


6.2.8 - Grenades & Explosives
The devices listed in this section are designed to explode violently, releasing shards of deadly metal, obscuring smoke, or other effects designed to
smite enemies. Unless stated otherwise, grenades can be thrown or loaded into grenade launchers, while missile rounds can only be loaded into mis-
sile launchers, and mortar rounds may only be used with mortars.
Grenades
Abyssal Charge Iron-Eater Grenade
An insidious device made from standard explosives and material touched Iron-eater grenades house an incredibly caustic acid, powerful enough to
by the daemonic, each abyssal charge retains a splinter of Warp energy, eat through even hardened plasteel in moments.
enough to corrupt that which it does not kill.
Krak Grenade
Argent Globe Designed more for armour penetration, these weapons focus their ex-
Ordo Malleus agents often use these perfect spheres of gleaming silver plosion into a concentrated effect that can punch holes in most tanks or
against groups of daemonic foes. Against mortal targets the sudden blast bunker walls.
of Truesilver filaments wounds like a frag grenade, but against Warp-
spawn the consecrated blast leaves even the mightiest Daemon smoulder- Nova Grenade
ing in agony. Photo-visors and similar ocular protection are common. This more
powerful version of a photon flash grenade was designed to overpower
Blind Grenade standard input filtering. Each sphere contains a minute amount of plasma
Blind explosives detonate with a burst of dense smoke, IR bafflers, suspended in carbon gas. When ignited, the resulting fusion is similar to
and broadband EM-spectrum chaff, all of which is designed to block the effect of a collapsing star, and the emitted light achieves an extreme
detection through the cloud. Sensors and vision that would pierce normal absolute magnitude.
smoke cannot see through haze thus created.
Plasma Grenade
Concussion Grenade These highly lethal grenades use a deliberate plasma containment failure,
Mostly used by assault regiments, Arbites raids, or other close encounters erupting into blasts of white-hot energy. The dense plasma core of an
where a tunned opponent is of a large benefit, these grenades burst loud- Astartes plasma grenade is not fully consumed in the initial explosion
ly, sending a large, disruptive shockwave across their area of effect. and leaves a glowing, energized orb that continues to sear the area like a
miniature sun.
Frag Grenade
Frag grenades explode into a cloud of deadly metal shards, and make Phosphor Grenade
excellent anti-personnel weapons. Many close-quarters combat special- Phosphor is a terrifying substance that burns exposed flesh more quickly
ists carry bandoliers of them to hurl into enemy positions as part of an than promethium, corrodes metal and flesh allike, and is blinding to look
assault. upon when activated. Large amounts of it also create a caustic smoke that
both obscures vision and poisons the air. Used throughout the Mechan-
Graviton Grenade icus for both visibility and to quickly eliminate massed hordes of foul
Exceptionally rare, graviton grenades are often only used by elite Adep- mutants, this grenade has built up a reputation as a weapon of divine
tus Mechanicus forces or powerful Inquisitors as a last resort to defeat retribution.
both heavily armoured enemies and their vehicles.
Photon Flash Grenade
Hallucinogen Grenade These grenades explode with an intensely brilliant light that overloads
These grenades use mind-altering drugs or even exotic energies to induce unprotected eyes with temporary blindness, and make for excellent
a variety of short-lived psychological states and delusions. They are often non-lethal weapons.
used for crowd control or areas where non-lethal results are necessary.
Psychotroke Grenade
Haywire Grenade Psychotroke grenades release a pungent, sweet-smelling psychoreactive
Haywire grenades ignore the flesh and instead seek to injure machine nerve agent considerably more potent than typical hallucinogen grenades.
spirits and technological devices through a shower of harmful elec- The special nature of the gas means that even environmentally-sealed
tromagnetic radiation. Machines that suffer such indignities are often armour ofers no protection.
crippled, leaving their users helpless against attacking foes.
Psyk-Out Grenade
Incendiary Grenade These grenades disperse a cloud of psi-refractive particles thought to
Ranging from crude containers filled with fuel and a cloth "fuse" to have been created as a by-product of the processes that sustain the Astro-
manufactured charges filled with jellied promethium and proper chemical nomican, and disrupt a psyker’s connection to the Warp.
charges, these widely used devices are common, to say the least.
Rad Grenade
Incense Grenade Difficult to find or manufacture, rad grenades contain radioactive
Filled with vials of blessed waters and purified ashes of Imperial saints, particles that blink out of existence within a second of release. Despite
these grenades burst open with thick clouds of fragrant incense. For the their short-term effects, the damage caused is often enough to leave the
impure and tainted, the sanctified smoke tears at their unholy forms and toughest of foes gasping as radiation saps their vitality.
burns their wretched souls.

6.2 Weapons, Ammunitions, & Modifications - 358


Smoke Grenade Tube Charge
A relatively simple and easy-to-construct device, smoke grenades release More powerful than a frag grenade and better suited for combat use than
huge gouts of thick, black clouds that obscure vision. They do not block the bulky demolition charge, the versatile tube charge lacks the range of a
detection systems that use heat or other spectral bands outside of normal grenade or the sheer destructive power of a demolition charge, but finds a
human eyesight, but are much more widely available and easier to con- middle ground that appeals to many soldiers favouring mobility, stealth,
struct. and sabotage tactics. These relatively simple explosives are much easier
to acquire—and use—than melta bombs, but can pose a significant threat
Stasis Grenade to light vehicles, as well as infantry.
These arcane weapons actively breach and damage the flow of time
around them when they detonate. Merely being in proximity to the blast Vortex Grenade
radius of these terrifying weapons is as perilous as any rad grenade as a The vortex grenade is a rare and deadly weapon which utilizes complex
sudden time distortion freezes the target, but far from consistently, an ef- warp technology to create a vortex between real space and the warp on
fect that can leave its victim frozen out of phase with existence, a trapped activation. They are very difficult to produce, with only the highest ranks
echo lost in the void, or shattered like a statue of ice. It can just as easily of Magi of the Adeptus Mechanicus knowing how to manufacture them.
result in withered flesh and failing organs for the wielder as their own When the grenade is activated, it creates a tiny rift between
lifeforce is drained away in years and decades from a failing stasis field. realspace and the Warp, a rift that becomes a vortex in the very fabric
of space. In appearance the vortex is a ball of glowing blackness like a
Stun Grenade small black hole. Everyone and everything encompassed by the vortex
Using a combination of loud noise and brilliant light, these grenades can is destroyed; all matter and energy is drawn through the vortex and it is
incapacitate targets long enough for assault forces to apply non-lethal turned into the very stuff of the Warp.
restraints, or to finish off the now-disabled foes with ease. Vortices are doubly dangerous, as once they are created they
behave in an unpredictable and uncontrollable manner. They may shrink,
Tears of the Emperor expand, vanish, remain for long periods of time, move or even divide.
Seen as a miraculous weapon and the Will of the Emperor made man- For this reason, they can be as deadly to their user as their intended
ifest, Tears of the Emperor contain a bloodlike substance said to weep targets.
from statues and relics at times of great strife. Carefully collected in or-
nate crystal bottles, they are a potent weapon against the forces of Chaos. Web Grenade
Web grenades use the same ensnaring filament-filled gel as webber weap-
ons, and can entangle masses of targets in moments when they detonate.

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.

6.2 Weapons, Ammunitions, & Modifications - 359


Grenade Profiles
Rate Tech-
Name Class Range Damage Pen Qualities Weight Avail.
of Fire Level
Blast (3), Daemonbane, Sanctified,
Smoke (3)
Whenever a character suffers a
hit from this grenade, enters its
Incense smoke, or begins his turn within the
Thrown StBx3m S/-/- 2d10X 0 0.5kg Rare Industrial
Grenade smoke, he suffers Energy damage
equal to his Corruption bonus or
his Daemonic (X) trait (whichever
is higher), ignoring armour and
Toughness bonus.
Blast (2), Corrosive
When an attack roll with an
Iron-Eater Grenade results in a
Iron-Eater
Thrown StBx3m S/-/- 2d10E 5 Jam, the grenade detonates in the 0.5kg Very Rare Industrial
Grenade user’s hand on a result of 7, 8, 9, or
10, rather than only on a 10 on the
1d10 roll.
Krak Grenade Thrown StBx3m S/-/- 2d10+4X 6 Concussive (0), Vengeful (9) 0.5kg Rare Industrial
Blast (3), Blind (3)
Blast (20), Blind (1) Extremely
Nova Grenade Thrown StBx3m S/-/- 1d10E 0 0.5kg Technological
Only the highest Blind Quality is Rare
applied to a target in both ranges.
Blast (1), Overheats, Unstable
This tiny stellar body continues
Plasma to do the plasma grenade’s full Extremely
Thrown StBx3m S/-/- 1d10+12E 8 3kg Technological
Grenade damage to the Blast area for an Rare
additional 1d5 Rounds after the
Round it detonated.
Blind (1), Corrosive (1d10), Devas-
tating (1), Flame, Smoke (5)
Phosphor Whenever a character suffers a hit Extremely
Thrown StBx3m S/-/- 1d10+4X 3 0.5kg Industrial
Grenade from this grenade, enters its smoke, Rare
or begins his turn within the smoke
he must test against it's Qualities.
Photon Flash
Thrown StBx3m S/-/- - 0 Blast (10), Blind (0) 0.5kg Rare Technological
Grenade
Blast (3), Hallucinogenic (4)
Psychotroke
Thrown StBx3m S/-/- - 0 Respirators and sealed armour grant 0.5kg Rare Technological
Grenade no bonuses against these grenades.
Blast (3), Smoke (3)
Any psyker caught within the gre-
nade’s blast radius, or who enters
the cloud created by its Smoke
quality before it dissipates, must
take a -30 Willpower test or have
his psy rating temporarily reduced
by 1 for every Degree of Failure.
Psyk-Out Extremely
Thrown StBx3m S/-/- 1d10X 0 If a psyker fails the test by two or 0.5kg N/A
Grenade more degrees of failure, he must
Rare
also immediately roll on Psychic
Phenomena. Every six hours, a
psyker automatically recovers 1
point of psy rating lost this way.
Additionally, any attempt to man-
ifest a psychic power from within
the cloud automatically fails.
Rad Extremely
Thrown StBx3m S/-/- 1d10E 0 Blast (2), Irradiated (2) 0.5kg Technological
Grenade Rare
Smoke
Thrown StBx3m S/-/- - 0 Smoke (6) 0.5kg Common Primitive
Grenade

6.2 Weapons, Ammunitions, & Modifications - 360


Grenade Profiles
Rate Tech-
Name Class Range Damage Pen Qualities Weight Avail.
of Fire Level
Blast (1), Concussive (4),
Near
Stasis Grenade Thrown StBx3m S/-/- 2d10R 20 Deadly, Irradiated (6), Overheats, 1kg N/A
Unique
Unstable
Stun Grenade Thrown StBx3m S/-/- - 0 Blast (2), Excruciating, Blind (1) 0.5kg Common Industrial
Blast (2), Sanctified
When a psyker is struck by an
attack from this weapon, he must
immediately roll on Perils of
the Warp. When a creature with
Tears of the the Daemonic Trait is struck by Near
Thrown StBx3m S/-/- 1d10X 0 0.5kg N/A
Emperor this weapon, it gains the Warp Unique
Instability Trait until the end of
the encounter. If it already has
this trait, it suffers a –20 penalty
to the tests it for this trait until the
end of the encounter
Tube
Thrown StBx3m S/-/- 3d10X 0 Blast (4) 0.5kg Scarce Industrial
Charge
Blast (3), Warp Weapon
Anyone within the Blast radius
of the Vortex Grenade can spend
his Reaction to attempt to Dodge
out of it before the rift fully
forms. Those who fail, along with
everything else in the area, are
Vortex dragged into the Warp, never to
Thrown StBx3m S/-/- - X 1kg Unique N/A
Grenade be seen again. Each Round, the
capricious vortex winks in and
out of existence. It has a 50%
chance of closing permanently
when this happens. Otherwise,
it reappears 2d10 metres in a
random direction from its last
manifestation.
Web Grenade Thrown StBx3m S/-/- - 0 Blast (2), Snare (1) 0.5kg Scarce Technological

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)

6.2 Weapons, Ammunitions, & Modifications - 361


Missile Profiles Cont.
Rate Tech-
Name Class Range Damage Pen Qualities Weight Avail.
of Fire Level
Blast (4), Inaccurate, Tearing
If fired at a vehicle with the
Skimmer, Flyer, or Spacecraft
Flakk
- - - 3d10+8X 6 Trait or a character/creature using 0.5kg Rare Technological
Missile the Flyer or Hoverer Trait it loses
the Inaccurate Quality and instead
gains the Accurate Quality.
Scatter
- - - 2d10X 0 Blast (10) 0.5kg Rare Industrial
Missile

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.

Frag Round Siege Round


These explosives use a combustible charge and special fillers of shrapnel The siege round contains a specialised fuse that detonates only after it
fragments. has punctured the hard exterior of an enemy fortification or building.
This makes the round excellent at destroying bunkers, but limits its use
Inferno Round against more standard targets.
Much like the a frag round, the inferno mortar round lacks the punch
of krak munitions, but the roaring inferno that follows is unbelievably Smoke Round
dangerous to lightly armoured infantry. These explosives release a dense smoke which only obscures basic eye-
sight and optical based systems. They do not block detection systems that
Minefield Round use heat or other spectral bands outside of normal human eyesight, but
These shells are designed to splinter open at the highest arc of their are much more widely available and easier to construct.
trajectory, releasing a plethora of sub-munitions with two impact triggers.
Once the first is sprung upon contact with the ground, the second trigger Starflare Round
deploys—awaiting only a single, unlucky step to unleash its powerful These are fired high into the air via mortar, where they burst into a mul-
explosives. titude of small flares. As the flares burn out and drift to the ground, they
fully illuminate the underlying area for about a minute.
Photon Flash Round
Photon flash explosives detonate like a small star, blinding anyone near- Webber Round
by and bright enough to overload primitive vision protection systems. Essentially a large canister of webber ammunition fitted with a detonator,
this round is very uncommon, as it's use is limited to mass capture of law
breakers or else capture of the largest xeno beasts.

6.2 Weapons, Ammunitions, & Modifications - 362


Mortar Round Profiles
Rate Tech-
Name Class Range Damage Pen Qualities Weight Avail.
of Fire Level
Blind
- - - 2d10X 0 Smoke (6) 1kg Rare Industrial
Round
Frag
- - - 2d10+2X 4 Blast (5) 1kg Common Industrial
Round
Inferno
- - - 1d10+4E 2 Blast (4), Flame 1kg Rare Industrial
Round
Blast (6),
Creates a minefield in it's Blast
Minefield
- - - 1d10X 0 radius, counting the DoS on the 1kg Rare Industrial
Round BS test as the rules for setting a
minefield as per Cluster Mines
Photon Flash
- - - - 0 Blast (12), Blind (2) 1kg Rare Technological
Round
Scatter
- - - 1d10+3X 0 Blast (7) 1kg Rare Industrial
Round
Siege Armourbane, Blast (2),
- - - 2d10+8X 6 1kg Very Rare Technological
Round Concussive (0)
Smoke
- - - - 0 Smoke (9) 1kg Scarce Industrial
Round
After being launched this
round provides light for an area
Starflare
- - - - 0 20+3d10 meters in radius, negat- 1kg Scarce Industrial
Round ing the effects of Darkness for 12
Rounds.
Webber
- - - - 0 Blast (5), Snare (2) 1kg Rare Technological
Round

6.2 Weapons, Ammunitions, & Modifications - 363


6.2.9 - Low-Tech Ranged Weapons
The war-torn reaches of the 41st Millennium feature the entire range of weaponry, from the wondrous relics of the Dark Ages of Technology and
advanced xenos devices, to primitive but effective armaments. Low-tech weapons can be just as deadly in the hands of skilled warriors. On many
worlds, where technology has either collapsed or has yet to rise, many have been left bloody and dead from what they considered laughable hard-
ware.

Throwing Knife Bow Weapons


Often used by veterans and elite regiments, the simplicity of the throwing Though bows come in a multitude of shapes and are made from a wide
knife leads many to underestimate its effectiveness. In the hands of a variety of materials, their basic form and function has changed little
practiced user, a throwing knife can end the life of an enemy sentry just throughout the millennia. Even where the Mechanicum may be ascen-
as quickly as a firearm, and with more subtlety than any silencer can dant, a well-placed and silent arrow can be just as effective as a revered
afford. Its light-weight blade and comparatively heavy handle, while boltgun. Crossbows are more compact than regular bows, but require
ideally suited for its intended purpose, mean that a throwing knife is less additional mechanical fittings and usually have a longer range.
useful as a melee weapon.
Black Powder Weapons
Javelin Primitive, but relatively easy to manufacture, these weapons have en-
Essentially a spear designed to be thrown instead of wielded as a melee dured even longer than stub weapons, though they are largely regarded
weapon, javelins are used by humans on many worlds across the galaxy. as inferior for good reason. Their lengthy reloads, shorter ranges, and
Simple in design yet undeniably effective, anyone with appropriate expe- unreliability are all factors that keep black powder weapons regarded as
rience can easily craft one of these hunting weapons in the field. Though being little better than being unarmed by many throughout the galaxy.
they can be used as short spears in melee, javelins are not typically However, the ultimate truth is that while their negatives are great, a lead
designed for use in close quarters, being shorter and lighter than melee ball shot by one is still very capable of maiming or killing their target.
spears and thus less suited to this function. Black powder weapons may use Solid Projectile Weapon
Special Ammunitions and Modifications, with Blunderbusses counting as
Bolas Shotguns.
An ancient weapon often seen with hive city bounty hunters and feral
worlders alike, bolas have swirling weights at the ends of ropes or wires
to entangle a target and often knock him to the ground. Once wrapped up,
the foe is easily dispatched or further bound for transport and delivery.

Low-Tech Ranged Weapon Profiles


Rate
Name Class Range Damage Pen Clip Reload Qualities Weight Availability
of Fire
Piercing, Primitive (6)
Gains Deadly Quality
Throwing Melee/ Melee/ when used as a Thrown
S/2/- 1d5+3R 0 - - 0.5kg Common
Knife Thrown StBx3m Weapon. It may be used
as a Knife with the
Unbalanced Quality.
Melee/ Melee/
Javelin S/-/- 1d10+1R 0 - - Piercing, Primitive (7) 1kg Common
Thrown StBx2m
Inaccurate, Primitive
Bolas Thrown 10m S/-/- - 0 - - 2kg Common
(1), Snare (1)
Flintlock Pistol Pistol 15m S/-/- 1d10+2I 0 1 2 Full Primitive (8), Unreliable 3kg Common
Flintlock
Basic 30m S/-/- 1d10+3I 0 1 2 Full Primitive (8), Unreliable 7kg Common
Musket
Primitive (8), Scatter,
Blunderbuss Basic 20m S/-/- 1d10+4I 0 1 2 Full 8kg Common
Unreliable
Repeating Overheats, Primitive (8),
Basic 50m S/2/- 1d10+3I 0 8 2 Full 45kg Average
Rifle Unreliable
Accurate,
Arquebus Heavy 150m S/-/- 2d10+3I 0 1 2 Full Concussive (2), 8kg Common
Proven (3), Unreliable
Bow Basic StBx5m S/2/- 1d10+1R 0 1 Half Primitive (6), Reliable 2kg Common
Light
Pistol 15m S/-/- 1d10+1R 0 4 Half Primitive (7) 1kg Common
Crossbow
Crossbow Basic 30m S/-/- 1d10+2R 0 8 2 Full Primitive (7) 3kg Common
Heavy
Heavy 70m S/-/- 1d10+5I 0 14 2 Full Concussive (1), Reliable 30kg Average
Crossbow

6.2 Weapons, Ammunitions, & Modifications - 364


Bow Weapon Special Ammunition
Concussion Bolts Shock Bolts
These bolts contain a proximity sensor that explodes a fraction of a sec- These bolts embed several micro-electrical capacitors within a tungsten
ond before impact. This detonation creates a micro-singularity that sends tip, creating a non-lethal charge designed to incapacitate anything up to a
a concussive wave of unrelenting force in all directions. grox in size.
Applicable To: Any Bow Weapon Applicable To: Any Bow Weapon
Availability: Very Rare Availability: Rare
Effects: A weapon using this ammunition gains the Blast (5) and Concus- Effects: A weapon using shock bolts gains the Piercing and Shocking
sive (5) Qualities. Qualities.

Explosive Bolts Silver Bolts


Explosive arrows and quarrels might be crudely tipped with shells or Not nearly as potent as Purgatus stakes, these bolts still make a mockery
treated with a variety of unstable alchemical compounds. of those who gain strength from the Warp.
Applicable To: Any Bow Weapon Applicable To: Any Bow Weapon
Availability: Scarce Availability: Rare
Effects: Change the weapon's Damage Type to Explosive (X), it gains Effects: A weapon using silver bolts gains the Sanctified Quality and
the Blast (1) and Inaccurate Qualities, and the weapon loses the Primi- inlicts an additional 1d10 damage against targets with the Daemonic or
tive Quality. Psyker Trait.

Incendiary Bolts Thermal Bolts


These ungainly arrowheads are filled with promethium or other highly Although rare on feudal worlds, armoured vehicles are common through-
incendiary materials, and ignite with immolating fire on impact. out the Imperium. This ammunition attempts to solve the inefectiveness
Applicable To: Any Bow Weapon of low-tech weapons against armour by itting small melta charges and
Availability: Average magnetic clamps to the front of crossbow bolts. The results are danger-
Effects: Change the weapon's Damage Type to Energy (E), it gains the ous anti-tank rounds, but ones that sufer from inaccuracy due to weight.
Flame and Unreliable Qualities. Applicable To: Any Bow Weapon
Availability: Rare
Purgatus Bolts Effects: A weapon using thermal bolts loses the Primitive and Accurate
Designed specifically for disrupting sorcerers and daemons, each hand- qualities (if it has them), but gains +1d10 Energy damage, Penetration 6,
crafted stake features runes and wards that affect the Immaterium on a and the Melta and Inaccurate Qualities.
fundamental level.
Applicable To: Any Bow Weapon Truesilver Bolts
Availability: Extremely Rare An arrowhead forged of iron and purified silver, this allows even the least
Effects: A weapon using Purgatus Bolts gains the Sanctified quality. of weapons to be the bane of daemons.
Further, whenever a target with eithe the Psyker or Daemon trait is struck Applicable To: Any Bow Weapon
by a Purgatus Bolt, it must make a Challenging (+0) Willpower test. If it Availability: Extremely Rare
fails, it must immediately roll on the Psychic Phenomena Table. Effects: The weapon gains the Sanctified Quality. Whenever a target with
the Daemonic trait attempts to Dodge an attack made with a weapon us-
Purity Bolts ing Truesilver Rounds the target suffers a penalty to the Dodge test equal
Peculiar and ornate crossbow bolts, these arcane devices contain a small to 5 times the attacker’s Willpower bonus.
haywire generator that activates on impact.
Applicable To: Any Bow Weapon
Availability: Very Rare
Effects: A weapon using purity bolts gains the Haywire (2) Quality

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.

6.2 Weapons, Ammunitions, & Modifications - 365


6.2.10 - Exotic Ranged Weapons
Some weapons are so specialised or rare that even veteran warriors may never have seen one, let alone used one in battle. Others are alien and anathe-
ma to regular citizens of the Imperium, and only the desperate or radical would avail himself of such tainted devices. Exotic weapons are uncommon
in the extreme, and often a foe is felled before becoming aware of the peril he faces.
These weapons also require special training to be used properly, so to use exotic weapons the character must have the Weapon Training
(Exotic) Talent for that specific weapon. Some Exotic Weapons share a sub-class, so taking an Exotic Weapon Training that includes multiple
weapons will allow the character to use all weapons with that same sub-class without penalty. Some lack a sub-class, and so an Exotic Weapon Trai-
ning Talent for them applies to them singularly.

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.

Cryonic Weapons Web Weapons


Largely only seen in the hands of the Space Wolves chapter (and referred A webber weapon fires masses of jellied filaments, which expand in
to as Helfrost weapons in their tongue), these weapons can fire focused the air to form a web of sticky, near-unbreakable material. A favoured
or dispersed beams of endothermic energy at their targets that instantly armament for Adeptus Arbites and bounty hunters alike, it can easily
cause frostbite and freeze water in the body as well as projecting ambient subdue violent mobs who would dare violate the Emperor’s Law. Once
moisture onto the target, seemingly manifesting solid pieces of ice upon entangled, few can escape from the constricting threads.
them. Unless a foe can escape quickly they will end up either frozen The filaments becomes brittle and dissolve away after 1d5
solid or die from extreme exposure hours.

Eradicator Nova Cannon Volkite Weapons


A much, much smaller variant of the mighty nova cannons mounted upon “Volkite” is a Mechanicum term for a type of ancient thermal ray weapon
the largest of Imperial Navy vessels, this miniaturized version works on dating back to the Age of Strife. Possessing a killing power surpassing
many of the same properties that their colossal cousins do. The weapon most armaments of their size, volkites are little-understood and difficult
uses a large stabilizer and suppression system that is attached to the to replicate on even the most capable of Forge Worlds. Volkite weapons
weapon's barrel that allows it to quickly fire its high-caliber shells with- deflagrate organic matter, explosively burning flesh into ash and jetting
out causing the weapon to rip itself apart. This duress is caused by the fire. A direct hit by a Volkite weapon causes a target to simply combust,
powerful charges that propel the shells of the nova cannon, along with often taking nearby comrades with them.
the subsequent gravimetric impellers that accelerate it even further, lead- At one point they were relatively common in the fledgling
ing to the resulting impact and implosion of the weapon's fusion warhead Space Marine Legions, but by the time of the Horus Heresy were a rarity
being enough to level buildings and kill any within. and had been replaced by the more flexible and easy to manufacture bolt-
er. The loss of Forge Worlds during The Horus Heresy sped the decline
Graviton Weapons of Volkite weapons in the Imperium, leaving the surviving examples as
These exceedingly rare relics from the Dark Age of Technology are little more than archeotech curiosities.
sacred devices jealously guarded by the Adeptus Mechanicus, who very
rarely allow one outside of their armouries. Each fires arcane particles
that disrupt the gravimetric fields surrounding the target, using the vic-
tim’s own armoured mass against him. The terrible, crushing force of the
unnatural energies reduces targets to ruptured hulls and crumpled

6.2 Weapons, Ammunitions, & Modifications - 366


Exotic Ranged Weapon Profiles
Exotic Rate
Name Class Range Damage Pen Clip Reload Qualities Weight Avail.
Sub-Class of Fire
Hand- Corrosive (1d5), Felling
Chem Pistol 10m S/-/- 1d10E 0 2 2 Full 3kg Rare
Chemmer (1), Spray, Toxic (2)
Corrosive (1d10),
Chem-
Chem Basic 15m S/-/- 1d10E 0 5 2 Full Felling (2), Spray, 10kg Scarce
Thrower Toxic (2)
Heavy Corrosive (1d10),
Chem Chem- Heavy 25m S/-/- 1d10+2E 0 10 2 Full Felling (2), Spray, 35kg Rare
Thrower Toxic (3)
Corrosive (1d10),
Chem Very
Chem Vehicle 40m S/-/- 1d10+5E 0 50 - Felling (4), Spray, -
Cannon Toxic (4)
Rare

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+)

6.2 Weapons, Ammunitions, & Modifications - 367


Exotic Ranged Weapon Profiles (cont.)
Exotic Rate
Name Class Range Damage Pen Clip Reload Qualities Weight Avail.
Sub-Class of Fire
Eradication
Blast (1), Felling (4),
Conversion Beamer Vehicle 150m S/-/- 5d10+10E 12 8 3 Full Unique
Melta
(<25m)
Eradication
- Beamer - - - 3d10+8E 8 - - Felling (2), Blast (2) - -
(26m-99m)
Eradication
- Beamer - - - 2d10+6E 6 - - Blast (4) - -
(100m+)
Crippling (3), Snare (0),
Helfrost Maximal
Cryonic Pistol 30m S/-/- 2d10+4E 8 8 3 Full 4kg Ex. Rare
Pistol Gains Blast from
Maximal
Crippling (4), Snare (1),
Helfrost Maximal
Cryonic Basic 100m S/-/- 2d10+4E 8 20 3 Full 12kg Ex. Rare
Rifle Gains Blast from
Maximal
Helfrost Blast (1), Crippling (5), Near
Cryonic Heavy 100m S/-/- 3d10+6E 8 12 5 Full 30kg
Cannon Snare (1), Maximal Unique
Armourbane, Blast
Eradicator
Nova Vehicle 150m S/-/- 3d10+10X 10 3 2 Full (8), Concussive (3), - Ex. Rare
Nova Cannon
Unstable
Concussive (1), Near
Graviton Grav Pistol Pistol 15m S/-/- 1d10+3I 6 6 Full 3kg
Graviton, Haywire (0) Unique
Graviton Concussive (2),
Graviton Basic 30m S/3/- 1d10+6I 8 9 2 Full 6kg Ex. Rare
Gun Graviton, Haywire (2)
Blast (5),
Graviton Near
Graviton Heavy 100m S/-/- 4d10+4I 8 6 3 Full Concussive (0), 65kg
Cannon Graviton, Haywire (2)
Unique

Accurate, Felling (1), Very


Needle Needle Pistol Pistol 30m S/-/- 1d10+1R 2 6 Full 2kg
Toxic (5) Rare
Firesprite
Needle Pistol 15m -/3/6 1d10+1R 2 12 2 Full Inaccurate, Toxic (2) 3kg Ex. Rare
Needler
Felling (2), Reliable, Very
Needle Quillgun Basic 120m S/3/- 1d10+2R 3 3 Full 6kg
Toxic (4) Rare
Accurate, Felling (3), Very
Needle Needle Rifle Basic 180m S/-/- 1d10+1R 2 6 2 Full 6kg
Toxic (5) Rare
Felling (2), Irradiated Very
Radiation Lucifex Pistol 10m S/-/- 1d10+2E 4 5 2 Full 5kg
(1), Spray Rare
Rad- Felling (2), Irradiated Ex.
Radiation Basic 20m S/-/- 1d10+3E 6 12 2 Full 30kg
Cleanser (3), Spray Rare
Irradiation Felling (4), Irradiated Near
Radiation Heavy 45m S/-/- 1d10+5E 8 30 4 Full 50kg
Engine (5), Spray Unique
Very
Web Web Pistol Pistol 30m S/-/- - 0 1 Full Snare (0) 4kg
Rare
Web Webber Basic 50m S/-/- - 0 1 Full Blast (2), Snare (1) 8kg Rare
Heavy
Web Heavy 75m S/-/- - 0 1 2 Full Blast (5), Snare (2) 12kg Rare
Webber
Devastating (5),
- Spore Caster Basic 10m S/-/- - 0 1 2 Full Hallucinogenic (3), 5kg Ex. Rare
Spray

6.2 Weapons, Ammunitions, & Modifications - 368


Exotic Ranged Weapon Profiles (cont.)
Exotic Rate
Name Class Range Damage Pen Clip Reload Qualities Weight Avail.
Sub-Class of Fire
Volkite Deflagrate, Devastat-
Volkite Pistol 25m S/2/- 1d10+7E 4 10 2 Full 4kg Ex. Rare
Serpenta ing (2), Unreliable
Volkite Deflagrate, Devastat-
Volkite Basic 75m S/2/- 1d10+8E 4 20 2 Full 10kg Ex. Rare
Charger ing (2), Unreliable
Volkite Deflagrate, Devastat-
Volkite Heavy 125m S/2/- 2d10+8E 4 20 3 Full 18kg Ex. Rare
Caliver ing (3), Unreliable
Volkite Deflagrate, Devastat-
Volkite Heavy 250m S/3/5 2d10+8E 4 30 3 Full 30kg Ex. Rare
Culverin ing (4), Unreliable

Exotic Ranged Weapon Special Ammunition


Applicable
Name Effects Availability
To
Micro-Blast Any Needle When this ammunition is used the weapon loses the Toxic Quality, but increases its dam-
Extremely Rare
Needles Weapon age by 4, changes the damage type to Explosive (X), and gains the Tearing Quality
Ataratic Any Needle When this ammunition is used the weapon loses the Toxic Quality, but gains the Concus-
Very Rare
Needles Weapon sive (5) Quality
A webber loaded with razor-webs increases the weapon's Snare Quality by +2. Further-
Any Webber
Razor-Web more, each escape attempt, whether successful or not, deals 2d10 Rending Damage with Very Rare
Weapon
a Penetration of 8.

Micro-Blast Needles Razor-Web


An exceedingly rare creation, these tiny needles contain miniature explo- Using the same tech as a conventional webber, the razor web fires a solid
sive charges, which detonate a split second after they embed themselves spray of web material, mixed with long barbed mono-filament strands.
in the target’s flesh. Some assassins prefer the explosive impact of these Not only does this entangle and entrap the victim, it also rends and tears
needles to the toxic payload of conventional needles, particularly against him with a multitude of vicious barbs as he tries to free himself.
more resilient targets that may not be as easily felled by envenomed Applicable To: Any Web Weapon
darts. Availability: Very Rare
Applicable To: Any Needle Weapon Effects: A webber loaded with razor-webs increases the weapon's Snare
Availability: Extremely Rare Quality by +2. Furthermore, each escape attempt, whether successful or
Effects: When this ammunition is used the weapon loses the Toxic Qual- not, deals 2d10 Rending Damage with a Penetration of 8.
ity, but increases its damage by 4, changes the damage type to Explosive
(X), and gains the Tearing Quality

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

6.2 Weapons, Ammunitions, & Modifications - 369


6.2.11 - Chain Weapons
The roar of a chainsword is one of the signature sounds of the Imperium at war. Chain weapons have been found in Human armies dating to the Great
Crusades, when they helped unite Terra, Solar system, and then the galaxy under the rightful rule of the Emperor. They are brutal and horrific, using
loops of rapidly moving metal teeth set along an edge to tear apart flesh and armour. Even with their engines stilled, the serrated chain can still be
used to deadly effect.
Chainblade Chainflail
Chainblades are one of the smallest chain weapons, little more than a Combining the indiscriminate lethality of the chainsword with the sav-
knife with a tiny chain around its edge. The size is deceptive, for the agery of the flail, a chainflail is truly a weapon for one whose faith in the
extra tearing the chain provides makes it much more effective than any Emperor is unbreakable and unquestioning. A solid grip with a trigger
ordinary dagger. attached by various adamantine cables to a whirring head lined by four
parallel rows of voracious teeth, the chainflail reminds all who see it that
Chainchakram its wielder’s faith is untainted by the fear of death.
Deadly to self and enemy alike, these weapons are much like any other If the wielder of this weapon fails a Weapon Skill Test with it
chain weapon, but that they are made explicitly for throwing. Essentially by a number of Degrees of Failure greater than his Weapon Skill Bonus,
a simple circular loop of chain teeth and a motor, the only safe place to he instead resolves the attack as though he had successfully struck him-
grab them is by the motor, which is usually partially stylized as a handle. self.
The capacity of these weapons to inflict horrible injury is intensely high,
as few expect a chain weapon to come flying at them. Chainspear
When used as a Thrown weapon this weapon can only be used Chainspears combine reach with the signature chain weapon lethality.
for Single Shot Ranged Attack Actions. The end of each has a length of whirring serrated teeth, which are enough
If the wielder of this weapon fails a Ballistic Skill Test with it to cause even the slightest hit to become a spray of blood and torn flesh
by a number of Degrees of Failure greater than his Ballistic Skill Bonus, when stabbed at an opponent.
he instead resolves the attack as though he had successfully struck him-
self. Chainglaive
Most often wielded by Rough Rider formations, chainglaives are vicious
Chainsword weapons that combine the reach of a pole weapon with the gnashing fury
The most common type of chain weapon, these heavy swords usually of a chain weapon, distinguishing themselves from chainspears by incor-
only have the tip and one edge exposed for the spinning, deadly chain porating much stronger motors and even more penetrative teeth. These
teeth. Despite their barbarous nature, many elaborate fencing schools weapons come in a startling variety based on the sundry forge worlds and
devoted to the artistic practice of the chainsword exist across the Impe- eras in which they were manufactured, with various forms mimicking
rium. For many users, however, any strike is enough to deal with most polearms, scythes, and halberds. All are extremely deadly.
enemies, leaving behind only torn flesh and blood.
Eviscerator
Heavy Chainsword One of the largest chain weapons, the eviscerator, sometimes known as a
Designed to allow mere humans to approximate the deadly blows of an chain greatsword, is a huge, unwieldy chainsword, often double-edged,
Astartes warrior, the heavy chainsword features a thick, bladed area with that requires both hands to use. The priests of the Adeptus Ministorum
chained teeth nearly twice as wide as other chainswords. The power from often wield them with unrestrained fury against heretics, caring little if
the backpack-mounted supply provides greater tearing strength, and the they themselves are injured in each wild swing.
weighted nose of the sword allows the user to strike with heavy slash-
ing blows. The weight of the backpack power supply is included in the Chain Greataxe
weapon’s overall weight. Huge in size and weight, only the unnaturally strong or fanatical com-
monly brandish this weapon. Most feature a double-sided chassis housing
Chainaxe two independently mounted chain assemblies, designed to be swung in
While the chainsword can be wielded with finesse, the chainaxe is a more wide swathes. Such is the power of this fearsome weapon that little can
simple and savage affair. The added leverage of the long haft allows its stand against it, and enemies fall apart like kindling when struck.
wide chain edge makes for a heavier strike with each blow, but with less
control or precision. Most wield the chainaxe for just these reasons, and Chainhammer
savour the terror and destruction they cause. Few but Ogryn brutes can lift this weapon, let alone use it in combat. It
combines the heavy striking power of a great hammer with the terrible
ripping action of a chain weapon, using multiple rows of spinning metal
teeth projecting from the club-like head to tear apart flesh pulped in the
smashing impact.

6.2 Weapons, Ammunitions, & Modifications - 370


Chain Weapon Profiles
Name Class Range Damage Pen Qualities Weight Availability
Chainblade Melee Melee 1d5+1R 1 Tearing 2kg Average
Melee/ Melee/ Tearing, Unbalanced
Chainchakram 1d5+1R 1 2kg Scarce
Thrown StBx3m Gains Deadly Quality when used as a Thrown Weapon.
Chainsword Melee Melee 1d10+2R 2 Balanced, Tearing 6kg Average
Heavy
Melee +1m 1d10+3R 3 Concussive (0), Tearing, Two-Handed 20kg Rare
Chainsword
Chainaxe Melee +1m 1d10+4R 2 Felling (1), Tearing, Two-Handed, Unbalanced 13kg Scarce
Flexible, Reach, Tearing, Two-Handed, Unwieldy,
Chainflail Melee +2m 1d10+4R 2 14kg Very Rare
Vengeful (9)
Chainspear Melee +2m 1d10+2R 2 Reach, Tearing, Two-Handed 7kg Scarce
Chainglaive Melee +2m 1d10+3R 3 Razor Sharp, Reach, Tearing, Two-Handed, Unbalanced 12kg Very Rare
Tearing, Two Handed, Razor Sharp,
Eviscerator Melee +1m 2d10+2R 8 15kg Very Rare
Unwieldy, Vengeful (9)
Chain
Melee +1m 2d10+5R 3 Felling (2), Tearing, Two-Handed, Unwieldy 18kg Very Rare
Greataxe
Chainhammer Melee +1m 2d10+6R 4 Concussive (2), Tearing, Two-Handed, Unwieldy 20kg Very Rare

6.2 Weapons, Ammunitions, & Modifications - 371


6.2.12 - Power Weapons
These weapons generate a disruptive energy field along their edge or head, which can puncture even the thickest of armour with each explosive
strike. Some appear as ornamented variants of base metal, only revealing their true nature when activated and crackles of lightning dance across the
surface. They still function as dangerous weapons even when disabled or their power source is exhausted, or if the wielder prefers a more inconspicu-
ous approach in combat.
Power Blade Power Sledge
This blade is a small but lethal power weapon that is popular among While nowhere near as rare and devastating as a true thunder hammer, a
gang leaders and assassins alike. Sometimes they are also used as a power sledge is essentially the next best thing, as it allows it’s wielder to
“parrying dagger”, which, upon stopping an opponent’s blade will break crush almost anything with titanic blows. Mostly, however it is used by
it upon the power field. shipwright crews for hammering in huge plating sections on the hulls of
voidships.
Power Stake
Cast from a single rod of blessed iron and featuring a compact power Power Spear
field generator, a power stake is most effective when plunged into the A power spear is a somewhat uncommon weapon, largely only seen in
heart of a heretic psyker. Covered in etchings and runes that protect the hands of elite guardians, often mimicking the nobility of the legend-
against the machinations of the Warp, it uses the victim’s own psychic ary Adeptus Custodes. While the penetrative ability afforded by the long
potency against himself. haft and power field is great it suffers up close, and the relatively small
section with a field covering it can make parrying effectively awkward.
Power Javelin
A strange, fairly uncommon variety of power weapon, these throwing Power Greatsword
weapons are like short power spears, though their strength lies in their While often displayed as a status symbol, these weapons are nonetheless
ability to fly true and cut through armour with their power field. very deadly and effective implements. Though their size makes defend-
When used as a Thrown weapon this weapon can only be used ing oneself with the weapon’s blade much more difficult than using a
for Single Shot Ranged Attack Actions. more modestly sized power sword, the power greatsword’s destructive
capacity and reach more than make up for these shortcomings.
Power Sword
Power swords are a sign of prestige within the Imperium, and many Power Greataxe
officials without skill wear one in public simply to demonstrate stature. A weapon wielded by Masters of Execution, massive Archmagi of the
Some of these weapons are handed down as heirlooms, carrying the fam- Adeptus Mechanicus, and Myrmidon Lords, this dread-inspiring weapon
ily name across generations from battle to battle. Power swords come in is very capable of hewing a man in half with a single strike.
many styles, allowing for a wide variety of fighting disciplines depending
on the blade and its user. Power Greatmaul
A titanic weapon of awesome destructive potential, power greatmauls
Power Maul are longer than most men are tall. The head of the mace crackles with a
Power mauls are elite weapons in many fighting formations, where their low-intensity energy field that builds as the weapon is swung, unleashing
club-like form can blow apart reinforced hab doors or crack open armour. its power with a concussive shockwave that can send adversaries flying.
Even unpowered, these heavy devices can knock a heretic senseless.
This weapon has two entries in the weapons table, representing Thunder Hammer
its two power settings: high and low. Switching the power maul between The furious energy blast released when these weapons strike creates
its two settings is an any-time Free Action. waves of booming concussive force as loud as thunder, from which their
name originates. Enemies that survive the pulverizing blow are likely to
Power Axe be incapacitated by the shockwave that follows.
A common weapon amongst the boarding parties, a power axe combines
the heavy striking power of an axe with an energy field. While less artful Lightning Claw
than a power sword, many prefer its devastating attack that few can Lightning Claws are a variant of power fist technology most commonly
withstand. used with Terminator armour, trading sheer crushing power for several
razor-sharp blades that extend from the armoured glove. Each blade
Power Pick would be lethal even without their power field enclosure, but when
An industrial tool used for mining super-dense ore deposits, such as ad- activated, the claws can slice apart almost any material with ease. When
amantine ore, this tool can make a devastating weapon in the right hands wielded in pairs the capacity for carnage is scarcely believable, but many
as well, piercing any but the thickest of armour with ease. still prefer using a single claw for greater tactical flexibility.
Lightning Claws do an additional point of Damage per Degree
Power Scythe of Success on the Attack roll. When used as a pair, they instead do 2
An early weapon that seemed to disappear during the Great Crusades, additional points of Damage per Degree of Success. Each claw is very
the power scythe never established itself and was finally discontinued by bulky, and can only be used for gross motor skills.
Munitorum decree in M34. It still remains in use largely as an agri-cul-
tural tool, but it’s efficacy as weapon is still quite obvious. It has a farther
reach than many power weapons, and the long blade can cut a swath of
deadly energy across several foes in one arc.

6.2 Weapons, Ammunitions, & Modifications - 372


Power Fist Chainfist
One of the most devastating melee weapons in the 41st Millennium, a A chainfist combines the disruptive energies of a power fist with the
power fist encloses the user’s own hand with a huge mechanical glove rending strength of a chain weapon. The huge gauntlet resembles a power
complete with articulated fingers. The entire device is sheathed in a fist with a short reinforced double chainblade extending from the glove.
power field generated from a source mounted on a backpack or contained Chainfists were originally designed for use in boarding actions, where
within heavy armour, allowing the weapon to crush tank hulls and tear they would be used to tear open voidcraft bulkheads or breach even the
apart barricades. Many are relics dating back centuries, with each user’s most redoubtable of barricades.
accomplishments and lineage carefully enscrolled upon the outer surface. Chainfists are very bulky, and can only be used for gross motor
Power fists are very bulky, and can only be used for gross skills.
motor skills.

Power Weapon Profiles


Name Class Range Damage Pen Qualities Weight Availability
Power Blade Melee Melee 1d5+3E 5 Power Field 0.5kg Rare
Power Field, Unwieldy
Power Stake Melee Melee 1d10+7E 5 A power stake inflicts an additional 1d10 Energy damage 1kg Very Rare
for every point of Psy Rating the target possesses.
Melee/ Melee/ Piercing, Power Field, Unbalanced
Power Javelin 1d10+4E 5 0.5kg Rare
Thrown StBx3m Gains Deadly Quality when used as a Thrown Weapon.
Power Sword Melee Melee 1d10+5E 5 Balanced, Power Field 3kg Very Rare
Power Maul
Melee Melee 1d10+1E 2 Shocking, Unbalanced 4kg Very Rare
(Low)
Power Maul
- Melee 1d10+5E 4 Concussive (0), Power Field, Unbalanced - -
(High)
Power Axe Melee +1m 1d10+7E 6 Felling (1), Power Field, Unbalanced, Two-Handed 6kg Very Rare
Power Pick Melee +1m 1d10+7E 6 Power Field, Razor Sharp, Two-Handed, Unwieldy 12kg Extremely Rare
Power Scythe Melee +1m 1d10+7E 7 Devastating (3), Power Field, Unwieldy, Two-Handed 9kg Extremely Rare
1d10
Power Sledge Melee +1m 10 Concussive (0), Power Field, Unwieldy, Two-Handed 14kg Extremely Rare
+StBx2E
Power Field, Razor Sharp, Reach, Two-Handed,
Power Spear Melee +2m 1d10+7E 6 9kg Extremely Rare
Unbalanced
Power
Melee +1m 2d10+5E 6 Power Field, Two-Handed 10kg Extremely Rare
Greatsword
Power
Melee +1m 2d10+7E 7 Felling (2), Power Field, Two-Handed, Unbalanced 14kg Extremely Rare
Greataxe
Power
Melee +1m 2d10+5E 5 Power Field, Two Handed, Concussive (1), Unwieldy 12kg Extremely Rare
Greatmaul
Thunder 2d10+
Melee +1m 10 Concussive (2), Power Field, Two-Handed, Unwieldy 16kg Near Unique
Hammer StBx2+4E
2d10+
Power Fist Melee Melee 8 Power Field, Unwieldy 13kg Extremely Rare
StBx2E
Lightning
Melee Melee 1d10+6E 8 Power Field, Proven (4) 30kg Extremely Rare
Claw
2d10+
Chainfist Melee Melee 10 Armourbane, Power Field, Tearing, Unwieldy 36kg Near Unique
StBx2E

6.2 Weapons, Ammunitions, & Modifications - 373


6.2.13 - Shock Weapons
As the name suggests, shock weapons use violent electrical discharges to add additional power to each strike. Most are designed to harm rather than
kill, leaving painful burns rather than corpses. They are ideal for encouraging productivity in hive factories, and quelling riots when workers rebel
against their rightful lot in the Imperium.

Shock Gauntlets Stunsphere


Worn like regular knuckle-dusters, each resembles a thick leather glove Designed to be thrown, these dense metal spheres are the size of a human
with large metal knobs above each finger. On impact it administers a fist, and contain a shock generator designed to discharge at the moment
violent electrical shock to the target. of impact. These spheres seem capable of discerning the difference
Talents that affect Unarmed attacks such as Unarmed Master, between contact with a wielder and contact with a target, refusing to
Pugilist, and Adamantium Fist also apply to attacks from this weapon. discharge until thrown.
Stunspheres are reusable, taking only a few moments to
Shock Maul recharge after use. Actually reusing them requires collecting the thrown
The signature armament of the Adeptus Arbites, shock mauls come in spheres, however.
many designs, from elegant truncheons to heavy, brutal clubs that would
injure even without the electrical discharge. They are primarily non-let- Lance Goad
hal, though enough blows can kill a heretic as surely as a battlefield This weapon is much more a shepherd’s tool than a proper weapon, but
chainsword. is able to produce a strong enough charge for a desperate man to defend
himself with. Essentially a reinforced rod with an electrical contact point
Shock Whip at one end, it is largely used for motivating large beasts, though the jolt is
This weapon is common wherever there are workers or slaves requiring more than capable of also “motivating” Humans.
additional encouragement to improve their efforts. Though not designed
for combat, the extra reach it offers can certainly have it’s uses. Arc Weapons
Arc Weapons are a type of weapon utilised mostly by the armed forces
Electro-Flail of the Adeptus Mechanicus. They are powered by bulky perma-capaci-
An electro-flail uses groups of long, electrically-charged wire lashes, tors shipped from Mars’ great repositorum; some of these zinc-plated
each attached to a short staff or handle. While lacking the reach of a blocks store energy from days when the Imperium was young. Arc
whip, it can hit with greater impact. A popular weapon when lethal Weapons discharge directed energy blasts with a loud crack, firing bolts
force is not desired, an electro-flail has brought down many heretics and of blue-white electricity that can fry a man’s brain or overload a war
witches for further interrogation before their eventual fate is decreed. machine’s data-cortex in a second.

Shock Weapon Profiles


Name Class Range Damage Pen Qualities Weight Availability
Shock
Melee Melee 1d10I 0 Shocking 1kg Scarce
Gauntlets
Shock Maul Melee Melee 1d10+3I 0 Shocking 3kg Scarce
Shock Whip Melee +2m 1d10+1I 0 Flexible, Reach, Shocking 3kg Rare
Electro-Flail Melee Melee 1d10+2R 0 Excruciating, Shocking, Flexible 5kg Rare
Lance Goad Melee +2m 1d10+2I 0 Felling (2), Reach, Shocking, Unbalanced 4kg Average
Stunsphere Thrown StBx3m 1d10I 0 Shocking 0.5kg Rare
Arc Maul Melee Melee 1d10+5E 4 Shocking, Haywire (0), Unbalanced 6kg Rare
Arc Lance Melee +2m 1d10+6E 4 Haywire (0), Reach, Shocking, Two-Handed, Unbalanced 15kg Very Rare
Arc Claw Melee Melee 2d10E 4 Shocking, Haywire (2), Unwieldy 10kg Extremely Rare

6.2 Weapons, Ammunitions, & Modifications - 374


6.2.14 - Force Weapons
Force weapons have no special abilities unless a psyker wields them. In the hands of anyone else, a force weapon is simply another sword or staff,
though still extraordinarily rare and valuable beyond compare. When a psyker channels his mental energies through the psycho-reactive circuitry and
arcane runes covering the weapon, however, it becomes tremendously powerful. His will and rage multiplied into a force that can rend armour and
reality alike, a psyker with such a weapon is a warrior to be rightly feared.

Force Rod Force Staff


Essentially a miniaturized force staff this smaller incarnation is certainly Many psykers prefer these staffs above other force weapons, as most
less damaging inherently, but in the right hands, namely those of psykers, resemble nothing but ornately shaped lengths of exotic wood or met-
it is still able to pulp heads and break limbs. al. Some staffs mount an impressive Imperial Aquila or other signs of
Emperor, whose psychic power lights the Astronomican and illuminates
Force Dagger the galaxy.
Force daggers operate on much the same principle as all force blades,
but on a smaller scale. Though they lack the reach of a sword, axe, or Force Scythe
spear, they are preferable for certain kinds of close-quarters encounters A morbid and unusual form for a force weapon, force scythes nonetheless
in which swinging weapons with wider arcs becomes difficult. Force dag- are quite effective, as their ability to make sweeping attacks, combined
gers are also more concealable, thanks to their shorter blades. with the edge force weapons provide can be startlingly effective against
massed enemies.
Force Sword
A force sword is often mistaken for a highly ornate blade, though some- Force Hammer
times made of unusual metals or crystalline materials. Once infused with Not dissimilar to a thunder hammer, these powerful, archeotech weapons
a psyker’s Warp-based energies, it can cleave daemonic and mortal flesh can channel a psyker’s inherent might into catastrophic blows that crush
with ease. Many psykers, who are often not known as skilled fighters, anything hit by the hammer’s strike. While indeed powerful, they are
have become excellent swordsmen to take full advantage of the weapon. unfortunately a lost pattern that can no longer be produced, and any to be
found will inevitably be coveted and protected well.
Force Axe
Even rarer than the force staves and swords that are sometimes granted
to Primaris Psykers, force axes are more commonly seen amongst the
Librarians of the Adeptus Astartes, whose power armour and superhuman
physiques allow them to wade through the enemy with little concern
for their own safety. Nonetheless, some Imperial Guard psykers prefer
these specialised variants of the force weapon for its imposing looks and
deadly potential. A force axe trades the defensive capabilities of a stave
or sword for an increased capacity for damage. These intimidating weap-
ons are able to hack deep into flesh and armour and to sever limbs even
before a psyker channels his killing will through the blade.

Force Weapon Profiles


Name Class Range Damage Pen Qualities Weight Availability
Force Rod Melee - 1d5+2I 2 Force 1kg Extremely Rare
Force Dagger Melee - 1d5+2R 2 Force 2kg Extremely Rare
Force Sword Melee - 1d10+2R 2 Force, Balanced 8kg Near Unique
Force Axe Melee - 1d10+3R 2 Felling (1), Force, Unbalanced 7kg Near Unique
Force Staff Melee +1m 1d10+2I 2 Balanced, Force, Two-Handed 4kg Near Unique
Force Scythe Melee +1m 1d10+4R 3 Devastating (3), Force, Two-Handed, Unwieldy 10kg Near Unique
2d10I+2x-
Force Hammer Melee +1m 2 Force, Two-Handed, Unbalanced 10kg Unique
StB

6.2 Weapons, Ammunitions, & Modifications - 375


6.2.15 - Low-Tech Melee Weapons
Some melee weapons have no need for any power other than the muscles the Emperor provides the wielder. Though they may now be made of plas-
teel and adamantium, their designs are as old as Mankind. Compared to a power sword or force staff, a bare length of metal might appear insignifi-
cant, but many a corpse can testify that even such primitive weapons can be just as deadly as any other in the 41st Millennium.

Armoured Gauntlet Net


These simple metallic gloves are worn over the hand to allow a degree of Nets can be made from any number of of flexible materials, most
protection and to add to combat damage. Sometimes they include small commonly ropes, chains, and artificial filaments, though woven vines
spikes or cutting edges to further increase the blood shed by each blow. or softened ligaments are common enough materials on feral worlds.
Regardless of material they are used, very simply, for immobilizing foes
Axe for capture or subsequent execution.
A simple cutting tool that makes equally light work of flesh and inani-
mate matter, these ancient chopping weapons are common enough in the Scythe
hands of workers, but also in the hands of armsmen and boarding parties, A common fieldworker’s tool, scythes are also deadly in combat where
as they can cut through delicate systems and defending crew alike. their sharp blades and long reach make them effective in mowing flesh as
well as grain.
Flail
Brutal weapons designed to maximise the strength of their wielder’s Spear
swing, flails consist of a heavy head linked to a handle by a hinge or, in Common on feral and feudal worlds, a spear can be found in the hands of
some particularly unpleasant variants, a section of rope, chain, or woven hunters and warriors across the galaxy, wherever distance from an enemy
filament. is needed.

Great Weapon Staff


Great weapons, such as huge axes and giant hammers, are oversized Staffs are long rods of wood or metal, often taller than a man. They are
and cumbersome but capable of smashing foes to bloody pulp with each commonly used as walking sticks amongst pilgrims travelling in the
blow. steps of the saints, but also make for handy weapons.

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.

6.2 Weapons, Ammunitions, & Modifications - 376


Low-Tech Melee Weapon Profiles
Name Class Range Damage Pen Qualities Weight Availability
Armoured
Melee - 1d10+1I 1 Primitive (6) 1kg Common
Gauntlet
Axe Melee - 1d10R 2 Felling (1), Unbalanced 4kg Common
Flail Melee +2m 1d10+1I 0 Flexible, Primitive (7), Reach, Two-Handed, Unwieldy 9kg Average
2d10
Great Weapon Melee +1m 2 Proven (2), Unbalanced, Two-Handed 7kg Average
I -or- R
1d10
Improvised Melee - 0 Primitive (7), Unbalanced Varies Plentiful
I -or- R
Knife Melee - 1d5R 0 Piercing 1kg Plentiful
Man-Catcher Melee +1m 1d10I 0 Primitive (6), Snare (4), Unwieldy, Two-Handed 8kg Average
Maul Melee - 1d10+1I 0 Concussive (0), Primitive (8), Unbalanced 4kg Common
Melee/ +2m/ Flexible, Snare (0), Reach, Unwieldy
Net 1d5R 0 3kg Common
Thrown 2xStBm This weapon gains the Snare (3) Quality when it is thrown

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

6.2 Weapons, Ammunitions, & Modifications - 377


6.2.16 - Exotic Melee Weapons
Even amongst the wide range of melee weapons available in the 41st millennium, there are those weapons that stand out from the rest due to their
unusual nature, singular construction, or rare availability. Exotic weapons are those outside the normal bounds of access and to carry one marks the
wielder as a personage of note even amongst the remarkable comrades in his fight. They also require special training to be used properly, so to use
exotic weapons the character must have the Weapon Training (Exotic) Talent for that specific weapon. Some Exotic Weapons share a sub-class, so
taking an Exotic Weapon Training that includes multiple weapons will allow the character to use all weapons with that same sub-class without penal-
ty. Some lack a sub-class, and so an Exotic Weapon Training Talent for them applies to them singularly.

Graviton Hammer Searing Blade


A somewhat unusual melee device, this weapon is made from a schemata A golden sickle-shaped sword somewhat akin to an elongated axe in
thought to once belong to a long-lost variant of automata. The impacts appearance, this blade uses only its single wide cutting edge in combat.
of this archeotech weapon are not just imbued with the strength of the Its singular appearance makes it a favoured weapon for many cults. The
wielder, they also carry much of the target’s own gravatic field, crump- metal of archeotech or xenos origin is what makes it truly unique though,
ling even the most of redoubtable armour in upon itself. for each bloody slice instantly ignites with intense heat strong enough to
cook flesh into blackened ruin. The blade itself remains cool however,
Axon Razor merely awaiting the opportunity to burn its next victim.
Each of these archeotech devices appears to be a paper thin blade
upwards of half a meter in length and seemingly too fragile to be of any Hunting Lance
harm. It slices through flesh with little or no actual tissue damage, insteadThe hunting lance is tipped with an explosive charge which blows apart
tearing into nerve ganglions and causing agonising pain that can drop a on impact, shattering armour and flesh alike. While commonly used
foe as if they had been disembowelled. Those who delight more in suffe- to hunt big game on their native worlds, these single-use weapons are
ring than in the actual kill find it a wonderful weapon, as it can be used spectacularly effective against even the most well-armoured infantry—
over and over without permanent damage to the subject. especially when wielded by a soldier mounted on a frenzied war beast.
Even if an Axon Razor doesn’t cause any actual Damage it Hunting lances are, by far, most commonly fitted with a power-
always counts as doing Damage when they hit for the purposes of the ful explosive charge, but many variants have been implemented over the
weapon’s Crippling Quality. millennia. Often, this is due to some quirk of a regiment’s home world,
or, more rarely, the rediscovery of a lost weapon pattern by a forge world.
Bone Maul A hunting lance may be equipped with any of the alternate tips detailed
A common weapon of debased feral tribes, each dull grey bone maul in this section, replacing the standard weapon profile.
is covered with runic etchings from dark shamans and stains of ancient For purposes of Acquisition Tests, a hunting lance’s availability
flesh and blood. Each is also much heavier and stronger than any normal is based on that of its tip (after all, without the tip a hunting lance is little
bone. With each bloody impact the maul becomes cleaner and brighter more than a haft of wood or alloy). Unless otherwise noted, all Hunting
than when the battle began, until its foe is dead and it appears as gle- Lances are good for only a single use.
aming ivory. After the battle it slowly tarnishes again, until it returns to
its original dull grey. Inferno Tip
The hunting lance inferno tip consists of a broad, blunt head, designed
to impact as much surface area of the target as possible, rather than to
Fang Dagger puncture armour. When the lance impacts a target, promethium canisters
Taken from some great unknown beast, these daggers are roughly 30cm
affixed below the blade expel their contents in a burst of white-hot flame.
in length with a slight arc to their smooth dark grey shape. The tips of
Usually, inferno tips are designed to break away on impact, leaving the
these daggers are near adamantium sharp, making many wonder what
enemy to contend with the burning fuel canister.
predator they may have come from, and what prey they must have hunted
that d manded such powerful teeth. Some have noted that each is also
imbued with faint Warp energies and at microscopic examination the tip
Krak Tip
Consisting of a shaped charge similar to that of a krak grenade, a hunting
appears indistinct as if it were blurred, making them wonder if they even
lance krak tip explodes with even more devastating effect than the
came from this reality.
standard hunting lance charge, making its use preferable against resilient
enemies such as Orks. The additional weight of the dense explosives and
Flensing Blade the irregular, rounded shape make a hunting lance armed with a krak tip
The refi ned version of the more common meatworking knife, a flensing somewhat less well-balanced than one equipped with a standard charge
blade is designed for actual combat where its wide and thin, though rein-
forced, surface can slide to the bone, removing flesh in long strips of raw Melta Tip
meat. Most are perhaps a meter long and made of special ceramics that Most enemies would not expect that their heavy vehicles would be
can hold the edge despite their thinness. All are a product of underground targeted by cavalry, giving an edge to Rough Rider squads equipped with
cults of carnivores or death cults who relish their victim’s suffering melta-tipped hunting lances. Nevertheless, making a frontal charge aga-
before death. inst enemy armour is dangerous at best, and regiments that employ melta
tips have a reputation for reckless behaviour and suicide missions. While
Membrane Dagger incredibly devastating to armoured targets, melta tips are extremely
Expertly crafted, each of these knives is so thin that in the right light it heavy, and while this is not a problem when used against tanks or forti-
can virtually disappear from view. Made for thrusting rather than slas- fications, they are ill-suited to use against smaller or more agile targets.
hing or cutting, any wound that a membrane dagger opens is difficult to
close and takes a lengthy time to heal.

6.2 Weapons, Ammunitions, & Modifications - 378


Plasma Tip Poison Tip
Only employed in dire circumstances, and only by regiments hailing Some xenos monstrosities that the Imperial Guard must face are so
from worlds with deep ties to the Adeptus Mechanicus, the plasma tip unnaturally resilient that even the explosive tip of a hunting lance is insu-
is as rare as it is dangerous. When a hunting lance plasma tip impacts fficient to incapacitate them on the charge. Against such foes, the virulent
a target, it triggers a containment breach of the volatile energies stored toxins of a poison tip can prove more effective. When necessary, a Magos
within. As with all plasma weapons, to be granted the use of a plasma Biologis can tailor the toxic payload to a particular creature, ensuring
tip is something of a dubious honour. Plasma tips are dangerous to wield that even a minor flesh wound brings swift death to the abomination.
at best and considered somewhat suicidal at worst. Wielders must take
care to direct their mount away as they strike, lest they be caught by the Shock Tip
exploding energies of the plasma charge. The risk is deemed acceptable While unusual, there are situations in which the Imperial Guard seeks
due to the plasma tip’s effectiveness against targets so tough or heavily to take prisoners, be they xenos specimens for study by the Mechanicus
armoured that even the krak tip is insufficient. or traitors possessing vital intelligence. Fast-moving cavalry armed with
shock-tipped hunting lances provide an excellent means for subduing
dangerous, highpriority targets. The hunting lance shock tip utilises the
same technology as other shock weapons, discharging a powerful jolt of
electricity on impact, in order to incapacitate a target. Unlike other hun-
ting lance tips, a shock tip is not destroyed when used, but temporarily
expends its store of energy.

Exotic Melee Weapon Profiles


Exotic
Name Class Range Damage Pen Qualities Weight Availability
Sub-Class
Graviton Concussive (3), Graviton, Two-Handed,
Graviton Melee +1m 2d10+5I 7 8kg Near Unique
Hammer Unwieldy
Crippling (5), Razor Sharp
Axon Razors never cause any actual
- Axon Razor Melee Melee - - Damage but always count as doing Damage 1kg Near Unique
when they hit for the purposes of the weap-
on’s Crippling Quality
- Bone Maul Melee Melee 2d10I 2 Unbalanced, Tainted, Two-Handed 7kg Near Unique
- Fang Dagger Melee Melee 1d10R 2 Warp Weapon 2kg Near Unique
- Flensing Blade Melee Melee 1d10+5R 4 Razor Sharp, Balanced 2kg Extremely Rare
- Searing Blade Melee Melee 1d10+6E 7 Balanced 3kg Near Unique
Membrane
- Melee Melee 1d10R 4 Blood Drinker, Crippling (3), Razor Sharp 1kg Very Rare
Dagger
Hunting
Hunting Lance Melee +1m 2d10+3X 7 Concussive (3), Two-Handed 4kg Scarce
Lance
Hunting
- Inferno Tip Melee +1m 2d10+4E 5 Flame, Two-Handed 4kg Scarce
Lance
Hunting Concussive (3), Proven (2), Two-Handed,
- Krak Tip Melee +1m 2d10+5X 8 5kg Rare
Lance Unbalanced
Hunting
- Melta Tip Melee +1m 2d10+10E 24 Inaccurate, Two-Handed, Unwieldy 8kg Very Rare
Lance
Hunting
- Plasma Tip Melee +1m 3d10+3E 8 Overheats, Two-Handed, Unwieldy 6kg Very Rare
Lance
Hunting
- Poison Tip Melee +1m 1d10+6R 4 Razor Sharp, Two-Handed, Toxic (4) 4kg Rare
Lance
Hunting
- Shock Tip Melee +1m 1d10+2I 2 Shocking, Recharge, Two-Handed 4kg Scarce
Lance

6.2 Weapons, Ammunitions, & Modifications - 379


6.2.17 Weapon Modifications
Even with the untold billions that exist, each weapon becomes as unique as its owner in time. Some wielders might specifically acquire a specially
modified weapon, or customise their own to better match their fighting style. Such changes can alter its precision, the damage it inflicts, and other
factors to make it and its user even more valued servants of the Emperor.
Modifications can be gained by Acquiring them for a designated weapon, or a character (or an ally) can try to apply them himself (see the
Applying Modifications paragraph below). A weapon can only have an amount of Modifications equal to its Modification Slots, and may only have
one scope and one grip Modification each. Note that the GM has final say over which modifications can be applied; a Heavy Combat Shotgun, for
example, would be too unwieldy for a Pistol Grip Modification.

Applying Modifications Accelerator Augmetic Array


Some characters may wish to apply their weapon modifications per- Thanks to technologies no longer commonplace on such small devices,
sonally. If a character decides to do this, he gains a +30 bonus to the this weapon’s projectiles are not solely propelled by explosive chemical
modification’s Availability when making the requisition test to acquire reactions but also utilize powerful magnetic fields to hurl projectiles at
it. If he succeeds the test, the modification is not applied to his weapon even greater speeds.
but instead, he receives all of the parts necessary to apply the modifica- Applicable To: Any Solid Projectile Weapon
tion himself. Once a character has the parts for a weapon modification, Weight Added: +2kg
he can use the Trade (Armourer) Skill to apply that modification to the Availability: Very Rare
desired weapon. This test receives a modifier equal to the Availability Tech-Level: Technological
of the customisation being applied. If the test succeeds, the modification Effects: This modification increases the Range of the weapon by 1.5
is successfully applied. If the test fails, the modification is not applied, times it’s normal Range, and adds +1d10 to the weapon’s damage. Howe-
and the parts necessary to apply the modification are lost in the process. ver, due to the weapon’s power consumption, it requires a charge pack
Characters who suffer two or more degrees of failure damage their weap- that must be frequently replaced, adding an additional Full Action to the
on, and it becomes Unreliable. If the weapon was previously Reliable, it weapon’s Reload time.
instead loses that Quality.
Adamantine Hilt Guard
More than a simple crossguards or quillons, some hilts provide sig-
Removing and Re-Using Modifications nificant protection to the hand that wields them. The best of these are
A character can also recover the parts necessary to apply a modification
basket-hilt guards crafted from adamantium alloys that effectively shield
by removing that modification from a different weapon. To do this, the
the whole hand. Some hilts are elaborately fashioned with intricate de-
character makes a mechanical Tech-Use Test with a modifier equal to
signs, effigies of Imperial saints, or even the noble visage of the Emperor
the Availability of the customisation being removed. If the test succeeds,
Himself
the modification is successfully removed with its parts intact. If the test
Applicable To: Any Melee Weapon
fails, the modification is removed, but the parts necessary to reapply the
Weight Added: +1kg
modification are lost in the process
Availability: Rare
Tech-Level: Technological
Modification Slots & Craftsmanship Effects: Melee weapons with adamantine hilt guards grant an additional
Weapons can only have a certain amount of Modifications, which de- two Degrees of Success on successful Weapon Skill Tests when using the
pends heavily on the weapon’s inherent level of Craftsmanship. A bare- Disarm Action and grant 2 additional Armour Points to the arm wielding
ly-functioning, poorly manufactured weapon can usually only support a the weapon. If the weapon has the Two Handed Quality the additional AP
single Modification, where as an artificer-crafted weapon may be able to applies to both arms.
have as many as half a dozen mounted on it.
Ammunition Steward
Craftsmanship Modification Slots Comprising of a number of miniature servo-arms and an auto-sanctify-
ing munition-savant microcogitator, this mechanism allows a weapon to
Poor 1 essentially load itself while the bearer is busy with other matters.
Common 2 Applicable To: Any Ranged Weapon
Good 3 Weight Added: +3kg
Availability: Near Unique
Best 4 Tech-Level: Technological
Exceptional 5 Effects: This weapon gains the Auto-Loader Quality.
Master 6
Attack Vector Elucidator
Utilizing advanced penetration and trauma simulation calculus logi cir-
cuits this “sight” illuminates the perfect vector for wounding its target.
Applicable To: Any Melee Weapon, or Ranged Weapon with a Melee/
Chain/Power Attachment. An Attack Vector Elucidator counts as a sight,
and a weapon can only have one sight.
Weight Added: +1kg
Availability: Extremely Rare
Tech-Level: Technological
Effects: If a character using a weapon with this Modification successfully
makes a Standard Attack, Called Shot, or All Out Attack with 4 or more
Degrees of Success he adds the Felling (½WSB) Quality to his attack.
6.2 Weapons, Ammunitions, & Modifications - 380
Weapon Modifications Summary (Cont.)
Applicable Applicable
Name Availability Tech-Level Name Availability Tech-Level
To To
Accelerator Coronal Igni-
Any Las Weapon Rare Technological
Augmetic Any SP weapon Very Rare Technological tion System
Array Any Melee
Counterweight Scarce Primitive
Adamantine Any melee Weapon
Rare Technological
Hilt Guard Weapon Custom Grip Any Weapon Rare Primitive
Ammunition Any ranged Deactivated
Near Unique Technological
Steward weapon Safety Any Weapon Scarce Industrial
Any Melee Features
Weapon, or Any Energy
Attack Vector Ranged Weapon Digital
Extremely Rare Technological Damage Pistol Near Unique Technological
Elucidator with a Melee/ Weapon Weapon
Chain/Power
Attachment Discharge Any Melee
Scarce Industrial
Pack Weapon
Auxiliary
Any Basic Disintegration Any Heavy Las
Grenade Scarce Industrial Extremely Rare Technological
Ranged Weapon Overcharger Weapon
Launcher
Auxiliary Any Basic Any Melee
Scarce Industrial Duelist's Grip Scarce Industrial
Weapon
Shotgun Ranged Weapon
Any Bolt,
Expanded Any Ranged
Scarce Primitive
Backpack Flame, Las, Magazine Weapon
Scarce Industrial
Ammo Supply Melta, Plasma, or Extended Any Ranged
SP Weapon Average Industrial
Barrel Weapon
Any Bolt or SP Any weapon
Belt-Feed Scarce Industrial
Weapon except Pistol,
Exterminator Common Industrial
Any Melee Primitive Thrown, or
Blessed Edge Very Rare Vehicle
Weapon (Imperial Creed)
Any Basic Any Ranged
Fire Selector Rare Technological
Caniform Feed Las, Bolt or SP Scarce Industrial Weapon
Weapon Any Las Weapon
Flash
Any Weapon with with a Semi-Auto
Enhancement Rare Technological
Calamity Vent the Overheats Rare Technological or Full Auto Rate
System of Fire
Quality
Any Pistol Any Ranged
Carbine Average Industrial Weapon capable
Weapon Fluid Action Scarce Industrial
of Semi-
Censer Any Two-Handed Automatic fire
Scarce Industrial
Attachment Melee weapon
Forearm Any Pistol or
Chain Any Pistol or Weapon one-handed Scarce Industrial
Scarce Industrial
Attachment Basic Weapon
Mounting Melee Weapon
Combi-Tool Any Melee Grapnel Any Pistol or
Rare Technological Common Industrial
Attachment Weapon
Mounting Basic Weapon
Combi- Grappling Any Melee
Any two approp- Common Primitive
Weapon Varies Varies Barb Weapon
riate weapons
(X)
Any Low-Tech
Any Pistol or Grav-Forged
Melee, Power, or Extremely Rare N/A
any Las, Solid Blade Chain Weapon
Projectile, Flame,
Bolt, or Plasma Any Heavy or
Compact Average Industrial Gun Carriage Vehicle class Scarce Industrial
weapon of the
Basic class weapon
Any One-Handed Any Heavy or
Melee weapon Gun Shield Vehicle class Common Industrial
Compression weapon
Any Flame
Very Rare Industrial
Tanks Weapon Gyro- Any Ranged
Rare Technological
Consecrated Any Flame Industrial
Stabilizer Weapon
Rare
Filter Canister Weapon (Imperial Creed) Hidden
Any Weapon Common Primitive
Compartment

6.2 Weapons, Ammunitions, & Modifications - 381


Weapon Modifications Summary (Cont.)
Applicable Applicable
Name Availability Tech-Level Name Availability Tech-Level
To To
High-Pressure Any Flame Any Ranged
Scarce Industrial Photo Sight Average Technological
Nozzle Weapon Weapon
Any Ranged Photonic
Holo-Visor Rare Technological Any Las
Weapon Neural Rare Technological
Weapon
Any Power Disruptor
Infernus Field Very Rare Technological
Weapon Any Basic
Any weapon that Pistol Grip Ranged Rare Industrial
Loyalty Spirit Varies Technological Weapon
is not Low-Tech
Any Pistol, Basic, Plasma Any Plasma
Mag-lock Compression- Weapon with
Thrown, or Melee Average Technological
Holster Scarce Technological
Weapon Inducer the Maximal
Any Solid Module Quality
Projectile or Bolt Any Pistol or
Manual Power
weapon capable Average Industrial Basic Ranged Very Rare Technological
Operation of Semi-Auto or Attachment Weapon
Full Auto fire
Precision Any Las
Any Pistol or Scarce Technological
Melee Las-Emitter Weapon
Basic Ranged Plentiful Primitive
Attachment Weapon Preysense Any Ranged
Rare Technological
Any Pistol or
Sight Weapon
Micro Basic Ranged Extremely Rare Technological
Psy-Foci
Any Melee
Near Unique
Technological
Weapon Weapon (Occult)
Micro- Psyoccular Any Ranged
Any Grenade Rare Technological Extremely Rare Technological
Grenades Sight Weapon

Micro- Any Low-Tech, Pyre-Lance Any Melta


Rare Technological
Chain, or Power Rare Technological Nozzle Weapon
Serration Melee Weapon
Quick- Any Ranged
Any Basic or Average Industrial
Modified Stock Scarce Industrial Release Weapon
Heavy Weapon
Any Low-Tech, Any Ranged
Mono
Chain, Shock,
Scarce Technological
Rangefinder weapon except Rare Technological
or Power Melee Melta
Weapon
Any ranged Any weapon with
Recoil
Motion weapon capable a Full Auto Rate Very Rare Industrial
Very Rare Technological Baffling of Fire
Predictor of Semi-Auto or
Full Auto fire Red-Dot Laser Any Ranged
Scarce Technological
Non- Any Pistol Sight Weapon
Refractory or Basic Las Very Rare Technological Reinforced Any Weapon Average Primitive
Focuser Weapon
Sacred
Any Melee Technological Any Weapon Common Primitive
Null-Foci Near Unique Inscriptions
Weapon (Occult)
Sawn-Off Any Shot Weapon Average Industrial
Any Ranged
Omni-Scope Extremely Rare Technological Secondary Any weapon that
Weapon
Sight already has one Average Industrial
Overcharge Any Pistol or Ba- sight
Average Technological Mounting
Module sic Las weapon.
Shortened Any Ranged
Pariah Any Ranged Average Industrial
Weapon with a Average Technological Barrel Weapon
Modifications Single Shot ROF Any Pistol or
Temporary: Silencer Basic Solid Pro- Plentiful Industrial
Any Melee Weap- jectile Weapon
Pentagramatic Scarce Primitive
on except Power
Warding Permanent: (Occult) Any weapon with
or Force
Very Rare a Semi-Auto or
Spread
Full Auto Rate Common Industrial
Any Plasma Limiter
Phased of Fire, or the
Weapon with
Coolant Very Rare Technological Scatter Quality
the Overheats
System
Quality

6.2 Weapons, Ammunitions, & Modifications - 382


Weapon Modifications Summary (Cont.)
Applicable Applicable
Name Availability Tech-Level Name Availability Tech-Level
To To
Any Pistol, Basic, Truesilver Any Melee Industrial
or Heavy weapon Very Rare
Gilding Weapon (Occult)
that does not
have the Blast or Twin-Head
Any Chain
Spoor Spray Quality, or Chain Scarce Industrial
Scarce Technological Weapon
Targeter any other Quality Assembly
that would cause Any Ranged
it to affect an Vox- Weapon that is
area rather than a Rare Technological
Operated not of the Low-
single target. Tech type.
Stabilizer Any Heavy
Scarce Technological
Harness Weapon Any Solid Pro-
Warpleech Industrial
jectile Weapon Very Rare
Starflare Any Plasma Canister without a Silencer
(Occult)
Very Rare Technological
Conversion Weapon
Any Power
Storm Field Very Rare Technological
Weapon
Weapon Chain Any weapon Common Industrial
Any Heavy
Suspensors Extremely Rare Technological
Weapon
Symbol of Any Ranged Whisper-Bolt Any Pistol or Ba-
Very Rare Industrial Rare Technological
Sanctity Weapon Discharger sic Las Weapon
Targeter- Any Ranged Any Low-Tech,
Near Unique Technological
Savant Array Weapon Wicked Edge Chain, or Power Rare Primitive
Melee weapon.
Telescopic Any Ranged
Average Industrial Wide-
Sight Weapon Any Flame
Dispersion Rare Industrial
Thrusting Any Melee Weapon
Rare Primitive Nozzle
Handle Weapon
Any Low-Tech
Any Low-Tech Xeno-Horror
Tox- Melee or Chain Very Rare Primitive
or Chain Melee Rare Industrial Tooth Chain Weapon
Dispenser Weapon
Any Heavy
Tripod/Bipod Average Primitive
Weapon

Auxiliary Grenade Launcher Weight Added: +2kg


A small, single-shot version of the regular grenade launcher is Availability: Scarce
fitted onto another, suitably large ranged weapon such as a lasgun or Tech-Level: Industrial
autogun. Effects: The auxiliary shotgun can be fired instead of shooting with the
Applicable To: Any Basic Ranged Weapon weapon as normal (but both cannot be fired in the same turn unless the
Weight Added: +2kg character has the appropriate Two Weapon Wielder Talents), with the
Availability: Scarce profile of a Shotgun with a Clip of 3.
Tech-Level: Industrial
Effects: A character using a weapon with an auxiliary grenade launcher Backpack Ammo Supply
can choose to either fire the launcher or the weapon it is attached to in his The weapon is fed from a backpack supply, which flows ammunition
turn, but not both at once, unless they have the appropriate Two Weapon along fuel lines, power cables, or linked shells to the weapon. Though
Wielder Talents. The Auxiliary Grenade Launcher shares the same profile the user can now fire much longer, its more cumbersome form means
as the Grenade Launcher Pistol, but may not be used separately and must reloading must wait until the combat is concluded.
be attached to a weapon before it will function. Applicable To: Any Bolt, Flame, Las, Melta, Plasma, or Solid Projectile
Weapon
Auxiliary Shotgun Weight Added: +15kg
A cut-down shotgun can be affixed to a lasgun or similar weapon, which Availability: Scarce
the user can fire instead of the primary weapon. These upgrades are Tech-Level: Industrial
particularly favoured for city fighting, where the additional close range Effects: This increases the clip size of the weapon to five times its cur-
stopping power is invaluable when encountering an unexpected enemy at rent clip size, but it cannot be reloaded in combat. To reload the weapon,
close-quarters. The added weight and cumbersome nature of an auxiliary the character must have the necessary amount of ammunition and spend
shotgun are considered well worth it in such conditions, where long- five minutes reloading the backpack. If the weapon Jams, it only loses
range fire fights are comparatively rare. one clip’s worth of ammunition and does not need to be reloaded.
Applicable To: Any Basic Ranged Weapon

6.2 Weapons, Ammunitions, & Modifications - 383


Weapon Modifications (Cont.)
Belt-Feed Calamity Vent
The weapons conventional magazine has been removed and replaced One attempt to compensate for the dangers of plasma weaponry (or
with a belt feed attachment and open bolt mechanism. This allows both other weapons that overheat or overload), so-called “calamity vents” are
increased rate of fire and clip size but makes it more prone to jamming. emergency purge vents designed to direct the superheated exhaust away
Applicable To: Any Bolt or SP Weapon from the firer. They have never become widely popular, as their new
Weight Added: - and somewhat inferior design interferes with the ancient and superior
Availability: Scarce workings of certain weapons, such as plasma weaponry (sometimes with
Tech-Level: Industrial disastrous results).
Effects: The weapon adds 2 to its full auto RoF (though only if it has a Applicable To: Any Weapon with the Overheats Quality
full auto RoF of at least 1 before being upgraded) and increases its clip Weight Added: +0.5kg
size to 100 unless it is already higher. It gains the Unreliable Special Availability: Rare
Quality or loses the Reliable Special Quality if it has it. Tech-Level: Technological
Effects: If a weapon with a Calamity Vent overheats and the bearer
Blessed Edge chooses not to drop it, roll 1d10. On a 4 or higher, the vent operates as
A melee weapon can be consecrated, dipped in sacred oils and unguents designed. The bearer takes no damage, and the weapon does not need to
or inscribed with tiny, immaculate marks of purity. It might even have the spend a round cooling. On a 3 or lower, however, the bearer counts as
tooth of a martyred saint worked in an ornate reliquary on its hilt, or be being hit with a shot from the weapon in his body, as the vent misdirects
wrapped in pages of scripture when not in use. Regardless of the methods the backblast. Unlike regular overheating, this hit has a Pen equal to
the smiths and priests who labour over this weapon employ, the end re- the Pen of the weapon, not 0. The weapon still does not need to spend a
sult is a melee weapon meant to devastate the foes of humanity wherever round cooling.
they might lurk.
Applicable To: Any Melee Weapon Censer Attachment
Weight Added: - Often filled with burning herbs for warding off foul spirits, these im-
Availability: Scarce plements used for dispersing smoke can also be affixed to weapons and
Tech-Level: Primitive (Imperial Creed) filled with substances of a more motivating nature, if the user so wishes.
Effects: A melee weapon with this upgrade gains the Sanctified Quality Applicable To: Any Two-Handed Melee Weapon
Weight Added: +4kg
Caniform Feed Availability: Rare
This modification radically changes the layout of a weapon’s mech- Tech-Level: Industrial
anisms, which may seem contravene to the edicts of the Mechanicus Effects: A Censer Attachment can hold a single portion of an Incense at
at first glance, but seems to have no negative effect on the weapon’s a time, each of which burn for one hour. Setting it aflame requires a Half
machine-spirit, and indeed often makes it less prone to jamming. With Action and the effects of that Incense affect all characters within 3m as
the weapon’s barrel length largely unchanged and it’s ammo feed moved long as they start their turn within that 3m radius of the character with
much further back (usually incorporated into the butt of the weapon) it the Censer Attachment. “Reloading” the thurible takes a Half Action in
makes the handling of the weapon much faster, giving it’s wielder a split Structured Time.
second advantage over others in a firefight.
Applicable To: Any Basic Bolt, Las, or Solid Projectile Weapon Chain Attachment
Weight Added: +1kg Less ubiquitous than a standard bayonet, this addition allows a wielder
Availability: Scarce of a ranged weapon to gore their opponents up close with the vicious,
Tech-Level: Industrial maiming roar of a chain-weapon.
Effects: The weapon gains the Reliable Quality, and also gives the bearer Applicable To: Any Pistol or Basic Ranged Weapon, Any Two-Handed
+1 to their Initiative while being wielded, however the weapon adds a Melee Weapon without Unwieldy
Half Action to its Reload. Additionally the weapon does not take the -20 Weight Added: +3kg
penalty for using a Basic Ranged weapon in Melee. Availability: Scarce
Tech-Level: Industrial
Carbine Effects: A Pistol Class weapon with a chain attachment can be used in
Some prefer a lighter, more manoeuvrable weapon than a rifle, while also close combat with the profile of a Chainblade, and a Basic class ranged
requiring more stability than a pistol can offer. With the addition of a weapon can be used as a Chainspear. Two-Handed Melee weapons can
stock and possibly some additional modifications, a pistol weapon can be be used as a Chainspear but when using this secondary profile in combat
effectively turned into a carbine. only one of the two weapons can be used for an attack, unless the charac-
Applicable To: Any Pistol Weapon ter is capable of Two Weapon Fighting.
Weight Added: +2kg
Availability: Average
Tech-Level: Industrial
Effects: A weapon with this Modification changes its type to Basic and
increases its Range by half.

6.2 Weapons, Ammunitions, & Modifications - 384


Weapon Modifications (Cont.)
Combi-Tool Attachment Effects: Once per a combat this Modification may be used before a char-
Largely only seen on implements of office wielded by Techpriests of the acter makes an attack with a Flame Weapon as an in-turn Free Action. If
Machine Cult, these complex additions allow a Mechanicum to wield his he does so he makes an attack with the weapon as normal, but increases
weapon while administering sacred machine-tites, an ideal combination the Range of the weapon by +5m if it is a Pistol, +10m if it is a Basic
for those who expect to be in battle. weapon, and by +15m if it is a Heavy or Vehicle weapon. Every char-
Applicable To: Any Melee Weapon acter that would be hit by the weapon suffers a -10 to the Agility Test to
Weight Added: +3kg avoid being hit by the weapon’s Spray Quality. Add 1d10 to the Damage
Availability: Rare of the weapon for this attack.
Tech-Level: Technological Any character that makes a test to avoid catching fire from the
Effects: This weapon may function as a Combi-Tool in addition to it’s Flame Quality of this weapon or any Critical Damage caused by it does
normal functions. so with a -20 penalty. Lastly, after making this attack, the weapon’s Clip
is reduced to 0 and must be reloaded. If the weapon Jams while using this
Modification the weapon is immediately Damaged.
Combi-Weapon (X)
Master armourers can combine two weapons into a single deadly instru-
ment, yielding custom combinations for any situation of combat style. Coronal Ignition System
Though expensive and very difficult to obtain, these finely crafted works The energy of lasweapons is focused into a tight, bright beam, that will
often become heirlooms. usually burn through any substance it hits before actually making it catch
Applicable To: Any two appropriate Weapons light. With a certain modification this can be changed, forcing the weap-
Weight Added: Varies on's emitter to make a slightly more dispersed beam that is less focused,
Availability: Varies thus being less damaging, but having a greater possibility for lighting the
Tech-Level: Varies target on fire. The actual applications of such a modification are dubious
Effects: Acquiring this Modification represents the character acquiring at best and so it remains largely unrecognized by the Mechanicus and the
the services necessary to combine two weapons into a single functioning work usually performed by unsanctioned armourers as a result.
whole. To purchase this feat of craftsmanship the character must already Applicable To: Any Las Weapon. A Coronal Ignition System counts as
have the two weapons he wishes to merge, with either one being a Basic an emitter, and a lasweapon can only have one emitter.
class ranged weapon and the other being a Pistol or Basic class ranged Weight Added: +0.5kg
weapon, a one-handed Melee weapon and a Pistol class ranged weap- Availability: Rare
on, or a Two-Handed Melee weapon and a Basic class ranged weapon. Tech-Level: Technological
The Availability of this Modificiation is equal to the less rare of the Effects: Lower the weapon's Damage by -2, and if a ranged attack made
two weapons, with an additional -10 to the Acquisition to represent the with it deals Damage then the weapon counts as having the Flame Quali-
specific and rare nature of the tech-rites needed to create these unique ty for the attack.
weapons. If a character deigns to make this Modification himself then the
Difficulty of the Test is equal to the Availibility of the less rare weapon Consecrated Filter Canister
with an additional -10 to the Trade (Armourer) Test. This small canister can be attached to almost any flamer and contains
When using the combi-weapon in combat only one of the two scared oils and blessed promethium consecrated by the Ecclesiarchy. A
weapons that it integrates can be used for an attack, unless the character single shot from a flamer with this attachment can unleash a torrent of
is capable of Two Weapon Fighting. holy fire, searing not only the flesh, but the soul of its target as well.
Applicable To: Any Flame Weapon
Compact Weight Added: +1kg
This modification is ideal in stealth missions, when concealing a weapon Availability: Rare
is more important than its lethality. Tech-Level: Industrial (Imperial Creed)
Applicable To: Any Pistol or anyBasic Las, Solid Projectile, Flame, Effects: A character wielding a flamer equipped with a consecrated filter
Bolt, or Plasma Weapon. Any One-Handed Melee Weapon. canister can use it to have the weapon gain the Cleansing Fire and Sanc-
Weight Added: x0.50 tified Qualities for 1d5 Rounds. Once used, the canister must be replaced
Availability: Average before it can be fired again this way.
Tech-Level: Industrial
Effects: This halves the weight of the weapon, but also halves its clip Counterweight
size and range as well as reducing the inflicted damage by 1. Anyone A simple modification that requires little expertise to apply, and can be as
attempting to find a concealed weapon with the Compact upgrade suffers simple as fastening a stone to one end of a weapon. This mostly involves
a –20 penalty to any related Skill test (e.g., Awareness, Scrutiny). finding and appropriately sized and heavy enough weight to balance out a
weapon, allowing it’s wielder to strike more accurately, or not over-ded-
icate with large swings. Oftentimes a counterweight is more elaborate,
Compression Tanks being in the form of an aquila or graven symbol of one’s adepta.
Used to render down the most dangerous of the condemned to a fine Applicable To: Any Melee Weapon
dusting of ash and little more, compression tanks can temporarily boost Weight Added: +0.5kg
the power of a conventional flamer weapon, making them burn at a vastly Availability: Scarce
higher intensity, but depleteing the fuel store. Tech-Level: Primitive
Applicable To: Any Flame Weapon Effects: If this Modification is applied to a weapon without the Unbal-
Weight Added: +5kg anced or Unwieldy Quality it gains the Accurate Quality. If the weapon
Availability: Very Rare has either the Unbalanced or Unwieldy Qualities it allows the wielder to
Tech-Level: Industrial still use a Reaction (though this Reaction may still not be a Parry if the
weapon is Unwieldy) after making an All Out Attack.
6.2 Weapons, Ammunitions, & Modifications - 385
Weapon Modifications (Cont.)
Custom Grip Duelist’s Grip
Though minor, altering the weapon’s grip to perfectly match its owner’s True artists of the blade favour this stylised hilt grip, allowing them to
hand can make the weapon feel like a literal extension of his arm. This wield their weapon with greater flexibility in swordplay.
alteration can be done for either the user’s actual hand, or to match a Applicable To: Any Melee weapon that is not a Shield. A Duelist’s Grip
certain glove or armour he wears, or even a special gripping action that counts as a grip, and a weapon can only have one grip.
the owner has made part of his attack style. Applicable To: Any weapon. Weight Added: -
A Custom Grip counts as a grip, and a weapon can only have one grip. Availability: Scarce
Weight Added: - Tech-Level: Primitive
Availability: Rare Effects: Such a grip adds +10 to Parry Tests as well as Disarm, Feint, and
Tech-Level: Primitive Manoeuvre Actions made with this weapon.
Effects: The character for whom the customisation was performed re-
ceives a +5 to Ballistic Skill or Weapon Skill when wielding the weapon. Disintegration Overcharger
Other characters wielding the weapon suffer a –5 penalty. Most powerful lasweapons are quite capable of taking down a target in
a single blow. However, against creatures such as Tyranid monstrosities
Deactivated Safety Features and heretek war-machines, even these great weapons can be found lack-
The weapon has been modified so that its volatile nature is always at the ing. As these weapon already operate at very high power capacities many
forefront, and is always ready to be fired or wielded in an instant. weapon-savants are leery of deviating, even in sanctioned manners, from
Applicable To: Any Weapon the standard templates of such weapons. While indeed most deviation
Weight Added: - end up making the weapon more likely to fail they can, in some cases,
Availability: Scarce greatly increase weapon effectiveness, disintegrating armour and even
Tech-Level: Industrial causing molecular cascade disintegration events.
Effects: When using a Ready action to prepare a weapon with this modi- Applicable To: Any Heavy Las Weapon.
fication, a character may Ready another weapon or draw another item as Weight Added: +3kg
part of the same action. However, any time a character who is carrying a Availability: Extremely Rare
weapon with this modification suffers four or more degrees of failure on Tech-Level: Technological
a Movement skill test, this weapon fires, activates, or cuts itself free as a Effects: The weapon gains the Corrosive (2), Decay (0), and Unreliable
result of the jostling. Qualities

Digital Weapon Expanded Magazine


Digital weapons, or digi-weapons as they are commonly known, are min- The addition of a drum magazine or extended sickle clips gives the
iaturised guns which are so advanced that they can be worn on the finger weapon more rounds before it needs to be reloaded.
like a ring, but pack the punch of a full-sized pistol. The most compact Applicable To: Any Basic Bolt, Las, or Solid Projectile Weapon
are those manufactured by the brightly-haired, ape-like aliens known as Weight Added: -
the Jokaero, whose creations are sought after across the Imperium. Availability: Scarce
Applicable To: Any Energy Damage Pistol Weapon Tech-Level: Industrial
Weight Added: x0.10 Effects: The clip size of the weapon increases by half its current clip size
Availability: Near Unique (rounded up), and thus must be reloaded using ammunition/energy from
Tech-Level: Technological multiple standard clips to fully stock the larger magazine.
Effects: Reduce the weapon’s Range by half, it’s Damage by -2, and
reduce it’s Clip to 1. This weapon can be wielded even if the hand it is
equipped in is being used for another weapon, as Digital Weapons largely Extended Barrel
take the form of an audaciously ornamental ring. Those who prefer a more “marksman” style of gunfighting will some-
times increase the length of their barrel to provide greater range. Often,
this is most readily achieved with components from a similar or identical
Discharge Pack weapon, either scavenged from the field or “borrowed” from another
A relatively simply device that can be affixed to nearly any melee weap- weapon.
on, a discharge pack is little more than a primary cell and electrode. With Applicable To: Any Ranged Weapon. An Extended Barrel counts as a
a flip of a switch, the user can charge the weapon with a potentially lethal barrel modification, and a weapon can only have one barrel.
surge of electricity. Weight Added: x1.50
Applicable To: Any Melee Weapon except Shock Availability: Average
Weight Added: +1kg Tech-Level: Industrial
Availability: Scarce Effects: A weapon with an extended barrel increases its Range and
Tech-Level: Industrial weight by half.
Effects: A character wielding a melee weapon equipped with a discharge
pack can use it to have the weapon gain the Shocking Quality for 1d5
Rounds. Once used, the discharge pack is drained and must be replaced
or recharged (a process that takes a suitable power source or an ability
such as the Luminen Charge Talent) before it can be used again.
A Good Craftsmanship Discharge Pack attached to a Low-Tech
Melee Weapon does not carry the 1d5 Round use limit and instead allows
the weapon to be counted as a Shock Weapon for the purpose of further
Modifications and Talents.

6.2 Weapons, Ammunitions, & Modifications - 386


Weapon Modifications (Cont.)
Exterminator Forearm Weapon Mounting
Many of the more zealous religious warriors of the Imperium use an ex- This Modification allows the user to keep both hands free and can have
terminator cartridge on their regular weapons. This small device contains a strong visual impression on their foes, as fire or blades seems to appear
a small one-shot device that shoots out a sheet of fire. from the user’s outstretched arms.
Applicable To: Any weapon except Pistol, Thrown, or Vehicle Applicable To: Any Pistol or one-handed melee weapon. Forearm Weap-
Weight Added: +1kg on Mounting counts as a grip, and a weapon can only have one grip.
Availability: Common Weight Added: +1kg
Tech-Level: Industrial Availability: Scarce
Effects: This small device contains a small one-shot device that shoots Tech-Level: Technological
out a sheet of fire. Rather than firing the weapon as normal, the wielder Effects: This modification reduces the weapon’s Range by one-third and
may discharge the exterminator cartridge as a Half Action, resolving the leaves the bearer’s hands free for other items or weapons, and occupies
effects as if he had made a Standard Attack action with a Flamer. the Wrist Gear Slot. Weapons with this Modification must still be Read-
ied to be used.
Fire Selector
For weapons that can use differing ammunition rounds, a fire selector can Grapnel Mounting
be fitted for ease of switching from one type to another. Grapnels are an incredibly useful tool, allowing traversal of sheer sur-
Applicable To: Any Ranged Weapon faces or descend long drops safely, alongside countless other secondary
Weight Added: +1kg uses. Some opportunistic combatants take this to heart, even mounting
Availability: Rare them on their weapons so as not to have to carry a separate device.
Tech-Level: Technological Applicable To: Any Pistol or Basic Weapon
Effects: The weapon can now have up to three different types of ammu- Weight Added: +2kg
nition loaded (the total amount of shells not exceeding its clip size); at Availability: Common
the start of his turn, the wielder can use the fire selector to select which Tech-Level: Industrial
type of ammunition he fires for his shooting that round. A weapon with a Effects: A weapon with a grapnel mounting counts as being a Grapnel &
Good Craftsmanship fire selector can have up to three different full clips Line in addition to being a weapon.
added to it.

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.

6.2 Weapons, Ammunitions, & Modifications - 387


Weapon Modifications (Cont.)
Gun Carriage High-Pressure Nozzle
Usually paired with a gun shield, a gun carriage provides a wheeled By limiting the flow of promethium out of a flame weapon the stream’s
platform for moving the weapon and stable bracing for firing. A character pressure can be greatly increased, allowing it to reach much further at the
who has mounted a heavy weapon on a gun carriage need not heft it, cost of a lesser spread of flame. Often flamers outfitted with this modifi-
allowing him to reposition it more easily. cation are used to light fires inside fortifications or over walls,
Applicable To: Any Heavy or Vehicle Weapon Applicable To: Any Flame Weapon. A High-Pressure Nozzle counts as a
Weight Added: +25kg nozzle, and a flame weapon can only have one nozzle.
Availability: Scarce Weight Added: -
Tech-Level: Industrial Availability: Scarce
Effects: As a Half Action, a character can “lock” a Heavy weapon into a Tech-Level: Industrial
gun carriage (or remove it from the gun carriage). While it is “locked” in, Effects: The weapon loses the Spray Quality, but doubles its Range and
it has a 45-degree firing arc and counts as being Braced. Vehicle weapons gains the Blast (X) Quality, where X is equal to one tenth of the weap-
cannot be removed from the carriage. A Player Character or NPC ally can on’s original Range (ie a Flamer would gain the Blast (2) Quality and a
move the gun carriage with him as part of any Full Move Action. Heavy Flamer would gain the Blast (3) Quality). The wielder may, at his
option, choose to add the Indirect (1) Quality (Indirect [2] if this Modifi-
Gun Shield cation is on a Heavy or Vehicle Weapon) to an attack with a weapon with
Heavy weapons teams are often integral to a commander’s battle plans, this Modification.
as outside of battle tanks and artillery, only they have the firepower
to threaten some of the vehicles and alien monstrosities faced by the Holo-Visor
Imperial Guard. Lacking the mobility of other infantry, some regiments A holo-visor, though sometimes they take the form of connected goggles
defend their heavy weapons with heavy plasteel shields mounted atop rather than a singular visor, works in conjunction with an imaging sight
and around their guns. that has been tuned to emit a non-visible beam. The aiming point shows
Applicable To: Any Heavy or Vehicle Weapon up in the visor, but will not give away one’s intentions.
Weight Added: +5kg (Heavy)/+75kg (Vehicle) Applicable To: Any Ranged Weapon. A Holo-Visor counts as a sight,
Availability: Common/Rare and a weapon can only have one sight.
Tech-Level: Industrial Weight Added: +0.5kg
Effects: A gun shield provides 4 AP of Cover (or 8 AP of Cover for the Availability: Rare
Vehicle version of this Modification) to the gunner and up to one other Tech-Level: Technological
individual entrenched behind it. Effects: This modification counts as a Red-Dot Laser Sight and provides
the Heightened Senses (Sight) and the Nowhere to Hide Talents, and the
Dark-Sight Trait.
Gyro-Stabilizer
Utilizing arcane forces of the Motive Force not fully understood by most
who use them, these often ornate additions to the end of a weapon’s bar- Infernus Field
rel make it unbelievably stable, allowing the weapon to fire well beyond Originally the result of an improperly applied power field generator,
it’s usual range with little consequence on accuracy. this modification is a more rigorously test and verified application of a
Applicable To: Any weapon except Pistol, Thrown, or Vehicle malfunction that causes a power field to not manifest properly, instead
Weight Added: +1kg heating the blade to unimaginable temperatures, causing its edges to
Availability: Rare glow white-hot and conflagrate anything that they touch, careless wield-
Tech-Level: Technological ers included.
Effects: The weapon gains the Gyro-Stabilized Quality, and, if mounted Applicable To: Any Power Weapon. An Infernus Field counts as a power
on a weapon on a vehicle, it also gains the Anti-Air (Rudimentary) Trait field emitter modification, and a weapon can only have one power field
for attacks from this weapon. emitter.
Weight Added: -
Hidden Compartment Availability: Very Rare
A simple addition to a weapon that can be anything from a hollowed out Tech-Level: Technological
grip to a false dust cover, with just enough room to hide a small item. Effects: A weapon with this modification reduces it’s Penetration by
Applicable To: Any Weapon 3 and loses the Power Field Quality but gains the Flame Quality. This
Weight Added: -0.5kg counts as a Flame Weapon for the purposes of Weapon Proficiency
Availability: Common Talents, and other Talents that are based on Flame Weapons. Additionally
Tech-Level: Primitive whenever this weapons wielder rolls a 96-100 on a Weapon Skill Test he
Effects: A miniscule (approximately Size [1]) item can be hidden inside must make an Agility Test as though he had taken a hit from a weapon
a weapon with this Modification, requiring a successful -20 Scrutiny with the Flame Quality.
Test to be found. Good Craftsmanship versions of this item incorporate
materials that can block most prying sensors.

6.2 Weapons, Ammunitions, & Modifications - 388


Weapon Modifications (Cont.)
Loyalty Spirit Melee Attachment
The gun’s spirit rebels against those who attempt to wield it, save for its Bayonets, and other long-bladed combat attachments can be fitted to
one true owner. Arcane nomen-augurs use a variety of means to discern most ranged weapons, making them more useful in assaults.
the wielder’s identity, allowing the spirit to choose whether or not it will Applicable To: Any Pistol or Basic Ranged Weapon, Any Two-Handed
operate for the current wielder Melee Weapon without Unwieldy
Applicable To: Any Weapon except Low-Tech Weight Added: +1kg
Weight Added: - Availability: Plentiful
Availability: Starts at Scarce but may be Acquired at a Rarity up to Near Tech-Level: Primitive
Unique Effects: A Pistol class ranged weapon with this Modification counts as a
Tech-Level: Technological Knife when used in melee combat, a Basic class ranged weapon with this
Effects: The weapon will not function in the hands of any but the Modification counts as a Spear. Two-Handed Melee weapons can be used
weapon’s owner. Bypassing them requires a digital Tech-Use Test with a as a Spear but when using this secondary profile in combat only one of
difficulty equal to the Availability this Modification was acquired at. the two weapons can be used for an attack, unless the character is capable
If so desired the player may choose to install a particularly vindictive of Two Weapon Fighting.
and spiteful Loyalty Spirit in his weapon, doing so ensures that if anyone
else holds his weapon and tries to use it the weapon shall backfire,
maiming or killing them. If such a Loyalty Spirit is chosen any other Micro
person but the character who this weapon belongs to that attempts to use Extremely small examples of conventional weaponry, these devices
it (either by attempting to activate it’s advanced functions in the case are beyond the skills of all but the most talented artisan to create, be
of a chainsword or power weapon, or by pulling the trigger of a ranged they sanctioned or heretical. Allowing a pistol-sized weapon to unleash
weapon) will cause the weapon to self-destruct, destroying it and doing firepower equivalent to a rifle, such technology is desired by warriors in
damage equal to a single regular attack that the weapon would do to either side of the law.
the person attempting to use the weapon. If the character who owns the Applicable To: Any Pistol or Basic Ranged Weapon
weapon was the intended target for the weapon before it self-destructs Weight Added: x0.25
such is vitriolic rage of the Loyalty Spirit that it automatically rolls the Availability: Extremely Rare
maximum damage that the weapon would inflict (most likely causing Tech-Level: Technological
Righteous Fury as well!). Effects: .This upgrade reduces the range and weight of the weapon to
one-quarter its normal value. In addition, a Basic-class weapon with this
upgrade becomes a Pistol-class weapon instead, and weapons with this
Mag-Lock Holster upgrade instead impose a –30 penalty on all relevant tests to find them if
The weapon seems to hover over his body and is much faster to ready concealed. However, the reduced size of the ammunition used makes it
than normal. far more difficult to obtain, increasing the Rarity of the ammunition by
Applicable To: Any Pistol, Basic, Thrown, or Melee Weapon two steps (Rare would become Extremely Rare, for example).
Weight Added: -
Availability: Average
Tech-Level: Technological Micro-Grenade
Effects: A Mag-Lock Scabbard grants the Quick Draw Talent for the A wonder of ages past, and still produced in tiny quantities in certain
upgraded weapon. If the character already has Quick Draw, he may remote corners of the galaxy, microgrenades are tiny, marble-like devices
draw his weapon as part of a Parry, allowing him to go from unarmed to that detonate almost as fiercely as full-size grenades. They are normally
deflecting an enemy blade with his own in the blink of an eye. stored in a tube-like container that dispenses and primes a handful of
grenades simultaneously, allowing them to be thrown immediately.
Applicable To: Any Grenade
Manual Operation Weight Added: x0.25
Expert marksmen sometimes disdain the use of automatic weapons, be- Availability: Rare
lieving that a single, well-placed shot is far preferable. As a result of this Tech-Level: Technological
thinking, some veterans modify their weapons to fire only single shots. Effects: Up to 3 grenades with this Modification may be Readied at once
While this may partially be for simple bragging rights, such modifica- with one Ready Action, and Thrown with a Semi-Auto Burst Action with
tions do reduce the wear on the weapon, maintaining its efficiency over a limit of 3, though they may still be thrown singly also, treating the
longer periods of time. handful of micro-grenades as being a Clip of 3.
Applicable To: Any Solid Projectile or Bolt weapon capable of
Semi-Auto or Full Auto fire
Weight Added: -
Availability: Average
Tech-Level: Industrial
Effects: A weapon with this customisation changes its fire mode to S/-/-
and gains the Reliable Quality, or loses the Unreliable Quality, if it had it.
The weapon also gains the Accurate Quality.

6.2 Weapons, Ammunitions, & Modifications - 389


Weapon Modifications (Cont.)
Micro-Serration Non-Refractory Focuser
Nearly invisible to the naked eye, these small indents on a weapon’s Lasweapons, like plasma and melta weapons, utilize energy focused
blade (or chain weapon’s teeth) add greatly to the gruesome injuries the into a narrow path to precisely strike a chosen target. "Common" energy
weapon can cause, though they have a tendency to become irrelevant as fields, and certain types of armour plating, scatter this energy into much
the weapon becomes caked in gore. less lethal forms, defracting, refracting, or otherwise diverting it. Unlike
Applicable To: Any Low-Tech Melee, Chain, or Power Weapon plasma or melta energy, however, lasweapon's energy is wholly light-
Weight Added: - based, and with mysterious applications of technologies understood
Availability: Rare by senior Magi Artesans, this light can be made much more forceful,
Tech-Level: Technological refusing stubbornly to refract, piercing that much more of the target's
Effects:. A weapon with this Modification gains the Vengeful (9) Quality defenses.
(or increases an already existing Vengeful Quality by one) until the first Applicable To: Any Pistol or Basic Las Weapon. A Non-Refractory Fo-
time the weapon inflicts Critical Damage via Righteous Fury in a com- cuser counts as an emitter, and a lasweapon can only have one emitter.
bat, after which it loses the benefits of this Modification until it is cleaned Weight Added: +1kg
outside of combat. This upgrade can be applied to a power weapon, but Availability: Very Rare
it has no effect whilst the power field is active. If the power field is ever Tech-Level: Technological
lost or deactivated, the modification’s bonuses then apply Effects: A weapon with this Modification gains the Razor Sharp Quality.
Additionally if a target struck by a ranged attack from this weapon has
Modified Stock a Force Field count the Force Field's Protection Rating as half it's listed
When the character holds a weapon with a modified stock up to aim, its value.
contours perfectly align to his form. As the character takes aim with the
weapon, it feels like a natural extension of his arms. Null-Foci
Applicable To: Any Basic or Heavy Weapon Needed by few but Daemonhunters and Witchhunters of the Inquisition,
Weight Added: - this grip’s null-circuitry and psi-dispersal systems are excessively rare
Availability: Scarce things, but often found quite useful when steeling oneself against the
Tech-Level: Industrial powers of the Warp in close combat.
Effects: .When a character takes an Aim action with weapons modified Applicable To: Any Melee Weapon. A Null-Foci counts as a grip, and a
in this way, he receives an additional +5 bonus on a Half Action or an weapon can only have one grip.
additional +10 bonus for a Full Action. This customisation is compatible Weight Added: -
with any other devices that modify Aim actions. Availability: Near Unique
Tech-Level: Technological (Occult)
Mono Effects: The weapon bestows the benefits of a Null Rod, and gives the
Mono weapons have extraordinarily sharp edges, making each blade character +10 to Deny the Witch Tests so long as it is wielded in hand.
an even greater threat. Melee weapons without an actual edge, such
as mauls or hammers, can also use this upgrade; for these weapons Omni-Scope
the effect can be due to pneumo-shocks, inertial multipliers, or some A vastly expensive and rare device normally found only in the hands
other more fitting enhancement. of legendary assassins or bounty hunters, the omni-scope is a cluster of
Applicable To: Any Low-Tech Melee, Chain, Shock, or Power Weapon finely-tuned sensor wands linked to a precision lens.
Weight Added: - Applicable To: Any Pistol or Basic Ranged Weapon. An Omni-Scope
Availability: Scarce counts as a sight, and a weapon can only have one sight.
Tech-Level: Technological Weight Added: +1kg
Effects: A weapon with this modification loses the Primitive quality (if it Availability: Plentiful
had it) and has its Damage and Penetration increased by 2. This upgrade Tech-Level: Extremely Rare
can be applied to a power weapon, but it has no effect whilst the power Effects: The omni-scope combines the benefits of a preysense sight, red-
field is active. If the power field is ever lost or deactivated, the mono dot laser sight, motion predictor, and telescopic sight.
upgrade’s bonuses then apply.
Overcharge Module
Motion Predictor This is an enhanced power draw and capacitor system for small arms las
The powerful cogitator within this device processes movement, weapons that increase the strength of the weapon’s beam output, butin
and when the weapon is fired the machine spirit uses this data to trade, draws far more power from the weapon’s charge pack.
follow its prey with a long, accurate burst. Applicable To: Any Pistol or Basic Las Weapon
Applicable To: Any ranged weapon capable of Semi-Auto or Full Auto Weight Added: +1kg
fire. A Motion Predictor counts as a sight, and a gun can only have one Availability: Average
sight. Tech-Level: Technological
Weight Added: +1kg Effects: .An overcharge pack adds 1 to the weapon’s Damage and Pene-
Availability: Very Rare tration. Unfortunately, the increased output reduces the number of shots
Tech-Level: Technological available and so the weapon’s Clip is halved.
Effects: A motion predictor adds a +10 bonus to any Ballistic Skill test
made as part of a Semi-Auto Burst or Full Auto Burst action.

5.2 Weapons, Ammunitions, & Modifications - 390


Weapon Modifications (Cont.)
Pariah Modifications Photonic Neural Disruptor
While highly proscribed by the Adeptus Mechanicus, those who live well This strange, pronged attachment that replaces the end of a lasweapon's
beyond the eye of the Machine Cult somtimes modify their wargear to be emitter is a piece of ancient technology whose origins are long lost, and
lighter and more maneuverable, allowing for quick snapshots. As such considered suspect by much of the Martian Priesthood. By unknown
modifications invariably require removing safety measures, weapon cas- methods this attachment makes lasburns against targets momentarily
ings, and other such bulky features the weapon usually faces subsequent painful in the extreme, temporarily overwhelming the target while doing
problems with its reliability in the heat of battle. no more than standard damage.
Applicable To: Any Ranged Weapon with a Single Shot RoF Applicable To: Any Las Weapon. A Photonic Neural Disruptor counts as
Weight Added: x0.75kg an emitter, and a lasweapon can only have one emitter.
Availability: Average Weight Added: +1kg
Tech-Level: Technological Availability: Rare
Effects: When using this weapon the wielder counts as having the Hip Tech-Level: Technological
Shooting Talent, though he may only use it in conjunction with attacks Effects: When fired on Single Shot Rate of Fire the weapon gains the
made by this weapon. However this Modification also reduces the Excruciating Quality.
weapon's Range by half, and it gains the Unreliable Quality.
Pistol Grip
Pentagramatic Warding More involved than the name may imply, this modification does not sim-
By use of certain occult rituals, holy symbols, and even non-Euclidian ply involve replacing the weapon’s handle, but also involves rebalancing
mathematical formula, wards can be inscribed on physical objects or the weapon’s whole frame so that when wielded in one hand it can be
areas to bar or constrain the presence of warp entities. The secrets and handled with moderate ease.
knowledge needed to create such wards are considered proscribed and Applicable To: Any Basic Ranged Weapon that weighs 6kg or less. A
dangerous, and aside from cultists and magi, they are the sole purview of Pistol Grip counts as a grip, and a weapon can only have one grip.
the Ordo Malleus. Weight Added: -
Applicable To: Any Melee Weapon except Power or Force Availability: Rare
Weight Added: - Tech-Level: Industrial
Availability: Temporary: Scarce Permanent: Very Rare Effects: This modified weapon is designed for smoother usage, and
Tech-Level: Primitive (Occult) allows it to be wielded in one hand without the usual –20 penalty. How-
Effects: Such weapons gain the Sanctified Quality and gain the Maledic- ever, it becomes more difficult to aim accurately and thus its Range is
tion (3) Quality when they cause Critical Damage or Righteous Fury. halved.
However, temporary wards on weapons quickly become eroded in heavy
combat, typically failing after a single combat encounter (the GM has the Plasma Compression-Inducer Module
final say-so on this). This complex piece of technology changes a plasma weapon's overcharge
function significantly. Instead of creating a more powerful, larger plasma
Phased Coolant System bolt this system compresses the plasma bolt as it leaves the weapon,
Largely dismissed by those who rely on plasma weapons for their armour causing it to burst more violently, concussing targets and creating a much
piercing capability and incinerating power, this system allows a plasma more unpredictable burst. Due to this unpredictability this modification is
weapon to operate at notably safer temperatures. This has the trade off often discounted by weapon-savants.
of both greater user safety along with a lowered plasma yield, neither of Applicable To: Any Plasma Weapon with the Maximal Quality
which being things most Imperials care for. Weight Added: +1kg
Applicable To: Any Plasma Weapon with the Overheats Quality Availability: Scarce
Weight Added: +2kg Tech-Level: Technological
Availability: Very Rare Effects: Replace the weapon's Maximal Quality with the Overcharge
Tech-Level: Technological Quality.
Effects: The weapon with this attachment only Overheats on a roll of 96
or higher, but lowers the weapon's Damage and Penetration by -4. Best Precision Las-Emitter
Craftsmanship Plasma Coolant Systems only reduce the weapon's Dama- Lasweapons contain perfunctory focusing lenses, that focus the elec-
ge and Penetration by -2. tronic energy of the weapon into deadly beams of photonic power. Most
focusing systems and emitters perform their job admirably, guiding
Photo Sight hundreds of shots before requiring replacement, but for discerning
This sight reveals enemies lurking in the night, using wavelengths marksmen the average accuracy of these weapons can be lacking. With a
human eyes cannot detect. precisely manufactured focusing system an ordinary lasgun or laspistol
Applicable To: Any Ranged Weapon. A Photo Sight counts as a sight, can achieve accuracy on par with longlases and even have an appreciably
and a weapon can only have one sight. increased range on top of that.
Weight Added: +1kg Applicable To: Any Las Weapon. A Precision Las-Emitter counts as an
Availability: Average emitter, and a lasweapon can only have one emitter.
Tech-Level: Technological Weight Added: -
Effects: A character using a Photo-Sight suffers no penalties from Availability: Scarce
darkness and gains a +20 bonus to vision-based Perception-based tests at Tech-Level: Technological
night. Effects: This modification increases the Range of the weapon by 1.5
times it’s normal Range, and it also gains the Accurate Quality.

6.2 Weapons, Ammunitions, & Modifications - 391


Weapon Modifications (Cont.)
Power Attachment able to ignore all penalties from Darkness, Fog, Mist, Shadow, or Smoke
A particularly uncommon but greatly effective attachment, this allows when targeting ensouled foes.
a warrior to always have a power weapon on hand, even when using a
ranged weapon. Pyre-Lance Nozzle
Applicable To: Any Pistol or Basic Ranged Weapon, Any Two-Handed An adaptation to the nozzle of the weapon, this upgrade focuses and
Melee Weapon without Unwieldy contains the blast of heat more tightly, allowing it to affect targets much
Weight Added: +3kg farther away. However, the process is inefficient, requiring much more
Availability: Very Rare fuel to generate the same effect.
Tech-Level: Technological Applicable To: Any Melta Weapon
Effects: A Pistol class ranged weapon with this Modification counts as a Weight Added: +1kg
Power Blade when used in melee combat, a Basic class ranged weapon Availability: Rare
with this Modification counts as a Power Spear. Two-Handed Melee Tech-Level: Technological
weapons can be used as a Power Spear but when using this secondary Effects: The weapon gains +10 meters to its Range, but halves its Clip.
profile in combat only one of the two weapons can be used for an attack,
unless the character is capable of Two Weapon Fighting.
Quick-Release
This customisation can encompass blessed lubricant oils, extra clips
Preysense Sight mounted along the stock, revered ejection springs recovered from ancient
This device shows thermal images and reveals the hiding places of
weapons, and more, all designed to create more time shooting and less
enemies who lurk in the darkness.
time reloading.
Applicable To: Any Ranged Weapon. A Preysense Sight counts as a
Applicable To: Any Ranged Weapon
sight, and a weapon can only have one sight.
Weight Added: -
Weight Added: +1kg
Availability: Average
Availability: Rare
Tech-Level: Industrial
Tech-Level: Technological
Effects: The weapon’s reload time is reduced by a Half Action, down to
Effects: A character using a preysense sight suffers no penalties due to
a minimum of a Half Action (the Rapid Reload Talent reduces this to an
darkness, and ignores all penalties from smoke, fog, and mist.
in-turn Free Action). For example, a weapon that normally took 2 Full
Actions to reload can be reloaded with one Full Action and one Half
Psy-Foci Action.
Using technologies similar to those of force weapons, though decidedly
less destructive than their application, this allows a psyker to incorporate
the benefits of a psy-focus into a weapon at hand, that even in the heat of
Rangefinder
The sophisticated targeting cogitator built into this advanced telescopic
battle he may call upon his psychic might while not being unarmed.
sight can swiftly determine the distance to a target and assist the wield-
Applicable To: Any Melee weapon. A Psy-Foci counts as a grip, and a
er’s aim accordingly, allowing him to hit targets much farther away than
weapon can only have one grip.
would normally be possible.
Weight Added: -
Applicable To: Any Ranged Weapon except Melta. A Rangefinder
Availability: Near Unique
counts as a sight, and a weapon can only have one sight.
Tech-Level: Technological (Occult)
Weight Added: -
Effects:A psyker wielding the weapon gain the benefit of a Psy-Focus
Availability: Rare
and gain +1 Psy-Rating so long as it is wielded in hand.
Tech-Level: Technological
Effects: A weapon using a rangefinder ignores the normal penalties
Psyoccular Sight for Long and Extreme Range, and, with a Full Action Aim, may fire at
The psyoccular lenses used in this sight uses psycho-sensitive crystal targets up to five times the weapon’s listed range away, counting targets
lenses to allow the user to track targets with Warp signatures. While at such distances as being at Extreme Range (with the normal -30 penalty
psykers and beings from the Empyrean shine brightest, the wielder can, applying for this use). Additionally a weapon with this Modification
with focus, also hone in on other targets that have souls. These eyepieces gains the Accurate Quality.
are often linked to weapons, to enable the operator to track psykers even
in pitch darkness.
Applicable To: Any Ranged Weapon. A Psyoccular Sight counts as a
Recoil Baffling
Though the use of cunning compensators and counter-velocity breaks,
sight, and a weapon can only have one sight.
the weapon is much easier to handle when fired on full auto.
Weight Added: +2kg
Applicable To: Any Ranged Weapon capable of Full Auto fire
Availability: Extremely Rare
Weight Added: +3kg
Tech-Level: Technological (Occult)
Availability: Very Rare
Effects: Weapons fitted with a Psyoccular Sight grant a +10 bonus to the
Tech-Level: Industrial
user’s Ballistic Skills Tests made to hit characters and creatures with the
Effects:. When the character uses the weapon as part of a successful Full
Daemon and Psyker Traits. The wielder ignores all penalties from Dark-
Auto Burst action, he counts as scoring one additional Degree of Success
ness, Fog, Mist, Shadow, Smoke, and other effects that would obscure his
for purposes of determining the number of rounds that hit the target.
vision when targeting these foes with his attacks with this weapon. Addi-
Weapons with this Modification are trickier to load, as the ammunition
tionally a character taking a Full Action to Aim when using a Psyoccular
feed must be more carefully engaged, and so reload time is increased by
Sight can fire at ensouled targets he cannot see without incurring the
an additional Half Action
usual penalty, though these targets get the full benefit of any additional
Armour Protection that intervenes. By making this Full Action he is also

5.2 Weapons, Ammunitions, & Modifications - 392


Weapon Modifications (Cont.)
Red-Dot Laser Sight Secondary Sight Mounting
This small, crimson laser sight is common on many guns, where it aids in While most machine-spirits would balk at being forced to accomodate
both targeting and intimidating foe. more than one sight, this clever implement can goad or trick the weapon
Applicable To: Any Ranged Weapon. A Red-Dot Laser Sight counts as a into accepting another sight by making it think the two different scopes
sight, and a weapon can only have one sight. are one and the same.
Weight Added: +1kg Applicable To: Any Weapon that already has a sight
Availability: Scarce Weight Added: -
Tech-Level: Technological Availability: Average
Effects: The wielder gains a +10 bonus to Ballistic Skill tests when mak- Tech-Level: Industrial
ing a Standard Attack or Called Shot with the weapon. Effects:This allows a weapon to mount another sight upon it. This attach-
ment itself takes up a Modification Slot, as usual.
Reinforced
Most combat veterans know that no matter their ranged skill, there are Shortened Barrel
always occasions where the enemy closes and there is no time to reload. A shortened barrel is a desirable trait for a weapon that is to be used in
A suitably modified gun can be a surprisingly effective weapon in these close-quarters fighting. During city fights, boarding actions, and Zone
situations. Mortalis combats a split-second can change everything, leading some
Applicable To: Any Weapon Guardsmen to regard "stubby" guns as good luck charms.
Weight Added: x1.25 Applicable To: Any Ranged Weapon. A Shortened Barrel counts as a
Availability: Average barrel modification, and a weapon can only have one barrel.
Tech-Level: Primitive Weight Added: x0.75
Effects: A weapon’s weight is increased by 25% when it becomes Availability: Average
reinforced. If it is a ranged weapon, it receives an additional +1 bonus to Tech-Level: Industrial
damage when used as an improvised weapon. A melee weapon with this Effects: Reduce the weapon's Range and Weight to 3/4 their original
upgrade is only destroyed on a result of 51 or higher when Parried by a value. When held in hand the smaller, more maneuverable size of the
weapon with the Power Field Quality. weapon gives the wielder +1 Initiatve, and they gain a +10 bonus to Bal-
listic Skill Tests against targets that are in Short and Point Blank Range.
Sacred Inscriptions
The character inscribes a sacred script from the Imperial Creed upon Silencer
the weapon. These inscriptions are generally etched into the weapon’s These upgrades use sonic bafflers, blessed coolant oils, and other meth-
surface and serve as a constant reminder of his faith, serving to instil ods to muffle the weapon’s discharge noise, preventing detection from
additional courage in the weapon’s wielder when his mettle is tested. nearby foes.
Applicable To: Any Weapon Applicable To: Any Pistol or Basic Solid Projectile Weapon
Weight Added: - Weight Added: +0.5kg
Availability: Common Availability: Plentiful
Tech-Level: Primitive Tech-Level: Industrial
Effects: A character who possesses one or more weapons with this modi- Effects: Awareness tests to hear shots made with a silenced weapon
fication gains a +10 bonus to Fear and Pinning tests. suffer an additional –20 penalty, and can only be attempted at half the
normal distance.
Sawn-Off
Though this modification results in a slight reduction in range and power, Spread Limiter
sawn-off weapons are lighter and more easily manoeuvrable, making An muzzle break and chamber compressors mean that each round in a
them desirable for city fighting or boarding actions, where soldiers must burst or shatter shot retains a closer grouping.
be able to move through narrow doors or other openings, while keeping Applicable To: Any weapon with a Semi-Auto or Full Auto Rate of Fire,
their weapon ready. or the Scatter Quality
Applicable To: Any Shot Weapon Weight Added: +1kg
Weight Added: x0.75 Availability: Common
Availability: Average Tech-Level: Industrial
Tech-Level: Industrial Effects: When determining hit locations for Semi and Full Auto bursts
Effects: A sawn-off weapon reduces its Range and Weight by one quarter each location is struck twice before moving on to the next location indi-
and inflicts an additional +2 Damage when fired at Short or Point Blank- cated. Weapons with the Scatter Special Quality with this upgrade suffer
Range. no reduction to their Damage for firing at Long Range.

5.2 Weapons, Ammunitions, & Modifications - 393


Weapon Modifications (Cont.)
Spoor Targeter Starflare Conversion
Reserved only for elite forces, these archeotech miracles contain sophis- A dangerous offshoot of more common plasma technology, these weap-
ticated spoor-sniffers and micro-cogitators linked directly to the attached ons vent plasma gas through a magnetic bottle in high-speed jets. Any
weapon. These systems inhibit the gun from firing when pointed directly enemy caught in the path of such a jet is quickly reduced to molten slag,
at someone recognised by the micro-cogitators as an ally, making it nigh annihilated by pressurised torrents of raw plasma and leaving no trace of
impossible for the user to shoot his comrades in the swirling confusion its presence.
of combat, barring an unfortunate ricochet. Spoor targeters are partic- Applicable To: Any Plasma Weapon
ularly valuable when dealing with close-quarters fire fights, and are Weight Added: +0.5kg
rarely assigned to anyone deemed more expendable than the ancient and Availability: Very Rare
irreplaceable technology of the targeter itself. Tech-Level: Technology
Applicable To: Any Pistol, Basic, or Heavy weapon that does not have Effects: The weapon’s range is reduced to one quarter of its normal val-
the Blast, Scatter, or Spray Quality, or any other Quality that would cause ue, and its Rate of Fire is changed to S/–/– if it wasn’t already. Its weap-
it to affect an area rather than a single target. A Spoor Targeter counts as on clip is also halved, as the new modifications burn through ammunition
asight, and a gun can have only one sight. at a much greater rate. However, the weapon gains the Spray quality.
Weight Added: +1kg
Availability: Plentiful Storm Field
Tech-Level: Industrial A power weapon can be fitted with an overcharged generator to increase
Effects: Through an esoteric machine rite, a spoor targeter can be the output of its power field, though it is not without risk as the cracking
imprinted with the bio-profiles of up to 10 individuals, a process that halo of energy can sometime be as dangerous to the user as his foes.
takes an Extended Routine (+20) digital Tech-Use Test. Once an ally’s Applicable To: Any Power Weapon. A Storm Field counts as a power
signature has been implanted into the targeter, it prevents the attached field emitter modification, and a weapon can only have one power field
weapon from triggering so long as there is a risk of hitting that ally. Even emitter.
if pointed directly at the ally, the weapon’s spirit loyally refuses to fire. Weight Added: +1kg
A character with a spoor targeter can shoot into melee involving anyone Availability: Very Rare
whose bio-profile is loaded into the targeter with no penalty and never Tech-Level: Technological
hits such individuals when doing so. Effects: The weapon increases its Damage and Penetration by 2 and any
weapon without the Power Field, Force, Natural Weapon, or Warp Weap-
Stabilizer Harness on Quality or Trait which parries or is parried by a weapon with a Storm
This powered, articulated metal arm extends from a bulky and awk- Field is automatically destroyed. If the wielder rolls an unmodified 91-00
ward harness, supporting a weapon’s weight and spreading it across the when making attacks with the weapon he has been touched by the field
wielder’s body. The harness is difficult to move around in, and difficult to and takes one hit from the weapon that cannot be evaded (do not add the
remove. Often used as a cheap alternative to the extremely rare suspen- bearer’s Strength Bonus to this damage roll).
sors, they allow warriors to wield heavy weaponry with some degree of
mobility, and prevent them from being easily disarmed.
Applicable To: Any Heavy Weapon Suspensors
Weight Added: +6kg Suspensors are similar to the grav plating on voidships, but instead act to
Availability: Scarce lighten loads. Weapons fitted with such a wondrous technology are much
Tech-Level: Technological easier to operate, but are so valuable that often they are salvaged before
Effects: When using a weapon affixed to a stabiliser harness, the operator the weapon itself.
counts as having the Bulging Biceps Talent, regardless of whether they Applicable To: Any Heavy Weapon
meet the prerequisite, and cannot be disarmed. However, the operator Weight Added: x0.50
also suffers a –10 penalty on all movement-related tests while the harness Availability: Extremely Rare
is worn. Tech-Level: Technological
Effects: When firing a weapon with suspensors, the operator counts as
having the Auto-Stabilised Trait and so always counts as being Braced.
Stablight Attachment
This attachment is little more than a common stablight attached to a
weapon with a small clamp or some mesh-tape to provide the wielder Symbol of Sanctity
with some idea of what he's firing at. This upgrade covers various adornments made to show deference to the
Applicable To: Any Ranged Weapon Omnissiah, in the hopes that the weapon’s machine spirit might repay the
Weight Added: +0.5kg respect it has been shown with its loyalty in times of need and darkness.
Availability: Abundant These marks of reverence range from small, blinking devices to inscribed
Tech-Level: Technological prayers to wax seals bearing the cogwheel of the Machine Cult.
Effects: This attachment illuminates an area in front of the user with a Applicable To: Any Ranged Weapon
conical beam that stretches out about 20 meters, and the light's power Weight Added: +0.5kg
pack lasts roughly five hours before they need recharging or replacing. Availability: Very Rare
Turning the stablight on or off is an any-time Free Action. This Modifica- Tech-Level: Industrial
tion does not take up a Modification Slot. Effects: The first time that a weapon with a symbol of sanctity Jams
during a game session, its wielder can immediately attempt to clear that
Jam as an any-time Free Action.

6.2 Weapons, Ammunitions, & Modifications - 394


Weapon Modifications (Cont.)
Targeter-Savant Array Applicable To: Any Low-Tech or Chain Melee Weapon
Heavy and precious, targeter-savant arrays are highly valuable devices Weight Added: +0.5kg
that use a combination of guidance cogitators and sensors to improve Availability: Rare
accuracy. They are often linked directly into a gun’s machine spirit, and Tech-Level: Industrial
allow a greater bond between wielder and weapon. Effects: As an any-time Free Action, a character with a weapon equipped
Applicable To: Any Ranged Weapon. A Targeter-Savant Array counts as with a tox dispenser may cause his weapon to gain the Toxic (2) Quality
a sight, and a weapon can only have one sight. for one round. A tox dispenser can be used 10 times before requiring
Weight Added: +2kg refilling. This resevoir may be filled with other toxins or even drugs at
Availability: Near Unique the GM’s discretion.
Tech-Level: Technological
Effects: A weapon with a Targeter-Savant Array gains a +10 to all Ballis-
tic Skill Tests made to fire it, regardless of the Rate of Fire it is used at. Tripod/Bipod
These attachments are for heavier weapons, or those using integral
Telekine Weapon Grip ammunition canisters rather than a backpack-mounted source. Resting
Used by martial psykers, Imperial or otherwise, these "grips" are con- the weapon on the ground increases accuracy but sacrifices mobility, thus
structed with psychically-active lattice systems that allow a telekine to making them more common in static defence lines.
mentally control the weapon with unnerving ease. Applicable To: Any Heavy Weapon
Applicable To: Any Thrown Melee weapon. A Telekine Weapon Grip Weight Added: +2kg
counts as a grip, and a weapon can only have one grip. Availability: Average
Weight Added: - Tech-Level: Primitive
Availability: Very Rare Effects: Bipods and tripods allow a weapon to be braced anywhere there
Tech-Level: Technological (Occult) is a reasonably flat surface. A weapon braced on a bipod has a 90° fire
Effects: The weapon gains the Kine-Weapon Quality. arc, while one on a tripod has a 180° arc

Telescopic Sight Truesilver Gilding


This sight magnifies images, allowing the user to better target enemies Weapons with Truesilver gilding have an inexplicable sturdiness in the
at greater distances, and is a common upgrade when precision shots are face of unnatural foes, almost as if the mere presence of the sanctified
needed. silver was enough to turn aside ensorcelled blades and deflect daemonic
Applicable To: Any Ranged Weapon. A Telescopic Sight counts as a talons.
sight, and a weapon can only have one sight. Applicable To: Any Melee Weapon.
Weight Added: +1kg Weight Added: -
Availability: Average Availability: Very Rare
Tech-Level: Industrial Tech-Level: Industrial (Occult)
Effects: A weapon with a telescopic sight ignores penalties for Long and Effects: The weapon gains the Sanctified Quality. A weapon with Truesil-
Extreme range, as long as the shooter is benefitting from a Full Action to ver gilding grants its wielder a bonus to tests to Parry the attacks of foes
Aim. Additionally a weapon with this Modification gains the Accurate with the Daemonic Trait equal to 5 times the wielder’s Willpower Bonus.
Quality.
Twin-Head Chain Assembly
Thrusting Handle Simply put, the simplest way to improve a chain weapon is to make it
An extented grip, more convenient pommel, or simple reinforcement tear through flesh more effectively. This is relatively easy to accomplish,
of the handle allow a so modified weapon to be used as a piercing or as the mounting of a complimentary, second set of chain-teeth (running
crushing implement far more easily, helping the wielder crumple or slice in the reverse direction of the original track) and a heavier motor is all
armour with contemptuous ease. that is necessary.
Applicable To: Any Melee Weapon A Thrusting Handle counts as a grip, Applicable To: Any Chain Weapon
and a weapon can only have one grip. Weight Added: +3kg
Weight Added: +0.5kg Availability: Scarce
Availability: Rare Tech-Level: Industrial
Tech-Level: Primitive Effects: The weapon gains the Proven (3) Quality.
Effects: If used for an All Out Attack a weapon with this Modification
gains a benefit depending on it’s Damage Type;
Energy Type gain the Lance Quality, Impact Type gain Concus-
Vox-Operated
Keyed into the user’s vocal signature, these vox receptors are linked into
sive (1) or increase an existing Concussive Quality by +2, and Rending
a weapon’s firing controls. With spoken commands, the operator can fire
Type gain the Piercing Quality, or if they already have that Quality, the
his gun, switch firing modes, and also change ammunition (should it be
Blood Drinker Quality.
fitted with a fire selector).
Applicable To: Any Ranged Weapon
Tox-Dispenser Weight Added: +1kg
The custom of lining a blade with deadly toxins has been with humanity Availability: Rare
since the dawn of recorded time. Although smearing a poison on the Tech-Level: Technological
blade has the advantage of simplicity, technology has since provided a Effects: With spoken commands, the operator can fire his gun, switch
better solution. A series of micro-dispensers allow a wielder to coat his firing modes, and also change ammunition (should it be fitted with a fire
weapon with poisons by simply pushing a button. selector).

6.2 Weapons, Ammunitions, & Modifications - 395


Weapon Modifications (Cont.)
Warpleech Canister Wicked Edge
A warpleech canister coats each expended round with the distilled blood Sometimes killing an opponent isn’t enough, and they must be made
of the exorcised, giving each shot added potency against the Daemons of to suffer before the final embrace takes them. For such a task there are
Chaos. numerous methods by which this can be achieved, from simple, ragged
Applicable To: Any Solid Projectile Weapon without a Silencer cutting edges to such advanced solutions as micro-edged fractal blades.
Weight Added: +0.5kg Regardless of method the result is the same, a weapon that maims as well
Availability: Very Rare as it kills.
Tech-Level: Industrial (Occult) Applicable To: Any Low-Tech, Chain, or Power Melee Weapon
Effects: A weapon with this upgrade gains the Crippling (2) quality Weight Added: +0.5kg
against targets with the Daemonic Trait. Each canister contains enough Availability: Rare
liquid to last for 1 Clip. Tech-Level: Primitive
Effects: A weapon with this Modification gains the Crippling (1) and
Weapon Chain Excruciating Qualities. This upgrade can be applied to a power weapon,
To some soldiers of the Imperium their weapon is their life and the death but it has no effect whilst the power field is active. If the power field is
it brings is their pledge of allegiance to the Imperator. To one such as ever lost or deactivated, the modification’s bonuses then apply
these losing one’s weapon or being disarmed is tantamount to damna-
tion, and so some more fervent adherents of the Imperial Creed may lash Wide-Dispersion Nozzle
their weapon to their hands until all murderous deeds needed of them are Of incredibly effective use against swarms of vermin and hordes of the
complete. unclean alike, flame weapons with this modification are adept at sweep-
Applicable To: Any Weapon ing away (and incinerating) swathes of enemies, at the cost of much of
Weight Added: +2kg the flamer’s already lacking range.
Availability: Common Applicable To: Any Flame Weapon. A Wide-Dispersion Nozzle counts
Tech-Level: Industrial as a nozzle, and a flame weapon can only have one nozzle.
Effects: A character wielding a weapon with a Weapon Chain Modifi- Weight Added: -
cation cannot be Disarmed and will not drop his weapon as the result of Availability: Rare
Critical Effects. Best Craftsmanship versions of this Modification are Tech-Level: Industrial
made of adamantium and give a +5 bonus to Parry Skill Tests. Effects: Halve the weapon’s range, but increase the area of effect of the
Spray Quality to a 90-degree cone instead of the standard 30-degrees.
Whisper-Bolt Discharger Additionally when a weapon with this modification targets a Horde add
As many Imperial Guardsmen are quick to attest, one of the greatest diffi- 2d5 to the standard Magnitude damage for a Spray Weapon.
culties of using las-weapons is their visibility. Where projectile weap-
ons can have their report dampened with relative ease, the distinctive Xeno-Horror Tooth Blade
luminescence and familiar crack of a lasgun are not so easily concealed. Throughout the galaxy there are uncounted species of vile creatures
A Whisper-Bolt Discharger is replacement for the emitters in the barrel, whose claws, fangs, and teeth are beyond even the Imperium’s most
discharging las-blasts that are all but invisible and which create a far less accomplished metallurgical materials. While such horrors are often a
noticeable sound. plague on the galaxy their killing implements are often enough taken as
Applicable To: Any Pistol or Basic Las Weapon. A Whisper-Bolt Dis- trophies, or even fashioned into weapons, making even the most vile of
charger counts as an emitter, and a lasweapon can only have one emitter. aliens serve the Imperium by way of their death.
Weight Added: +0.5kg Applicable To: Any Low-Tech Melee or Chain Weapon
Availability: Rare Weight Added: -
Tech-Level: Technological Availability: Very Rare
Effects: Perception-based Tests to notice shots made from a las weap- Tech-Level: Primitive
on with this upgrade suffer an additional –20 penalty, and can only be Effects: The weapon gains the Razor Sharp Quality.
attempted at half the normal distance. However, the necessary changes
mean that the discharges are less intense and less deadly, reducing the
weapon’s Damage by 1.

6.2 Weapons, Ammunitions, & Modifications - 396


6.2.19 Weapon Downgrades
Weapon downgrades limit a weapon in some way by reducing its effectiveness. These kinds of weapons are common in the the underhive, on frontier
worlds, and other places on the periphary of the Imperium’s law where heretics and warlords must scavenge arms for their soldiers from among the
flotsam and jetsam of the Imperium and the broken wargear of their foes.
When Acquiring a weapon a character can choose to Acquire it with a downgrade. A weapon with a downgrade increases its Availability
by one step, making it cheaper and easier to find. Downgrades cannot be applied to a weapon a character already owns. Weapons may not have more
than one downgrade. Each downgrade can only be used with certain types of weapons as detailed in their “Applies to” section. Downgraded weapons
may incorporate Modifications as normal, though the GM should consider the interaction of certain Downgrades with any Modifications a player
wishes to apply to their weapon. A player may select a downgrade for his weapon or roll on Random Downgrade table, at his option.

Absolute Garbage Fiendish Recoil


This weapon was wrought by incompentants, and it shows. Almost completely devoid of any kind of recoil compensation, the weap-
Applies to: Any Weapon on bucks and leaps about in the wielder’s hands when he fires it at its full
Acquisition Bonus: +15 rate of fire.
Effect: All tests with this weapon suffer a -10 penalty. Applies to: Any Ranged Weapon with a Full Auto Rate of Fire
Acquisition Bonus: +10
Ammo Glutton Effect: When firing the weapon on Full Auto the wielder suffers an addi-
Due to poor design or an erratic rate of fire, the weapon uses up more tional -10 penalty to hit.
ammunition than it should without any noticeable improvement in per-
formance. Flickering Field
Applies to: Any Ranged Weapon This weapon’s power field generator is improperly wired, resultimg in a
Acquisition Bonus: +10 weak, impotent field effect.
Effect: For every shot the weapon fires it uses up two rounds of ammo. Applies to: Any Power Weapon
Acquisition Bonus:
Badly Balanced Effect: The weapon’s Pen is reduced by 2 and it only has a 25% chance
Either uncaringly or improperly constructed this weapon does not to break enemy weapons.
balance gracefully in the wielder’s hand, fighting them every step of the
way. Just A Bit Banged Up
Applies to: Any Melee Weapon without Unwieldy This weapon is only minorly damaged, and though this may displease its
Acquisition Bonus: +10 machine-spirit, it only minorly affects the overall performance.
Effect: If the weapon has the Balanced Quality it loses it, if it does not Applies to: Any Weapon
have it gains the Unbalanced Quality instead, and if it has the Unbal- Acquisition Bonus: +5
anced Quality it replaces it with the Unwieldy Quality Effect: All tests with this weapon suffer a -5 penalty.

Clumsy Misaligned Barrel


Not made with accuracy in mind, this weapon is cumbersom even by the Little care was taken regarding the barrel, focusing array, or other aper-
standards of such large weapons, making aiming it an impossible task. ture of this weapon, and as a result its accuracy at longer ranges suffers
Applies to: Any Two-Handed Melee Weapon greatly.
Acquisition Bonus: +10 Applies to: Any Ranged Weapon
Effect: The weapon gains the Inaccurate Quality. Acquisition Bonus: +5
Effect: The wielder suffers a -10 penalty to BS tests at Long and Ex-
Cursed Metal tremely Long range.
Crafted from a strange or alien material which hums and glows, the
weapon can be dangerous to the user if held for too long. Noxious Discharge
Applies to: Any Weapon When the weapon is fired, it expels waste from vents along its
Acquisition Bonus: +5 barrel, creating a noxious cloud around the firer.
Effect: At the end of every combat in which the weapon is used (even if Applies to: Any Ranged Weapon
only once) the wielder must make a Toughness Test or suffer 1 Wound Acquisition Bonus: +5
without reduction for armour or Toughness. Effect: When the weapon is used to make an attack it sprays out a cloud
of noxious smoke that remains there until the end of the character’s next
Feral Manufacture turn. This smoke is counted as an attack with the Smoke (1) and Toxic
The weapon has been created by primitives on an unfortunately primitive (0) Qualities, centered on the area where the character wielding it made
world; cobbled together from half-understood plans using crude local the attack.
components.
Applies to: Any Weapon
Acquisition Bonus: +10
Effect: The weapon gains the Primitive (7) Quality. If it already has the
Primitive Quality decrease the Primitive Quality by -1.

6.2 Weapons, Ammunitions, & Modifications - 397


Overloaded Frame Slow Recharge
Excessively bulky and robust in construction, the weapon is difficult to Poor power supply or damaged conduits means the weapon fires slower
move and must be set up before it can be fired. than it normally would as it needs time between shots to build back up its
Applies to: Any Ranged Weapons that is not of the Heavy or Vehicle power.
Class Applies to: Any Las, Plasma, or Melta Weapon
Acquisition Bonus: +10 Acquisition Bonus: +10
Effect: The weapon must be braced to fire in the same way as a Heavy Effect: The weapon gains the Recharge Special Quality.
Weapon.

Scavenged Tainted Materials


Looted from one of the innumerable battlefields of the Imperium, a The psy-circuitry of force weapons is usually constructed in such a way
weapon scavenged (poorly) from one of these places is made of mis- that a psyker can channel his might through the weapon and into his
matched parts or has been poorly repaired. targets, murdering them with overwhelming psionic power. This weapon,
Applies to: Any Ranged Weapon however, was constructed with impure components, and it taints any
Acquisition Bonus: +15 psyker who attempts to channel their power through it.
Effect: Scavenged ranged weapons gain the Unreliable Special Quality Applies to: Any Force Weapon
or loses the Reliable Quality if they have it. Scavenged melee weapons Acquisition Bonus: +5
gain the Unbalanced Qualitty or lose the Balanced Quality if they have Effect: After using this weapon in combat or having it on their person for
it. In addition, if a Scavenged weapon ever rolls an unmodified 100 on an the whole game session they must make a +0 Willpower test, modified by
attack roll it is destroyed, as it simply falls apart. -5 for every sentient being they’ve killed, and if it is failed they gain 1d5
Corruption.
Single Shot
Quite often the easiest way to make a weapon easier and cheaper to man-
ufacture is to simplify its design. Like the well known Las-Lock, a single
shot weapon is a version capable of only firing a single round at a time,
sacrificing rapid fire and reload speed for ease of use.
Applies to: Any Ranged Weapon with a Semi-Auto or Full Auto Rate of
Fire
Acquisition Bonus: +20
Effect: A single shot weapon reduces its RoF to S/-/- and its clip size to
1. As some compensation it gains the Reliable Special Quality if it does
not have it.

6.2 Weapons, Ammunitions, & Modifications - 398


Random Weapon Downgrades
Melee Weapon Downgrades
Roll
Name Applicable To Effects
1d10
Absolute
1 All Melee Weapons -10 to all Weapon Skill tests with this weapon
Garbage
If the weapon has the Balanced Quality it loses it, if it does not have it gains the
2 Badly Balanced All Melee Weapons Unbalanced Quality instead, and if it has the Unbalanced Quality it gains the Unwieldy
Quality
Feral
3 All Melee Weapons The weapon gains the Primitive (7) quality
Manufacture
4 Flickering Field All Power Weapons The weapon's Pen is reduced by 2 and it only has a 25% chance to break enemy weapons
If the weapon is ever Parried with 3 DoS or used to Parry a melee attack that would do
5 Squeaky Chain Chain Weapons more than 15 Damage, the chain flies free, breaking the weapon and making it useless.
The attack is still parried, however.
Scavenged melee weapons gain the Unbalanced Qualitty or lose the Balanced Quality if
6 Scavenged All Melee Weapons they have it. In addition, if a Scavenged weapon ever rolls an unmodified 100 on an attack
roll it is Destroyed, as it simply falls apart.
All Two-Handed Melee
7 Clumsy This weapon gains the Inaccurate Quality
Weapons
After using this weapon in combat or having it on their person for the whole game session
8 Cursed Metal All Melee Weapons
they must make a +0 Toughness test, and if it is failed they lose 1 Wound
After using this weapon in combat or having it on their person for the whole game session
Tainted
9 All Force Weapons they must make a +0 Willpower test, modified by -5 for every sentient being they've
Materials
killed, and if it is failed they gain 1d5 Corruption
Just a Bit
10 All Melee Weapons -5 to WS tests with the weapon
Banged Up

Ranged Weapon Downgrades


Roll
Name Applicable To Effects
1d10
Absolute
1 Any Ranged Weapon -10 to all Ballistic Skill tests with this weapon
Garbage
Any Las, Plasma, or Melta
2 Slow Recharge The weapon gains the Recharge Quality.
weapon
Misaligned
3 Any Ranged Weapon -10 to BS tests at Long or Extremely Long range
Barrel
Any Ranged Weapon with
4 Fiendish Recoil -10 to BS tests when using the Semi-Auto or Full Auto actions
Full Auto firing mode
After using this weapon in combat or having it on their person for the whole game ses-
5 Cursed Metal Any Ranged Weapon
sion they must make a +0 Toughness test, and if it is failed they lose 1 Wound
Feral
6 Any Ranged Weapon The weapon gains the Primitive (7) quality
Manufacture
The weapon always requires twice as much ammunition as it would regularly for every
7 Ammo Glutton Any Ranged Weapon
shot
Any Ranged Weapon with
The weapon loses either it's Semi-Auto and Full Auto firing modes, and is limited to only
8 Single Shot Semi-Auto and/or Full
making Single Shots
Auto firing modes
When the weapon is used to make an attack it sprays out a cloud of noxious smoke that
Noxious remains there until the end of the character's next turn. This smoke is counted as an attack
9 Any Ranged Weapon
Discharge with the Smoke (1) and Toxic (0) Qualities, centered on the area where the character
wielding it made the attack.
Just a Bit
10 Any Ranged Weapon -5 to BS tests with the weapon
Banged Up

6.2 Weapons, Ammunitions, & Modifications - 399


6.3 Armours, Modifications, & Force Fields
Given the power and lethality of the weaponry surrounding them, it is to be expected that many seek out as much protection as possible. Such protec-
tion generally comes in two forms: personal armour designed to absorb or redirect damage, and exotic field devices that rely on arcane technologies
to shield the wearer from harm. Refraining from some sort of physical protection is to invite a speedy death, and while all servants of the Emperor
trust in His Protection, all know that to die before doing their duty to the Emperor is to fail Him.

Armour Characteristics 6.3.1 - Armours


Armour provides Armour points (AP) to various locations on a charac- Across the breadth and width of the gaaxy-spanning Imperium of Man
ter’s body, which can mitigate damage as per Section 9.0 Combat. uncountable multitudes of patterns and variants of clothings and armours
Some kinds of armour also have special properties noted in their descrip- exist, in a variety that is nearly impossible to categorize into anything
tion. Each type of armour has the following characteristics: aside from the broadest purviews. The following classifications are broad
representations of their type, as even on a single planet half a dozen
Armour Type: Describes the type of armour: Basic, Flak, Carapace, or variants of flak armour could exist.
Power.
Robes
Location(s) Covered: What locations the armour covers, which The everyday clothes of an Imperial citizen can very tremendously from
can be a combination of Arms, Legs, Body, and Head. Some armour world to world, with those from icy feral worlds wearing thick, heat-re-
covers all six Hit Locations and is noted as covering “All.” taining pelts, where as people from a tropical paradise world may wear
little but thin or sheer robes for modesty and to keep the sun off of one’s
AP (Armour Points): How many Armour Points the armour skin. Regardless of origin, these clothes rarely provide much in the way
provides for the locations covered. of protection from blades or bullets.

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.

Armour Tech-Levels Feudal Plate


This is a set of complexly linked metal plates that protect the wearer
The following Tech-Level applies to the indicated armours, as per the
while sacrificing little in the way of mobiliy. This armour is often the
rules for Manufacturing and other pertinent things.
height of personal protection on feudal planets, worn mostly by nobility.
Primitive: Robes, Heavy Leathers, Xeno-Hide Pelts, (the
following shields can only be made with primitive materials and work-
shops at half their listed AP bonuses) Light Shields, Medium Shields, and Xeno-Hide Pelts
Heavy Shields The galaxy teems with beasts as-yet uncatalogued by Mankind, who
Industrial: Armour: Chainmail, Feudal Plate, Ballistic Sur- have surrendered their shells, pelts, and skins to create crude but effective
coats, Flak, and Light Carapace, Light Shields, Medium Shields, and protections. Chitin harder than steel, fur that can rip flesh, serrated quills,
Heavy Shields tanned leathers that resist the sharpest blade—all these and more can be
Technological: Armour: Armoured Bodyglove, Mesh, and found in a limitless galaxy.
Heavy Carapace, Combat Shields, Power Shields, and Storm Shields,
Force Fields

6.3 Armours, Modifications, & Force Fields - 400


Ballistic Cloak Light Power Armour
Often taking the form of a cloak, cape, or even tabard worn over other, The lightest forms of powered armour are usually quite inobtrusive, com-
more bulky armour, these are usually not only decorational (displaying paratively, and generally look like more ornate or intricate suits of cara-
colours of allegiance, heraldry, and so on) but also function as supple- pace armour. Truly these sit somewhere in the twilight realm between the
mental pieces of armour, their minor, but notable, contribution to the two, with some deriding them for having precious little more protection
wearer’s wellbeing often associated with their display of their faith. than carapace, and much lesser strength than standard power armour.
A Ballistic Cloak may be worn over other armour, but must be However the rites of maintenance for suits such as these are relatively
custom fitted for one type/suit of armour. Additionally, when a Ballistic easier to conduct, and as a result far, far more suits of light power armour
cloak’s Craftsmanship is raised it can only gain a bonus to it’s wearer’s have survived the harsh millennia of technological regression than any
chosen Social Skill, not to its AP. other kind.
Light Power Armour follows the rules for Light Power Armour
Flak Armour as described in Section 6.4 “Powered Armour for Mortals”.
Just as the lasgun is the most common type of weapon in the galaxy, so
too is flak the most common type of armour, both due to their standard Standard Power Armour
usage in the Imperial Guard. Flak armour is made from multiple layers While there is little that is ever “standard” about power armour, given it’s
of ablative and impact–absorbent materials, designed to deal with light excessively individual and uncentralized understanding, there are suits
weapon attacks and proximity blasts. While not prepared to stop heavy that range between the daintiness of light power armour and the uncom-
weapons fire, it is relatively lightweight, simple and inexpensive to man- promising bulk of terminator armour. These suits of standard power ar-
ufacture, and dependable in combat. mour augment the strength of their users greatly, along with providing a
Flak Armour increases it’s AP by 2 when hit by Explosive type substantial amount of armour, though the user certainly becomes a much
Damage. more prominent and obvious target due to the armour’s strong presence
(and energy signature).
Mesh Armour Standard Power Armour follows the rules for Standard Power
Mesh armour is made from thousands of tiny thermoplas rings Armour in Section 6.4 “Powered Armour for Mortals”.
linked together to create a fabric-like cloth. The material becomes
momentarily rigid on impact, dissipating the attack. Unless hit directly Terminator Armour
it is nearly impossible to discern whether or not the material is mesh or Providing it’s wearer with an unparalleled amount of armour and
common cloth, and many priests (of both the Ecclesiarchy and Mechan- strength, and further being replete with sensor mountings and force field
icus) will wear such armour in the form of holy vestements if they are generators, suits of terminator armour are second to none in technical
expecting danger in the course of their duties. complexity and user survivability. Any sector may have but a dozen suits
of such armour in its span, but those suits may well have survived such
Carapace Armour events as the Horus Heresy and the Reign of Blood, and been handed
Made from moulded plates of plasteel or ceramite, carapace armour down from the veterans of those conflicts to their successors.
is often a sign of status. Elite warriors from the Militarum Tempsetus The size and strength of a suit of tactical dreadnought armour
and Adeptus Arbites wear full body suits of the material, but it is more cannot be overstated, and while these strengths are great indeed the
commonly used for chest protection, or woven into flak suits as modular downsides of it are quite great too, as the wearer’s manueverability and
plates which can be removed and replaced when damaged. Carapace dexterity are greatly decreased while in it’s nigh-impenetrable protection.
comes in levels of protection, with the associated trade-off between Terminator Armour follows the rules for Terminator Armour in
effectiveness and weight. Section 6.4 “Powered Armour for Mortals”.

6.3 Armours, Modifications, & Force Fields - 401


Armour Profiles
Stealth
Armour Locations Armour Availability
Name Special Weight Penalty?
Type Covered Protection (Single/Full Set)
(-5 x AP)
This may be worn over
Robes Basic All 0 4kg No Plentiful
or under other armour
Body, Arms,
Heavy Leathers Basic 2 - 5kg Yes Common
Legs
Armoured Body, Arms,
Basic 3 - 5kg No Rare
Bodyglove Legs
Chainmail Basic All 3 - 4/16kg Yes Common/Average
Feudal Plate Carapace All 4 - 7/30kg Yes Average/Scarce
Xeno-Hide Pelts Basic Body 6 - 10kg Yes Very Rare
This may be worn over
other armour, but must
be custom fitted for one
type/suit of armour.
Body, Arms, When a Ballistic Cloak's
Ballistic Cloak Basic +1 1kg No Scarce
Legs Craftsmanship is raised
it can only gain a bonus
to it's wearer's chosen
Social Skill, not to its
AP.
Flak Armour increases
Flak Flak All 4 it's AP by 2 when hit by 3/12kg Yes Average/Scarce
Explosive type Damage.
Mesh Basic All 4 - 0.5/3kg No Average/Scarce
Light Carapace Carapace All 5 - 4/16kg Yes Scarce/Rare
Heavy Carapace Carapace All 6 - 5/20kg Yes Rare/Very Rare
Light Power Power
All 7 100kg Yes Extremely Rare
Armour Armour
See Section 6.4
Standard Power Power
All 8 "Powered Armour for 200kg Yes Near Unique
Armour Armour
Mortals"
Terminator Power
All 14 400kg Yes Unique
Armour Armour

6.3 Armours, Modifications, & Force Fields - 402


6.3.2 - Shields
An utterly ancient armour concept, shields range from simple, iron-bound planks of wood to techno-arcane marvels such as that of storm shield,
made up of nearly forgotten force field technology and forged with the most advanced techniques known to the Mechanicus.
Shields do not require any Weapon Training to utilize, but they do count as Low-Tech Melee Weapons for the sake of Weapon Proficiency
Talents and Weapon Modifications. Also Shields count as Armour of the Carapace Armour Type.
When the Craftsmanship of a shield is raised (whether before or after Acquisition) the shield may only receive the Craftsmanship bonus for
Armour or Melee Weapons. If the shield has a Force Field it may instead gain the Craftsmanship benefits for a Force Field instead of the Armour or
Melee Weapon benefits. Additionally Light Shields and Combat Shields may gain the Forearm Weapon Mounting Weapon Modification even though
they are not Pistols.
A character only ever benefits from the single highest AP bonus provided to a Hit Location by any shield they carry.

Light Shield Combat Shield


Mostly taking the form of a small buckler or similar, a light shield offer A combat shield is a compromise between flexibility and defence, trading
minimal protection against most attacks, due to both it’s size and lacking the stronger field and physical protection a storm shield’s size offers fo
thickness, but is a very convenient tool for parrying blows. ra much lighter implement that is much more tactically flexible. Most
often seen in elite skirmisher units, and indeed the vanguard veterans
Medium Shield and assault marines of the legendary Space Marines, these shields are
A very standard implement, both in size and density, shields in this cate- most favoured by those who wish to stay mobile and have a good deal of
gory are able to cover an ample amount of a wielder’s person while not protection.
largely sacrificing the user’s mobility.
Power Shield
Heavy Shield A relatively rare shield system, power shields offer not just the protection
Sometimes called “tower shields” these shields are able to cover most of of a medium shield but the added benefit of a power field, sundering any
a character’s body and limbs, and may even cover the whole of them if weapons that strike it that do not have a power field themselves. Due to
used defensively. the necessary
The wielder of a Heavy Shield also gain the shield’s AP bonus
to their Legs and Head Hit Locations when the character is making use Storm Shield
of the Defensive Stance Action. The wielder can maintain an active Storm shields are large and heavy shields that can house extensive webs
Defensive Stance each Round by expending a Half Action, and can also of field generation circuitry in their thick plating. Its energy field and the
make one Half Action each Round without ending or cancelling their physical shield itself can both fend off bullets and blasts from afar and
Defensive Stance. protect against melee attacks.
The wielder of a Storm Shield also gain the shield’s AP bonus
to their Legs and Head Hit Locations when the character is making use
of the Defensive Stance Action. The wielder can maintain an active
Defensive Stance each Round by expending a Half Action, and can also
make one Half Action each Round without ending or cancelling their
Defensive Stance.

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

6.3 Armours, Modifications, & Force Fields - 403


6.3.3 Armour Modifications
Even with the untold billions that exist, each weapon becomes as unique as its owner in time. Some wielders might specifically acquire a specially
modified weapon, or customise their own to better match their fighting style. Such changes can alter its precision, the damage it inflicts, and other
factors to make it and its user even more valued servants of the Emperor.
Modifications can be gained by Acquiring them for a designated armour, or a character (or an ally) can try to apply them himself (see the
Applying Modifications paragraph below). An armour can only have an amount of Modifications equal to its Modification Slots. Note that the GM
has final say over which modifications can be applied; the facilities to produce Grav-Forged plate are rare to say the least and may not be available in
most places.

Applying Modifications Armour Modifications


Some characters may wish to apply their armour modifications per-
sonally. If a character decides to do this, he gains a +30 bonus to the Ablative
modification’s Availability when making the Acquisition test to acquire Ablative plating is constructed from thin layers of material designed to
it. If he succeeds the test, the modification is not applied to his weapon burn or break off when struck as it absorbs the impact or energy of the
but instead, he receives all of the parts necessary to apply the modifica- attack. This is especially popular in chest and shoulder plating.
tion himself. Once a character has the parts for a weapon modification, Applicable To: Any Flak, Carapace, or Power Armour
he can use the Trade (Armourer) Skill to apply that modification to the Availability: Scarce
desired armour. This test receives a modifier equal to the Availability of Tech-Level: Industrial
the customisation being applied. If the test succeeds, the modification is Effects: Ablative materials provide +3 AP to the armour upgraded.
successfully applied. If the test fails, the modification is not applied, and However, every hit against the armour reduces the AP by one, until the
the parts necessary to apply the modification are lost in the process. armour is reduced to its standard AP.

Removing and Re-Using Modifications Adamantine Chainguard


A character can also recover the parts necessary to apply a modification Some devoted Imperial servants wrap their armour in heavy links, the
by removing that modification from a different armour. To do this, the added weight acting as a reminder of the burdens Mankind must shoulder
character makes a mechanical Tech-Use Test with a modifier equal to on the path to righteousness. The chains also act as a secondary defensive
the Availability of the customisation being removed. If the test succeeds, measure, breaking weapons that strike them.
the modification is successfully removed with its parts intact. If the test Applicable To: Any Body Armour
fails, the modification is removed, but the parts necessary to reapply the Availability: Very Rare
modification are lost in the process. Tech-Level: Technological
Effects: Any non-Power Field melee attack that hits the Body Hit
Location must test to see if it is damaged as if being parried by a Power
Modification Slots & Craftsmanship Weapon.
Armours can only have a certain amount of Modifications, which
depends heavily on the garment’s inherent level of Craftsmanship. A
thread-bare, barely-staying-together flak chestpiece can usually only sup- Auto-Injectors
port a single Modification, where as an artificer-crafted piece of armour Common with penal regiments, slave-gladiators, and chem-warriors,
may be able to have as many as half a dozen mounted on it. these upgrades can be controlled either by the wearer or are a small
remote control device kept in the hands of the wearer's superior.
Applicable To: Any Flak, Carapace, or Power Armour
Craftsmanship Modification Slots Availability: Rare
Poor 1 Tech-Level: Technological
Effects: The wearer may carry ten doses of up to two separate substances
Common 2
at once (most commonly Frenzon, Slaught, Stimm, or De-Tox).
Good 3 Injecting one or both of these is a Half Action and the effects are instant.
Best 4 Depending on the nature of the rig, it may be triggered either by manual
control or by remote control by some other individual.
Exceptional 5
Master 6 Auto-Senses
These sensistive devices augment their wearer’s hearing and sight enor-
mously making blackest night as bright as midday, as well as providing
superior protection for thse augmented senses.
Applicable To: Any Flak, Carapace, or Power Armour Head Armour
Availability: Very Rare
Tech-Level: Technological
Effects: So long as the bearer is wearing his helmet, he gains the Height-
ened Senses (Sight, Hearing) Talent and the Dark Sight Trait. Sight and
Sound Input filtering provides immunity to the Blind Quality and a +20
to resisting the Concussive Quality. In addition, the wearer gains the
ability to make the Called Shot Action as an in-turn Free Action.

6.3 Armours, Modifications, & Force Fields - 404


Armour Modifications Summary
Applicable Applicable
Name Availability Tech-Level Name Availability Tech-Level
To To
Scarce Lumen- Any Basic
Any Flak, Average for Scarce Technological
Ablative Carapace, or Industrial Heraldry Armour
replacement
Power Armour plates Nightshroud Any except
Scarce Technological
Layer Power Armour
Adamantine Any Body
Very Rare Technological Nightweave Any Basic
Chainguard Armour Rare N/A
Silk Armour
Any Flak,
Auto-Injectors Carapace, or Scarce Technological Night World
Any Armour Abundant Primitive
Power Armour Battle Livery
Any Flak, Cara- Noise
Any Armour Plentiful Primitive
pace, or Power Dampening
Auto-Senses Very Rare Technological
Armour Head
Armour Null-Lattice Any Flak, Technological
Carapace, or Near Unique
Blur Field Any Armour Extremely Rare Technological Girding (Occult)
Power Armour
Chameleoline Temporary:
Any Armour Rare Technological Any Flak,
Coating Pentagramatic Rare Industrial
Carapace, or
Any Flak, Wards Permanent: (Occult)
Ceramite Power Armour Extremely Rare
Carapace, or Scarce Technological
Plating
Power Armour Medieval Plate,
Chain Flak, or Carapace
Any Leg Armour Average Industrial Power Assisted Armour that cov- Very Rare Technological
Loinguard
ers Body, Arms,
Concealed and Legs
Any Armour Rare Primitive
Weapons
Preysense Any Basic
Any Flak, Rare Technological
Deflective Mask Armour
Carapace, or Scarce Industrial
Construction Any Flak,
Power Armour
Raised Gorget Carapace, or Scarce Industrial
Any armour
Devotional Power Armour
with a helmet or Average Industrial
Braziers backpack Any Flak,
Refractory Carapace, or Rare Technological
Devotional Power Armour
Any Armour Common Primitive
Iconography
Primitive
Any Flak, Sanctification Any Armour Scarce
(Imperial Creed)
Enviro-Sealed Carapace, or Rare Technological
Power Armour
Power Armour Servo-
or Terminator Very Rare Technological
Faraday-Mesh Manipulators Armour
Any Armour Very Rare Technological
Warding
Any Flak,
Flame Any Basic Shock-Field Carapace, or Rare Technological
Average Primitive
Retardant Armour Power Armour
Any Carapace or Signum Any Armour with
Grav-Forged Near Unique N/A Very Rare Technological
Power Armour (Master) Auto-Senses
Gun-Lock Any Shield Average Primitive Signum Link Any Armour with
Rare Technological
Any Flak, (Slave) Auto-Senses
Hexagramatic Technological
Carapace, or Very Rare Any Flak,
Wards (Occult)
Power Armour Spikes Carapace, or Common Primitive
Any Flak, Power Armour
Immateria Technological
Carapace, or Very Rare Any Armour with
Ward (Occult) Targeter Array Very Rare Technological
Power Armour Auto-Senses
Any Flak, Thermal Any Armour Common Primitive
Impact Gel Carapace, or Rare Industrial
Power Armour Tool-Mount Any Armour Common Primitive
Any armour
Incense Trophy Rack Any Armour Common Primitvive
with a helmet or Rare Industrial
Burner backpack Truesilver Industrial
Any Armour Very Rare
Insulated Any Armour Common Industrial Filigree (Occult)
Integrated
Technological
Psychic Any Armour Near Unique
(Occult)
Barbute
Armour Modifications (Cont.)
Blur Field Concealed Weapons
Far more difficult to integrate into armours than most other additions, Hidden within vambraces, pauldrons or other easily-accessible locations,
the complex network of nodules cause an individual’s image to distort a small back-up weapon is valuable for all manner of criminals, giving
and fog, making it very difficult to make out their silhouette or features. them a last-ditch tool to use against their enemies when all else has
The effect does not hide so much as distort the user’s outline, rendering failed. Pirates, assassins, and bounty hunters in particular are renowned
it difficult to focus upon or identify. The field has the added bonus that it for their tendency to be festooned with weapons, overt and concealed
causes a similar effect against electronic systems, foiling those that rely alike, to serve them in almost any situation. Some examples of this
upon pattern recognition. The field generators require a standard power upgrade are simply well concealed compartments hiding an otherwise
cell to operate, and employ a complex network of wiring that can cause normal weapon. Others are more ingenious still, working the mechanism
damage to the user when torn or punctured. into the structure of the armour, as retractable blades or cunningly hidden
Applicable To: Any Armour pistols linked to inconspicuous triggers.
Availability: Extremely Rare Applicable To: Any Armour
Tech-Level: Technological Availability: Rare
Effects: This Modification imposes a –20 penalty against all sight- Tech-Level: Primitive
based tests against the user when activated, including both ranged and Effects: Select a single weapon with the Compact or Micro Modifica-
close combat attacks. However, should the wearer take any damage that tion. The weapon is hidden within the construction of the armour, either
penetrates the armour, add the Shocking Quality to the damage of the secreted away within a compartment or built completely into the armour.
attack (still include the AP of the armour to the Toughness Test to resist Enemies attempting to locate the weapon suffer a –30 penalty on all tests
the Shocking Quality). Activating or deactivating the field requires a Half to do so and suffer one additional automatic Degree of Failure on such
Action, and the power cell will last two minutes (24 Rounds). Tests. The availability of this upgrade is onestep more difficult than the
availability of the weapon being concealed, or Rare, whichever is worse.
Chameleoline Coating
This coating mimics the colours surrounding its user, just like the cloak Deflective Construction
of the same name, but is integrated into an armoured surface. Typically The shape of this armour is oddly smooth, mimicking the rounded sides
only used by select Ordo operatives, this armour combines the best traits and curves of the armour of the Adeptus Astartes. This armour deflects
of armour with the masking effects of cameleoline technology. How- blades and blasts through the odd angles and curves of its design.
ever, it only works against visual detection, making it a poor choice for Applicable To: Any Flak, Carapace, or Power Armour
advanced stealth requirements. Availability: Scarce
Applicable To: Any Armour Tech-Level: Industrial
Availability: Rare Effects: This upgrade grants a suit of armour 2 additional armour points
Tech-Level: Technological against any attack with the Explosive or Rending damage types.
Effects: The wearer gains the same effect as a cameleoline cloak, +20 to
concealment Stealth Tests and if he remains stationary during his turn, Devotional Braziers
Ballistic Skill tests targeting him suffer a –30 penalty until the beginning A common item among Ecclesiarchy priests, Sisters of Battle, and
of his next turn. devoted Inquisitors of the Ordo Hereticus, braziers serve little practical
purpose, but act as beacons of inspiration for the faithful.
Ceramite Plating Applicable To: Any armour with a helmet or backpack
This heat-resistant plating offers excellent resistance to heat-based weap- Availability: Average
ons such as flamers or las weapons. Tech-Level: Industrial
Applicable To: Any Flak, Carapace, or Power Armour Effects: A brazier must be affixed to a backpack, helmet, or similarly
Availability: Scarce worn item. Setting it aflame requires a Half Action and it can burn for 2
Tech-Level: Technological hours. Whilst alight, it acts as a glow-globe and grants a +30 bonus to all
Effects: Ceramite plating add 2 points of Armour Protection against any Charm and Command tests, a +10 bonus to Intimidate tests, and a –40
damage with the Energy type. penalty to all Stealth tests. If the wearer is ever knocked Prone while it is
lit, he must pass an Ordinary (+10) Agility Test to avoid setting himself
Chain Loinguard On Fire.
Worn around the waist, this protective garment helps defend the legs
from attack, allowing the wearer to stay mobile. Devotional Iconography
Applicable To: Any Leg Armour Devotional iconography takes many forms, including sanctified scrolls,
Availability: Average purity seals, large metal halos, and even entire suits of armour covered in
Tech-Level: Industrial barely visible micro-etching.
Effects: Any Critical Effect to the legs is reduced by 2. Applicable To: Any
Availability: Common
Tech-Level: Primitive
Effects: The wearer gains a +10 bonus to all Social Skill Tests when
dealing with those faithful to one chosen faction (chosen as with Peer),
but suffers a –10 penalty to Fellowship-based Tests when dealing with
those with enmity towards their chosen faction.

6.3 Armours, Modifications, & Force Fields - 406


Armour Modifications (Cont.)
Enviro-Sealed Gun-Lock
This armour has been modified with seals around joints, and has a helmet A simple change to the structure of a shield, this is often seen on shields
rebreather and self-contained air supply. used by Arbites to wield both a ranged weapon and also protect them-
Applicable To: Any Flak, Carapace, or Power Armour selves against aggressors.
Availability: Rare Applicable To: Any Shield
Tech-Level: Technological Availability: Average
Effects: Characters with Enviro-Sealed upgrades to their armour can Tech-Level: Primitive
survive in vacuum (or other environments with a hostile atmosphere) for Effects: The wielder of a shield with this Modification may use Basic
6 hours without suffering adverse affects. After that time, they run out Class ranged weapons, or Two-Handed spear-like melee weapons (name-
of oxygen and suffocate. Additionally the wearer gain a +20 bonus to ly Chainspears, Chainglaives, Power Spears, Lance Goads, Arc Lances,
resisting the Irradiated Quality. Man-Catchers, and Spears) while holding the shield.

Faraday-Mesh Warding Hexagrammatic Warding


While most commonly seen on a select few voidsuits maintained by Powerful wards, null-psy lattice circuits and prayers of protection are
many voidships for use during external repairs and other maintenance woven into armour carrying this upgrade, often visually represented
performed when the ship is in the inner depths of a solar system, this rare by ornate carvings and graven icons embellishing its surface. Armour
but exceedingly useful shielding provides a ward against the power-nulli- upgraded in this way serves not only to protect the wearer’s body but
fying effects of most exotic types of energy that might be encountered. also their soul.
Applicable To: Any Armour Applicable To: Any Flak, Carapace, or Power Armour
Availability: Very Rare Availability: Very Rare
Tech-Level: Technological Tech-Level: Technological (Occult)
Effects: Armour with this Modification provides it’s user and the ar- Effects: Armour with this upgrade provides it wearer with a +20 bonus
mour’s other Modifications with immunity to the Shocking and Haywire on Tests made to resist any direct psychic attack or manipulation used
Quality, and power armour with this Modification does not suffer the usu- against them. Additionally, the armour provides double the Armour
al effects that the Haywire Quality would inflict upon it. Additionally this Points against attacks of psychic force or warp-energy that directly deal
Modification increases a character's Noospheric Defence penalty by 10, Damage, and keeps its value against attacks made with the Warp Weapon
but also gives the character wearing it a -10 to all digital Tech-Use Tests. Quality.

Flame Retardant Immateria Ward


Commonly worn by promethium miners, refinery workers, and arson- An immateria ward is a form of null-field projector and machine spirit
ists (sanctioned or otherwise), these materials range from naturally heat cogitation core intended for armour, shields, and similar devices. Placed
resistant hides of beasts from volcanic worlds to artificial weave crafted upon armour (to the accompaniment of long ritual and forging of the
by servo-looms en masse on many a hive world. machine spirit) an immateria ward appears as a sigil within a circle,
Applicable To: Any Basic Armour both shapes outlined by thin silver cables set into shallow channels. The
Availability: Average null-field projector and cogitation core are hidden beneath the center of
Tech-Level: Primitive the sigil. The potent machine spirit within slumbers until it senses the
Effects: The character gains a +10 to the Agility Test to avoid catching presence of the warp; when it wakes to action, the silver cables smoke
on fire, and a +20 to the Agility Test to extinguish the flames if he catches and glow with a purple mist of dissipated Empyric energies.
on fire. Additionally if the d10 for Fire damage rolls a 1 it is immediately Applicable To: Any Flak, Carapace, or Power Armour
extinguished, as the retardant nature of the material smothers the flame Availability: Very Rare
out. Tech-Level: Technological (Occult)
Effects: The machine spirit of an immateria ward protects its bearer by
Grav-Forged blocking up to 6 Corruption Points gained from direct exposure to warp
Graviton Forges are rare and singularly powerful pieces of archeotech, material. This prevention occurs once for each exposure, but the ward has
dating back to the Dark Age of Technology. The unbelievable gravatic no effect on other sources of Corruption. Additionally, the ward blocks
pressures they can exert are capable of melding materials on a molec- up to 6 points of Damage caused by a psyker power. Armour with an
ular level, creating alloys that are otherwise impossible to create and immateria ward provides an additional 6 Armour Points versus daemonic
materials harder than any made through conventional methods. However attacks.
the rites to utilize these ancient machines are long, intensive, and only
performed by the greatest of Magos Artisans, for only a handful are Impact Gel
known to exist throughout the whole of the Imperium. To receive a suit Durable cells of impact-dispersing gel are concealed within the structu-
of armour so singularly blessed is no small thing. re of the armour, spreading the shock of impact more evenly, reducing
Applicable To: Any Carapace or Power Armour its influence upon the armour’s wearer. The cells are tough enough to
Availability: Near Unique remain intact amidst the pressures they are subjected to, preventing the
Tech-Level: N/A gel from leaking out or being exposed to the atmosphere.
Effects: A suit of Grav-Forged armour weighs half the normal amount Applicable To: Any Flak, Carapace, or Power Armour
and increases the AP by 1. In addition, the Pen value of any attack made Availability: Rare
against a character wearing a suit of Grav-Forged armour is halved, Tech-Level: Industrial
rounding up. The improved AP from this upgrade does not count for Effects: This upgrade grants a suit of armour 2 additional armour points
purposes of armour penalties to Stealth Tests. against any attack with the Impact damage type.

6.3 Armours, Modifications, & Force Fields - 407


Armour Modifications (Cont.)
Incense Burner Nightshroud Layer
Filled with blessed herbs (or other pungent, holy substances), an incense Crafted in a similar way to Night Cloaks this armour’s surface absorbs
burner sends billowing clouds of strong-smelling smoke in all directions. almost all ambient light, while the undersuit contains almost all the
Applicable To: Any armour wearer’s body heat. When the armour is completely sealed, the user can
Availability: Rare disappear into the dark, hidden even from thermal imaging. Attempts
Tech-Level: Industrial have been made to combine this technology with power armour, but the
Effects: An Incense Burner can be affixed to a backpack, powerpack, or immense amounts of heat the armour generates swiftly renders the suit
be attached to one’s waist via a chain, and can hold a single portion of impossible to wear.
an incense at a time, each of which burn for one hour. Setting it aflame Applicable To: Any suit of armour that covers all locations, with the
requires a Half Action and the effects of that Incense affect all characters exception of Power Armour.
within 3m as long as they start their turn within that 3m radius of the Availability: Scarce
character with the Incense Burner. “Reloading” the Incense Burner takes Tech-Level: Technological
a Half Action in Structured Time and cannot be reloaded by the character Effects: Armour with this upgrade grants the user a +30 bonus to con-
himself equipped with it if mounted upon a backpack. cealment Stealth Tests when in the dark. The heat contained within the
armour means that it swiftly becomes unbearable to wear, forcing the
Insulated wearer to pass a Challenging (+0) Toughness Test or suffer a level of
This armour has been modified with cooling regulators and fluid disper- fatigue for each Degree of Failure for every hour of wearing armour with
sal tubes under the plates, to allow for greater survivability in adversely this attachment and using the bonus from the Nightshroud Layer.
hot environments.
Applicable To: Any Armour Nightweave Silk
Availability: Common This silk is an opulent fabric woven from a crystalline material that
Tech-Level: Industrial shimmers with a spectrum of soft inner light when worn in twilight or
Effects: Characters with Insulated Modification on their armour do not darkness, producing almost hypnotic fascination in onlookers. Night-
need to take Toughness Tests due to hot temperatures or environments weave silk is valued for its effect, great beauty, and rarity by the high
(within reason, as this will not protect against the extreme heat of lava, lords and ladies of the sector, and is sold only by traders who operate on
for example). the Halo Stars’ margins (who remain tight-lipped about its origins). De-
spite its favour in numerous courts, it is considered ill-omened by many
Integrated Psychic Barbute void born, and some psykers claim to detect the faintest echo of suffering
Most notably employed in the power armour worn by Space Marine and something inhuman in the silk, likewise shunning it.
Librarians, this modification adds extensive psy-lattice constructs and Applicable To: Any Basic Armour
plugins to allow the psyker’s warped mind to be protected and project Availability: Rare
this protection to nearby allies as well. All the while he enjoys the pro- Tech-Level: N/A
tection and surety of the armour’s sturdiness to protect his most valuable Effects: All Weapon Skill, Ballistic Skill, and Focus Power Tests used
asset. against a character with armour with this Modification suffer a -10
Applicable To: Any Armour penalty.
Availability: Near Unique
Tech-Level: Technological (Occult) Night World Battle Livery
Effects: The wearer, so long as he is a psyker, gains the benefits of a In certain circumstances, a character may be permitted to make use of
Psychic Hood, along with the protection afforded by the armour this variant livery on their armour, painting it with different designs specific
Modificationis installed upon. to an individual campaign or engagement. A simple and well known vari-
ant is known oficially in Munitorum registration forms as “Night World
Lumen Heraldry Battle Livery”. Applying this “Modification” is as simple as spraying
The surface of the armour is covered in shifting, dynamic patterns of on black graffitio paint, daubing his armour in soot, or staining it with
luminescent colour, creating shapes and images that flow as the wearer widely available industrial chemicals. Guardsmen, Acolytes, and even
moves and fights. Beloved by the ostentatious and those who seek to Explorers may choose to paint their armour in Night World Camouflage
leave a strong impression, lumen-heraldry depicts animated murals of before a mission if it will involve stealth or reconnaissance elements.
grand or terrifying imagery. Applicable To: Any Armour
Applicable To: Any Basic Armour Availability: Abundant
Availability: Scarce Tech-Level: Primitive
Tech-Level: Technological Effects: While his armour is painted in this way, the wearer gains a +10
Effects: The imagery on the armour grants the wearer a +10 bonus to to concealment Stealth Skill Tests. This Modification does not take up a
Intimidate and Command Tests, but also imposes a –30 penalty on con- Modification Slots. While simple to apply this Modification is also quite
cealment Stealth Tests, as the luminous shapes make it difficult to hide. simple to remove, if sufficiently soaked or rained upon the GM should
The heraldry contains a power source, which must be recharged after 5 feel free to remove this bonus from the player characters.
days of use (if the armour already has a power source, it can be connect-
ed to that instead with no noticeable drawback).

6.3 Armours, Modifications, & Force Fields - 408


Armour Modifications (Cont.)
Noise Dampening Power-Assisted
As simple as cloth rags stuffed or tied between armour plates, this mod- The armour’s weight is carried by a complex array of supports and ser-
ification is a very simple one. While it may give something of a ragtag vos, which boost the wearer’s strength and allow him to carry weightier
look, and is largely looked down upon by force commanders as primitive, loads. Similar to power armour to an extent, this upgrade is significantly
it’s effectiveness is undeniable, and it is a widely used practice among less advanced, and normally added to a suit of armour for some utili-
guardsmen who are are assigned to reconnaissance regiments. As simple tarian purpose, such as heightening the strength of labourers wearing
as gathering spare cloth and strapping down or wadding it between plates engine-plate.
this practice largely eliminates the jingling and rattling of armour plates Applicable To: Medieval Plate, Flak, or Carapace Armour that covers
against one another, allowing the user to move through enemy territory Body, Arms, and Legs
while moderately well armoured. Availability: Very Rare
Applicable To: Any Armour Tech-Level: Technological
Availability: Plentiful Effects: Armour with this upgrade adds +10 to the wearer’s Strength
Tech-Level: Primitive Characteristic, and the weight of the armour does not count for calculat-
Effects: Armour with this Modification halves the Stealth penalty to ing the wearer’s normal carrying limit. However, the armour requires a
silent move Stealth Tests provided by it. This Modification does not take power supply, normally carried in a backpack. A standard power supply
up a Modification Slot. If the character with this Modification is ever On lasts for 1d5 hours before it needs to be replaced or recharged.
Fire he loses the benefit of his Noise Dampening (though his screaming
is likely to call more attention than the now undampened armour ever Preysense Mask
would). Artisans can add the fine mesh of cooling capillaries and the neces-
sary circulatory system to a set of armour. While visual masking will
Null-Lattice Girding confound sentries and simple scans, often one’s own body heat will give
While this modification can take many different forms, from delicate you away to an auspex with thermal capability. The Preysense Mask
banding of psy-dissipation lattices woven inbetween structural layers uses a canister of liquid cooling agent that circulates through capillaries
to carved obsidian runes voicing the Blood God’s burning hatred for throughout the exterior of the garment, bringing the wearer’s heat signa-
psykers, the effects are ultimately the same; the wearer is protected and ture level with the environment.
shield from the powers of the heretic, witch, and sorcerer. Applicable To: Any Basic Armour
Applicable To: Any Flak, Carapace, or Power Armour Availability: Rare
Availability: Near Unique Tech-Level: Technological
Tech-Level: Technological (Occult) Effects: The masked armour provides a +20 bonus to concealment
Effects: While worn this armour grants it’s wearer the benefits of a Null Stealth Tests when opposed by infrared sensors or creatures whose sight
Rod, and additionally Force Weapons used against him do not gain addi- is based on heat.
tonal Damage and Penetration provided by their Force Quality.
Raised Gorget
Pentagramatic Wards A simple modification, designed to protect one’s head, or more specifi-
One of the Ordo Malleus’s most closely guarded secrets, these wards cally, their necks. This is essentially a reinforced collar that covers up the
come about through a complex and arcane process of occult rituals, holy neck entirely, often going up to just uner one’s nose.
symbology, and the application of lost aerythmetical formulae. When Applicable To: Any Flak, Carapace, or Power Armour
complete, pentagramatic wards block Warp entities, and are often so po- Availability: Scarce
tent that even approaching one is enough to damage or banish a Daemon. Tech-Level: Industrial
Applicable To: Any Flak, Carapace, or Power Armour Effects: Every time an attack hits the wearer’s head, roll a d10. On a
Availability: Temporary: Rare, Permanent: Extremely Rare result of 8, 9 or 10, the attack counts as hitting the body instead.
Tech-Level: Industrial (Occult)
Effects: Whenever a character with the Daemonic or Warp Instability Refractory
trait becomes engaged in melee with the warded armour’s wearer or Reflective or Refractory armour coatings can redirect and dissipate laser
begins his turn engaged with the wearer, that character must make a -10 bolts through layers of microscopic crystals embedded in its surface.
Willpower test. If the character fails, he suffers 1d5 Energy damage per Highly expensive and hard to maintain (something as simple mud can
Degree of Failure (ignoring armour and Toughness bonus) and the effects render it useless), it is also decorative and easily disguised as an orna-
of the Malediction (3) Quality. If the character scores 4 or more Degrees mental affectation.
of Success on the test, however, the pentagramatic ward shatters and the Applicable To: Any Flak, Carapace, or Power Armour
armour permanently loses this upgrade. Availability: Rare
Additionally, temporary wards on armour quickly become Tech-Level: Technological
eroded in heavy combat, typically failing after a single Combat encounter Effects: Those armour locations upgraded in this manner count as having
(the GM has the final say-so on this). 3 extra Armour Points against attacks from Las Weapons.

6.3 Armours, Modifications, & Force Fields - 409


Armour Modifications (Cont.)
Sanctification Signum (Slave)
Blessed by an Imperial priest, consecrated with holy oils, and invested A signum is a useful tool alone, but by equipping the targeting systems of
with hours of litanies of protection this armour has been made to vouch- one or more squad members with a signum link, they can make optimal
safe it’s wearer’s soul against the predation of the Warp and all its spawn. use of the signum’s readings to achieve unparalleled acts of teamwork by
Applicable To: Any Armour forming a web of their interconnected autosenses. This allows all partici-
Availability: Scarce pating members to make a concerted attack on the same foe, striking with
Tech-Level: Primitive (Imperial Creed) a coordinated precision that makes their assault all but inescapable.
Effects: Armour with this upgrade provides it wearer with a +10 bonus Applicable To: Any Armour w/ Auto-Senses
on Tests made to resist any direct psychic attack or manipulation used Availability: Rare
against them. Additionally, it keeps half its value against attacks made Tech-Level: Technological
with the Warp Weapon effect. Effects: To form a signum web, at least one other character must be
equipped with a signum. One or more other characters in the squad then
Servo-Manipulators equip their armour with signum links. All characters on the web (via the
Many of the most cumbersome suits of armour are a hindrance to fine signum or a link) within range (one kilometer) may benefit from the rules
dexterity, the bulky gauntlets hindering the ability to perform precise for Ganging Up on an opponent, regardless of whether they are engaged
tasks. While this is seldom a concern for most warriors, those who wear in melee or using ranged attacks, and with the benefits applying both to
armour for reasons other than combat must often make a compromise Weapon Skill and Ballistic Skill.
between protection and dexterity, or make use of additional tools to com-
pensate for the difficulties. Such tools are commonly known as servo-ma- Spikes
nipulators, consisting of an array of probes, micro-claws, magno-clamps These wicked talons of metal or bone are often affixed to armour, both
and tool connectors on omnidirectional articulated arms, operated by a for ornamentation and to inflict vicious strikes against any foe that would
control unit that tracks the user’s eye movements and facial muscles, and dare get too near the wearer.
responds to vox commands. Applicable To: Any Flak, Carapace, or Power Armour
Applicable To: Standard Power Armour or Terminator Armour Availability: Common
Availability: Very Rare Tech-Level: Primitive
Tech-Level: Technological Effects: Anyone attempting to make a melee attack against the wearer
Effects: A set of servo-manipulators remove any penalty to fine manipu- who fails their Weapon Skill test to hit the wearer suffers 1d5 Rending
lation caused by power armour. Damage plus 1 additional Damage per Degree of Failure. In addition, so
long as the upgraded armour covers the wearer’s arms, the wearer always
Shock Field counts as being armed with a Knife in melee. This “Knife” may gain
This armour modification takes the shape of a series of capacitor cells benefits from further Weapon Modifications applied to the armour (which
and conductive spikes that arc savagely at any conductive implement that take up Armour Modification slots as though they were themselves
falls near them. Armour Modifications).
Applicable To: Any Flak, Carapace, or Power Armour
Availability: Rare Targeter Array
Tech-Level: Technological This array is an augmentative imaging system that compliments au-
Effects: Any successful hit to armour with a Shock-Field with a conduc- to-senses by aiding the user’s `aim and makes avoiding their shots quite
tive weapon—any close combat weapon not made of wood, ceramite or hard to dodge,
glass—results in a Toughness Test as if the attacker had been hit in the Applicable To: Any Armour w/ Auto-Senses
arm with a weapon with the Shocking Quality. Unarmed and attacks from Availability: Very Rare
creatures using Natural Weapons or Deadly Natural Weapons also cause Tech-Level: Technological
the attacker to take a test against the Shocking Quality. The test against Effects: A Targeter combines the effects of a Red-Dot Laser Sight and
the Shocking Quality only happens if the attack is not Dodged, Parried, Telescopic Sight. In addition, its sophisticated target-lock system makes
or otherwise evaded. evading a shot from a weapon guided by it extremely difficult. Attempts
to Dodge ranged attacks from a character equipped with a Targeter suffer
a –10 penalty. This benefits to all ranged weapons the user wields regard-
Signum (Master) less of their Class.
A Signum is a sensorium and transmitter array that can be mounted on
a suit of power armour. It broadcasts enhanced tactical readings to all
members of a squad with Signum Links, allowing them to benefit from Thermal
the targeting data. These extra layers of cloth or electrically-powered heaters fitted under
Applicable To: Any Armour w/ Auto-Senses regular armour allow the user to better survive in arctic locations.
Availability: Very Rare Applicable To: Any Armour
Tech-Level: Technological Availability: Common
Effects: While a character equipped with a signum all characters in range Tech-Level: Primitive
(one kilometer) with a proper receptive device (auto-sense goggles, Effects: Characters with thermal upgrades to their armour do not need to
bionic eyes, MIU, signum links, etc.) receive a +5 bonus to Ballistic take Toughness Tests due to cold temperatures or environments (within
Skill Tests. If the equipped character spends a Half Action and succeeds reason, as this will not protect against the extreme cold of a liquid nitro-
on a digital Tech-Use Test, this bonus increases to +10 for an amount of gen sea, for example).
Rounds equal to his Intelligence Bonus. The effects of multiple signums
are not cumulative, but see the signum link below.

6.3 Armours, Modifications, & Force Fields - 410


Armour Modifications (Cont.)
Tool-Mount Truesilver Filigree
Many voidmen and pirates make use of an array of tools, and to save Woven through armour, Truesilver filigree is much more than decoration.
space and give easier access, many of those tools end up mounted on Light that reflects off of the artful carvings can cause Daemons to flinch,
voidsuits, engine-plate and other suits of armour. For convenience, the opening them up to crippling counterattacks.
tools are normally mounted on retractable frames, allowing them to be Applicable To: Any Armour
locked forward when in use and pulled back when not needed. Availability: Very Rare
Applicable To: Any Armour Tech-Level: Industrial (Occult)
Availability: Common Effects: Armour with this upgrade provides it wearer with a +10 bonus
Tech-Level: Primitive on Tests made to resist any direct psychic attack or manipulation used
Effects: A tool mount allows up to 4 small tools or weapons with the against them. It also keeps half its value against attacks made with the
Compact or Micro Modification to be fitted onto the outside of the Warp Weapon effect.
armour. Using a tool so mounted gives the wearer 1 additional Degree of While engaged in melee with the wearer of Truesilverfilagreed
Success on any test utilizing one of those tools due to the convenience of armor, any character with the Daemonic Trait suffers a penalty to Weap-
always having them at hand, and lets the wearer equip any tool or weap- on Skill tests equal to 5 times the wearer’s Willpower bonus.
on on the Tool-Mount as an any-time Free Action.

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.

6.3 Armours, Modifications, & Force Fields - 411


6.3.4 - Force Fields
While physical armour is often as effective as it is impressive (sometimes merely the sight of a heavily armoured Arbites is enough to quell a would-
be heresy), there are other times where a stealthy approach is required, or the situation calls for a less combative presence. Force fields can provide
protection in these instances, as they are usually more concealable and often much more effective as well. Most are small, otherwise unobtrusive
devices that none even within the Adeptus Mechanicus fully understand. Some are impossibly ancient archeotech creations from the Dark Age of
Technology, considered holy relics to be venerated and sanctified before each use.
Unless stated otherwise, force fields offer protection for the entire body. It is a Half Action to turn the field on or off (and no one in their
right mind would keep one on at all times anyways). A character may only benefit from one field at a time, regardless of how many different fields he
may have equipped. When a character wearing an active field is attacked, but before Evasion tests are made, roll 1d100. If the result is lower than or
equal to the field’s protection rating, the attack is nullified and has no effect on the protected character (although the attack might have an impact on
the character’s surroundings or other nearby characters, such as with weapons with the Blast quality).
Fields can also Overload. Compare the 1d100 roll to avoid damage to the Overload number for that particular Force Field. If the result is
lower than or equal to the listed number, the field Overloads. Additionally if a Force Field blocks an amount of Damage equal to or greater than its
Protection Rating it Overloads. It ceases to function until it is recharged or repaired, requiring a successful Very Hard (–30) mechanical Tech-Use
Test that takes one hour to complete.
Refractor Field Power Field
Refractor fields are small enough to be disguised as jewellery or other Unlike most other field devices, power fields are large, bulky affairs that
ornamentation. While active, they can disperse an attack across the field’s cannot be easily disguised. Personal versions must be worn as heavy
entire surface area to negate the damage, but they also constantly envelop backpacks, while larger units are fitted with motive mechanisms, due to
users with a soft halo as their energies interact with the surrounding air. their weight and size. Power fields are very effective, projecting a force
The glow of an active refractor field makes the user more wall to negate incoming attacks, but drain energy quickly once active.
noticeable in low lighting or darkness, and imposes a –20 penalty on all A power field causes the air to visibly ripple and crackle with
Stealth tests he takes. static discharge, imposing a -30 penalty on all Stealth tests. It also does
not defend against ranged attacks made within Point Blank Range, or
Conversion Field attacks in melee.
These devices convert the energy of an attack into radiated light, often A Personal Power Field occupies a Back Gear Slot.
strong enough to act as a blinding visual blast against nearby foes.
If the conversion field blocks more than 12 points of damage Field Wall Generator
from a single attack, the release of light is strong enough to blind those A renowned item of ancient STC provenance this device creates a force
nearby, forcing everyone within 10 meters of the wearer to take a Test field with a wide protective scope. It has saved the lives of warbands and
against the Blind (0) Quality. The character wearing the conversion field beleaguered teams of Adeptus Arbites on many worlds across the galaxy.
is unaffected by this burst. The wall consists of two or more generators. Activating or
deactivating a generator requires a Full Action, which also activates all
Rosarius other linked generators. A linear force field then forms between each
Equal parts force field, devotional icon, and badge of office, the generator, 1.5 metres high and up to 8 metres in length. The barrier
rosarius is a conversion field commonly used by the Ecclesiarchy acts as cover, so only parts of the body protected by the field wall gain
and its allies. force field protection. If a wall section overloads, then only that portion
Allies who can draw a line of sight to a character with a rosar- between the two generators shuts down, and any other linked sections
ius gain a +10 bonus to Fear and Pinning tests; this is lost if the wearer remain unaffected.
dies or suffers any Critical damage. If the Rosarius would Overload and
the bearer has the Pure Faith Talent he may make a Fate Test. If this is Icon of the Just
passed the Rosarius does not Overload, if it is failed then the Rosarius A proud, glowing symbol of Inquisitorial might, each Icon of the Just
still Overloads. projects a personal force field strong enough to block both mortal
Characters with 20 or more Corruption cannot use a Rosarius, weaponry and the devastating attacks of daemonic entities. Often stylised
it simply refuses to protect them. as small hammers or symbols of the Inquisition, few except the Ordo
Malleus’ most trusted and devoted Daemonhunters receive these blessed
Displacer Field devices.
Displacer fields are powerful, but sometimes as dangerous to use as the Each Icon of the Just also contains holy wards that repel Warp-
actual attack. They operate not by absorbing or shunting away an attack’s spawn. Opponents with the Daemonic Trait suffer a –10 penalty to attack
energy, but instead by shifting the user away using miniature Warp-jump tests and Focus Power tests against the wearer.
technologies. This jump is normally triggered through sensors located
with the device, though it can also be activated manually if desired. Each
activation carries the supreme risk of unprotected travel through the Em-
pyrean; even as the body is swept to safety, the soul risks damnation.
When the field successfully nullifies an attack, the user jumps
in a random direction. Roll 3d10 for the number of metres travelled—the
wearer always emerges on solid footing and in a suitable empty space. If
all three dice come up with the same number (e.g., 3 results of 7), then
the user does not re-emerge for 1d5 rounds and gains 1d5 Corruption
Points from exposure to the unnatural energies within the Warp. If the
activation is unexpected, then the wearer cannot act for one round while
he regains his sense of place

6.3 Armours, Modifications, & Force Fields - 412


Null Blocker Personal Flare Shield
These small, matte-black boxes do not attract attention. However, they Based on the ancient technologies used to protect the Mechanicus’
are constructed with psy-inert ceramics, and filled with delicate circuitry archeotech constructs, these shields protect their wearer much like other
that at least partially creates the affect generated by an untouchable. force fields, though they do operate on very dissimilar properties from
They are issued to members of the Inquisition to provide protection conversion or displacer fields. Aside from not being anywhere near as
against psyker and warp-spawned opponents. self-contained as normal force field, flare shields in general are at their
Null-blockers behave like any other field, except that their most effective against dispersed attacks, their efficacy being greatly
field ability only applies to psychic powers. When the wearer is affected reduced against singular hits or projectiles.
directly by a psychic power, he may make his field save. If he is success- Only characters with the Mechanicus Implants Trait may use a
ful, the power has no affect on him. Of course, the field is useless against Personal Flare Shield (as they require a strong and constant power source
indirect attacks from psychic powers, such as dropping a large stone on that only a potentia coil can maintain). Personal Flare Shields have a
the wearer from a great height using telekinetics. variable Protection Rating, depending on the nature of the attack they
are being hit by. A Personal Flare Shield has a Protection Rating of 25,
Jokaerian Field and this Protection Rating is doubled to 50 when the wearer is hit by an
This odd Jokaero altered Imperial force field operates on similar technol- attack with the Blast, Scatter, or Spray Qualities, as well as when they are
ogies to the massive Gellar Fields that protect vessels while in Warp tran- fit by a Full Auto Burst (though more than one hit must be made against
sit. Inquisitors of the Ordo Malleus prize this rare and practical device as them before Evasions for the Protection Rating to count as 50).
a means for defence against Warp entities.
This Force Field only functions against psychic attacks, but Refraction Bracer
provides its defence against all psychic powers, even friendly ones, that A small (and relatively weak) field provides a shield like wall of force
originate more than 5 meters from the user. In addition, any creature with that protects the user’s upper body and arms. While it is less common
the Daemonic Trait that passes or remains within 5 meters of the user than proper Refraction Fields, the Refraction Bracer is an inexpensive
suffers 1d10 damage that ignores armour and Toughness Bonus on each option for characters working in dangerous conditions.
of its turns. The Refraction Bracer only protects against hits that would
strike the Body or Arms Hit Locations, leaving the Head and Legs un-
protected. In addition it does not function against weapons with the Blast
Quality (though it provides half of its Protection Rating against Spray
weapons), it does, however, afford it’s wielder a +10 to Parry Tests.
Refraction Bracers occupy a Wrist Gear Slot.

Force Field Profiles


Protection
Name Overload Gear Slot Weight/Size Availability
Rating
Refractor Field 30 10 Neck or Waist 2 kg/Size (1) Very Rare
Conversion Field 50 10 Neck or Waist 1 kg/Size (1) Extremely Rare
Displacer Field 55 10 Waist 2 kg/Size (1) Near Unique
Power Field
75 10 Back 50 kg/Size (3) Near Unique
(Personal)
Power Field
80 10 - 500 kg/Size (6) Near Unique
(Emplacement)
Field Wall
65 10 - 18 kg/Size (3) Very Rare
Generator
Rosarius 50 10 Neck or Waist 0.5 kg/Size (1) Extremely Rare
Icon of the Just 55 10 Neck or Waist 0.5 kg/Size (1) Near Unique
Null Blocker 60 10 Neck or Waist 0.5 kg/Size (1) Very Rare
Jokaerian Field 70 10 Neck or Waist 0.5 kg/Size (1) Near Unique
Personal Flare Shield 25/50 10 Back 3kg/Size (2) Extremely Rare
Refraction Bracer 30 10 Wrist 0.5 kg/Size (2) Rare

6.3 Armours, Modifications, & Force Fields - 413


6.4 Powered Armour for Mortals
When it comes to armouring oneself against the terrors of the galaxy there can be few things more sure and precious than the legendary powered
armour worn by figures as great and awe-inspiring as Lord Inquisitors and the fabled Adeptus Astartes. Such technological marvels may once have
been commonplace but the fate of humanity’s understanding of the advanced and techno-arcane is a dark one, and the cruel turn of aeons since the
Imperium’s founding has left many evidences of this technology lost, destroyed beyond repair, or enshrined in worship, never to be worn again.
Because of these many factors of decay powered armour of all stripes is rare in the extreme, with even the lightest suits costing a king’s ransom to
acquire.
Power Armour of all kinds may only be Acquired at Poor or Common Craftsmanship, as any set that may be gained is surely to have past
it’s best days, and it’s owners part with it only due to it’s apparently “inferior” function. If power armour is to be gained it should largely require a
strong and enduring relationship with one of the Adeptus Terra or an other, powerful house or individual who are themselves well connected (in game
terms this would usually imply having the Good Reputation Talent with one of said groups).

Powered Armour Type Armour Protection Strength Increase Availability


Light Power Armour 7 +10 Extremely Rare (-30)
Standard Power Armour 8 +20 Near Unique (-50)
Terminator Armour 14 +30 Unique (-70)

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.

6.4 Powered Armor for Mortals - 414


Power Armour Subsystems
Before the Power Armour is wholly in the player character’s hands they must decide on what Subsystems are still functioning in their Power Armour
from the list below, these Subsystems do not take up Modification Slots. Choose 1 if the Power Armour is Poor Craftsmanship, or 2 if it is Common
Craftsmanship. Note that these Subsystems may additionally be taken as Modifications for the Power Armour if it has the Modification Slots availab-
le for them. If the suit of Power Armour has its Craftsmanship increased in the future the wearer may choose further subsystems to be reactivated at
such a time.
Subsystem Effects
So long as the bearer is wearing his helmet, he gains the Heightened Senses (Sight, Hearing) Talent and the Dark Sight
Auto-Senses Trait. Sight and Sound Input filtering provides immunity to the Blind Quality and a +20 to resisting the Concussive Quality.
In addition, the wearer gains the ability to make the Called Shot Action as an in-turn Free Action.
More extensive than stim injectors, if the internal cogitator detects a problem with the wearer’s vital signs, it can administer
Bio-Monitors & pain suppressors, combat stims, and antitoxins. This provides the following benefits: The wearer gains a +10 bonus to all
Injectors tests to resist the Toxic Quality, toxins, or other poisons. The armour can carry 6 doses of any drug seen fit to be used by its
wearer. Finally, if the wearer is Stunned, the effect lasts for one round before being negated by the armour.
Enhanced
Ceramite This armour gains +2 AP to its Body Hit Location.
Plating
Integrated
The power armour has an integral Psychic Hood.
Psy-Circuitry
These electromagnetically equipped boot soles allow the user to adhere to metallic surfaces such as exterior hull plating.
Magnetised
When activated, reduce the wearer’s Agility by half (this also affects Movement), but the wearer may otherwise move nor-
Solleret mally in low or zero-gravity areas provided there is a suitable surface to walk on.
Filters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned
Nutrient to the body. This can sustain the wearer for some time, but not indefinitely. For every two weeks without any other source
Recyclers of nourishment, make a Difficult (–10) Toughness Test or suffer one level of Fatigue that cannot be eliminated until nourish-
ment is consumed.
Osmotic Gill With the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the
Life Sustainer armour is powered.
Recoil
The wearer may fire Basic ranged weapons one-handed without penalty.
Suppression
Sustainable Whether a miniaturized atomantic reactor or something more esoteric, the backpack power supply of this armour is effecti-
Power Source vely everlasting. This suit of armour does not need to be recharged or replenished to operate.
The armour serves as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer
can access. If the armour has a working bio-monitor, it can transmit information through this link, permitting other power
Vox-Link Suite armour wearers to view an ally’s vitals. If the armour has working auto-senses anything detectable by them is able to be
transmitted by the vox-link suite.

Going Without A Helmet


Despite the added risk to their safety, or perhaps because of it, many see fighting in battle without a helmet practice as an act of courage and defiance
of their enemies. The absence of a helmet does mean the loss of the Auto-Senses that are housed inside, so as a result, many who favour this practice
utilize earpieces and ocular devices, either temporarily or grafted on as permanent bionics.

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.

6.4 Powered Armor for Mortals - 415


6.5 Gear
“Prepare for the worst, because that is where you are headed.”
- Imperial Guard proverb
While weapons and armour are of paramount importance in combat, other equipment is needed for many activities of decidely less violent natures.
From mundane needs such as clothing to advanced medicae supplies, the items in this section can help ensure that a character can be as effective as
possible in his service to the Emperor, no matter what capacity it may be in.

6.5.1 Clothing & Personal Gear


The following are items worn or carried for personal use. This worn Gear occupies one of the following Gear Slots on a characters body, with each of
these slots being able to accomodate only one single piece of Gear: Head, Eyes, Face, Ear, Neck, Back, Chest, Waist, Outer Layer, Left Wrist, Right
Wrist, and Feet. Head, Eyes, Face, and Ear Gear Slots go under helmets, Feet Gear Slots go under leg armour, where as all other Gear Slots go over
top of armour.

Arms Coffer Chrono


A long protective case of many quick-release compartments and sockets Chronos are small timepieces, and are essential for characters to properly
for power packs designed to be slung over the back. It is intended to pro- time their actions. Basic versions simply indicate local time and require
tect the diverse wargear of a professional militant from the environment manual setting, but finer models can synch with the local noosphere for
and pilfering hands. the greatest possible accuracy.
Availability: Rare Availability: Plentiful
Burden: 6 kg/Size (3) Burden: Size (1)
Slot: Back Slot: Wrist or Neck
Tech-Level: Technological Tech-Level: Industrial
Rules: The Arms Coffer has enough room for two Basic weapons or four Rules: -
Pistol weapons (or one Basic weapon and up to two Pistol weapons).
In addition, there is enough room for up to four clips of Basic weapon Blast Goggles
ammunition, or eight clips of Pistol weapon ammunition (or any combi- Simple in design but essential in many situations, blast goggles serve
nation thereof, where one clip of Basic weapon ammunition takes up the two main purposes. The first is eye protection, essential in many close
space of two clips of Pistol weapon ammunition). quarters fire-fights when small shrapnel may be flying in all directions.
When a character acquires an Arms Coffer he must designate The glassteel lenses can withstand fragments that would puncture many
which weapons he will be carrying in the Arms Coffer. These weapons armours and keeps the user from falling prey to threats to his vision.
gain the Auto-Loader Quality, so long as the Arms Coffer is upon the Availability: Common
character wielding the weapons. Burden: 0.5 kg/Size (1)
Slot: Eyes
Auto Sense Goggles Tech-Level: Industrial
These bulky goggles (most often worn by Space Marine scout snipers) Rules: The other main purpose is in diminishing the effects of high
provide the wearer with a number of vision enhancements. There are intensity bursts of light, such as close range lasgun fire or even photon
many models and variants of these goggles. flash grenade blasts. The character gains +20 to all Tests to avoid being
Availability: Extremely Rare Blinded.
Burden: 2 kg/Size (2)
Slot: Face Chameleoline Cloak
Tech-Level: Technological Chameleoline material is made up of mimic fibres that blend the colora-
Rules: The wearer gains the Heightened Senses (Sight, Hearing) Talent tion of the wearer into their surroundings, and is the garb of choice for
and the Dark Sight Trait. Sight and Sound Input filtering provides immu- snipers.
nity to the Blind Quality and a +20 to resisting the Concussive Quality. Availability: Very Rare
In addition, the wearer gains the ability to make the Called Shot Action Burden: 1 kg/Size (3)
as an in-turn Free Action. Slot: Outer Layer
Tech-Level: Technological
Backpack Rules: The wearer gains a +20 bonus to concealment Stealth tests. If
These personal carrying items can range from containers of heavy cloth he remains stationary during his turn, Ballistic Skill tests targeting him
to elaborate, body-conforming devices with internal bracing for comfort. suffer a -30 penalty until the beginning of his next Turn.
Availability: Abundant
Burden: 2 kg/Size (3)
Slot: Back
Tech-Level: Primitive
Rules: They all allow the wearer to transport roughly 30 kg of extra
weight, but removing an object from the pack requires a Full Action.
Only one backpack or combat vest can be worn at a time.

6.5 Gear - 416


Clothing & Personal Gear Summary
Name Availability Weight/Size Tech-Level Name Availability Weight/Size Tech-Level
Arms Coffer Average 6 kg/Size (3) Industrial Preysense
Very Rare 0.5 kg/Size (2) Technological
Goggles
Auto-Sense
Extremely Rare 2 kg/Size (2) Technological Technological
Goggles Psy-Jammer Very Rare 1 kg/Size (2)
(Occult)
Backpack Abundant 2 kg/Size (3) Primitive
Industrial
Blast Goggles Common 0.5 kg/Size (1) Industrial Psyocculum Extremely Rare 2 kg/Size (2)
(Occult)
Chameleoline Technological
Very Rare 3 kg/Size (3) Technological Psychic Hood Near Unique 2 kg/Size (2)
Cloak (Occult)
Chrono Plentiful -/Size (1) Industrial Rebreather Scarce 1 kg/Size (2) Industrial

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

Combat Vest Scarce 2 kg/Size (3) Primitive Riding Tack &


Average 12kg/Size (3) Primitive
Saddle
Concealed
Average 0.5 kg/Size (2) Primitive Scapular Primitive
Holster Very Rare 2 kg/Size (3)
Incorruptus (Imperial Creed)
Deadspace
Rare -/Size (1) Technological Sentinel Array Near Unique 12 kg/Size (3) Technological
Earpiece
Drop Harness Common 2 kg/Size (3) Industrial Slither Boots Rare 6 kg/Size (2) Technological

Explosive Spider Pads Scarce 1 kg/Size (2) Technological


Scarce 3 kg/Size (2) Industrial
Collar Strait Cape Scarce 5 kg/Size (3) Industrial
Filtration Survival Suit Average 10 kg/Size (3) Technological
Common -/Size (1) Industrial
Plugs Synskin Very Rare 2 kg/Size (3) Technological
Gene Printer Rare 15 kg/Size (3) Technological Targeting
Very Rare -/Size (1) Technological
Gravchute Rare 15 kg/Size (3) Technological Monocle
Jump Pack Rare 25 kg/Size (3) Technological Thurible Scarce 5 kg/Size (2) Industrial
Litany Venom Ring Very Rare -/Size (1) Industrial
-/20 kg
Microbeads & Scarce Technological Vertical
Size (1)/Size (3) Rare 20 kg/Size (3) Technological
Vox-caster Spindle Set
Magboots Average 6 kg/Size (2) Technological Vivisector Very Rare 2 kg/Size (2) Technological
Magnetic Vid-Relay Average 1 kg/Size (1) Technological
Scarce 10 kg/Size (3) Industrial
Harness
Voidsuit Scarce 8 kg/Size (3) Technological
Microbead Average -/Size (1) Technological
Voidsuit
Narthecium Very Rare 3 kg/Size (X) Technological Very Rare 25 kg/Size (4) Technological
(Selenite)
Night Cloak Rare 2 kg/Size (3) Technological Vox-Caster Scarce 20 kg/Size (3) Technological
Ocular Whisper Boots Rare 2 kg/Size (2) Technological
Scarce -/Size (2) Technological
Catechizer
Industrial
Photo-Visor Scarce -/Size (2) Technological Witch Cage Extremely Rare 15 kg/Size (2)
(Occult)
Cilice remind him of his devotion to the God-Emperor. This has the effect of
These are garments and other accessories designed to cause a level of granting a +10 on Willpower Tests to resist Fear, Charm, Intimidation or
discomfort when worn. Examples include shirts made from rough or other kinds of social manipulation. However, characters who adorn them-
coarse cloth, lengths of heavy chain, belts of crude rope and unscraped selves with an excess of chains and hooks or wear their cilice for longer
hide or coarse cloth, or garters of metal links adorned with small hooks. then the proscribed period of time (usually twice their Toughness Bonus
Shirts are normally worn under regular clothing, while the other forms of in hours) must make a Toughness Test or suffer 1 Level of Fatigue.
cilice are strapped around the waist or limbs.
The purpose of a cilice is to remind the wearer of the burdens
he bears as a citizen of the Imperium, as well as the trials and tribulations Clothing
endured by the Saints and the God-Emperor himself. A form of corporal Clothing styles vary greatly across the Imperium, some as basic pro-
mortification, wearing a cilice is meant to bring about a purification of tection with no thought to aesthetics, some purely ornamental with no
the soul and serve as an act of penance. concern for environmental or other lesser worries. For some, clothing
Availability: Common styles are set at birth or through factory dictates. Others adopt the styles
Burden: Size (3) of their gang, sect, house, or other affiliation. While basic clothing
Slot: Chest (goes under armour) common to a setting should be simple to acquire, more elaborate garb of
Tech-Level: Primitive either higher status or specialised function should be more difficult, with
Rules: A cilice does however help to focus the character’s mind and the GM acting as final arbiter on Availability or creation

6.5 Gear - 417


Clothing & Personal Gear (Cont.)
Availability: Plentiful Explosive Collar
Burden: 2 kg/Size (3) These give penal legionnaires extra incentive to fight and expunge their
Slot: Any sins to the Emperor, as well as to keep captured prisoners in line.
Tech-Level: Varies Availability: Scarce
Rules: Clothing is almost invariably some form of or at least roughly Burden: 3 kg/Size (2)
equivalent to Robes, as described in Section 6.3 “Armours, Modifica- Slot: Neck
tions, & Force Fields”. Tech-Level: Industrial
Rules: Each of these heavy collars comes with a remote, usually with
Combat Vest a range of 1 km. The remote can either release or explode the collar,
While this outerwear vest offers no additional protection, it does include which automatically explodes if out of range of the remote for longer
numerous pouches and straps to keep extra weapon clips, sidearms, and than 5 minutes. When triggered, the explosive on the collar detonates.
grenades within easy reach. The resulting decapitation instantly kills the wearer, and counts as having
Availability: Scarce a frag grenade detonated at the location. Removing an explosive collar
Burden: 2 kg/Size (3) without the remote requires a Hard (–20) mechanical Tech-Use test. If
Slot: Chest the character trying to remove the collar fails by three or more Degrees
Tech-Level: Primitive of Failure, the collar explodes.
Rules: Common styles include hip packs, holsters, bandoliers, and vests
and can hold 15 kg comfortably. Items held in the combat vest can be Filtration Plugs
drawn as an in-turn Free Action. Worn in each nostril, filtration plugs screen out most pollutants and
hazardous gases.
Concealed Holster Availability: Common
These conformal pouches can hold a small pistol such as an autopistol Burden: Size (1)
or stub automatic, and are worn under obscuring clothing to disguise the Slot: Face
weapon from observers. Tech-Level: Industrial
Availability: Average Rules: A character wearing filtration plugs gains a +20 bonus to any
Burden: 0.5 kg/Size (2) Toughness test made to resist the effects of damaging gases. Good
Slot: Waist or Chest craftsmanship models add another +10 bonus, while Poor models must
Tech-Level: Primitive be replaced after five hours of usage as the filter becomes clogged and
Rules: Attempts to detect such a weapon suffer a –20 penalty, but Ready unusable.
actions for this weapon become a Full Action rather than a Half Action
(or a Half Action instead of a Free Action where applicable). A Best Gene Printer
Craftsmanship version also allows the wielder to draw the weapon in the This compact apparatus can be worn as a backpack, and will provide
holster as an any-time Free Action. (with reasonable accuracy) confirmation as to whether two pieces of bio-
logical residue come from the same person. Gene-printers are relatively
simple devices, and lack the nuanced power of the larger, holy Omnissian
Deadspace Earpiece constructs stored with the great altar-templums of the Mechanicus.
Each of these tiny devices can limit high-volume sonic disturbances
Availability: Rare
(such as explosions) by automatically detecting and dampening the
Burden: 15 kg/Size (3)
excessive noise down to a tolerable level.
Slot: Back
Availability: Rare
Tech-Level: Technological
Burden: Size (1)
Rules: The gene-printer requires a +20 digital Tech-Use Test to perform
Slot: Ear
the proper rituals of tech-obeisance. A success will confirm whether
Tech-Level: Technological
or not two gene-spoor samples placed with the device come from the
Rules: Users wearing this earpiece make any Toughness tests against
same person. The machine-spirits of gene-printers are relatively simple,
sonic effects or against the auditory effects of a Concussive weapon with
however, and at the GM’s discretion, complexe genetic factors (genetic
a +20 bonus.
manipulation, twins, xenos tampering, etc.) may interfere with the result.

Drop Harness Gravchute


A simple (but robust) spooled safety line with a magnetic or hooked
Used by the Imperial Guard to drop onto the battlefield from the air,
clasp at the end, these tools attach to the user’s belt or shoulder straps.
gravchutes use anti-grav fields to slow a rapid fall into a controlled (and
When deployed, they allow for relative safety in rappelling down vertical
safe) descent, with small attitude jets allowing for extra braking and di-
surfaces or preventing falls from unsteady rooftops.
rectional finesse. Unlike jump packs, gravchutes are only useful for safe
Availability: Common
landings and cannot be used for bounding or aerial leaps.
Burden: 2 kg/Size (3)
Availability: Rare
Slot: Chest or Waist
Burden: 15 kg/Size (3)
Tech-Level: Industrial
Slot: Back
Rules: A character using a clip harness to descend a vertical surface
Tech-Level: Technological
gains a +30 bonus on tests to Climb and cannot fall if he fails. Common
Rules: If the character passes a Challenging (+0) Agility test or Routine
Craftsmanship harnesses can hold 150kg, while Good Craftsmanship
(+20) Operate (Aeronautica) test, the gravchute allows for a safe, guided
harnesses can support 200 kg.
fall from any height; otherwise the character counts as having fallen two
metres for each Degree of Failure.

6.5 Gear - 418


Clothing & Personal Gear (Cont.)
Jump Pack Magnetic Harness
Personal flight and anti-grav devices are something of a rarity in the Essentially a more advanced form of combat vest, magnetic harnesses
Imperium, however, far from unknown. Jump packs are one such system, provide even quicker access to arms and tools.
allowing limited powered flight using a combination of suspensor sys- Availability: Scarce
tems and thrusters. Jump packs are commonly employed by elite forces Burden: 10kg/Size (3)
such as the Adeptus Sororitias Seraphim and the Imperial Navy’s void Slot: Chest
armsmen, while a much more powerful version is also used by Space Tech-Level: Industrial
Marine assault forces. Rules: Each magnetic plate can be activated and de-activated individual-
Availability: Rare ly holding a weapon, piece of equipment, or even a suspect to the plate.
Burden: 25 kg/Size (3) Simple taps on the center of the plate set the device to release when pres-
Slot: Back sure is applied, or to hold until the character inputs a command sequence.
Tech-Level: Technological A character with a magnetic harness is treated as having the Quick Draw
Rules: Jump packs require the operator to have the Operate (Aeronau- Talent, usable on any object stored on his magnetic harness. In addition if
tica) Skill. A standard jump pack allows for a safe, guided fall from any the character has the Quick Draw Talent he may also stow all equipment
height, and allows the character to make an unlimited series of short and weapons as any-time Free Actions.
jumps, enabling him to double his Base Movement while in use (along
with his Full Move, Charge Range, and Run all being doubled as well), Microbead
avoiding any ground obstacles and landing at the end of each Round’s Also known as a bead-comm, these small devices are worn in the ear and
movement, or they can duplicate the Flyer (12) trait for up to about a allow for short-range communications out to roughly 1 kilometre (depen-
minute at a time (12 rounds in structured time). A jump pack’s power ding on weather conditions and intervening terrain). Each fits discreetly
supply will last for about an hour of strenuous operation before it needs in the ear, with higher Craftsmanship models nearly undetectable in
replacing. casual inspection.
Availability: Average
Litany Microbeads & Vox-caster Burden: Size (1)
The corrupting songs of cults and the whispers of daemons are a constant Slot: Ear
threat to those carrying out the work of the Ordo Malleus. Many Inqui- Tech-Level: Technological
sitors travel with a choir of Ministorum priests singing the litanies of the Rules: -
God-Emperor. Those desiring a more subtle approach while still gaining
some protection from the aural assaults of heretics and blasphemous Narthecium
sorcerers often make use of a litany micro-bead. A blessed vox-caster A sophisticated wrist-mounted medi-pack, a narthecium includes
within range (100 kilometers) broadcasts a constant stream of bles- three auto-injectors and a powerful, diamantine-tipped saw for cutting
sings, prayers and inspirational hymns. These signals cut out when the through armour to provide emergency treatment to a wounded patient.
micro-beads are used to transmit. Consequently, narthecium are typically reserved for very well-supplied
Availability: Rare medicaes, or medics attendant to an officer and his command squad.
Burden: (Microbead)/Size (1) /20 kg (Vox Caster)/Size (3) Availability: Very Rare
Slot: Ear (Microbead)/Back (Vox Caster) Burden: 3 kg/Size (2)
Tech-Level: Technological Slot: Wrist
Rules: There are three liturgical channels which may be chosen for a lit- Tech-Level: Technological
any micro-bead; changing the channels requires a Half Action to perform Rules: As well as providing all the benefits of an Advanced Medi-Kit,
the proper rites: the user of a narthecium may administer a dose of a drug from one of the
• The Catechism of Devotion and Sanctity grants the user the benefit auto-injectors as an in-turn Free Action. Each of the three auto-injector
of the Armour of Contempt, Chem Geld, and Pure Faith Talents while can be used to store a different type of drug. Though not authorised for
listening. such use, a narthecium may be used in melee with the profile of a Chain-
• The Prayers of Saintly Resilience grants the user the benefit of the blade with an integral Forearm Weapon Mounting Modification.
Litany Against Fear and Jaded Talents while listening.
• The Petitions of Redemption grant the user the benefit of the Ortho-
proxy Talent Nightshroud Cloak
Normally fashioned into a large cloak, or more rarely a stormcoat comp-
lete with hood, a nightshroud cloak will absorb almost all ambient light
Magboots and emit almost no heat. When the hood is completely furled the user can
Heavy and bulky, these oversized shoes contain electromagnets, which disappear into the dark, hidden even from infrared sensors.
when activated, means the user can adhere to metallic surfaces such as Availability: Rare
exterior hull plating. Walking in them takes some effort, but they allow Burden: 2 kg/Size (3)
for a much easier time when working outside a ship or in areas where Slot: Outer Layer
grav plating has failed. Tech-Level: Technological
Availability: Average Rules: The Nightshroud Cloak grants the wearer a +30 bonus to con-
Burden: 6 kg/Size (2) cealment Stealth Tests when in the dark. It gets very hot inside the cloak
Slot: Feet from the internalised heat, and forcing the wearer to pass a Challenging
Tech-Level: Technological (+0) Toughness Test or suffer a level of Fatigue for each Degree of Fail-
Rules: Magboots reduce the wearer’s Movement and AgB by half (round ure after each hour of using the bonus from the Nightshroud Cloak
up) but allow him to move about normally in areas of low or no gravity
as long as there is a suitable surface to walk on.

6.5 Gear - 419


Clothing & Personal Gear (Cont.)
Ocular Catechizer to resist the effects of a Psychic Power and +10 bonus on Tests to resist
A device favoured by ranking adepts, sages and Administratum officials, possession attacks. The jammer, however, has no effect on psychic
these arcane and intricate-looking eyepieces are designed to magnify attacks that inflict direct physical Damage. Psykers cannot use psy-jam-
objects and help identify and analyse visual patterns and data. They are mers (they naturally overload them).
somewhat temperamental instruments, requiring stillness and concentra-
tion to use; their machine-spirits are notoriously easily vexed, much to Psyocculum
the pain of the operator. A form of photo-visor, psyocculum are designed to enhance the emana-
Availability: Scarce tions made by psykers and beings of the Immaterium into a visual form.
Burden: Size (2) Availability: Extremely Rare
Tech-Level: Technological Burden: 2 kg/Size (6)
Rules: Using these devices gains a character a +10 bonus on Linguistics, Tech-Level: Industrial (Occult)
Lore, and Scrutiny Tests where the close examination of objects, sym- Rules: As a Half Action, the wearer may make a Challenging (+10)
bols and deciphering written text is involved. Other Actions cannot be Awareness test to detect psykers and characters with the Daemonic trait
attempted while using an ocular, and if a failure by four or more degrees without the need for normal lighting until the end of the encounter. While
is rolled on a Test involving the device, feedback through the eyepiece these targets are illuminated in this way, the wearer gains a +10 bonus to
inflicts 1 level of Fatigue on the user. The eyepiece can also record its his Ballistic Skill tests against them. The psyocculum distorts standard
impressions to an attached data-slate for later study. vision, however, imposing a –20 penalty to all other sight-based tests
made while it is used. It also cannot be used at the same time as another
Photo Visor piece of headgear, such as a helmet, and requires a Half Action to both
These can be worn as corneal lenses or as outer eyewear, and amplify put on or take off. Using a psyocculum causes the wearer to gain one
any low-level light to allow the wearer to see as if normal lighting was level of Fatigue for every 5 minutes of operation beyond the first minute.
present.
Availability: Scarce Psychic Hood
Burden: Size (2) Psychic hoods are arcane devices that augment the powers of a psyker.
Slot: Eyes Constructed of rare psy-conductive materials, the psy-lattice frame of a
Tech-Level: Technological psychic hood must connect to the wearer’s cranium at numerous points,
Rules: Characters wearing these gain the Dark-Sight Trait (see Section and is often subdermally anchored for greatest effect.
4.2 “Traits”) and gains a +20 bonus to vision-based Perception-based Availability: Near Unique
Tests at night. Best Craftsmanship visors also dampen the effects of pho- Burden: 2 kg/Size (2)
ton flash grenades, making the wearer immune to their effects. Slot: Head
Tech-Level: Technological (Occult)
Preysense Goggles Rules: A character wearing a psychic hood may spend his Reaction to
This eyewear device reveals thermal images so that the wearer can detect attempt to nullify an enemy’s use of a Warp-based power, as long as the
things that would be otherwise hidden in obscuring mists and shadow. enemy is within a number of metres equal to the wearer’s Willpower
Availability: Very Rare Characteristic. After an enemy has made a Focus Power Test or Invoca-
Burden: 0.5 kg/Size (2) tion Test, but before the effects are resolved the wearer makes a Focus
Slot: Eyes Power Test, for each Degree of Success on this Test the enemy psyker
Tech-Level: Technological lowers his Degrees of Success on the Focus Power Test or Invocation
Rules: Poor craftsmanship models cannot belie their true nature and are Test by 1. This can cause the enemy psyker's Test to fail if the enemy's
bulky goggles with glowing lenses; Good and Best craftsmanship models Degrees of Success are reduced to 0, and the wearer may choose to
can be disguised as normal (if elaborate) eyeglasses. A character wearing induce Degrees of Failure after the power is brought to 0 Degrees of
these goggles suffers no penalties due to darkness, and ignores all penal- Success with any further Degrees of Success on the wearer's Focus
ties from smoke, fog, and mist. Power Test. The wearer chooses the psychic strength at which he makes
this Test, which can result in Psychic Phenomena, as usual. Additionally,
a psychic hood grants the wearer a +5 bonus to all Focus Power Tests,
Psy-Jammer including nullification attempts. A psychic hood cannot be used by, and
Somewhat esoteric examples of techno-arcana, these devices can at least
provides no benefits to, a character who does not have the Psyker Trait.
partially disrupt psychic energy and offer some degree of protection
against the dark arts of the psyker and the witch. Expensive and rare,
their use is largely restricted to the agents of the Holy Ordos, the Mecha- Rebreather
nicus itself and those among the Imperium’s elites whose paranoia often These devices store and recycle breathable air via a mask and external
matches their vast wealth. Much more powerful examples of anti-psy supply tank, making the user to immune to toxic atmospheres, even
technology do exist but they have a tendency to be exceeding rare and allowing him to survive underwater.
often unique. Psy-jammers can be obtained in two types: a protective Availability: Scarce
amulet and a cranial implant. The amulet has the disadvantage that it can Burden: 1 kg/Size (2)
be physically removed; but while the implant cannot be so easily coun- Slot: Face
tered, it can have unpleasant long-term side effects to the user. Tech-Level: Industrial
Availability: Very Rare Rules: The air canister lasts only for about one hour and then must be
Burden: 1 kg/Size (2) replaced,which takes a Full Action. Good craftsmanship models last
Slot: Neck two hours, while Poor ones take two Full Actions to replace the canister.
Tech-Level: Technological (Occult) Replacement canisters are Average Availability.
Rules: A psy-jammer grants its wearer a +20 bonus on any Test involved

6.5 Gear - 420


Clothing & Personal Gear (Cont.)
Recoil Glove that allows the Array to connect directly with the brain. When activated,
This heavy gauntlet uses interlocking plates laced with memory wire the user must immediately make an Ordinary (+10) Willpower Test.
to stiffen in a protective grip, absorbing the shock from powerful hand Whether or not he succeeds, he may still use the Array, but failure means
weapons. he suffers 1d5 levels of fatigue as well.
Availability: Rare The Sentinel Array’s power supply lasts for 10 hours. While
Burden: 5 kg/Size (2) connected to it, the user gains +30 to Awareness Tests, Unnatural Senses
Slot: Wrist with a range of 50 metres, can ‘see’ in all directions, and may detect tar-
Tech-Level: Industrial gets through walls, undergrowth, trees, or other obstructions. Solid walls
Rules: A character using a recoil glove can fire a Basic weapon with at least one metre thick (and without openings) block the Array. The user
one hand without the normal -20 penalty, and can wield pistol weapons may also use the array to ‘lock on’ to a specific target as a Half Action (or
that normally require two hands in one hand without penalty. Note that he may load a specific bio-metric readout into the Array beforehand, in
specialised weapon training is still required to use the weapon properly, which case the Array locks on automatically). The Array may track that
without which the Untrained penalty of -20 still applies. target up to 100 metres away, and always distinguishes between it and
other targets.
Riding Tack & Saddle
A set of reins, a specially fitted seat, and sometimes blinders and a muzz- Slither Boots
le or bit that fit on a beast to better control it’s motions and make the The destitute that live within polluted and toxic environs cope as best
rider much more comfortable upon it’s back. they can, whilst the wealthy few acquire slither boots. Slither boots are
Availability: Average highly advanced footwear, incorporating a variety of materials including
Burden: 12 kg/Size (3) ceramite-woven leather and a circuitry embedded inner frame. Slither
Slot: Back (on Mount) boots are designed to withstand the most hostile of environments, rele-
Tech-Level: Primitive asing chemicals to shield the wearer from acidic and alkaline environ-
Rules: This gives a character riding a creature with the Mount Trait a ments. Slither boots do not slip; regardless of how tractionless a surface
+10 bonus to all Survival Tests for the Wrangle Special Use of the Skill. may seem, small tendrils emerge from the soles of the boots to help
compensate for the movements of their wearer.
Availability: Rare
Scapular Incorruptus Burden: 6 kg/Size (2)
Worn by the Order Hospitaller and other Ecclesiarchal healers, the-
Slot: Feet
se symbolic aprons, which hang front and back from the shoulders,
Tech-Level: Technological
outwardly represent the wearer’s commitment to their mission’s cause.
Rules: Slither boots provide a +10 bonus to Agility Tests made to main-
Embroidered with sacred symbols of the Imperial Cult and the worship-
tain footing in treacherous or slick conditions and provide +6 AP to both
per’s particular Order, the Scapular Incorruptus is believed to provide
of the Leg Hit Locations versus corrosives and toxic environments and
potent proof against disease. Whether this is actually the case or whether
attacks.
faith alone sustains these healers, medicae adorned with these symbols of
holy healing do seem to have an unnatural resistance to the illnesses that
plague the rest of humanity. Spider Pads
Availability: Very Rare These gloves, vambraces, and greaves strap securely over clothing or
Burden: 2 kg/Size (3) armour and supply an adhesive surface that greatly aids climbing in most
Slot: Outer Layer circumstances. Pads at the knees, toes, forearms and hands secrete a
Tech-Level: Primitive (Imperial Creed) tacky substance that sticks to many surfaces.
Rules: Any character with the Pure Faith Talent who wears a Scapular Availability: Scarce
Incorruptus may spend a Fate Point to automatically pass any single Test Burden: 1 kg/Size (2)
to resist the effects of a poison, disease, or radiation with 1d5 Degrees of Slot: Both Wrists and Feet
Success. Tech-Level: Technological
Rules: They provide a +30 bonus to climbing related Skill Tests on mate-
rials such as rockcrete, ouslite, or other fairly regular surfaces. The bonus
Sentinel Array is reduced to +10 when climbing on scree, talus, or similar substance.
The Sentinel Array is a highly advanced sensor pack, combining motion
trackers, heat sensors, and target acquisition systems. Through the
miracles of ancient technologies, the device is only the size of a standard Strait Cape
backpack, although it has several antennae and lens-viewers that extend These are specially made heavy sacks constructed of strong synthetic
above the bearer’s shoulders. canvas which are thrown over suspects. Their limbs are then pulled
The wealth of information provided by this incredible device through holes in the sack,immobilised and hogtied using internal
must be uploaded directly into the user’s brain via a cerebral plug. This chains,and an attached hood containing a blindfold ,gag, and earmuffs is
has a very real danger of overloading the user’s mind with data. Howe- then thrown over the suspect’s head.
ver, those who can master the Sentinel Array obtain a heightened aware- Availability: Scarce
ness of their surroundings impossible to duplicate with mundane auspex Burden: 5 kg/Size (3)
devices, and are even able to track targets even through solid objects. Slot: Outer Layer
Availability: Near Unique Tech-Level: Industrial
Burden: 12 kg/Size (3) Rules: All Tests to escape the bonds of a strait cape are always tak-
Slot: Back en with at least a -30 penalty,and take five times as long as normal.
Tech-Level: Technological Throughout the course of their incarceration within a strait cape,the
Rules: The Sentinel Array must be worn on the back, and may only be subject cannot use any Skills or Talents which depend upon sight, sound,
used by individuals with a cerebral plug, MIU interface, or similar device or use of their voice, limbs, or hands.
6.5 Gear - 421
Clothing & Personal Gear (Cont.)
Survival Suit Thurible
When working in harsh and extreme conditions (especially when it is not Thuribles burn incense in a self-heating metal censer suspended on
known in advance what they will be), survival suits are a must. No matter chains. The incense burned and dispersed in this creates a thin cloud up
if it is too hot or too cold, the suit can maintain proper body temperature to three metres across (which may be reduced in size due to strong winds
and hydration via excellent insulation capabilities. Using the differential or air flow). Within this cloud, characters are subjected to the effects of
between body temperature and outside temperature to drive thermoelect- whatever is being burned within the thurible.
ric power cells, it also has reclamation systems for turning sweat into Availability: Scarce
drinking water. Burden: 5 kg/Size (2)
Most suits come complete with a hood, as well as goggles to Slot: Waist
protect the head and face. While it does not protect forever, for medium Tech-Level: Industrial
duration emergencies it can help sustain life until a rescue. Rules: A thurible can hold a single portion of an incense at a time, each
Availability: Average of which burn for one hour. Setting it aflame requires a Half Action and
Burden: 10 kg/Size (3) the effects of that Incense affect all characters within 3m as long as they
Slot: Outer Layer start their turn within that 3m radius of the character holding the thurible.
Tech-Level: Technological A thurible must be carried in one hand or mounted on a sturdy back-
Rules: The suit grants a +20 bonus to any tests to withstand the effects pack. “Reloading” the thurible takes a Half Action in Structured Time if
of extreme environments for up to one week without needing recharg- carried in hand and cannot be reloaded by the character equipped with it
ing. Good and Best craftsmanship suits grant a +25 and +30 bonus, if mounted upon a backpack (this item is also available as a Weapon and
respectively, while Poor outfits only last three days before their internal Armour Modification).
mechanisms falter and need removal from the extreme temperatures to
recharge. Venom Ring
A tool of assassins and dangerous nobility, the ring contains a small
Synskin reservoir compartment that discretely opens with the right muscle move-
Synskin is a bio-reactive body glove with an inert non-reflective surface ments of the finger bearing it.
that moulds itself to the wearer’s form. Availability: Very Rare
Availability: Very Rare Burden: Size (1)
Burden: 2 kg/Size (3) Slot: Finger
Slot: Outer Layer Tech-Level: Industrial
Tech-Level: Technologcial Rules: A Venom Ring gives a –20 penalty to any Test required to notice
Rules: A synskin bodyglove grants 2 Armour points to all locations that the ring-wearer is introducing a substance into food or drink.
not already armoured and the wearer gains a +10 bonus to concealment
Stealth tests. It also renders the wearer invisible to the use of preysense Vertical Spindle Set
goggles and those with the Dark Sight Trait. Spindle Sets consist of heavy, reinforced gloves and boots, connected
with feed-lines and power leads to a central unit worn on the user’s back.
Targeting Monocle The gloves and boot toes have blunt plates attached to them-powerful
For nobles, image is everything, both in terms of what it projects and electro-magnets, activating when pressed against metal surfaces and de-
what it conceals. A Targeting Monocle does both—it gives the impres- activating when pulled from the attached surface in a specific fashion. In
sion of someone more willing to wear a cumbersome affectation than addition, the plates can detach from the spindle set, allowing the wearer
receive normal ocular augmentics, while secretly providing a dazzling to lower himself on adamantium-weave monoline. Anywhere from one
display of information to the user via translucent projections directly to to all four of the plates (both hands and feet) can detach in this manner.
the eye. Availability: Rare
Availability: Very Rare Burden: 20 kg/Size (3)
Burden: Size (1) Slot: Both Wrists, Feet, and Back
Slot: Eyes Tech-Level: Technological
Tech-Level: Technological Rules: This device allows the user to climb any ferromagnetic surfaces(-
Rules: A targeting monocle can either be a Motion Predictor, Photo such as most iron alloys) without using the Athletics Skill at 25 percent
Sight, Preysense Sight, Red Dot Sight, or Telescopic Sight (this is deter- of their standard speed, even upside down. Unfortunately, the clanking
mined when the monocle is acquired). However, it requires a Very Hard of metal on metal, however soft, does impose a -5 penalty to any Stealth
(–30) Scrutiny Test to determine this is anything but a Monocle. The Test. By detaching from the magnetic plates, the user can also lower
Monocle must be linked (usually via a low-power vox connection) with a himself up to 50 metres.
weapon, and counts as a weapon’s sight. Good Craftsmanship versions of spindle sets have inbuilt
compressor launchers that allow the user to fire the magnetic plates at
distant surfaces and pull himself in. This is a Half Action requiring a
Challenging (+0) Ballistic Skill Test, although in the case of particularly
large targets (such as a wall) the GM can grant a size modifier or waive
the Test entirely. Best Craftsmanship versions use monofibre hairs on the
plates that burrow into surfaces,allowing the user to climb any surface.
Poor Craftsmanship versions do not have detachable plates or monoline
at all.

6.5 Gear - 422


Vid-Relay Rules: A Common craftsmanship void suit has 12 hours of air and im-
On rare occasions, some Imperial Guard squads or Acolyte cells are poses a –10 penalty to Agility tests. Poor craftsmanship versions have six
issued helmet- or shoulder-mounted vid-casters, allowing a dispersed hours of air, while Good and Best craftsmanship versions eliminate the
squad to coordinate their activities much more accurately than verbal Agility penalty.
communication alone would allow. In many cases, however, the truth is
that vid-casters allow a commanding officer to lead a dangerous mission,
perhaps a suicide mission, from the safety of his command bunker. The
Voidsuit (Selenite-pattern)
A truly ancient design and a relic from an utterly sacred STC, the Sel-
other half of the vid-relay system consists of a receiver, which can take
enite-pattern is perhaps the most common heavy void suit used in the
the form of a helmet-mounted visor or “flip-out” eyepiece.
Imperium. Intended for use by void-walkers, belt miners, and the like,
Availability: Average
the suit’s insulated ceramic-fibre weave provides much better protection
Burden: 1 kg/Size (1)
than a simple sealed suit from the hazards of space such as temperature
Slot: Head
extremes, radiation, and micro-fragment impact. Widely fabricated and
Tech-Level: Technological
hugely durable, some Selenite suits are treasured relics of the void born
Rules: Common-Craftsmanship vid-relays have a maximum range of
families and vessels, and may have served many generations in a particu-
about 10 km, while Good-Craftsmanship units can often reach 50 km
lar ship’s crew.
or more. Best-craftsmanship units can maintain a connection between a
Availability: Very Rare
planetary surface and a ship in orbit, with only minor delay. The effective
Burden: 25 kg/Size (4)
range of a vid-relay, and the quality of the signal, can be greatly impacted
Slot: Outer Layer
by dense, intervening material or environmental conditions (such as
Tech-Level: Technological
operating underground or in the midst of a gravatic storm.) Vid-relays
Rules: The Selenite can sustain life in hard vacuum for up to ten hours
can have their ranges boosted by using a vox-caster of Good or higher
before the dual re-breather cells of its life support system must be
Craftsmanship in conjunction with their functions.
replaced (which may even be done without removing the suit). A fully
functioning suit in good order also contains an internal vox-link, a seal
Vivisector patching kit, a compact grapnel/clasp plus ten metres of line, and a pho-
The Vivisector is a long, ornate gauntlet that locks over the user’s fore- to-visor. The suit’s reinforced structure provides 3 Armour Points to the
arm. Servo-augmented articulation extends over the fingers, which are Body, Arms and Legs and 4 Armour Points from the helmet to the Head.
tipped with laser cutters, bio-solvents, shears and flensing instruments. The suit however is quite bulky and imposes a –10 penalty on all Agility
While the ignorant may confuse the Vivisector with a medical device, Tests whilst worn. Selenite suits appear in several local variants and are
this is no instrument of healing. Designed to dissect and portion organic subject to the rules for Armour Quality. Selenite suits are also fitted with
tissues in the flesh works of forge worlds, it can be turned into an un- impellor units, allowing the wearer to propel himself through open space
wieldy but horrific weapon at a whim. in zero or reduced gravity conditions with a Movement of 6 (they are not
Availability: Very Rare powerful enough to use in a normal gravity environment, however).
Burden: 2 kg/Size (2)
Tech-Level: Technological
Rules: A Vivisector grants the wielder a +10 bonus on Interrogation
Whisper Boots
Frequently worn by thieves and assassins, whisper boots contain sound
and Intimidation Tests, as well as a +10 bonus to Medicae Tests for the
dampeners in their soles, which hush the wearer’s footsteps.
purposes of repairing servitors or conducting autopsies. It also counts as
Availability: Rare
a Chainblade with an integral Forearm Weapon Mounting.
Burden: 2kg/Size (2)
Slot: Feet
Vox-Caster Tech-Level: Technological
The vox-caster is a man-portable piece of Imperial technology used to Rules: Whisper boots grant their wearer an additional two Degrees of
communicate over long distances. Most take the form of bulky back- Success on successful silent move Stealth Tests.
packs, though some may be in the form of a luggage case or other
portable container.
Availability: Scarce Witch Cage
Burden: 20 kg/Size (3) The Witch Cage is an ancient device created to control Psykers who
Slot: Back would otherwise be killed but who need to be kept alive due to extreme
Tech-Level: Technological circumstances. This simple iron box is placed over the head of the psyker
Rules: A standard vox-caster can transmit and receive to other units and restricts both his vision and hearing. Runes inscribed within stop
within 100km, and can reach most orbiting vessels overhead. Good the psyker from effectively using his unholy gifts. In addition the Witch
Craftsmanship Vox-Casters have a range of 500km, require a -10 Tech- Cage has dozens of rings and spikes so that the psyker is easy to control
Use Test to break the digital encryption on, and can broadcast black and by slapping the cage or pulling on ropes looped through rings.
white images and video to any receiving device within their range. Best Availability: Extremely Rare
Craftsmanship Vox-Casters have a range of 1000km require a -30 Tech- Burden: 7 kg/Size (2)
Use Test to break their encryption, and can broadcast in full colour. Slot: Head
Tech-Level: Industrial (Occult)
Rules: A psyker wearing a Witch Cage deducts 4 from his effective Psy
Voidsuit Rating and takes a -40 penalty to all Invocation and Focus Power Tests
These fully-sealed suits are essential for operating in the vacuum of
and is considered Blind and Deaf.
space, but can also be useful in toxic or hostile environments.
Availability: Scarce
Burden: 8 kg/Size (3)
Slot: Outer Layer
Tech-Level: Technological

6.5 Gear - 423


6.5.2 Banners & Icons
Banners and Icons are large, noticable, and often ornate. Unless otherwise stated they are affixed to a flagpole or staff, which must be carried with
both hands or affixed on a character's Back Gear Slot, then the benefits apply to the item’s melee weapon profile (Banners and Icons have their Crafts-
manship upgraded at an Availability listed per their entry in this section, not at a Staff’s Availability).
If the bearer of a Banner or Icon would die, become Stunned, or otherwise would drop the banner the item’s bonuses cease to apply. Re-
gardless of how many Banners or Icons a character may be within the range of being affected by, he may only be affected by one at a time, though he
may change which singular one this is with an any-time Free Action.

Banner of No Quarter Banner of Xenocide


The soldiers of the Imperium are rarely merciful in their application This banner makes clear the supremacy of Mankind and the promise
of murderous force, but this sable banner ensures that any illusion of of xenocide, incorporating the remains of vile aliens, with their bones,
survival is swept away by those under it. Heretics and renegades know, skulls, and carapaces graven with symbols and catechisms telling of their
rightly, to fear this symbol of unleashed cruelty, and many alien races unworthiness and Mankind’s greatness.
have learned to fear it over the millennia as well. Availability: Very Rare
Availability: Very Rare Burden: 7 kg/Size (4)
Burden: 7 kg/Size (4) Tech-Level: Industrial
Tech-Level: Industrial Rules: An amount of allied characters equal to the banner bearer’s
Rules: The bearer, and all allies within 30m gain the Fear (+1) Trait, and Fellowship Bonus within 30m of this banner gain the use of the Hatred
if there at least 20 allies being affected by this banner (who look suitably (Xenos) and Preferred Enemy (Xenos) Talents. If the banner bearer
grim and up to the task proclaimed by the banner) they collectively gain spends a Fate Point he may give all affected by the banner the Hunter of
the Fear (2) Trait. Aliens Talent for an amount of rounds equal to his Willpower Bonus. The
amount of characters affected by this banner may be increased with the
Air of Authority and Master Orator Talents.
Banner of Purity
This banner vouches safe its charge’s purity, with it’s truesilver embroi-
dery and blessed symbols of Ecclesiarchal safeguarding. All who witness
Company Standard
Of lesser, but still distinct holiness, these standards are often of great im-
it’s majesty feel as though the ills of the Warp are bit more distant, and
portance to the men beneath them, steeling their will and allowing their
the light of the God-Emperor is that much closer.
commanders to further inspire them beyond normal courage.
Availability: Very Rare
Availability: Rare
Burden: 7 kg/Size (4)
Burden: 7 kg /Size (4)
Tech-Level: Industrial
Tech-Level: Industrial
Rules: An amount of allied characters equal to the banner bearer’s Will-
Rules: The bearer, or one ally within 5m of him, gains the use of the Air
power Bonus within 30m of this banner gain a +10 to all Deny the Witch
of Authority and Iron Discipline Talents
Skill Tests (or count Deny the Witch as being Rank 1 [Trained] if they
do not have the Skill) and they gain the use of the Strong Minded Talent
as well. If the banner bearer spends a Fate Point he may give all affected Eikon
by the banner the Pure Faith Talent, and counting each affected as having An eikon is a portrait, usually of the Emperor, but also of Saints and
spent a Fate Point to activate it’s additional effects, for an amount of other notables of the Imperium. They come in a variety of sizes and
rounds equal to his Willpower Bonus. The amount of characters affected styles, ranging from small cameos with locking covers to large triptychs
by this banner may be increased with the Air of Authority and Master meant to be openly displayed on tabletops and altars. Sold in great num-
Orator Talents. bers throughout the Imperium, eikons are most common among native
militia, who often attach them to their weapons and vehicles.
Availability: Common - (Small) / Scarce - (Large)
Banner of Strictures Burden: 0.5kg/10kg/Size (2)/Size (3)
Mutation is a cloying taint upon many unfortunate worlds, and it goes Tech-Level: Primitive (Imperial Creed)
hand in hand with all dire manners of heresy. The scripture upon this Rules: Small personal eikons may be carried on one’s person, without
banner urges those within it’s guiding presence to purge the unclean, and needing to bear them in hand, and grant a +5 to all Willpower Tests the
bring sanctity and goodness back to the worlds of the Imperium. character makes if he has the Pure Faith Talent. Larger examples must
Availability: Very Rare be carried with both hands or be affixed to a sturdy backpack. All allies
Burden: 7 kg/Size (4) within 30m who have the Pure Faith Talent gain a +5 to all Willpower
Tech-Level: Industrial Tests they make.
Rules: An amount of allied characters equal to the banner bearer’s
Fellowship Bonus within 30m of this banner gain the use of the Hatred
(Heretics, Mutants) and Preferred Enemy (Heretics, Mutants) Talents. If House Standard (X)
the banner bearer spends a Fate Point he may give all affected by the ban- The nobility of the Imperium are some of the most influential members
ner the Scourge of Heretics Talent for an amount of rounds equal to his of Imperial society, and have no lack of self-importance and candor about
Willpower Bonus. The amount of characters affected by this banner may their own greatness. This standard fortifies such ideals, and with it en-
be increased with the Air of Authority and Master Orator Talents. forces dogmatic loyalty to the ranking members of the dynasty, exhorting
their subordinates to not only give their lives to save these great people,
but also to fight in their name with unequaled ferocity to preserve their
honour.

6.5 Gear - 424


Availability: Extremely Rare Omnissiac Standard
Burden: 7 kg/Size (4) Proclaiming the might and peerless omniscience of the Machine God
Tech-Level: Industrial in the Martian tongue this standard’s vox-libations auto-sanctify nearby
Rules: The bearer, or one ally within 5m of him, gains the use of the Iron weapons and steel the Omnissiah’s servants against all those who would
Discipline and Unquestioning Devotion Talent (only those of the house halt or pervert the Quest for Knowledge.
or those emplyed by it may be used for the purposes of the Unquestion- Availability: Extremely Rare
ing Devotion Talent). Additionally, by spending a Fate Point, the bearer Weight: 15 kg/Size (4)
of this standard may bestow the use of the One On One and Honour or Tech-Level: Technological
Death Talents on one ally within 30m. “X” denotes which house this Rules: All ranged weapons within 30m will only Jam on a result of 100
standard is dedicated to. on a Ballistic Skill Test, and all characters with the Skitarius or Mechan-
icus Implants Trait gain the Litany Against Fear Talent, or if they already
have the Litany Against Fear Talent, count as having the Fearless Talent.
Icon of Command
Often incorporating the skeletal remains of a great Imperial commander
or general of the past, this icon blares the words of it’s bearer (or his Regimental Standard
commanding officer) from the vox-clarion affixed to the top of it (some- Most often held by the Colour Sergeant of a regiment, this standard is
times incorporated into the skull and jaw of the deceased commander). often a holy relic for the regiment it originates from, and losing one is
The favour of one who passed on to the Emperor’s embrace in the line beyond shameful. The colours of this standard demand the greatest bra-
of duty is clear, and icons such as these are often sought by high ranking very and guardsman can muster, and when within eyeshot it often steals
nobles and generals alike. those beneath the bearer to acts of insane courage.
Availability: Extremely Rare Availability: Extremely Rare
Burden: 10kg/Size (4) Weight: 7 kg/Size (4)
Tech-Level: Technological Tech-Level: Industrial
Rules: The bearer, or one ally within 5m of him, gains the Air of Au- Rules: The bearer, or one ally within 5m of him, gains the use of the
thority, Heroic Inspiration and Stirring Rhetoric Talents. If the character Into The Jaws of Hell Talent, Master & Commander, and Master Orator
using this icon’s benefits already has the Air of Authority Talent he may Talents
instead gain the use of the Master Orator Talent, and if he already has the
Master Orator Talent he may instead gain the use of the Grand Orator Simulacrum Imperialis
Talent. This icon also counts as a Laud Hailer. Some of the most precious artefacts in the possession of the Holy Ordos,
Simulacrum Imperialis are holy symbols of the Ecclesiarchy that were
once borne by a Saint of the Imperium, or have been fashioned from
Icon of Last Hope the bones of a Saint. Brought out only rarely, usually when the forces of
In the dark future of war in the 41st millennium there have been no few heresy and the warp are at their worst, a Simulacrum Imperialis is often
heroic last stands made by the armies of the Imperium. This Icon bears carried at the forefront of an Adepta Sororitas battle group. Considered
pieces of wrecked standards, destroyed wargear, and is adorned by the one of the purest symbols of the Ecclesiarchy and the might of faith in
sanctified skulls of those heroes. This icon may be grim, but it exhorts the God-Emperor, the mere sight of Simulacrum Imperialis is often suf-
those who see it to hold on, and push back the all-consuming darkness ficient to raise the spirit and fighting zeal of any nearby allies..
for at least one more moment. Availability: Extremely Rare
Availability: Extremely Rare Weight: 10 kg/Size (4)
Burden: 12kg/Size (4) Tech-Level: Industrial (Imperial Creed)
Tech-Level: Industrial Rules: Whenever a with the Pure Faith Talent character spends a Fate
Rules: The bearer, and all allies within 30m gain the Litany Against Fear Point within 30 metres of a Simulacrum Imperialis he will immediately
Talent, and may spend a Fate Point to gain the benefits of the True Grit recover it on a dice roll of 8, 9 or 10. Additionally they count as having
Talent for the duration of an encounter. spent a Fate Point to activate the effects of the Pure Faith Talent while in
this icon’s effect range. Characters with more than 19 Corruption Points
cannot benefit from this effect.
Icon of Sacrifice
This icon, bearing the likeness of Ollanius Pius, and decorated with the
engraven remains of those who sacrificied their lives for the Imperium, Standard of Pax Imperialis
demands those who see it to spend their lives well, and ingratiate them- The Imperium is a fractured empire, spread thinly across the expanse of
selves with Him on Terra before they are sent unto his embrace.. the galaxy, and it’s constituent members can often be at one another’s
Availability: Rare throats, even resorting to outright warfare at times. This standard proc-
Burden: 10 kg/Size (4) laims the Pax Imperialis and the superiority of the ideal of the God-Em-
Tech-Level: Industrial (Imperial Creed) peror’s Imperium of Mankind above all else. Such humbling values can
Rules: Any allied character who would die within 30m of this icon is often lead the way for de-escalation and cooperation among the Impe-
able to hold out for one more round before succumbing to their wounds. rium’s disparate sides.
If an allied character has the Pure Faith Talent and would choose to Mar- Availability: Rare
tyr themself they are able to fight on for an additional 1d5 Rounds and Weight: 7 kg/Size (4)
ignore critical effects such as Blindness and limb loss. Tech-Level: Industrial
Rules: The bearer of this standard, and an amount of allies equal to his
Fellowship Bonus within 30m gain the Peer (Imperium) Talent, or if
they have a Peer wiith an official Imperial group (such as the Arbites,
Mechanicus, Imperial Navy, and so on), he may count it as the Good
Reputation with the same group, so long as they are actually in person
with members of this faction and this standard is present (vox-messages,
vid-casts, and so on do not count).

6.5 Gear - 425


6.5.3 Tools
While most refrain from becoming overly dependent on devices or other contrivances to prosecute their sacred duties, there is no denying that having
the right tool at the right time can be vital to success. The following is a suitable summary of the majority of the accessories, aids, and other imple-
ments that can aid in combating heresies or worse across the sector.

Accordion Wire Auspex


A staple of trench warfare, accordion wire comes in wickedly barbed These standard Imperial detection devices can reveal energy emissions,
metal spools that can be quickly stretched out and deployed to defend motion, and life-signs. Those initiated in the ways of the Machine Cult
trenches or buildings from an infantry assault. can coax other, more esoteric information out of these devices.
Availability: Common Availability: Scarce
Burden: 10 kg/Size (3) Burden: 0.5 kg/Size (2)
Tech-Level: Industrial Tech-Level: Technological
Rules: Any character attempting to cross deployed accordion wire must Rules: A character using an auspex gains a +20 bonus to Awareness tests
make a Hard (–20) Acrobatics Test or suffer 1d5 Rending Damage plus when looking for energy emissions, motion, and life signs. At the GM's
1 extra Damage for each Degree of Failure on the Test. Each singular sanction the Auspex may also be used for appropriate Scrutiny Tests or
Acquisition of Accordion Wire is long enough to cover a 5 meter long for the Tracking Special Use of the Survival Skill. Once per round, as
section. Accordion Wire has no effect on vehicles. a Half Action, a character with one may make a +0 mechanical Tech-
Use Test to spot things not normally visible to human senses, such as
invisible gases, exotic energies, non-visible radiation, or other things as
Almanac Astrae Divinitus appropriate. The standard range is 50m, though walls more than 50cm
A tech-device of the Divine Astrometricum, a faction of tech-priests thick and certain shielding materials can block a scanner. Good crafts-
concerned with cataloguing stars, nebulae, and distant events in the manship models increase the bonus to +30, but Poor models can only
voids. Its clicking arrangement of spheres and hololithic projections penetrate 20cm of material.
form a catalogue of sorts, which is of use to those who make their way
between stars.
Availability: Extremely Rare Auto-Ledger
Burden: 4 kg/Size (2) A clacking, wheezing contraption of brass, steel, and wood, the au-
Tech-Level: Technological to-ledger can do the job of a hundred clerks. The calculus logi, variable
Rules: This device can provide a +10 bonus to Navigate (Stellar), Nav- cogitators, and data recorders built into the auto-ledger can greatly assist
igate (Surface), Operate (Voidship), Scholastic Lore (Astromancy), or ship masters and quartermasters in managing cargos and inventories,
Trade (Astrographer) Tests where its information is directly relevant to as well as the accountancy of the myriad business ventures and trade
the circumstances. pacts traders are likely to undertake. Though not completely fool-proof,
the auto-ledger can help prevent mistakes and financial calamities from
befalling those who have access to one of these devices.
Ashen Skull Availability: Rare
The Halo Stars are a dark and mysterious region of the galaxy, and those Burden: 150 kg/Size (4)
who dare journey into their ominous depths often seek out means to Tech-Level: Technological
protect not only their bodies but their souls as well. Among those who Rules: When a Misfortune event occurs for a character with an auto-led-
explore the dark and ominous reaches of wilderness space, the rare relics ger in his possession (or that of one of his trusted subordinates), subtract
known colloquially as ashen skulls are considered to be a particularly 5 from the result of the roll to determine the severity of the Misfortune.
potent safeguard against the spiritual dangers of the vast unknown. The
preserved skulls of deceased priests who underwent a secret ritual known
as the Encarta Maleficarum, these relics are reputed to ward against the Auto-Quill
nefarious dangers of the Warp. Often elaborate devices of ink-stained brass and vat-grown or artificial
Availability: Extremely Rare quills, these devices allow a user to copy text or transcribe speech with
Burden: 1 kg/Size (2) impressive speed and accuracy. Many scribes carry portable units, suitab-
Tech-Level: N/A le for recording interrogation sessions or xenos translations.
Rules: A character in possession of an ashen skull gains a +10 bonus to Availability: Scarce
Opposed Willpower Tests made to resist Psychic Techniques or the men- Burden: Size (1)
tal influence of Warp Entities. At the Game Master’s discretion, when a Tech-Level: Primitive
character in possession of an ashen skull wins an Opposed Test this way, Rules: A character with a relevant Lore skill can use it to gain a +10 to
he might also gain some form insight into his would-be attacker (such as his tests involving this skill when recording data.
his location, nature, intention, or even his surface thoughts).

6.5 Gear - 426


Tools Summary
Name Availability Weight/Size Tech-Level Name Availability Weight/Size Tech-Level
Accordion Grapnel &
Common 10 kg/Size (3) Industrial Common 2 kg/Size (2) Industrial
Wire Line
Almanac Glow-globe/
Abundant 0.5 kg/Size (2) Technological
Astrae Extremely Rare 4 kg/Size (2) Technological Stablight
Divinitus Grapplewhip Rare 3 kg/Size (2) Technological
Ashen Skull Extremely Rare 1 kg/Size (2) N/A Handheld
Scarce 0.5 kg/Size (2) Technological
Auspex Scarce 0.5 kg/Size (2) Technological Targeter
Holo-Projector Extremely Rare 500kg/Size (5) Technological
Auto-Ledger Rare 90 kg/Size (4) Technological
Inhaler/
Auto-Quill Scarce -/Size (1) Primitive Plentiful 0.5 kg/Size (1) Industrial
Injector
Industrial Lascutter Average 15 kg/Size (3) Technological
Banishing Rod Very Rare 8 kg/Size (2)
(Imperial Creed)
Laud Hailer Scarce 4 kg/Size (2) Technological
Beast Cages Common 50 kg/Size (5) Industrial
Line Ascender Scarce 1 kg/Size (2) Technological
5 kg/15 kg
Beetle Tent Scarce Technological Lock-Punch Scarce 0.5 kg/Size (2) Technological
Size (5)/Size (6)
Calculance Locus Seeker Near Unique 0.5 kg/Size (1) N/A
Scarce 120 kg/Size (4) Technological
Array Long-Range
Very Rare 175 kg/Size (3) Technological
Cartograph Average 0.5 kg/Size (2) Technological
Auspex
Magnacles Rare 2 kg/Size (2) Technological
Chameleoline
Very Rare 4 kg/Size (5) Technological Magnoculars Average 0.5 kg/Size (2) Technological
Tarpaulin
Chirurgeon's Manacles Plentiful 1 kg/Size (2) Industrial
Rare 5 kg/Size (2) Industrial
Tools Mantrap Plentiful 2 kg/Size (2) Primitive
Cogitator Medi-Kit Common 2 kg/Size (2) Primitive
Rare -/Size (6) Technological
(Emplaced) Medicus
Extremely Rare 4 kg/Size (2) Industrial
Cogitator Ministorum
Rare 5 kg/Size (2) Technological
(Personal) Modular Hab
Extremely Rare -/Size (10) Technological
Cognomen Varies -/Size (1) Technological Base
Combi-Tool Rare 1 kg/Size (1) Technological Multicompass Near Unique 4 kg/Size (2) Technological
Data-Loom Very Rare 13 kg/Size (3) Technological Multikey Scarce -/Size (1) Technological
Dataslate Common 0.5 kg/Size (2) Technological Neural
Rare 2 kg /Size (2) Technological
Decryption Scourge
Rare 200 kg/Size (5) Technological
Cogitator Null Box Near Unique 20 kg/Size (4) N/A
Demolition Industrial
Very Rare 10 kg/Size (3) Industrial Null Rod Near Unique 1 kg/Size (2)
Kit (Occult)

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

6.5 Gear - 427


Tools Summary (cont.)
Name Availability Weight/Size Tech-Level Name Availability Weight/Size Tech-Level
Pinner Near Unique 5 kg/Size (2) Technological Shipboard
Common 20 kg/Size (3) Technological
Emergency Kit
Privacy Field Rare 1 kg/Size (2) Technological
Shock Collar Scarce 2 kg/Size (2) Industrial
Prognosticator Extremely Rare 150 kg/Size (2) Technological
Siege Auspex Rare 2 kg/Size (2) Technological
Primitive
Psy Focus Average -/Size (1) Signal Jammer Very Rare 2 kg/Size (2) Technological
(Occult)
Static
Psy-Tracker Rare 2 kg/Size (2) Technological Rare 3 kg/Size (2) Technological
Generator
Psycrystal Near Unique -/Size (1) N/A Stummer Very Rare 2 kg/Size (2) Technological
Rapid Survival Kit Average 20 kg/Size (3) Industrial
Deployment Scarce 250 kg/Size (6) Technological
Tox-Mister Scarce -/Size (1) Industrial
Shelter
Tox-Wands Scarce 1 kg/Size (1) Technological
Regicide Set Plentiful 1 kg/Size (2) Primitive
Tracking
Remuneration Scarce 1 kg/Size (1) Technological
Very Rare 7 kg/Size (2) Technological Device
Engine
Trade Tools
Saboteur's Common 4 kg/Size (2) Primitive
Rare 4 kg/Size (2) Technological (X)
Supplies
Ulumeathi
Salvation Near Unique 10 kg/Size (3) N/A
Common -/Size (1) Technological Plasma Siphon
Augur
Void Coffer Near Unique 1000 kg/Size (5) N/A
Screamer Scarce 2 kg/Size (2) Technological
Vox-Bug Rare -/Size (1) Technological
One Availability
higher than the Vox-Leech Very Rare 1 kg/Size (2) Technological
Servitors -/Size (4) Technological
tool being Vox Pickup Rare -/Size (1) Technological
integrated
-5 to the Avail- 1 kg/15 kg
Vox-Thief Rare Technological
ability to the Tool Size (2)/Size (3)
Servo-Skulls -/Size (2) Technological
or Book being
Acquired Vox-Tracker Scarce 6 kg/Size (3) Technological
Wall Eater Very Rare 1 kg/Size (1) Primitive
Banishing Rod Writing Kit Plentiful 2 kg/Size (2) Primitive
Made of darkened iron slabs enscrolled with hallowed parchment and
curled purity seals, banishing rods do not subdue the Warp so much as
Beast Cages
An invaluable tool for anyone who seeks to capture the great beasts and
calm it. When held aloft or even jammed into the ground, they create
xenos monstrosities that exist on worlds across the Imperium, or simply
an area where psychic energy flows sluggishly. In groups, such devices
wishes to transport sentient scum (Man or alien) as securely as possible,
can ward large areas, aiding in exorcisms and impeding the advance of
the most common cages are simple constructions of sturdy metal bars.
malefic entities.
More advanced versions tend to be fitted with potent shock generators or
Availability: Very Rare
be reinforced with adamantium plating. The finest examples lack bars al-
Burden: 8 kg/Size (2)
together, instead using stasis fields to contain dangerous creatures. These
Tech-Level: Industrial (Imperial Creed)
cages come in a variety of sizes, sufficient to contain many different
Rules: Psykers within 5 metres of one or more banishing rods cannot
creatures.
push psychic powers, and reduce the result of any rolls they make on
Availability: Common
Psychic Phenomena by -20 (to a minimum of 1). Characters with the
Burden: 50 kg/Size (Varies)
Daemonic Trait treat this area as a treacherous environment. When used
Tech-Level: Industrial
in an exorcism, each rod placed around the target of the exorcism grants
Rules: The Availability of these cages starts at Common which can be
a +5 bonus to the Daemonic Mastery test.
used to contain a human-sized (Size (4)) creature but for each Rank of
the Size Quality larger that the Acquirer wishes the cage to be it raises
the Rarity by one level and doubles the weight of the Beast Cage. Poor
Craftsmanship cages, while suffering no mechanical defects, may break
open at inopportune times due to shoddy construction. Good Craftsman-
ship cages are fitted with shock generators and adamantium bars, while
the Best Craftsmanship versions use stasis fields to contain the creatures,
freezing them in time and making them invulnerable to harm until the
field is deactivated.

6.5 Gear - 428


Tools (Cont.)
Beetle Tent Chirurgeon’s Tools
A series of collapsible bio-dome structures now known as “beetle tents” Implements of either salvation or torture, these superb sets of surgical
due to their distinctly insectoid profile, an easy to assemble portable instruments includes all of the scalpels, lancets, forceps, clamps, needles,
bio-dome formed from polycarbonate sidings reinforced with plasteel dilators, retractors, and probes necessary to conduct most general sur-
rods. While not as easily transportable as a shelter made from cloth, beet- gery. While of little application to those not trained to use such tools, in
le tents are far more durable in the face of hostile creatures and uncertain the hands of a skilled chirurgeon, these instruments can be the difference
weather. The exterior of a beetle tent invariably includes some sort of between life and death. Likewise, in the equally skilled hands of an inter-
camouflage scheme, usually a jungle-based one, though desert camoufla- rogator, these tools can inflict the most heinous pain and torture.
ge is also common. Availability: Rare
Availability: Scarce Burden: 5 kg/Size (2)
Burden: 5 kg/Size (5)/15 kg/Size (6) Tech-Level: Industrial
Tech-Level: Technological Rules: Once per game session, a character with chirurgeon’s tools may
Rules: Beetle Tents provide 4 Armour Protection for cover. There are re-roll a failed Medicae Test involving surgery (staunching Blood Loss,
two sizes of tent available, holding up to a maximum of three or six adult saving or amputating limbs, attaching bionics or implants, etc.) or Inter-
humans respectively. Best Craftsmanship versions increase their AP rogation Test.
value to 8.
Cognomen
Calculance Array “Cognomen” is the official Administratum designation for a hiver’s iden-
Grand mercantile initiatives are attended by a swarm of scribes and tity card. In a hive, it is one of the only viable means of tracking, taxing
ledgers, and the greatest can only thrive when supported by machines and identifying the citizenry. Cognomen are usually blank iron-grey,
such as the calculance array. It is a noisy, man-sized stack of chugging, punched-metal squares (about the size and shape of a playing card) and
promethium-fueled rod-cogitators, often mounted upon a tracked plat- designed to be read by data-slates and cogitator systems. The only feature
form. Its machine spirit accepts reams of figures, and other data, ordering on the face of a Cognomen is the symbol of the issuing hive, guild or
them and spitting forth parchment summations and predictions upon Adepta whom the citizen serves. In some ways, ownership of a cog-
command. nomen is frighteningly important: it represents the only legal proof of
Availability: Scarce identity, a right to work and even to be fed and housed for the average
Burden: 120 kg/Size (4) mid-hiver. Its loss might genuinely mean starvation, abandonment, arrest
Tech-Level: Technological or even being cast down into the underhive in the blind face of Imperial
Rules: The Calculance Array provides a +10 bonus to all Commerce bureaucracy. There is, of course, a thriving trade in the theft and falsifica-
Skill Tests. tion of cognomen, the price for a “face” varies on the identity fabricated
or stolen, and can range from a few gelt to thousands.
Availability: This varies by hive level:
Cartograph Common - Midhive/ Rare - Upper Hive/ Near Unique - Apex
This specialised data-slate accepts geographical and navigational Burden: Size (1)
information on a planet, either from existing data-banks or gathered by Tech-Level: Technological
a ship’s augur arrays in orbit. Its geo-locator tracks the user’s planetary Rules: Unless the character has very good ties with the Administratum it
coordinates, enabling it to provide distance and bearing to any known is quite likely that by “Acquiring” a cognomen he is attempting to gain
location. falsified credentials. Poor Craftsmanship versions of cognomen obvious-
Availability: Average ly do not match the bearer’s physical or other information and cannot
Burden: 0.5 kg/Size (2) stand up to even a casual inspection, but they can open doors and be
Tech-Level: Technological used to “punch in” to cogitator driven systems. Good and Best Crafts-
Rules: This provides a +10 to all Navigation (Surface) Tests. It is also manship versions are much closer matches or else more accurate in their
capable of storing detailed maps and schematics, which can be useful for information and give a +10 and +20 respectively to Charm or Deceive
objective approach planning. Good Craftsmanship cartographs are also when used in the myriad social encounters that they might embroil the
equipped with a small holo-projector that displays three-dimensional character if needed to prove the document’s veracity.
maps of its contents
Cogitator
Chameleoline Tarpaulin Machines created to sift and consider data, to calculate and to process the
These thin, resilient tarpaulins are made of sheets of photosensitive, sacred language of algorithm, these devices range from small portable
colour-shifting fabric that can take on the appearance of their surroun- models to larger logos tabernacles and matriculation-engines integrated
dings. Issued in five metre by five metre sheets, cameleoline tarps can into manufactora, voidships and archive centres.
be hooked together to hide anything from a land speeder to a rhino to an Emplaced cogitator systems analyse and process vast quantities
entire encampment. of data (planetary tithe records, genotype reconstructions, and so on).
Availability: Very Rare Most also feature auto-quills to print data-scrolls, machine-spirit shrines
Burden: 4 kg/Size (5) and symbiotic operations-savants or holo-projectors incorporated into
Tech-Level: Technological their structure. Proper rites and rituals must be observed during cogitator
Rules: Use of cameleoline tarps to hide vehicles and emplacements operations on this scale or they will become subject to severe inaccu-
grants the user a +30 to all concealment Stealth Tests. racies and glitches, perhaps even possession by malign spirits.
Availability: Rare
Burden: Emplaced: Size (6)/Personal: Size (2)
Tech-Level: Technological
Rules: Using an emplaced cogitator grants a bonus on Linguistics, Logic
6.5 Gear - 429
Tools (Cont.)
or Lore Tests when having to compare or sift through large volumes of Demolition Kit
data. These grant a +20 bonus on relevant Tests. Some adventures end with explosive results, and these kits are essential
Portable cogitator units are capable of analysing the informa- for such a conclusion. They contain the tools for a character to more
tion from data-slates and similar sources, and provide a +10 bonus on easily set up sophisticated detonation devices and explosives.
relevant Tests. Availability: Very Rare
Burden: 10 kg/Size (3)
Tech-Level: Industrial
Combi-Tool Rules: Demolition Kits give a +10 to Trade (Demolitions) Tests.
Most combi-tools are small, compact devices filled with foldout and
Each kit includes the following:
extending probes, blades, hooks, and socket-plugs. They are ideal for
• Five Demolition Charges: A demolition charge is a simple explosive
coaxing operation from recalcitrant machinery, repairing damaged
device, commonly used for blowing open doors, breaching bulkheads,
devices, and in general bending errant machine spirits to the will of the
and destroying infrastructure. The listed weight for a demolition charge
user.
represents 1kg of explosives, though it is possible to rig charges together,
Availability: Rare
thus increasing their destructive potential. When a demolition charge ex-
Burden: 1 kg/Size (1)
plodes, anything caught within its blast suffers 3d10 Explosive Damage
Tech-Level: Technological
plus 2 Damage for every kilogram used. The blast radius is 5 meters for
Rules: A character using a combi-tool gains a +10 bonus to mechanical
each kilogram used.
Tech-Use tests.
• 50 Metres of Fuse-Line: This thin rope can be lit with any fire source
or detonator, and burns at a rate of 10 seconds per metre, useful for set-
Data-Loom ting a delay on an explosive or activating it at a distance.
A limited data-engine and geometric display that has proven useful to • 50 Metres of Det-Cord: Det-Cord is a cord made of exploding ma-
those faced with challenging problems of logic or fragmentary informa- terial that is usually used to detonate large explosives. When detonated
tion. the whole length of the cord rigged to the detonator goes off instantly,
Availability: Very Rare destroying itself and any other explosives its attached to.
Burden: 13 kg/Size (3) • Five Pressure-Release Detonators and 10 Meters of Wires: These
Tech-Level: Technology can be used to light a fuse-line, det-cord, or trigger explosives directly.
Rules: A data-loom gives a +10 bonus to Logic skill Tests, and at the All of the materials in this kit can be refilled to these quantities
GM’s discretion may reduce the time taken for research or investigations, with a single Rare Acquisition Test as long as the character is in a loca-
provided that the character has the Tech-Use Skill. tion they would be available.

Dataslate Diagnostor (Medicae)


The diagnostor is a sophisticated medical device used across the galaxy.
These devices are common across the Imperium, and are the primary
It can detect and diagnose almost every ailment known to the Impe-
means of storing and reading printed text and other forms of data such
rium, and can be incorporated into medical kits, servoskulls, and other
as pict or audio recordings. Good and Best Craftsmanship dataslates can
dedicated servitors. Any individual trained in medical knowledge in the
also record new information, or transmit and receive data from other
Imperial Guard understands its use.
devices.
Availability: Rare
Availability: Common
Burden: 4 kg/Size (1)
Burden: 0.5 kg/Size (2)
Tech-Level: Technological
Tech-Level: Technological
Rules: A diagnostor provides +20 to Medicae or Perception tests to de-
Rules: -
termine an ailment; success indicates the proper treatment to be used.

Decryption Cogitator Diagnostor (Tech)


Based on STC design principles, the decryption cogitator is intended to
This small, hand-held device contains a number of technological
assist in cracking enemy ciphers and battle codes. The chugging, hissing
diagnostic tools and a small cogitator array that allows a techpriest to
cogitator is about the size of a massive ammo crate and able to run incre-
diagnose what ails a machine’s spirit. It has a number of common plugs
dibly complex algorithms over which only the red-robed adepts of Mars
and adaptors that allow it to be plugged into nearly every machine of
claim understanding or mastery. While nobles find these devices useful in
human manufacture, as well as sensors and scanners that can see through
reading the secret encoded correspondence of their rivals, explorators in
hulls and casings, detect microscopic cracks and material fatigue, and
the depths of space have also found the cogitator invaluable in deciphe-
generally help the techpriest in his daily obligations to the Omnissiah.
ring the writings and hieroglyphs of long-dead xenos races.
Availability: Rare
Availability: Rare
Burden: 4 kg/Size (1)
Burden: 200 kg/Size (5)
Tech-Level: Technological
Tech-Level: Technological
Rules: A character using a machine-spirit Diagnostor gains a +20 bonus
Rules: A character in possession of a decryption cogitator counts the Lin-
to all Tech-Use Tests when diagnosing or repairing malfunctioning
guistics, Scholastic Lore (Cryptology), and Trade (Cryptographer) Skills
equipment.
as Trained Skills. Further, he can use his Tech-Use Skill in place of the
usual Skill for Tests in any of these Skills. However, using a decryption
cogitator doubles the usual amount of time required for such translation
or code-breaking.

6.5 Gear - 430


Tools (Cont.)
Disguise Kit Emperor’s Tarot Deck
Acolytes often conceal their true identity as part of their investigation, The Emperor’s Tarot is a deck of 78 cards, split between the Major and
either to create new personas or impersonate others. Minor Arcana; the Major Arcana are a set of 22 different roles whose
Availability: Very Rare depictions can vary widely from sector to sector and even system to sys-
Burden: 2 kg/Size (3) tem, but the Minor Arcana have wide similarities, with the most common
Tech-Level: Technological sub-divisions of them being of 4 separate denotations of coins, chalices,
Rules: These kits contain the following: staffs, and swords. Most versions of this deck are made on thin pieces of
• Basic makeup: Grants a +10 bonus to Deceive tests made to visually paper or polymers, with various depictions of saints, historical figures,
disguise the character. and local phenomena or locations taking up their miniature portraits.
• Prosthetic appliances: Allow the character to impersonate individuals Availability: Common
with different facial structures. Burden: Size (1)
• Skin dyes: Allow the character to impersonate individuals with differ- Tech-Level: Primitive
ent skin colours. Rules: -
• Vocal augmenter: Grants a +20 bonus to Deceive tests made to imper-
sonate another voice. Entrenching Tool
• Retina lenses: Allow the character to impersonate individuals with A key component of the standard kit of the Imperial Guard, the ent-
different eye colours. renching tool is intended primarily for filling sandbags. This small,
folding spade is invaluable for digging trenches, shoring up earthen
All of the materials in this kit can be refilled to these quantities without mounds, and preparing other basic defensive structures. The heavy blade
the use of an Acquisition test as long as the character is in a location with also makes for an excellent improvised weapon, and many Guardsmen
the appropriate Tech-Level. believe that a well-sharpened entrenching tool makes for a better melee
weapon than their standard-issue knife.
Eclipse Pulsator Availability: Plentiful
Members of the Mechanicus have spent decades puzzling over these re- Burden: 2 kg/Size (2)
lics and have yet to unlock their secrets. The smooth metal device slowly Tech-Level: Industrial
builds up a charge until it can be felt vibrating and humming with energy. Rules: Aside from giving a +10 to any tests related to digging or making
Availability: Near Unique earthworks, a properly sharpened entrenching tool can be used in melee
Burden: 0.5 kg/Size (1) combat with the profile of a Warknife with the Unwieldy Quality.
Tech-Level: N/A
Rules: When triggered, the device emanates a pulse of energy that Excruciator
negates any force fields, psychic protections, or other unnatural defences While all such kits are used in the gathering of information from the
within 10 metres of the device for 1d5 minutes. Once used, the device unwilling and unrepentant, each is as unique as its user. Most contain a
requires a day to recharge before it can be used again wide range of blades, needles, chemicals, drugs, barbed hooks, neural
probes, thermal prods, and other essential tools needed to extract the
truth.
Elucidator Availability: Very Rare
The systems beyond the Imperium’s borders are rife with planets out of Burden: 2 kg/Size (2)
contact with the rest of Mankind for thousands of years, pockets of hu- Tech-Level: Industrial
manity lost during the Age of Darkness or even before. During that time, Rules: Employing an excruciator kit grants the user a +20 bonus to
their language may have diverged radically from Low Gothic. Interrogation tests.
Availability: Very Rare
Burden: 1 kg/Size (2)
Tech-Level: Technological Flex-Tent
Rules: An elucidator is a hand-held device that can analyse speech or This thin fabric turns utterly rigid when a small electrostatic charge is
text, and translate it into a standard language and dialect (and vice versa). applied. It is part of many emergency shelter kits, as it is very light weig-
It is most useful in dealing with cultures whose languages have a basis ht and needs no supports; users can simply unroll and activate to form a
in Low Gothic, requiring no Test to perform this function. However, a strong shelter against the elements. When the charge is deactivated, the
character with the Logic Skill may make a Difficult (–20) Test to use an fabric collapses and can be reused if needed, making it a popular item in
elucidator to decipher basic meanings from truly alien languages. (The long distance marches.
GM may adjust this modifier depending on the language’s similarity to Availability: Scarce
ones the character does know.) An elucidator’s output can display on its Burden: 2 kg/Size (5)
screen, project from its vox, or transmit through a vox channel. Tech-Level: Technological
Rules: Common Craftsmanship versions hold two people, Good and
Best Craftsmanship versions hold three and four people, respectively.

6.5 Gear - 431


Tools (Cont.)
Forgery Kit While the Reach Quality usually goes out to 2 meters beyond
This represents a catch-all category of tools and materials, from special Special the character’s standard melee Range, this weapon increases that
parchment inks to task-dedicated codifiers intended to help the user forge length by an additional 2 meters, for a total of 4 additional meters.
or duplicate official documents, cognomen, passes, and permits.
Availability: Scarce Handheld Targeter
Burden: 5 kg/Size (2) A hand-held targeter is a small device used in most forces of the Impe-
Tech-Level: Industrial rium. It is capable of detecting ranges to targets using optical sights for
Rules: Using this kit in conjunction with a relevant Skill (Scholastic zooming, prediction systems for firing, and so on. It is commonly used
Lore (Bureaucracy) or Tech-Use) grants a bonus to copy, forge, or fabri- by spotters assisting with artillery fire.
cate such items, depending on the quality of the materials involved and Availability: Scarce
the difficulty of the task. A standard kit provides a +10 bonus. A Good Burden: 0.5 kg/Size (2)
Craftsmanship kit gives a +20 bonus, while a Best Craftsmanship kit Tech-Level: Technological
provides a +30. Rules: A character with a hand-held targeter may spend a Half Action to
grant another character within 5m a +20 bonus to his next Ballistic Skill
Glow-Globe/Stablight test when firing a weapon with the Indirect Quality. This also may be
These small portable lamps act against the physical darkness of night. used while forming a Weapon Team to crew a weapon with the Indirect
Glow-globes are roughly the size of a clenched fist, and can illuminate an Quality.
area a dozen or so metres in radius, while cylindrical stablights can pro-
ject a narrower, conical beam but at twice that distance. Both last roughly Holo-Projector
five hours before their power packs need recharging or replacing. Cased in brass, crawling with chrome-sheathed cables and hissing steam,
Availability: Abundant a holo-projector is a feature common to the briefing rooms of the various
Burden: 0.5 kg/Size (2) arms of the Adepta. The rituals of constructing and maintaining these
Tech-Level: Technological devices are some of the most ancient and sacred. The flickering cone of
Rules: - blue-tinged imagery it projects is the product of muttered prayers and
burning tapers. A holo-projector can be linked to a cogitator or other data
Grapnel & Line feed.
A combination of clip-harness and gas-powered pistol, this can fire a Availability: Extremely Rare
hook or magnetic clasp attached to a thin, strong wire. Burden: 500kg/Size (5)
Availability: Common Tech-Level: -Technological
Burden: 2 kg/Size (2) Rules: -
Tech-Level: Industrial
Rules: A grapnel can be aimed at any suitable target up to 100m away, Inhaler/ Injector
requiring a Ballistic Skill test as though firing a single shot. Once the Many drugs require a device to administer a dose such as a syringe,
grapnel attaches to the desired spot such as a rooftop, a user can man- spray-injector, or gas flask.
ually climb the line or activate a powered winch that can lift the user Availability: Plentiful
roughly 5m per round. Common sets can hold 150kg, while Good or Best Burden: 0.5 kg/Size (1)
can support 200 kg Tech-Level: Industrial
Rules: Each can hold one dose of any drug, which a character may
Grapplewhip administer as a Half Action.
A tool popular amongst some of the (usually short-lived) brand of Rogue
Traders who fancy themselves “adventurers,” a grapplewhip is a reticula- Lascutter
ted length of metal that can rapidly extend to latch on to a surface, or Ideal for slicing open doors and bulkheads, lascutters were originally
snatch an object when swung like a groxwhip. Though these devices can designed for mining, where their short-range, intense cutting beam could
be dangerous to inexperienced users, lashing back and cutting gashes chop apart even the toughest rock.
across an unprepared wielder, they are still popular with certain contin- Availability: Average
gents. Burden: 15 kg/Size (3)
Availability: Rare Tech-Level: Technological
Burden: 3 kg/Size (2) Rules: Most can cut or weld around 10cm of metal depending on the
Tech-Level: Technological thickness involved. They are large and cumbersome, and so can only be
Rules: To use a grapplewhip, a character must make a Challenging (+0) used as a Heavy weapon (acting as a Meltagun without any Qualities) on
Weapon Skill Test. If he succeeds, the character latches the grapplewhip stationary targets within 2 metres.
onto a protruding object within 5 metres. The grapplewhip can then
retract, albeit not as quickly as it can extend, pulling the object to the
person (or the person to the object). A grapplewhip can also be used as a
weapon with the below profile.
Utility Mechadendrite Cutting Blade
Class Melee Range Melee+4m
Damage 1d5+2R Penetration 2
Qualities Flexible, Reach, Snare (4), Unwieldy

6.5 Gear - 432


Tools (Cont.)
Laud Hailer Locus Seeker
Whether belting orders over the ferocious roar of combat or addressing a A locus seeker is actually a pair of devices.The smaller component, the
crowd of thousands of the faithful, Imperial officials often require great locus caller, is a dull metal sphere only millimetres in diameter. The
volume, and a laud hailer is the perfect tool. Each can amplify normal larger component is a small, translucent globe with a needle of identical
speech levels such that an entire crowd can hear the speaker’s words metal suspended mysteriously inside. The needle,called the locus seeker,
clearly. is usually carved in the shape of a grasping talon and reaches unerringly
Availability: Scarce towards the caller, with no observed limits on its distance.
Burden: 4 kg/Size (2) Occasionally these globes have been unearthed with missing
Tech-Level: Technological callers, and unlucky men have been sent to search for decades or even
Rules: - lifetimes to locate the other piece, so valuable is a completed locus
seeker. Although difficult to come by, these devices can be invaluable for
Line Ascender tracking suspicious ships, cargo, or individuals over not just planets, but
This device can attach to virtually any rope, chain, or cable, and enable sectors.
its user to “climb” the line. Availability: Near Unique
Availability: Scarce Burden: 0.5 kg/Size (1)
Burden: 1 kg/Size (2) Tech-Level: N/A
Tech-Level: Technological Rules: Plotting a course towards the caller using the globe requires
Rules: Its gears snap around three sides of the cable using a Full Action, the appropriate Navigation Test with a Difficulty based on how much
and require two hands during use. Each Full Action of movement ascends distance lies between the two. Hiding a locus caller on a person or object
at a rate equal to the character’s Agility bonus per Round. Once finished, requires a Sleight of Hand Stealth Test, with the Degrees of Success
disengaging the device requires a Half Action. noted for later Opposed Scrutiny Tests by any potential detectors. One
may also embed a caller in an object through a Routine (+10) Test on
the appropriate Skill (Tech-Use for a data-slate, Trade (Armourer) for a
Lock-Punch weapon, and so on).
A simple two-handed cylinder with a salvaged grav-plate generator
built in, the lock-punch is designed to quickly disable door locks. The
user presses the cylinder against the lock and triggers the plate,which Long-Range Auspex
generates a localized maelstrom of gravitic energies that tear the lock (or This is a larger and more powerful version of the hand-held auspex
occasionally the entire door) apart. The user must be wary, however,as devices used by Imperial agents, usually mounted on a large, transpor-
the temperamental mechanism may backfire and throw the user across a table chassis for added stability. Though bulky, it can scan huge areas of
room—or into the ceiling. terrain as well as the sky above and the ground below to detect move-
Availability: Scarce ment patterns, vox signals, seismic disturbances, and other programmed
Burden: 0.5 kg/Size (2) criteria. Its onboard cogitators analyse and display detected information.
Tech-Level: Technological Availability: Very Rare
Rules: Using the lock-punch is a Full Action. The user must press the Burden: 175 kg/Size (3)
device’s barrel against the lock and make a +0 mechanical Tech-Use Tech-Level: Technological
Test. Success destroys a lock on a standard door of AP 16 or less (this Rules: The Long-range Auspex counts as an Auspex in all respects, save
usually includes thin rockcrete, iron, and steel). Particularly flimsy doors, its range is 5 kilometres and it can penetrate walls up to a metre thick.
such as wooden ones, are blown apart in their entirety. Tough doors such Good Craftsmanship versions increase the range to 10 kilometres, and
as adamantium hatches or ceramite vault doors cannot be affected by Best versions grant a +30 to Awareness Tests made with the device,
the lock-punch. If the user rolls 4 or more Degrees of Failure, the device instead of a +20.
misfires and it throws him 2d10 metres away. This deals damage as if he
had fallen from the same height,and may have other adverse environmen- Magnacles
tal effects as well (such as if the user is standing on a ledge!). These are magnetised hand clamps- a snap-open hoop constructed of
Good and Best Craftsmanship versions throw the user on 5 and hardened and tempered steel that seals around a suspect’s wrist and locks
6 Degrees of Failure, respectively. Poor Craftsmanship versions impose a together using powerful magnets. These same magnets (controlled by
-10 on Tech-Use Tests. a simple set of buttons operated by the keyholder) allow suspects to be
rapidly clamped to lampposts, Rhino APCs, or other metallic objects.
Availability: Rare
Burden: 2 kg/Size (2)
Tech-Level: Technological
Rules: Magnacles are about as advanced and well constructed as wrist
restraints can get. All Tests to escape the bonds are always taken with
at least a -40 penalty (essentially counting as Snare [4]), and take three
times as long as normal.

6.5 Gear - 433


Tools (Cont.)
Magnoculars Medicus Ministorum
These powerful vision aids can magnify distant items into clear focus, Prized by those who tend to the sick and wounded, the Medicus Mi-
helping ensure no heresy goes unspotted. More advanced, high-quality nistorum is a superb addition to medikits, containing some of the finest
magnoculars can also do such things as give range read-outs, detect heat medicae supplies the Imperium can offer.
sources, calculate target location positioning, and take pict-captures of a Availability: Extremely Rare
view for later analysis. Burden: 4 kg/Size (2)
Availability: Average Tech-Level: Industrial
Burden: 0.5 kg/Size (2) Rules: An character using a Medicus Ministorum scores an additional 2
Tech-Level: Technological Degrees of Success on successful Medicae Tests and reduces his Degrees
Rules: - of Failure on failed Medicae Tests by 2 (to a minimum of a failed Test
with 0 Degrees of Failure).

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.

6.5 Gear - 434


Tools (Cont.)
Neural Scourge Occlusive Vaults
A Neural Scourge appears as an ornate metal gauntlet with dozens of Used by certain Cold Traders to secretly transport small quantities
protruding thin wires that seemingly move of their own accord. When the of material, occlusive vaults are created from advanced and arcane
gauntlet is placed against a subject’s head, these wires begin to burrow technology and are extraordinarily rare. Normally taking the form of
into his skull, making their way through eye-sockets, nose, and ears into a large heavily-armoured chest, an occlusive vault conceals its true
the subject’s brain. contents behind sophisticated holo-blinds and force barriers, projecting
Availability: Rare the appearance of false contents, controlled by a micro-cogitator. While
Burden: 2 kg/Size (2) not entirely flawless, the false imagery projected by an occlusive vault is
Tech-Level: Technological good enough to deter most searches.
Rules: Using a scourge requires a Difficult (–10) mechanical Tech-Use Availability: Near Unique
Test or a Challenging (+0) Medicae Test. Failure on either of these Tests Burden: 15 kg/Size (4)
results in the target suffering 1d5 Wounds regardless of their Toughness Tech-Level: Industrial
bonus. Using the Neural Scourge requires precision and so it may not Rules: Any character searching for items concealed within an occlusive
be employed against a subject who is not controlled or fully restrained. vault suffers a –40 penalty on the Awareness Test. Best Craftsmanship
Once activated the Neural Scourge grants a +30 bonus to opposed Inter- versions impose a –50 penalty, while Poor Craftsmanship versions only
rogation Tests against the subject. However, if the subject wins the Test impose a –30 penalty.
he take 1d5 points of damage ignoring Toughness. Because of this, it is
exceptionally easy to kill a subject while interrogating them under the Opus Machina
effects of a Neural Scourge. Of the ancient names given to the skull and cog wheel symbol of the
Adeptus Mechanicus, the Opus Machina is known throughout the Impe-
Null Box rium and is as sacred to the servants of the Omnissiah as is the Aquila is
Occasionally vital for preserving or safely containing a sample or woeful to the Ecclesiarchy. The versions presented here are no simple symbols,
artefact, null boxes are portable stasis field generators in the shape of but contain broadcasted code-ciphers and data-djinn to proclaim their
small armoured boxes, although some go right up to the size of a large master’s worth to those that are pure enough to hear.
chest or sarcophagus. Inside a stasis field, all time and motion halts and Availability: Rare (Peer [Mechanicus] is required to acquire a standard
whatever is trapped inside is effectively frozen and removed from any Opus Machina, Good Reputation [Mechanicus] is required for a Greater
interaction with reality—essentially contained in a psychic dead zone. Opus Machina)
True relics of the Dark Age of Technology, most null boxes Burden: -/Size (2)
are extraordinarily resilient and tough (almost supernaturally so, which Tech-Level: -
may be the result of the time-control field within) and once active require Rules: As long as the character knows how to employ it properly— that
no further power unless deactivated and turned on again. For obvious is, has the Scholastic Lore (Techna Schemata) Skill—the bearer of this
reasons the control mechanisms of most null boxes are often hidden and symbol gains a +10 bonus on all Social Skill Tests concerning tech-
heavily encrypted. Unless breached with enormous force or simply tur- priests and followers of the Machine God
ned off by someone able to do so, a null box and its contents can out-sit Greater Opus Machinas functions as a standard Opus Machina,
eternity if needs be. but it also carries numerous code ciphers, over-ride decrypts, and effector
Availability: Near Unique fields, making it the equivalent of a set of multikeys, granting a +10
Burden: 20 kg/Size (4) bonus on Tech-Use or Trade (Security) Tests made to disable alarms and
Tech-Level: N/A commune with machine-spirits.
Rules: -

Perimeter Defence System


Null Rod Used frequently on many newly-colonised planets, these systems are
Few things invoke terror as much as a psyker calling on the unholy formed from dozens of large pylons bristling with power relay nodes,
powers of the Warp to twist reality and rend souls. While faith in the Em- all linked together in line to form an invisible protective barrier around
peror is always essential, a null rod can also be effective in negating such important installations or structures. They draw a great deal of power and
threats. Most null rods appear as short obsidian cylinders, often crawling can easily keep most native animals or civilians at bay, but will nor-
with arcane icons and glyphs. mally falter against aggressive attacks from armed forces or monstrous
Availability: Near Unique creatures.
Burden: 1 kg/Size (2) Availability: Rare
Tech-Level: Industrial (Occult) Burden: 175 kg/Size (4)
Rules: Each can dampen the powers of any psykers within 2d10 metres Tech-Level: Technological
(roll once after the Acquisition is made, the player must choose to set Rules: Each pylon is about 3 meters high and they are usually placed 5
the Null Rod’s radius at equal to or lesser than this result permanently), meters apart, with the their defences being activated if something tries
causing them to take all tests to use any of their psychic powers with a to step between the pylons. While they are slender, the pylons are fairly
–30 penalty. tall and their surface area makes them about as easy to hit as an average
They also offer a character personal protection from psychic person (Size (4)), they are mildly armoured though, with AP 12 and 15
attacks by granting a +30 bonus to resist any psychic power that directly Structural Integrity. If one pylon is destroyed then the two fields between
affects him. A null rod acts as a truncheon with the Power Field quality it’s neighbouring pylons are deactivated. The field causes 2d10+6 E
when used in close combat. Damage with the Shocking quality. Good Craftsmanship versions do
an additional 1d10 damage, while Best Craftsmanship versions do an
additional 2d10 damage.
The Weight and Availability listed are for one pylon, and at
least two are needed to create a barrier.
6.5 Gear - 435
Tools (Cont.)
Pict Recorder Prognosticator
A relatively simple recording device, pict recorders—or picters— can The services of Navigators are not easily or cheaply secured, and many
capture audiovisual media. Most models can also display recorded data pirate vessels plying the Warp cannot obtain such rare and valuable indi-
on integrated screens, with advanced models using holographic imagery. viduals to guide their ships through the warp. While most Warp-capable
Specialised pict-servitors are essentially ambulatory recorders, brought vessels are able to make short hops through the Immaterium, covering
on hazardous events or missions to autonomously capture occurrences four or five light-years at a time along stable routes, some pirates and
for later codifying. smugglers desire the means to travel farther and along the more dan-
Availability: Average gerous routes to better elude those who hunt them. A prognosticator is a
Burden: 1 kg/Size (2) forbidden device using minor examples of blasphemous maletek to more
Tech-Level: Industrial accurately map and predict the tides and flows of the warp than conven-
Rules: - tional cogitators can, though not as precisely as a Navigator.
Availability: Extremely Rare
Pict-Fly Burden: 150 kg/Size (2)
Much like the Vox-bug, these insect-like constructs resemble large Tech-Level: N/A
Terrestrial dragonflies, using the brain and nervous system from a similar Rules: A character using a prognosticator can attempt Psyniscience and
flying creature. They also have a very limited intelligence, allowing for Navigation (Warp) Tests untrained in regards to navigating the warp, and
uncomplicated instructions such as “follow the woman with the augmetic may attempt to do so as if a Navigator, but they must pass a Challenging
eye” or “hover above the cargo yards”. (+0) Willpower Test or gain 1d5 Corruption and Insanity Points from
Availability: Rare brief glimpses of the Immaterium. Characters who already possess those
Burden: Size (1) skills gain no additional benefit.
Tech-Level: Technological
Rules: The user will require a pict-caster to view the fly’s transmissions, Psy Focus
which also include sound, though the quality tends to be poor (–20 to Many psykers use these small, personalised items to steady themselves
any hearing-based Tests). Pict-flies emit a low insectoid buzzing when before accessing the terrible powers of the Warp. Each is different; some
flying, allowing for a Very Hard (-20) Awareness Test on the part of the might be no more than a carved finger bone or pressed flower, while
observed to notice them. For any required tests, assume the Pict-fly has others could be a softly glowing crystal or void-iron glyph. All, however,
an Agility of 50 and a Rank of the Stealth Skill, and Size (1). are specially attuned to their bearers through long meditation or ritual,
allowing them greater control over their abilities.
Pinner Availability: Average
These coil-generators emit a charged fluctuating mag-field. Though it Burden: Size (1)
does not magnetically charge items itself, it greatly amplifies the power Tech-Level: Primitive (Occult)
of existing magnets. Rules: When a psyker with a psy focus makes a Focus Power Test or
Availability: Near Unique Invocation Test, he gains a +10 bonus.
Burden: 5 kg/Size (2)
Tech-Level: Technological Psy-Tracker
Rules: Once activated,the device affects all magnetic devices within 30 Sometimes referred to as aetherscopes, these are a particular form of
metres for 2d10 Rounds, supercharging them. Any attempt to separate the scanner designed to monitor disturbances in the empyrean and detect and
magnet from the surface they are attached requires a -60 Strength Test. analyse psychic energies. These sophisticated and tricky devices are used
Good and Best Craftsmanship versions increase the radius by 5 metres extensively by adepts and savants attached to the Holy Ordos, although
and 10 metres, respectively. Poor Craftsmanship versions decrease the very similar scanners are actually used as a common part of the engi-
radius by 10 metres. neering equipment of major starships to monitor the status of the ship’s
Gellar field and its generators.
Availability: Rare
Privacy Field Burden: 2 kg/Size (2)
These energy fields create a shimmering dome of force which sound and Tech-Level: Technological
light do not penetrate. These fields are used to obfuscate their users from Rules: The Tech-Use Skill is required to be able use one of these
prying eyes and ears. scanners. Awareness Tests taken in conjunction with the device enable
Availability: Rare the user to determine the presence and relative strength of psychic
Burden: 1 kg/Size (2) force, Daemons, the lingering effects of warp disturbances and the like.
Tech-Level: Technological Psy-trackers are somewhat temperamental devices with an operating
Rules: A privacy field generates a dome of flickering blue light with a range of no more than a few hundred metres (although they might
ten-foot radius that cannot be seen through or eaves dropped upon. The register very powerful spikes and signals from far beyond that). They are
field offers no physical protection whatsoever, other than visual cover. also easily clouded and confused by powerful energy fields and psychic
Each is unique,usually mounted in a small handled case or on a Ser- “background noise”.
vo-Skull. From the opposite side, the field has the same visual effect as
looking through heavily frosted glass: shapes might be distinguishable,
but very little else. The field is completely impervious to sound, vox-,
and pict-casting of any sort.

6.5 Gear - 436


Tools (Cont.)
Psycrystal Regicide Set
These small, rare quartz-like crystals emit a soft purple glow when A two-player game played across all classes from lowly refresher scrub-
psychic energy is being used nearby, with the intensity varying depen- bers to spire nobility, regicide is simple to learn but difficult to master.
ding on the degree of power released. They are found mostly on barren Many Imperial Guard officers hone their tactical senses in games with
worlds devoid of life, an unquietly common phenomenon in wilderness small sets that can fold into their combat kit.
space. Psycrystals perform best when used by non-psykers, paradoxically Availability: Plentiful
enough, giving off false indications when held by those who can channel Burden: 1 kg/Size (2)
the warp. Tech-Level: Primitive
Availability: Near Unique Rules: A typical regicide game takes 1d5 hours, and requires an opposed
Burden: -/Size (1) Deceive, Logic, or Tactics (Any) Test from both players. Additionally the
Tech-Level: N/A GM can offer benefits to well-roleplayed games such as a +10 bonus to
Rules: Each crystal glows if psychic powers are being used by an Fellowship-based tests with the opponent for the following day, or giving
individual within a short distance, usually five metres, or are targeting an a bonus to attempts to read, manipulate, or out-maneuver ther other
individual within the same radius. There is no Good or Best Craftsman- player.
ship version of this item
Remuneration Engine
Rapid Deployment Shelter A tool and symbol of status for wealthy factors and brokers, the optics
The Rapid Deployment Shelter is particularly renowned for its rugged and prongs of this heavy device rapidly stack, count, and assay the worth
durability. These devices of rockrete and plasteel, which range in size of diverse currencies.
from a metre across to much larger constructions, allow unaugmented Availability: Very Rare
humans to survive some of the worst weather, rad-storms, and even Burden: 7 kg/Size (2)
small-scale bombardments. They are popular amongst explorers as both Tech-Level: Technological
short-term bases of operations in hostile environments and as cram- Rules: Any attempt to cheat by Stealth or similar method of distraction
ped housing for colonists on planets with regular rad-storms or other suffers a -30 penalty where a Remuneration Engine is used. Its temper-
predictable hazards. The Rapid Deployment Shelter, in its compact form, amental machine spirit requires the constant attention of tech-adepts,
appears to be a plank roughly a metre thick and several metres long and however.
wide. Once activated, however, it begins to unfold, internal servo-mo-
tors cranking it into a rough shape, usually rectangular. While the solid Saboteur’s Supplies
rockrete slabs provide a good deal of the protection this device offers, Including several elegantly wrought lock picks, sound amplification and
it also features a number of other, more potent defences. Thrice-blessed nullification devices, and specialised drills, such kits are designed to aid
rad-scrubbers built into the walls hiss and whir in the secret cant of the the user in opening even the most complicated locks. Though they are
Omnissiah, granting his august protection from the most ravaging effects most often used for skullduggery, there are more legitimate uses for these
of wide-spread regional radiation and cleansing this taint from those items. Anyone who undertakes frequent salvage operations (or ventures
inside the shelter. The slabs of rockrete are also veined by sacred power into lost ruins or forgotten husks of voidships) occasionally needs to
field technology that allows the shelter to generate its own defensively remove a door, unfasten a valuable object, or otherwise break ancient
charged zone for a few brief moments at a time in response to the rage of security methods that are still in place long after the ones who set them
storms or artillery. Of course, the machine spirits that govern this protec- have vanished.
tion are often fickle, and respond best to the Priests of Mars themselves. Availability: Rare
Availability: Scarce Burden: 4 kg/Size (2)
Burden: 250 kg/Size (6) Tech-Level: Technological
Tech-Level: Technological Rules: A character with saboteur’s supplies gains a +20 bonus to
Rules: A Rapid Deployment Shelter can go from flattened to assem- mechanical Tech-Use and Trade (Security) Tests made to open physical
bled in the span of a half-hour, if activated and left to its own devices. locks, remove objects that are secured, or otherwise defy similar mechan-
Alternately, a character can make a Challenging (+0) Trade (Technomat) ical obstacles. Additionally, saboteur’s supplies make such attempts sig-
Test to guide it through this process, in which case the assembly time is nificantly quieter, and impose a –20 penalty on the Awareness Test of any
reduced by five minutes, plus five minutes per Degree of Success on the character who might overhear the interloper’s attempts to pick the lock.
Test. Once activated and assembled, the shelter provides a haven against
extremes of atmosphere, temperature, and radiation and grants 15 APs of
Cover against attacks made from outside to anyone within its shielding Salvation Augur
walls. Once per encounter, a character inside can make a Challenging About the size of a pocket chrono, the salvation auger is designed to
(+0) mechanical Tech-Use Test to increase these APs of cover to 30 for detect the presence of harmful radiation, airborne toxins and pollutants.
1d5 Rounds. It can operate for 1d10 months without power replenish- These devices are common on most hive worlds, particularly for up-hi-
ment. vers venturing into the depths. Augers alert the wearer when danger is
encountered, coming in a variety of patterns and makes, varying from
ornate hololithic dials to utilitarian lapel-boxes that shriek alarms when
triggered.
Availability: Common
Burden: Size (1)
Tech-Level: Technological
Rules: Common models do nothing more than signal danger, while Good
Craftsmanship versions can be read with a Ordinary (+10) Tech-Use Test
to determine the exact nature of the hazard.

6.5 Gear - 437


Tools (Cont.)
Screamer Servo-Skulls
These proximity alarms set off a piercing wail when they detect intruders. Servo-skulls represent the honoured remains of valued Imperial servants
Screamers can detect sound, movement, and even odours. and Tech-Priests who continue their service even after death. The skull
Availability: Scarce is carefully cleansed and engraved, then fitted with a machine spirit to
Burden: 2 kg/Size (2) guide its actions, and tiny grav platings to sustain it in flight. Monotask
Tech-Level: Technological models are dedicated to a single, basic function and are a common sight
Rules: To activate, the player must succeed on a Challenging (+0) Trade on many worlds. Each responds to basic verbal commands, and unless
(Technomat) Test, but the GM rolls this test in secret; players will not otherwise commanded, always hovers near its master.
know how well the device is working until later on. Once set, a screamer Availability: -5 to the Availability of the Tool or Book being Acquired
has a Perception of 75 for the purposes of detecting sounds or motions. (or Average if Acquired separately)
If it detects an intruder, it sounds its alarm, which can be heard anywhere Weight: Size (2)
out to one kilometre. Doors, walls, and other barriers reduce the alarm’s Tech-Level: Technological
range. Poor craftsmanship models only detect loud noises or fast move- Rules: A servo-skull functions similarly to a servitor in that is can carry a
ments nearby. Good versions can detect specific sounds, movement, or Tool or Book to aid it’s master and free up his hands. However due to the
even odour ranges, and can also have more subtle warning methods (such smaller and much less robust nature they can only carry an item or items
as screaming only into vox channels). that weigh up to 5kg total.

Servitors Shipboard Emergency Kit


A servitor is an automaton whose controlling components are organic and Even the most secure and reliable ship possesses emergency kits on most
mostly human in origin. Some are grown in vats, while others are formed decks—though often decks can measure in the kilometres. Some work
from the aged bodies of honoured tech-priests or despised criminals crews will also carry smaller versions in case of hull beaches or bulkhead
whose punishment is to serve the Imperium in this fashion. The process failure.
of creating a servitor purges higher brain functions and psychic pattern of Availability: Common
the subject, rendering him a blank slate for reprogramming. Weight: 20 kg/Size (3)
The most common forms of servitor are mindless labour Tech-Level: Technological
drones, dedicated to a small selection of simple tasks, and fitted with Rules: A standard kit includes:
devices necessary to this toil. Some are not even mobile, being built Glowstick: Good for 1d5 hours of steady illumination.
into the machinery they control. Examples familiar to voidfarers include Universal Power Cell: Using either integral plugs or adaptor leads, it
bridge servitors, pilot servitors, and the hulking monotask servitors that can power a glowstick or emergency vox for 1d5 hours or a laspistol for
transport cargo pallets in Imperial docking transepts. More complex or 5 shots.
specialised servitors are less common, and have correspondingly more Ration Pack and Water Canister: Contains enough to provide sus-
rare Availabilities—where the Adeptus Mechanicus agree to provide tenance for roughly 1 day, because if rescue doesn’t come by then it
them at all. probably won’t come at all.
Availability: One Availability higher than the tool being integrated (or Emergency Vox: Usually pre-tuned to the ship’s vox, but advanced
Scarce if Acquired without an integrated tool) models are more versatile, and may also be capable of issuing automatic
Burden: Size (4) distress cants such as the standard “Voidfarer’s Prayer for Aid.”
Tech-Level: Technological Air Bottle & Mask: Contains roughly 30 minutes of air, usually enough
Rules: A servitor is itself less of a tool, but rather an addition to a tool. to get through toxic passageways.
Most Tools and Books can be, at the GM’s discretion, servitors. A ser- Anti-Radiation Tablets: Essential when exposed to plasma drive leaks
vitorized tool functions much like a regular tool except that the charac- or the raw energies of the void.
ter using it does not need to have it in hand to use it, as the servitor is Hull Sealant Spray-gel: This foul-smelling gel can be sprayed onto
assisting them. This is not actual Assistance, as another character would vents and bulkheads to seal against the void. Each tube can cover 20 or
provide, it is simply leaving their hands free to use more or different so small (10 sq cm) punctures.
tools. A servitor can have multiple Tools or Books as a part of it’s
equipment, but they must all provide a benefit to one Skill. These tools,
and indeed the main tool that has been integrated into the servitor, cannot Shock Collar
be easily removed as they are an integral part of the servitor, requiring a Equipped with a remote trigger, shock collars contain variable elect-
-20 mechanical Tech-Use Test to decouple. For the purposes of combat rical nodes capable of delivering non-lethal jolts of electricity to a beast
the servitor is generally ignored as they can offer little in the way of help wearing the collar. Though negative reinforcement might only be part of
during such situations, or are even liable to get in the way (and if a player a training regime, shock collars can significantly aid in keeping sava-
wishes to have a more capable servitor companion the Machine Follower ge beasts under control. Of course, some creatures respond better to
Talent provides a much more suitable representation). the threat of pain than others, and some can react violently indeed to a
sudden shock.
Availability: Scarce
Weight: 2 kg/Size (2)
Tech-Level: Industrial
Rules: Survival Tests made to influence a creature fitted with a shock
collar gain a +20 bonus. However, if a character fails a Survival Test
to control a beast wearing a shock collar by four or more Degrees of
Failure, the creature angrily turns on him. It enters a Frenzy (as per the
Talent) and attempts to wreak its vengeance upon him until he passes a
Very Hard (–30) Survival Test as a Full Action to bring the beast back
under his control.
6.5 Gear - 438
Tools (Cont.)
Siege Auspex Survival Kit
The siege auspex is a powerful scanner that can see through the densest One of the most basic pieces of gear any traveller should have, a survival
materials to find their weak points. These items are used for finding stress kit contains a wide variety of equipment and supplies, all of which are
fractures, reinforced or up-armoured areas, hidden passages, power con- intended to help their users survive in less than optimal conditions.
duits, and the numerous other items of interest to a siege engineer. Generally, if the owner of a survival kit is forced to rely upon their kit’s
Availability: Rare contents, something has gone wrong—a particularly deadly prospect on
Burden: 2 kg/Size (2) an alien world.
Tech-Level: Technological Availability: Average
Rules: The machine-spirits of a siege auspex, while canny, can only see Burden: 20 kg/Size (3)
so far through solid objects and have a fixed range of about 20 metres. Tech-Level: Industrial
Things like energy fields, thick bulkheads, iron, stone, armaplas, and Rules:
plasteel do little to blind the robust and specialized sensors of this device. A typical kit includes: two blade razors, an igniter, a Helite flexible wire
saw, 14 multi-shape fishing hooks, five press weight lures, 25 metres of
heavy fishing line, 1 very large hook, 10-metres brass snare wire, 1 high-
Signal Jammer powered pocket illuminator, one calibrated button compass with a small
As the name suggests, this device acts to overpower local vox, data, or guide book detailing known worlds of the sector, four doses of stimm,
other transmissions within a range of roughly 1km. Basic models are six Alozith tabs (Alozith is a strong general-purpose antibiotic), 20 Ionis
overt and obvious, such that the transmitting agencies know they are water purifying tablets, two flexi bags, one metre mesh-tape, three metres
being jammed. Sophisticated versions emit precisely-tuned frequencies long Spinlin cord, half a metre of reinforced ceramite-woven tape, three
that dampen out transmissions without anyone detecting the action. metres of cotton sewing thread, three sewing needles of various sizes,
Availability: Very Rare one surgical needle, eight safety fasteners of various sizes, a metre square
Burden: 2 kg/Size (2) piece of thermo-foil, one narrow-quill with Watersure ink, two sheets of
Tech-Level: Technological rolled Sure-Write paper, a mirror-finished plasteel case to hold the kit’s
Rules: All vox transmissions within 1 kilometer of an active Signal contents and serve as an impromptu signalling device.
Jammer are blocked out by harsh electronic hisses. Good Craftsmanship Survival kits generally add a +10 bonus to Survival Tests—the
Signal Jammers can block out a specific frequency, rather than all trans- kit itself doesn’t supply knowledge of how to survive, but it can provide
missions in their 1km radius. the tools to do so.
Signal jammers, such as this device, always block
communication devices of a similar or lower Craftsmanship, but commu-
nication devices, such as vox-casters and microbeads, of higher Crafts- Tox-Mister
manship than the jammer ignore its jamming. A tiny device that vaguely resembles a hypo-spray unit, toxmisters con-
vert liquid poisons into sprays of mist that quickly disperse and evapora-
Static Generator te, making them effective tools for delivering a poison swiftly at close
Simple but obvious, this emits a powerful sphere of white noise across range and leaving little evidence behind. The small size and portability of
commonly used transmission frequencies within 30 metres. Comm the device makes it a valuable tool for assassins, and a useful last-ditch
devices do not function, but it is also clear to all users that they are being weapon for pirates and other ruthless criminals.
disrupted, and the device can be easily located. Still, when set on a timer Availability: Scarce
and placed next to a transmission tower, they are effective for short-dura- Burden: Size (1)
tion sabotage. Tech-Level: Industrial
Availability: Rare Rules: A tox-mister contains a tiny replaceable reservoir that can be
Burden: 3 kg/Size (2) filled with any liquid; these reservoirs are sealed and easily interchange-
Tech-Level: Technological able, allowing a would-be poisoner to switch quickly between payloads.
Rules: All vox signals within 30 meters of the static generator are A tox-mister can only deliver a poison up to a metre away, creating a
jammed, and all digital Tech-Use Tests as well as Tests to use Techno-Ar- tiny cloud of droplets that hang in the air momentarily. A tox-mister can
cana Powers within the 30m radius of the Static generator suffer a -30 be used to administer poisons even in close combat, requiring a Weap-
penalty. on Skill Test as normal for any attack performed at such a short range,
Signal jammers, such as this device, always block communi- though the spray from a tox-mister cannot be parried, only dodged. A
cation devices of a similar or lower Craftsmanship, but communication creature caught within the spray must then test to resist the poison used.
devices, such as vox-casters and microbeads, of higher Craftsmanship
than the jammer ignore its jamming. Tox-Wands
Easy to use by untrained personnel, toxin wands work to detect poisons
and recommend counter-agents and immunisers.
Stummer Availability: Scarce
The reverse of a screamer, a stummer blankets sound within 5m through Burden: 1 kg/Size (1)
sonic detection and dampening projectors. Tech-Level: Technologcial
Availability: Very Rare Rules: A character can use a toxin wand to determine whether or not
Burden: 2 kg/Size (2) someone has been poisoned or not by succeeding at a Challenging (+0)
Tech-Level: Technological Perception Test or a Routine (+20) Medicae Test. Success by two or more
Rules: A character carrying an active stummer gains a +30 bonus to degrees also grants enough information to identify an antidote (if one
silent move Stealth tests. A stummer typically has enough power for 20 exists).
minutes of continuous use before needing to be recharged, a process that
takes about one hour.

6.5 Gear - 439


Tools (Cont.)
Tracking Device Void Coffer
Consisting of both a marker (which is approximately the size of a Throne Void coffers are chests or safes, often elaborately decorated, that are
coin) and a tracker (roughly the size of an Auspex), the system indicates sealed by an internally powered void shield. Thus protected, void coffers
direction and distance to the marker so long as it remains within range. are nearly impenetrable and virtually indestructible—tales tell of void
Availability: Scarce coffers surviving the complete destruction of voidships and being recov-
Burden: 1 kg/Size (2) ered intact amidst the floating debris. Few items are precious enough to
Tech-Level: Technological keep hidden away in these expensive, custom strong boxes, but virtually
Rules: Within 1 kilometre, the signal will remain strong, and even out to anything so protected is bound to be of incomparable value. The intricate
2 kilometres, the signal will read properly so long as there isn’t a large locks and shields on void coffers are most often keyed to the biometric
amount of stone or metal between the marker and tracker (such as a hive information of the owner (fingerprints, retinal scans, DNA samples,
or tunnel system). The tracker is backed with an adhesive that will bond etc.), through the use of specified, sophisticated keys. Such triggers can
with virtually any material, but can be removed with relative ease either take nearly any form, from finely-wrought sigils to a the fragrance of a
before or after discovery. particular flower that blooms only once every decade on the far-off hive
world of Desoleum to the exact pitch of the whir of an ancient, inherited
chainsword.
Trade Tools (X) Availability: Near Unique
Of a staggering variety and variability, trade tools are essential to many Burden: 1000 kg/Size (5)
of the common people of the Imperium in their day to day life, used in Tech-Level: N/A
sculpting, factory work, agricultural work, and even for illuminating texts Rules: Attempts to open a void coffer without the key require a Hellish
of the Imperial Creed these tools range from artistic fragile implements (–60) Tech-Use Test to disable the void shield, followed by a Very Hard
to sturdy industrial tools, and everything in between. (–60) Strength Test to open the physical lock holding the lid shut. Trying
Availability: Common to open the coffer while the void shield is operational is impossible. Try-
Burden: 4 kg/Size (2) ing to open it using brute force (blasting at it several times with a battle
Tech-Level: Primitive cannon, for instance) might overload the shield but would undoubtedly
Rules: A character with the appropriate Trade Tools as indicated by the obliterate the coffer and its contents in the process.
specific Trade in the brackets (such as [Technomat], [Scrimshaw], or
[Armourer]), he gains a +10 bonus to the Skill Tests for that Trade Skill.
Vox-Bug
Looking much like its moniker, Vox Bugs are self-motive devices,
Ulumeathi Plasma Siphon the size of a thumb, able to scuttle to their target and hide themselves
It is unknown where these strange arrangement of crystals comes from amongst their clothing or possessions. The cortical material from the
or why the name Ulumeathi is so connected to them. Rumours of a lost ubiquitous roach forms the basis for its rather limited awareness, allow-
xenos race, or an Inquisitor who discovered them are given equal weight. ing them to take one simple sentence of instruction, such as “hide in the
The crystals disrupt plasma in a small area around themselves, causing it gear of the man across the table” or “climb onto the corner of the next
to veer wildly through the air and rapidly lose energy. room.” They can also be placed in “inert mode,” where their tiny claws
Availability: Near Unique will simply affix themselves to an item or object. They will faithfully
Burden: 10 kg/Size (3) transmit sounds from their location to any vox-caster or micro-bead
Tech-Level: N/A tuned to the appropriate frequency.
Rules: A character with an Ulumeathi Plasma Siphon reduces the Ballis- Availability: Rare
tic Skill of anyone attempting to fire a Plasma weapon at a target within Burden: Size (1)
10 meters (or who is firing a Plasma weapon from within 10 meters) by Tech-Level: Technological
–30. In addition, any Plasma weapon affected by the Ulumeathi Plasma Rules: The Vox-Bug’s range is poor, only able to broadcast out to 1
Siphon also loses the Maximal Quality. kilometre. For any situation requiring it, consider it to have an Agility of
40 and a Rank of the Stealth Skill, and Size (1).

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

6.5 Gear - 440


Tools (Cont.)
Vox Pickup Warplabe
These tiny devices, taking the form of black boxes no larger than the Formed of a complex set of wrought and engraved rings, dials, meters,
joint of a child’s thumb, are technological wonders from a forgotten and spheres this bizarre, and at times unsettling device is seemingly
age. They are capable of eavesdropping upon any conversation within capable of determining much about the Warp around it. However, if in
a 10-metre radius. They can either record up to 100 hours of such conver- the hands of one attuned to the Empyrean, it can reveal much about the
sation, or directly transmit them contemporaneously in short, secure other realm’s current state, and even be used to determine the non-linear
bursts to waiting receivers. passage via the Warp between two realspace points.
Availability: Rare Availability: Extremely Rare
Burden: Size (1) Burden: 1 kg/Size (2)
Tech-Level: Technological Tech-Level: Industrial (Occult)
Rules: Activating a vox-pickup is a Full Action, though they are so Rules: When in the hands of a psyker (ie a character with the Psyker
simple to use that no Tech-Use Test is required. Detecting an activated Trait) this device allows an Astrotelepathic message to be sent as though
Vox-Pickup is a far harder proposition: anyone searching for one that has the location was one level closer on the “Distance” part of the Astropath-
been planted must make a Very Hard (-30) Awareness Test. At the GM’s ic messaging chart. When used by a Navigator, this device can be used to
discretion, modifiers may be applied for possessing equipment which reduce the base duration of a Warp Travel by the navigator’s Perception
can detect burst transmissions, or for having foreknowledge of the actual Bonus, if he can pass a -20 Psynicience Test. Lastly, if used by any char-
existence of vox pickups in a given location. acter with the Psynicience Skill as at least Trained it gives a +10 bonus to
all Psynicience Tests while in hand.

Vox-Thief Wall Eater


This complex device of the Omnissiah’s arts is designed to pick up, The wall eater is an insectoid creature the size of a man’s thumb. The
store and analyse both vox and data transmissions in the surrounding user squeezes the creature’s bloated thorax, forcing the acid through its
area. They can either be used by an operator or can be covertly hidden to mandibles and onto the desired surface.
record in a particular area. Availability: Very Rare
Availability: Rare Burden: 1 kg/Size (1)
Burden: 1 kg (Short Range)/Size (2) / 15 kg (Long Range)/Size (3) Tech-Level: Primitive
Tech-Level: Technological Rules: One creature can generate enough acid to draw a two metre
Rules: Using a vox-thief ’s basic functions requires a successful Difficult line, and acid eats through up to 30 centimeters of adamantium before
(–10) digital Tech-Use Test and may be made considerably harder by the dissipating. It takes a week for a wall eater to replenish its acid reserves.
nature of the task. Additionally, heavily encrypted signals need further It is completely harmless to humans,but the walleaters must be kept in
analysis to break their code. Short-range vox-thieves are the size of a wooden, bone, or ivory cages lest they eat through the bars. There are no
data-slate and have a range of about two to three kilometres, while long- Poor, Good, or Best Craftsmanship versions of this item.
range models are larger units, containing a powerful in-built cogitator
and are comparable to military vox-casters in size (a large backpack),
with a range of up to 50 kilometres. In both cases, this range can be Writing Kit
reduced dramatically by local conditions. Simple and basic, standard writing kits contain parchment, inks, and
quills for characters to transcribe confessions, diagram important finds,
and leave messages for others.
Vox-Tracker Availability: Plentiful
Roughly the size of a backpack, this device can give a direction and Burden: 2 kg/Size (2)
approximate distance for vox transmissions. The tracker is ineffective in Tech-Level: Primitive
locations where the volume of vox traffic will not allow parsing of one Rules: -
signal from the rest.
Availability: Scarce
Burden: 6 kg/Size (3)
Tech-Level: Technological
Rules: The interceptor array requires 2d5 Rounds to assemble, and must
be in a location where the signal’s strength allows for reception. The
quality of the information obtained depends on the Degrees of Success
on a Tech-Use Test, with more Degrees of Success giving a more precise
location for the signal.

6.5 Gear - 441


6.5.4 One-Use Items
The items presented in this section are of a singular nature, quite literally. After an item in this section has been used it is considered Destroyed and is
removed from the character’s inventory, unless he has multiple of it, or Acquires more of them.

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

6.5 Gear - 442


One-Use Items (Cont.)
Drop Canister Fuse-Line
A drop canister is a device that can hold a single heavy weapon, along -
with bipod or tripod and ammunition, or a comparable amount of equip- Availability: Common
ment, delivered via grav-chute to a squad in the field. The canister is Burden: 1 kg/Size (2)
heavily reinforced, and together with the decreased velocity accorded by Tech-Level: Industrial
the grav-chute array, drop canisters can be relied on to deliver equipment Rules: This thin rope can be lit with any fire source or detonator, and
even in the harsh conditions of battle. burns at a rate of 10 seconds per metre, useful for setting a delay on an
Availability: Rare explosive or activating it at a distance. a 1 kilogram spool provides 20
Burden: 25 kg/Size (4) meters of fuse-line.
Tech-Level: Technological
Rules: A drop canister can be used to deliver arms and equipment to a
unit already in position, or alongside troops deploying by grav chute. Grav-Flares
Deploying a drop canister from an aircraft requires an Ordinary (+10) Fired from integral tube launchers, Grav-flares are used to light large
Operate (Aeronautica) or Challenging (+0) Intelligence Test. If the swaths of terrain. With a small rocket motor to get it to altitude and a
character deploying the canister fails the Test, the drop canister lands a low-power grav-system similar to a grav plate to keep it there, these ext-
number of metres away from the intended location equal to ten times the remely high-intensity chemical flares can illuminate an area roughly ten
Degrees of Failure, in a random direction. Drop Canisters may also be kilometres across and lasts for 2d10 minutes. They come in red, white,
used from orbital positions, such as voidships or star-fortress but the scat- green, gold, and blue.
ter range becomes a number of hundreds of meters equal to the Degrees Availability: Common
of Failure instead. Burden: 1 kg/Size (2)
Tech-Level: Technological
Rules:
Empyrean Brain Mine
Thought to be created using forbidden technologies found on a ghost
world, these objects latch onto a victim’s body and send disruptive ener- Intrusion Spirit
gies directly into the brain, rendering the target temporarily catatonic. This simple machine spirit, typically residing in a special dataslate iso-
Availability: Very Rare lated from all other possible means of escape, can defeat many security
Burden: 1 kg/Size (2) systems if plugged into an appropriate data port. These devices burn
Tech-Level: N/A themselves out after essentially devouring the system into which they’ve
Rules: A brain mine must be attached to an enemy through a successful been placed. The Mechanicus are divided about the use of Intrusion
Grapple action in melee combat. At the start of his turn for the following Spirits, finding them either highly useful or an objectionable abuse of
3 rounds, the target must make a Hard (–20) Agility test. If successful, he their sacred craft.
can perform a Half Action; otherwise he is unable to perform any actions, Availability: Very Rare
including Reactions, that round. The mine deals 1d10+5 Rending damage Burden: 1 kg/Size (1)
that is not reduced by armour if forcibly removed, but after 3 rounds, it Tech-Level: Technological
burns out and dislodges from the target Rules: An Intrusion Spirit grants a one-time +30 bonus to a Tech-Use
Test to beat a lock or security system with a data port. Keep in mind that
most systems have intrusion gates that limit the damage of these kinds
Flak Spray of incursions to the local area, so the spirit might unlock a single door or
This spay is often used by covert operatives, as it can be dispensed by a disable the pictcaster on the opposite side, but it would not open all the
seemingly innocuous applicator. Sprayed onto regular fabric it bonds ra- doors to the west wing of a merchant household.
pidly, turning it into impact armour strong enough to shield against most
blows. The effects fade quickly, however, as body movement gradually
breaks down the adhesion and the protection wears away. But for someo- Luminator Signal Flare Capsules
ne moving from a civilian event into a firefight (or taking a civilian into a Roughly half the size of a standard bolt round, these high intensity
fire-fight), it makes for a perfect accessory. beacons have two operating modes, steady and stroboscopic. In steady
Availability: Very Rare mode they are used for marking and illuminating, and can light an area
Burden: 1 kg/Size (2) five metres in diameter. In stroboscopic mode the Luminator Flare flashes
Tech-Level: Technological on and off hundreds of times per minute and is typically used as a distress
Rules: Flak Spray makes any clothing act as though it had Armour Pro- beacon. Unlike lamp packs or glow globes, Luminator Flares are one-use
tection value of 4 for 3d10 rounds. only—simply discarded when they run out of power. Luminators last
1d10 hours in steady mode, and 1d5 hours in stroboscopic mode.
Availability: Plentiful
Field Suture Burden: 0.5 kg/Size (1)
Common implements found on battlefields across the Imperium, field Tech-Level: Industrial
sutures are used to quickly sew shut wounds to prevent blood loss. They Rules: -
can vary in form, from a simple needle and thread to archaic devices
which staple shut the injury.
Availability: Common
Burden: 0.5 kg/Size (1)
Tech-Level: Primitive
Rules: Field sutures provide a +30 bonus for Medicae tests used to
staunch Blood Loss. Good Craftsmanship Field Sutures automatically
stop Blood Loss if used as a Half Action.

6.5 Gear - 443


One-Use Items (Cont.)
Melta Bomb Plas
Perhaps the most powerful portable explosive in existence, melta bombs Most wastrels of the nobility use this biomorphic chemical to mildly
use magna-adhesives to adhere to metallic surfaces where they detonate alter their facial features for such frivolities as romantic assignation or
with a lethal shaped charge of intense heat, similar in effect to a melta humour. Others apply it in stronger doses to let them meld their flesh
weapon. They are ideal for destroying bulkheads, vehicle hulls, and more painfully, rearranging the flesh into new forms and new identities
other heavily armoured targets. The common Imperial variety is roughly for clandestine rendezvous’ or other more serious applications.
domed in shape but heavy and unwieldy. Availability: Very Rare
Availability: Very Rare Burden: Size (1)
Burden: 12 kg/Size (2) Tech-Level: Technological
Tech-Level: Technological Rules: When applied to the skin, plas softens it to the consistency of
Rules: Handles on the casing allow the user to heft the bomb and slap it soft wax for roughly five minutes, allowing the user to reshape it into
into place against the target surface, but it is not practical to throw (espe- new forms. Multiple applications allow even the flesh underneath to be
cially should the explosive side be facing the user when it detonates). A moulded but with intense pain. These will gradually wear off in 1d5 days
melta bomb explodes for 6d10 E Damage, Penetration 12, with a range causing pain proportional to the extent of modification. This gives the
of two metres and the Flame and Melta Qualities. subject a +30 against any Perception tests to determine his true identity
and also to fool anyone into believing the false one. Poor Craftsmanship
doses will only do +10 to the same, while Good Craftsmanship applica-
Melta Gel tions will last 1-10 days as desired.
This term covers a wide variety of extruded gelatine similar to dental
paste, usually bright red or some other strong colour and sticky enough to
adhere to most surfaces. Once applied and activated by an electric spark, Plasma Detonator
it rapidly burns through bulkhead plating without the need for oxygen. Using a high-energy arc discharge to create a small amount of plasma,
Ideal for opening up a spacecraft from the outside or working in areas the plasma detonator is simple to use and exceptionally reliable. Ma-
where air has escaped, most repair crews carry several tubes in their kits. nufactured exclusively on forge worlds of the Adeptus Mechanicus by
Availability: Rare arcane means, these eerily dependable detonators are much sought after
Burden: 1 kg/Size (2) by those whose work requires handling explosives.
Tech-Level: Technological Availability: Rare
Rules: A tube of melta gel can cover five metres in a thin line, or a Burden: 0.5 kg/Size (1)
surface area of one metre square. Along this line or area it deals Damage Tech-Level: Technological
as a melta bomb over the course of about a minute as it burns through Rules: Plasma detonators provide a +20 bonus to Trade (Demolitions)
whatever it is applied to before becoming inert. Skill Tests. Further, if a character using one of these devices would
accidentally trigger an explosion when planting with or disarming explo-
sives, he may spend a Fate Point. If he does so, he observes the telltale
Nephitic Acid signal of the device a split-second before catastrophe and narrowly averts
The origin of Nephitic Acid is one of the many secrets of the Adeptus detonating it at the last second, shutting down the device instead.
Mechanicus. It is unknown whether this grey-green liquid was derived
from a xenos breed or devised through the aid of ancient STC datavaults.
It quickly dissolves most materials in seconds and then fades into an inert Promethium
grey paste. Only pure silicate glass can hold it effectively and even the The common Imperial petrochemical-based liquid fuel, most often used
most airtight of bottles still emits the acid’s strong bitter odour. to refer to the jelly-like chemical used to power most Imperial Flamer
Availability: Very Rare weapons. It can also be used to create antipersonnel explosives and
Burden: Size (1) bombs as it is often readily available in most war zones. Most voidships
Tech-Level: Technological carry huge reserves as well, both to power many systems as well as for
Rules: When applied to non-silicate materials, it deals 2d10+10 E Dam- trading with local systems. Refined Promethium is valued across the
age before becoming inert (the damage is applied once during a single stars, and is the basis for many bartering cultures.
Round). A single dose can eat through the equivalent of five centimetre Availability: Abundant
thick square metre of adamantium in that time. Burden: 1 kg/Size (2)
Tech-Level: Industrial
Rules: The GM may require that the character setting and using a impro-
vised Promethium explosives makes a Trade (Demolitions) Skill Test.
Promethium explosives inflict 1d10 Energy Damage, +1 Damage per
each additional kilogram used, and a blast radius of 2 meters per their
weight in kilograms. Those caught in the blast area must make an Agility
Test or catch on fire. There is no Good or Best Craftsmanship version of
this item.

6.5 Gear - 444


One-Use Items (Cont.)
Repair Cement Stalker Flares
Repair Cement is a spray-gel composed of dual tubes of polyplas Invisible to the naked eye, these small chemical markers can only be
allomers that bond instantly with each other to close damage to sealed detected through photo-sights or preysense sights or by those using au-
armour. It is typically used for quick field repair of breaches until the to-sense goggles. They allow infiltrators to mark trails and landing zones
armour can be attended properly by a follower of the Omnissiah. in ways difficult or impossible to detect by enemy forces
Availability: Average Availability: Common
Burden: 0.5 kg/Size (2) Burden: 0.5 kg/Size (1)
Tech-Level: Technological Tech-Level: Industrial
Rules: The use of repair cement is a very simple one; its application Rules: -
takes one Full Action but requires no Test. One application of Repair
Cement restores 4 points of AP removed by damage to the armour re-
gardless of it’s cause, but can only repair up to one less than the armour’s Synth-Skin
starting AP. A thin foam sprayed over burned flesh wounds to staunch bleeding and
promote new skin regeneration, synth-skin is commonly issued to troop-
ers for their own battlefield dressings.
Sacred Machine Oil Availability: Average
Holy lubricating oils that have received the blessings of the Omnis- Burden: Size (1)
siah, these liquids are highly sought after for their calming effect on Tech-Level: Technological
recalcitrant machine spirits. Rules: An application of synth-skin, a Half Action, or as part of a Medi-
Availability: Rare cae Test, stops Blood Loss.
Burden: Size (1)
Tech-Level: Industrial
Rules: A character may use one application of Sacred Machine Oils Unguents of Warding
while making a Tech-Use, Trade (Armourer), or Trade (Technomat) Test, These blessed and pungent ointments may be used to scribe sacred rituals
with the affect of adding one Degree of Success to the Test, even if not and litanies of protection onto armour, which grant the bearer a measure
successful. If applied to a weapon— which requires a Half Action—the of protection against Warp entities and psychic attacks.
weapon becomes immune to Jamming for a number of shots equal to its Availability: Common
clip size. If the unguent is applied to an already jammed weapon, the jam Burden: Size (1)
immediately clears, but there is no further effect. Tech-Level: Primitive (Occult)
Rules: Inscribing the unguents onto armour takes 10 minutes per location
and each location must be warded. A single pot of unguents is enough to
Screaming Tourniquet grant protection to one armour location.
This advanced item is a staple in many high-tech medikits. It uses sonic Inscribing the unguents to one set of armour requires a Hard
waves that penetrate deep into the flesh to staunch bleeding. Wrapped (–20) Scholastic Lore (Occult) or Scholastic Lore (Imperial Creed) Test.
around a limb, it closes off arteries and can be tuned to stop bleeding Any character who is warded gains a +20 bonus to Tests to resist Fear
without interfering with regular blood flow, thus preventing anoxia and from Daemonic entities and +10 to all Willpower-based Tests to resist
possible loss of the limb. psychic powers. Wards last for one month, though their benefits may
Availability: Rare be removed earlier at the GM’s discretion (if the character is set on fire,
Burden: 2 kg/Size (2) doused in water, or other effect that would remove the Unguents of Ward-
Tech-Level: Technological ing).
Rules: When used to stop Blood Loss, this device grants a +10 bonus to
any Medicae Test. Good and Best Craftsmanship versions grant a +20
instead. Voidbait
A common tactic of pirates is the use of a lure to entrap prey.. Voidbait
is a collective term for these lures, a range of devices that project false
Snare Mine signals discernible by unsuspecting vessels. Fraudulent distress hymns,
Often used by veterans and snipers to defend forward firing positions, augur readings and even astropathic messages are all easily replicated
and typically deployed in groups, snare mines are simply grenades con- using the right systems and a suitably cunning heretek.
nected to proximity detonators Availability: Very Rare
Availability: Plentiful Burden: 75 kg/Size (4)
Burden: 1 kg/Size (2) Tech-Level: Technological
Tech-Level: Primitive Rules: A voidbait device can be set given an hour of work and a Hard
Rules: Placing a snare mine requires a Routine (+20) Trade (Armourer) (-20) digital Tech-Use Test, to send out a false signal of the character’s
or Survival Test and requires one grenade (or other explosive), after roll- choosing. This can be detected by starship augur systems up to 5 VUs
ing note down the Degrees of Success achieved on the Test if Succesful. away. It takes a Scrutiny Test, with a -10 penalty for every degree of
When a creature of Size (3) or larger approaches within a predetermined success on the Tech-Use Test, to determine that the signal is false. More
distance metres of a snare mine, the grenade detonates with its usual ef- advanced versions (Best Craftsmanship), crafted using blasphemous
fect. The proximity detonator can be adjusted to trigger at a distance of 1, technology and scraps of the brains and blood of psykers, can send weak
2, or 3 metres and can be set with a delay from 0 to 5 Rounds. Detecting psychic signals, discernible by astropaths and Navigators from nearby
a planted snare mine (before triggering it) requires a Challenging (+0) star systems. The Tech-Use Test to craft the signal with these devices
Awareness Test Opposed by the Degrees of Success the character who set is Arduous (-40), and takes 1d5+1 hours, and it can be detected using a
it up got on their Test. Psyniscience Test. The test to determine whether or not the signal is a
fake remains the same.

6.5 Gear - 445


6.6 Consumables, Drugs, Incense, & Toxins
Millennia of experimentation and degradation have led to thousands of drugs commonly available to humanity, from simple stimulants to arcane
potions that can imbue unholy effects. These, along with more usual foodstuffs and drinks, are frequently part of any character’s travel kit when
preparing for action.
Some of these items have no direct game rules, but can add to the narrative roleplaying experience for both players and NPCs. Many can
be used as trade items on many worlds, or to embellish a character’s behaviour or background. If the GM desires, special rules can also be created for
specific items based on local variants; an especially potent regional recaf blend, for example, might keep an Acolyte from restful sleep for days.
Also of note is that after an item in this section has been used it is considered destroyed and is removed from the character’s inventory,
unless he has multiple of it, or Acquires more of them.

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)

Long Duration Ration Pack


Much the same as a regular pack, but includes higher-energy items for
troopers conducting forced marches or intense activities away from
central command.
Availability: Common
Burden: 1 kg/Size (2)

6.6 Consumables, Drugs, Incense, & Toxins - 446


6.6.2 - Drugs
Drug Profiles Interaction Tests for one minute, plus one additional minute per Degree
All Drugs follow this general format. of Failure by which he failed the Test.
Name: The name (or names) of the drugs
Description: A brief description of the drug's affects on the imbiber. Attention Spanner
Time to Affect: How long after taking the drug the effects begin to occur. This drug induces a state of near monomania, allowing the user to totally
Duration: How long the effects of the drug last for, this begins after the focus their concentration on a single subject. It is not to be used care-
Time to Affect has elapsed. lessly; if the mind wanders while the drug takes effect there is no telling
Addictiveness: How addictive the drug is, and the nature of addiction. what topic may become the fixation. Still, when a deadly puzzle must be
This will be listed as whether or not the drug is addictive, if overcoming solved or an ancient scroll deciphered it can literally become a lifesaver.
it requires a Toughness Test or a Willpower Test, and within what interval Time to Affect: 1 Round
the drug must be taken in to form an addiction. Duration: 3d10 Rounds
Availability: How difficult it is to Acquire doses of the drug Addictiveness: Addictive (-10), Toughness, 3 Day Interval
Effects: The bonuses and penalties provided by taking the drug. Availability: Very Rare
Effects: Users taking the drug must first take a Routine (+20) Willpower
Overdose, Addiction, and Excessive Drug Use Test to see if they successfully focus on the desired topic. If they succeed,
When the same drug is used too often in a short period of time, there is a then they take all Intelligence-based tests at +30 bonus for 3d10 rounds.
chance for the user to suffer an overdose. If a character uses an amount of If they fail however, for the same period of time they take all tests at a
doses of Addictive drugs greater than half his Toughness Bonus (roun- -20 penalty, perhaps concentrating more on an attractive shipmate or the
ding up) in one day he can cause serious damage to himself. When taking -pattern or the stars through the glassteel void portals.
any more than this amount the user must make a Toughness Test with
a penalty equal to the Addictive drug's addiction modifier or else suffer Azure Cap
1d10 True Damage (this Damage does not have a type as most of the in- A peculiar fungus native to a few oases on Sideria II, azure cap has bi-
juries will be internal, and thus will not have much in the way of external zarre hallucinogenic and physiological effects on humans. Consumed by
signs of damage). certain tribes of the indigenous population as part of spiritual or religious
When a character takes an amount of doses of an Addictive rituals, the strange aftereffects of eating the brightly-hued blue mushroom
drug equal to or greater than either his Toughness or Willpower (as deno- have been noted by certain traders who have visited the world.
ted by the Addictiveness profile), in the addiction interval period he must Time to Affect: 2d5 Minutes
make a successful Toughness or Willpower Test (again, as denoted by Duration: 1d5 Hours
the Addictiveness profile) against the penalty listed in the profile or else Addictiveness: Not Addictive
become Addicted. Availability: Rare
If a character is Addicted to a drug he will suffer from a cons- Effects: Any character who ingests a dose of azure cap must succeed a
tant level of Fatigue until he takes a dose of the drug he is Addicted to. Difficult (-10) Toughness Test or suffer severe hallucinations. Roll on the
However, a character who is addicted is also likely to have a tolerance Hallucinogen Effects Table to see how the character behaves for the next
for his drug of choice, and so when taking a drug a character is Addicted 1d10 Rounds. Any character who ingests azure cap gains a +20 bonus to
to he must make an Routine (+20) Toughness Test for each use after the all Strength-based Tests and suffers a -10 penalty on all Perception-based
first taken within the drug's addiction interval period, with a cumulative Tests for 1d5 hours, regardless of whether any hallucinogenic effects oc-
-10 penalty for each additional dose. If he fails, the drug has no useful cur. When the effects of the azure cap wear off, the user gains 1d5 levels
effect and further doses do nothing for the next 24 hours. Regardless of of Fatigue.
whether the dose works he no longer suffers the level of Fatigue he had
constantly suffered, until the drug runs its course.
A character may attempt to over come an Addiction by spen- Barkweed Juice
ding an amount of time equal to the addiction interval not indulging in Coming from distant parts unknown, warlords and princes pay ludicrous
the drug, and at the end of it making a Toughness or Willpower Test (as sums for even the smallest amount of this intoxicating and stimulating
denoted by the Addictiveness profile) with the penalty listed in the profi- elixer.
le. If the character has devoted the length of the addiction interval period Time to Affect: 1 Round
to "getting clean" and has engaged in no other activities he gains a +30 Duration: Rounds equal to user's TB
bonus to the Toughness or Willpower Test. Addictiveness: Not Addictive
Availability: Very Rare
Effects: The character gains the Lightning Reflexes Talent, and the Un-
Alethias Root natural Agility (+1) and Unnatural Willpower (+1) Traits for a number of
The root of the aletheias plant is well-known to have certain narcotic rounds equal to his base Toughness Bonus. Barkweed Juice is not addic-
effects. While relatively short-acting and not particularly addictive, the tive, but imparts 1d5 temporary Toughness Damage after its effects pass.
aletheias root can be distilled into a virtually tasteless substance used by
some as a truth serum. If properly administered, aletheias root can lower
a person’s inhibitions to such a degree that he spills his deepest secrets
and confesses his wickedest sins.
Time to Affect: 1d10 Minutes
Duration: Special
Addictiveness: Not Addictive
Availability: Scarce
Effects: Attempts to detect the drug in food or drink suffer a -30 penalty.
Once ingested by or injected into an individual, that character must make
a Hard (-20) Toughness Test or suffer a -20 penalty to Opposed
6.6 Consumables, Drugs, Incense, & Toxins - 447
Name Availability Name Availability Name Availability
Alethias Root Scarce Frenzon Rare Resuscitex Common
Attention Geist Very Rare Rez Extremely Rare
Very Rare
Spanner Ghostfire Rhodopis
Very Rare Scarce
Azure Cap Rare Pollen Juice
Barkweed Juice Very Rare Glimmerdust Very Rare Rose Rare
Barrage Rare Greyve Rare Sandstone Scarce
Bloody Halo Common Satrophine Very Rare
Extremely Rare
Libation Haze Rare Scab Rare
Blue Fire Extremely Rare Holdfast Very Rare Scav-
Rare
Clear Rare Hyperexia Scarce Glysten
Cold Fire Very Rare Imperium's Scraper-
Scarce Scarce
Fervour Ripper
Counter-
Common Kick Average Sisk-Ash Scarce
Septics
Leatherwort Scarce Slam Very Rare
Cursewine Rare
Lho Sticks Common Slaught Very Rare
D-Dust Near Unique
Manic Average Somna Scarce
De-Tox Rare Spook Very Rare
Mortis Very Rare
Deadfall Rare Spur Scarce
Obscura Rare
Delaying Agent Average Pain Stimm Average
Deluvian Rare
Rare Suppressant Sweep Extremely Rare
Tincture Torpor Very Rare
Panimmune Average
Disorient Fungus Scarce Truth
Phetamote Very Rare Rare
Dreamjuice Scarce Revealed
Rainbow Rare
Drusine Verita Very Rare
Average Red-Eye Rare
Incense White
Dryas Scarce Rare
Void
Eazille Very Rare Wideawake Plentiful

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.

6.6 Consumables, Drugs, Incense, & Toxins - 448


Drugs (Cont.)
Clear D-Dust
Seen in use at many underhive gatherings, Clear allows a reveller to im- Though its full name is daemon dust, few use that term openly as loyalist
bibe huge amounts of alcohol with little or no effect, and can even protect ears may be listening. Others call it bone, for legend has it that this
against most common poisons. It is made from a low growing succulent chalky white powder flecked with pink threads is the milled remains of
plant, its tar-like gum is chewed for its poison protection qualities, de- those beings not native to this reality. Still others claim it is the dusty
spite its harshly bitter taste. residue they exhaled in deep panting breaths, burning the air with the
Time to Affect: 2d10 Minutes Warp-energies running through their unnatural lungs. Those who sell it
Duration: Approximately 6 hours only smile softly, knowing that those wise enough to learn the truth are
Addictiveness: Not Addictive wise enough never to use it.
Availability: Rare Time to Affect: 1d5 Rounds
Effects: When taking Clear, the user gains the Decadence Talent. The Duration: 2d5 Rounds
user will always face a powerful migraine roughly 6 hours after it is Addictiveness: Addictive (-30), Willpower, 1 Month Interval
consumed as the effects wear off, and also suffers double the levels of Availability: Near Unique
Fatigue he would normally gain for 1d5 hours. Effects: A dose of “Dust” or “D” is commonly inhaled through the
nostrils or rubbed into the gums and acts quickly, transporting the arcane
Cold Fire energies throughout the body and lasting for 2d5 rounds. The user must
As long as Ghostfire has been used to produce Frenzon and many of make a Hard (-20) Willpower Test to keep the drug under control; if
the other combat stimulants, there has been the refined extract com- successful the user gains the Daemonic (2) Trait. If successful by two
monly called Cold Fire. While Frenzon induces a near-suicidal state of Degrees of Success he also gains the Phase Trait; if three or more he also
aggression (which is fine for Penal Legionaries), Cold Fire allows for gains the Warp Weapons Trait. If he fails his body is wracked with terri-
more self-control, although it is still illegal unless issued by regimental ble contortions; he falls to the ground Stunned for the duration and gains
commanders. a Corruption point for every round it lasts. If he fails by three or more
Time to Affect: 1d5 Rounds Degrees, he gains one Lesser Mutation as well.
Duration: 3d10 Rounds
Addictiveness: Addictive (-10), Toughness, 1 Day De-Tox
Availability: Very Rare De-tox can negate most of the dangerous effects of other drugs or toxins.
Effects: A character using Cold Fire gains a +10 bonus to all Willpow- A dose immediately ends the effects, both positive and negative, for any
er-based Tests as well the Frenzy and Battle Rage Talents and immediate- chemicals the subject has inhaled, ingested, or injected, unless the item
ly becomes Frenzied. These effects last for 3d10 rounds. specifically states de-tox cannot work against it. Its use is extremely
unpleasant, however, with common side-effects so extreme (excessive
vomiting and diarrhoea being the mildest) that many would rather abide
Counterseptics their current woes. Using de-tox, however, is both painful and debilitat-
These include a broad range of antiseptics and analgesics to fight off ing, and can cause several unpleasant side effects such as vomiting, nose
infections, either injected via a pre-packaged needle or ingested in tab bleeds, and a great voiding of the bowels.
form. Time to Affect: 1 Round
Time to Affect: 1d5 Minutes Duration: 1d10 Rounds minus the user's TB
Duration: 1 Day Addictiveness: Not Addictive
Addictiveness: Not Addictive Availability: Rare
Availability: Common Effects: Upon taking this drug, a character is Stunned for a number of
Effects: A character that takes Counterseptics gains a +20 bonus to the rounds equal to 1d10 minus his Toughness bonus. A result of 0 or less
Toughness Test made to resist the effects of a disease, as per the rules for means that the character suffers no ill effects.
diseases and infection in Section 9.4 "Disease & Infection".

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.

6.6 Consumables, Drugs, Incense, & Toxins - 449


Drugs (Cont.)
Delaying Agent Eazille
Not a toxin in and of itself, a delay agent encapsulates the molecules of A powerful inhibition reducer, Eazille or Eaze is smuggled into the
drugs and poisons with a slowly decaying non-reactive microshell that Imperium from regions still unknown; rumours have it as possibly alien
allows the payload to take effect substantially after delivery. in origin. Users report being much more comfortable with even the most
Time to Affect: Special depraved or illicit actions when under its influence,with little or no sense
Duration: None of conscience or even devotion to the Emperor. Hive nobles use it to
Addictiveness: Not Addictive engage in galas catering to the basest of desires. Agents of the Throne
Availability: Average might use it to steel themselves for the deepest of undercover work
Effects: Any drug or toxin may be cut with a delay agent, causing it to where the slightest hesitation towards heretical sights might spell their
take effect 1d5 minutes, 1d5 hours, or even 1d5 days after it is admin- death. Repeated use seems to increase the effects and some have forever
istered. The time delay must be chosen when Acquiring the Delaying fallen to this state. Often they realise their danger and attempt to disguise
Agent. their new behaviours from their peers. Others may simply abandon their
old lives and become the worst of wretches, becoming infamous across
Deluvial Tincture the sector for their atrocities.
One of a number of supposedly alien elixirs promising everything from Time to Affect: 1d5 Minutes
practical immortality to superhuman virility and sold by unscrupulous Duration: 1d5 Hours, +1 Hour for every dose taken in the last week
traders and hereteks, the so-called delulvial tincture is more dangerous Addictiveness: Addictive (-20), Willpower, 1 Week
than most. It contains proscribed ingredients including xenos retroviral Availability: Very Rare
suspensions believed by some Magos Biologis to be distilled from Eldar Effects: When under the effects of Eazille, users will simply ignore
blood. the dictates of morality and must succeed on an +10 Willpower Test to
Time to Affect: 1 Round ignore their baser instincts. The effects last 1d5 hours +1 hour for every
Duration: 1d5 Hours does taken in the last week.
Addictiveness: Addictive (-10), Willpower, 1 Day Interval
Availability: Rare Frenzon
Effects: Once imbibed, the tincture immediately produces a feeling of Frenzon is a term for a number of combat drugs used in conscript and
euphoria and impairs the user’s judgement, while improving his focus assault forces, especially in penal legions. A dose creates a fanatical
and reaction time. Users gain a bonus of +20 to their all Agility-based and fearless state, leaving the user ready to fight any foe, no matter how
and Perception-based Tests, although they suffer a -10 to all Willpow- suicidal it may seem.
er-based and Intelligence-based Tests for the duration of the drug’s ef- Time to Affect: Instant
fects, which last for 1d5 Hours. Once the drug wears off, the user gains a Duration: 1d10 Minutes
level of Fatigue until rested. The substance is dangerous in large doses— Addictiveness: Addictive (-10), Toughness, 1 Week
if taken more than once in a 24 hour period, he must pass a Challenging Availability: Rare
(+0) Toughness Test or suffer 1d10 permanent Agility and 1d5 permanent Effects: A character using frenzon gains the Frenzy Talent and immedi-
Intelligence Damage. ately becomes Frenzied. These effects last for the duration of the drug; a
single dose of which lasts for 1d10 minutes.
Dryas
Dryas is a compound originally derived from a species of desert dwelling Geist
lizards, synthesized by Mechanicus explorators and available commer- A psycho-reactive compound derived from ghostfire pollen and com-
cially as an emergency survival tool. Dryas causes biochemical changes bined with a pre-existing psycho-active drug known as Spook, Geist is
in the human body enabling extended periods of survival in arid atmo- known for its ability to boost the powers of psykers. Geist is extraor-
spheres or when there is no fresh water. Side effects of taking dryas in- dinarily dangerous when used on non-psykers, who lack the necessary
clude atrophied taste and smell, and a very unpleasant sense of weakness mental discipline to control the sudden surge in power. In psykers, the
and lassitude. Few take dryas without an extreme need to do so. increase in power the drug induces can be unpredictable, but valuable.
Time to Affect: 1d5-1 Hours Time to Affect: 1 Round
Duration: 3 Days Duration: 1d5+1 Minutes
Addictiveness: Not Addictive Addictiveness: Addictive (-30), Toughness, 1 Month
Availability: Scarce Availability: Very Rare
Effects: A single dose of dryas lasts for three days. During that time, the Effects: In any character without a Psy Rating, use of Geist causes an
character taking it receives a +20 bonus to Survival Tests made in arid immediate Psychic Phenomena result. In characters with a Psy Rating, a
environments and he requires only half of his usual water intake. How- dose of Geist grants the character one additional point of Psy Rating for
ever, he suffers a -10 penalty to all Strength-based and Perception-based 1d5+1 minutes, and for that duration gains the Frenzy and Mental Rage
Tests while under its influence. In addition, those under its effects also Talents and immediately becomes Frenzied However, the character may
suffer a -5 penalty to all Fellowship-based Tests due to their slurred not use powers Fettered while under the influence of the drug, and adds
speech and vacant manner. Dryas is not addictive, but extended use can +10 to all rolls on the Psychic Phenomena table, in addition to any other
cause permanent systemic damage. modifiers.

6.6 Consumables, Drugs, Incense, & Toxins - 450


Drugs (Cont.)
Ghostfire Pollen Haze
An incredibly dangerous liquid distilled from the condensed pollen of the Though this drug is not as common as Obscura, Haze dealers nonethe-
Ghostfire flowers, Ghostfire extract is the material from which the bulk less become extremely prosperous within many hive worlds, and other
of the Segmentum Obscurus’s versions of Frenzon are actually derived. locations where crime is rife. Normally inhaled or ingested, Haze can
The potency of the extract is such that the Imperium long ago concluded produce an addictive delirium that lasts for hours.
it was a far better idea to create a “lesser version” than lose soldiers to Time to Affect: 1d5 Minutes
the overwhelming effects of a pure dose. Duration: 1d5 Hours
Time to Affect: 1 Round Addictiveness: Addictive (+0), Toughness, 1 Week Interval
Duration: 2d10 Minutes Availability: Rare
Addictiveness: Addictive (-30), Toughness, 1 Month Effects: A single dose of Haze causes 1d5 Intelligence, Perception and
Availability: Very Rare Willpower damage, rolled separately for each. After regaining all the
Effects: A dose of Ghostfire pollen extract grants the Fearless and Frenzy lost characteristic points, the character becomes irritable and sensitive to
talents and the Unnatural Agility (+4) Trait, as well as sending the user bright lights and loud noises for 1d5 hours.
into a Frenzy immediately. The effects last for 2d10 minutes. As a side
effect, however, the user takes 1d10 Impact Damage (ignoring Armour
and Toughness Bonus) as he bleeds through his pores. Holdfast
This drug goes by many names, such as Puremind, but no matter the
name any user will recognise the greasy feel of the bluish liquid. When
Glimmerdust injected, it flows into the neural pathways and makes the mind rigid,caus-
Cultivated from the nests of psionic avians, this highly addictive drug ing users to be stubborn.
fortifies the user against the machinations of psykers. Time to Affect: 1 Round
Time to Affect: Instant Duration: 2d5 Hours
Duration: Hours equal to user's WpB Addictiveness: Addictive (-20), Toughness, 1 Week Interval
Addictiveness: Addictive (-30), Toughness, 3 Day Interval Availability: Very Rare
Availability: Very Rare Effects: The user gains the Bastion of Iron Will, Jaded, and Litany
Effects: The character gains a +10 bonus to Deny The Witch Skill Tests Against Fear Talents while under holdfast's effects, but suffers a -10 pen-
and the Resistance (Psychic Powers) Talent for a number of hours equal alty to all Intelligence-based and Perception-based Tests as they become
to his Willpower Bonus. Whilst under the influence of Glimmerdust, very single-minded in purpose.
everything appears blindingly bright and more colourful than usual. The
character suffers a -10 to all Perception-based Tests until the drug wears
off. Psykers that take this Drug cannot Push their powers until the drug’s Hyperexia
effects subside. Hyperexia is a refined chemical from hive wastelands. When ingested in
frequent measured doses, it will thicken the skin into a rubbery texture.
Consumers will gain a greater tolerance for extremes of heat and cold,
Greyve allowing them to function normally where others would require special-
While “in the Greyve”, everything simply exists in a thick fog that ised clothing. This is especially useful on desert worlds as days can reach
removes all external stimuli from care. sweltering temperatures, and the nights can freeze blood.
Time to Affect: 1d5 minutes Time to Affect: 1d5 hours
Duration: 2d5 hours Duration: 1 Week
Addictiveness: Addictive (+0), Willpower, 1 Day Interval Addictiveness: Not Addictive
Availability: Rare Availability: Scarce
Effects: Users may ignore Fatigue for 2d5 hours; they also gain +40 to Effects: Hyperexia consumers gain the Resistance (Cold, Heat) Talent
all Toughness-based Tests and to resist any Interrogation attempts, and and as it drives a much higher metabolic rate,they will suffer 1 point of
receive a -30 penalty to all Strength. Perception, and Willpower-based Fatigue. Hyperexia must be taken at least a dozen times over the course
Tests. Once the effect wears off though, they must pass a Very Hard (-30) of as many days before it takes effect. After which the user must take one
Toughness Test or gain 2d5 points of Fatigue. dose every week to maintain their thickened skin.

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.

6.6 Consumables, Drugs, Incense, & Toxins - 451


Drugs (Cont.)
Imperium’s Fervour Lho Sticks
This drug is a long-term mind-altering substance which inures soldiers A mild narcotic, each stick contains dried and cured plant leaves that
to some of the horrors they might encounter while acting for the Holy release a scented, stimulating smoke when ignited and inhaled through
Ordos. a cheap tube that burns away with the drug. As the leaves vary with the
Time to Affect: 1d5 Minutes planet, lho sticks can vary from world to world as well, often making
Duration: 1 Day them useful trade items.
Addictiveness: Not Addictive Time to Affect: 1 Round
Availability: Scarce Duration: 2d10 Minutes
Effects: Users of Imperium’s Fervour gain a measure of resistance to Addictiveness: Addictive (+0), Willpower, 1 Month Interval
fear and insanity at the cost of their memories. While under its effects all Availability: Common
Fear Tests are reduced by one degree of severity. Insanity points gained Effects: Users experience a mild "buzz" while smoking lho, but once
under the influence of the drug are reduced by 2 (to a minimum of 1). addicted, this becomes something of a more relaxing effect. Lho cannot
Perception-based Tests while using the drug have a -10 penalty, and users cause the user to have an overdose.
are prone to acts of insane courage and have little instinct for self-preser-
vation. Manic
After the effects wear off, memories of any events that took A favourite of depraved princelings, Manic induces exactly the emotional
place while drugged become hazy. It requires a Hard (-20) Intelligence state its name suggests. Feelings and sensations become exaggerated and
Test to recall anything that took place while under the effects of the drug, uncontrolled as the user feels a sense of boundless energy.
increasing to Very Hard (-30) after a month. Time to Affect: 1 Round
Duration: 3d10 Minutes
Kick Addictiveness: Addictive (-20), Toughness, 1 Month Interval
A potent combination of neural accelerants and stimulants, Kick makes Availability: Average
the user feel supercharged with energy. It is ideal for short-term assaults Effects: The user adds +30 to all Willpower-based Tests, ignores Fatigue,
as the effects burn off rapidly inducing profound fatigue and listlessness and cannot be Stunned or Pinned. These effects last for 3d10 minutes.
for the next several hours. Once the drug wears off, the user falls unconscious for 1d5 hours unless
Time to Affect: Instant he can pass a Hard (-20) Toughness Test, in which case he instead suffers
Duration: 2d10 Rounds 1d5-1 levels of Fatigue.
Addictiveness: Addictive (-10), Willpower, 1 Day
Availability: Average Mortis
Effects: A single dose of Kick removes all Fatigue levels and provides Mortis acts to shut down metabolic processes to a near death level, ren-
immunity to Fatigue for 2d10 Rounds. Once it wears off, the user takes dering the user a corpse to all but the most dedicated of examiners.
1d5 levels of Fatigue. Time to Affect: 1d10 Rounds
Duration: 4d10 Minutes
Leatherwort Addictiveness: Not Addictive
A fungal derivative that was often simply eaten raw as an emergency Availability: Very Rare
foodstuff, Leatherwort is now more frequently used by gangers and is Effects: Users who have taken Mortis are so near death for the following
often called Tuff. When allowed to decay, then dried and pressed, the 4d10 minutes that any Tests to determine the user’s status suffer a -30
thick powdery slabs can be rubbed into the user’s skin. Applied areas penalty, with failure indicating the user is dead. Good Craftsmanship
turn a mottled dark green as the chemicals seep in, then slowly return doses can be administered so the user can specify how long they last (up
to normal coloration. The pain receptors in those areas are deadened for to 1 hour), while Poor doses only offer a -10 penalty to Tests.
hours, and the skin is much tougher than normal with the consistency of
hard leather.
Time to Affect: 1d5 Rounds Obscura
Duration: 2d5 Hours Though often illegal, obscura is popular in many fighting units where
Addictiveness: Not Addictive combatants are eager for respite from constant battle, as well as among
Availability: Scarce civilians seeking relief from the drudgeries of harsh life.
Effects: Each “dose” of Leatherwort gives the user a +20 bonus to all Time to Affect: 1d10 Minutes
Toughness-based Tests while under its effects. Duration: 1d5 Hours
Addictiveness: Addictive (-10), Toughness, 2 Week Interval
Availability: Rare
Effects: Obscura-users enter a dream-like state for 1d5 hours (if required
to engage in combat, consider them under the effects of a hallucinogen
grenade). For 1d10 hours after the effects wear off, they enter a deep
depression, unless another dose of obscura is taken.

6.6 Consumables, Drugs, Incense, & Toxins - 452


Drugs (Cont.)
Pain Suppressant Rainbow
The same chemical is found in most Astartes power armour injectors, A somewhat dangerous all-in-one injection covering almost anything that
but is equally common in emergency medical kits, to prevent victims of can be wrong with someone. It includes an anti-bacterial serum, a blood
terrible injuries from going into shock. clotting agent, an allergen, poison and radiation antidote, broad-band
Time to Affect: Instant immune booster, vitamins, a white cell stimulator and a sedative. This
Duration: Rounds equal to user's Toughness Bonus much stimulation to the body’s system can also cause massive shock,
Addictiveness: Addictive (-30), Willpower, 1 Day Interval but when faced with a life or death situation against an unknown ailment
Availability: Rare some medicae take the gamble.
Effects: A dose of Pain Suppressant allows a character to ignore effects Time to Affect: 1 Round
from Critical Damage for an amount of Rounds equal to their Toughness Duration: 1d5+2 Hours
Bonus. This effect allows a character to survive dying from shock for Addictiveness: Not Addictive
that time period, if administered within an amount of rounds equal to half Availability: Rare
their Toughness Bonus. Effects: An application of this drug allows the patient to immediately
re-roll any failed Tests to resist disease or toxins and automatically stops
Panimmune Blood Loss. However, users must also immediately succeed on a Tough-
This highly potent medicinal compound serves to greatly enhance ness Test or take 1d10 points of True Impact Damage.
resistance to most forms of toxins, contaminations, micro-parasites and
infection for a period of hours after its application, although repeated use Red-Eye
can cause physiological damage. Panimmune is found in the med-kits of Despite the name, this drug doesn’t change the user's eye colour. The
many enforcer squads, techpriests, and other parties wishing to descend drug does allow the user to see slightly more into the infra-red spectrum
into the underhive or travel through hazard zones. than normal humans. They are able to detect heat signatures from depart-
Time to Affect: 1d10 Rounds ed vehicles for example or notice which door a suspect is hiding behind.
Duration: 1d5+1 Hours Time to Affect: 1d10 Rounds
Addictiveness: Not Addictive Duration: 1d5 Hours
Availability: Average Addictiveness: Not Addictive
Effects: The dose is usually applied by pressure-hypo directly to the Availability: Rare
neck and provides a +30 bonus on Toughness Tests made to resist toxins Effects: Users gain +20 to Awareness tests to detect heat-based images
and diseases. As well, this bonus also applies to all Toughness-based for 1d5 hours. Overuse, though, dims eyesight and users will require
Tests to resist the effects of alcohol. The effects of a single dose lasts excessive light to see properly. If used more than once per day the user
1d5+1 hours. After the dose expires, the subject suffers 1 level of Fatigue must succeed a Difficult (-10) Toughness Test or else suffer a -20 penalty
until he rests. The subject may immediately re-dose himself (which also to all vision-based tests for the rest that day.
negates the Fatigue), but each time this is done without a period of 8
hours rest, he must pass a Challenging (+0) Toughness Test or take a -10
penalty on all Strength-based and Toughness-based Tests for 1 hour. Resuscitex
This stimm is intended to revive an unconscious comrade.
Time to Affect: Instant
Phetamote Duration: Instant
Also known as “thrill pills,” this drug enhances the subject’s senses at the Addictiveness: Not Addictive
expense of physical abilities. Some high-born nobles use this substance Availability: Common
prior to intense or immersive experiences, such as a play or symphony. Effects: Resuscitex immediately wakes an unconscious character. If the
Others, however, have discovered it acts as an effective supplement to character has taken Fatigue levels in excess of his Fatigue threshold, it
interrogation, allowing the victim to more fully “appreciate” the skills of reverts the level of Fatigue to a number equal to his TB. It has no effect
the interrogator. on conscious characters suffering levels of Fatigue equal to or less than
Time to Affect: 1d5 Rounds their TB.
Duration: 1d5 Hours
Addictiveness: Addictive (+0), Toughness, 1 Week Interval Rez
Availability: Very Rare This unnatural drug is also known as “Rezonate”. Users emit a balm
Effects: Phetamote gives the user a +10 bonus to all Perception-based of soothing psychic energies, placating denizens of the aetheric realms
tests, but takes a -10 penalty Strength-based, Toughness-based, and Agili- and calming unruly Warp disturbances. Only few care to know how it is
ty-based Tests and a -20 penalty to all Interrogation Tests for 1d5 hours. made, as only the most powerful of slain sorcerers can provide the raw
ingredients. For it is their ground bones, especially from those who sum-
moned but were consumed by daemons, that make up each dose.
Time to Affect: 1 Round
Duration: Minutes equal to DoS on Willpower Test multiplied by 10
Addictiveness: Not Addictive
Availability: Extremely Rare
Effects: Rez requires an Easy (+30) Willpower Test to activate after tak-
ing a dose and lasts for a number of minutes equal to the Degrees of Suc-
cess multiplied by 10. During that time the user may subtract 2d10 from
any rolls on the Psychic Phenomena or Perils of the Warp tables. Failing
the Willpower Test, however, immediately triggers Psychic Phenomena.

6.6 Consumables, Drugs, Incense, & Toxins - 453


Drugs (Cont.)
Rhodopis Juice Satrophine
Distilled from the rhodopis plant, this strange brew has peculiar effects Satrophine is a tremendously powerful drug that enhances the user’s
on human physiology. Quickening the neurotransmission of synaptic im- reflexes, strength, and endurance, but does so at a dire cost. Most users
pulses and increasing the levels of serotonin in the brain, rhodopis juice become shells of their former selves, and some believe that the Warp
can temporarily increase the mental acuity and memory retention of the itself drains the user’s soul as they slip deeper and deeper into Satrophine
imbiber, as well as alter his social interactions with others, generally in addiction.
a positive (albeit slightly more aggressive) manner. However, a peculiar Time to Affect: Instant
fugue state and general sense of malaise tends to follow, and long-term Duration: 1 Hour
use of rhodopis juice can lead to addiction. Addictiveness: Addictive (-20), Willpower, 1 Day Interval
Time to Affect: 2d10 Rounds Availability: Very Rare
Duration: 1d5 Hours Effects: The user gains +30 to Strength-based, Toughness-based, Agil-
Addictiveness: Addictive (-20), Toughness, 1 Week Interval ity-based, and Perception-based Tests for 1 hour. Characters addicted
Availability: Scarce to Satrophine do not gain Fatigue from withdrawal, but instead gain 1
Effects: A character under the effects of rhodopis juice scores an addi- Corruption point every day until they take their next dose.
tional 2 Degrees of Success on any successful Fellowship-based and
Intelligence-based Tests for 1d5 hours after ingesting it. However, when
the effects of the juice wear off, the user must make a Challenging (+0) Scab
Toughness Tests or suffer a -20 penalty to all Perception-based Tests for Scab is a favourite drug for those who follow radical death cults obsessed
1d5 hours. If the user fails this Test by three or more Degrees of Failure, with becoming one step closer to a walking corpse, or else even darker
he is struck particularly hard by his cravings for the substance and suffers creeds that worship what happens to the body afterwards. Each dose of
a -20 penalty to all Willpower-based Tests for 1d5 hours (or until he the thick purplish liquid worms into the user’s body with the sickening
receives another dose of the drug). sensation that the gelatinous mess is somehow alive.
Time to Affect: Instant
Duration: 1 Hour
Rose Addictiveness: Not Addictive
For chemical adventurers obsessed with sense, Rose is the drug of Availability: Rare
choice, as it heightens all sensory input to a thrilling degree. The slightest Effects: For one hour the skin turns a sickly greyish-green and crusts
touch becomes a razor’s caress, the softest whisper a sonic dagger of over. Though the user looks deathly ill, the drug actually gives him the
delight. Unnatural Toughness (+1) Trait for the hour. Multiple doses do not stack
Time to Affect: 1 Rounds but can lengthen the effects, and every use past the first in a 24 hour
Duration: 3 Hours period inflicts 1d5+5 Agility Damage as the user is wracked by crippling
Addictiveness: Addictive (-20), Toughness, 3 Day Interval pain.
Availability: Rare
Effects: A dose of rose lasts for roughly three hours. During that time
the user gains the Dark Sight Trait and gains a +20 bonus to Percep- Scav-Glysten
tion-based Tests. If the user ever passes a Test by five Degrees of Success This drug is an unexpected by-product of the polluted effluvient dumped
or more, however, he becomes overloaded by sensations and must take a by forge-fanes, which, after refinement and distribution, is injected for
Challenging (+0) Willpower Test or become Stunned for 1d5 rounds. maximum effectiveness. Once in the bloodstream it moves to the pores,
altering sweat glands and other natural processes from emitting any
scents, pheromones, or anything else thatcould be used for tracking. After
Sandstone repeated doses the user’s eyes will take on an unnatural appearance like
This drug is made from a pollen extract, the result of distilling the pollen an oil film, with rainbow patterns across the cornea.
into yellowish granules which are then packed into hard bricks. The Time to Affect: 1d10 Rounds
grains can then be rubbed into the gums raw or ground into powder and Duration: 1d10 Hours
mixed with saline for injection. Sandstone induces a state of heightened Addictiveness: Not Addictive
mental determination, allowing the user to shrug off fearsome opponents, Availability: Rare
bleeding wounds, hunger, or other now lesser concerns. It also lets them Effects: Scav-Glysten use imposes a -30 to any tracking attempts to
withstand brutal interrogations and even chemicals designed to weaken detect the user via scent for 1d10 hours. They also gain an additional
their resistance. Degree of Success on Tests to hide from or track animals using scent-
Time to Affect: 1d10 Rounds based senses.
Duration: 1d5+3 Hours
Addictiveness: Addictive (-10), Toughness, 1 Week Interval
Availability: Scarce
Effects: Sandstone’s effects lasts 1d5+3 hours, and grants +10 to all
Willpower-based Tests plus another +10 to resist Interrogation attempts.
Failure to pass a Difficult (-10) Toughness Test will result in taking 1
Fatigue point per 2 Degrees of Failure after it wears off.

6.6 Consumables, Drugs, Incense, & Toxins - 454


Drugs (Cont.)
Scraper-Ripper Slaught
Scraper-Ripper is crafted from rare blind fish found in underhive lakes, This combat drug (also known as Onslaught) is frequently taken to
The pallid flesh is rendered down into a paste, and once dried can be heighten awareness and improve reaction time. It literally speeds up
injected or inhaled. Scraper-Ripper speeds up reaction times but does not the user, but causes neural and physiological damage with prolonged
speed up corresponding thinking, so while the user can move away from application.
sword strikes or duck away from incoming fire, they are also liable to Time to Affect: 1 Round
leap at unknown noises or even attack a friend who surprises them. Duration: 2d10 Minutes
Time to Affect: Instant Addictiveness: Addictive (-20), Willpower, 1 Week Interval
Duration: 1d5 Hours Availability: Very Rare
Addictiveness: Addictive (-20), Willpower, 3 Day Interval Effects: Taking a dose gives the user the Unnatural Agility (+3) and
Availability: Scarce Unnatual Perception (+3) Traits for 2d10 minutes. When the drug runs its
Effects: Ripper grants +30 to all Agility-based tests for 1d5 hours, but course, the user must pass a Challenging (+0) Toughness test or suffer a
users must pass a Hard (-20) Willpower Test to avoid reacting violently -20 penalty to all Agility-based and Perception-based Tests for 1d5 hours.
when surprised by any stimuli.

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.

6.6 Consumables, Drugs, Incense, & Toxins - 455


Drugs (Cont.)
Spook Sweep
A highly-proscribed drug, spook creates and augments that most haz- Sweep is a bizarre chemical commonly used to cure addiction to other
ardous of effects: psychic abilities. Even the briefest of connections to drugs. Ironically, Sweep is itself quite addictive, and dulls the senses of
the Warp and the Ruinous Powers that dwell within can allow daemonic those who consume it.
incursions or worse, but in desperate instances, even these horrific effects Time to Affect: 1d10 Hours
are brushed aside. Duration: 1d5 Hours
Time to Affect: 1 Round Addictiveness: Addictive (-40), Willpower, 1 Day Interval
Duration: 1 Hour Availability: Extremely Rare
Addictiveness: Addictive (-10), Toughness, 1 Day Effects: A single dose of Sweep allows the character to remove any
Availability: Very Rare addictions he currently has. Note it does not eliminate any other side
Effects: If a character without any Psy Rating takes a dose of this drug, effects a drug may impart. The user suffers -10 to all Agility-based and
he must successfully make a Challenging (+0) Willpower Test or gain Perception Tests-based Tests for 1d5 hours. Sweep cannot be used to cure
1d5 Corruption and Insanity Points due to his mind being filled with an addiction to Sweep.
terrifying visions of the Warp. If he succeeds, he gains the use of one
chosen Primaris Techniques from a Psychic Discipline, plus 1d5-2 other Torpor
Psychic Powers from the same Discipline. He can use these powers for Long used by the masters of the Black Ships to control their harvest of
1d5 hours, and the user makes all Focus Power tests during this time as if charges, torpor is a chemical cocktail of neural-inhibitors and narcotics
he had a Psy Rating of 2. designed to render the subject docile and, more importantly, negate their
If a character with a Psy Rating of 1 or more uses Spook, he ability to use psychic powers. Likewise the Holy Ordos maintains it own
must make a Challenging (+0) Willpower Test. If he fails, he gain 1 supplies of Torpor for prisoner control and other uses, while hereteks and
Corruption and Insanity Points and the drug has no further effects. If some cults have been known to manufacture their own somewhat unreli-
he passes, he adds 1 to his Psy Rating for the next hour. However, add able version for their own dark purposes.
+25 to rolls he makes on Psychic Phenomena. Spook is Addictive, and Time to Affect: 1d5 Rounds
depending on the setting, its mere possession can incur intense and even Duration: 1d10 Hours minus user's TB
lethal punishment from local authorities. Addictiveness: Not Addictive
Availability: Very Rare
Spur Effects: A single dose of Torpor lasts for 1d10 minus the subject’s
A common drug for those who live by the sword, spur infuses the user Toughness Bonus in hours, during which time the subject is overcome
with boundless energy until he feels ready to tackle any situation. The by a grey anxiety-ridded haze in which he counts as Fatigued and must
powerful stimulant increases reaction times and overall stamina for succeed in a Difficult (-20) Willpower Test to perform any actions of
a short period, with the inevitable crash of depression and weariness his own volition. In addition, psychic characters have their Psy-Rating
following soon after. reduced by 4 while under this drug’s effects.
Time to Affect: 1 Round
Duration: 2d10 Minutes Truth Revealed
Addictiveness: Addictive (-20), Willpower, 1 Week Interval This drug is a powerful serum that depresses resistance to questioning.
Availability: Scarce Also known as Verity to Throne Agents and more simply as ‘Veal to the
Effects: Each dose lasts 2d10 minutes, during which the user cannot be underhivers, it is used when normal physical pain is either not effective
Stunned and takes no Fatigue. Afterwards, however, the character takes a or not practical and is in high demand across the Imperium by agents on
-20 penalty to all Toughness-based and Agility-based Tests for one hour, both sides of the scales.
as well as one level of Fatigue for every two they would have received Time to Affect: 2d10 Rounds
while the drug was active. Duration: 3d5 Hours minus the user's TB
Addictiveness: Not Addictive
Stimm Availability: Extremely Rare
A dose of stimm is enough to energise the weary and mask pain with Effects: Those under Truth Revealed's effects suffer a -50 penalty to tests
short-term vitality, often enough to finally bring a protracted combat to a against Interrogation or other tests designed to garner information for
successful conclusion. 3d5 hours minus their Toughness Bonus.
Time to Affect: Instant
Duration: 3d10 Rounds
Addictiveness: Addictive (-10), Willpower, 3 Day Interval
Availability: Average
Effects: Each dose lasts for 3d10 rounds. During this time, a character
ignores any negative effects to his Characteristics from damage, Critical
Damage, and Fatigue, and cannot be Stunned. When the stimm wears
off, the character suffers a -20 penalty to all Strength-based, Tough-
ness-based, and Agility-based Tests for one hour and gains one level of
Fatigue.

6.6 Consumables, Drugs, Incense, & Toxins - 456


Drugs (Cont.)
Verita Wideawake
The existence of verita is largely a secret and the Holy Ordos are very A simple drug made in numerous styles from many different ingredients,
happy to keep it that way. A powerful and singular hallucinogenic, Wideawake acts to ward off feelings of drowsiness and keeps the user
once taken, the drinker’s perceptions shift slowly to reveal the seeming alert for many hours beyond his normal limit. While multiple doses will
interplay of distant realms, past, present and future; leading its addicts to keep the user awake even longer, once the effects wear off the resulting
claim that they can “see through time” to uncover unknown truths and collapse will last much longer and lead to feelings of listlessness for
witness incredible visions. Whether verita’s gifts are mere illusions or a several days.
sudden immersive vision unfettered by the mortal perceptions of time, Time to Affect: 1d5 Rounds
is a matter that remains unresolved, but its effects alone are enough to Duration: 1d5 Hours
have the Ordos declare it a Moral Threat. The substance’s composition is Addictiveness: Addictive (+0), Toughness, 3 Day Interval
unknown with many of its trace constituents completely defying analysis. Availability: Plentiful
When encountered, it usually takes the form of a viscous deep blue liq- Effects: Wideawake allows the user to stay awake and alert, ignoring up
uid, with a scent suggestive both of flower blossoms and subtle rot. to half of a character’s Fatigue for 1d5 hours. Additional doses prolong
Time to Affect: 1d10 Rounds the affect, but do not counteract more than half of a character’s Fatigue
Duration: 3d10 Minutes levels. After the drug wears off the user suffers an additional level of
Addictiveness: Addictive (-20), Toughness, 1 Week Interval Fatigue.
Availability: Very Rare
Effects: Consuming verita imposes a -10 penalty on Willpower Tests and
a -20 penalty on Perception Tests for 3d10 minutes. While affected, the
imbiber experiences visions and altered perceptions as determined by
the GM. The user is always convinced of the truth of these visions and
indeed, the contents of their “waking dream” can be valuable for over-
coming some challenge or difficulty. Once the drug has run its course,
the imbiber must succeed on a +0 Willpower Test or gain 1d5 Insanity
Points. Those victims who gain at least 1 Insanity Point also have a 20%
chance of gaining 1d5 Corruption Points as well.

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.

6.6 Consumables, Drugs, Incense, & Toxins - 457


6.6.3 - Drug Creation 2 DoS
Add +10 to a single bonus to a Skill already given by the
The alchemization of medications and drugs requires that the character Drug
attempting to create the Drug has one Rank of either the Medicae or 3 DoS Double Drug's Duration
Trade (Chymist) Skill.
Add +1 Ranks to an Unnatural Characteristic Trait given
4 DoS
by the Drug
Step 1: Acquire Base Materials Increase the benefit given to one kind of Characteris-
Before a chymist attempts to create their own Drugs they must decide 4 DoS
tic-based Tests already given by the Drug by +10.
on exactly what they want to make. This means that the player chooses a
specific variety of Drug, as listed in Section 6.6.2 "Drugs", and declares
Drawbacks
that they will be attempting to make their own blend of this Drug.
The Chymist may also add any two Drawbacks to the Drug being
The base pharmaceutical materials for this endeavor, namely
created. Each Drawback imparts an amount of Degrees of Success that
the unrefined elements used in its creation, are considered to be one step
can then be spent, as though the Skill Test had achieved that many more
more Available for Acquisition purposes. Once the chymist has detem-
Degrees of Success.
rined just what they want to make and has the base materials on hand he
goes to the next step. Degrees
of Success Drawback
Step 2: Determine Crafting Environment & Resources Bonus
The exact circumstances of a drug's creation can make a Test to create it Decrease Addiction Interval:
significantly easier or harder. Add all modifiers below, as they apply. • 3 Days to 1 Day
Bonus to Drug 1 DoS • 1 Week to 3 Days
Example Creation Workshop • 2 Weeks to 1 Week
Creation
• 1 Month to 2 Weeks
Tribal Cooking Pit, Improvised From Debris -20
1 DoS Increase Addictiveness by one step
Ruined Hab-Block Kitchen, Underhive Chem-Den -10
Functioning Hab-Block Kitchen, Poorly Kept
Increase the Time to Affect of a Drug:
+0 • Instant to 1 Round
Laboratorium
2 DoS • 1 Round to 1d5 Rounds
Standard Laboratorium, Chymist Facility, Medicae
+10 • 1d5 Rounds to 1d10 Rounds
Facility
• 1d10 Rounds to 3d10 Rounds
Well-Maintained Laboratorium, Chem-Factory +20
Reduce a single bonus to a Skill already given by the
2 DoS
Drug by -10.
Circumstantial Modifiers
3 DoS Halve Drug's Duration
Bonus to Drug
Modifiers Reduce the Ranks to an Unnatural Characteristic Trait
Creation 4 DoS
given by the Drug by -1.
Test Subjects +10
Decrease the benefit given to one kind of Characteris-
Self-Test 4 DoS
tic-based Tests already given by the Drug by -10.
(Crafter must take a single Dose from the crafted Drug +30
once it is created and suffer the effects)
Step 4: Gaining the Drug
Once all of the modifiers have been determined the Skill Test After the Drug Creation Test is complete and the changes to the Drug's
(either Medicae or Trade [Chymist]) must be made. This roll starts at a Profile have been determined, a name must be assigned to the newly
Challenging (+0) Difficulty. created substance, incorporating the name of the creator, the patron of the
process, or even a simple batch number. The number of Doses created in
the process is equal to the amount of Base Materials Acquired, plus the
Step 3: Determine Drug Characteristics chymist’s Intelligence Bonus.
Once the Skill Test to create the Drug has been made the crafter can
spend his Degrees of Success on the following list of changes to the
chosen Drug's profile. Step 5: Reproducing the Drug
As long as the Skill Test to craft the Drug was successful the character
Degrees may attempt to recreate it at a later time. If the character has the Total
of Success Benefit Recall Talent further tests to reproduce the Drug gain an additional +10.
Cost Immediately after the Drug is crafted the character may also attempt a
Increase Addiction Interval: Scholastic Lore (Chymistry) +10 test, and if successful the character cre-
• 1 Day to 3 Days ates the Drug’s chymistic equation, giving further tests to create it a +20.
1 DoS • 3 Days but less than a Week to a Week Otherwise the character gains a +10 to all further attempts to
• 1 Week to 2 Weeks recreate the Drug. Remember that unless it is crafted in the exact same
• 2 Weeks to 1 Month environment and with the same sample sizes as the original crafting Test
the environmental and base sample modifiers may well change.
1 DoS Decrease Addictiveness by one step
If the character does have facilities that could produce further
Decrease the Time to Affect of a Drug: doses of the Drug, namely a Pharmacium, the GM should set an Avail-
• 1 Round to Instant ability on the created Drug, depending on it’s strength and how easily
2 DoS • 1d5 Rounds to 1 Round reproducable it should be, and let it be reproduced in appropriate quanti-
• 1d10 Rounds to 1d5 Rounds ties.
• Higher than 1d10 Rounds to 1d10 Rounds

6.6 Consumables, Drugs, Incense, & Toxins - 458


6.6.4 - Incense
Incense must be burned in a thurible, censer, or similar incense burning device. These devices, specifically, are Thuribles, Censer Attachments for
weapons, and Incense Burners for armour. Incense burners take a Half Action to “Reload” and another Half Action to ignite. Each can hold one por-
tion of incense that will burn for one hour.
Cleansing Incense Focusing Incense
Variants of this incense exist all across the galaxy, but most are made of A favourite of codiciers, scholars, illuminators, and other intelligentsia
dried, shredded, plants of holy import. These plants are usually rele- this incense is used in libraria and Administratum institutes across the
vant to some saintly deed or story, cultivated by numerous abbies and Imperium
convents, then harvested, rendered, and sanctified in length ceremonies Availability: Average
before being exported to various Ecclesiarchal missions and sites across Effects: Those affected by the Focusing Incense gain a +5 bonus to all
the galaxy. Intelligence, Perception, and Willpower-based Tests.
Availability: Rare
Effects: Cleansing Incense reduces all Corruption and Insanity Points
gained by characters affected by it by 1, and additionally has the Male- Golden Incense
diction (1) Quality in its area of effect. Good and Best Craftsmanship Made from motes of gold dust (hence its name), along with dust from the
Cleansing Incense increase the Malediction Quality to Malediction (2) tombs of great saints, frankincense, and the dried and pulverized flowers
and Malediction (3) respectively. of Emperor’s Blood lilies, this bold incense is reserved for times of great
importance. When the God Emperor’s favour is direly needed braziers
of this priceless incense are lit, that all may feel closer to the patriarch of
Ebon Incense patriachs.
A woeful and restricted substance, created by those who truck with Availability: Very Rare
dark powers far too comfortably, this incense is largely forbidden and Effects: Those affected by Golden Incense gain a +10 bonus to perform-
possession of it is often punished by death. Some of the identified ing Ecclesiastic ceremonies (namely Ecclesiastic Services, Scholastic
ingredients include cremated remains and tears, but any number of other, Lore [Imperial Creed] Skill Tests, and ). When a character affected
more malignant reagents are likely to be included, withe each new blend by Golden Incense spends a Fate Point to add +20 to a roll he adds an
discovered hinting at some gruesome ritual of creation. additional +10 to his bonuses to the roll, when he spends a Fate Point to
Availability: Very Rare add an additional Degree of Success to a Test he adds another Degree of
Effects: This Incense gives a +10 bonus to Invocation Skill Tests as well Success, and lastly, when he burns Fate he may roll a d10 for each point
as a + 10 Ritual Modifier to dark rituals, summonings, and other malig- of Fate Characteristic lost. If a 10 is rolled on any of the d10 then that
nant, esoteric rites. many points of Fate Characteristic are not lost.

Ecclesiastic Incense Machine Incense


This incense—a mixture of myrrh, camphor, verdigris and the crushed Carrying a strong, oily, promethium-smelling musk, this incense may be
blossoms of the rare Iocathine rose—is prepared ritually by Ecclesiarchy too strong for the unaugmented, but many Mechanicum find it pleasing.
clergy and is renowned for its powerful purifying effect. Highly valued Sometimes called “tank-incense” by Imperial Guard vehicle crewmen,
by the faithful, this incense is used in high masses and ceremonies of the smoke created by censers with this incense does indeed seem to qui-
import across the Imperium, and the Holy Ordos know that folk tales of eten machine-spirits of most devices and make them more compliant.
the incense’s ability to ward-off evil hold more than a grain of truth. Availability: Average
Availability: Average Effects: Machine Incense provides a +10 bonus to Tech-Use Skill Tests,
Effects: This incense provides a +10 bonus to Fate-based Tests for and also provides this bonus to Trade (Armourer) and Trade (Techno-
characters with 19 or less Corruption Points, and additionally has the mat) Skill Tests, if the Test involves an item, vehicle, structure, or other
Malediction (0) Quality in its area of effect. construct with a machine-spirit.

Emboldening Incense Sanguine Incense


Often carried by Imperial priests assigned to attend to the spiritual needs Viewed as somewhat dubious, and at times condemned as heretical, this
of Imperial Guard regiments, this incense is often wafted over those incense is used to inspire soldiers to acts of savagery and murder. The
serving in trenches and other front lines. In dire times of distress other dense red-black smoke reeks of iron and sets one on edge, making adren-
clergy will use this rich-smelling incense, to better embolden their flock. aline flow readily, and brings weapons to hand.
Availability: Scarce Availability: Average
Effects: Emboldening Incense gives a +10 bonus to all Tests for Intimi- Effects: Sanguine Incense provides a +5 bonus to all Weapon Skill,
dation, Fear, and Pinning Strength, and Toughness-based Tests.

6.6 Consumables, Drugs, Incense, & Toxins - 459


6.6.5 - Advanced Poisons & Toxins
Poisons and toxins are substances that attack the body’s natural systems causing harm. There are endless varieties of poisonous substances within the
galaxy; from natural venoms to toxic pollutants that can kill as quickly and surely as any blade. In game terms, poisons and toxins are divided into
three factors; their speed, their potency, and their effect.

Speed Random Toxin Generator


Speed defines how quickly the poison will enter the victim’s system. Roll on the Random Toxin Speed, Random Toxin Potency, and Random
Instant: The poisons effects occur as soon as the victim is exposed; ven- Toxin Effect table once each and combine the results to create a novel
oms and poisoned attacks operate at this speed unless noted. toxin.
Swift: The effects of the poison will occur 1d5 Rounds (in Narrative
Time, this means about half a minute) after exposure.
Random Toxin Speed
Fast: The effects of the poison will occur 1d5 hours after exposure; 1d10
includes subtle poisons such as those favoured by assassins to taint food. Toxin Speed
Roll
Slow: The effects of the poison will occur 1d5 days after exposure;
includes environmental poisons and taints. 1-3 Instant
Swift
Potency (X) 4-5
(1d5 Rounds)
In order for the poison to take effect, the victim must fail a Toughness
Test. The Potency (X) of the poison is the modifier to this Test, where Fast
the Difficulty of the Toughness Test is equal to ten times “X”. Note that 6-8
(1d5 hours)
“Potency (0)” denotes that the poison has no Toughness Test modifier.
Slow
9-10
Effect (1d5 days)
Poisons are grouped into four types of effect; however, numerous “more
unique” effects are also possible.
Random Toxin Potency
Lethal: These poisons cause harm by directly attacking the body’s func- 1d10
Toxin Potency
tions; damaging the nervous system, causing cardiac arrest, etc. The vic- Roll
tim suffers 1d10 temporary Toughness Damage plus a further 1d10 per
Degree of Failure. If reduced to “0” Toughness, they will die unless they 1-2 +0
receive immediate medical help (or burn Fate to avoid such a demise). 3-4 -10
Additionally, if more that half of the victim’s Toughness is lost they will
also become comatose for 1d5 hours. 5-6 -20
7-8 -30
Paralytic: These poisons paralyse the musculature, rendering the victim
immobile or helpless without rendering them unconscious. The victim
9-10 -40
suffers 1d10 temporary Strength Damage plus a further 1d10 per Degree
of Failure. If reduced to “0” Strength, they are completely paralysed Random Toxin Effect
and unable to act. This paralysis and Strength Damage wears off in 2D5
minus the victim’s Toughness Bonus in hours (to a minimum of one). 1d10
Toxin Effect
Roll
Sedative: These poisons incapacitate and render the victim unconscious.
Those failing the Toughness Test gain 1 Level of Fatigue per Degree of
1-4 Necrotic
Failure. If the victim fails the Toughness Test by an amount of Degrees of 5-6 Lethal
Failure greater than their Toughness Bonus they are immediately Stunned
7-8 Paralytic
for an amount of Rounds equal to the difference between the two (i.e. if
the victim had Toughness Bonus 4 and failed by 6 Degrees of Failure he 9-10 Sedative
would be Stunned for 2 Rounds).

Necrotic: These poisons cause localised damage to the body by corrod-


ing or otherwise damaging tissue and cells. Many acids and industrial
pollutants cause damage this way, as do many natural types of venom
intended to liquefy and digest flesh. Victims failing a Toughness Test
against this form of poison suffer a variable amount of extra Damage to
their Wounds (usually 1d10) with no reduction for armour or Toughness
Bonus.

6.6 Consumables, Drugs, Incense, & Toxins - 460


6.6.6 - Toxins
Toxins can be used in a multitude of ways, but each dose is only usable once. Much like drugs, toxins can be loaded into inhalers/injectors and inject-
ed into a willing or Helpless target simply, but also, once readied, can be applied to any Low-Tech or Chain weapon, with one dose usually lasting
until the end of a combat.
For other ranged weapons, however, this varies. Scourge Shells and Tox Rounds for Solid Projectile Weapons are the standard munitions
for delivering toxins. While these rounds have their default toxic payload it may be replaced with a custom viral or toxin one, requiring a +0 Trade
(Armourer) Test, failing this Test by 4 or more Degrees of Failure means the character attempting the Test suffers from one dose of the toxin he was
attempting to apply. One dose of a toxin is needed for every 25 Scourge Shells or Tox Rounds in a weapon’s Clip, and each Clip will need another
set of does (e.g. if two Clips for a weapon with a Clip of 50 were having toxin applied to them then 4 doses of the toxin would be needed, 2 for each
Clip).
Explosives function similarly, with Frag Grenades, Smoke Grenades, Frag Missiles, Scatter Missiles, Blind Rounds, Frag Rounds, and
Scatter Rounds may all have their payloads augmented by toxins. This also requires a +0 Trade (Armourer) Test, with similar results as described
above if failed direly. The explosive requires one dose of the used toxin per each rank of the Blast or Smoke Quality it has. Any of these explosives
with the Smoke Quality disperse their payload as part of the Smoke Quality, with the smoke left in place dealing the toxin’s effects to any caught
within it. This toxic benefit is not without cost, however, as the toxin take up space that would otherwise be occupied by the explosive’s main pay-
load, and thus gain the Primitive (8) Quality.
Chem and Needle weapons use toxins more efficiently, and while they too require a +0 Trade (Armourer) Test to exchange their standard
toxins, they require less doses to make use of them. Pistols of either type require 1 dose per a Clip, Basic weapons require 2 doses per a Clip, and
Heavy weapons require 5 doses per Clip. The quantities of toxins needed for a Vehicle class weapon are enormous, demanding 50 doses per a Clip.
Lastly food can of course also be poisoned, with one dose needed per portion of food poisoned.
Ars Imperialis Mortua Black Janix Venom
An Officio Assassinorum signature poison, Mortua is very rare, hard to This is derived from the venom of the Black Janix snake found on the
trace and highly valuable. The “grey death” as it sometimes known, is death world of Woe in the Josian Reach. Victims, who survive, are trau-
quick enough to kill its victims mid-word while speaking; their pallor matised by the horrific hallucinations this deadly venom brings.
greying visibly and their eyes whitening over in the moments after their Availability: Rare
death. Speed: Instant
Speed: Instant Potency: +0
Potency: -30 Effects: Lethal, Hallucinogenic
Availability: Very Rare The victim suffers 1d10 temporary Toughness Damage plus a further
Effects: Lethal 1d10 per Degree of Failure. If reduced to “0” Toughness, they will die
The victim suffers 1d10 temporary Toughness Damage plus a further unless they receive immediate medical help (or burn Fate to avoid such a
1d10 per Degree of Failure. If reduced to “0” Toughness, they will die demise). Additionally, if more that half of the victim’s Toughness is lost
unless they receive immediate medical help (or burn a Fate Point to avoid they will also become comatose for 1d5 hours. Lastly, the victim must
such a demise). Additionally, if more that half of the victim’s Toughness also roll on the Hallucinogen Effects table
is lost they will also become comatose for 1d5 hours.
Deathworld Rain
Ash Slug Secretion Almost everything on death worlds is inimic to non-native life, and even
A caustic slime that is secreted by the carrion-eating Ash Slugs found in the water can be highly caustic and filled with toxic spores, yet purity
the waste zones of many of the sector’s hive worlds. This foul ichor is augurs and tox-wands struggle to locate these lethal impurities. Carefully
enough to make the slow-moving beasts a serious danger to the unwary. stored and contained, it can be used as a debilitating and potent poison.
Some scav-gangers and dregs harvest this toxic filth to coat their blades Availability: Rare
and set poisoned traps. Speed: Swift (1d5 Rounds)
Speed: Instant Potency: -10
Potency: +0 Effects: Paralytic & Sedative
Availability: Average A creature exposed to Deathworld Rain must pass a Difficult (–10)
Effects: Necrotic (1d5) Toughness Test or immediately suffer 1d5 temporary Strength and
Victims failing a Toughness Test against this form of poison suffer 1d5 Toughness Damage, and an additional 1d5 Strength and Toughness Dam-
extra Damage to their Wounds with no reduction for armour or Tough- age for every Degree of Failure on the test.
ness Bonus.
Dusk Lotus A.K.A. “The Wrack”
Deadlock Another example of the foul and deadly flora and fauna of the feral world
This paralytic chemical causes the target’s muscles to seize, immobilising of Dusk in the Malfian sub. The toxin is extracted from the beautiful
him for easy elimination or capture without rendering him unconscious. white flower of the Dusk Lotus, a plant also known as the “death’s head
This toxin is most commonly found in the form of needler rounds. bloom” by the natives of that troubled planet. Called “the wrack” because
Availability: Scarce the victim is literally wracked with pain as the toxin courses through the
Speed: Instant system.
Potency: -10 Availability: Extremely Rare
Effects: Paralytic Speed: Swift (1d5 Rounds)
If the victim fails a Difficult (-10) Toughness Test, he suffers 1d10 Potency: -10
temporary Strength Damage, plus a further 1d10 per Degree of Failure. Effects: Lethal; plus Toughness Damage is permanent
If he reaches “0” Strength, he is completely paralysed and unable to act. The victim suffers 1d10 permanent Toughness Damage plus a further
This paralysis and Strength Damage wears off in 2d5 minutes, minus the 1d10 per Degree of Failure. If reduced to “0” Toughness, they will die
victim’s Toughness Bonus (minimum 1 minute). unless they receive immediate medical help (or burn a Fate Point to avoid

6.6 Consumables, Drugs, Incense, & Toxins - 461


such a demise). Additionally, if more that half of the victim’s Toughness Plaguewort Venom
is lost they will also become comatose for 1d5 hours. This deadly poison is extracted from the neurotoxic sap of the wide-
spread plaguewort plant’s crushed leaves. Skin contact causes numbing,
Genophage and if introduced into the bloodstream (for example by coating a bladed
Lethally effective, every dose of genophage is tailored to attack the weapon or spear with the sweet smelling liquid) it can lead to paralysis
weaknesses in the molecular structure of a particular individual. As such, and death.
it may never be simply “Acquired”, and must always be custom made. Availability: Rare
Victims of genophage stand little chance of resisting the quick-acting Speed: Instant
enzymes that immediately shut down circulatory and respiratory func- Potency: -30
tions. Genophage is so deadly that it only needs to make contact with its Effects: Any weapon coated with this venom gains the Toxic (3) quality
intended target to be effective. for the duration of one combat. In addition to the Toxic damage, if the
Availability: Unique target fails its Toughness Test, it suffers 1d10 Agility damage.
Speed: Instant
Potency: -20
Effects: If used in weapon form, this means the attack must deal at least
Powdered Maidensfoil
Must be ingested in food or drink for it to take effect. Taken from the
1 point of Damage after AP, but does not need to overcome Toughness
pollen and ground-down petals of maidensfoil, a common hedge plant
Bonus. If contact is made, the target must pass a Very Hard (-30) Tough-
found on the feudal world of Acreage, the plant is exported by enterpris-
ness Test. Failure indicates he takes 1d10+5 Impact Damage with no
ing traders and has many medicinal as well as nefarious uses.
reduction for armour or Toughness. This continues every Round until the
Speed: Swift (1d5 Rounds)
victim either passes the Test or dies. If genophage is used upon a creature
Potency: -20
other than the individual it was made for, it simply has the standard
Availability: Average
effects of the Toxic (0) Quality.
Effects: Sedative
The victim gains 1 Level of Fatigue per Degree of Failure on the Tough-
Morphia-V ness Test made to resist this poison. If the victim fails the Toughness Test
Widely utilised by Maflian nobles wishing to send their enemies a “warn- by an amount of Degrees of Failure greater than their Toughness Bonus
ing”—the next time the target is poisoned they won’t just be incapacitat- they are immediately Stunned for an amount of Rounds equal to the
ed, they will be killed. difference between the two (i.e. if the victim had Toughness Bonus 4 and
Availability: Scarce failed by 6 Degrees of Failure he would be Stunned for 2 Rounds).
Speed: Instant
Potency: -20
Effects: Sedative Silver Anathema
Those failing the Hard (-20) Toughness Test gain 1 Level of Fatigue per A rare example of a machine-poison, Silver Anathema’s discovery quick-
Degree of Failure. If the victim fails the Toughness Test by an amount of ly resulted in it being banned by the Mechanicus leaders of every forge
Degrees of Failure greater than their Toughness Bonus they are immedi- world. The method by which it functions is a secret known only to very
ately Stunned for an amount of Rounds equal to the difference between few within the Cult of the Machine, but what can be determined from
the two (i.e. if the victim had Toughness Bonus 4 and failed by 6 Degrees rumour and hearsay is that it somehow reacts with the victim’s augmet-
of Failure he would be Stunned for 2 Rounds). ics, leaving metallic thorns protruding from their body where it has done
its deadly work.
Availability: Near Unique
Night Dust Speed: Swift (1d10 Rounds)
The predatory Nightwings of Dusk produce a potent narcotic dust that
Potency: -20
they use to subdue their victims, lulling them into a nightmarish stupor,
Effects: A victim with either the Machine, Mechanicus Implants, or Ski-
while the haemovoric Nightwing quickly sucks them dry. This substance,
tarii Implants Trait exposed to Silver Anathema must pass a Hard (-20)
harvested from captured or slain creatures and rendered down into a
Toughness Test or suffer 3d10 wounds, with no reduction for Toughness
concentrated form, is a powerful and prohibited drug. Usually burned as
Bonus or Armour, as the poison reacts and the victim's own augmetics
incense or, for a more powerful effect, dissolved in amasec, the dream-
and blessed steel deform into lethal spikes, tearing through their softer
racked stupor that night dust induces can last for days, and the term
bits with sharp metallic growths.
“dusk dream” has long since become local parlance on for an unexpected
disappearance or bout of madness.
Availability: Very Rare Spinebark Sap
Speed: Swift (2d10 Rounds) The sap of the Spinebark tree is an extremely potent neurotoxin. The
Potency: -10 Spinebark tree, from which this sap exudes, proceeds to grow over and
Effects: If the victim fails a Difficult (-10) Toughness Test, he suffers a consume the paralysed, still-living victim.
-20 penalty on all Characteristic Tests and Skill Tests, while the victim Availability: Extremely Rare
experiences mild hallucinations and becomes disassociated from their Speed: Swift (1d5 Rounds)
emotions. After 2d10 minutes, the afflicted character slips into a deep Potency: -20
feverish slumber filled with vivid and often violent dreams reflecting the Effects: A creature exposed to Spinebark Sap must pass a Hard (-20)
darkest facets of their own mind. This state lasts for 1d10 hours and upon Toughness Test or suffer 1d10 Strength damage, plus an additional 1d10
wakening the character must succeed on an Ordinary (+10) Willpower Strength damage for every Degree of Failure.
Test or gain 1d5 Insanity Points from the experience. Drinking the dust
is far more potent and dangerous: the effects last 4d10 hours and the
Willpower Test to avoid Insanity Points is Difficult (-10).

6.6 Consumables, Drugs, Incense, & Toxins - 462


Tox-Jack
This is the standard “load” for many of the needle pistols and rifles to be
6.6.7 - Toxin Creation
The alchemization of toxins and plagues requires that the character
found in the Calixis Sector. The reason that toxjack is so prevalent is its attempting to create the Toxin has one Rank of either the Medicae or
ease of availability as it is derived from the standard industrial coolant Trade (Chymist) Skill, and to access the Plague Qualities requires the
used in factorums and hives across the sector. character attempting to create the Plague to have the Mastery (Medicae)
Speed: Instant or Mastery (Trade [Chymist]) Talent.
Potency: -10
Availability: Abundant
Effects: Necrotic (1d10) Step 1: Obtain a Base Sample
Victims failing a Toughness Test against this form of poison suffer 1d10 The base component for any refined toxin must be an inherently
extra Damage to their Wounds with no reduction for armour or Tough- dangerous substance, whether it be a vat of industrial waste, the toxin
ness Bonus. glands of some local fauna, or even the putrefying remains of a plague
victim. The quality of this basic component will determine how easy it
is to work with. These basic components can truly be found anywhere,
Sump Vine Sap and the player character can either find them himself or simply make an
A straightforward naturally occurring poison, usually consumed by Acquisition Test to obtain the necessary items. However the rarer, more
drinking water contaminated with the sap of the Sump Vine (found on the potent base samples will produce far more lethal end products, and with a
agri-world of Dreath). There is a lucrative black market trade in export- higher quantity of samples the crafter will be able to pick and choose the
ing Sump Vine sap off-world. deadliest strains and permutations of their chosen medium.
Availability: Common
Speed: Slow (1d5 days) Bonus
Sample
Potency: -20 Sample Example Availability
to Toxin
Effects: Lethal Creation
The victim suffers 1d10 temporary Toughness Damage plus a further Preserved Specimen, Mangled and Utterly Scarce
+0
1d10 per Degree of Failure. If reduced to “0” Toughness, they will die Ruined Corpse (+0)
unless they receive immediate medical help (or burn a Fate Point to avoid A Thorough Diagnostic Scan of a Recently
Rare
such a demise). Additionally, if more that half of the victim’s Toughness Deceased Corpse, A Corpse Which Was Alive +10
(-10)
is lost they will also become comatose for 1d5 hours. Up To A Few Days Ago
Largely Intact And Fresh Corpse of Target
Very Rare
Tyche's Kiss Species, Lightly Damaged
(-20)
+20
Genome-Structure Manuscripts
This poison’s effects last for days rather than hours and victim will
appear dead unless examined medically. Ground from the seed pods of a Extremely
Flawless Genome-Structure Manuscripts,
strange blood-red orchid reputedly to have first been hybridised from the Rare +30
Material from a Prime-Strain Tyranid
Ghostfire flowers of Iocanthos, its ability to “fake” death has been used (-30)
to cheat justice and as a particularly sinister tool of murder; with victims
coming round to find themselves buried alive. Bonus
Sample
Speed: Slow (1d5 days) Craftsmanship Example Craftsmanship
to Toxin
Potency: -30 Creation
Availability: Rare Improperly stored chemicals, withered and Poor
Effects: Paralytic -10
dried up corpses (+20)
The victim suffers 1d10 temporary Strength Damage plus a further 1d10
Sealed vats of industrial waste, commonly Common
per Degree of Failure. If reduced to “0” Strength, they are completely +0
available toxins (+0)
paralysed and unable to act. This paralysis and Strength Damage wears
Toxin glands of a recently killed creature, Good
off in 2D5 minus the victim’s Toughness Bonus in hours (to a minimum +10
freeze-dried samples (-10)
of one).
A sample of genetic material from a vivi- Best
+20
sected creature, stasis-stored remains (-30)

Sample Quantity Bonus to Toxin Creation


1 +0
2-10 +10
11-50 +20
51-100 +30

6.6 Consumables, Drugs, Incense, & Toxins - 463


Step 2: Determine Crafting Environment and Resources Add the Felling (1) Quality or increase it by a further 1
All the toxic matter in the galaxy doesn’t matter if one does not have (this is added to the profile of the weapon it is applied to)
the facilities to brew, distill, and test it in. Add all modifiers below to the
Skill Test, as they apply. Add the Crippling (2) Quality or increase it by a further 2

Bonus to Toxin Add the Proven (2) Quality or increase it by a further 2


Example Creation Workshop 2 DoS Add the Hallucinogenic (1) Quality or increase it by a
Creation
Tribal Cooking Pit, Improvised From Debris -20 further 1
Ruined Hab-Block Kitchen, Underhive Chem-Den -10 The Toxin is nearly undetectable, making any attempts
to diagnose a death via it or detect it’s presence a -40
Functioning Hab-Block Kitchen, Poorly Kept Labora-
+0 Medicae Test.
torium
Standard Laboratorium, Chymist Facility, Medicae The toxin becomes Genophagic, as per the rules of the
+10 Genophage Toxin, for a designated species.
Facility
Further additions of this Benefit give the Toxin the
Well-Maintained Laboratorium, Chem-Factory +20 3 DoS Vengeful (9) Quality and then lower the Vengeful Quality
by 1 for each addition of it after the second.
Circumstantial Modifiers
Add +1d10 to the Toxic Damage of the Toxin
Bonus to Toxin
Modifiers
Creation
Plague Qualities
Test Subjects +10 The following Qualities may only be added if the character crafting the
Self-Test Toxin has the Mastery (Medicae) or Mastery (Trade [Chymist]) Talent.
(Crafter must take a single dose from the crafted Toxin +30
Degrees
once it is created and suffer the effects)
of Success Benefit
Cost
Once all of the modifiers have been determined the Skill Test
(either Medicae or Trade [Chymist]) must be made. This roll starts at a Add the Irradiated (1) Quality or increase it by a further 1
Challenging (+0) Difficulty. 2 Dos Add the Putrefying (1) Quality or increase it by a further 1
(Putrefying causes a 1d5 Impact Critical Hit if the Toughness
test [equal to ten times the number in the brackets] is failed)
Step 3: Determine Toxin Qualities
Once the Skill Test has been made the crafter can spend his Degrees of Add the Corrosive Quality
3 DoS
Success on the following list of Qualities that can be added to the Toxin’s Add the Blood Drinker Quality
base profile. 4 DoS Add the Decay (4) Quality or increase it by a further 4
As long as the crafter succeeds by 1 Degree of Success the
Toxin starts with the Toxic (1) Quality. If the Advanced Poisons & Toxins
rules are being used it instead starts with the Speed: Instant, Potency (0), Step 4: Gaining the Toxin
and Necrotic (1d10) Qualities. The Effect of the Toxin may be changed After the Toxin Crafting Test is complete and the Toxin’s Qualities have
from Necrotic to Lethal, Paralytic, or Sedative without spending Degrees been determined, a name must be assigned to the newly created sub-
of Success. stance, incorporating the name of the creator, the target of the toxin, or
even a simple batch number. The number of doses created in the process
Degrees is equal to twice the crafter’s Intelligence Bonus.
of Success Benefit
Cost
Step 5: Reproducing the Toxin
Increase the Toxic Quality by 1 As long as the Skill Test to craft the Toxin was successful the character
(or increase the Potency by 1 if using the Advanced may attempt to recreate it at a later time. If the character has the Total
Toxins & Poisons rules) Recall Talent further tests to reproduce the Toxin gain an additional +10.
+1d10 of Characteristic damage, this may be taken Immediately after the Toxin is crafted the character may also attempt a
multiple times, each increasing the affected Characteristic Scholastic Lore (Chymistry) +10 Test, and if successful the character cre-
or doing damage to another Characteristic, additionally ates the Toxin’s chymistic equation, giving further tests to create it a +20.
1 DoS
the base 1d10 Damage done by the Toxic Quality may be Otherwise the character gains a +10 to all further attempts to
exchanged for this option for no DoS cost recreate the Toxin. Remember that unless it is crafted in the exact same
(for Paralytic and Lethal Toxins this adds to the base environment and with the same sample sizes as the original crafting test
1d10 reduced, not the 1d10 for each Degree of Failure on the environmental and base sample modifiers may well change.
the Toughness Test to resist its effects) If the character does have facilities that could produce further
Change the Toxin’s Speed to Instant, Fast, or Slow doses of the toxin, namely a Pharmacium, the GM should set an Avail-
ability on the created toxin, depending on it’s strength and how easily
reproducable it should be, and let it be reproduced in appropriate quanti-
ties.

6.6 Consumables, Drugs, Incense, & Toxins - 464


6.7 Books & Documents
Knowledge is a rare and precious thing in the darkness of the 41st Millennium, and few are those who have any great amounts of it. The danger and
impermanence of life in these dark times means that written lores are important beyond measure, as only the God-Emperor knows if those with infor-
mation of importance will live another day.
Most books are unwieldy affairs, with few of them simply being able to be held in one hand (most dataslates can be held in one hand but
operating them takes two hands). This means that to use a book in a combat situation a character must use both hands to "wield" it. A servo-skull
or servitor may hold a book for a character, freeing their hands for other use, though of course using a book in combat still requires the character to
expend the prescribed Action to make use of it.
Generally, though, referencing one is not something easily done in the heat of battle or under hurried time constraints. Usually a character
will require about 10 minutes to use a book, usually limiting such use to outside of combat (unless stated otherwise).
Books are typically written upon parchment and thus are quite vulnerable to fire (most likely being destroyed if the character carrying them
is lit on fire), if Acquired at Good or better Craftsmanship the book may be stored upon a dataslate and thusly only be vulnerable to Haywire attacks
(though these will erase the entirety of the dataslate’s stored contents).
Book of Saint Lucius Saintly Catechism
Few orators in the history of the Imperium have equalled the fiery No Imperial saint holds greater sway over the Calixis Sector and the
rhetoric of Saint Lucius of Agatha. The sermons of the famed Confessor Koronus Expanse than Drusus, the determined warmaster who completed
have been published and republished countless times on thousands of the the Angevin Crusade and brought the Sector back into the fold of the
worlds across the galaxy. The righteousness of the revered saint’s words Imperium of Man. The great man’s military acumen was only surpassed
echo through the long centuries and continue to inspire the faithful to by his intense piety and devotion to the God-Emperor. Written late in his
greater acts of devotion. life, this catechism combines the saint’s views on doctrinal matters with
Availability: Average the lessons he learned through a life of campaigning. The words of Dru-
Burden: 5 kg/Size (2) sus counsel piety tempered by patience, and zeal supported by wisdom.
Benefit: Once per combat, a character in possession of this item can A peculiar symbiosis of sacred text and practical guidance, the Catechism
read from the book and make an Ordinary (+10) Command Test as a of Saint Drusus has become required reading for Imperial commanders
Full Action to inspire his allies. If he succeeds, any ally within earshot and missionaries alike.
gains a +20 bonus to Tests to resist the effects of Fear and Pinning until Availability: Scarce
the end of the encounter. If the reader is killed, Stunned, or the sermon Burden: 5 kg/Size (2)
otherwise interrupted during that time, all friendly listeners suffer a –20 Benefit: A character in possession of the Catechism of Saint Drusus
penalty to Tests to resist the effects of Fear and Pinning until the end of gains a +10 bonus to Command Tests. Additionally, once per game
the encounter, instead. session, a character in possession of these writings may make a Difficult
(–10) Scholastic Lore (Tactica Imperialis) Test as a Full Action. If he suc-
ceeds, each of his allies within 20 metres may make a Delay Action as a
Book of Judgement Free Action until the end of his next Turn.
The Lex Imperialis, also called the Dictates Imperialis, is the legal code
of the Imperium. Claimed to be the word of the Emperor himself, it is
a vast body of laws and codes compiled over ten thousand years that Codex Astartes
Judges of the Adeptus Arbites spend their entire lives studying and com- The entirety of the Codex Astartes fills immense librariums, but many
piling into this tome. Though each world of the Imperium has its own Space Marines carry the heart of this sacred text into battle. Of course,
unique set of rules, the Lex Imperialis is the definitive and absolute word, interpretations of what passages form the core of the codex vary even
ruling above all others. The Lex Imperialis is ruthlessly enforced by the more than the forms it has been transcribed into over the millennia
Adeptus Arbites. since the Second Founding. From hand-copied tomes bound in etched
Availability: Rare leather to crystal-circuited datacrypts, the collected wisdom of Roboute
Burden: 5 kg/Size (2) Guilliman, the Primarch of the Ultramarines—and arguably the most
Benefit: The Book of Judgement provides a +30 bonus to Scholastic celebrated war tactician the Imperium has ever seen—endures in forms
Lore (Judgement) Tests uncounted. It is also the guiding doctrine for how most Chapters operate
today. Many Battle Brothers, particularly the descendants of Guilliman,
never pass a day without studying from this text.
Carta Sanguine (Singular) Availability: Rare
The right to pursue a Carta Sanguine can be purchased on certain worlds, Burden: 10 kg/Size (3)
largely those with an Arbites presence. The bearer of such a carta is Benefit: The Codex Astartes provides a +20 bonus to Scholastic Lore
permitted under Imperial law to travel from world to world in pursuit (Tactica Imperialis), Tactics Tests and a +10 to Common and Forbidden
of the individual named in the document, and to carry such weapons as Lore (Adeptus Astartes)
are locally permitted on any Imperial world to facilitate his capture. The
precise cost, terms,and effect of each carta, together with the details of
the issuing authority, should be determined by the GM.
Availability: Rare
Burden: -/Size (2)
Benefit: Cartas Sanguine usually cost at least 100 Thrones, even for a
simple bounty. Once the terms of the Carta are met, however, the hunter
is entitled to redeem the carta for ten times its original value.

6.7 Books & Documents - 465


Books (Cont.)
Confessions of Kobra Aquairre Elseways Charts
A legend in the Koronus Expanse renowned for both his piety and Proscribed by most houses of the Navis Nobilite, Elseways Charts are
brutality, Kobras Aquairre was a Rogue Trader with the almost unprece- folios full of ancient maps and warp-lore that allow a Navigator to plot a
dented distinction of possessing both a Greater Warrant of Trade and the course without the aid of the Astronomicon, moving along hidden routes
status of an Inquisitor. Aquairre led a massive exploratory fl eet into the unknown to most. These dark and concealed routes are regarded with
Expanse in the century following the opening of the Maw, and spent fully dread and foreboding by those who have heard of them, but a few are
a hundred years plumbing the depths of the unknown and bringing the willing to brave such perilous paths in order to elude the authorities or
Imperial Creed to scores of worlds that had for millennia been without reach some great prize more swiftly.
the word of the Emperor. Half a century after the last contact from the Availability: Near Unique
armada, a frigate carrying the last survivors of Aquairre’s expedition Burden: 1 kg/Size (2)
limped into Port Wander, bearing tales of their battles and journeys, as Benefit: When navigating the warp, the Navigator may use a set of
well as Aquairre’s own journal and final testament. These now-proscribed elseways charts. If he does this, he may skip the normal requirement to
writings have come to be known as the Confessions of Aquairre, and locate the Astronomicon, so long as he passes a Difficult (–10) Forbidden
contain a great deal of forbidden knowledge that certain powerful and Lore (The Warp) Test. Success on this test means that a hidden route
extraordinarily dangerous individuals would consider deeply heretical. has been successfully located, adding +10 to any Navigation (Warp)
Availability: Very Rare Tests for this voyage for every Degree of Success. Failure means that
Burden: 10 kg/Size (3) the Navigator must search for the Astronomicon as normal. However, if
Benefit: An character who can reference the Confessions gains a +20 Elseways Charts are used, the dangers along the route are more difficult
bonus to Common Lore (Koronus Expanse), Forbidden Lore (Xenos), to perceive, making it riskier to travel along. Each time they are used
and Scholastic Lore (Legend) Tests. If he is discovered in possession of successfully the Navigator must make a roll on the Warp Travel Encoun-
a copy of the Confessions by an agent of an Inquisitor who finds such ters table, with a -20 penalty.
matters uncouth, however, the character gains the Enemy (Inquisition) Poor Craftsmanship elseways charts require a Hard (–20) For-
Talent. bidden Lore (The Warp) Test to use. For Good Craftsmanship charts, this
test becomes Challenging (+0), while the test becomes Ordinary (+10) if
the charts are Best Craftsmanship.
Crimson Bestiary
Xenos bestiaries, books purporting to detail and catalogue a variety of
alien creatures, are commonplace in the libraries of the wealthy. Most Grimoire of True Names
contain little more than lurid illustrations and superficial descriptions While large and cumbersome, a Grimoire of True Names is but a
of the more notable enemies of mankind and whatever local fauna is condensed account of the miles of bookshelves archived by the Ordo
deemed appropriate. They range from the opinionated and often widely Malleus concerning the myriad cults and Daemonic adversaries that have
inaccurate works illuminated by Ecclesiarchy scribes to rarer works more plagued the Calixis Sector. Unfortunately, deciphering the records of
grounded in reality and culled from scholastic learning, perhaps even long-dead Inquisitors is often as much luck as scholarship.
from first-hand accounts. Of this latter kind, the Crimson Bestiaries (so Grimoires are very rarely encountered outside of the hands
called for their distinctive serpent skin bindings) produced by the Great of the Ordo Malleus. Ironically, outside of the daemon hunters they are
Library of Fenksworld are highly regarded. The volumes skirt danger- most often found in the hands of Warp-cultists and jaded nobles who
ously close to the edge of knowledge that Ordo Xenos will allow in the have taken them from fallen Acolytes or Inquisitors.
public domain. Availability: Very Rare
Availability: Rare Burden: 10 kg/Size (3)
Burden: 5 kg/Size (2) Benefit: The bearer of a Grimoire of True Names may use the grimoire
Benefit: A character using the tome gains a +30 bonus to his Forbidden to seek knowledge on any Daemon of note he encounters. Doing so re-
Lore (Xenos) Skill. quires a Hard (–20) Forbidden Lore (Daemonology) Test; each research
attempt takes thirty minutes. This difficulty may be increased by the GM
Digesta Emporia Sectorial based on the amount of information the character already has about the
While the complex trade laws of the Imperium are a dizzying assortment Daemon in question. If the character succeeds the Forbidden Lore (Dae-
of edicts, commercial decrees, magisterial precedents, and ancient com- monology) Test then he gains knowledge of the Daemon's Characteristics
pacts too voluminous to be contained even within the greatest libraries and Traits. If he succeeds by 5 or more Degrees of Success the character
of the galaxy, the laws and regulations most commonly applied to may learn the Daemon's Skills, Talents, Mutations, and Gifts.
commerce within a sector are compiled in a tome known as the Digesta Additionally, when researching a Daemon's True Name this
Emporia Sectorial. The Digesta contains several thousand legal rulings book provides a +30 bonus to the Forbidden Lore (Daemonology) Test.
and opinions from hundreds of influential jurists, scholars, and magisters
pertaining to trade in a single sector, so ensconced in tradition and prec-
edent that they carry the weight of law. While not all of the information
it provides reflects the mercurial conditions of trade beyond the borders
of the Imperium, it can still provide an character with a valuable point of
reference in negotiations.
Availability: Average
Burden: 5 kg/Size (2)
Benefit: A character with access to the Digesta gains a +30 bonus to
Commerce Tests. Further, a character in possession of the Digesta may
spend a Fate Point to automatically pass any Scrutiny Test he makes
during a financial negotiation with 1d5 Degrees of Success.

6.7 Books & Documents - 466


Books (Cont.)
Liber Heresius Malefic Codex
Containing the collected writings, philosophies, musings, sayings, and It is the wont of certain sorcerers, magisters, and occultists to record their
wisdom of thousands of Witch Hunters of the Holy Ordos, the Liber practices and hard won lore in books, hidden papers, and encoded codi-
Heresius is the definitive guide to heresy in all of its forms. It details fier-stores. Such a Malefic Codex (as the Holy Ordos defines the record)
the structure, activities, and nature of many infamous heretical cults, as can take a wide variety of forms, from locked and bound folios scribbled
well as how they were detected and destroyed. Treatises can be found with incomprehensible signs to encrypted data-slates with selfdestruct
on how to identify incipient heresy, the signs and symbols commonly mechanisms to prevent tampering. All contain the forbidden lore of the
used by heretics, and the various heretical creeds and mottos. As can be warp, and merely owning one is enough to send the possessor to the pyre
expected, the tome is a closely guarded secret among the Holy Ordos, should the Inquisition discover it.
who realise that not only is the Liber Heresius an excellent guide to the Availability: Very Rare
nature of heresy, it’s also the perfect primer on how to start a heretical Burden: 5 kg/Size (2)
cult and keep one hidden. The book is only issued to those Witch Hunters Benefit: The contents of a Malefic Codex can vary widely; however,they
who have proved their loyalty and devotion and even then the owner may are usually enough to provide a +20 bonus to research into Forbidden
be called upon to surrender his copy at a moment’s notice. The Liber Lore (Daemonology) and Forbidden Lore (Warp) when used, although
Heresius normally appears as a massive armoured book. The symbol of this act will also inflict 1 Corruption Point on the user.
the Ministorum is set into the outer cover and contains a lock coded to
the owner’s genetic structure.
Availability: Near Unique Maxims of Marquette
Burden: 10 kg/Size (3) Penned during his passage through the Maw aboard the destroyer Bound-
Effects: The Liber Heresius provides a +30 bonus on Research Tests less Valour, Jollus Marquette’s journals were published posthumously
involving Forbidden Lore (Heresy) and provide deep insight into the missionary’s philosophies and methods.
Combined with some of his later writings, these journals have come to be
known as the Maxims of Marquette, in reference to the many sagely aph-
Litanies of Faith orisms scattered throughout. Though many of Marquette’s ideas were not
These books come in a variety of forms, ranging from massive tomes of entirely original, he eschewed the normal devotional platitudes common
hand-written parchment to compact dataslates. They contain the teach- to most missionaries and provided subtle advice and counsel in methods
ings of the Ecclesiarchy, with a special emphasis on chants and hymnals. to influence others and sway them to a cause.
Compact versions of the Litanies (concentrating primarily on prayers) are Availability: Scarce
common among the possessions of Ministorum preachers. Burden: 5 kg/Size (2)
Availability: Rare (Full) / Average (Abridged) Benefit: A character in possession of this item gains a +20 bonus to
Burden: 10 kg (Full)/Size (3) / 1 kg (Abriged)/Size (2) Commerce and Charm Tests made to the faithful of the Imperial Creed.
Benefit: A complete copy of the Litanies of Faith provides a +30 bonus
on Common Lore (Ecclesiarchy) and Scholastic Lore (Imperial Creed) Mefonte’s Orthodoxy
Skill Tests. Abridged versions of the Litanies only provide a +10 bonus. A tome or data-slate containing a thrice-blessed collection of catechisms,
castigations, and psalms first assembled by Pius Mefonte in the 4th
Lord Marshall’s Carta Sanguina century M41. These are some of the best-known verses of the Adeptus
The Lord Marshal’s Carta Sanguine serve as a “Sector’s Most Wanted” Ministorum, and the work itself—ornamented, gilded, and set with
for many bounty hunters. The list (and attendant crimes) often fill thou- flowing pennons of scripture—is a sign that he who owns it is holy and
sands of pages of carefully illuminated text. These books are available wellversed in the God-Emperor’s teachings.
for reference on many worlds, but the distribution of such is left to the Availability: Scarce
local authorities. Burden: 2 kg/Size (2)
Availability: Extremely Rare Benefit: It grants a +10 bonus to Charm Tests involving religious oratory
Burden: 10 kg/Size (3) or inspiration and an Imperial audience.
Benefit: This book provides a +20 bonus to Common Lore (Under-
world), Scholastic Lore (Judgement), and Forbidden Lore (Underworld) Munitorum Manual
Tests. This item details information about weaponry, supplies, and kits that the
Guard and the Imperium utilize. Written by the Departmento Munitorum,
it is a key staple in for Guardsmen who are expected to maintain weap-
ons, armour, and other devices of importance to their regiment. If this
item is lost or not on the person, there are severe consequences.
Availability: Common
Burden: 0.5 kg/Size (1)
Benefit: The Munitorum Manual provides a +30 bonus to Trade
(Armourer) Tests and Trade (Technomat) Tests concerning patterns of
vehicles and other technological items utilized by the Imperial Guard.

6.7 Books & Documents - 467


Books (Cont.)
Navigational Charts Planetary Codex
These are perhaps some of the most valuable items a Navigator can A somewhat dubious counterpart to the eternally soughtafter charts used
possess, as they outline safe routes through the warp, or at least as safe by Navigators, Planetary Codices are archeotech data remnants, left over
as warp travel can get. Some cover jump locations and travel times from the Dark Age of Technology, and added to over the intervening
known to many, but others can reveal translation timetable plots known eons. While appearing unremarkable to the eyes of the unenlightened, in
only to a few who guard their secrets with their lives. Even rarer are the hands of one able to identify them, a Planetary Codex is a priceless
those maps presumed lost, describing jump passages thought forgotten data storage device, capable of providing a near limitless wealth of
or only known as hearsay or legend. These are all items that can spur information about a single, specific planet. Accessing this data, however,
decades-long quests, either establishing new fortunes and houses or is an art unto itself, and the Codices seem to have an almost malicious
wrecking them utterly. These items are exceptionally rare and can be the tendency to mislead those unfit to delve into their secrets.
goals of lifelong pursuits to chase down even the faintest rumour of such Availability: Rare
a map. Burden: 4 kg/Size (2)
Availability: Near Unique Benefit: A successful Arduous (–40) digital Tech-Use Test can provide
Burden: 1 kg/Size (2) access to this data, including (at the GM’s discretion): a full plane-
Benefit: Common Craftsmanship Charts give the user a +10 to Nav- tary map, a list of common animal and plant species, a list of valuable
igate (Warp) and Navigate (Stellar) Tests for the region which they resources and their quantities, a description of any xenos activity on the
cover, Good Craftsmanship ones provide a +20 to the same Tests. Poor planet and the location of said activity, the planet’s historical use by the
Craftsmanship Navigational Charts only give a +5 on these Tests. Best Imperium of Man, and anything else the GM deems appropriate. If the
Craftsmanship Navigational Charts cannot be acquired, only created Tech-Use Test is failed, the GM should feel free to leave out or even
as no Navigator House would part with something so utterly rare and falsify some of the information given by the Codex. Having the Forbid-
essential for their House’s functions. A Navigational Chart usually only den Lore (Archeotech) Skill reduces the difficulty of this Test to Difficult
gives it’s benefits on Warp Routes pertaining to one sub-sector (in, out, (–10). Each Codex covers only a single planet, and is about the size of a
and throughout it). standard dataslate.
A Navigator can automatically “read” a chart prepared by his
own House. However, to crack an unfamiliar cipher, the Navigator must
pass a Very Hard (–30) Scholastic Lore (Cryptology) Test. Further, some The Black Grimoire
charts are intentionally designed to mislead. The GM should make a Thought to have been first penned by the Ordo Xenos Inquisitor Lord
secret Hard (–20) Scrutiny Test for a Navigator using such a chart to see Quate’maz Knael in the in the aftermath of his expeditions into the Haze-
if he recognises any discrepancies. roth Abyss, and substantially added to a century later by the infamous
Inquisitor Kol Shek, the Black Grimoire is no less than a field manual de-
tailing many forms of xenos creatures they had encountered in their long
Notarikon of the Seven years of service—explaining how to identify, combat and destroy them.
Allegedly penned by the infamous Seven Witches of Footfall, the No- Kol Shek’s numerous later entries, often considerably briefer and laid
tarikon contains within its pages a vast amount of occult lore, as well as down in his distinctive and somewhat sensationalistic prose style, widen
systems of astrological and numerological divination. Covering a variety the work’s scope to include xenophile cults, warp entities and a host of
of forms of isopsephy, gematria, and astrologia relating to the celestial other unconnected horrors. The very existence of the Grimoire is a point
bodies of the Expanse and the Rifts of Hecaton in particular, the esoteric of contention among the Calixian Conclave as most in the Ordo Malleus
knowledge contained in the Notarikon of the Seven is prized by those feel that such information should never leave the heavily guarded librar-
who trade in secrets of the unseen universe. ies of the Ordos, while more Puritan factions of the Hereticus claim that
Availability: Rare the work is far too dangerous to be allowed to exist at all, and all copies
Burden: 15 kg/Size (3) should be hunted down and purged (although this might have something
Benefit: An character with a copy of the Notarikon gains a +30 bonus to to do with the somewhat disparaging remarks that Kol Shek makes about
Scholastic Lore (Legend, Numerology, Occult) and Trade (Soothsayer) the witch hunters throughout).
Tests. However, whenever a character using the Notarikon fails one of Availability: Extremely Rare
these Tests by a number of Degrees of Failure greater than his Willpower Burden: 1 kg/Size (2)
Bonus, he gains 1 Insanity Point Benefit: The Grimoire takes the shape of a small black data-slate made
of high-impact polyflex that opens in the fashion of a clasped book and
also has a short-range audio and pict recording and a playback function.
Rule of Sororitas Their owners, in addition to numerous other safeties built into them,
A collection treatises, litanies and assorted holy directives that guide the personally encrypt all copies of the Black Grimoire and the Grimoire
Adepta Sororitas’ policies and actions, this collection has advice and self-immolates if opened by an individual not specified by its gene-lock,
commandments on persecuting witch hunts, purgations, and the tell tale or if tampered with.
signs of heretics and mutants. The Black Grimoire provides a +20 bonus on Research Tests
Availability: Rare involving Scholastic Lore (Cryptography, Legend, and Occult) and For-
Burden: 5 kg/Size (2) bidden Lore (Daemonology, Heresy, The Warp, and Xenos).
Benefit: This book provides a +20 bonus to all Common Lore and
Forbidden Lore Tests made on the subject of the Ecclesiarchy, Heretics,
Mutants, or the Adepta Sororitas.

6.7 Books & Documents - 468


Books (Cont.)
The Books of Empty Promises structure, elementary battlefield medical instructions, and a detailed
Created in mockery of the great books of the Imperial Creed, these blas- guide on the foes of the Imperium. No Guardsman should ever be found
phemous texts are written by the False Prophets to espouse their malign without possession of a copy of the Uplifting Primer, for the punishment
beliefs and may take many forms, from folios of flayed and inked skin to for its loss or absence is severe.
works deliberately made to be mistaken for Imperial prayer books to trap Availability: Common
the unwary. In any form these works are dangerous. Burden: 0.5 kg/Size (1)
Availability: Very Rare Benefit: The Uplifting Primer gives a +20 bonus to Trade (Armourer)
Burden: 5 kg/Size (2) and Tactics (Armoured Warfare, Defensive Doctrine, Reconnaissance,
Benefit: A Book of Empty Promises is a perilous but useful tool and con- Siege Warfare) Skill Tests.
fers a +10 bonus to research Tests involving Forbidden Lore (Daemon-
ology) and Forbidden Lore (Heresy). It also contains many secret rituals Thorian Missal
for the summoning and binding of daemons. Every time the book is read, Also known as the “Book of Hours,” the Thorian Missal is an illuminated
however, the reader must take a Difficult (–10) Willpower Test or be book containing prayers, liturgies, sermons, and a calendar of Imperial
forced to read the text to the end and have its evil infiltrate his mind. This feast days. This collection of writings is attributed by some to Sebastian
inflicts 1d10 Insanity Points and 1d10 Corruption Points. This damage Thor, an ancient holy man who came into his ascendancy during a time
only occurs once per character. of great conflict in ages past. Other scholars believe that the book is a
compilation of writings by Thor and some of his various contemporaries,
The Imperial Infantryman’s Uplifting Primer pieced together some time after the reformations that followed the Age of
The Imperial Infantryman’s Uplifting Primer is a standard-issue Imperial Apostasy.
text that covers a vast variety of topics about service in the Imperial Availability: Average
Guard. This book is possessed by all members of the Imperial Guard Burden: 10 kg/Size (3)
as part of their standard-issue equipment. The Primer is a basic guide Benefit: A character with a copy of the Thorian Missal gains a +20 bonus
that details everything a Guardsman needs to know: principles and to Common Lore (Ecclesiarchy, Imperial Creed) and Scholastic Lore
regulations of the Imperial Guard, issued arms, attire, apparatus, and (Imperial Creed) Tests.
equipment, basic battlefield policy and Imperial Guard organisation and

Creating New Books


The GM may allow the introduction of “new” books, and can do so with the following guidelines:
• Books provide a +20 bonus to one Skill that the text of the book covers
• A book can give a bonus to multiple Skills, but this decreases the focus of the book, reducing the benefit it provides by -5 per additional subject, to a
minimum of +10 (meaning that two subjects reduces the bonus to +15 and three or more subjects reduces it to +10)
• The base weight of books is 5kg, with an additional 1kg per additional subject covered
• A book may only give a bonus up to 4 Skills
• If a book gives a bonus to multiple Skills those Skill must have at least 1 Aptitude in common and have a very good reason for the book to cover
both or all of these subjects
• When Acquired a book which covers multiple subjects has an additional -10 modifier to it’s Availability
• Books cannot give a bonus to the Acrobatics, Athletics, Awareness, Deny The Witch, Dodge, Parry, Psynicience, Operate (Surface), Operate (Aero-
nautica), Scrutiny, or Stealth Skills
• Books covering different Skills have different Availabilities, as shown by the following table, and when being Acquired the rarest Availability is the
base Availability

Created Book Availability by Skill(s) Covered


Extremely Rare
Availability Average Rare
(Very Rare with Peer)
Charm
Command
Commerce Forbidden Lore (Any One)
Deceive (Peer [As Appropriate])
Inquiry Invocation
Common Lore
Interrogation (Peer [Adeptus
Navigate (Interior)
Intimidate Astra Telepathica])
Skill(s) Covered Navigate (Surface)
Linguistics Tech-Use
Survival
Logic (Peer [Mechanicus])
Trade (Any One)
Medicae Navigate (Warp)
Navigate (Stellar) (Peer [Navigator House])
Operate (Voidship)
Scholastic Lore (Any One)
Tactics (Any One)

6.7 Books & Documents - 469


6.8 Services
Largely characters will have to rely upon their own wits and skills to secure victory from their hated foes, but at times they may have few options but
to seek out a trained professional to give them assistance in a field they know little about.
When Acquiring Services the “Service” being acquired usually entails a singular Skill Test, or use of the hired help’s abilities over a single
day. But should the character Acquiring the Service have need of the help over a longer course of time, or for multiple Skill Tests, then simply use the
Acquisition Modifiers for multiple items, each “item” being another day of continued service. “Craftsmanship” is also an available Modifier, as the
skills and quality of tools of an underhive bonecutter vary greatly from that of spire medicant, however the services of the bonecutter will most likely
be far more available (once he removes the remains of his last patient from the operating theater).
If able to work in their own environment (a machine-chapel for Tech-Use, personal workshop for Trades, their own librarium for Scholastic
Lores, etc.) the Skill user gains a +20 bonus to the Skill Test from the availability of their tools of the trade, understanding of their own systems of
organization, and ease of use of it all. If required to work in the field (as most are required to do) Skill users only gain a +10 for what tools they are
able to bring with them.

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.

6.8 Services - 470


Available Services
Skill Example Description of Services Availability
A particularly hideous line of work demands an equally twisted kind of practitioner.
Hive Gang Fingerbreak-
For each day that an Interrogation user is hired he may make an Interrogation Test
Interrogation er, Inquisitorial Interro-
against a suitably restrained subject, gaining a +5 to his Skill Test each day he is able to
Scarce
gator, Torture-Servitor
"work them over".
Whether psionically potent or not, those whom are capable of weaving the infinite font
of the Warp to their liking are dangerous and talented in the extreme. Those who are not
Astra Telepathica Adept,
so skilled are often devoured by the very powers they seek to control.
Underhive Gutter-Wyrd,
Invocation Arcane Scholar, Tribal
If hired for a singular Invocation Test the wyrd will be able to perform a psychic feat Extremely Rare
proportional to their Degrees of Success on an appropriately difficult Test, but if hired
Shaman
for a longer period of time they will gain a +2 to the Invocation Test for each day they
are hired on for, making the Skill Test on the last day.
Adepta Sororitas
A Medicae user can be hired to make a single Medicae test to heal each character in a
Hospitaller, Techpriest
Medicae Biologis, Medi-Servitor,
group, or else if hired for more than one day make an Extended Care test after each day Scarce
has passed.
Underhive Bonecutter
Divining lines of logic and reason is almost solely the purview of Lexmechanics, indi-
viduals of the Adeptus Mechanicus who study long the consequences of causality and
Administratum Logician, theorize future trends from the vast troves of data that they horde.
Logic Techpriest Lexmechanic A Logic user can be hired to make a single Logic Test, with a modifier heavily depend-
Rare
ing on the quality and breadth of evidence and information presented to them. If this test
is successful he may divine an amount of clues equal to his Degrees of Success.
Navigate Underhive Dome-Run-
A Navigate user is almost invariably a guide of some description, whether it be for
(Surface, Interior, ner, Feudal World
across a planet, through a hive city, or into the blackness of space.
Scarce
Stellar) Jaeger, Void Sherpa

Navigator of the Navis


The rarest of guides are those that can guide their hirer through the Sea of Souls, usually
Navigate (Warp) Nobilite, Daemonhost,
at a great material or spiritual cost.
Extremely Rare
Possessed Heretic
A Service with Operate largely denotes buying passage, or else hiring a driver to lessen
Operate time of travel hither and thither about an expansive locale.
Autocarriage Chaffeur,
(Surface, Appropriate modifiers are largely determined by the local level of technology, as it is
Inter-Hive Shuttle, Void Average
Aeronautica, unlikely one would find aeronautica about a feudal world, or an autocarriage upon a
Jumper, Wavecutter
feral world. Hopefully travel will be uneventful, but should trouble arise the operater
Voidship)
can use the level of skill appropriate to their "Craftsmanship" level to avoid it.
A Stealth user can be hired to steal something, unlock a door or lock, or to tail someone.
Hiring a career criminal to perform this Service applies to one Stealth Test against an
appropriate target, either to get an item from them or to pick a lock of the hirer's choice.
Hive Gang Purse Cutter,
Hiring the Stealth user for multiple days is normally used to tail a subject of importance,
Stealth Hab-Burglar, Recon
letting the character roll a Stealth Test each day to learn more information about the
Scarce
Dreg
target as appropriate for Degrees of Success. If the Stealth user ever fails by more than 4
Degrees of Failure they are caught by Arbites, Enforcers, or "old friends" of theirs, and
may even rat out the player character that hired them.
Primal craftsmen, wilderness guides, trackers, and animal tamers all fall under this
classification.
Agri-World
If hired to craft a primitive good (such as a shrunken head or tanned hides) or to gather
Copse-Thresher, Tribal
Survival Huntsman, Feudal
food or natural resources, a Survival user can either perform a single Survival Test for Common
the day he is hired for, or else gain a +3 bonus for each day he is hired for, making a
Tanner
single Survival Test on the last day. Alternatively the Survival user can be hired to act as
a guide in the depths of wilderness for as long as his services are required.
Eyes that have seen a thousand battles, or at least a thousand simulated after-action re-
ports, can spot patterns to their enemy's behaviour and pick apart their weaknesses like
no other, giving those whose advice they heed a distinct advantage.
Departmento Munitorum If hired for a singular Skill Test a Tactics user will be able to give the hiring character a
Tactics Strategos, War-Savant, benefit equal to half their Degrees of Success on an appropriately difficult Test for one Scarce
Veteran Mercenary combat that would use the relevant Tactics specialization, 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 to formulate an appropriate battle
plan.
The Magi of the Priesthood of Mars are masters of the techno-arcane workings of
advanced machines, ad any else who would claim their own mastery of the machine are
Techpriest of the
branded hereteks (of whom there are a great many).
Tech-Use Adeptus Mechanicus,
A Tech-Use user can either perform a single Tech-Use Test for the day he is hired for, or
Rare
Hereteks
else gain a +3 bonus for each day he is hired for, making a single Tech-Use Test on the
last day.

6.8 Services - 471


Available Services
Skill Example Description of Services Availability
Tradesmen make the galactic scale economy of the Imperium operate, and they form the
Stonemason, Technomat, very bricks that make up it's vast mega-structures (sometimes literally).
Trade Scrimshawer, Prospector A Trade user can either perform a single Trade Test for the day he is hired for, or else
Common
gain a +3 bonus for each day he is hired for, making a single Trade Test on the last day.
Social Skill A Social Skill user can be from a truly multitudinous array of backgrounds, depending
(Charm, Command, on their chosen conversational weapon.
Nouble House Courte-
For as long as the Social Skill user is hired for he may Assist the character in any social
Commerce, san, Underhive Oiler,
engagements he is needed for. However having someone be so close at all times to
Scarce
Deceive, Inquiry, Techpriest Factor
hear all that the player character says can be a great danger and fodder for blackmail or
Intimidate) worse.

6.8.1 - Ecclesiastic Services


The following are a sample of rites performed by the Ecclesiarchal clergy, which are able to be both Acquired and performed, so long as the character
that would perform them has 30 or more Fate, at least one Rank of the Scholastic Lore (Imperial Creed), and at least one Fate Point to spend. The
character then spends a Fate Point and makes a Scholastic Lore (Imperial Creed) Skill Test, which may be based on the character’s Intelligence or
Fate Characteristic. If the character has the Air of Authority, Master Orator, or Grand Orator Talents he may affect the amount specified by that Talent
with his rite or blessing (though it should be noted that this could dramatically increase the time needed).
Service Difficulty Description of Services Availability
The character is bathed in sacred waters and anointed with holy incense and/or oils. This sym-
bolic purification of the body and spirit allows the character to reduce his next gain of Corrup-
Baptism +30 tion Points by 1.
Common
This Service does not require a character performing it to spend a Fate Point.
The character spends time with a Ministorum clergy, divulging his sins (both real and imagined)
in a private conference. The clergy will then assign a proper penance (such as monetary fines,
recitations of prayers, public services, or even corporal mortification). Once this is complete, the
Confession +30 character has reaffirmed his faith in the God-Emperor, allowing him to reduce his next gain of
Common
Insanity Points by 1.
This Service does not require a character performing it to spend a Fate Point.
A much briefer form of baptism, an individual blessing involves spending a period of time in
Blessing an prayer followed by a simple anointing ritual. Characters so blessed have a purer sense of self and
+0 Scarce
Individual purpose and may add +10 to their next Fear Test.
This Service does not require a character performing it to spend a Fate Point.
A group blessing, this sees the participants led in a group prayer followed by a short sermon
Blessing an outlining the importance of the character’s mission to the Ecclesiarchy. This affirmation of duty
-20 Very Rare
Undertaking and faith allows the characters to ignore the first non-lethal Critical Damage they may gain while
on their journey.
A common sight on the armours and possessions of those who seek to enact the God-Emperor's
command against the vile forces of darkness, these blessings take the form of crimson wax-
pressed seals with hand-written litanies inked upon parchments, ensuring the purity of those they
are given unto.
Purity Seal +0 Scarce
A character with a purity seal gains the Armour of Contempt Talent, or, if he has it already,
increases the amount of Corruption Points it blocks by +1. A character may only gain the benefit
of an amount of Purity Seals equal to his Fate Bonus.
Consecrated with holy oils, and invested with hours of litanies of protection this armour has been
Armour made to vouch-safe it's wearer's soul against the predation of the Warp and all its spawn.
+0 Average
Sanctification This service takes at least a day for completion, and grants it the Sanctification Armour Modifi-
cation (which does not take up a Modification Slot).
Sanctification of a weapon involves elaborate liturgies performed along with the anointing of
Weapon blessed oils.
+0 Scarce
Sanctification This service takes at least a day for completion, and grants the weapon the Sanctified Quality or
removes the Tainted quality from the weapon.
Purified Construction is similar to Sanctification, but instead the craftsman completely takes
apart the weapon and rebuilds it piece by piece, with complex cleansing rituals along each step
Weapon of the process.
-30 Extremely Rare
Purification
This service takes several days or even weeks to complete, and grants the weapon the
Daemonbane Quality.

6.8 Services - 472


6.8.2 - Weapon Anointment
For a weapon to be Anointed it must be of at least Best Craftsmanship and have the Sanctified Quality, and the one wishing to anoint the weapon
must have one Rank of both the Scholastic Lore (Imperial Creed) and Trade (Armourer) Skill both, along with the Pure Faith Talent. An Acquisition
Test for a single Near Unique Acquisition must be made to gather the multudinous materials needed to so singularly bless a weapon that it might be
the bane of all corrupting forces, as such a weapon cannot simply be gained, it must be forged.
The creation requires at least one Degree of Success on a -60 Scholastic Lore (Imperial Creed) Skill Test, taking a base time of 6 months,
and with each Degree of Success on the Scholastic Lore (Imperial Creed) Test removing a week of time. No further Skill Tests should be required
under normal circumstances, as crafting a new Anointed weapon is so important to the Holy Ordos and Ecclesiarchy that the resources of master
craftsman would be readily available to a character who manages to acquire the necessary items and perform the required tasks. At the end of the
process the character creating the weapon must permanently burn 10 Fate to suffuse this weapon with righteous purpose. Characters who do not have
enough remaining Fate may still craft Anointed weapons but the cost is ultimately up to the GM and will no doubt be very steep indeed.
The weapon allows any character that can see the weapon clearly (GM’s discretion) to spend a Fate Point to automatically pass any Fear
Test caused by a Daemon. In addition to its potency against creatures of the Warp, Anointed weapons provide additional abilities to a hero whose
faith in the God-Emperor does not falter. Each weapon has a Power of Faith only usable by characters with the Pure Faith Talent (chosen from the
following chart). In addition to this special ability, a wielder with Pure Faith or Unshakeable Faith may spend a Fate Point before making an attack
(before the dice are rolled) against a daemon. This attack cannot be dodged or parried and it gains the Malediction (WpB of the wielder) Quality.
Many Anointed Weapons gain a particularly fearsome reputation against one daemon with whom they have a history. At the GM’s discre-
tion a character who slays a daemon with an Anointed weapon may burn 10 Fate, banishing it to the Warp for a great length of time. The length of
time is up to the GM, but should require a prophecy to be fulfilled, or great ritual performed, for the daemon to return.

Anointed Weapon Powers of Faith


1d10
Power of Faith Effect
Roll
This weapon radiates purity, and is without a dent, scratch, or speck of rust visible anywhere on its surface.
1 None Purer Clean lines and bright polish give it an aura of utter incorruptibility.
It gains the Proven (4) and Felling (6) Qualities against daemons and worshippers of Chaos
This weapon is designed to end matters quickly, with a minimum of bloodshed. Surgical, precise, and cold, it
2 Exacting has a reputiation with beasts of carnage and bloodshed.
Attacks made with it cannot be Dodged or Parried by daemons and worshippers borne of Chaos.
Simple, functional, blunt, and far from pretty, the mere sight of this weapon is anathema to daemons
Function
3 who venerate beauty above all things.
Over Form It gains the Concussive (4) and Crippling (8) Qualities against daemons and worshippers of Chaos
It is said that all things must change, but this weapon seems to contradict that assertion. It seems somehow
4 Constant more solid, more real than other weapons—as though its fundamental nature is truly un-bendable.
It gains the Irradiated (3) and Corrosive (1d10) Quality against daemons and worshippers of Chaos
Ornate and gilded, this weapon is affixed with charms, sigils, and purity seals warding against all manner of
evil.
5 Warded
The bearer may reroll one failed attack with the weapon each round when attacking any daemon or worshipper
of Chaos.
Pure and clean as springwater, this weapon is anathema to daemonkind and they cannot look upon it.
6 Unyielding Daemons and worshippers of Chaos suffer a -20 penalty to Dodge or Parry attacks from this weapon, and
additionally the weapon gains the Blind (3) against those same enemies.
This weapon shreds and mars a daemon’s psychic essence as it strikes home.
7 Tearing The weapon gains the Tearing Quality, as well as the effects of the Chain Expertise and Chain Mastery Talents
against daemons and worshippers of Chaos.
This weapon grants a +15 bonus to Parry Tests against daemons and Warp-creatures, as well as the effects of
8 Sacred Shield a Power Field against their weapons even if they would normally be immune to such destruction. This result
cannot be chosen if the base weapon is Unwieldy.
This weapon ignores the physical armour of daemons entirely, slicing through such Warp-conjured material
9 Aetherblade with ease. The weapon gains the Corrosive and Warp Weapon Qualities against daemons and worshippers of
Chaos.
Daemons struck by this weapon burst into crackling, white-hot flames. This weapon gains the Flame and Con-
102 Holy Flame
suming Fire Qualities when used against daemons and worshippers of Chaos.

6.8 Services - 473


6.8.3 - Outsourcing
At its most basic, Outsourcing means that the player characters use their numerous minions, lackeys, proxies, and functionaries to do the heavy lifting
of an endeavour, of course, provided they have access to such resources (essentially this requires the Excessive Wealth Talent and a Profit Factor, or
else the “The Emperor Commands” Trait). This frees the characters up to perform the more glamorous or exciting tasks while their underlings handle
the drudge work. While on the surface, getting potentially boring or undesirable tasks off of the players’ plate sounds all well and good, there are
certain inherent dangers in trusting key jobs to others.
First and foremost, since hired help never has the same kind of immediate, near to hand resources and vast real world experience as those
who might employ them, it takes more time and effort to complete what would typically be an easy task (by player character) standards. This means
that any objective that is Outsourced to hirelings produces half of its stated goals, meaning that the players must make up the difference in their own
objectives, by going above and beyond what they planned, so as to ensure the success of the endeavour. This reflects obstacles and setbacks expe-
rienced by the hirelings, such as travel and weather interference, time-delays in receiving shipments or support, garbled orders from the masters, as
well as general laziness, malingering, theft, and embezzlement by the hirelings, as they go about executing their employers’ orders.
Secondly, whenever the players entrust their underlings with important tasks, no matter how devoted, experienced, or handsomely paid they
are, there is always the chance that they fail. Add to this the fact that many of the tasks commonly Outsourced are either boring, menial, or both, and
that the work is carried out largely unsupervised, outsourcing is very often a recipe for complication, if not outright disaster. This is not to say that
the effects of an underling’s failure cannot be mitigated, especially if the mistakes are caught in time. More often than not, however, the mistake goes
undetected until it is too late to correct, and the players are forced to deal with it after the fact.

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.

6.8 Services - 474


Whether the underlings succeed or not, the Game Master must make a roll to see how long it took for them to carry out their orders. While no Skill
Test is necessary, the GM should determine a notional Difficulty and correlating time for how long the task set to the underlings will take, using the
Extended Skill Test diagram for guidance. Underlings who are tasked with Outsourcing can rarely, if ever, be counted on to complete a task in the
time allotted. To see how long it takes the underlings to complete their task, the GM rolls on the Outsourcing Completion Time table below and apply
it to the base time he determined.. This roll is simply a reflection of how quickly the underlings follow his orders, and not necessarily indicative of the
quality of their work. An underling can just as easily cut corners and finish early and still succeed, as he can take twice as long as the stated time to
make sure that everything is just right, and still fail miserably.

Outsourcing Completion Time


1d100
The Outsourcing Takes...
Roll
01-05 One quarter of the stated time
06-10 One half of the stated time
11-25 Three quarters of the stated time
26-50 The stated time
51-70 One and a half times the stated time
71-90 Double the stated time
91-100 Triple the stated time

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.

6.8 Services - 475


6.9 Bionics, Cybernetics, & Implants
Not all cybernetics are designed to replace human limbs or organs; others are integrated into the holy form of Man purely to add functionality, or
create entirely new abilities. Most are highly visible and act as clear indications of the Ominissiah’s blessing. Those that extend outside the body,
such as mechadendrites, are more akin to weapons than limbs for purposes of targeting, and only cease functioning when indicated in the appropriate
Critical Effects– Body table results from Critical Damage.

Attaching Bionics and Implants Martian Priesthood.


Implants and bionics are only available if the character has access to both Beta Grade Cybernetics do not require the character to have the
the resources and the skilled labour to have them installed; commonly Machine or Mechanicus Implants Trait to be installed on a character.
this is only available in substantial medicae facilities and worlds with a However if the character does not have the Machine, Mechanicus Im-
high technological base. If a character can find a chirurgeon willing to plants, or Skitarius Implants Trait then they must also Acquire a Cerebral
install a bionic or implant, then the process takes no less than 2d10 days, Plug and have it installed alongside the Beta Grade Cybernetic.
minus one day for each point of his Toughness bonus—to a minimum of • Alpha Grade: Cybernetics of this category are of a particularly sacred
one day. How difficult it is to attach a bionic or implant is up to the GM. nature to the Adeptus Mechanicus, and are restricted to those of their
He might decide that given enough time, and in an advanced enough ranks (and the most clever and daring of hereteks). Aside from religious
facility, it is automatic, or he can call on the chirurgeon to make a series strictures these cybernetics are also of a sort that require in-depth, smaller
of Medicae or even Tech-Use tests that could lead to such damage condi- augmetics to support them, only ever seen in the hands of Mechanicum,
tions as permanent crippling or Blood Loss. or else those who illegally emulate them.
Alpha Grade Cybernetics require that the character having
them installed has either the Machine or Mechanicus Implants Trait.
Bionics and Craftsmanship Without these the character may not make use of them at all, much less
The craftsmanship of individual bionic parts should have an impact on
have them installed upon himself.
roleplaying as well as in-game mechanics. For instance, Poor craftsman-
ship bionics might be crude, obvious augmetics that creak, grind, squeal,
or constantly leak fluids. On the other hand, Best Craftsmanship bionics The Intricacies of the Body Electric
could be so unobtrusive that they are mostly invisible to the naked eye. Beyond the different cybernetics available each kind of cybernetic also
Exceptional and Master Craftsmanship bionics should be gold- and has a Type attributed to it, defining what kind of system and function it
brass-inlaid works of art, perhaps reflecting an ancient and refined provides.
design. The following are the 4 different Types of cybernetics:
In terms of mechanics many bionics and implants have effects • Implant System: The most involved of cybernetics, Implant Systems
that depend on their level of Craftsmanship as a part of their profiles. If are multitudinous, and many bionics fit under such an umbrella. Implant
they do not, the cybernetic may, at the GM’s discretion, provide the stan- Systems are affected normally by the Haywire Quality and similar
dard Craftsmanship benefit that Tools receive (see Section 6.0 “Armoury effects.
& Acquisitions”). • Mechadendrite: Ranging from small, intricate devices to the massive,
bulky strength of servo-arms these cybernetics take the form of special-
The Limits of Flesh ized, additional limbs for the character they are implanted upon. Only
Characters without the Mechanicus Implants Trait are limited to an characters with the Mechanicus Implants Trait may wield these instanc-
amount of cybernetics totalling twice their Toughness Bonus, as their es of sacred technology, as their use requires sophisticated mind-link
unaugmented forms can sustain only so many mechanical systems. systems only given to those who serve the Martian faith. A character
Characters with the Mechanicus Implants Trait have no such limit, as may only have up to four Mechadendrite cybernetics at one time, though
their bodies are well-made to support numerous minor systems, with this can be increased by having a Servo-Harness (which itself takes up
their potentia coil giving the much needed power to continue operation one of these four spots but gives the character four extra slots). Note that
when their mortal frame would otherwise give out. A character with the these cybernetics do not truly count as extra limbs, and only provide the
Skitarius Implants Trait may have any amount of Gamma or Beta Grade benefits listed in their descriptions.
cybernetics, but may not take Alpha Grade cybernetics at all. • Bionic Replacement: Indeed the flesh is weak, but it can be replaced
Additionally a character may only have up to 4 Mechadendrites with the surety of steel when it fails. Bionic Replacements supplant
at one time, though this limit may be supplemented by Acquiring and mere flesh, providing the character with similar, and sometimes superior,
attaching a Servo-Harness. capabilities to the limb it replaced. If a Bionic Replacement should cease
to function for any reason the character with it suffers from a condition as
if they’d lost function of that organ or limb (ie bionic limbs become use-
Cybernetics Grades less, characters with cortex implants count as having zero Intelligence,
Some cybernetic systems are only usable by the tech-adepts of the Adep-
and those with bionic respiratory systems begin to suffocate).
tus Mechanicus, but many can (with sufficient supplemental augments)
• Bio-Implant: These “cybernetics” are less gleaming pieces of the
be fitted to anyone.
Omnissiah’s beneficence and more the product of Techpriests Genetor,
The following are the 3 different Grades of cybernetics:
and are often vat-grown organs of some form or another. While the same
• Gamma Grade: The most common grade of cybernetics, these systems
limits apply to gaining these implants (requiring time to recover from the
require little in the way of pre-existing additions to the human form
implant surgery as well as the limit of how many cybernetics a character
before they are fitted upon one.
without the Mechanicus Implants Traits can have) they are quite unaffect-
Gamma Grade Cybernetics do not have any further require-
ed by effects that would otherwise disrupt normal, mechanical bionics,
ments aside from acquiring them and undergoing the necessary surgery.
such as the Haywire Quality. Lastly Bio-Implants can only be created
• Beta Grade: Though rarely seen upon the forms of the unitiated, these
using the Medicae Skill, with a sufficiently advanced enough medicae
augmetics are not exclusive to the ranks of the Machine Cult. However,
facility on hand (count a Bio-Implants Genetorium as a Fabrication Altar
due to the more involved nature of cybernetics such as these, minor sup-
for purposes of Availability and Acquisition as well as bonuses to appro-
plemental systems and surgeries are necessary for those not of the
priate Manufacturing Tests).

6.9 Bionics, Cybernetics, & Implants - 476


Cybernetics Profile Summary
Installation Cybernetic
Name Type Availability
Location Grade
Autosanguinator Implant System All Alpha Rare
Auxiliary Appendage Augments Mechadendrite Body Alpha Extremely Rare
Baleful Eye Implant System Head Gamma Near Unique
Ballistic Mechadendrite Mechadendrite Body Alpha Very Rare
Bionic Arm Bionic Replacement Arm Gamma Scarce
Bionic Heart Bionic Replacement Body Gamma Very Rare
Bionic Leg Bionic Replacement Leg Gamma Scarce
Bionic Respiratory System Bionic Replacement Body Gamma Rare
Blade-Tines Implant System Arm Gamma Rare
Calculus Logi Upgrade Implant System Head Gamma Very Rare
Cerebral Plug Implant System Head Gamma Scarce
Chem Gland Bio-Implant Body Gamma Extremely Rare
Cog Occultaris Implant System Body Alpha Extremely Rare
Body, Arms, or
Concealed Cavity Bio-Implant or Implant System Gamma Average
Legs
Concealed Weapon Bionic Implant System Arm Gamma Rare
Cortex Implants Bionic Replacement Head Gamma Very Rare
Cranial Armour Implant System Head Gamma Scarce
Cyber-Construct Interface Implant System Arm Alpha Extremely Rare
Cybernetic Dermaguise Implant System Head Gamma Very Rare
Cybernetic Senses Bionic Replacement Head Gamma Rare
Data-Prospector Implant System Body, Head Alpha Very Rare
Dataspike Mechadendrite Mechadendrite Body Alpha Very Rare
Dendrite Blade Mechadendrite Body Alpha Rare
Embedded Auspex Implant System Head Beta Rare
Emotional Suppression Implant Implant System Head Beta Rare
Energia Enhancer Implant System Body, Arms Alpha Extremely Rare
Enhanced Potentia Coil Implant System Body Alpha Near Unique
Exploration Mechadendrite Mechadendrite Body Alpha Rare
Extra-Sensory Perception Array Implant System Head Beta Very Rare
Faraday Capacitor Array Implant System Body Alpha Extremely Rare
Ferric Lure Implants Implant System Arms Alpha Very Rare
Flesh Replenishment Array Implant System Body Beta Rare
Gastral Bionics Implant System Body Gamma Scarce
Gyro-Gravatic Mechadendrite Stabilizers Mechadendrite Body Alpha Rare
Hermetic Infusion Implant System Body Beta Extremely Rare
Illuminator Implant Mechadendrite Body Beta Scarce
Injector Rig Implant System Body or Arm Gamma Scarce
Integrated Jump Pack Implant System Body Beta Extremely Rare
Integrated Weapon Implant System Arm Beta Extremely Rare
Interface Port Implant System Head Gamma Rare
Interkeratic Implants Bio-Implant Head Gamma Scarce
Internal Potentia Resevoir Implant System Body Alpha Rare
Internal Power Cell Implant System Arm Gamma Scarce
Joint Reconfiguration Augmetics Bionic Replacement Arms, Legs Beta Very Rare
Keratinic Bioforging Bio-Implant All Beta Very Rare
Cybernetics Profile Summary
Installation Cybernetic
Name Type Availability
Location Grade
Locator Matrix Implant System Head Gamma Rare
Lower Limb Replacement Augmetics Bionic Replacement Legs Beta Very Rare
Luminen Capacitors Implant System Body Alpha Very Rare
Maglev Coils Implant System Legs Alpha Very Rare
Magna Lock-Arm Implant System Arm Beta Rare
Manipulator Mechadendrite Mechadendrite Body Alpha Very Rare
Mechatendril Mechadendrite Body Alpha Very Rare
Medicae Mechadendrite Mechadendrite Body Alpha Very Rare
Memorance Implant Implant System Head Gamma Rare
Mind Impulse Unit Implant System Head, Body Alpha Rare
Mind Impulse Unit Weapon Interface Mechadendrite Body Beta Rare
Body, Arms,
Mining Helot Augmetics Implant System Gamma Rare
Legs
Navigator Implants Implant System All Gamma Extremely Rare
Nerve Induction Tines Implant System Arm Gamma Rare
Ocular Sight Bionic Replacement Head Gamma Extremely Rare
Omnispex Implant Implant System Body Alpha Extremely Rare
Optical Mechadendrite Mechadendrite Body Alpha Very Rare
Pain Ward Implant System Head Beta Rare
Pheremone Generator Implant System All Gamma Very Rare
Plasma Cutter Mechadendrite Mechadendrite Body Alpha Rare
Psy-Conductor Implant System Head and Body Gamma Extremely Rare
Psy-Jammer Implant System Head Gamma Very Rare
Reflex Relay Enhancement Implants Implant System All Beta Extremely Rare
Respiratory Implant Implant System Head Gamma Rare
Scribe-Tines Implant System Arm Gamma Rare
Servo-Arm Mechadendrite Body Alpha Extremely Rare
Servo-Claw Mechadendrite Body Alpha Very Rare
Servo-Harness Mechadendrite Body Alpha Near Unique
Skeletal Petrification Bio-Implant All Gamma Rare
Sonic Deductor Implant System Body Alpha Rare
Spoor Revealer Implant System Head Beta Extremely Rare

Autosanguinator Auxiliary Appendage Augments


Ancient and blessed technology filters the character’s blood. Handed A favoured augmetic for ever-busy techpriests, these augmetics are,
down from generations past, these miniscule machines repair minor inju- simply, additional pairs of arms. The nature of these cybernetics is
ries and speed healing. The autosanguinators also sooth the minor pains quite similar to mechadendrites, though they are much less specialized
and sores caused by the blessed metal of implants pressing upon the than most mechadendrites tend to be. As such they are mostly used by
weak flesh. This has no game effect, but does make the character slightly techpriests who tend to take on one too many tasks all at once, and have
less irritable than before. a penchant for multi-tasking.
Availability: Rare Availability: Extremely Rare
Type: Implant System Type: Mechadendrite
Installation Location: All Installation Location: Body
Cybernetic Grade: Alpha Cybernetic Grade: Alpha
Effects: When applying healing, the character is always considered Effects: This Cybernetic counts as 2 Mechadendrites. A character with
Lightly Wounded, and heals at an increased rate, removing 2 points of this Cybernetic counts as having the Multiple Arms (+2) Trait.
Damage per day. Additionally he also gains a +10 bonus on Tests made
to resist toxins, diseases and radioactive contamination.
+

6.9 Bionics, Cybernetics, & Implants - 478


Cybernetics Profile Summary
Installation Cybernetic
Name Type Availability
Location Grade
Body, Arms,
Subskin Armour Implant System Gamma Very Rare
Legs
Synthmuscle Bio-Implant All Beta Very Rare
Techsorcist Mechadendrite Mechadendrite Body Alpha Very Rare
Thief's Light Implant System Arm Gamma Scarce
Utility Mechadendrite Mechadendrite Body Alpha Very Rare
Vat-Grown Replacement Bio-Implant Any Gamma Rare
Head, Body,
Vehicle Interface Circuitry Implant System Beta Rare
Arms
Vitae Supplacement Implant System Body Beta Rare
Vocal Implant Implant System Head Gamma Scarce
Voidskin Bio-Implant All Gamma Scarce
Volitor Implant Implant System Head Gamma Rare
Vox Implant Implant System Head Gamma Average
Weapon Bracing Implant System Arm Gamma Rare
Weapon Implantation Implant System Arm Gamma Scarce

Baleful Eye Bionic Arm


This legendary archeotech bionic pattern incorporates a tiny las weapon. Bionic arms are a common replacement, and can mimic normal hand and
Each baleful eye has been passed from recipient to recipient across cen- arm functions, including dexterity and even sense of touch.
turies or millennia, reclaimed by the Machine Cult whenever its owner Availability: Scarce
dies. As might be imagined, it is very intimidating when used as a part of Type: Bionic Replacement
negotiations with primitive societies. Installation Location: Arm
Availability: Near Unique Cybernetic Grade: Gamma
Type: Implant System Effects: Common Craftsmanship versions of these systems mirror the
Installation Location: Head function of the human arm and hand exactly, retaining strength, dexterity
Cybernetic Grade: Gamma and sense of touch.
Effects: A character with this implant has a weapon in his eye that counts Poor versions half the owner’s Agility Characteristic where
as a Hot-Shot Laspistol with a range of 10m. The baleful eye can be fired matters of fine dexterity are involved and Weapon Skill and Ballistic
even if the character’s hands are full. It has no clip size, however a Jam Skill Tests take a –10 penalty when using the limb. Good bionic arms
result causes the character to lose sight in the eye for a number of rounds provide a +10 bonus on Agility Tests requiring delicate manipulation
equal to the Degrees of Failure on the attack. (such as the Sleight of Hand special use of Stealth) and add a +10 bonus
to Strength Tests using the arm.
Ballistic Mechadendrite Add 2 to the owner’s Toughness Bonus against hits scored to
This solid, shoulder-mounted mechadendrite is designed for self-defence. the location where this cybernetic is installed. Damage taken to these
This two metre limb comes mounted with a sleek-looking laspistol. locations counts towards Damage to the character, and Critical Damage
Availability: Very Rare dealt to these locations function as normal. However, any result that
Type: Mechadendrite causes bleeding or some other inappropriate result renders the bionic
Installation Location: Body limb useless.
Cybernetic Grade: Alpha
Effects: This weapon counts as a laspistol with the Compact Modifica- Bionic Heart
tion, but may be replaced with any pistol with the Compact Modification, The paranoid (or the prepared) are ever-willing to replace crude flesh
or a basic weapon with the Micro Modification. The character may use with more durable, armoured materials—the light armour shielding of
this mechadendrite to make attacks as the weapon normally would or a bionic heart provides a last line of defence. Superior models can be
may instead spend a Reaction to use it. triggered to pump more rapidly to increase physical capacity, though
The character must have the Mechadendrite Use (Weapon) this risks bodily strain as the rest of the circulatory system is put under
Talent to operate this implant. pressure.
Availability: Very Rare
Type: Bionic Replacement
Installation Location: Body
Cybernetic Grade: Gamma
Effects: A character with this implant gains +1 Armour point to the Body
location—this bonus stacks with any armour worn—and gains the Sprint
Talent.

6.9 Bionics, Cybernetics, & Implants - 479


Cybernetics (Cont.)
Bionic Leg Calculus Logi Upgrade
Common locomotion bionics must be fully integrated into the spine and These bionics are internal cogitator implants which aid in data retention
nervous system to function properly; basic models accomplish this with- and processing. The user can rapidly sift through stacked dataslates and
out any loss of function over the human norm. parchments, applying intuition to vast reams of data far beyond the capa-
Availability: Scarce bilities of a normal man.
Type: Bionic Replacement Availability: Very Rare
Installation Location: Leg Type: Implant System
Cybernetic Grade: Gamma Installation Location: Head
Effects: Poor versions halve the character’s Movement Rates (round Cybernetic Grade: Gamma
up), and such characters that attempt to Run must succeed on an Agility Effects: This implant grants the user a +10 bonus to Linguistics, Logic,
Test or fall Prone at the end of their movement. Good versions of these and Scholastic Lore Tests.
systems grant the owner the Sprint talent. In addition they add a +10
bonus to Athletics Tests made to jump or leap (giving one +10 bonus per
leg replaced, or a +20 bonus cumulatively). Cerebral Plug
Add 2 to the owner’s Toughness Bonus against hits scored to Cerebral plugs and similar devices are a common sight in the Imperium,
the location where this cybernetic is installed. Damage taken to these where the use of technology to augment (or repair) the human form is
locations counts towards Damage to the character, and Critical Damage commonplace. A cerebral plug is installed in the skull, and links into the
dealt to these locations function as normal. However, any result that brain via several-dozen wires and electrodes. The other end is the actual
causes bleeding or some other inappropriate result renders the bionic ‘plug,’ which can be attached to a singular, purpose-adapted augmetic.
limb useless. Availability: Scarce
Type: Implant System
Installation Location: Head
Bionic Respiratory System Cybernetic Grade: Gamma
Bionic lungs and implanted respiratory systems mimic the action of Effects: The cerebral plug allows a character to take a cybernetic that
human lungs and keep the body supplied with oxygen. would otherwise require the Mechanicus Implants Trait, but still itself
Availability: Rare takes up an implant slot.
Type: Bionic Replacement
Installation Location: Body
Cybernetic Grade: Gamma Chem Gland
Effects: Such characters gain a +20 bonus to Toughness Tests made to These rare and expensive implants are wonders of the biosculptor’s craft.
resist airborne toxins and gas weapons. Poor bionic lungs offer the same Invisibly concealed within the body are miniaturised chemical factories
benefits as the Common system. However, they are raucously loud affairs that consume the user’s own natural resources to synthesise powerful
and characters take a –20 penalty to all Stealth Tests. A generally poor chemical agents.
oxygen supply to the body means all tests involving strenuous physical Availability: Very Rare
activity are increased by one level of Difficulty. Type: Bio-Implant
Good bionic lungs count as a full life support system (thus if Installation Location: Body
for any reason the user’s own respiratory system fails, his bionic lungs Cybernetic Grade: Gamma
will keep his blood oxygenated), give the benefits of a Respirator, and Effects: When this implant is Acquired the player picks one Drug of up
their presence may be unnoticeable if designed to be so. to Rare Availability (such as Stimm, Panimune, and so on). The character
can “gland” one dose of the chosen substance at will as an in-turn Free
Action by succeeding on a Routine (+10) Toughness Test. A failed Test
Blade-Tines however inflicts a level of Fatigue. A failure by four or more Degrees
Long, thin blades sprout from one of the character’s hands, razor sharp deals 1d10 points of Toughness Damage. The character may “gland” a
and useful as scalpels or cutting weapons. The hand must be completely Drug even if he is Snared, Stunned, Unconscious, or otherwise unable to
rebuilt to accommodate this, and most versions feature long, spindly fin- act.
gers that can extend past the blades to allow for dextrous tasks. The full Along with these benefits the chem-gland also incorporates
appearance is decidedly unpleasant and even downright sinister. organs that are designed to filter away any chemical by-products of the
Availability: Rare dosages, so the augmented physiology will also ward off any effects of
Type: Implant System excessive drug use, making him immune to Addiction to it.
Installation Location: Arm
Cybernetic Grade: Gamma
Effects: The blade-tines grant the character +5 to Medicae Tests, +5 to
Interrogation Tests, and can be used as a melee weapon in close combat,
dealing 1d5+2R (plus Strength Bonus) Damage with a Penetration of 2.
Good Craftsmanship versions can vibrate the blades at high
frequencies, increasing the cutting power. The weapons gain the Tearing
Quality. Best Craftsmanship versions also include drug producing
bio-mechanical glands, with thin tubules to carry the venomous liquids to
small openings underneath the blades. This grants the weapons the Toxic
(0) Quality. Poor Craftsmanship versions only deal 1d5 plus Strength
Bonus Damage without any Penetration.

6.9 Bionics, Cybernetics, & Implants - 480


Cybernetics (Cont.)
Cog Occultaris Cortex Implants
This local visual and electronic imaging wavelength disruption projector These systems may be used to repair a severely damaged brain, or seek
employed by some elite Skitarii forces makes the user especially difficult to augment its abilities.
to detect via standard and even augmented visual systems, making them Availability: Very Rare
appear as a shimmering haze rather than providing any identifiable out- Type: Bionic Replacement
line to their form. Installation Location: Head
Availability: Extremely Rare Cybernetic Grade: Gamma
Type: Implant System Effects: Common cortex implants are used to restore paralysed and
Installation Location: Body brain-damaged individuals to some semblance of normality. The most
Cybernetic Grade: Alpha that can be managed by these systems is a permanent loss of 1d10 points
Effects: This augment imposes a –20 penalty against all sight-based tests from the character’s Weapon Skill, Ballistic Skill, Agility, Intelligence
against the user when activated, including both ranged and close combat and Fellowship. In addition, such characters gain 1d10 Insanity Points.
attacks. Activating or deactivating the field requires a Half Action, and Poor cortex implants restore brain function but destroy the personality
each Round it is active the character gains two levels of Fatigue at the and memories of the subject, effectively making them a servitor, and are
end of his turn. If the user of this implant is Size (5) the character gains obviously unsuitable for player characters.
three levels of Fatigue rather than two at the end of each turn the Cog Good Cortex Implants are very rare even among the elite
Occultaris is active. Characters Size (6) or larger cannot use a Cog and powerful, and are exceedingly difficult to arrange, becoming Near
Occultaris as it simply cannot create a field large enough to mask their Unique in Availability. Instead of damaging Characteristics they instead
presence. grant the Trait Unnatural Intelligence (+2) and in addition perform all the
functions of a cogitator system. However, characters with this implant
gain 1d10 Insanity Points.
Concealed Cavity Best Craftsmanship Cortex Implants confer the Unnatural
The character’s flesh or augmetics conceals a small compartment. This Intelligence (+4) and are similarly Near Unique, otherwise following the
might be a pouch hidden under a flap of flesh or a chamber fitted into a rules for Good Cortex Implants.
cybernetic enhancement.
Availability: Average
Type: Bio-Implant -or- Implant System Cranial Armour
Installation Location: Body, Arm, or Leg Microstrips of plasteel are bonded directly to the skull in subdermal
Cybernetic Grade: Gamma layers, allowing for extra protection against head injury.
Effects: The character may conceal one small item, no larger than a Availability: Scarce
closed fist (essentially Size [1]), within this cavity. Discovering this com- Type: Implant System
partment requires success on a -20 Scrutiny Test. If the character making Installation Location: Head
the Scrutiny Test is using using an auspex, the Difficulty is reduced to Cybernetic Grade: Gamma
+10. Effects: Common Craftsmanship armour grants the user one extra Ar-
mour Point in the head location. Poor versions do the same, but perma-
nently reduce the wearer’s Intelligence Characteristic by one due to the
Concealed Weapon Bionic screws driven into the skull. Good Craftsmanship armour grants +1 AP
Availability: Rare and also subtract one from any Critical Effects to the head.
Type: Implant System
Installation Location: Arm
Cybernetic Grade: Gamma
Effects: Using a pre-existing bionic arm, a Pistol, Basic ranged weapon
with the Micro Modification, or a singlehanded melee weapon can be
modified and implanted as a concealed device. Weapons concealed in
this fashion can be deployed and readied as a Half Action (or as an any-
time Free Action if the wielder has the Quick Draw Talent). Locating the
hidden weapon requires a -20 Scrutiny Test or a successful auspex scan.
Any Jam or Overheat automatically disables the limb in question as well
as the weapon.
Poor Craftsmanship versions give the installed weapon the Un-
reliable Quality, Good Craftsmanship versions make the installed weapon
count as Best Craftsmanship and all the advantages this gives a weapon.

6.9 Bionics, Cybernetics, & Implants - 481


Cybernetics (Cont.)
Cyber-Construct Interface Good Craftsmanship versions of this augmetic include small
The Cyber-Construct Interface holds hundreds of attack, pursuit, and pigment scrubbers placed strategically throughout the body, allowing the
evasion patterns, each one requiring years of tinkering by the bearer to user to darken or lighten his skin tone as well. Best Craftsmanship ver-
perfect. These patterns are further modified to make use of a constructs sions of this augmetic only cause 1 Level of Fatigue upon their use, and
own idiosyncrasies. A Grapple-Hawk who weights half a kilogram less cannot cause Damage by failing the Tech-Use Test to change the user’s
than his counterparts might require special wing angles and gravrespons- face, cannot permanently disfigure the user (the Fellowship Damage is
es to high wind scenarios, this combined with the common terrain and only temporary Fellowship Damage instead of permanent), and includes
ambient atmosphere makes for dozens of different programs, just for the benefits of Good Craftsmanship versions.
operation within a single hive. When tasked with travel, the user must
make dozens of calculations in the moment.
Availability: Extremely Rare
Cybernetic Senses
Sight, hearing and even touch and taste may be duplicated artificially,
Type: Implant System
and more esoteric senses may be added.
Installation Location: Arm
Availability: Rare
Cybernetic Grade: Alpha
Type: Bionic Replacement
Effects: All Constructer Interfaces allow a user to make Command Tests
Installation Location: Head
to a Follower with the Machine Trait, using Tech-Use in place of the
Cybernetic Grade: Gamma
Command Skill. These Followers also do not suffer from the Mindlock
Effects: Common systems, while usually very obviously artificial and
Trait, if they have it, while under the C-CI's influence. The device can
often oversized, manage to more or less duplicate the approximate
interface with as many Followers as the character has, but can only ac-
human range of senses adequately and have no further game effects. Poor
tively issue commands to 2, the others may report data back to the user,
cybernetic senses are troublesome and poor imitations of the real thing
but may not be commanded. A Good Craftsmanship Construct Interface
(hearing may be troubled by static, vision glitches or rendered in low-res-
allows for 3 constructs to be commanded.
olution monochrome, and so on). A character with this system takes a -20
A user may make a Full Action to upload a pattern into the
penalty to Tests made involving the cybernetic sense.
cogitator of one of his Followers, granting one of the following abilities:
Good cybernetic senses grant the Heightened Senses Talent
• Strike: +10 Weapon Skill, Unnatural Weapon Skill (+2)
for that particular sense, and a +20 bonus to Tests made to resist attacks
• Open Fire: +10 Ballistic Skill, Unnatural Ballistic Skill (+2)
on the sense itself (deafening noises, blinding flashes and so on). Good
• Restrain: +20 Weapon Skill when making Grapple Actions
Craftsmanship cyber-eyes also incorporate telescopic vision (counting as
• Evade: +10 Dodge, Step Aside
a Telescopic Sight) and a system allowing the Dark Sight Trait. Likewise,
• Survey: +10 Perception, +10 Awareness, Keen Intuition
Good Craftsmanship cybernetic hearing also include an internal microbe-
• Seek: +10 Perception, +10 Survival, Surefoot Wayfinder
ad system.
• Pursue: Unnatural Agility (+2), Accustomed To Crowds
The effective range of these abilities is 50 meters.
Data-Prospector
Cybernetic Dermaguise A data-prospector is an ancient and aggressive data-mining device that
Hundreds of electro-flexible plates are inserted beneath the subject’s skin, can gather information from targets at a much faster rate than any auspex
and linked into a series of micro-servos. Using a dataslate, the subject is or data-link. The downside is the inherently intrusive nature of this
able to manipulate the plates so that his facial structure is reshaped. This device’s machine-spirit and modus operandi, with anyone being targetted
process is extremely painful; many users of the Cybernetic Dermaguise by its function likely being aware of such probing, if they have the ma-
become addicted to pain-numbing drugs in order to help compensate for chine-senses to be aware of such things.
the pain. The movements of the plates can tear through the skin or stretch Availability: Very Rare
flesh in odd ways. After using the Dermaguise it can take some time for Type: Implant System
the skin to heal around the new form properly, although minor alterations Installation Location: Body, Head
can heal much quicker. Over-use of the device can damage muscles Cybernetic Grade: Alpha
and facial tissue, even rendering a subject unable to make normal facial Effects: A character augmented with this device may spend a Half
expressions without using the device. Action to gather data on a single target within 30 meters by making a
Availability: Very Rare -10 Scrutiny Test as a Half Action. How much information is gained
Type: Implant System depends on the achieved Degrees of Success on the Scrutiny test, with
Installation Location: Head 1 Degree revealing the target’s Characteristics and Traits, 3 Degrees
Cybernetic Grade: Gamma revealing any gear, cybernetics, or other items they have on them, and 5
Effects: It requires 5 Rounds and a +0 mechanical Tech-Use Test to or more Degrees of Success revealing the whole of the target’s profile. If
change the user’s visage, which grants a +20 bonus to any Deceive Tests the target has the Machine, Skitarius Implants, or Mechanicus Implants
made to impersonate another person and causes 1d5 Levels of Fatigue. Trait the character using the Data-Prospector may learn 1d5 facts from
This bonus increases to +30 after the Fatigue has been removed (as the their short-term memory if he scored 4 or less Degrees of Success on
stretched skin heals). If the Tech-Use Test is Failed the user suffers 1 the Scrutiny Test, and if he scored 5+ Degrees of Success these facts can
point of Rending Damage (not reduced by Toughness) per Degree of additionally be from long-term memory or even encoded instructions or
Failure as his muscles are strained and his face is torn apart by metal. base programming tenets.
If the Test is Failed by more than 3 Degrees of Failure, the user must Good Craftsmanship Data-Prospectors make their Scrutiny Test
succeed a -20 Toughness Test or lose 1d5 Fellowship as his face is at +0 instead of -10, and Best Craftsmanship Data-Prospectors can reveal
permanently damaged. The process of facial reconfiguration may be 1d10 facts about mechanical targets instead of 1d5.
shortened to as 1 Round but every Round reduced imposes a cumulative
-10 penalty to the Tech-Use Test.

6.9 Bionics, Cybernetics, & Implants - 482


Cybernetics (Cont.)
Dataspike Mechadendrite Embedded Auspex
While perhaps overtly threatening looking, this pointed spike on the end These are implanted devices duplicating the effects of special sensors.
of a mechadendrite limb is rarely ever used as an offensive implement, Availability: Rare
and is actually used by Leximechanics and other analysts to access da- Type: Implant System
ta-stack and cogitator cores in a manner that is much more efficient than Installation Location: Head
interface ports. Cybernetic Grade: Beta
Availability: Very Rare Effects: In all cases their use requires concentration and a Half Action.
Type: Mechadendrite Common systems function identically to a standard auspex. Poor systems
Installation Location: Body possess only a single detection ability (either heat, radiation or electro-
Cybernetic Grade: Alpha magnetics) and only function within 20 metres. Good systems function
Effects: This allows the user faster and smoother access to the valuable as a full auspex but also allow rerolls on all Perception based Tests when
information within, and grants a +10 bonus to Common Lore, Inquiry, using its functions.
or Tech-Use Tests whilst connected to a relevant mechanism or data
spool, and these tests take half the time they usually would. Lastly the
Dataspike may be used as a weapon (which does not require the wielder Emotional Surpression Implant
to use both hands) if the user has the Mechadendrite Use (Weapon) This implant dampens the brain's emotional centers, making the person
Talent. The character may use this mechadendrite to make attacks as the so augmented rather incapable of feeling fear, among other things.
weapon normally would or may instead spend a Reaction to use it. The Availability: Rare
Dataspike uses the below profile when used as a weapon. Type: Implant System
Installation Location: Head
Dataspike Cybernetic Grade: Beta
Class Melee Range Melee+2m Rate of Fire -/-/- Effects: The character gains the Chem Geld, Jaded, and Litany Against
Damage 1d10+2R Penetration 2 Fear Talents, but reduces their Fellowship Characteristic by -5.
Qualities Piercing, Reach, Two-Handed
The character must have the Mechadendrite Use (Utility) Tal- Energia Enhancer
ent to operate this implant. Energeia Enhancers work on similar principles to those of power fields,
albeit in a less understood manner. Few outside of the ranks of high-rank-
ing electropriests understand the complete functions of these pieces of
Dendrite Blade tech-arcana, but the ultimate use of them is to increase the output of
A lethal weapon that seems to act on its own volition, Dendrite Blades
energy-based weapons by routing mystic energy from the Motive Force
consist of many linked metallic coils each ending in a serrated blade or
into them, empowering the machine-spirit to acts of great devastation.
wickedly sharp hook. They whip around the bearer, almost as if seeking
Availability: Extremely Rare
out prey.
Type: Implant System
Availability: Rare
Installation Location: Body
Type: Mechadendrite
Cybernetic Grade: Alpha
Installation Location: Body
Effects: Once per a combat, as an in-turn Free Action, a character may
Cybernetic Grade: Alpha
deplete his Energia Enhancer and add either the Maximal or Overcharge
Effects: Whenever an enemy makes a Melee Attack against a character
Quality to a weapon that is integrated into his form via a mechadendrite,
equipped with one or more Dendrite Blades, he suffers a –10 penalty on
Weapon MIU, Integrated Weapon implant, or Weapon Implantation. This
his Weapon Skill Test for each Dendrite Blade the character has equipped
weapon must be a Las, Melta, Plasma, Shock, or Power weapon. Exotic
(to a maximum of –30). If the attacker fails his Weapon Skill Test by
Ranged Weapons may also gain this benefit, as long as they do Energy
three or more Degrees of Failure, the attacker immediately suffers 1
Type Damage and are not a Chem weapon. Melee weapons that gain the
automatic hit with the listed profile, plus 1 additional hit per Degree of
Maximal Quality do not increase their Range. The added Quality lasts
Failure beyond the third (to a maximum equal to the number of Dendrite
until the beginning of the character’s next turn, and subsequently the
Blades the character has equipped).
weapon cannot be used on that next turn, as it has temporarily gained the
Additionally, a character with one or more Dendrite Blades
Recharge Quality.
always counts as being armed with a weapon with the listed Weapon
An Energia Enhancer may be used multiple times in one
Profile. He must have the Mechadendrite Use (Weapon) Talent to wield
combat, but after the first time it’s activation takes one Half Action to
a Dendrite Blade without penalty. The character may use this mecha-
perform and the character gains 1d5 levels of Fatigue.
dendrite to make attacks as the weapon normally would or may instead
spend a Reaction to use it.
Dendrite Blade
Class Melee Range Melee Rate of Fire -/-/-
Damage 1d10+4R Penetration 3
Qualities Flexible, Razor Sharp

6.9 Bionics, Cybernetics, & Implants - 483


Cybernetics (Cont.)
Exploration Mechadendrite • Potentia Coil Induction: Takes half a minute to conduct and becomes
Built to meet the exacting standards of the Priesthood of Mars, an an Easy (+30) Toughness Test.
exploration mechadendrite offers peerless investigation and collection
skills to the excavation-minded Explorator. Specialized, extraordinarily Extra-Sensory Perception Array
delicate servo-arms and collection pods all coordinate together to allow This disturbing array of ultra-sonic perceptors, extra-spectoral reciev-
for perfect observation, collection, measurement, and archiving of up ers, and high frequency dishes gives the augmented character a greatly
to ten separate samples. These samples are then fed through a series of enhanced perception of his environment, along with giving his face the
filters and processes all within specially built chambers, allowing for full appearance of a twitching mass of mechanical antennae and sensors.
analysis of their properties and market worth. In addition, as part of a While unquestionably off-putting these extra vectors of information al-
backup system to flush out and sterilize the sample chambers, each can low the character to personally perceive information beyond what a mere
be forcefully ejected from a spout on the end of the arm if needed. auspex might tell him.
Availability: Rare Availability: Very Rare
Type: Mechadendrite Type: Implant System
Installation Location: Body Installation Location: Head
Cybernetic Grade: Alpha Cybernetic Grade: Beta
Effects: This mechadendrite also contains a built-in auspex, chrono, Effects: The character gains the Dark-Sight and Unnatural Senses (X)
glow-lamp, compass, and specialized sensors spread throughout the limb. Traits, where X is equal to his Perception Characteristic, along with the
In addition to the samples that it can store, this mechadendrite grants its Combat Sense Talent. Good Craftsmanship versions of this cybernetic
user a +5 bonus to Awareness Tests, and a +10 bonus to Medicae and grant the user a +10 bonus to Psynicience and the Warp Sense Talent.
Trade (Chymist) Tests.
Exploration Mechadendrite Sample Ejector
Faraday Capacitor Array
Class Pistol Range 5m Rate of Fire S/-/- Taking the form of a bulky, oft-inert apparatus raising from a techpriest’s
Damage 1d10+7E Penetration 0 potentia coil, this rare device is often only found mounted upon exces-
Clip 1 Reload 2 Full sively augmented Magi for whom becoming unpowered might mean
certain death. While it usually moves at a very slow pace the capacitor
Qualities Spray
array’s multiple layers of intricate mechano-circuitry begin moving more
Depending on the sample, this attack might also have the intensely as ambient electro-magnetic fields intensify, whirring at a fever
Special Toxic, Snare, or Unstable Qualities, at the GM’s discre- pitch when haywire weapons are aimed at the user, or if he enters an area
tion. with intense energies. While this protection is not exactly long-lived it
can mean the difference between life and death for the most ancient of
techpriests who depend on their automated systems to sustain life.
Enhanced Potentia Coil Availability: Extremely Rare
Designed as a more heavy-duty replacement for standard internal power Type: Implant System
units, the Enhanced Potentia Coil can be taxed at a far greater level in Installation Location: Body
order to enhance the many abilities common to members of the Machine Cybernetic Grade: Alpha
Cult. Effects: This implant, when activated as a Reaction or as an in-turn Free
Availability: Near Unique Action, allows the user to ignore the effects of the Haywire Quality and
Type: Implant System increases their Noospheric Defence Penalty by 20. It may be kept activat-
Installation Location: Body ed afterwards, though it drains 1 Fatigue per turn that it is active, adding
Cybernetic Grade: Alpha the Fatigue at the beginning of each of the bearer's turns after activated.
Effects: Installation of an Enhanced Potentia Coil involves difficult and The Fatigue required to keep the cybernetic active after it's activation
invasive surgery, and thus the time taken to add the Enhanced Potentia increases with the user's size, costing 3 Fatigue each turn if the user is
Coil is 1d5+1 weeks. Poor Craftsmanship Enhanced Potentia Coils leave Size (5), and 5 Fatigue each turn if the user is Size (6) or larger.
the user with a noticeably hunched form, permanently reducing their
Agility by 1d10.
An Enhanced Potentia Coil can be used for all of the following benefits: Ferric Lure Implants
• Ferric Lure/Ferric Summons: Become Free Actions. Availability: Very Rare
• Integrated Weapon: The weapon gains the Reliable Quality. Type: Implant System
• Luminen Blast/Luminen Flare: Gain +1d10 Damage, Penetration Installation Location: Arms
value equal to the user’s Willpower Bonus, and the Shocking Quality. Cybernetic Grade: Alpha
• Luminen Shock/Luminen Surge: Gain a Penetration value equal to Effects: Powerful electromagnets are implanted in the character, allow-
the user’s Willpower Bonus as well as the Shocking and Tearing Quali- ing him to cast forth a net of invisible energy as a Full Action requiring a
ties. successful Challenging (+0) Willpower Test and call an unsecured metal
• Luminen Shield/Luminen Barrier: Can be activated twice in one object into his hand. The object cannot mass more than 1kg per point of
Round as a Reaction, as per Step Aside or Wall of Steel, but only for Willpower Bonus and must be within 20 metres.
Luminen Shield/Barrier. This implant can be improved by Ferric Summons Talent.
• Luminen Charge/Capacitors: Tests are 2 steps easier (i.e. Hard (–20)
Test becomes a Challenging (+0) Test).
• Maglev Grace/Maglev Transcendence: Maintaining these abilities
becomes a Free Action. Maglev Grace can be performed once every 6
hours. Maglev Transcendence can be performed twice every 6 hours.

6.9 Bionics, Cybernetics, & Implants - 484


Cybernetics (Cont.)
Flesh Replenishment Array Hermetic Infusion
This implant system allows a character to reinvigorate themselves by As another departure from the frailties of the flesh, the infuser system
drawing on the energies of external machines. replaces human blood and blood processing organs with a far more effi-
Availability: Rare cient biomechanical serum, the most advanced forms of which contain
Type: Implant System legions of microscopic homunculitic machines that can search out and
Installation Location: Body repair damage on a cellular level with frightening speed. This infusion is
Cybernetic Grade: Beta provided by large cylinders filled with green elixirs mounted the charac-
Effects: When in contact with a functioning machine, fully-charged ter’s back, and when he bleeds it is this infusion that leaks from his veins,
battery, or other power source, the subdermal induction ports can allow not regular blood.
the user to siphon off energy into their own body by making a Toughness Availability: Extremely Rare
Test with a +10 bonus. Success removes one level of Fatigue plus one Type: Implant System
additional level for each additional Degree of Success as the power ener- Installation Location: Body
gises neural and muscle tissue, or alternatively can recharge their Internal Cybernetic Grade: Beta
Reservoir if they have that implant as well. Effects: Aside from a greying of the flesh and visible withering of the tis-
sues, Hermetic Infusion has one marked side effect: the character’s body
Gastral Bionics can no longer use human blood, and so cannot be treated for Blood Loss
Availability: Scarce or severe injuries by transfusion or regular medical treatments. Instead,
Type: Bionic Replacement the character must look to his own care (if possible) or that of a Magos
Installation Location: Body Biologis to replace his lost serum. The character gains a +10 bonus on
Cybernetic Grade: Gamma Tests made to resist toxins, diseases and radioactive contamination,
Effects: This replaces the stomach and intestinal tract with a mechanized additionally the character gains the Die Hard Talent. Best Craftsmanship
digestive system, allowing the user to digest almost any organic material versions gain the bonus on Tests increases to +20 and the character gains
and even many non-organic materials, so long as there are nutrients to the Regeneration (3) Trait.
be found. It will handle most dangerous poisons and harmful bio-motes
as well. This implant allows the user to ignore the effects of any ingested Illuminator Implant
toxic foodstuffs or poisons. Best Craftmanship implants allow the user to This implant is a large spotlight which uses the character’s Potentia Coil
survive by eating anything organic (although they may not enjoy doing to power it’s various sub-systems.
so, as the bionics do not protect against flavours, textures, spines, spikes, Availability: Scarce
or splinters). Type: Mechadendrite
Installation Location: Body
Gyro-Gravatic Mechadendrite Stabilizers Cybernetic Grade: Beta
A small set of grav-panels that exert gravatic forces as the augmented in- Effects: The Illuminator Implant functions as a stab-light and glowglobe.
dividual wishes, these “mechadendrites” cannot generate true lift like the This light may be tinted any colour the bearer wish, and even be tinted
grav-plating on a Land Speeder, but can make him substantially lighter or infrared or ultraviolet, though the bearer may lack the capacity to view
anchor him quite firmly to the ground. this. Lastly, the character may overcharge the Illuminator to release a
Availability: Rare blinding flash to dazzle enemies. This takes the form of an attack (with
Type: Mechadendrite the Attack Subtype) with the following profile:
Installation Location: Body Illuminator Implant Overload
Cybernetic Grade: Alpha Class Pistol Range 10m Rate of Fire S/-/-
Effects: Gyro-Gravatic Mechadendrite Stabilisers require a Half Action
Damage - Penetration 0
to activate or deactivate.
Once active, if the character remains in place, he gains the Qualities Blind (1), Living Ammunition, Recharge, Spray
Auto-Stabilized and Sturdy Traits. The character also ignores modifiers
to his Movement in areas of High, Low, or Zero Gravity and in areas The character must have the Mechadendrite Use (Utility) Tal-
with Tremors or other uncertain stability, as well as gaining a +20 bonus ent to operate this implant.
to Athletics Tests that involve climbing.
The character must have the Mechadendrite Use (Utility) Tal-
ent to use this Mechadendrite.

6.9 Bionics, Cybernetics, & Implants - 485


Integrated Jump Pack Integrated Weapon
Availability: Very Rare Rare and scarcely understood, integrated weapons wielded by the mys-
Type: Implant System terious red-robed warriors of Mars are a distinct advantage over standard
Installation Location: Body wargear. Part weapon system and part cybernetic implant, the user’s
Cybernetic Grade: Beta potentia coil powers the weapon, giving it a near-endless amount of
Effects: The Integrated Jump Pack doubles the user’s base movement energy to draw from. Rarely seen, these arcane weapons leave fearsome
value, or can be used to gain the Flyer (12) Trait for up to one minute. impressions on those who witness their awesome power.
Extended flights tend to drain Potentia Coils far quicker than short Availability: Extremely Rare
jumps, so the user gains one level of Fatigue from gaining the Flyer Trait Type: Implant System
at the end of each minute. Installation Location: Arm
The Operate (Aeronautica) Skill is required to use an Integrat- Cybernetic Grade: Beta
ed Jump Pack. Effects: See “Integrated Weapon Rules” below. Only Melee, Pistol,
Basic, or Heavy weapons may become Integrated Weapons

6.9.1 - Integrated Weapons Rules


Integrated Weapons are linked to and draw power directly from the Potentia Coil, and as such, only those who possess this implant can make use of
this weapon type. There are ways to jury-rig Integrated Weapons so that they can be used without a Potentia Coil, as described in the Jury Rigging
Integrated Weapon Systems section below. While connected to a Potentia Coil, Integrated Weapons have unlimited ammunition and do not need to be
reloaded (unless otherwise noted).
Integrated Weapons are always physically linked to their user, and cannot be dropped or discarded without first disconnecting them from the user’s
Potentia Coil or other power source. Disconnecting or reconnecting an Integrated Weapon to a Potentia Coil requires an Ordinary (+10) mechancial
Tech-Use Test and is a Half Action. An Integrated Weapon takes the place of one of the character’s arms, and while it prevents him from holding any
other weapon in his hand, it does allow him to hold other small objects and perform most tasks unobstructed as the Integrated Weapon incorporates a
number of minor manipulators that together can imitate a hand to a reasonable degree.

Creating Integrated Weapons


Aside from the selection of specific Integrated Weapons described below, other ranged weapons can be modified and converted into Integrated
Weapons.

• 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.

Disconnected Integrated Weapons


Whenever an Integrated Weapon is disconnected, it quickly loses the benefits of its near-limitless power source. The weapon usually retains a residual
charge, but this quickly fades until the weapon becomes useless. Ranged Integrated Weapons retain a clip size of 1d5, and once the remaining shots
have been fired, it cannot be fired again until it has been reconnected or recharged. If the weapon had the Reliable Weapon Quality, it loses this Qua-
lity. Disconnected Integrated Weapons can Jam, and if this occurs they lose all their remaining ammunition immediately. Integrated Melee weapons
lose all power within 1d5 rounds and revert to a Primitive weapon of the same type (e.g. an Integrated Power Sword will be treated as a standard
Sword once its power has drained). Integrated Weapons only regain their special benefits once reconnected.

Reconnecting and Recharging Integrated Weapons


Once a disconnected Integrated Weapon has been reconnected to a Potentia Coil or other power source, it regains all the usual benefits of being an In-
tegrated Weapon. If an Integrated Weapon cannot be reconnected, it can be manually charged if the character has access to an external power source.
This requires a Hard (–20) mechanical Tech-Use Test, and grants an Integrated Ranged weapon an additional 1d5 shots and gives an Integrated Melee
weapon 1d5 Rounds of power before it ceases operating again. If the Tech-Use Test is failed by two or more Degrees of Failure, the recharge attempt
has damaged the weapon, rendering it useless. The Luminen Charge Talent can be used to recharge disconnected Integrated Weapons, treating the
Toughness Test as Hard (–20), with the same penalties as the Tech-Use Test above should the Toughness Test be failed.

Jury-Rigging Integrated Weapon Systems


The Potentia Coil is a techno-arcane device that is, for the most part, simply unavailable to anyone outside the Cult of the Omnissiah. For that reason,
integrated weapon systems are largely unused outside of the forces of the Mechanicus, as more conventional weapons are often more convenient than
attempting to force an integrated weapon to work with a non-standard power source.

6.9 Bionics, Cybernetics, & Implants - 486


Integrated Weapons Rules (cont.)
Non-Standard Power Sources
Assuming the player has an external power source of some kind (Hellgun backpack, Isotropic Fuel Rod, etc.), it can be adapted for use with the
Integrated Weapon by making either a Hard (–20) mechanical Tech-Use Test or a Hard (–20) Trade (Armourer) Test. If the Test is successful, the
Integrated Weapon regains the benefits of being an Integrated Weapon, albeit with some disadvantages (see below). If the Test is failed, then the
character has been unable to adapt this power source to the Integrated Weapon, but may try again with a different power source if he has one. If this
Test is failed by two or more Degrees of Failure, something has gone horribly wrong, damaging the weapon and burning out the power source. Treat
both items as destroyed.

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).

6.9 Bionics, Cybernetics, & Implants - 488


Cybernetics (Cont.)
Maglev Coils Mechatendril
Archeotech systems of powerful gravimetric coils are implanted in the Equal parts tool and weapon, Mechatendrils snake restlessly around as
body, allowing the user to become unshackled from gravity’s grasp for they seek out new tasks to complete. Used for complex repairs as well
short periods. as combat, the versatility of the Mechatendrils make them invaluable if
Availability: Very Rare temperamental assets.
Type: Implant System Availability: Very Rare
Installation Location: Legs Type: Mechadendrite
Cybernetic Grade: Alpha Installation Location: Body
Effects: Using a Half Action, the user may hover 20-30 centimetres off Cybernetic Grade: Alpha
the ground for a number of minutes equal to 1d10 plus the character’s Effects: Each Mechatendril is a Mechadendrite that grants the character
Toughness Bonus. The character must employ a Half Action each round an additional +5 bonus on Crafting Skill Tests. A character must have the
to concentrate operating this implant and may use the other action to Mechadendrite Use (Utility) Talent to gain this benefit. Additionally, a
move normally. The character can slow their rate of descent when falling character with one or more Mechatendrils always counts as being armed
so long as this implant is active when the character reaches the ground, with a weapon with the listed Weapon Profile. He must have the Mecha-
reducing all falling Damage to 1d10+3 Impact. Each time the character dendrite Use (Weapon) Talent to wield a Mechatendril as a weapon with-
activates the coils, it drains the stored power and cannot be used again out penalty. The character may use this mechadendrite to make attacks as
until recharged (taking one day). the weapon normally would or may instead spend a Reaction to use it.
Mechatendril
Magna Lock-Arm Class Melee Range Melee Rate of Fire -/-/-
In addition to the enhanced strength, the arm contains dozens of mag-
Damage 1d10+5I Penetration 0
netic field generators, and reactive grapple stakes. Such a powerful
cybernetic would otherwise be torn from the body of the user, if not for Qualities Flexible
the extensive augmenation process undergone in order to have one of
these installed upon one’s frame. When required, the arm fires the stakes
or magnetic grapples into or onto the opponent to ensure that they are
Medicae Mechadendrite
Made of thin, dextrous, two-metre long tubes of metal and plasteel tipped
literally strongarmed in the cruelest of manners.
with a variety of fascinating needles and blades, this mechadendrite can
Availability: Rare
either heal or harm depending on a character’s intent.
Type: Implant System
Availability: Very Rare
Installation Location: Arm
Type: Mechadendrite
Cybernetic Grade: Beta
Installation Location: Body
Effects: A character with a Magna Lock-Arm is treated as having Unnat-
Cybernetic Grade: Alpha
ural Strength (+5) for the purposes of grappling or restraining a target.
Effects: It grants a +10 bonus to Medicae Tests. The mechadendrite
In addition, the user gains a +20 bonus to Strength when making melee
houses six injector pistons, each of which may be filled with one dose
attacks using the arm. The character must spend an additional 1d10 in
of a drug. These must be supplied and replaced separately. In addition
days recovering from the installation of this cybernetic.
to providing first aid, the mechadendrite’s flesh staplers may be used to
staunch Blood Loss as a Half Action. A small chainscalpel attachment
Manipulator Mechadendrite reduces the difficulty of limb amputation to Challenging (+0). The
This powerful shoulder-mounted mechadendrite is designed for heavy character may strike with the chainscalpel as his Reaction for the round
lifting and manipulation of industrial gear. Built of fire-hardened ce- or use it to make a Standard Attack (so long as it is only used once per
ramite and steel, this limb may extend to a length of 1.5m. round and he has the Mechadendrite Use (Weapon) Talent), using the
Availability: Rare below profile. Finally, the Medicae Mechadendrite may be used to gain a
Type: Mechadendrite +10 bonus to Interrogation Tests. This mechadendrite may be hip, shoul-
Installation Location: Body der, or sternum-mounted.
Cybernetic Grade: Alpha The character must have the Mechadendrite Use (Utility)
Effects: When using the arm, the character gains a +20 bonus to Strength Talent to operate this implant. The character may use this mechadendrite
Tests. This limb is tipped with two sets of gripping and crushing pincers. to make attacks as the weapon normally would or may instead spend a
These may be locked around a suitable anchor point as an any-time Free Reaction to use it.
Action to safely tether the Tech-Priest to lifting gear, high gantries and so Chainscalpel
on. The character may strike with it as his Reaction for the round or use
Class Melee Range Melee Rate of Fire -/-/-
it to make a Standard Attack (so long as it is only used once per round).
The Manipulator Mechadendrite deals 1d10+2 I Damage. The manipula- Damage 1d5+3R Penetration 3
tor may not be used for any task requiring fine manipulation (typing on a Qualities Felling (1), Razor Sharp, Tearing
key pad, handling delicate objects, doing up a zip and so on).
The character must have the Mechadendrite Use (Utility) Tal-
ent to operate this implant.

6.9 Bionics, Cybernetics, & Implants - 489


Cybernetics (Cont.)
Memorance Implant Mining Helot Augmetics
This implant is a neurally-linked datavault and pict-capture array, often The Machine God is not without gifts for those that labour to feed it. In
incorporating augmetic replacement of one or both eyes, that records the deep mines, the helots are fitted with massive implant-drills and rams
information on people or scenes viewed. It can then later replay that bonded into their nervous system, and their bodies are augmented to bet-
information, or overlay the present view with additional data on people ter perform their duties. Such improvements are often crudely fitted, and
and objects viewed. It is a tool of chroniclers, loremancers, and masters endlessly recycled for use again after the failure of their current fleshy
of ceremonies, as well as factors or nobles who like to see the secrets of housing.
their rivals overlaid upon their view of the negotiating table. Availability: Rare
Availability: Rare Type: Implant
Type: Implant System Installation Location: Body, Arms, Leg
Installation Location: Head Cybernetic Grade: Gamma
Cybernetic Grade: Gamma Effects: Mining Helot Augmetics replace a character’s prefered arm with
Effects: It provides a +10 bonus to Trade (Remembrancer) tests or other a mining tool (which counts as an Eviscerator, Power Pick, or Power
tests in social situations where the recorded information provides lever- Sledge as though it had been integrated via the Weapon Implantation cy-
age or value as well as the Total Recall Talent. bernetic). This implant increases the character’s Strength and Toughness
Characteristics each by +10, thanks to surgically implanted muscle tissue
Mind Impulse Unit Weapon Interface and bionic skeletal reinforcement. The side effects of these somewhat
Unlike the more advanced MIU version normally only granted to priests crude and bulky flesh-metal fusions reduce the character’s Agility Char-
of the Adeptus Mechanicus, this model is more simplified, allowing the acteristic by –10. These implants are performed with little thought given
user to remotely operate a single weapon which is attached user’s body. to the level of pain or discomfort they inflict, thus recipients gain 1d10
While not as elaborate, it is easier to use and a favourite of many militant Insanity Points.
professions.
Availability: Rare Navigator Implants
Type: Mechadendrite These are the ancient and revered cybernetic systems that connect
Installation Location: Body Navigators to their thrones, allowing them to remotely give commands
Cybernetic Grade: Beta and control voidships through the fathomless depths of the Sea of Souls.
Effects: This system allows the user to fire the linked ranged weapon as Extensively linked to the Navigator’s nervous system, these implants can
an in-turn Free Action. Note that he can still only take a single Action translate his twitches, ticks, and more concious movements into engine
with the Attack subtype during his turn. This additional weapon must movements and thruster vectors that guide their charges though the Warp.
be connected to the user via the MIU weapon interface, and is usually Availability: Extremely Rare
equipped as a shoulder mount. The weapon incorporated in the MIU Type: Implant System
Weapon Interface may only be a ranged weapon of the Pistol or Basic Installation Location: All
Class that the character with this implant has training for. Cybernetic Grade: Gamma
Effects: Only characters with the Navigator Trait may have this cyber-
Mind Impulse Unit netic. It allows them to (in tandem with a Warp Drive) make Navigate
These devices, also known as sense-links, allow the owner to directly in- (Warp) Tests to traverse the daemon-infested miasma of the Warp and
terface with a machine or technological device, and see very widespread also make Navigator Actions in Voidship Combat.
use among the Adeptus Mechanicus who regard them as objects of divine Good and Best Craftsmanship versions of these cybernetics give a +5 and
communion. A basic or crude MIU rig involves a single spinal or cortex +10 bonus respectively to Navigator Actions and Navigate (Warp) Tests
connector, while the advanced variant will also include wrist connector made to navigate a voidship through the warp.
probes (and possibly mechadendrite connectors), in addition to the spinal
plug. A MIU implantation is often a great step for a techpriest’s ascension
in the ranks of the Mechanicus, as these holy devices allow for more Nerve Induction Tines
direct communinon and visual comprehension of data and machine-spir- Thin flexible metal spikes are implanted underneath the fingernails,
its, and it is practically unheard of for a Magos to be without one of these where they can emerge to a length of 5cm. Their nano-sharp ends enclose
augmetics. electrochemical induction ports, and can slice into skin to reach vulnera-
Availability: Rare ble nerves underneath to create excruciating pain or pleasure.
Type: Implant System Availability: Rare
Installation Location: Head, Body Type: Implant System
Cybernetic Grade: Alpha Installation Location: Arm
Effects: Common Craftsmanship models impose no modifiers to machine Cybernetic Grade: Gamma
spirit communication and add a +10 bonus to digital Tech-Use and Effects: This grants the user +20 to Interrogation Tests against prone or
Operate Tests used in conjunction with devices capable of MIU linking. restrained subjects or alternatively +20 to Charm Tests against the same.
Poor MIU systems require a successful Willpower Test to use and impose
a –10 penalty to interact with machine spirits. Good models grant a +10
bonus to communicate with machine spirits, and with digital Tech-Use,
Operate, Logic, Inquiry, Ballistic Skill, and Weapon Skill Tests when
interfaced with MIU systems.

6.9 Bionics, Cybernetics, & Implants - 490


Cybernetics (Cont.)
Noospheric Transceiver Module Optical Mechadendrite
A cybernetic most often seen mounted upon Transmechanics, this device This highly flexible, camera-studded mechadendrite is designed to assist
of holy communion boosts the user's effective range and awareness of the in inspection and detection.
Noosphere around them, allowing them much more thorough access to Availability: Very Rare
the data-realm. Type: Mechadendrite
Availability: Very Rare Installation Location: Body
Type: Implant System Cybernetic Grade: Alpha
Installation Location: Body Effects: This mechadendrite may extend to a length of three metres, and
Cybernetic Grade: Alpha it grants a +10 bonus to all Perception-based Tests that involve sight.
Effects: This cybernetic can function on one of two modes, changing The optical feed allows the user to examine surfaces at a microscopic
which mode it is function on can be done with a Ready Action: level and may also be used as a telescopic sight. The mechadendrite is
Transceiver Mode: The bearer of this cybernetic decreases also mounted with an infra-red torch and sensors. A character using the
his Noospheric Defence penalty by 20, doubles the base range that his mechadendrite suffers no penalties due to darkness, ignores all penalties
Cogitatus, Dominus, and Secutor Techno-Arcana Powers operate at, and from smoke, fog, and mist, and gains a +20 bonus to vision-based Per-
receives a +10 bonus to digital Tech-Use Tests. Additionally the character ception Tests at night. Additionally the user gains the Dark-Sight Trait.
gains a +10 bonus to all Awareness and Scrutiny Tests to comprehend This mechadendrite may be shoulder, hip, or sternum-mounted.
Noospheric Signals and phenomena. The character must have the appropriate Mechadendrite Use
Disruption Mode: The character, and any characters within 5 (Utility) Talent to operate this implant.
meters increase their Noospheric Defence by 20, and all digital Tech-Use
Tests within that radius suffer a -10 penalty.
Pain Ward
The pain ward implant redirects incapacitating levels of pain to other re-
Ocular Sight gions of the brain, causing the sufferer to experience that pain as colours,
More specialised than regular cybernetic senses, an ocular sight typically hallucinations, or tastes.
replaces one eye with a system carefully calibrated for use with ballistic Availability: Rare
weapons. Cybernetic sights are particularly valuable for sharpshooters Type: Implant System
who are expected to operate multiple different weapons in the course Installation Location: Head
of their duties rather than a single rifle or other firearm with which they Cybernetic Grade: Beta
intimately familiar. Effects: The implanted character can ignore Stun effects and involun-
Availability: Extremely Rare tary actions or penalties resulting specifically from the pain of Critical
Type: Bionic Replacement Damage, being on fire, drowning, and so on. Involuntary actions and
Installation Location: Head restrictions caused by the mechanics of a particular injury still occur as
Cybernetic Grade: Gamma normal.
Effects: An ocular sight is an implant that grants the same benefits as a
cybernetic eye. Until it is activated, this is the only mechanical benefit it Pheremone Generator
provides. A character with an ocular sight can activate (or deactivate) its Availability: Very Rare
combat mode as an in-turn Free Action. When he does, he gains the Un- Type: Implant System
natural Ballistic Skill (1) Trait (or the Unnatural Ballistic Skill (2) Trait if Installation Location: All
the cybernetic sight is of Best Craftsmanship) but suffers a -10 penalty to Cybernetic Grade: Gamma
Awareness Tests and all Reactions while it is active as his vision tunnels Effects: A combination of biological glands and injection systems, this
in to focus on his targets. Further, while it is active, he cannot benefit implant allows the user to exude unseen but powerful chemicals into the
from any sight attached to his gun. air through modified sweat glands on a Routine (+20) Willpower Test.
Charm Tests will gain a +10 bonus, rising to +20 if the test is taken in an
Omnispex Implant enclosed area with little or no strong air movement.
Omnispices carry raptor-class machine-spirits that are capable of reading
energy signs, movement, and biological waveforms at extreme range, and
even through extremely dense matter.
Availability: Extremely Rare
Type: Implant System
Installation Location: Body
Cybernetic Grade: Alpha
Effects: A character with an Omnispex Implant gains a +20 bonus to
Awareness tests when looking for energy emissions, motion, life signs,
invisible gases, exotic energies, non-visible radiation, and other things as
appropriate.
Once per round, as a Half Action, a character with one may
make a +0 digital Tech-Use test to get more specific information on any
particular thing the omnispex can detect, depending on the character’s
Degrees of Success. The standard range is 100m, and only walls more
than two meters thick and certain shielding materials can block an om-
nispex. Good Craftsmanship models increase the bonus to +30 and Best
Craftsmanship models also increase their range to 200 meters.

6.9 Bionics, Cybernetics, & Implants - 491


Cybernetics (Cont.)
Plasma Cutter Mechadendrite Psy-Jammer
Plasma-cutters are heavy industrial tools designed to cut through the Somewhat esoteric examples of techno-arcana, these devices can at
thickest metal and ceramite plates with focused, searing starfire. Tech- least partially disrupt psychic energy and offer some degree of protec-
Priests find these devices exceedingly useful in the completion of their tion against the dark arts of the psyker and the witch. Expensive and
duties, and often attach them to modified mechadendrites. In desperate rare, their use is largely restricted to the agents of the Holy Ordos, the
situations, plasmacutters can also be overloaded to serve as improvised Mechanicus itself and those among the Imperium’s elites whose paranoia
yet deadly weapons. often matches their vast wealth. Much more powerful examples of
Availability: Rare anti-psychic technology do exist but they have a tendency to be exceed-
Type: Mechadendrite ingly rare and often unique. Psy-jammers can be obtained in two types: a
Installation Location: Body protective amulet and a cranial implant. The amulet has the disadvantage
Cybernetic Grade: Alpha that it can be physically removed; but while the implant cannot be so
Effects: A plasma-cutter is a mechadendrite fuelled by photonic hydro- easily countered, it can have unpleasant long-term side effects to the user.
gen stowage-flasks. It can cut through a metre of adamantine plating up Availability: Very Rare
to 20 centimetres thick every minute (thinner material can be cut through Type: Implant System
faster). In addition, a character with a plasma-cutter mechadendrite Installation Location: Head
may boost the power past its safety tolerances to use it as a weapon. Cybernetic Grade: Gamma
The character may attack with this mechadendrite as a Reaction or as a Effects: A psy-jammer grants its wearer a +20 bonus on any Test in-
Half Action Attack during his turn (so long as the mechadendrite only volved to resist the effects of a Psychic Power and +10 bonus on Tests to
makes one attack per round and he has the Mechadendrite Use (Weapon) resist possession attacks. The jammer, however, has no effect on psychic
Talent), using the below profile. The plasma-cutter may operate for 20 attacks that inflict direct physical Damage. Psykers cannot use psy-jam-
minutes of cutting, or may fire 40 shots before it must be refuelled. mers (they naturally overload them). A character with a Psy-Jammer also
The character must have the Mechadendrite Use (Utility) Tal- gains the Paranoid Talent and 1d10 Insanity Points.
ent to operate this implant.
Plasma Cutter Mechadendrite Reflex Relay Enhancement Implants
Class Pistol Range 10m Rate of Fire S/2/- An extensive and thorough augmentation that greatly increases the
Damage 1d10+6E Penetration 8 reflexes of those it is installed upon this near-archeotech system adds me-
ters of extensive wiring and ports to the character’s limbs, bypassing and
Clip 40 Reload 4 Full
enhancing already existing nerves to give the implantee the instaneous
Qualities Overheat speed of the blessed machine. Along with the wires now running through
their flesh the character also has several uplinks installed within his brain
Psy-Conductor to better process the enhanced and remarkably swift sensory information
This complex set of plugs and cables are hooked into the psyker’s brain he will be bombarded with.
and spinal column to allow him to connect with an Astropathic Choir Availability: Extremely Rare
Tower and it’s psy-tech systems. While invasive, the powers that a Type: Implant System
properly connected psyker can summon are startlingly powerful, to say Installation Location: All
nothing of the enhanced communication range it provides for him and his Cybernetic Grade: Beta
choir. Effects: The character gains the Lightning Reflexes Talent and the
Availability: Extremely Rare Unnatural Agility (1) Trait; Good Craftsmanship versions of this system
Type: Implant System grant the user the Unnatural Agility (2) Trait and Best Craftsmanship
Installation Location: Head, Body implants grant him the Unnatural Agility (3) Trait.
Cybernetic Grade: Gamma
Effects: This implant can only be taken by characters with the Psyker
Trait. It allows them to use Psychic Actions in Voidship Combat and to
Scribe-Tines
The hand and lower forearm are replaced with specialised and sensitive
use the Astral Telepathy Special use of Thought Sending.
tools ideal for manipulating parchment, autoscribing, dataslate tuning,
Good and Best Craftsmanship versions of these cybernetics
and other efforts to record and preserve information. While somewhat
give a +5 and +10 bonus respectively to Psychic Actions in void combat
disquieting in appearance, they are viewed with favour by hive-world
and Astral Telepathy.
scholars and lexmechanics.
Availability: Rare
Type: Bionic Replacement
Installation Location: Arm
Cybernetic Grade: Gamma
Effects: This implant gives the user a +10 bonus to all Lore Skill Tests.

6.9 Bionics, Cybernetics, & Implants - 492


Cybernetics (Cont.)
Respiratory Implant The Mechadendrite Use (Utility) Talent is required in order to
Availability: Rare use this Mechadendrite.
Type: Implant System Servo-Claw
Installation Location: Head
Class Melee Range Melee Rate of Fire -/-/-
Cybernetic Grade: Gamma
Effects: A simple and reliable procedure, this implant introduces mi- Damage 1d10R+10StB Penetration 4
crosieves and filtration screens into the airway so that the character can Qualities Tearing, Unwieldy
breath even the most foully polluted air with no side effect, duplicating
the action of a Respirator. Servo-Harness
Essentially an augmentative frame fitted around a techpriest’s cyber-man-
Servo-Arm tle, this harness adds a number of neuro-taps and additional slots for
Servo-arms are vastly stronger versions of manipulator mechadendrites, mechadendrites.
and although they are both shoulder mounted, a properly constructed ser- Availability: Very Rare
vo-arm also has stabilisation and support systems running throughout a Type: Implant System
Tech-Priest’s body. Though they serve roughly the same function, a Tech- Installation Location: Body
Priest with a servo-arm (and the proper bracing and stabilisation systems) Cybernetic Grade: Alpha
can lift one side of a Rhino APC to repair a broken tread link. Effects: A Servo-Harness gives a character the ability to take 4 more
Availability: Extremely Rare Mechadendrite Type cybernetics than they’d normally be allowed to.
Type: Mechadendrite The 4 attachments on the Servo-Harness can be swapped out for other
Installation Location: Body Mechadendrites, if the character has the time to observe the correct rites
Cybernetic Grade: Alpha and riutals (usually half an hour for each mechadendrite).
Effects: A Servo-Arm can extend up to 1.5m from its shoulder or back The Mechadendrite Use (Utility) Talent is required in order to
mounting and has a fixed Strength Characteristic of 75 with Unnatural use a Servo-Harness.
Strength (+7) – the user always uses this, no matter his own Strength or
any other factors. The powerful mandibles allow him to lift heavy objects
or tether himself to a suitable anchor as an any-time Free Action. Skeletal Petrification
Against foes, a servo-arm is as mighty in battle as it is useful More a chemical treatment than an implant, metallic fluids are injected
in repairs. The character may strike with it as his Reaction for the round into bone marrow in a series of painful operations. The skeletal system
or use it to make a Standard Attack (so long as it is only used once per incorporates them into the bone structure, making them heavier, stronger,
round and he has the Mechadendrite Use (Weapon) Talent), using the and more damage resistant.
below profile. Best Craftsmanship versions increase the Strength to 85 Availability: Rare
(increasing Damage to 2d10+15) and granting +10 to any Grapple Tests. Type: Bio-Implant
Installation Location: All
Servo-Arm Cybernetic Grade: Gamma
Class Melee Range Melee Rate of Fire -/-/- Effects: The character so altered gains the (often literally) Iron Jaw Tal-
Damage 2d10I+14StB Penetration 10 ent, and gains a +2 bonus to Damage for all unarmed attacks.
Qualities Unwieldy
A character must have the Mechadendrite Use (Utility) Talent
to operate this implant.

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.

6.9 Bionics, Cybernetics, & Implants - 493


Cybernetics (Cont.)
Sonic Deductor Synthmuscle
A squat, cylindrical device adds sonic perceptory abilities to the tech- Ropey strands of vat-grown muscle tissue, thick with slurried nutrients
priest’s repetoire, with the added ability givng him powers beyond the and laced with flakweave, are woven into existing muscle groups grant-
imagination of the uninitiated. These unsuspecting technological devices ing increased strength of varying levels.
detect micro-seismic disturbances and can send out echoing pulses to Availability: Very Rare
detect material densities and positional data of the world around them, Type: Bio-Implant
even if the bearer’s more ordinary sense have been baffled. Installation Location: Body, Arms, Legs
Availability: Rare Cybernetic Grade: Beta
Type: Implant System Effects: The character gains the Bulging Biceps Talent and the Unnatu-
Installation Location: Body ral Strength (1); Good Craftsmanship versions gives the user Unnatural
Cybernetic Grade: Alpha Strength (2); Best Craftsmanship versions grant Unnatural Strength (3)
Effects: This augment gives the character the Blind Fighting and Rite of
Awe Talents (or the Rite of Fear Talent if the character already has the Techsorcist Mechadendrite
Rite of Awe Talent), along with the Sonar Sense Trait. The character may This mechadendrite has special electronic wards put in place to resist the
also make a +0 Scrutiny Test as a Half Action to determine the approx- effects of corruption from Chaos-infested machine spirits. It also houses
imate thickness, density, and AP of any material in his sensory range a small memory unit for storing proscribed documents and is set to auto-
(about 30 meters), including the armour of anything in that range (so matically wipe itself upon removal of the mechadendrite or the death of
long as they’re in contact with the same surface the augmented character the Techsorcist. The Techsorcist Mechadendrite can also, in emergencies,
is standing on). Additionally, with a +0 Awareness the user may be made be used to perform violent techsorcisms as last-ditch efforts against a
aware of any person or creature within 30 meters, so long as they’re in malefic machine using a stake-like cleansing interface-probe.
contact with the same surface the augmented character is standing on. Availability: Very Rare
The Difficulty of Awareness and Scrutiny Tests for using this Type: Mechadendrite
augment are subject to what terain the character is standing on, with Installation Location: Body
more loose terrain increasing the difficulty (a -10 penalty for dirt or other Cybernetic Grade: Alpha
compacted material and a -20 for loose substrate like sand, snow, or ash- Effects: When using a Techsorcist Mechadendrite the character gains
es) and solid terrain such as deck plating, stone flooring and so on, being a +20 to Forbidden Lore Tests relevant to corrupted machine-spirits or
assumed to be the default. tech-heresy in general, and a +10 to all Tech-Use Tests when interfac-
ing with a corrupted machine spirit. The character may also strike with
Spoor Revealer the Techsorcist Mechadendrite as his Reaction for the round or use it to
Rather than processing the data through a cogitator, the Spoor Revealer make a Standard Attack (so long as it is only used once per round and he
fills the users eyes with phero-conductive chemicals, literally allowing has the Mechadendrite Use (Weapon) Talent), using the below profile.
him to see scents and other biological markers. This augmetic is typically The Cleansing Interface-Probe never adds the Strength of the user to its
installed on a single eye, so that the user may still choose to see the Damage.
world normally most of the time. Cleansing Interface-Probe
Availability: Extremely Rare
Type: Implant System Class Melee Range Melee Rate of Fire -/-/-
Installation Location: Head Damage 1d10I Penetration 3
Cybernetic Grade: Beta Qualities Lance, Malediction (4), Unwieldy
Effects: A character equipped with a Spoor Revealer gains the Blind The Mechadendrite Use (Utility) Talent is required in order to
Fighting, Heightened Sense (Smell), and Talented (Survival) Talents. It use this Mechadendrite.
takes a Half Action to flood the eye with chemicals, activating the device.
Best Craftsmanship version of this cybernetic also include the function of
Photo-Visors and Preysense Goggles.
Thief’s Light
Availability: Scarce
Type: Implant System
Subskin Armour Installation Location: Arm
Thin carapace plating is inserted under the skin in various locations, Cybernetic Grade: Gamma
giving the user added protection against damage. While not as impressive Effects: A simple skinplant, a thief ’s light is a simple luminescent panel
as most augmentations, and sometimes uncomfortable, subskin armour is housed in the palm of the hand, almost invisible until activated. When
very reliable. switched on, usually through squeezing the hand shut for a few moments,
Availability: Very Rare the panel glows with a soft light, enough to illuminate objects within
Type: Implant System a few centimetres clearly enough to perform intricate tasks without
Installation Location: Body, Arms, Legs producing large amounts of light which would give the user’s presence
Cybernetic Grade: Gamma away. The light is powered by the user’s own body heat, and the design is
Effects: This implant adds +2 Armour to the Arms, Body, and Legs loca- extremely simple and reliable.
tions. The armour bonus is added to any other armour for those locations.

6.9 Bionics, Cybernetics, & Implants - 494


Cybernetics (Cont.)
Tox-Gland Vat-Grown Replacement
Availability: Very Rare In the course of one’s life terrible injury can leave one permanently
Type: Bio-Implant disable, and while for the masses of humanity this could be crippling to
Installation Location: Arm their contributions to the Imperium and thusly lead down a slippery slope
Cybernetic Grade: Gamma of unemployment, homelessness, and eventual starvation or death, those
Effects: This implant places a series of glands into the bearer's arm, just with ties to the Mechanicus or hereteks initiated in the arts of vat-grow-
below the elbow, with veins running down to his fingers, terminating in ing organs can avert such terrible fortune. A vat-grown replacement
pores on his fingertips that he can use to express venoms "glanded" from can replace nearly any part that a character could lose, from eyes, ears,
the bio-implant, allowing him to smear it or drip it as he wishes. This noses, to entire limbs and organs. The one organ that cannot be replaced,
implant can express one Dose of the toxin it creates per a day, though however, is the brain, as none of the known techniques of the Genetors
the character may choose to gain one level of Fatigue in order to express are capable of creating true intelligence or sentience (and those that are
another Dose within that period. The venom produced by the Tox-Gland created are largely simply for use in servitors or cherubim).
has the Toxin (1) Quality (if the Advanced Poisons & Toxins rules are Availability: Rare
being used this venom's profile is: Speed: Instant, Potency (1), Effect: Type: Bio-Implant
Necrotic). With a successful Difficult (-10) Extended Medicae Test the Installation Location: Any
character (or a knowledgable Biologis) may alter the nature of the venom Cybernetic Grade: Gamma
that his Tox-Gland expresses, spending the Degrees of Success on the Effects: A vat-grown replacement can be used to replace any lost limb or
Medicae Test as if he were creating a Toxin. This Medicae Test ignores organ, though it still takes up a slot for cybernetics if the character does
the "Obtain a Base Sample" part of Toxin Creation (the -10 modifier not have the Mechanicus Implants Trait. Poor Craftsmanship vat-grown
replaces all of these), and starts at the "Determine Crafting Environment replacements are also available (functioning as a Poor Craftsmanship
and Resources" step of the process. bionic of the same type, though still counting as a Bio-Implant). There
The Toxin produced by the Tox-Gland applies to the character's are no Good or Best Craftsmanship versions of this “cybernetic”
Natural Weapons or Deadly Natural Weapons, as well as any attacks he
makes with a Blade-Tines cybernetic. This Toxin may also be applied to Vehicle Interface Circuitry
an appropriate melee weapon just as with applying any other Toxin, as a A relatively minor series of mental uplink circuits, interface ports, and
Half Action done to any melee weapon the character can touch. divine connection cables are installed onto the character’s arms, running
The bearer of this implant is immune to their own specific all the way up to the base of his skull, creating a strong, instinctual
strain of venom. connection with a vehicle’s machine-spirit. This augment makes the char-
acter very aware of the functions of his vehicle and allows him to feel its
Utility Mechadendrite needs and protests more clearly, allowing him to respectfully goad it into
This two-metre long limb houses a variety of tools and attachments following his commands more complicitly. Pilots of Knight Titans uni-
designed to assist a Tech-Priest in the course of his holy duties. formly undergo an augmentation process to receive their own variant of
Availability: Very Rare these which is used to interface with their mighty charges, and Princeps
Type: Mechadendrite of the Titan Legions possess the greatest evidences of this technology as
Installation Location: Body such a perfect communion with the blazing inferno of a machine-spirit of
Cybernetic Grade: Alpha a titan is of the utmost importance.
Effects: This mechadendrite counts as a combi-tool, granting a +10 Availability: Rare
bonus to all mechanical Tech-Use Tests. The limb also houses six injector Type: Implant System
pistons, each of which may be filled with one dose of sacred machine Installation Location: Heady, Body, Arms
oil. These must be supplied and replaced separately. In addition to this, Cybernetic Grade: Beta
the limb contains an electrically powered censer, which can gust incense Effects: While piloting or co-piloting a vehicle this character gains a +10
fumes over particularly troublesome faults, functioning as a Thurible. bonus to all Operate Tests he is called on to make, and additionally gains
Finally, the mechadendrite contains a cutting blade. The character may a +10 bonus to his Perception Characteristic from the vehicle’s sensors
attack with the utility Mechadendrite as his Reaction for the round or use and visual systems (so long as it is sufficiently advanced enough to have
it to make a Standard Attack (so long as it is only used once per round such things).
and he has the Mechadendrite Use (Weapon) Talent), using the below Poor Craftsmanship VIC’s provides a +5 to the character’s Op-
profile. erate Tests and Perception, while Good Craftmanship versions provide an
additional +5 bonus to Operate Tests and his Perception Characteristics,
Utility Mechadendrite Cutting Blade and Best Craftsmanship versions provide the benefits of Good versions
Class Melee Range Melee Rate of Fire -/-/- as well as giving the character an additional Degree of Success on all
Damage 1d5+2R Penetration 2 Operate Tests he makes while utilizing the cybernetic.
Qualities Defensive, Piercing
The character must have the Mechadendrite Use (Utility) Tal-
ent to operate this implant.

6.9 Bionics, Cybernetics, & Implants - 495


Cybernetics (Cont.)
Vitae Supplacement Vox Implant
This is simply an emergency life support system built into the chest and Availability: Average
wired into the spine, intended to sustain fragile flesh when it fails. It can Type: Implant System
oxygenate blood via electrolytic microfabric implanted in the lungs, keep Installation Location: Head
blood circulating via backup pumps, and send necessary electrical stim- Cybernetic Grade: Gamma
ulus to the rest of the body when it senses catastrophic injury. While it Effects: This implant is a built in micro-bead, often hardwired into servi-
won’t last for longer than a few hours, the actions of the Vitae Supplace- tors so that their masters may remotely control them.
ment are usually sufficient to prevent death until the medicae arrive.
Availability: Rare Weapon Bracing
Type: Implant System An articulated, powered network of cables, hydraulic support struts and
Installation Location: Body locking mechanisms are built up the recipient’s arm, beneath the skin
Cybernetic Grade: Beta and connecting between both muscle and bone all the way up to the
Effects: Vitae Supplacement grants the Autosanguine Talent and, at the shoulder and upper back. All the way along, but concentrated mostly on
GM’s discretion, may give a 50% chance of not dying due to blood loss the forearms and hands, are magnetic clamps that push up beneath or
or other normally fatal consequences of severe wounds. Common Crafts- even through the skin, and can affix to specially-altered weapons. The
manship versions can preserve someone for up to four hours, Good and reinforcement spreads the weight of the gun along the arm and absorbs
Best versions double and triple this time, respectively. the shock of firing. The system requires no external power source—it
runs off of the heat generated by the recipient’s own body—and can ac-
Vocal Implant commodate almost any rifle-sized weapon, though ones rebuilt to better
Availability: Scarce fit the bracing (clamping the weapon to the forearm, and relocating the
Type: Implant System gun’s grip and trigger farther forward) can take better advantage of the
Installation Location: Head structure.
Cybernetic Grade: Gamma Availability: Rare
Effects: This implant is usually found with those who use their voice to Type: Implant System
project commands or proclamations, such as Ecclesiarchy Preachers or Installation Location: Arm
Adeptus Arbites Crowd Dispersal Officers. This implant works to ampli- Cybernetic Grade: Gamma
fy the vocal cords to an inhuman range in order to shout commands over Effects: A character fitted with Weapon Bracing can spend a Full Action
the noise of a raging battle, and counts as using a laud hailer. connecting a Pistol or Basic ranged weapon, or a one-handed melee
weapon to the external mounts. An affixed weapon can be used in one
hand without any penalty that might normally apply, and gains a +20
Voidskin bonus on all Weapon Skill Tests to resist being disarmed.
Subdermal skin tissue is treated with flakweave and chemical toughen-
ing agents, such that the wearer can tolerate a long-term void exposure
before ill effects occur. Chemplant agents also minimize the damage Weapon Implantation
suffered due to the raw energies of the void. A crude, simple augmentation largely reserved for servitors, arco-fla-
Availability: Scarce gellants, and tech-thralls, this procedure and system replaces one of the
Type: Bio-Implant subject’s limbs with a weapon. This cybernetic is completely inferior to a
Installation Location: All proper Integrated Weapon, and provides few benefits aside from making
Cybernetic Grade: Gamma the weapon much harder to lose or for it’s wielder to be disarmed.
Effects: The character can be in the void without suffering damage from Availability: Scarce
the vacuum. They will, however, begin to Suffocate after an appropriate Type: Implant System
amount of rounds without oxygen. Installation Location: Arm
Cybernetic Grade: Gamma
Effects: The implanted weapon removes all function (aside from using
Volitor Implant the weapon) from one arm of choice. This weapon cannot be disarmed,
Availability: Rare and requires a +0 Tech-Use Test to remove, and is always readied. This
Type: Implant System cybernetic may be taken twice, once per each arm, but only one arm may
Installation Location: Head be a Two-Handed melee weapon or Heavy ranged weapon.
Cybernetic Grade: Gamma
Effects: The subject has cranial surgery to implant neural receptors and
artificial nerve routing, and can be compelled not to reveal a certain item
of information, remain within a set area, or perform a specific task. If
the subject attempts—or is forced—to counter this compulsion, his brain
shuts down into unconsciousness, or even death for some severe volitor
patterns.

6.9 Bionics, Cybernetics, & Implants - 496


6.10 Manufacturing & Patterns
The Imperium of Man spans more than a million worlds and has been in existence for more than ten thousand years. Throughout the ages, its techno-
logy has been carefully shepherded by the Adeptus Mechanicus, using the wonders of Standard Template Constructs (STCs). Unfortunately, despite
their incredible value and power, the vast majority of STC patterns vanished after the Dark Age of Technology, their secrets hidden away in ancient
ruins or captured by the enemies of the Imperium. With all these invaluable resources lost to the Imperium and the Adeptus Mechanicus, their agents
will go to any length to reacquire even the most “minor” STC. Entire crusades have been waged across the stars to recover a single STC fragment
from the clutches of the enemy, and the merest rumour of their existence can spur the Adeptus Mechanicus to deploy incalculable quantities of re-
sources to investigate the matter.
Specific forge worlds often have variations on these venerable designs, and each one seeks to discover new patterns, that it might restore
some merest fraction of the knowledge lost long ago. Successful patterns not only provide forge worlds with prestige and power, but the most ubiqui-
tous of these sometimes even become the most common version of a device found throughout a given region of the galaxy. The Lathe Worlds of
the Calixis Sector, for instance, create many objects used across the Calixis Sector, and thus by the Guardsmen serving in the Spinward Front. Such
consistency offers a tremendous asset for the Imperium, as it means that components are more easily replaced and overall performance specifications
may be measured in a consistent fashion.

Innovation, Not Invention Damaged Items


The creation of new technologies, and indeed the very act of invention Even the most finely wrought item is not immune to impairment, and
is not just banned by the Mechanicus, but is in fact considered a dire sin it can become damaged. This might come from serious mistreatment,
by the Martian priesthood. Within the Imperium the fabrication of any ongoing neglect, or specific effects from other items or even psychic
sufficiently advanced device is strictly controlled by the dogma of the powers. Continual use of a sniper rifle as a melee weapon, for example,
Adeptus Mechanicus, and any who violate it are considered “hereteks”, could lead the GM to declare it is damaged. A damaged item cannot be
who at best will be sentenced to be rendered unto servitude, wherein used, and must be repaired (or replaced); if traded in, its damaged status
their bodies will be heavily cybernetically augmented and their minds imposes a –20 penalty on the subsequent Acquisition Test. Note that
wiped and lobotomized to become a servitor, and unliving cyborg that is damage differs from actual weapon destruction, such as the result of a
considered less than human, or at worst be sentenced to the living hell weapon’s Power Field Quality destroying another weapon. Destroyed
of tech-thralldom. Because of the severity of these punishments, and items cannot be repaired.
the strict and dogmatic control of the ancient manufacturing processes
needed to create advanced technologies, such as those used in plasma
weapons, bionics, and computational devices the Adeptus Mechanicus Repairing Items
have an utter stranglehold upon the manufacture of them. To repair a damaged item, the character makes a Tech-Use, Scholastic
Due to this, and also the generally lost understanding of Lore (Techna Schemata), Trade (Armourer), or Trade (Technomat) Test
technology among the masses of Humanity, a character that wishes to with a difficulty that is equivalent to the Acquisition Test (including the
manufacture an item is not truly inventing a new pattern of his desired modifiers for the item’s Craftsmanship and Amount) for the item. If the
item, but rather is tapping into the incomplete panoply of the Mechani- test succeeds, the item is repaired and can be used again as normal. If the
cus’ machine-lore to find the appropriate schema for their needs. test fails with four or more Degrees of Failure, the item is destroyed and
no further repair attempts are possible.
The Omnissiah’s Will
If the character doesn’t have Mechanicus Implants they take a -20 Upgrading Item Craftsmanship
penalty to Tech-Use based manufacturing and repair tests, and if they are When increasing it’s Craftsmanship find the base Difficulty for the test
not from the Adeptus Mechanicus Technological Tech-Level creations to do so by adding together the modifiers for it’s Availability, Amount
will be considered tech-heresy, and if they are found the character will be (using the Standard Modifiers for Amount), desired Craftsmanship, and
declared a heretek. the bonus from the Workshop used (if any). Note that when upgrading
an item’s Craftsmanship each step up requires a separate test. So if an
item is of Common Craftsmanship and raising it to Best Craftsmanship
is desired, then two separate tests to bring it first to Good Craftsmanship,
and then from Good to Best will be necessary.

6.10 Manufacturing & Patterns - 497


Tech-Levels, Manufacturing, Workshops
Listed below are the three main types of workshops used to manufacture
and Workshops items. Note that while some are relatively easy to Acquire the assets
All items have an associated Tech-Level, which gives an approximate
themselves are not easy to move, and some thought should be put into
estimate of how sophisticated the process of manufacturing, repairing,
their installation.
and upgrading them is. Note that anything that can be made in a less
When Acquiring the components to create the desired item
advanced Workshop can also be manufactured in a more advanced one
the Availability of the constituent parts is two steps more available if it
(meaning that Primitive Tech-Level items can be made at an Industrial
is Rare or lower, and one step lower if it is Very Rare, Extremely Rare,
Workshop, and that Primitive and Industrial Tech-Level items can be
or Near Unique. While it is certainly possible to create items without an
made at a Fabrication Altar).
appropriate Workshop it is not easy, and to do so confers a -20 penalty
on to the Manufacturing Test, or in the case of certain items, that require
Tech-Levels precision tools (including much of what requires a Fabrication Altar to
Primitive - Skill: Survival: While the processes to create items with this create) is simply not able to be done.
Tech-Level can be convoluted, time-consuming, or demand very high Ammunition is the same Tech-Level as the weapon, except for
skill they can be done practically anywhere, and generally are. The abili- Explosive Arrows and Shock Bolts, which are Industrial and Concussion
ty to make most items considered at this Tech-Level was present on Terra Bolts, Purity Bolts, and Thermal Bolts, which are Technological.
for as far back as recorded history goes, and in some cases even further.
Medical kits, basic clothing, and even simple weapons are all well within
the realms of possibility for this Tech-Level.
Primitive Workshop
Primitive Tech-Level
Skill: Survival - (Availability: Average)
Industrial - Skill: Trade (Armourer) & Trade (Technomat): Gener-
Bonus: +20 to create items without metal and +0 to create items with
ally found on Imperial worlds, practically every hive world, as well as
metal
most frontier and feudal worlds, the items that can be manufactured here
Manufacturable
are most often made of metal. Historical savants assert that most things
Weapons: Both Ranged and Melee Low-Tech weapons (if made with an
in this category were invented before the end of the 2nd millennia, and
Industrial Workshop or Fabrication Altar they lose the Primitive Quality).
indeed many were first created in the dwindling final decades of it.
Armour: Robes, Heavy Leathers, Xeno-Hide Pelts
Armour: Light Shields, Medium Shields, and Heavy Shields (with half
Technological - Skill: Tech-Use: In the 41st millennium technology is
their listed AP bonus)
feared and respected in equal measures, for many would surely perish
Miscellaneous: Any other items with the Primitive Tech-Level
without it, but also the lesson of fear for the unknown and not under-
stood is an enduring one. Only the initiated of the Adeptus Mechanicus
can fathom the mysteries of devices this advanced, and along with them Industrial Workshop
those who would dare contravene their laws. Industrial Tech-Level and Lower
Voidship Components, Vehicles, and Vehicle Modifications all Skill: Trade (Armourer/Technomat) - (Availability: Scarce)
count as Technological, though the sheer space and resources needed to Bonus: +20 to create items without powered components and+0 to create
create them may prohibit their manufacture, as the GM dictates. items with powered components
Manufacturable
Weapons: SP, Flame, Launcher, Shock, and Chain weapons
The Right Skill for the Job Armour: Chainmail, Feudal Plate, Ballistic Surcoats, Flak, and Light
When a player wishes to have their character manufacture an item they
Carapace
should determine what the Tech-Level of the item they wish to be pro-
Armour: Light Shields, Medium Shields, and Heavy Shields
duced is, and what Workshop they have access to. So long as they’re able
Miscellaneous: Any other items with the Industrial Tech-Level or lower
to meet the requirements for the Workshop and are able to Acquire the
needed components they may spend the required time making the desired
item. Fabrication Altar
Some items have a Tech-Level and an associated Scholastic Technological Tech-Level and Lower
Lore, listed, for example, as Primitive (Imperial Creed). For these items Skill: Tech-Use - (Availability: Extremely Rare, requires Peer (Mechani-
to be completed two tests must be completed, the normal manufacturing cus) to Acquire)
test appropriate for the workshop and item must be made, and then, if it Bonus: +20 to create items below Rare and +0 to create items above
was successful, the appropriate Scholastic Lore Skill Test can be made, Rare
and, if it too is successful, the item is successfully manufactured. This Manufacturable
Scholastic Lore Test is, like the Skill Test for manufacturing, based on Weapons: Bolt, Melta, Plasma, Power, and Force weapons (Force Weap-
the item’s Availability, Amount, and Craftsmanship. ons have the Technological (Occult) Tech-Level)
This additional Scholastic Lore Test only takes an additional Armour: Armoured Bodyglove, Mesh, and Heavy Carapace, Combat
day of time to perform, as usually it is not overly complex compared to Shields, Power Shields, and Storm Shields, Force Fields
the actual work of manufacturing the item. Armour: Power Armour cannot be constructed
Miscellaneous: Cybernetics (specifically Implant Systems, Bionic Re-
placements, and Mechadendrites) - Scholastic Lore (Techna Schemata) is
needed to create these, with 1 Rank allowing the creation of bionics and
implants of Rare or lower, 2 Ranks allowing for Very Rare and lower, 3
Ranks for Extremely Rare and lower, and 4 Ranks along with the Tal-
ented (Scholastic Lore (Techna Schemata)) Talent being needed for the
creation of Near Unique cybernetics.
Miscellaneous: Any other items with the Technological Tech-Level and
lower

6.10 Manufacturing & Patterns - 498


The Process Step 3: Find a Workshop
When manufacturing items follow this procedure: Now that the constituent parts have been acquired the artisan must now
find a suitable Workshop. Of course the Workshop must meet the needed
Step 1: Determine the Desired Pattern Tech-Level for the item that is to be created, and if the item is of a Tech-
The primary step is to determine what item the character wishes to cre- nological Tech-Level and the character performing the manufacturing
ate. There are many weapons, armours, and other items detailed through- does not have the Mechanicus Implants Trait he receives a -20 penalty.
out Section 6. Additionally Vehicles, Vehicle Modifications, and even If the character does not possess access to a Workshop they may Ac-
Voidship/Structure Components may be manufactured, though the space, quire it as a Service, with each Test that it will be used for counting as 1
time, and necessary resources needed to produce them may prohibit this. item for Amount modifiers.
Lastly consider if this item will be a deviant pattern, and apply any
modifiers to the base Availability of the item if so. See the rules for Step 4: Determine Modifiers, Make the Test
“Variations” below. With the parts ready and the Workshop available it is now time to deter-
mine the modifiers for the Skill Test to manufacture the desired items.
Step 2: Acquire Constituent Parts Add together the modifiers for the item’s base Availability (including
Once the desired pattern has been determined the next step is acquir- modifiers for Variations), the Amount being manufactured (using the
ing the constituent pieces of the item that will be manufactured. When Standard Modifiers table from Section 6.0 “Armoury & Acquisitions”),
Acquiring the components to create the desired item the Availability of desired Craftsmanship, other special modifiers (such as those for Ve-
the constituent parts is two steps more available if it is Rare or lower, hicles or Voidships/Structures), and lastly, the Workshop’s appropriate
and one step lower if it is Very Rare, Extremely Rare, or Near Unique. “Bonus” if there is one.
Vehicles and Vehicle Modifications suffer the same -10 penalty to acquire Compare this final modifier to the Extended Skill Test Table
their parts, just as with Acquiring a vehicle itself, likewise parts for below to determine the base time needed to complete the manufacturing.
Voidship/Structure Components have all the penalties for Acquiring fully After this include any bonuses for Skill Ranks, Tools, and so on for the
functional ones. actual roll needed to succeed the Manufacturing Test.

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 Over 2 hours and up to 6
6 hours -20 minutes +20 minutes
(Simple) hours
+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, gaining an
Over 1 year -2 weeks +2 weeks
additional month of time needed per every additional -10
modifier after the test reaches -60.

6.10 Manufacturing & Patterns - 499


Step 5: Measure Degrees of Success or Failure Step 6: Finish Up
Having rolled the Manufacturing Test the player now counts up his char- Now that the item or items have (hopefully) been manufactured success-
acter’s Degrees of Success or Degrees of Failure. fully the player makes note of them in his character’s inventory, with any
If the roll succeeded, the player determines what benefit his charac- modifiers made to the item’s profile, and if he wishes, he may devise a
ter gains for his success. The process can be made swifter per Degree pattern name and variant number. The manufacturing process is complet-
of Success, using the above Time Taken table, or he can increase the ed.
Craftsmanship of the item, depending on his Degrees of Success. For 4
Degrees of Success the item can be made Good Craftsmanship, and for 8
Variant Patterns
Some patterns are better but that makes their production more difficult
Degrees of Craftsmanship it can be made Best Craftsmanship (increasing
and thus they are rarer.
it beyond this point requires meticulous refinement, using the “Upgrad-
Conversely negative properties usually come from more lax
ing Item Craftsmanship” rules above).
tolerances and have an easier time being produced. Additionally some
If the item being created is a type of ammunition, grenade,
benefits for a weapon are such that they mean that corners must be cut
explosive, or a One Use Item then the player may decide to use each
in some places to allow for such functionality, adding to the sum zero
Degree of Success to increase the amount of ammunition made by one
nature of technological “development” as it is in the 41st Millennium.
Clip or singular explosive.
First, choose the Standard Template for the item being
However if the roll fails, the GM decides what negative impact
produced, and make an appropriate test with a Difficulty equal to the
this will have on the finished product. He may elect for it to simply take
Availability of the item. After making a successful Survival, Trade
longer than expected (using the above Time Taken table), lower the
(Armourer), Trade (Technomat), or Tech-Use Test for crafting count up
Craftsmanship (usually with 2 Degrees of Failure per lowered level of
the Degrees of Success that were scored on the Test, this is the maximum
Craftsmanship), if it was weapons being created give them a downgrade
amount of Variations that may be made from the Standard Template.
for 2 Degrees of Failure, or if the item being created is a type of ammu-
For each Merit chosen add 1 Variation, and for every Flaw
nition, grenade, explosive, or a One Use Item then the GM may decide to
chosen subtract 1 Variation (it is possible to have a negative amount
use each Degree of Failure to decrease the amount of ammunition made
of Variations, representing an inferior pattern). Once the total amount
by one Clip or singular explosive. The GM may invent other detrimental
of Variations have been determined modify the pattern’s Availability
circumstances, or even simply declare that the roll is a failure, though
appropriately, with a positive amount of Variations increasing the item’s
generally this should only happen if the roll ends up with more than 4
Availability by one step per Variation, and a negative amount of Vari-
Degrees of Failure. If the Manufacturing Test fails by more than 4 De-
ations lowering the item’s Availability by one step per Variation. If the
grees of Failure the end product is discarded, and regarded as tainted and
total amount of Variations is 0 it does not modify the item’s Availability.
unclean for further use.

Melee Weapons Variations


Merits Flaws
Merit Variation Effects Flaw Variation Effects
A weapon with this Merit gains +1 A weapon with this Flaw loses -1
More Damage if it is a one handed melee Damage if it is a one handed, or -2
+2 Less Damaging -1
Damaging weapon, or +2 Damage if it has the Damage if it has the Two-Handed
Two Handed Quality Quality.
Higher Increase the weapon’s Penetration Lower Penet- Decrease the weapon’s Penetration
+1 -1
Penetration by 2. ration by 2.
Choose an appropriate Modification, Choose an appropriate Downgrade,
Integral Integral
+2 the baseline model of the weapon -2 the baseline model of the weapon
Modification Downgrade
comes standard with it. comes standard with it.
The weapon gains the Accurate The weapon gains the Inaccurate
Accurate +1 Inaccurate -1
Quality. Quality.
The weapon gains the Proven (2) The weapon gains the Primitive
Quality. Further purchases of this (9) Quality. Further purchases of
Proven +1
Merit increase the Proven Quality Primitive -1 this Flaw increase the Primitive
by 1. Quality by 1 (lowering the number
in parentheses).
The weapon gains the Balanced
The weapon loses the Balanced
Quality. If it has the Unbalanced
Quality, or if it does not have it it
Balanced +2 Quality it only loses it, and if it has
instead gains the Unbalanced Qua-
the Unwieldy Quality it is changed Unbalanced -1
lity. If it already has the Unbalanced
to Unbalanced.
Quality it instead changes it to the
Unwieldy Quality.

6.10 Manufacturing & Patterns - 500


Ranged Weapons Variations
Merits Flaws
Merit Variation Effects Flaw Variation Effects
Increase the weapon’s Range by Lesser Decrease the weapon’s range by
-1
Greater Range +1 1.5x. If it is a Flame or Melta Range 0.75x.
Weapon increase it by 5m instead. This Flaw reduces either the
This Merit increases either the weapon’s Semi-Auto or Full Auto
Increased Fire
+2 weapon’s Semi-Auto or Full Auto Rate by one. If this would reduce
Rate Lowered Fire
Rate by one. -1 the Semi-Auto or Full Auto Fire
Rate
A weapon with this Merit gains +1 Rate to 1 it can no longer use this
More Damage if it is a Pistol or Basic Fire Rate and replaces the number
+2 with “-”.
Damaging Class, or +2 Damage if it is a Heavy
or Vehicle Class. A weapon with this Flaw loses -1
Higher Increase the weapon’s Penetration Damage if it is a Pistol or Basic
+1 Less Damaging -1
Penetration by 2. Class, or -2 Damage if it is a Heavy
or Vehicle Class.
Increase the Clip of the weapon to
1.5x its current size. If the weapon Lower Decrease the weapon’s Penetration
Larger Clip +1 -1
has a Clip of 1 it instead gains +2 to Penetration by 2.
it’s clip size. Decrease the Clip of the weapon to
Subtract 1 Full Action from the 1/2 its current size. If the weapon
Smaller Clip -1
weapon’s Reload time. If the has a Clip of 1 this Flaw cannot be
Quicker Reload +1 Weapon’s Reload time is already 1 taken.
Full Action it can only be reduced Add 1 Full Action to the weapon’s
Slower Reload -1
down to a Half Action, no further. Reload time.
Choose an appropriate Modification, Choose an appropriate Downgrade,
Integral Integral
+2 the baseline model of the weapon -2 the baseline model of the weapon
Modification Downgrade
comes standard with it. comes standard with it.
The weapon gains the Accurate The weapon gains the Inaccurate
Accurate +1 Quality. Weapons with the Spray Inaccurate -1 Quality. Weapons with the Spray
Quality may not take this option. Quality may not take this option.
The weapon gains the Proven (2) The weapon gains the Primitive (9)
Quality. Further purchases of this Quality. Further purchases of this
Proven +1 Primitive -1
Merit increase the Proven Quality Flaw increase the Primitive Quality
by 1. by 1.
The weapon gains the Reliable The weapon gains the Unreliable
Reliable +2 Unreliable -2
Quality. Quality
The weapon gains the Twin-Linked The weapon gains the Overheat
Twin-Linked +2 Overheats -2
Quality. Quality.

Voidship Component Variations


Merits Flaws
Merit Variation Effects Flaw Variation Effects
Decrease the Component’s Space
Increase the Component’s Space
Compact +1 requirement by 1, to a minimum Expansive -1
requirement by 1.
of 1.
Decrease the Component’s Power
Increase the Component’s Power
Content +1 requirement by 1, to a minimum Greedy -1
requirement by 1.
of 1.
If this Component becomes da-
maged, depressurized, or suffers a If this Component ever suffers a
Reliable +2 Critical Hit (including a 4 or 6 result Fragile -2 Critical Hit, it becomes unpowered
on the chart), roll 1d10. On a 4 or on a 1d10 roll of 3 or higher.
higher, the effect is ignored.

6.10 Manufacturing & Patterns - 501


Vehicle Variations
Merits Flaws
Merit Variation Effects Flaw Variation Effects
Add +1 Hull Integrity per vehicle's Subtract -1 Hull Integrity per vehi-
Reinforced +1 Brittle -1
Size Trait ranks cle's Size Trait ranks
Add +5 Armour to one Facing or +2 Subtract -5 Armour from one Fac-
Up-Armoured +2 Down-Armoured -1
to each Facing. ing or -2 from each Facing.
Add +3m to the vehicle's Tactical Subtract -3m from the vehicle's
Faster +2 Speed, and +10kph to its Cruising Slower -1 Tactical Speed, and +10kph from
Speed. its Cruising Speed.
Add +5 to the vehicle's Subtract -5 to the vehicle's
Quick +1 Sluggish -1
Manueverability Manueverability
Add one integral weapon to the Remove one weapon from the
vehicle's profile. This may only be vehicle's profile. This removed
a Heavy weapon that is no more weapon may be from a Twin-,
rare than the vehicle's base Avail- Triple-, or Quad-Linked weapon,
Up-Gunned +1 Down-Gunned -1
ability. Alternately this may add reducing the amount of linked
an additional barrel to an existing down by one. If the vehicle has a
weapon, making it Twin-Linked, single Vehicle-class weapon this
Triple-Linked, etc. may not be removed.
The vehicle gains the Enclosed The vehicle loses the Enclosed or
Enclosed +1 Trait, or the Enviro-Sealed Trait if it Open-Topped -1 Enviro-Sealed Trait (if it had it)
already had the Enclosed Trait. and gains the Open-Topped Trait.
Reinforced The vehicle gains the Reinforced The vehicle gains the Ramshackle
+2 Ramshackle -2
Armour Armour Trait Trait
Rugged +1 The vehicle gains the Rugged Trait Extremely The vehicle gains the Extremely
-2
The vehicle gains one integral Mod- Volatile Volatile Trait.
ification as part of its default profile.
This Variation counts as 1 Variation
Integral if the Modification is Rare or more
+1/2
Modification Available, or 2 Variations if it is
Very Rare or Extremely Rare.
Near Unique Modifications may not
be taken with this Variation.

6.10 Manufacturing & Patterns - 502


6.11 Archeotech
Products of the Dark Age of Technology, when Mankind’s technology was at its zenith, these items are remarkable for their craftsmanship, precision,
and effectiveness. Archeotech weapons and armour exceed even the finest craftsmanship of the 41st Millennium.

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).

Miracles of the Dark Age Alluring


All treasures are in some way desirable by their very classification as
Roll “treasures,” but this device inflames the avarice of all who see it. It is
Miracle
2d10 almost unnaturally beautiful, and let any owner beware, for scoundrels
2-3 Alluring have killed for far less.
4 Bloodlust Ranged Weapon: Inexplicably, the touch of projectiles from this weapon
5 Compact are not terrible wounds, but rather blissful caresses, providing far more
6 Deceitful distraction than any conventional wound could. The weapon gains the
Excruciating and Shocking Qualities.
7 Entropic
8 Imposing Melee Weapon: Wrought with glowing runes, this weapon transfixes
9 Incalculable Precision those in its path. Whether or not they manage to avert their gaze, this
distraction makes it much harder to evade attacks. The weapon gains the
10-11 Indestructible
Flexible Quality and grants the Unavoidable Attack Talent.
12 Innovative Design
13 Mindkiller Armour: This armour seems perfectly suited for its owner, its sleek and
aristocratic design giving the wearer a regal, authoritative bearing. The
14 Peerless Elegance
wearer of this armour gains an additional +10 bonus on all Social Skill
15 Potent Tests as well as the Air of Authority Talent (increasing it to Master Orator
16 Steady if he already possesses it, or to Grand Orator if he already possesses the
Master Orator Talent) while wearing it. Gear, Tool, or Cybernetic: This
17 Swirling Energy
piece of equipment is wrought with gemstones, or crafted from some sort
18-19 Unaging of exotic and beautiful material, but people seem to desire it even more
20 Warp-Saturated than this might warrant. It counts as being of Best Craftsmanship, and,
at the GM’s discretion, characters may offer to trade items of far greater
value to own it.

Ship Components: This Component is surprisingly (some might say


disturbingly) pleasant. Whether because of its elegant design, less nox-
ious smells, or other possible qualities, ratings tend to loiter there when
possible.
Ship’s Bridge: Characters making Social Skill Tests aboard
this Component gain the Unnatural Fellowship (1) Trait.
Life Sustainers: As long as this Component is undamaged
reduce all Morale losses by 2.
Crew Quarters: Replenishing the Crew Population of a ship
with this Component gains a +20 bonus to the Acquisition Test.
Other Components: This Component increases the vessel’s
Morale by 5, but if it is ever removed, lost, destroyed, or replaced, its
absence decreases Morale by 5.

6.11 Archeotech - 503


Archeotech (Cont.)
Bloodlust Compact
Cursed, this weapon is bound to chaos and death by its very fate—a fate This device is unbelievably small, given its purpose, or can be folded to
any foolhardy enough to carry it must eventually share. For it is a weap- fit in places one would not expect to look. Though the techno-arcane rites
on, a tool of destruction, and it does not discriminate between friends and used to miniaturize its internal workings are long-lost, it remains as an
foes so long as there is blood for it to drink. impressive testament to the miraculous knowledge of the Dark Age of
Technology.
Ranged Weapon: Increase the weapon’s Damage and Penetration by
4. It gains the Tearing Quality if it does not already have it. However, Ranged Weapon: This weapon is deceptively deadly, it’s shots seeming
whenever its wielder draws it, he enters a Frenzy as a Free Action. This to be of a far larger caliber than its size would indicate. Reduce the weap-
Frenzy does not end until he has slain a living creature with the weapon, on’s weight by half. If the weapon is a Vehicle class change it to a Heavy
and slaked its thirst—for now. The wielder ignores the usual penalty to class, if it is a Heavy class change it to a Basic class, if it is a Basic class
Ballistic Skill from being Frenzied, and may choose to fire the weapon change it to a Pistol class. Pistol class weapons change their Damage
instead of moving towards a foe or making a melee attack Action while type to Energy and have an integral Digital Weapons Modification but do
Frenzied. not reduce the weapon’s Range, Damage, or Clip.

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).

6.11 Archeotech - 504


Archeotech (Cont.)
Deceitful Entropic
Seemingly possessed of a treacherous nature, this treasure is created in a This treasure answers the silent call of the universe to expend without
counter-intuitive and misleading way that causes those who look upon it replenishing, to rust away. No matter how hard the owner of this treasure
to draw false conclusions, often to their own terrible detriment. Whether works, it never seems to stay clean.
this trickery is based in illusion, strange construction, or something else
varies based on the item, but it is always capricious and spiteful. Ranged or Melee Weapon: This weapon grinds away at anything it
strikes, wearing down even the strongest armour over time. The weapon
Ranged or Melee Weapon: This weapon’s construction, whether plain gains the Corrosive (1d5), Decay (2), and Toxic (3) Qualities.
or elaborate, belie its alarmingly lethal nature. Increase the weapon’s
Penetration to 2 if it is 0. Weapons that deal Energy Damage gain Armour: This armour is covered in an unusual patina of dust, slime, or
the Flame and Consuming Fire Quality, weapons that deal Explosive other corrosive material. While this has no effect on its wearer, weapons
Damage gain the Devastating (3) and Unstable Qualities, weapons that that touch it begin to degrade rapidly. Each time a melee weapon strikes
deal Impact Damage gain the Felling (4) and Proven (5) Qualities, and this armour, that weapon’s Craftsmanship is reduced by 1 level until it
weapons that deal Rending Damage gain the Armourbane and Razor can be repaired. If the weapon is Poor Craftsmanship and is affected by
Sharp Qualities. this it becomes damaged. The wearer also gains the Unnatural Toughness
(1) Trait while wearing this armour.
Armour: This armour conceals its wearer’s true location via subtle ho-
lo-fields and optical distortions, granting him an additional Reaction each Gear, Tool, or Cybernetic: This device works better than one might ex-
turn alongside a Force Field with a Protection Rating of 20 which cannot pect, but also seems to drain away at the vitality of its owner. It provides
Overload. Further, thanks to its disarming nature, this armour grants its an additional +10 bonus to Tests made using it, but if the user fails a Test
wearer a +10 bonus on Deceive Tests. while using it, he must make a Challenging (+0) Toughness Test. If he
fails, he gains 1 level of Fatigue.
Gear, Tool, or Cybernetic: This device is not what it appears to be, and
it can easily be concealed or disguised as something more innocuous. Ship Component: Rusted and leaking, this Component ever seems to be
Observers must make a Hard (–20) Scrutiny Test to determine its true in need of repair or additional energy. Increase this Component’s Power
purpose, and Tests to find it hidden on its owner suffer a –20 Penalty. requirement by 2. However, whenever it would be affected by the results
of a Critical Hit result of 5 or lower, it ignores the effects of that result.
Ship Component: This Component is simply inscrutable. For those not
initiated to the vessel’s ways it is nearly impossible to find or identify. Imposing
When the vessel this Component is installed upon is subject to a Focused While none can say why its creators ornamented this device so notice-
Augury or other scanning this Component is never revealed. This ably, it makes an undeniable impression upon any who see it, reminding
Component can only be subject to Damage as the result of a randomly them why the Dark Age of Technology is so fabled and so feared.
selected Component being Damaged. This applies in addition to any of
the following benefits listed below for the specific type of Component. Ranged or Melee Weapon: Jagged, spinning teeth, glimmering edges,
Plasma Drives: With a -10 mechanical Tech-Use Test this or pulsating red lines cut their way across this weapon. The weapon gains
vessel may mask it’s output patterns to appear as though they were a dif- the Unstable and Vengeful (8) Qualities. It also grants its wielder the Fear
ferent hull type. This deception is not physical, and so will not stand up (+1) Trait.
to visual inspection but any scanning methods will report this falsehood
as true. Armour: This armour is utterly striking, wrought from solid metal,
Warp Engine: Any attempt to follow or detect a vessel with adorned with beautiful and terrifying imagery, or swathed by mysterious
this Component on it through the Warp takes a -30 penalty to any related black wisps that conceal the wearer’s features. Its wearer gains a +10
Tests. bonus on Command and Intimidate Tests, with this bonus increasing to
Ship’s Bridge: If this Component would suffer a Critical Hit +20 in Opposed Tests that use these Skills. The wearer also gains the Air
(including the Decapitation result) it may, once per a session, instead of Authority Talent (increasing it to Master Orator if he already possesses
have a different, random Component on the ship become Damaged. it, or to Grand Orator if he already possesses the Master Orator Talent)
Augur Arrays: This Component may perform any Detection while wearing it.
actions while it’s vessel is on Silent Running without penalty.
Gear, Tool, or Cybernetic: It is hard to overlook this device, graven as
it is with symbols of ancient power. This device grants its owner a +20
bonus to all Opposed Tests he makes while using it.

Ship Component: An ancient and overwhelming testament to ages long


past and knowledge long forgotten, this Component grants the vessel’s
commanders a +10 bonus to all Intimidate and Command Tests made
aboard a vessel upon which it has been installed. Additionally reduce
all Morale losses by 2 (to a minimum of 0) as the powerful reminder of
Mankind’s enduring strength fills the vessel’s voidsmen.

6.11 Archeotech - 505


Archeotech (Cont.)
Incalculable Precision Indestructible
The manufacture of this device was so utterly precise that many users Carved from a material that defies explanation or analysis, forged from a
find its exactness disconcerting until they grow used to the greater level lost alloy, or otherwise created in a miraculous fashion, this item is nearly
of meticulousness in craftsmanship that it displays. impossible to damage by natural means.

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.

6.11 Archeotech - 506


Archeotech (Cont.)
Innovative Design Mindkiller
Archeotech in this category was obviously created to serve its users as This device elicits nothing less than panic and terror in most people who
effectively as possible. Those who designed it were clearly unrestrained see it. Whether it is a weapon wrought with disconcerting subliminal ge-
by the protective rituals and traditions of the Adeptus Mechanicus, and ometry, or a vast, churning voidship component that seems to patter with
might well have delved into realms not meant for mortal creators. the footsteps of all who have passed through it, it is utterly disconcerting.

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.

6.11 Archeotech - 507


Archeotech (Cont.)
Peerless Elegance Potent
The device exudes an undeniable grace, bespoke of an ancient era that This device surges with the raw might available to its creators during the
was lost to the ravages of the Age of Strife. Dark Age of Technology.

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).

6.11 Archeotech - 508


Archeotech (Cont.)
Steady Swirling Energy
Though not as flashy as other archeotech treasures, this item is built A shroud of energy surrounds this object, shimmering, glowing, or per-
to function reliably in all conditions, through challenges and tests that haps even flaring into existence before vanishing periodically.
would push lesser creations well beyond their limits.
Ranged Weapon: Change the weapon’s Damage type to Energy. Change
Ranged Weapon: This weapon gains the Accurate Quality, so long as it the weapon’s Penetration as follows: Pistol and Basic class to 2, Heavy to
does not already have that Quality or the Spray or Scatter Qualities. If it 3, Vehicle to 4. The weapon gains the Maximal and Lance Quality.
does have any of those Qualities, increase its Penetration by 4. If it has a
ranked Quality (such as Concussive, Devastating, or Proven) increase it’s Melee Weapon: This weapon is fed by internal power cells that unleash
rank by 2. The weapon gains the Reliable Quality. a devastating blast when its attacks strike home. Increase its Damage and
Penetration by 2. Its Damage Type changes to Energy, and it gains the
Melee Weapon: This weapon gains the Balanced Quality, so long as Shocking and Power Field Quality.
it does not already have that Quality or the Unbalanced or Unwieldy
Qualities. If it does have any of those Qualities, increase its Penetration Armour: This armour is wreathed in an invisible protective field that
by 4 instead. periodically springs to life to protect its wearer, forcibly pushing aside
projectiles or the swing of a sword. The armour has a Force Field with a
Armour: This armour helps to keep its wearer in place, supporting him Protection Rating equal to five times it’s Armour Protection that cannot
by dynamically redistributing its weight as necessary. It grants a +10 Overload.
bonus to all Athletics and Acrobatics Tests that its wearer makes. If it is a
suit of Power Armour of any kind he also gains the Sturdy and Unnatural Gear, Tool, or Cybernetic: This device makes use of a small internal
Strength (+1) and Unnatural Agility (+1) Traits. generator that vastly improves its functionality and longevity in the field.
It never needs to be recharged, and can, in a pinch, be used in the same
Gear, Tool, or Cybernetic: This device is steadfast and reliable, and its manner as a Luminen Capacitors cybernetic (with a “Toughness” of 75).
users often come to depend upon it. Its user may re-roll one failed Test
that he makes with it per Game Session. Ship Component: This Component surges with energy, either powering
field bracing strucures, localised force fields, or simply providingh anom-
Ship Component: This Component is extremely reliable. Tests made olously levels of power to itself.
using this Component receive a +10 bonus. Further, thanks to the crew’s Plasma Drives: This Component provides +10 Power over
faith in this Component, its presence increases the ship’s Morale by 5. their listed Power Generated.
Gellar Fields: The ship gains a +20 bonus to the Aetheric
Parry and Gellar Barrier Defensive Actions.
Void Shields: This Component provides +1 Void Shield
Ship’s Bridge: If this Component would be Damaged, Destroyed, or
subject to the “Decapitation” Critical Hit roll a d10, on a 4 or higher it is
not affected.
Lance Weapon Components: When rolling damage for this
weapon roll 2d10 and take the higher result.
Other Components: If this Component would ever become
unpowered or stop generating Power, so long as it is not destroyed in the
process, it continues to do so for 1d5-1 Strategic Rounds after it would
normally shut down.

6.11 Archeotech - 509


Archeotech (Cont.)
Unaging Warp-Saturated
These items seem ageless, and despite unfathomable ages of neglect, This device is infused with the aether of the Empyrean. Many unwise
they function as if they had been well-maintained the entire time. They predecessors to the Imperium of Man thought to harness the limitless
are marked by a silver sheen and odd luminescence that disturbs most potential of the Warp in bygone ages, but as testament to their folly none
who look upon them. exist any longer.
Ranged Weapon: Arcane runes carved into the weapon’s shell and
Ranged Weapon: The weapon changes its Damage Type to Energy and strange metallic spines protrude from this weapon, with a constant static
it never runs out of ammunition, nor needs to be reloaded (though it can charge seeming to cling to it. The weapon discharges sparks and forks of
still Jam). It gains the Tearing and Vengeful (9) (or increasing an existing crackling lightning that seem to pursue their targets with the ferocity of
Vengeful Quality by 1) Qualities. hungry predators. The weapon changes its Damage Type to Energy, and
gains the Warp Weapon Quality. If this weapon ever Jams the wielder
Melee Weapon: The weapon changes its Damage Type to Energy, gains immediately gains 1d10 Insanity and Corruption Points.
the Power Field Quality if it does not have it, and increases its Penetra- Melee Weapon: Wrought of twisted, warped metal and inlaid crystalline
tion by 2. Further, if the attacker scores three or more Degrees of Success channels, this weapon leaves behind scintillating arcs of flickering light
on any Weapon Skill Test to attack with this weapon, he ignores any in its wake. The weapon gains the Force, Power Field, and Malediction
Armour Protection, Fields or psychic protections shielding his target. (WpB) Qualities. If it is a Thrown weapon it does not gain the Force or
Malediction Qualities but does gain the Kine-Weapon and Warp Weapon
Armour: This Armour is infused with a crackling field of energy that Qualities.
flicks out menacingly to drive off attackers. Whenever the wearer is hit Armour: This armour has been wrought with lines of living crystal that
with a Melee Attack (even if the attack is Dodged or Parried), the attack- can rapidly expand to seal rents and the wounds of the wearer alike.
er must make a Challenging (+0) Agility Test or suffer 1d10+6 Energy Whenever the wearer of this armour suffers Critical Damage to a location
Damage with the Shocking Quality. Additionally any melee weapons that it protects, he may reduce that Damage by 1d10. If he does so, he gains
hit the wearer treat the armour as having the Power Field Quality. that many Insanity Points, as the armour grows into his body, forcibly
holding his collapsing form together and eroding away at his sanity. As
Gear, Tool, or Cybernetic: This device never runs out of power (if it the armour fuses with his biology this way, more and more, he might
requires it) and never shorts out due to electrical interference (functional- also find himself incapable of removing it. If the character wearing this
ly being immune to the Haywire Quality). If it does not require power to armour ever gains a Mutation it is automatically the Cursed Fleshmetal
function, it is extraordinarily resilient—it takes minimal effort to main- Superior Mutation.
tain, and takes a great deal of effort to damage or destroy and so cannot Gear, Tool, or Cybernetic: This device is bizarre and inscrutable, made
have it’s Craftsmanship lowered beneath Standard. for minds that now slumber beneath stars that have shifted since they last
lived. The user must make an Ordinary (+10) Intelligence Test to use it.
Ship Component: Ancient, uncompromising, and intimidating this Com- If he succeeds, he gains an additional +20 bonus to any Tests to which it
ponent has stood the untellable ages since it was first constructed with provides bonuses. If he fails, however, he gains only its normal bonuses,
sinister grace. and also gains 1d5 Insanity Points as the contraption stares back into his
Plasma Drives: This component generates 5 more Power than mind.
it’s listed Power Generated. Also if this Component is Damaged (but not Ship Component: The menacing, rune-engraved artifice of this compo-
Destroyed) it will reform over the course of 2d5 days. nent marks it as an ancient and terrible piece of technology. Additionally,
Weapon Components: If the BS Test to hit a target succeeds its foreboding aura and the rumour-mongering that it inspires in the
by 4 or more Degrees of Success ignore the enemy ship’s Armour if crew permanently reduces Morale aboard the vessel by 3, and increase
this is a Macrocannon or Nova Cannon, or their Void Shields if this is a all Morale losses by 1, along with any other effects listed for specific
Lance weapon. Component types below.
Other Components: Eerily, this component has no Power Plasma Drives: Increase this Component’s Power Generated
Requirements at all—it seems to generate its own energy from the tech- by +12.
no-arcane coils set within. However, the Component’s sickening glow Warp Engine: Reduce the base Difficulty for any Warp Route
permanently reduces Morale aboard the vessel by 3. to +0. Additionally a vessel with this Component only ever uses the Stan-
dard Route Multipliers to determine the length of Warp Travel (so long as
the initial Navigate (Warp) Test is successful).
Gellar Fields: So long as this Component is not Damaged,
all Psychic Actions used against the ship gain 2 automatic Degrees of
Failure.
Void Shields: All Invocation and Navigate Warp Tests aboard
the ship gain a +10 bonus as long as this Component is not Damaged.
Additionally when the vessel this Component is installed in is targeted by
a Psychic Action it counts as having 1 additional Void Shield.
Augur Arrays: This Component and the vessel’s Detection
may be used to supplement Psynicience Tests, increasing their range to
the ship’s Broadcast Range and providing a bonus to the test equal to the
ship’s Detection bonus.
Weapon Components: This weapon ignores enemy ship’s
Armour and counts them as having one less Void Shield than normal.
Other Components: This Component is miraculously never
affected by Critical Hit effects that would damage or disrupt it—instead,
two other, randomly selected Components suffer the effects that it ignores
this way.
7.0 Vehicles
This machine is discharged into your care.
Fight with this machine, and guard it from the shame of defeat.
Serve this machine, as you would have fight it for you.

(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.

7.0 Vehicles - 512


Vehicle Types (cont.)
Skimmers Spacecraft
These vehicles hover over the ground, floating from place to place as These vehicles are capable of travelling through the cold vacuum of
their whirring engines stir up the dust below. Thanks to their ability to space. Although this vehicle trait does not include the massive, kilome-
defy gravity, Skimmers can be extremely fast and nimble, though they tres-long Imperial voidships, it does include various kinds of smaller
also tend to be more fragile than ground-based vehicles. craft that these mighty vessels employ, including Aquila Landers, Arvus
• It moves roughly 2 metres above the ground at all times, in Lighters, and Fury Interceptors.
much the same way as people and creatures with the Hoverer trait, but • This vehicle may exit the atmosphere. It also may operate
can adjust that height slightly when moving over ground-based obstacles. as a skimmer or flyer at the pilot’s choice, as an in-turn Free Action. It
Skimmers can also move to Low Altitude, as described in the rules for gains all benefits and drawbacks of skimmers and flyers as per the pilot’s
Flying. choice of operation style.
• It ignores all forms of difficult terrain (except those deemed
appropriate by the GM).
• It gains a +10 bonus on all tests involving Manoeuvrability.
• A Skimmer is not a true aircraft and therefore cannot fly at
any significant altitude. Nevertheless, a sudden loss in motive power can
be catastrophic as it ploughs into the ground, often at great speed. Skim-
mers follow special rules for Crashing.
• It can make use of the Ram! action, but if the Operate test is
failed, it is treated as having instead Crashed into its target.
• A Skimmer is often far more difficult to hit in melee combat
than its ground-based counterparts, and thus all Weapon Skill tests made
to attack it in melee suffer a –10 penalty.
• It can turn as many times as desired when moving, regardless
of how far it moves.

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.

7.0 Vehicles - 513


Weapons, Weapon Vehicle Weapon Ammunition
An important note is that vehicles, by their nature, have limited space,
Mountings, and Firing Arcs and, therefore, have limited space for ammunition. Every vehicle, by de-
fault, comes with three Clip's worth of ammunition for each of it's ranged
Most vehicles in the Imperium are armed, ranging from the heavy
stubbers on many civilian autocarriages to the massive volcano cannons weapons, and space to store each of these and no more. Modifications for
mounted on Shadowsword super-heavy tanks. All vehicle weapon entries the vehicle and it's weapons can be Acquired to help overcome this limit,
include the statistics for the weapon, which crew member controls the but must be gained separately.
weapon, and also what Weapon Mounting the weapon has. In the case of Some weapons attached to vehicles are of a unique variant,
Pilot-Operated or Driver-Operated weapons, these weapons may also be only seen mounted on this particular pattern and nowhere else. For the
used by crewmen serving as a vehicle's co-pilot just as the pilot would sake of clarity the below table clarifies the true nature of each of these
use them. Weapon Teams can be used with Vehicle Class weapons on weapons for the purpose of Acquiring ammunition, Modifications, re-
vehicles if they have a designated Loader and Gunner. placements, and repairs.
A weapon’s mounting determines its fire arc. Each type of Non-Specific
weapon mounting may also have additional rules. There are five main Name Availability
types of weapon mountings:
Weapon
• Fixed: These weapons are embedded within the hull of a vehicle and Sentinel Missile
Missile Launcher Very Rare
cannot turn. They might have a limited vertical traversal ability, but Launcher
otherwise only fire directly ahead; to turn the gun from left to right, the Typhoon Missile
vehicle itself must move. Rocket Pod Very Rare
Launcher
• Hull: These are similar to Fixed weapons in that they have a limited Predator Exterminator
range of movement, but can move from left to right as well as up and Very Rare
Autocannon Autocannon
down. A Hull weapon has a 45° fire arc from the facing the weapon is
mounted. Automatic Grenade
Thunderfire Cannon Very Rare
• Turret: Turret-mounted weapons are often placed high on a vehicle on Launcher
top of its hull to give them the greatest line of sight in as many directions Chimerro
Hunter Killer
as possible. Unless otherwise stated Turret weapons have a 360° fire arc, Hunter Killer Very Rare
Missile Launcher
and only the vehicle itself can block this arc (e.g., a vehicle with multiple Missile Launcher
turrets would find that the fire arc of one turret blocks the other turret, or Tauros Heavy
the vehicle itself depending on its shape). However if a Turret-Mounted Heavy Flamer Rare
Flamer
weapon is listed as having a specific facing, then a weapon so mounted
has the same traverse range as a Sponson-Mounted weapon with that Tauros Automatic Automatic Grenade
Very Rare
same facing, except that it is damaged specifically by Turret Critical Hit Grenade Launcher Launcher
Effects, rather than by Weapon Critical Hit Effects. Taurox Missile
Missile Launcher Very Rare
Turrets cannot turn to face directions instantaneously, and thus Launcher
it takes a Half Action for every full 180° that a turret needs to turn. The Taurox Gatling Punisher Gatling
GM and the players should always be aware of which direction their Extremely Rare
Cannon Cannon
turrets are facing, as this can be important for Critical Damage.
Additionally, due to their heavier armour, turrets treat all hits
to them as hits to the Front facing, regardless of the direction the attack
came from in relation to the turret’s current facing
• Sponson: Sponson-mounted weapons are often used defensively on the
flanks—and sometimes even the rear—of a vehicle, whilst the vehicle’s
main weapon continues its assault upon the enemy. A Sponson weapon
has a 180° fire arc from the facing the weapon is mounted (e.g. a Spon-
son-mounted Weapon on a vehicle’s Left Side facing has a 180° Fire Arc
to the left of the vehicle).
• Pintle: These are usually optional or additional weapons bolted onto
turret rings or placed in areas where spare crew or even passengers can
use them. They are usually comparatively light weapons, such as heavy
stubbers, and are used to defend the vehicle in much the same way as
Sponson weaponry. Unlike the other mounted weaponry, Pintle weapons
can be fired by anyone who can realistically reach one during his turn, or
who reached one in a previous turn (though they may have assigned crew
members as usual). Pintle weapons usually have a 360° fire arc unless
otherwise noted.
• Coaxial: Coaxial weapon are subserviant to another weapon, sharing
their firing arc, and may be used with a Two Weapon Attack alongside
their "master" weapon.

7.0 Vehicles - 514


Vehicle Traits Enclosed
The greater majority of vehicles are completely enclosed, keeping their
Much like characters, vehicles possess traits that modify their base rules,
crew and passengers safe from the outside elements with thick armour,
granting them new abilities or setting new limitations on the feats they
bulky hatchways, and heavy glassteel visors. Crew and passengers
can be used to perform. These Vehicle Traits include various means of
within an Enclosed vehicle cannot attack targets with their own personal
locomotion, and also include other characteristics.
weapons unless they have some way of getting outside of the vehicle, be
it through a hatch, doorway, or firing slit. Within an Enclosed vehicle,
Amphibious
crew and passengers cannot be specifically targeted by those outside the
The vehicle has additional waterproofing, sealed fuel lines, or is just
vehicle (unless there is a particularly good reason, such as a mind-based
simply resistant to water. Amphibious vehicles treat bodies of water as
psychic attack).
open ground.
Enhanced Motive Systems
Anti-Air (Advanced)
The vehicle has some way of gaining extra speed out of its engines,
The vehicle’s primary purpose is to eliminate enemy air assets. A vehicle
either via an enhanced form of promethium, ancient xeno-technology, or
with this Trait ignores the standard penalties for ground vehicles firing at
even a squig fuel injector. Vehicles with the Enhanced Motive Systems
aircraft.
trait can move up to twice their Tactical Speed as a Half Action rather
than a Full Action, and can up to move three times their Tactical Speed as
Anti-Air (Rudimentary)
a Full Action. This applies to the Floor It! action as well, where vehicles
The vehicle is sometimes used to shoot down enemy aircraft, although
with this trait move triple rather than double their Tactical Speed for the
this is not its primary purpose. A vehicle with this Trait halves the stan-
Full Action, and the Operate test for this action is treated as Ordinary
dard penalties for ground vehicles firing at aircraft.
(+10) rather than Difficult (–10).
Bike
Enviro-Sealed
The smallest sub-type of vehicles, bikes take many different forms, from
The vehicle is sealed off from the outside world completely, allowing
the iron steeds ridden by the Adeptus Astartes, to the nimble darts of
it to function in almost any environment. It will also have its own life
the Eldar, right through to the smoke-belching contraptions favoured by
support system (and also inherently counts as having the Enclosed Trait).
the Orks. Bikes follow all the standard rules for vehicles and are treated
Vehicles that become exposed due to Critical damage results lose this
as having the Open-Topped trait. However, due to their size and lower
ability until their armour is repaired. Passengers and crew cannot fire
profiles, in melee characters attacking a vehicle with the Bike trait can
their own personal weaponry from a vehicle with the Enviro-Sealed Trait
choose between the rider and the vehicle without needing to make a
without first breaching those seals (or if they were already breached due
Called Shot. Bikes are usually Wheeled vehicles, but can also be Skim-
to vehicle damage).
mers or Tracked.
Extremely Volatile
Command & Control
The vehicle possesses an unstable power plant, large ammunition bays,
Vehicles are often designated as a command vehicle to ensure there
or great quantities of explosive fuel. Extremely Volatile vehicles double
is a central point for all orders and instructions. This is often done via
their chance of exploding whenever they catch fire. When an Extremely
enhanced communication systems, but can be just as easily achieved
Volatile vehicle explodes, all those caught in the blast must make a Diffi-
with large banners, racks of trophies and totems, or burning symbols of
cult (–10) Agility test or catch fire.
devotion. The commander (or driver if there is no designated command-
er) of a vehicle with the Command and Control Vehicle Trait may use his
Immobile
Command Skill to affect a number of squads or units (such as a Leman
Some vehicles, such as drop pods, are deployed via types of motive
Russ or Chimera), in any combination, equal to his Fellowship bonus.
systems that do not operate on the ground. An Immobile vehicle cannot
This effect combines with Fellowship-based Talents such as Iron Disci-
move under its own power, has a default Manoeuvrability Value of +0,
pline, Master Orator, and the like. Any character using this equipment
and cannot make use of the Jink action. Immobile vehicles often have
also gains a +10 bonus to Command Skill Tests. Additionally the vehicle
some other method of movement (such as large rocket engines to bring
counts as possessing an integral Vox-Caster.
them in via orbital drop), and Motive Systems Critical damage applies to
these methods.
Damage Control
The vehicle possesses some limited form of self-repair. This could be an
Improved Command & Control
ancient machine spirit, slaved servitors, quick-growing Eldar Wraith-
Vehicles that are in command of larger formations often have even
bone, or even a team of Ork Grots scurrying across the hull hammering
greater command and control systems than low-level command vehicles.
at loose armour plates and holding wires together. When a vehicle with
Further enhanced communication systems and scanning equipment are
the Damage Control vehicle trait suffers Critical damage due to Righ-
a good way to achieve this, but more primitive races, such as the Orks,
teous Fury, the vehicle’s commander (or driver if there is no designated
can achieve much the same result with massive “Shoutin’ Tubes” or even
commander) can force the 1d5 to be re-rolled. If a vehicle with the
groups of Grots enthusiastically waving large banners and glyphs. The
Damage Control trait ever catches fire, then attempting to put out that fire
commander (or driver if there is no designated commander) of a vehicle
is an in-turn Free Action for whichever crewmember or passenger makes
with the Improved Command and Control Vehicle Trait may use his
the attempt.
Command Skill to affect a number of squads or units (such as a Leman
Russ or Chimera), in any combination, equal to his Fellowship bonus.
This effect combines with Fellowship-based Talents such as Iron Disci-
pline, Master Orator, and the like. Any character using this equipment
also gains a +20 bonus to Command Skill Tests and may re-roll any
failed Command Skill Tests. Additionally the vehicle counts as possess-
ing an integral Vox-Caster.

7.0 Vehicles - 515


Open-Topped Sentry (X)
The vehicle’s passenger or crew compartments are not sealed and are The vehicle is controlled not by a living crewman but by some form of
instead exposed to the open air around them. This limits their protection, machine spirit, logis engine or some other ancient form of technology. A
but it does allow transported troops to fire their own weapons as the ve- vehicle with the Sentry Vehicle Trait must be set to one of two possible
hicle moves. Crew and passengers mounted on an Open-topped vehicle firing modes: Point Defence or Sentry Mode.
can be specifically targeted by those outside the vehicle via the use of the • Point Defence: The vehicle sits in permanent Overwatch but with a 90
Called Shot action. Additionally, passengers mounted in OpenTopped ve- degree fire arc.
hicles are struck by any Blast or Spray attacks of which they are in range. • Sentry Mode: In Sentry Mode the vehicle has a specific area of influ-
Crew and passengers within an Open-topped can attack targets with their ence (up to half the vehicle’s weapon’s range set by the one controlling
own personal weaponry. the vehicle) and it may fire in any direction during its Turn. The sentry
rolls for Initiative as per the normal rules for initiative order.
Orbital Deployment The number in brackets is the sentry's Ballistic Skill, Agility,
Some vehicles possess the ability to be deployed from orbit, allowing and Perception Characteristic (and counts as having one Rank of the
for rapid movements of troops and other vital materiel. The most famous Awareness Skill). Setting and changing modes on a vehicle with the
of this type of vehicle is the Drop Pod used by the Adeptus Astartes, Sentry Vehicle Trait requires an Ordinary (+10) digital Tech-Use Test.
but there are a number of other vehicle types that are capable of orbital Failure means the machine spirit has not accepted the command and its
insertion, including Ork Roks, which are little more than hollowed out weapons automatically Jam. The Jams must be cleared before the charac-
asteroids hurled at a planet in vast numbers in the hope that some will ter reattempts the Test.
survive the impact! A vehicle with the Orbital Deployment Vehicle Trait In addition to setting/changing the sentry's mode, the character
can choose a location on the battlefield to land rather than moving to also sets the target priority between anti-infantry, anti-tank and anti-air
that location like other vehicles. After choosing a location, the vehicle (assuming it is capable of later). The GM has final say in what counts
scatters 2d10 metres in a random direction. All shooting at a vehicle as anti-infantry and anti-tank (eg. Squiggoths, whilst not technically
undergoing an Orbital Deployment suffers a –30 to hit whilst it is in vehicles, could be included in anti-tank whereas Reaver Jetbikes could
flight. If the vehicle is capable of moving after that, it may do so during be categorised as infantry). The vehicle’s target priority is set at the time
the next Round. Any weapons the vehicle possesses and any passengers that the vehicle’s firing mode is determined.
that were transported by the vehicle must wait a full Round before they
fire or disembark. Super Heavy
Heavily armed and armoured, superheavy vehicles suffer from few of
Ponderous the trivial problems that plague their smaller cousins. A vehicle with the
Some vehicles are so massive and so bulky that their ability to move at Super-Heavy Trait is able to ignore penalties for moving through difficult
any significant speed is greatly reduced. A Ponderous Vehicle may not terrain and can negotiate obstacles such as rockslides, tank traps, fallen
use the Floor It! Action and it can never move twice its Tactical Speed. If trees, and shattered buildings without penalty. Walkers with the Su-
a vehicle has both the Ponderous Vehicle Trait and the Enhanced Motive per-Heavy Vehicle Trait can walk over obstacles 5 metres high, or simply
Systems Vehicle Trait, then these two Traits cancel each other out and it bulldoze through walls, forests, or medium-sized buildings without
may move as a regular vehicle. suffering negative effects. Vehicles with the Super-Heavy Trait automati-
cally gain the Ponderous Vehicle Trait.
Ramshackle
The vehicle’s construction methods are so haphazard that it is both War Machine (St(X)Y) (+Z)
more fragile than regular vehicles, yet at the same time has many more The vehicle is a walking engine of war, rather invariably in a bipedal, hu-
redundant and jury rigged systems, making the vehicle easier to repair. manoid form, that is controlled by a single pilot. As this often constitutes
When rolling Righteous Fury against a vehicle with the Ramshackle a very serious bond between the pilot and the vehicle, and allows them to
vehicle trait, roll 1d10 rather than 1d5. The vehicle takes twice the usual use much of their martial skills and abilities in battle, far exceeding what
damage against itself when attempting a Ram! action against another ve- most vehicles are capable of.
hicle, building, or something equally solid. Repairing a vehicle with the A vehicle with this Trait has it's own Strength Characteristic,
Ramshackle vehicle trait takes half the listed time, and tests to implement denoted by Y in the Trait's name, and it's Strength Bonus denoted by the
these repairs gain a +20 bonus. Damaged vehicles with the Ramshack- X in the Trait name, with the vehicle having the Unnatural Strength Trait
le vehicle trait are always treated as Lightly Damaged, unless they are with an amount of Ranks in it equal to the difference in the tens place of
suffering from Critical damage. the Strength Characteristic "Y" and the Strength Bonus of "X" (for ex-
ample, if a vehicle had the War Machine (St(10)60) Trait it would have a
Reinforced Armour Strength Characteristic of 60, a Strength Bonus of 10, and the Unnatural
The vehicle’s armour and vital locations have been internally reinforced Strength (4) Trait). The vehicle's StB is added to its melee attacks.
with additional layers of ceramite and adamantine. Vehicles with the Re- Vehicles with the War Machine Trait often have melee weap-
inforced Armour vehicle trait that receive Critical damage halve the total ons, and use the pilot's Weapon Skill for tests with them, can use Parry to
(rounding up) and then apply the result. This ability does not affect rolls block attacks with them, and utilize their Talents that affect melee attacks
on the Vehicle Critical Effects tables caused by Righteous Fury. and weapons as well. The pilot may make any melee Actions he is capa-
ble of performing (aside from Cuff 'Em and Stun Actions), and counts his
Rugged Charge range as being equal to three time's the vehicle's Tactical Speed.
Robust power systems, modular armour plates, and redundant fuel Along with this the pilot of a vehicle with this Trait may use
systems can make a vehicle far easier to repair, saving time and resources the Dodge Skill, with a modifier equal to the vehicle's Manueverability
and allowing the vehicle to be put back into the field far more quickly and the inverse of it's To Hit modifier combined (for example a vehicle
than other designs. Vehicles with the Rugged Trait gain a +10 to all tests with a Maneuverability of +10 and Size (8) would add a -30 penalty to
to avoid being lit on fire as well as all tests to put out fires aboard them. making Dodge Tests for the pilot). This modifier is noted by the Z in the
All Repair tests made to repair a vehicle with the Rugged trait gain a +20 Trait's name for ease of reference.
bonus.

7.0 Vehicles - 516


Vehicle Combat Actions
Combat is not limited to battles between personal opponents. On habways and battlefields alike across the galaxy, vehicles of all manner of sizes
and power are part of Mankind’s struggle for survival. This section describes how players use vehicles in combat situations, including firing vehicle
weapons, ramming, and resolving vehicle damage. Vehicles are designed to be integrated directly into structured time. Characters using vehicles in
combat still occupy a normal slot in the Initiative order, still act during their turn, and still take actions via Half Actions, Full Actions, Reactions, and
the like. A character embarked in a vehicle can perform many of his normal actions, and can also perform a number of actions exclusive to characters
embarked in a vehicle as described in Vehicle Combat Actions. The actions that pertain to direct control over the vehicle usually require the character
to be the vehicle’s operator (the main driver), while other actions such as firing a vehicle weapon can be performed by a passenger.

Driving a Vehicle Vehicle Combat Actions


To drive a vehicle, a character must have the relevant Operate skill. PCs An operator can drive or otherwise direct his vehicle in a wide manner of
might be able to drive simple ground vehicles untrained at the Game manoeuvres or attacks, the better to pursue (or escape from) heretics and
Master’s discretion (with a suitable penalty to any required skill tests) but other enemies. As a general rule, a vehicle must move directly forward
driving a walker or piloting a skimmer would be beyond their expertise. or backward at least its own length before turning 90° in any direction.
When driving a vehicle, a character with training in the correct Skill does It can turn more than once, provided it moves a sufficient distance each
not have to make Skill Tests to perform routine driving. The character is time. The following actions are available to vehicle crew or riders:
assumed to know how to start the vehicle, steer, and obey any relevant
local driving customs or regulations. Skill tests come in when the charac- Evasive Manoeuvering
ter is attempting something particularly challenging, or is trying to oper- The vehicle weaves and dodges, presenting a hard target.
ate the vehicle during combat or a similar high-stress situation. Running Type: Full Action
another person’s vehicle off of the road during a high-speed chase would Subtypes: Concentration, Movement
require a Skill Test, for example. As part of this action, the operator must make a Challeng-
Deftly weaving a captured Eldar jetbike between the falling ing (+0) Operate test. The vehicle moves its Tactical Speed, following
spires of a crumbling hive as it undergoes an orbital bombardment normal movement restrictions. If the operator succeeded on his test, the
would require several. These skill tests can be standard or Opposed tests, vehicle imposes a -10 penalty on all attacks made against it for every
depending on the situation. For instance, the aggressive driving example Degree of Success the operator scored on the test until the beginning of
above would require an Opposed test against the other drivers involved, the operator’s next turn (ranged attacks made from the vehicle during
whereas the latter example would require several standard skill tests. Just that time suffer the same penalty). If the operator fails the test by five or
like other forms of skill tests, Operate tests for vehicle use can be modi- more degrees of failure, the vehicle goes Out of Control.
fied due to circumstances. The Difficult Terrain and Other Hazards table
below sums up some of the different types of conditions a vehicle can
travel through, and the penalties such conditions imposes on any Operate Face Armour!
tests. These penalties are cumulative with any other penalties or bonuses The driver keeps an eye out for incoming threats as the other moves to
the vehicle or driver can be subject to, such as the vehicle type or any avoid them.
applicable Vehicle Traits. Type: Reaction
Subtype: Movement
Difficult Terrain and Other Hazards The vehicle’s operator can make an Operate Test in response
to any incoming fire as a Reaction. This Test starts at +0 and gains a -10
Modifiers Type of Terrain penalty for each 90 degrees the facing he wants the facing that’s hit to be
+0 Clear, open ground, paved roadway. changed to (in effect making it a -10 or -20 Operate Test). If he succeeds,
the incoming fire strikes the armour facing of the operator’s choice
-5 Rough graven road, cleared dry field
instead of the armour facing it would originally have hit.
Deep mud or standing water less than 20 cm deep,
-10
drifting sand, dense undergrowth and brush.
Floor It!
Water approximately 1 metre deep, rocky and unstable The operator slams down the pedal (or equivalent), and the vehicle surg-
terrain, thick forests or ruined cityscapes. Failing an es forward at top speed.
-15
Operate Test in such terrain by 4 or more DoS results Type: Full Action
in the vehicle becoming bogged down and stuck. Subtypes: Concentration, Movement
As a part of this action, the operator makes a Difficult (-10)
Operate test. If he succeeds, the vehicle moves double its Tactical Speed,
plus five additional metres for every degree of success the operator
scored on his test. The vehicle imposes a -20 penalty on all attacks made
against it until the beginning of the operator’s next turn (ranged attacks
made from the vehicle during that time suffer the same penalty). If the
operator failed his test by five or more degrees of failure, the vehicle
goes Out of Control.

7.0 Vehicles - 517


Hit & Run Rotate Shields!
Some vehicles are small enough that they act more as personal transports. Some vehicles, such as ancient and powerful Knight Titans are possessed
These include ganger bikes and Eldar jetbikes. Their drivers can coast of directional shielding arrays whose force is projected in a certain di-
past enemies at high speed, slashing their foes with handheld weapons rection at any one time. Operators with vehicles that mount such systems
as they move past. The attack is quick and brutal, with the driver often often become deft at altering their shield’s facings and can alter it to any
leaving his opponent in bloody ruin behind him. other facing with a deft movement and barely a second thought.
Type: Full Action Type: Reaction
Subtypes: Attack, Melee, Movement Subtypes: Miscellaneous
The vehicle’s operator makes a Difficult (-10) Weapon Skill The operator may move the facing of his shield’s facing to any
test and the vehicle moves a distance up to its Tactical Speed. If the given facing it was not protecting, changing their trajectory and applying
operator succeeds on his test, he inflicts a single hit upon a target within the shield’s Protection Rating against any attacks incoming from that
range with an appropriate melee weapon, adding +1 Damage per Degree angle.
of Success on the Weapon Skill Test. If he fails the Weapon Skill Test by
three or more Degrees of Failure, the vehicle goes Out of Control. Once Tactical Maneuvering
the attack has been resolved, the operator may move the vehicle up to its Type: Half Action or Full Action (see below)
Tactical Speed directly away from the target as a part of this action. The Subtype: Movement
attack’s target cannot make a Free Attack against the vehicle or its pas- The operator drives the vehicle carefully to its destination
sengers because of this movement. A character can only use this action if using its standard Movement action. The vehicle moves either its Tactical
he is operating a vehicle with the Open-Topped trait. Speed (as a Half Action) or twice its Tactical Speed (as a Full Action),
following the standard movement restrictions.
Jink
The driver sees a threat and twists the wheel or hits the thrusters sudden- Lock On
ly, hopefully throwing his vehicle out of the line of fire. The operator attempts to get a bead on his adversary, letting himself and
Type: Reaction others in his vehicle get a decent shot off.
Subtype: Movement Type: Half Action
Unless piloting a Walker, he can only use this Reaction if his Subtype: Movement
vehicle moved at least its Tactical Speed during the previous round. In As part of this action, the operator makes a Challenging (+0)
response to an attack he is aware of, the operator can make a Challenging Operate test, targeting a single enemy or vehicle. If he succeeds, and is
(+0) Operate test with a penalty equal to the vehicle’s Size trait. If he able to end his movement so that his vehicle is able to target that enemy,
succeeds, he negates one hit from a single attack, plus one additional hit then he and each other character aboard his vehicle gains a +20 bonus to
per degree of success he scores beyond the first. If the driver fails the test Ballistic Skill tests against that opponent. If he scores 3 or more degrees
by five or more degrees of failure, the vehicle goes Out of Control. of success higher than the opponent, he can also immediately fire any pi-
lot-controlled weapons at that enemy as an in-turn Free Action. However,
Ram! all enemies gain a +10 bonus to Ballistic Skill tests against the operator’s
One of the deadliest ways to utilise a vehicle is as a blunt instrument. vehicle until the start of the operator’s next turn.
Many enemies of humanity have died beneath the grinding treads of the
Imperium’s tanks. Line Up The Shot
Type: Full Action The driver readies the vehicle to strike down any opponents misfortunate
Subtypes: Attack, Melee, Movement enough to be in his gunner's sights.
As part of this action, the operator makes a Challenging (+0) Type: Full Action
Operate test. The vehicle moves a number of metres up to twice its Tac- Subtype: Concentration
tical Speed. It must move at least a number of metres equal to its Tactical The character chooses a single target, and as a Full Action, the
Speed in a straight line. If the operator succeeds, the vehicle collides with character makes a Challenging (+0) Operate Test (the character must be
an object within 3 metres at the end of the move. It inflicts a single hit the pilot or co-pilot for the vehicle). If the vehicle has undertaken any
upon the target that causes 1d10 Impact damage, plus additional damage Movement Action other than Tactical Manoeuvering during this Round,
equal to the vehicle’s Armour points (AP) on the facing that struck the this Test is Hard (-20) instead. If the driver succeeds on his Test, the
target. For every 10 metres the vehicle moved beyond its Tactical Speed vehicle’s weapons gain a +1 bonus to their Penetration or +5 to the Bal-
as a part of this action, it inflicts an additional 1d10 damage. This attack listic Skill Test for every Degree of Success that the driver scored on his
has the Concussive (X) Quality, where X equals half of the vehicle’s Size Operate Test when firing on the chosen target. This bonus persists until
Trait, rounding down. For every point of damage the ramming vehicle either vehicle moves.
inflicts, it moves its target 1 metre. This attack cannot be Parried unless
the target is of an equal or greater Size compared to the ramming vehicle.
If the target suffers the hit but prevents the damage (such as via a force Tight Turn
field), it is still moved a number of metres equal to the damage it would Type: Full Action
have suffered. If the vehicle collides it also suffers damage equal to the Subtype: Concentration, Movement
Toughness Bonus (if it has one) and AP of the facing of the enemy, vehi- As part of this action, the operator makes a Challenging
cle, or object it struck plus 1d5. (+0) Operate test. The vehicle moves its Tactical Speed, following the
standard combat movement restrictions. If he succeeds on the test, he
may turn the vehicle 90° each time it moves its own length in distance
(instead of only 45°) and may increase or decrease it’s Altitude by one
level if it is a flyer.

7.0 Vehicles - 518


Vehicles in Combat Step One: Apply Modifiers to Attack
Melee and ranged attacks made against vehicles follow the same methods
Characters operating vehicles can take actions as normal during struc-
for determining modifiers as regular attacks as per Section 9.0 “Combat”,
tured time. Some of these actions vary from those available to characters
except as noted. For example, most vehicles have a Size modifier that
not operating vehicles, but still fall into the same basic categories: Half
provides attackers a bonus to hit.
Actions, Full Actions, Reactions, Free Actions, and Extended actions,
and have the same action sub-types (Movement, Concentration, etc.).
Step Two: Attacker Determines Facing
Some vehicles have multiple crewmembers. In such cases, the vehicle’s
Unlike most standard characters, creatures, and NPCs, the direction a ve-
commander’s Initiative roll determines the Initiative of the remaining
hicle is attacked from matters quite a bit. Vehicles are protected by heavy
crew (if there is no one in charge of the crew, use the operator’s Initia-
armour plating, but this plating tends to be thicker or thinner depending
tive). The order of Initiative should be rearranged so the crewmember
on where on the vehicle it is.
that rolled the highest Initiative takes his turn immediately after the com-
These different areas of a vehicle are referred to as Facings.
mander (or driver), then the crewmember with the next highest Initiative,
When making any type of attack against a vehicle, the attacker needs to
and so forth. Each crewmember can take a different action, but each still
know what facing his attack hits. A vehicle is divided roughly into four
has only the normal number of actions during his turn. For example, a
quarters, each of a 90° angle. The angle to the front of the vehicle is the
driver can move the vehicle, while passengers can use mounted or per-
Front Facing. The two angles to the left and right of the vehicle are the
sonal firearms to spray their targets with shots or take other actions they
Left Side and Right Side Facings. The angle to the rear of the vehicle is
could reasonably execute within a vehicle.
the Rear Facing. The Facing the attack hits determines how much armour
the attack must overcome to cause damage to the vehicle’s Hull Integrity.
Vehicle Attacks If needed for attacks coming from above or below the vehicle, use the
Any attack actions a vehicle’s gunner or passenger can take are the same Side Facing to resolve armour and damage.
as those listed in Combat Actions, with the following notes:
• Any shooting from a vehicle suffers a –10 to hit if the vehicle Step Three: Attacker Makes a Test
moved its Tactical Speed during the previous round. After the modified characteristic and the facing have been determined,
• Any shooting from a vehicle suffers a –20 to hit if the vehicle the attacker makes a Weapon Skill test if he is performing a melee attack,
moved twice its Tactical Speed in the previous round. or a Ballistic Skill test if performing a ranged attack. If the result of the
• Gunners or passengers can take Full Actions even if the vehi- roll is equal to or less than the modified characteristic, the attack hits.
cle has moved.
• Passengers can only fire from a vehicle if they are in a Evasion Reactions
position to do so (such as if the vehicle is Open-Topped, or has hatches As noted in the previous section, vehicles have access to the Jink action
or vision slits that could be used as firing positions). The type of vehicle that can be used as a Reaction. Vehicles cannot Dodge, and only Walkers
they are shooting from determines what facing passengers have when can Parry (and then only if they have arms with which to Parry). See
firing their own weapons. the Jink Action in Combat Vehicle Actions for more details on how this
• Critical effects that hamper the crew’s ability to make attacks Reaction operates.
hamper passengers in exactly the same manner.
• A character with the appropriate Operate skill for a vehicle Step Four: Attacker Determines Hit Location
does not need specific weapon proficiencies to fire any weapons mounted The attacker already knows which facing his attack struck by deter-
on that type of vehicle without penalty. It is assumed that his expertise mining where his attack came from in relation to the vehicle’s current
covers weapon use as well. orientation. In most cases, attacks come directly from the attacker, but
• All weapons mounted on a vehicle, including Pintle Mounted explosives and weapons with indirect fire can strike other facings of
weapons, are automatically assumed to be braced. Personal weapons a vehicle. On a successful hit, a character must also determine where
fired by passengers that require bracing must be braced normally before exactly his hit struck. Using the d100 result from the attacker’s Weapon
being used. Skill or Ballistic Skill test, reverse the order of the digits (e.g., a result of
32 becomes 23, a result of 20 becomes 02, and so on) and compare this
number to the Random Vehicle Hit Locations table.
Attacking Vehicles As mentioned previously, whenever the location hit is the
Attacking a vehicle follows a very similar process to standard attacks, Turret, the attack is treated as if it hit the vehicle’s Front Facing, even if
and follows many of the procedures and rules that govern attacks. There the shot originated in the Rear facing. When a character strikes a vehicle
are a few key differences, such as facing and different Hit Locations, and with an attack that inflicts multiple hits (such as a Swift Attack Action or
these are described below. As with standard attacks, no one can attack Full-Auto Attack Action), he spreads each hit after the first much as he
a vehicle until the GM has verified that the attack is even possible by would against any other target. Extra hits beyond the first can either be
checking the requirements of the attack. Melee attacks against vehicles allocated to the original target or any other targets within range, provided
require the attacker to be engaged in melee combat with his target. The none of the new targets would have been harder to hit than the original
usual penalties for ranged attacks made while engaged with an enemy ap- target. If extra hits are allocated to the same target, roll on the Random
ply to vehicles. Spray & Pray can apply to attacks made against vehicles Vehicle Hit Locations table to determine the locations these additional
as well. attacks strike.
Assuming the attack is possible, follow these steps: d100
Roll
Location
• Step One: Apply Modifiers to Attack
• Step Two: Attacker Determines Facing 01-20 Motive Systems
• Step Three: Attacker Makes a Test 21-60 Hull
• Step Four: Attacker Determine Hit Location
• Step Five: Attacker Determines Damage 61-80 Weapons
• Step Six: Target Applies Damage 81-100 Turret

7.0 Vehicles - 519


Step Five: Attacker Determines Damage Random Vehicle Hit Locations
This process functions in exactly the same way as with regular attacks
d100
with the exception of how Righteous Fury works against vehicles. See
Roll
Location Description
Section 9.0 “Combat” for the full rules for determining damage.
These could be tracks, wheels, leg actuators,
Righteous Fury and Vehicles grav-plates, engines, power relays and so on.
Motive These systems are often quite fragile, regardless
Attacks against vehicles also benefit from the Righteous Fury rules. 01-20
Systems of the type of vehicle, and as such most vehicles
Righteous Fury against vehicles is generated in the same manner as find themselves immobilised rather than suffe-
against other targets (see Section 9.0 “Combat”). Instead of rolling on ring outright destruction.
one of the Critical Effect tables for personal injuries, the attacker rolls
The attack has hit the vehicle’s main hull or
1d5 on the appropriate Vehicle Critical Effect table, based on the vehicle 21-60 Hull body. Powerful hits here could kill crewmem-
Hit Location he struck. The vehicle suffers the listed effect. However, the bers or detonate fuel and ammunition stores.
vehicle does not count as having sustained Critical damage this way, and
The attack has hit one of the weapons mounted
the Vehicle Critical Effect it suffers is not cumulative with actual Critical on the vehicle’s hull. It could be a sponson, or
damage. a fixed weapon protruding from the vehicle’s
front. If there are multiple weapons in this
Step Six: Target Applies Damage location, the GM should randomise which one is
61-80 Weapons
Vehicles have two primary defensive characteristics: Armour points hit. If a vehicle has no weapon on that particular
(also referred to as Armour or AP) and integrity. Armour represents both facing, treat it as a hit to the hull. These attacks
the innate hardness of the materials used to construct a vehicle, as well often destroy the weapon system, but some
attacks can translate back to the main hull of the
as the physical protection built into a vehicle to defend against attacks.
vehicle, causing secondary damage.
The thick ceramite hull of a Leman Russ Demolisher, for example, has
extremely good armour, while the ramshackle hull of an Ork Trukk has The attack has hit the vehicle’s turret. If a
extremely poor armour. Vehicles often have different Armour points for vehicle has more than one turret, then the turret
closest to the attacker is the turret affected by the
each facing. The front of a Leman Russ battle tank is nigh invulnerable,
attack. If there are multiple weapons in this loca-
for example, but a shot to the weaker rear facing may have a devastating tion, the GM should randomise which one is hit.
effect. 81-100 Turret
If a vehicle has no turret, treat it as a hit to the
Armour Points function in the same manner as Armour Points hull. Turret destruction is just as dangerous as
for a person or creature (see Section 9.0 “Combat”). When a hit causes hits that penetrate the hull, as volatile ammuni-
damage to a vehicle, roll damage then subtract the vehicle’s AP from the tion and important crewmen often reside within
damage (taking into account the weapon’s penetration value). Integrity the turret.
is a representation of how much damage a vehicle can sustain before
crumpling into ruin. It can be affected by any number of things, from the
sturdiness of the materials used to construct the vehicle to the amount
of sub-system redundancy built into critical components. Hull Integrity
functions in the same way for vehicles as Wounds do for characters. After
a hit’s Damage has been reduced by a vehicle’s AP, the remaining Dam-
age is applied to the vehicle’s Hull Integrity, reducing it by that amount.

Vehicle Critical Damage


When a vehicle has sustained an amount of damage equal to its integrity,
all additional damage is treated as Critical damage in the same manner as
Critical damage is applied to people and creatures. Consult the appropri-
ate Vehicle Critical Effect table (dependant on where the vehicle was hit
by the attack that caused the Critical damage) and apply the result. Like
the standard Critical Effect tables for individuals, results on the Vehicle
Critical Effect tables are cumulative. For example, if a vehicle suffers
2 Damage to its Hull after already sustaining damage equal to its Hull
Integrity, it suffers the “2” result on the Hull Critical Effects table. If it
then suffers 4 more damage from a hit that struck its Motive Systems, it
suffers the “6” result on the Motive System Critical Hit Effects table.

7.0 Vehicles - 520


Hull Critical Effects Motive Systems Critical Effects
Critical Critical
Critical Effects Damage
Critical Effects
Damage
The vehicle jolts to one side with the force of a strong hit, forcing A savage blow to the vehicle’s drive mechanism or legs forces
the operator to fight to maintain control. He suffers 1 level of Fa-
1
all aboard to grab onto something to stay in their seats. Any crew- 1 tigue and must make a Challenging (+0) Operate Test; if he fails,
member who is not strapped in or otherwise secured must make
an Ordinary (+10) Toughness test or be Stunned for 1 round. determine a random direction, this is the vehicle’s new facing.

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.

7.0 Vehicles - 522


Out of Control, Crashing, and Falling Over last second according to the rules, although they count as falling from
There are many instances where the movements of a vehicle will be whatever altitude the vehicle was at the Turn before it Crashed.
beyond a driver’s ability to control. Some vehicles go Out of Control in
different ways than Wheeled and Tracked vehicles; Skimmers Crash, for Falling Over (Walkers)
instance, and Walkers Fall Over If an effect would ever cause a Walker to go Out of Control, it Falls Over
instead. Whenever a Walker falls over, the driver or rider rolls on the
Out of Control (Wheeled & Tracked Vehicles) Scatter Diagram to determine which direction it falls; this also deter-
Whenever a vehicle goes Out of Control, either due to circumstance or mines what facing it lands on. The Walker takes 1d10 Damage to that
due to Critical damage, the vehicle must move during its next round (the Facing and a randomly determined vehicle Hit Location. If the Walker
operator has no choice in this). To determine the direction, roll 1d10 on falls a dangerous distance, it suffers 1d10 Impact Damage plus 1 damage
the following Out of Control Direction table. Once the direction has been per metre it fell to a randomly determined Hit Location. This Damage
determined, the vehicle moves its Tactical Speed plus 1d10 metres in that ignores Armour in both cases. The operator must take a Challenging (+0)
direction. Anything it strikes suffers a single hit as if the vehicle had per- Toughness test or be Stunned for one Round. Assuming the walker is
formed a Ram! Action on it. The vehicle suffers the consequences of that capable of moving, it can stand up as a Full Action.
Action as normal. The crew and passengers must make a +0 Toughness
Test or be Stunned for 1 Round if the vehicle collides with something On Fire!
this way. A vehicle catching fire is very bad for everyone involved. Unlike living
creatures, which tend to run around screaming before falling over dead,
Out of Control Direction vehicles have a nasty habit of exploding if they remain alight for too
long, as fuel tanks, reactor cores, and ammunition bays detonate. When
d10 Roll Direction
this happens, there is often little left of the vehicle (or the crew) to
1-4 45° to the vehicle’s left. salvage.
5-6 Straight ahead. Each second a vehicle remains on fire is another moment where
something unstable could ignite and explode. If a vehicle ever catches
7-10 45° to the vehicle’s right.
fire, the GM should roll 1d10 for it at the end of each round and consult
the following chart:
Crashing (Skimmers)
One of the chief drawbacks to skimmers is how fragile their propulsion
systems tend to be. An immobilised tank usually grinds to a halt, but a Vehicle Fire
Skimmer can find itself crashing directly into the ground and exploding d10
in a fireball that kills everyone on board. Effect
Roll
If an effect would ever cause a Skimmer to go Out of Control,
it Crashes instead. A crashing Skimmer moving within 10 metres of the 1-9 Roll again at the end of the next round.
ground suffers the following effects: Something explosive ignites, and the vehicle suffers 8
10+
• If the distance the Skimmer moved (or was attempting to Critical Damage to the Hull (ignoring Armour).
move) during that turn was as equal to its Tactical Speed or less, it moves
half the distance it was attempting to travel in its current direction. It then The chance of exploding increases every Round. For every
comes to a complete stop. Roll 1d5 on the Hull Critical Effects table, the Round after the first that a vehicle remains on fire, the GM should add +1
vehicle suffers that result. Anything it strikes suffers a single hit as if it to the roll (for example, at the end of the fourth round that a vehicle has
had performed a Ram! action on it, and the vehicle suffers the conse- been on fire, the GM would add +3 to the Roll).
quences of that action.
• If the distance the Skimmer moved (or was attempting to Inside a Flaming Vehicle
move) is greater than its Tactical Speed, it travels a number of metres If being near a vehicle that is on fire is bad, then being inside a flaming
equal to its Tactical Speed in a direction determined by the GM, then vehicle is much worse. Vehicle crews and passengers have limited time
swerves 1d10 metres in a random direction before crashing to a complete to extinguish flames before vital (and explosive) equipment is destroyed.
stop. Roll 1d10 on Table 7–32 Hull Critical Hit Effects above—it suffers At the start of any crewmember or passenger’s turn, he can
that result. Anything it strikes suffers a single hit as if it had performed a attempt to put out the fire by using internal fire suppressant systems, fire
standard Ram! action on it. extinguishers or whatever he happens to have on hand. This is done as
• If a Skimmer Crashes while moving at its Tactical Speed or a Full Action via a Hard (-20) Agility test. If the character succeeds, he
faster, it may also roll on impact. In this case, roll 1d10; on a 6 or higher, puts the fires out, and the crew can breathe a sigh of relief (although the
it rolls onto its roof (or, if it was moving at high speeds might even cart- vehicle can still be set on fire again). If character fails the test, the vehicle
wheel end over end). When rolling for the Critical Effect, add +4 to the remains aflame until the fire is put out or the vehicle explodes.
roll. The GM can increase or decrease the difficulty of this test due
If it survives, it loses half its Hull Integrity, and must be to special conditions (putting a fire out in the pouring rain is easier than
repaired before it can be used again. At the GM’s discretion, it might be putting a fire out in the middle of the scorching desert). Crew inside a
completely wrecked and unusable instead. flaming vehicle suffer a –20 penalty to all tests they have to make (the
If a Skimmer moving more than 10 metres above the ground –20 is included in the Agility Test above, not in addition to it). If the fire
Crashes, the results are far worse. The pilot has time to make a single is successfully put out, the crew and the passengers can act normally
Very Hard (–30) Operate test. If he succeeds, the vehicle crash-lands. from that point on without suffering the –20 penalty. The vehicle itself
The vehicle is destroyed, and anyone inside suffers 2d10 Impact Damage gains the Fire Damaged Damage Condition.
ignoring Armour, and is Stunned for a number of rounds equal to the
damage he suffered (after reduction for Toughness bonus). If he fails the
Test, the vehicle ploughs into the ground and explodes, as per the 10+
result on the Hull Critical Effects table. Individuals can bail out at the

7.0 Vehicles - 523


Crew and Passengers on Fire!
As noted in a number of results on the Vehicle Critical Effect tables, it is
possible for crewmembers and passengers to also be set alight even when
the vehicle itself is not on fire. When a crewmember or passenger is set
On Fire, he follows the standard rules for being set on fire (see Section
9.3 “Conditions, Special Damage, & Damage States”). At the end of each
round during which a vehicle had burning passengers inside it, the GM
should roll 1d10 for each person inside who was On Fire. On a result of
10, the vehicle also catches fire. On any other result, the vehicle does not
catch fire.

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.

7.0 Vehicles - 524


7.1 Repairing Vehicles
The beast of metal endures longer than the flesh of men. Those that tend the beasts of metal must labour long to learn its ways, for a single beast must
suffer the mastership of many men until ready to shed its vorpal coils. Those that seek apprenticeship must attended closely to the runes of mobilisa-
tion, the rites of maintenance, and the words-of-power that describe the parts of a beast.
-Runic Mechanics - An Introduction

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

7.1 Repairing Vehicles - 525


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 Over 2 hours and up to 6
6 hours -20 minutes +20 minutes
(Simple) hours
+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, gaining an
Over 1 year -2 weeks +2 weeks
additional month of time needed per every additional -10
modifier after the test reaches -60.

Damage Conditions Lightly Damaged


Skill Requirements: Essential Repair Skill
Burnt panels and dents in the bodywork are relatively minor issues. More
substantial damage can have some very specific effects upon a vehicle, Repair Difficulty: +0 Ordinary -or- +10 if the character has Tech-Use or
and these are referred to as damage conditions. In all instances, the Trade (Technomat).
proper equipment and replacement parts are required for these types of Repair Time Modifiers: +1 hour per point of integrity repaired.
repairs. The characters cannot fix missing armour or a destroyed weapon Lightly Damaged vehicles are easier to repair, and can generally be re-
if they do not possess replacements. The GM has final say on who may paired by vehicle crews and operators with a basic working knowledge of
attempt the repairs, whether the PCs are in a position to make the repair, technology. If a vehicle has suffered damage up to half its total integrity
and whether the repair is possible in the first place. (rounding up), it is Lightly Damaged. A Lightly Damaged vehicle can
This section contains both the rules for various lingering dam- fight without any penalties.
age conditions and their repairs. Each section contains the skill require- Repairing all the Hull Integrity on a Lightly Damaged vehicle
ments (i.e., over and above the Essential Repair skills) plus the difficulty requires a character to only make a single Repair Test and not one test
of the Repair Test and the repair time (both of which can vary depending per point of integrity.
on what skills the character attempting the Repair Test possesses). If
there are any additional bonuses or penalties for additional Degrees of
Success or Degrees of Failure on the Repair Test, they are included here
as well.

7.1 Repairing Vehicles - 526


Repair Locations & Conditions Critical damage must be repaired before any repairs can
be made to integrity, and each point of Critical damage on a Critical-
Repair Test ly Damaged vehicle must be repaired individually. Once a Critically
Example
Modifier Damaged vehicle has had every point of Critical damage repaired, it is
said to be Heavily Damaged. Repairing Critical damage does not reverse
Revered and ancient forge world.
+30 Well-stocked repair facility. any lingering damage conditions, such as destroyed weapons or vehicle
immobilisation.
Field base with ample supplies.
+20 Hive world of superior manufacturing prowess.
Area free from any enemy fire.
Fire Damaged
+10 Field encampment with basic repair supplies. Skill Requirements: Essential Repair Skill
Hive world of standard manufacturing prowess. Repair Difficulty: +20
Rudimentary or faulty repair equipment/tools.
Repair Time Modifiers: +1 hour for every 6 rounds/30 seconds (or
Close to active battlefields or uprisings. part thereof) the vehicle spent alight or had a crewmember or passenger
+0 Abandoned or run-down forge world. In the open without within it who was on fire.
access to proper facilities. Fires are understandably just as dangerous for vehicles as they are
Disruptive, inclement weather. people. Exposed wires and cabling can melt, fuel systems can explode,
Rudimentary or faulty repair equipment/tools. and even something simple like seat or a control panel can be destroyed
Close to active battlefields or uprisings. by fire, making operating the vehicle difficult if not impossible. Vehicles
-10 Abandoned or run-down forge world. In the open without that have spent any amount of time on fire due to Critical damage, or that
access to proper facilities. have contained crew or passengers that have been set on fire, are said
Disruptive, inclement weather. to be Fire Damaged. All tests taken to Operate a Fire Damaged vehicle
Ruined forge world. suffer a –10 penalty.
Monsoonal storms, blizzards or sandstorms.
-20 Pervasive and endless insect swarms.
Under artillery or air bombardment. Motive Systems Impaired
Primitive locale lacking industrial base. Skill Requirements: Essential Repair Skill
Repair Difficulty: +0 -or- +10 if the character has Tech-Use or Trade
A blistering desert or endless ice sheet.
Dense (and possibly carnivorous) jungle.
(Technomat).
Poorly-supplied field base or encampment. Repair Time Modifiers: The necessary time can be extended or de-
-30 In the thick of an ongoing battle. creased due to specific vehicle Traits.
Under orbital bombardment. A vehicle that suffers a Motive Systems Impaired condition reduces its
Trapped in a enemy dominated region. Tactical Speed by 1d10, and the driver must pass a Challenging (+0)
Operate test at the start of his turn if he wants to rotate the vehicle more
Heavily Damaged than once during that turn. If the operator fails the Repair Test by three
Skill Requirements: Essential Repair Skill or more degrees, then something has gone wrong during the repairs. The
Repair Difficulty: -40 -or- -20 if the character has Trade (Technomat) vehicle is now treated as having suffered a Motive Systems Crippled
-or- +0 if the character has Tech-Use Result.
Repair Time Modifiers: +4 hour per point of integrity repaired.
Heavily Damaged vehicles take a substantial amount of time and effort to Motive Systems Crippled
repair, and become greater liabilities the longer they go without repairs. Skill Requirements: Trade (Technomat)
If a vehicle has suffered more damage than half its total integrity (round- Repair Difficulty: -30 -or- -20 if the character has Tech-Use
ing up), but has not yet suffered any Critical damage (other than those Repair Time Modifiers: The necessary time can be extended or de-
caused by Righteous Fury), it is said to be Heavily Damaged. Heavily creased due to specific vehicle Traits.
Damaged vehicles suffer a –10 penalty to all Operate tests in addition to A vehicle that suffers a Motive Systems Crippled result on the Vehicle
any other penalties or bonuses it may already have. Critical Effects tables reduces its Tactical Speed by 2d10 and its Cruising
Repairing all the integrity on a Heavily Damaged vehicle re- Speed by half. If the operator fails the test by three or more degrees, then
quires one Repair Test for every 5 points of integrity damage (or fraction something has gone wrong during the repairs. The vehicle is now treated
thereof). Once a Heavily Damaged vehicle’s integrity is repaired to half as having suffered a Motive Systems Destroyed Result.
its starting value, the vehicle is then considered Lightly Damaged.
Motive Systems Destroyed
Critically Damaged Skill Requirements: Tech-Use or Trade (Technomat)
Skill Requirements: Tech-Use or Trade (Technomat) Repair Difficulty: -40 -or- -20 if the character has both Tech-Use and
Repair Difficulty: -50 -or- -40 if the character has both Tech-Use and Trade (Technomat).
Trade (Technomat). Repair Time Modifiers: The necessary time can be extended or de-
Repair Time Modifiers: +1 day per point of Critical Damage repaired. creased due to specific vehicle Traits.
Critically Damaged vehicles take an exceptionally long time to repair, A vehicle that suffers a Motive Systems Destroyed condition cannot
and only rare individuals steeped in the forbidden knowledge of the move under its own power. If the character fails the Repair Test by three
Omnissiah are truly capable of soothing the machine’s wounded spirit or more Degrees of Failure, then he has done something wrong and must
and coaxing life into it once again. If a vehicle has suffered any Critical reattempt the repairs from scratch. The time used to repair the vehicle’s
damage (not including Critical damage caused by Righteous Fury), it motive systems, including any additional time due to the Degrees of
is Critically Damaged. It is rare for a commander to send a vehicle so Failure, is wasted.
heavily damaged into combat, but if a Critically Damaged vehicle is ever
forced to fight, its operator suffers a –20 penalty to all Operate tests in
addition to any other penalties or bonuses that might be present.

7.1 Repairing Vehicles - 527


Reduced Armour If the character attempting this test succeeds, the weapon is removed and
Skill Requirements: Essential Repair skill can possibly be refitted onto another vehicle. In all instances, the GM has
Repair Difficulty: -20 -or- +0 if the character has Tech-Use -or- Trade final say on what can be salvaged and what, if any, special equipment the
(Armourer). characters require before they can salvage any extraordinarily heavy or
Repair Time Modifiers: +4 hours for every 5 points (or fraction thereof) cumbersome weapons.
of AP repaired.
Whenever a vehicle suffers a reduction in Armour due to Critical dam- Weapon/Turret Locked
age, this can be repaired by dividing the missing armour up into groups Skill Requirements: Trade (Technomat)
of 5 AP and taking a Repair Test for each individual grouping. If the Repair Difficulty: +0 for non-Turret-Mounted weapons. -20 for Tur-
character fails a Repair Test by three or more Degrees of Failure, then the ret-Mounted weapons. If the character has Tech-Use or Trade (Armourer)
armour has been installed incorrectly and the Repair Test for that specific the test’s Difficulty is one step easier.
grouping of AP must be reattempted. Sometimes a weapon’s mounting can be damaged even if the weapon
itself remains untouched. Weapons that suffer a Weapon/Turret Locked
Targeting Systems Destroyed result can make ranged attacks, but lose their fire arcs and are treated
Skill Requirements: Tech-Use -or- Trade (Technomat), and either Scho- as Fixed Weapons until this damage condition has been repaired. If the
lastic Lore (Techna Schemata) or Forbidden Lore (Adeptus Mechanicus). character fails the Repair Test with three or more Degrees of Failure,
Repair Difficulty: -30 something goes terribly wrong and he must reattempt the repair from the
Repair Time Modifiers: +1 week if the vehicle has the Super Heavy start.
vehicle Trait
Whenever a weapon suffers a Targeting System Destroyed result on the Weapon Destroyed
Critical Effects tables, it suffers a –20 penalty to all shots taken with Skill Requirements: Essential Repair Skill
that weapon (or location, such as a turret, if it is the location’s targeting Repair Difficulty: +0 for Sponson/Pintle mounted weapons. -20 for
systems that are destroyed). Repairing a weapon’s targeting system is Fixed/Hull/Turret-Mounted weapons. If the character has Tech-Use or
often a complex and time-consuming process involving the installation Trade (Armourer) the test’s Difficulty is one step easier.
of targeting cogitators and the appeasement of hallowed machine spirits, Weapons that have suffered a Weapon Destroyed result cannot be
and thus only those well-versed in the laws and rituals of the Machine repaired and must instead be replaced. The characters must first obtain a
God possess the required knowledge to undertake such a difficult task. new weapon to replace the destroyed one (through an Acquisition test as
Failing the Repair Test to restore a vehicle’s targeting system per Section 6.0 “Armoury & Acquisitions”. Once a replacement weapon
results in the machine spirit rejecting its new home; the Repair Test must has been acquired, the Repair Test is taken in order to install the new
be reattempted. Additionally, the character that attempted the repair must weapon. If the character fails the Repair Test with two or more Degrees
spend one day in silent meditation and reflection on the Great Works of of Failure, the character has installed the weapon incorrectly and must
the Omnissiah for every Degree of Failure on the Repair Test. He can re- start the repair over.
attempt the Repair Test once he has finished contemplating how he might
have offended the machine spirit he was attempting to install.
Weapon Disabled
Skill Requirements: Essential Repair Skill
Vehicle Destroyed Repair Difficulty: +10 for Sponson/Pintle mounted weapons. -20 for
Skill Requirements: N/A Fixed/Hull/Turret mounted weapons. If the character has Tech-Use or
Repair Difficulty: N/A Trade (Armourer) the test’s Difficulty is one step easier.
Repair Time Modifiers: N/A A weapon that suffers a Weapon Disabled result on the Vehicle Critical
A number of results on the Vehicle Critical Effects tables indicate that a Effects tables cannot make ranged attacks (or in rare cases, melee attacks
vehicle has been destroyed without an internal explosion. This condition for weapons designed for close combat) until it has been repaired via
cannot be repaired, but items from within can still be recovered at the a Repair Test. If the character fails the Repair Test with three or more
GM’s discretion. Vehicle-mounted weapons that have not been destroyed Degrees of Failure, something goes terribly wrong, and the weapon is
can be removed; this requires a Repair Test as if attempting to repair a now too badly damaged to repair and must be replaced (see Weapon
Weapon Destroyed result. Destroyed).

7.1 Repairing Vehicles - 528


7.2 Civilian Vehicles
The Imperium is no small realm, and even a single one of it’s uncountable worlds could take months, if not years to cross on foot. While some unfor-
tunates will inevitably tasked with such an impossible pilgrimage many have access to Imperial motive technology, most namely promethium-powe-
red, wheeled transits made for the purpose of moving people or material. While most of the vehicles in this section are unarmoured and unarmed a
few of them by default have weaponry as part of their construction or have the ability to mount weaponry if the need arises. The reality of the 41st
Millennium is such that even simple couriers, drivers, or other simple folk are often armed, for threats from traitors to Humanity and the predations
of xeno beasts are often ever present, even on “civilized” worlds.
If a vehicle has the option to mount a weapon it may be Acquired with that weapon option, but if the weapon has a more rare Availability
than the vehicle’s base Availability then the vehicle must be acquired at the weapon’s base Availability along with the standard additional -10 for
Acquiring vehicles.

Auto-Steed (Motorbike) Barded Auto-Steed (Combat Bike)


Seen in use on frontier worlds, hive worlds, and sometimes even for Rough Riders, Space Marine Scouts, and even hive gangers use this
scout regiments of the Imperial Guard. These very light vehicles trade all lightly armed and armoured vehicle to aid in long range reconnaissance
armour (and much of the driver’s safety) for speed and handling, allow- and hit-and-run raids. The Combat Bike is a tough and robust machine,
ing a skilled driver to deftly maneuver through even the roughest terrain, able to traverse almost any terrain and easy to repair and maintain. It is
though the vehicle can become crippled or destroyed very easily. also armed with twin-linked autoguns or a grenade launcher granting the
Hull Integrity: 10 Armour: 8/8/8 rider decent firepower for such a small vehicle.

Tactical Speed: 30m Hull Integrity: 12 Armour: 16/12/12


Maneuver: +20
Cruising Speed: 90kph Tactical Speed: 18m
Maneuver: +10
Type: Wheeled Cruising Speed: 90kph
Size: 5 Availability: Scarce Type: Wheeled
Carry: 1 Traits: Bike Size: 5 Availability: Rare
Crew: Driver Bike, Reinforced
Carry: 1 Traits:
Armour
Weapon Driver-Operated Forward-Facing Hull-Mounted
Mounts: Autogun Crew: Driver
Special: Weapon Driver-Operated Forward-Facing Hull-Mounted
Mounts: Twin Autogun -or- Automatic Grenade Launcher
Passenger: A motorbike can also carry 1 passenger, but while doing so
the Manoeuvrability is decreased to +10. Special:
Passenger: A Combat Bike can also carry 1 passenger, but while
Autogun doing so the Manoeuvrability is decreased to +0.
Class Basic Range 100m Rate of Fire S/3/10
Twin Autogun
Damage 1d10+3I Penetration 0
Class Basic Range 100m Rate of Fire S/3/10
Clip 30 Reload Full
Damage 1d10+3I Penetration 0
Qualities -
Clip 60 Reload 2 Full
Qualities Twin-Linked

Automatic Grenade Launcher (Frag Grenades)


Class Basic Range 40m Rate of Fire S/3/-
Damage 2d10X Penetration 0
Clip 6 Reload 2 Full
Qualities Blast (3), Inaccurate

Automatic Grenade Launcher (Krak Grenades)


Class Basic Range 40m Rate of Fire S/3/-
Damage 2d10+4X Penetration 6
Clip 6 Reload 2 Full
Qualities Concussive (0), Inaccurate, Vengeful (9)

7.2 Civilian Vehicles - 529


Auto-Chariot (Trike) Auto-Carriage (Car)
Auto-Chariots are sturdy vehicles with reinforced wheels to pull them While affordable personal transportation is a fantasy for the vast majority
through a wide variety of off-road terrain. Lightly armed and armoured of Imperial citizens it may well be within the grasp of nobility, guilds, or
with modular construction, models with cargo, passenger, and even those of extensive means. The transportation afforded by auto-carriagesis
smuggling variants exist across the Imperium. swift, manueverable, and convenient in the extreme, provided that it will
Hull Integrity: 12 Armour: 12/10/10 mostly be traversing urban areas. Some variants remove or are construct-
ed without a covering, allowing the wind to be in one’s hair, or addition-
Tactical Speed: 15m al, daring passengers to ride the vehicle.
Maneuver: +15
Cruising Speed: 100kph
Hull: 20 Armour: 15/12/10
Type: Wheeled
Tactical Speed: 15m
Size: 5 Availability: Rare Maneuver: +10
Cruising Speed: 70kph
Carry: 2 Traits: Bike, Rugged Type: Wheeled
Crew: Driver Size: 6 Availability: Rare
Weapon Enclosed,
Pintle-Mounted Twin Autogun Carry: 5 Traits:
Mounts: Rugged
Special: Crew: Driver
Modular Design: Although normally designed to carry both the driver None. If Open-Topped, the Auto-Carriage can be
and two passengers, the Auto-Chariot’s design allows for alternate Weapon
upgraded to carry any separately acquired Basic
configurations, enhancing the vehicle’s flexibility. Some trikes remove Mounts:
weapon to be Pintle-Mounted on the chassis.
the two passenger seats to carry an extra 200kg of cargo (three times
the norm), others replace the cargo area completely with a third Special:
passenger seat, and those operating in dangerous areas often add light Optional Covering: Any Auto-Carriage can replace its Enclosed trait
weapons such as pintle-mounted linked autoguns. with Open-Topped, increasing the Carrying Capacity to 8.

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.
-

Twin Heavy Stubber


Class Heavy Range 100m Rate of Fire -/-/8
Damage 1d10+4I Penetration 3
Clip 160 Reload 4 Full
Qualities Reliable

7.2 Civilian Vehicles - 530


Auto-Wagon (Truck) Mag-Rail Engine
Auto-Wagons are most commonly seen on frontier worlds, or upon other Powered by great plasma reactors, and capable of pulling kilometres
planets of the Imperium where rough terrain and poor weather are likely, long trains of cars, mag-rails are a vital and common thing to numerous
but must simply be dealt with, rather than avoided. These powerful, civilized worlds of the Imperium. They push and pull enormous lines of
promethium powered vehicles are easily repaired and capable of hauling freight, and many of them are also used for transporting the masses of
medium-sized loads quite reliably. Humanity upon any given Imperial world across its face. It is these very
Hull: 25 Armour: 20/15/12 same masses which necessitate the heavy armour that many mag-rail
engines bear, as the hijacking of such a vehicle could bring unbelievable
Tactical Speed: 12m amounts of material wealth into the hands of the undeserving.
Maneuver: +5
Cruising Speed: 70kph
Hull: 50 Armour: 40/32/30
Type: Wheeled
Tactical Speed: 5m
Size: 7 Availability: Rare Maneuver: +30
Cruising Speed: 70kph
10 Type: Railed
Enclosed,
Carry: (4 Inside, Traits:
Rugged Size: 8 Availability: Very Rare
6 Outside)
Crew: Driver Enclosed,
Carry: None Traits: Reinforced
None. However the Auto-Wagon can be upgraded Armour, Rugged
to carry any separately acquired Heavy weapon to
Weapon Crew: Driver, Co-Pilot, Enginseer, Signalman
be Pintle-Mounted on the chassis. If this option is
Mounts:
taken, reduce the Carrying Capacity to 4 (removing Weapon
None.
the exterior Carrying Capacity). Mounts:
Special: Special:
Hauling Bed: The rear half of the Auto-Wagon is taken up by a flat Engine: This vehicle is the engine of a train, and as such can can haul
platform with raised edges used for hauling goods or transporting as many Mag-Rail Cars as the Driver wishes, though each one imposes
up to a half dozen people. The characters transported by this do not a -5 penalty to the Engine's Maneuverability, as standard for Railed
benefit from the Enclosed Trait, and count as riding a vehicle with the vehicles.
Open-Topped Trait. A cover can easily be obtained, giving all transpor-
ted the associated benefits of the Enclosed Trait. Mag-Rail Car
Pulled in great trains that can cross a whole horizon line, these railcars
are fairly nondescript, being able to convey passengers or freight alike,
Auto-Caravan (Semi/18-Wheeler) and in great volumes. For the most part, cars are utilitarian, and exist to
With massive wheels, a roaring exhaust, and rumbling engine, auto-car- to simply move things in an efficient fashion. Some, however, are owned
avans are capable of hauling a month’s worth of food to settlements in a by nobility, and are converted to tiny estates for travel between planetary
single trip, making them invaluable in moving good, people, and whatev- destinations.
er else may be needed to areas not served by mag-rail lines. Hull: 35 Armour: 20/20/20
Hull: 35 Armour: 22/20/12 Tactical Speed:
- Maneuver: -
Tactical Speed: 5m Cruising Speed:
Maneuver: -10
Cruising Speed: 80kph Type: Railed
Type: Wheeled Size: 8 Availability: Scarce
Size: 7 Availability: Rare Carry: See Special Traits: Enclosed
Enclosed, Crew: Driver
Carry: 4 Traits: Enviro-Seal,
Rugged Weapon
None
Mounts:
Crew: Driver
Special:
Weapon
None Train Car: These vehicles have no motive system of their own, and as
Mounts:
such they must be pulled or pushed by a Mag-Rail Engine.
Special: Hauler: Mag-Rail Cars are most often used to haul enormous amounts
Hauler: Auto-Caravans are most often used to haul enormous trailers of goods or passengers between hive cities, or from distant voidports
filled with goods or passengers between hive cities, or from distant to colonies on frontier worlds. Depending on configuration this can
voidports to colonies on frontier worlds. These trailers can range from range from people conveyors with three-score tiny “coffin-quarters”
people conveyors with three-score tiny “coffin-quarters” and shared and shared amenities, to palatial singular, miniature estates for the
amenities, to palatial singular, miniature estates for the more well off more well off nobility, to wide flat-beds for ferrying vehicles (capable
nobility, to wide flat-beds for ferrying vehicles (capable of carrying of carrying one Size 8 vehicle, two Size 7 vehicles, six Size 6 vehicles,
one Size 8 vehicle, two Size 7 vehicles, six Size 6 vehicles, or up to or up to 14 Size 5 vehicles) or four cargo containers.
fourteen Size 5 vehicles) or four cargo containers. The trailer’s Armour
is the same as the Auto-Caravan’s Side Armour.

7.2 Civilian Vehicles - 531


Barge Colossus Mag-Rail Engine
While water is far from a guarantee on any world in the Imperium, there Enormous beyond reckoning, and seen on only the most ancient and
are indeed enough planets that have liquid water (of some description) industrious of hive worlds, Colossus Mag-Rails are capable of moving
in such quantities that travelling over it is a necessity. While the rich and the daily cumulative output of an entire hive city. These titanic haulers,
powerful can quite easily take an aeronautica of some description and and their train cars, are each roughly the size of a large hab-block, with
simply ignore aquatic spans, few of the common folk of the Imperium the crewmen of each being a tightknit community that ensure the smooth
have such a luxury, and many make their livelihood plying inland rivers operation of the vehicle, and the repelling of any boarders.
and oceans. Hull: 150 Armour: 50/35/40
Hull: 25 Armour: 20/15/12 Tactical Speed: 12m
Maneuver: +10
Tactical Speed: 8m Cruising Speed: 70kph
Maneuver: +5
Cruising Speed: 30kph Type: Railed
Type: Watercraft Size: 10 Availability: Extremely Rare
Size: 7 Availability: Scarce Enclosed,
Open-Topped, Carry: 70 Traits: Reinforced
Carry: 20 Traits:
Rugged Armour, Rugged
Crew: Driver Driver, Co-Pilot, Navigator, Enginseer, 10 Tech-
Crew:
None. However the Barge can be upgraded to Adepts, Commander, Signalman, 30 Technomats
Weapon
carry any separately acquired Heavy weapon to be Weapon
Mounts: None.
Pintle-Mounted on the chassis. Mounts:
Special: Special:
Hauling Bed: The front half of the Barge is taken up by a flat Engine: This vehicle is the engine of a train, and as such can can haul
platform with raised edges used for hauling goods or transporting up as many Colossus Mag-Rail Cars as the Driver wishes, though each
to twenty people. The characters transported by this vehicle are subject one imposes a -5 penalty to the Engine's Maneuverability, as standard
to the Open-Topped Trait, but a cover can easily be obtained, giving all for Railed vehicles.
transported the associated benefits of the Enclosed Trait. Crew Quarters: The vehicle has barracks for the 60 Technomats and
special officer quarters for the Driver, Co-Pilot, Commander, Engin-
Mass Cargo Barge seer, and Signalman.
Gigantic haulers that swim across vast oceans, mass cargo barges are Titanic Transportation: If a Colony has an amount of Colossus
great aquatic machines that can carry the output of an entire city in their Mag-Rail Engines equal to at least half its Size (and at least 5 Colossus
holds, and are a key piece of Imperial transportation infrastructure on Mag-Rail Cars to each Engine) the Colony gains a +1 bonus to the
oceanic worlds. Colony Growth roll.
Hull: 120 Armour: 40/35/30
Colossus Mag-Rail Car
Tactical Speed: 3m
Maneuver: -30
Cruising Speed: 40kph Hull: 35 Armour: 32/32/32
Type: Railed Tactical Speed:
- Maneuver: -
Size: 10 Availability: Extremely Rare Cruising Speed:
Enclosed, Type: Railed
Carry: 70 Traits:
Rugged Size: 10 Availability: Very Rare
Driver, Co-Pilot, Navigator, Enginseer, 10 Tech- Carry: See Special Traits: Enclosed
Crew:
Adepts, Captain, Signalman, 30 Technomats Crew: Driver
Weapon Weapon
None. None
Mounts: Mounts:
Special: Special:
Crew Quarters: The vehicle has barracks for the 60 Technomats and Train Car: These vehicles have no motive system of their own, and as
special officer quarters for the Driver, Co-Pilot, Commander, Engin- such they must be pulled or pushed by a Mag-Rail Engine.
seer, and Signalman. Mass Hauler: Colossus Cars are most often used to haul inconceivab-
Mass Hauler: Mass Cargo Barges are most often used to haul le amounts of goods or passengers between hive cities, or from distant
inconceivable amounts of goods or passengers between hive cities, or voidports to colonies on frontier worlds. Depending on configuration
from distant voidports to colonies on frontier worlds. Depending on this can range from people conveyors with five hundred “coffin-quar-
configuration this can range from people conveyors with five hundred ters” and shared amenities, to palatial singular estates for the more
“coffin-quarters” and shared amenities, to palatial singular estates well off nobility, to wide flat-beds for ferrying vehicles (capable of
for the more well off nobility, to wide flat-beds for ferrying vehicles carrying four Size 9 vehicles, sixteen Size 8 vehicles, thirty Size 7
(capable of carrying four Size 9 vehicles, sixteen Size 8 vehicles, thirty vehicles, seventy-five Size 6 vehicles or up to two hundred Size 5
Size 7 vehicles, seventy-five Size 6 vehicles or up to two hundred Size vehicles) or eighty cargo containers.
5 vehicles) or eighty cargo containers.

7.2 Civilian Vehicles - 532


Hephaestus Ore Seeker Ceres Harvest Walker
Lumbering across barren alien moons, trampling the wilderness regions A common sight on heavily industrialized, or well-funded, agri worlds,
of fledgling colonies, and flattening the mighty crags of countless worlds where it harvests acres of plant matter for further processing. The har-
beneath its heavy mechanical tracks, the Hephaestus is an ambulatory vester arrays of planet’s Ceres are as varied as the crops that gather, with
mineralogical survey vehicle and ore extraction platform. While less some simply tearing up dirt and pulling up tuber or roots, with others
suitable on more established worlds of the Imperium, as more permanent being carefully sharpened and arranged arrays of scything instruments
and profitable installations can be set up after a vein of ore is found, that cut and sever the fruits of harvest with an uncanny precision.
decommissioned and abandoned Ore Seekers are often repaired and put Hull: 90 Armour: 35/35/35
back into service across innumerable frontier worlds.
Under the direction of Rogue Traders, Explorators, and pros- Tactical Speed: 5m
Maneuver: -30
pecting guilds, functioning Hephaestus earn quick fortunes for their mas- Cruising Speed: 10kph
ters. A Hephaestus Ore Seeker is a gigantic boxy crawler, more than 35 Type: Walker
metres tall and propelled by numerous treads. Enormous drills, rippers, Size: 10 Availability: Extremely Rare
and rotary grinders tear away at rock and soil, leaving deep trenches,
sunken pits, and mounds of scree in the Seeker’s wake. 50 additional
crew, 1000 Enclosed,
Hull: 130 Armour: 45/50/45 Carry: tonnes of Traits: Rugged, Super
Tactical Speed: 5m harvested Heavy
Maneuver: -30
Cruising Speed: 40kph produce
Type: Tracked Driver, 2 Co-Pilots, 12 Combine Operators,
Crew:
Size: 10 Availability: Extremely Rare Enginseer, 3 Tech Adepts

20 additional Enviro-Sealed Weapon Combine-Operator-Operated Front-Facing Fixed


crew, 750 ton- Reinforced Mounts: Combine Harvester Array
Carry: Traits:
nes of proces- Armour, Rugged, Special:
sed ore Super Heavy Titanic Behemoth: Ceres Harvest Walkers dwarf almost everything
3 Drivers, Foreman, Enginseer, 5 Tech-Adepts, and on a planet’s surface, each one more akin to a small village than a
Crew:
20 Miners simple vehicle. GMs might treat a Ceres Harvest Walker less as a
Driver-Operated Front-Facing Fixed Heavy Mining vehicle and more as a mobile hab block.
Drill Unavoidable Attack: Anything with the ill fortune to end up un-
Weapon derneath an active Ceres Harvest Walker suffers a single automatic
Driver-Operated Front-Facing Fixed Mining Laser
Mounts: hit from its combine harvester array. Due to the massive scale of the
Driver-Operated Front-Facing Hull-Mounted
Digging Arms Ceres, a character cannot use an Evasion reaction to avoid this hit. If
the target is Massive (Size 7) or larger, the array shuts down after inf-
Special: licting the hit to avoid damaging the blades. It takes the crew an hour
Titanic Behemoth: Hephaestus Ore Seekers dwarf almost everything of repairs and cleansing rituals to restart the blades.
on a planet’s surface, each one more akin to a small village than a Harvester: If an Agri Colony has an amount of Ceres Harvest Walkers
simple vehicle. GMs might treat a Hephaestus Ore Seeker less as a equal to at least half its Size the agri colony gains a +1 bonus to the
vehicle and more as a mobile hab block. Colony Growth roll.
Life Support: A fully outfitted Hephaestus Ore Seeker contains
enough air, fuel, water, and provisions for a full complement of crew Combine Harvester Array
and passengers to survive for a month in hostile environments. Class Melee Range Melee+3m Rate of Fire -/-/-
Improvised Weapons: When used against an Average sized target or Damage 8d10+8R Penetration 6
smaller, all of the Hephaestus weapons suffer a -30 penalty to hit.
Qualities Felling (8), Inaccurate, Razor Sharp, Unwieldy
Ore Seeker: If a Mining Colony has an amount of Hephaestus Ore
Seekers equal to at least half its Size the mining colony gains a +1
bonus to the Colony Growth roll.

Heavy Mining Drill


Class Melee Range Melee+3m Rate of Fire -/-/-
Damage 5d10R Penetration 15
Qualities Tearing, Unwieldy

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

7.2 Civilian Vehicles - 533


7.3 Vehicles of the Adepta
The Adepta Terra of the Imperium of Man are galaxy-spanning, and employ populations each that number in the trillions. Among these forces are the
Adepta Sororitas, Arbites, Ministorum, Astra Telepathica, and of course the Adeptus Astartes. These monolithic pillars of Imperial society support it
in specific roles, each bearing a different burden of responsibility, but also enormous authority along with it. The following is a selection of vehicles
used by the Adepta to enforce the will of the God-Emperor, whether it simply be for transport, or annihilation of his foes.
If a vehicle has the option to mount a weapon it may be Acquired with that weapon option, but if the weapon has a more rare Availability
than the vehicle’s base Availability then the vehicle must be acquired at the weapon’s base Availability along with the standard additional -10 for
Acquiring vehicles.

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.

Tactical Speed: 15m Hull: 32 Armour: 28/26/18


Maneuver: +0
Cruising Speed: 70kph Tactical Speed: 12m
Maneuver: -10
Type: Tracked Cruising Speed: 55kph
Size: 7 Availability: Rare Type Tracked
Enclosed, Size: 7 Availability: Very Rare
Carry: 10 Traits: Reinforced Enclosed,
Armour, Rugged Carry: 12 Traits: Reinforced
Crew: Driver, Co-Pilot Armour, Rugged
Weapon Crew: Driver, Gunner (Turret)
None
Mounts: Weapon One Turret-Mounted Twin Heavy Stubber -or-
Special: Mounts: Storm Bolter
Command Variant: There also exist command patterns of the Special:
ubiquitous Rhino (the most common and widespread being the acc- Siege Shield: The Vindicator features an integral Dozer Blade Modi-
laimed Damocles-pattern), these Command Rhinos have an integral fication
Long-Range Auspex, Vid-Relay, Cartograph, Vox-Caster, Vox-Thief,
Vox-Tracker and reduce their Carrying Capacity to 2 (who are both Cupola Turret: The Repressor’s unusual turret sits within the superst-
able to use the integral systems within). The Command Rhino also ructure of the vehicle’s hull, limiting its field of fire. The turret may
gains the Command and Control Trait and is of an Extremely Rare only fire 90° to the front and left of the vehicle, and is unable to fire to
Availability. the right or to the rear.

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

7.3 Vehicles of the Adepta - 534


Sentinel Powerlifter
The Sentinel achieves movement with a pair of articulated legs, which al- Class Melee Range Melee+1m Rate of Fire -/-/-
low for both maneuverability in dense environments and bursts of speed Damage 2d10+8I Penetration 4
on open terrain. The bipedal locomotion afforded by the Sentinel gives it
Qualities Concussive (2), Primitive (8), Unwieldy
a unique ability to advance into terrain that other armoured vehicles with
tracks could not possibly hope to achieve. This allows it to stalk through Multi-Laser
dense jungles or urban ruins to locate and wipe out pockets of enemy re-
Class Heavy Range 150m Rate of Fire -/-/5
sistance, though their light armor and exposed crew compartment leaves
them vulnerable to even small-arms fire. Damage 2d10+10E Penetration 2
Hull: 20 Armour: 15/15/15 Clip 100 Reload 2 Full

Tactical Speed: 10m Qualities Reliable


Maneuver: +10
Cruising Speed: 45kph
Heavy Flamer
Type: Walker
Class Heavy Range 30m Rate of Fire S/-/-
Size: 6 Availability: Scarce Damage 1d10+5E Penetration 4
Enhanced Clip 10 Reload 2 Full
Carry: None Traits: Motive System,
Qualities Flame, Spray
Open-Topped
Crew: Driver Autocannon
Driver-Operated Front-Facing Hull-Mounted Class Heavy Range 300m Rate of Fire S/3/-
Weapon Powerlifter -or- Multi-Laser -or- Heavy Flamer -or- Damage 3d10+8I Penetration 6
Mounts: Autocannon -or- Missile Launcher -or- Lascannon
Clip 15 Reload Full
-or- Plasma Cannon
Qualities Reliable
Special:
Armoured Sentinel: Some Sentinels sacrifice speed in favour of Sentinel Missile Launcher (Frag Missiles)
an enclosed cockpit and heavier armaments. An Armoured Sentinel Class Heavy Range 300m Rate of Fire S/-/-
increases its Front Armour to 25, loses the Enhanced Motive Systems
Damage 2d10+2X Penetration 4
and Open-Topped vehicle traits, but gains the Enclosed Vehicle Trait.
Clip 5 Reload 3 Full
Powerlifter: A Sentinel equipped with a Powerlifter is capable of Qualities Blast (5)
carrying a considerable amount of equipment in a single load, up to
3,000kg at a time, and lift/tilt up to 6,000kg. Picking up or setting Sentinel Missile Launcher (Krak Missiles)
down objects requires a Full Action. Class Heavy Range 300m Rate of Fire S/-/-
Damage 3d10+8X Penetration 8
Clip 5 Reload 3 Full
Qualities Concussive (3), Proven (2)

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

7.3 Vehicles of the Adepta - 535


Land Speeder Vindicator Assault Gun
Land Speeders are light anti-gravity vehicles, serving as the primary re- The Vindicator is a short ranged siege tank based upon the Rhino chassis,
connaissance, scouting, resupply and fast attack vehicles of the Imperial it shares many of the same design features, though with equipment
Space Marine Chapters. Though its anti-gravitic plates won’t function at and armament optimized to deliver heavy ordnance. The Vindicator’s
higher altitudes, they can be used to perform a control descent at these chief role in combat is to provide destructive firepower against enemy
heights, allowing their deployment from high altitude for rapid assaults. strongpoints and fortresses. Standard combat doctrine has the Vindicator
Hull: 18 Armour: 15/15/15 advance towards the target structure, blasting holes in walls and interven-
ing structures if necessary. Once in position, the Vindicator opens fire on
Tactical Speed: 30m the target building, reducing much of it to rubble and opening the way for
Maneuver: +20
Cruising Speed: 275kph subsequent assault and clearing.
Type: Skimmer Hull: 45 Armour: 46/31/20
Size: 6 Availability: Near Unique Tactical Speed: 15m
Maneuver: +0
5 Passengers Enhanced Cruising Speed: 70kph
Carry: or equivalent Traits: Motive System, Type: Tracked
cargo Open-Topped
Size: 7 Availability: Extremely Rare
Crew: Pilot, Co-Pilot
Enclosed,
Pilot-Operated Front-Facing Sponson-Mounted Carry: None Traits: Reinforced
Assault Cannon -or- Heavy Flamer -or- Typhoon Armour, Rugged
Weapon
Missile Launcher
Mounts: Crew: Driver, Gunner
Co-Pilot-Operated Front-Facing Hull-Mounted
Heavy Bolter -or- Multi-Melta Weapon Front-Facing Fixed Demolisher Cannon -or-
Special: Mounts: Laser Destroyer Array
- Special:
Siege Shield: The Vindicator features an integral Dozer Blade
Assault Cannon Modification, increasing the vehicle's Front Armour Facing by +4,
Class Heavy Range 150m Rate of Fire -/-/10 and allowing the vehicle to treat terrain with heavy rubble and other
Damage 3d10+8I Penetration 6 detritus as open ground as long as it moves no faster than its Tactical
Speed each Turn.
Clip 200 Reload 3 Full
Qualities Tearing Demolisher Cannon
Class Vehicle Range 50m Rate of Fire S/-/-
Heavy Flamer
Damage 4d10+20X Penetration 10
Class Heavy Range 30m Rate of Fire S/-/-
Clip 2 Reload Full
Damage 1d10+5E Penetration 4
Qualities Blast (10), Concussive (3)
Clip 10 Reload 2 Full
Qualities Flame, Spray Laser Destroyer Array
Class Vehicle Range 150m Rate of Fire S/-/-
Typhoon Missile Launcher (Frag Missiles)
Damage 5d10+10E Penetration 20
Class Heavy Range 300m Rate of Fire S/2/-
Qualities Quad, Power-Plant, Proven (3)
Damage 2d10+2X Penetration 4
Clip 12 Reload 5 Full
Qualities Blast (5), Twin-Linked

Typhoon Missile Launcher (Krak Missiles)


Class Heavy Range 300m Rate of Fire S/2/-
Damage 3d10+8X Penetration 8
Clip 12 Reload 5 Full
Qualities Concussive (3), Proven (2), Twin-Linked

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

7.3 Vehicles of the Adepta - 537


Whirlwind Artillery Tank Land Raider Phobos
The Whirlwind Artillery Tank is a Rhino-based missile artillery platform, The Land Raider (originally known as Land’s Raider) is a heavy tank and
providing accurate fire support for the suppression of numerous or high- transport used primarily by the Space Marines and Chaos Space Marines,
ly-mobile enemies. The Whirlwind is both fast and mobile, able to keep but also by the Adeptus Mechanicus, Inquisition and even especially
up with most battlegroups. Because the number of Whirlwinds available influential Rogue Traders. It is capable of operating in virtually any kind
at any time is often limited, the ability to engage the enemy and rapidly of planetary environment. Its hull fully isolates its occupants from the
change positions to avoid counter-battery is prized more than masses of environment and provides life support functions, allowing operation on
longer-ranged, slower artillery commonly used by the Imperial Guard.. inhospitable and airless planets from complete vacuum to ocean floors.
The Whirlwind can also be converted into an anti-aircraft vehicle when Hull: 95 Armour: 50/50/50
issued with AA missiles, although this task is better suited to specialised
variants such as the Hyperios. Tactical Speed: 15m
Maneuver: +0
Cruising Speed: 70kph
Hull: 45 Armour: 42/31/20
Type: Tracked
Tactical Speed: 15m
Maneuver: +0 Size: 8 Availability: Near Unique
Cruising Speed: 70kph
Type: Tracked Command and
Control,
Size: 7 Availability: Extremely Rare Enviro-Sealed,
Carry: 12 Traits:
Enclosed, Reinforced
Reinforced Armour, Sentry
Carry: None Traits:
Armour, Rugged, (50)
Tracked Crew: Commander, Driver, Gunner
Crew: Driver, Gunner Commander-Operated Front-Facing
Weapon Turret-Mounted Twin Heavy Bolter
Turret-Mounted Missile Battery
Mounts: Weapon Gunner-Operated Left-Facing Sponson-Mounted
Special: Mounts: Twin Lascannons
Gunner-Operated Right-Facing Sponson-Mounted
Hyperios: This ancient and superior pattern gains the Anti-Air (Ad- Twin Lascannons
vanced) Trait and has an Availability of Near Unique.
Special:
Missile Battery (Frag Missiles) Power of the Machine Spirit: The Land Raider is equipped with
Class Vehicle Range 5,000m Rate of Fire S/2/4 a complex core-cogitator that is blessed with an unusually cunning
Damage 4d10+2X Penetration 4 Machine Spirit. Each turn the Land Raider's commander may desig-
nate one of the vehicle's weapons to be controlled by the Sentry (50)
Clip 4 Reload 36 Full
Trait, and even switch its firing mode, as an in-turn Free Action.
Qualities Accurate, Blast (10), Indirect (5)
Twin Heavy Bolter
Missile Battery (Krak Missiles)
Class Heavy Range 150m Rate of Fire -/-/6
Class Vehicle Range 5,000m Rate of Fire S/2/4
Damage 1d10+8X Penetration 5
Damage 5d10+8X Penetration 8
Clip 120 Reload 2 Full
Clip 4 Reload 36 Full
Qualities Tearing, Twin-Linked
Qualities Accurate, Blast (2), Concussive (3), Proven (2), 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

7.3 Vehicles of the Adepta - 538


Land Raider Crusader Land Raider Helios
This variant of the Land Raider was developed by the Black Templars The Helios variant of the Land Raider was created by the Red Scorpions
Chapter during the Jerulas Crusade. The Land Raider Crusader is a Chapter as a stop-gap measure to provide additional artillery support for
peerless linebreaker tank, able to smash through enemy fortifications a Space Marine force. The main difference for the Land Raider Helios
and deliver an assault force of Space Marines to the heart of the foe’s is that it replaces the top-mounted weapon with a whirlwind missile
formation. These tanks are often used far more aggressively than other launcher mount. The additional ammunition stowage space required for
variants, for they feature numerous short-ranged and fast-firing weapons. extended artillery operations reduces the vehicles transport capacity. The
Hull: 95 Armour: 50/50/50 Helios has only limited utility in anti-personnel operations on the battle-
field and it remains an uncommon variant. The Deathwatch in the Jericho
Tactical Speed: 15m Reach sometimes equip a Land Raider Helios with the anti-aircraft mis-
Maneuver: +0
Cruising Speed: 70kph sile launcher common to the Whirlwind variant known as the Hyperios.
Type: Tracked This modification has proven highly useful in battles in the Canis Salient
Size: 8 Availability: Near Unique when facing the air-mobile forces of the Tau.
Command and Hull: 95 Armour: 50/50/50
Control, Tactical Speed: 15m
Maneuver: +0
Enviro-Sealed, Cruising Speed: 70kph
Carry: 16 Traits:
Reinforced Type: Tracked
Armour, Sentry
(50) Size: 8 Availability: Near Unique
Crew: Commander, Driver, Gunner Anti-Air
(Advanced),
Commander-Operated Front-Facing Command and
Turret-Mounted Twin Assault Cannon Control,
Weapon Gunner-Operated Left-Facing Sponson-Mounted Carry: 6 Traits:
Enviro-Sealed,
Mounts: Hurricane Bolter Reinforced
Gunner-Operated Right-Facing Sponson-Mounted Armour, Sentry
Hurricane Bolter (50)
Special: Crew: Commander, Driver, Gunner
Power of the Machine Spirit: The Land Raider is equipped with Commander-Operated
a complex core-cogitator that is blessed with an unusually cunning Turret-Mounted Helios Missile Battery
Machine Spirit. Each turn the Land Raider's commander may desig- Weapon Gunner-Operated Left-Facing Sponson-Mounted
nate one of the vehicle's weapons to be controlled by the Sentry (50) Mounts: Twin Lascannon
Trait, and even switch its firing mode, as an in-turn Free Action. Gunner-Operated Right-Facing Sponson-Mounted
Twin Assault Cannon
Twin Lascannon

Class Heavy Range 150m Rate of Fire -/-/10


Special:
Damage 3d10+8I Penetration 6 Power of the Machine Spirit: The Land Raider is equipped with
a complex core-cogitator that is blessed with an unusually cunning
Clip 400 Reload 6 Full
Machine Spirit. Each turn the Land Raider's commander may desig-
Qualities Tearing, Twin-Linked 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.
Hurrican Bolter
Class Vehicle Range 50m Rate of Fire -/6/12 Missile Battery (Frag Missiles)
Damage 1d10+5X Penetration 4 Class Vehicle Range 5,000m Rate of Fire S/2/4
Clip 300 Reload 3 Full Damage 4d10+2X Penetration 4
Qualities Storm, Tearing Clip 6 Reload 36 Full
Qualities Accurate, Blast (10), Indirect (5)
Frag Assault Launchers
Class Vehicle Range 30m Rate of Fire S/-/- Missile Battery (Krak Missiles)
Damage 3d10X Penetration 0 Class Vehicle Range 5,000m Rate of Fire S/2/4
Clip 1 Reload 60 Full Damage 5d10+8X Penetration 8
Qualities Spray Clip 6 Reload 36 Full
Qualities Accurate, Blast (2), Concussive (3), Proven (2), 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

7.3 Vehicles of the Adepta - 539


Land Raider Prometheus Land Raider Redeemer
The origin of the Land Raider Prometheus design is an enigma that has The Land Raider Redeemer is an evolution of the Land Raider Crusader
yet to be solved, although some Tech-adepts of Mars believe that the Pro- design, intended for the brutal close-quarters fighting in the streets of
metheus is a variant of the mysterious “Tartarus” pattern Land Raider (a rubble-strewn cities or the passageways of an alien tomb. Originally a
theory that has never been proved). Others claim that it was developed on modification introduced by the Fire Lords Chapter of Space Marines,
Nocturne by Space Marines of the Salamanders Chapter. The Land Raid- the Redeemer’s design has spread to many other Chapters, including
er Prometheus mounts two twin-linked heavy bolters in each sponson and the Deathwatch. The Redeemer replaces the sponson weapons with
it includes extensive communications and sensor equipment. All Land flamestorm cannons, blasting huge swaths of promethium-fuelled flame
Raiders contain a tactical holosphere and squad status displays, but the into enemy positions to devastate infantry and light vehicles alike.
Prometheus augments these systems with a long-range signals booster for Hull: 95 Armour: 50/50/50
improved communications at all levels. It also utilises secure multiband
communications for coordination with allied forces, and transmission Tactical Speed: 15m
Maneuver: +0
monitoring equipment for interception and decryption of enemy signals. Cruising Speed: 70kph
In addition, the Prometheus features a multi-spectral ground surveillance Type: Tracked
auspex for locating and tracking enemy forces. This information can then Size: 8 Availability: Near Unique
be sent forward to other Imperial forces.
Command and
Hull: 95 Armour: 50/50/50 Control,
Tactical Speed: 15m Enviro-Sealed,
Maneuver: +0 Carry: 16 Traits:
Cruising Speed: 70kph Reinforced
Type: Tracked Armour, Sentry
(50)
Size: 8 Availability: Near Unique
Crew: Commander, Driver, Gunner
Enviro-Sealed,
Improved Commander-Operated
Command and Front-Facing Turret-Mounted Twin Assault Cannon
Carry: 10 Traits: Control, Weapon Gunner-Operated Left-Facing Sponson-Mounted
Reinforced Mounts: Flamestorm Cannon
Armour, Sentry Gunner-Operated Right-Facing Sponson-Mounted
(50) Flamestorm Cannon

Crew: Commander, Driver, Gunner Special:

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

7.3 Vehicles of the Adepta - 540


Land Raider Terminus Ultra Land Raider Achilles
The design of the Terminus Ultra pattern maximises its ability to destroy In its role of a heavy siege tank the Achilles was fitted with a number of
enemy armoured vehicles and threaten even the most powerful forces on powerful weapons to break through the enemy's defences. Both sponson
the battlefield. The Terminus Ultra pattern sacrifices all of its transport mounts are fitted with twin-linked Multi-meltas, while the centerline hull
capability to mount a trio of twin-linked lascannons supplemented by two mount was originally fitted with a Viper pattern quad-launcher, a rap-
additional sponson-mounted lascannons, granting it a formidable array id-firing four-barreled cannon which has since been replaced in surviving
of high-powered armament. However, these venerable war machines are models with a Thunderfire Cannon.
only fielded in the most dire circumstances, for the huge heat build-up Hull: 95 Armour: 50/50/50
generated when a Terminus Ultra fires can cause irrevocable damage to
its systems. Tactical Speed: 15m
Maneuver: +0
Cruising Speed: 70kph
Hull: 95 Armour: 50/50/50
Type: Tracked
Tactical Speed: 15m
Maneuver: +0 Size: 8 Availability: Near Unique
Cruising Speed: 70kph
Type: Tracked Command and
Control,
Size: 8 Availability: Near Unique Enviro-Sealed,
Carry: 6 Traits:
Command and Reinforced
Control, Armour, Sentry
Enviro-Sealed, (50)
Carry: - Traits:
Reinforced Crew: Commander, Driver, 2 Gunners
Armour, Sentry
(50) Gunner-Operated
Forward-Facing Fixed Thunderfire Cannon
Crew: Commander, Driver, Gunner Weapon Gunner-Operated Left-Facing Sponson-Mounted
Commander-Operated Mounts: Twin Multi-Melta
Front-Facing Turret-Mounted Twin Lascannon Gunner-Operated Right-Facing Sponson-Mounted
Gunner-Operated Left-Facing Sponson-Mounted Twin Multi-Melta
Lascannon Special:
Weapon Gunner-Operated Left-Facing Sponson-Mounted
Mounts: Twin Lascannon Power of the Machine Spirit: The Land Raider is equipped with
Gunner-Operated Right-Facing Sponson-Mounted a complex core-cogitator that is blessed with an unusually cunning
Lascannon Machine Spirit. Each turn the Land Raider's commander may desig-
Gunner-Operated Right-Facing Sponson-Mounted nate one of the vehicle's weapons to be controlled by the Sentry (50)
Twin Lascannon Trait, and even switch its firing mode, as an in-turn Free Action.

Special: Thunderfire Cannon (Airbust Shell)


Power of the Machine Spirit: The Land Raider is equipped with Class Vehicle Range 500m Rate of Fire -/-/4
a complex core-cogitator that is blessed with an unusually cunning Damage 1d10+3X Penetration 0
Machine Spirit. Each turn the Land Raider's commander may desig-
Clip 20 Reload 4 Full
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. Qualities Blast (5), Indirect (2)
Power Overload: If two or more results of 91–100 are rolled when
Thunderfire Cannon (Surface-Detonation Shell)
firing the Terminus Ultra’s weapons, the vehicle suffers a 1d5 Critical
Effect roll on a randomly determined Hit Location, unmodified by the Class Vehicle Range 500m Rate of Fire -/-/4
Reinforced Armour Vehicle Trait. Damage 1d10+5X Penetration 0

Lascannon Clip 20 Reload 4 Full


Qualities Blast (3), Concussive (2), Indirect (2)
Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+5E Penetration 10 Thunderfire Cannon (Subsurface-Detonation Shell)
Clip 5 Reload 2 Full Class Vehicle Range 500m Rate of Fire -/-/4
Qualities Proven (3) Damage 1d10+7X Penetration 0

Twin Lascannon Clip 20 Reload 4 Full


Qualities Blast (2), Concussive (4), Indirect (2)
Class Heavy Range 300m Rate of Fire S/-/-
Variable Shell Detonation: The Thunderfire Cannon may be
Damage 5d10+10E Penetration 10
used to make a ranged attack using the Airburst Shell, Surface-Detona-
Clip 10 Reload 4 Full tion Shell, Subsurface-Detonation Shell profile without reloading, these
Qualities Proven (3), Twin-Linked are simply different settings for the warhead that the gunner may choose
between as in-turn Free Action.
Twin Multi-Melta
Class Heavy Range 60m Rate of Fire S/-/-
Damage 2d10+16E Penetration 12
Clip 24 Reload 2 Full
Qualities Blast (1), Melta, Twin-Linked
Land Raider Ares Twin Assault Cannon
The Land Raider Ares is a variant of the Land Raider used by the many Class Heavy Range 150m Rate of Fire -/-/10
Chapters of the Adeptus Astartes and was developed by the Dark Angels Damage 3d10+8I Penetration 6
Space Marine Chapter as a heavy siege tank. The Land Raider Ares
Clip 400 Reload 6 Full
replaces the Land Raider’s sponson-mounted twin-linked Lascannons
with twin-linked Heavy Flamers. It can use these Heavy Flamers to burn Qualities Tearing, Twin-Linked
enemy infantry out of fortified bunkers, trenches, and tunnels. A siege
Demolisher Cannon
can last for months, years, or even centuries and for the Space Marines,
who are dedicated to the pursuit of lightning-fast planetary assaults that Class Vehicle Range 50m Rate of Fire S/-/-
can conquer the enemy before they even know they are under attack, Damage 4d10+20X Penetration 10
such slow-moving stalemates are completely unacceptable. It was to Clip 2 Reload Full
prevent such a situation from developing that the Land Raider Ares was
created, and where it excels. Qualities Blast (10), Concussive (3)
The main feature of the Land Raider Ares is its hull-mounted, Twin Heavy Flamer
forwards-firing Demolisher Cannon and Siege Shield, these features,
taken from the Space Marine Vindicator siege tank, allow the Land Raid- Class Heavy Range 30m Rate of Fire S/-/-
er Ares to level enemy structures and bunkers quickly. The Demolisher Damage 1d10+5E Penetration 4
Cannon is also capable of creating breaches in or even destroying enemy Clip 20 Reload 4 Full
walls, allowing infantry to enter.
Qualities Flame, Spray, Twin-Linked
Hull: 95 Armour: 50/50/50
Tactical Speed: 15m
Maneuver: +0
Cruising Speed: 70kph
Type: Tracked
Size: 8 Availability: Near Unique
Command and
Control,
Enviro-Sealed,
Carry: - Traits:
Reinforced
Armour, Sentry
(50)
Crew: Commander, Driver, 2 Gunners
Commander-Operated
Forward-Facing Turret-Mounted Twin Assault
Cannon
Gunner-Operated Forward-Facing Fixed
Weapon
Demolisher Cannon
Mounts:
Gunner-Operated Left-Facing Sponson-Mounted
Twin Heavy Flamer
Gunner-Operated Right-Facing Sponson-Mounted
Twin Heavy Flamer
Special:
Power of the Machine Spirit: The Land Raider is equipped with
a complex core-cogitator that is blessed with an unusually cunning
Machine Spirit. Each turn the Land Raider's commander may desig-
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.
a ‘dozer blade allows the vehicle to treat terrain with heavy rubble
and other detritus as open ground as long as it moves no faster than its
Tactical Speed each Turn.
Siege Shield: The Land Raider Ares features an integral Dozer Blade
Modification, allowing the vehicle to treat terrain with heavy rubble
and other detritus as open ground as long as it moves no faster than its
Tactical Speed each Turn.

7.3 Vehicles of the Adepta - 542


7.4 Armour of the Imperial Guard
Many of the vehicles in this section are not only deadly, but relatively easy to produce, since the Departmento Munitorum must ship countless num-
bers of these machines to every corner of the galaxy to wage the Imperium’s wars. While there may be no lack of local variation depending on world
of manufacture there are, however, the baseline Mars-Alpha patterns that the profiles listed here are meant to represent.
If a vehicle has the option to mount a weapon it may be Acquired with that weapon option, but if the weapon has a more rare Availability
than the vehicle’s base Availability then the vehicle must be acquired at the weapon’s base Availability along with the standard additional -10 for
Acquiring vehicles.

7.4.1 - Battleline Vehicles Multi-Laser


The vehicles listed in this section form the main fighting armour of the Class Heavy Range 150m Rate of Fire -/-/5
Imperial Guard and are by far the most commonly encountered and Damage 2d10+10E Penetration 2
utilized by their ranks, either in support of infantry groups or in armoured
regiment battlegroups. Clip 100 Reload 2 Full
Qualities Reliable
Chimera Armoured Personnel Carrier
More than a simple armoured personnel carrier, the Chimera is both a Lascannon
transport vehicle and light tank, and its dependable frame and universal Class Heavy Range 300m Rate of Fire S/-/-
design forms the backbone of the Imperial Guard’s armoured might.
The Chimera is designed to transport a full squad of Guards- Damage 5d10+5E Penetration 10
men into the thick of the fighting, whilst still providing support in the Clip 5 Reload 2 Full
form of heavy firepower. The Chimera’s heavily armoured front makes it Qualities Proven (3)
ideal for head-on assaults where lines of Chimeras can form an excep-
tionally effective spearhead, backed up by the infantry within them. Heavy Bolter
Hull: 35 Armour: 30/22/16 Class Heavy Range 150m Rate of Fire -/-/6
Tactical Speed: 15m Damage 1d10+8X Penetration 5
Maneuver: +0
Cruising Speed: 70kph Clip 60 Reload Full
Type: Tracked Qualities Tearing
Size: 7 Availability: Very Rare Heavy Flamer
Amphibious, Class Heavy Range 30m Rate of Fire S/-/-
Carry: 12 Traits: Enclosed,
Rugged Damage 1d10+5E Penetration 4
Clip 10 Reload 2 Full
1 Commander (Turret), 1 Driver,
Crew: Qualities Flame, Spray
1 Gunner (Hull Weapon)
Commander-Operated Turret-Mounted Autocannon
Multi-Laser -or- Lascannon -or- Heavy Bolter -or-
Class Heavy Range 300m Rate of Fire S/3/-
Heavy Flamer -or- Autocannon
Weapon Damage 3d10+8I Penetration 6
Mounts:
Gunner-Operated Hull-Mounted Multi-Laser -or- Clip 15 Reload Full
Lascannon -or- Heavy Bolter -or- Heavy Flamer Qualities Reliable
-or- Autocannon
Special:
Firing Ports: Chimeras (and their variants) have several firing ports
running along their flanks (3 per side). Sometimes these are taken up
by hull-mounted lasguns to be controlled by transported troops, but
if not, they may be used as firing ports by passengers. The Chimera
also has a hatch on top of the hull that can be used by passengers as a
method of embarkation/disembarkation as well as a firing point.

7.4 Armour of the Imperial Guard - 543


Chimera Variants Chimerax
The Chimera’s success is also down to its versatility. More vehicles are Chimerax are easily recognisable due to their upgraded turrets that mount
based upon the Chimera design than any other, from command tanks like four light autocannons. These allow the Chimerax to lay down a curtain
the Salamander to self-propelled artillery like the Medusa. Even the basic of fire highly effective at keeping infantry, light skimmers and flyers at
Chimera itself has many variants, and its modular turret and hull mounts bay. However, unlike the Hydra, the Chimerax does not carry the com-
can be adapted to a number of different weapon configurations to ensure plex tracking and ranging sensors that would make it truly effective at
a level of tactical flexibility not normally achievable with other Guard anti-aircraft operations.
vehicles.
Hull: 35 Armour: 30/22/16
Tactical Speed: 15m
Chimerro Assault Vehicle Cruising Speed: 70kph
Maneuver: +0
Chimerro assault vehicles mount a specialized hunter-killer missile tube
with an autoloader on the side of the standard multi-laser turret. This Type: Tracked
addition gives the Chimerro a powerful long-range weapon, while the Extremely Rare
Size: 7 Availability:
multi-laser still allows it to support its disembarked infantry by mowing Rare
down enemy troops. Amphibious,
Hull: 35 Armour: 30/22/16 Anti-Air
Tactical Speed: 15m Carry: 6 Traits: (Rudimentary)
Maneuver: +0 Enclosed,
Cruising Speed: 70kph
Rugged
Type: Tracked
1 Commander (Turret), 1 Driver,
Size: 7 Availability: Extremely Rare Crew:
1 Gunner (Hull Weapon)
Amphibious, Gunner-Operated Turret-Mounted
Carry: 10 Traits: Enclosed, Quad Autocannon
Rugged Weapon
1 Commander (Turret), 1 Driver, Mounts: Gunner-Operated Hull-Mounted Multi-Laser -or-
Crew:
1 Gunner (Hull Weapon) Lascannon -or- Heavy Bolter -or- Heavy Flamer
Commander-Operated Turret-Mounted Chimerro -or- Autocannon
Hunter Killer Missile Launcher Special:
Weapon Commander-Operated Turret-Mounted Multi-Laser Firing Ports: Chimeras (and their variants) have several firing ports
Mounts: Gunner-Operated Hull-Mounted Multi-Laser -or- running along their flanks (3 per side). Sometimes these are taken up
Lascannon -or- Heavy Bolter -or- Heavy Flamer by hull-mounted lasguns to be controlled by transported troops, but
-or- Autocannon if not, they may be used as firing ports by passengers. The Chimera
Special: also has a hatch on top of the hull that can be used by passengers as a
Firing Ports: Chimeras (and their variants) have several firing ports method of embarkation/disembarkation as well as a firing point.
running along their flanks (3 per side). Sometimes these are taken up
Quad Autocannon
by hull-mounted lasguns to be controlled by transported troops, but
if not, they may be used as firing ports by passengers. The Chimera Class Heavy Range 300m Rate of Fire S/6/-
also has a hatch on top of the hull that can be used by passengers as a Damage 3d10+8I Penetration 6
method of embarkation/disembarkation as well as a firing point. Clip 60 Reload 4 Full
Chimmero Hunter Killer Missile Launcher Qualities Quad, Reliable

Class Heavy Range 350m Rate of Fire S/-/-


Damage 3d10+6X Penetration 8
Clip 8 Reload 12 Full
Qualities Accurate, Armourbane, Deadly, Felling (4), Indirect (1)

Multi-Laser
Class Heavy Range 150m Rate of Fire -/-/5
Damage 2d10+10E Penetration 2
Clip 100 Reload 2 Full
Qualities Reliable

7.4 Armour of the Imperial Guard - 544


Chimedon Assault Vehicle Samaritan Medicae Vehicle
The Chimedon assault vehicle is the most heavily armed version of the The Samaritan is an Imperial Guard battlefield medical vehicle that
Chimera, destroying enemy vehicles that stand in the way of Imperial forgoes all offensive weaponry in favor of medical and communications
advances. Chimedons have a strengthened turret, allowing it to mount a equipment. Used in the role of a battlefield ambulance, the Samaritan is
short-barrelled battle cannon, however, it lacks defensive sponsons, mak- crewed by Medical Company orderlies, who venture across the battle-
ing the Chimedon vulnerable to infantry assaults. Due to this, Chimedons field to collect wounded, providing minor treatments and ferrying them
are not often used to spearhead assaults. to nearby Orders Hospitaller field hospitals.
Hull: 35 Armour: 30/22/16 Hull: 35 Armour: 30/22/16
Tactical Speed: 15m Tactical Speed: 15m
Maneuver: +0 Maneuver: +10
Cruising Speed: 70kph Cruising Speed: 70kph
Type: Tracked Type: Tracked
Size: 7 Availability: Extremely Rare Size: 7 Availability: Very Rare
Amphibious, Amphibious,
Carry: 6 Traits: Enclosed, Carry: 8 patients Traits: Enclosed,
Rugged Rugged
1 Commander (Turret), 1 Driver, Crew: 1 Driver, 4 Orderlies
Crew:
1 Gunner (Hull Weapon) Weapon
-
Turret-Mounted Conqueror Cannon Mounts:
Weapon Special:
Gunner-Operated Hull-Mounted Multi-Laser -or-
Mounts: Medical Supplies: The Samaritan an integral Vox-Caster, Medi-Kit
Lascannon -or- Heavy Bolter -or- Heavy Flamer
-or- Autocannon (Advanced), and Diagnostor (Medicae). They are stocked with a half
dozen doses of Detox, Pain Suppressant, Panimmune, and Resuscitex
Special: each.
Firing Ports: Chimeras (and their variants) have several firing ports
running along their flanks (3 per side). Sometimes these are taken up
by hull-mounted lasguns to be controlled by transported troops, but
Trojan Support Vehicle
if not, they may be used as firing ports by passengers. The Chimera The Trojan is primarily a towing tractor and supply vehicle not meant for
also has a hatch on top of the hull that can be used by passengers as a battlefield deployment. In addition to carrying supplies within their hulls
method of embarkation/disembarkation as well as a firing point. such as food, ammunition and spare parts, it can carry additional supplies
in specialized trailers or tow artillery pieces into position. It has earned
Conqueror Cannon many affectionate nicknames from the Guardsmen it serves such as ‘the
Mule’, ‘the Drey’, ‘Draggin’ Wagon’ and ‘Mud-hog’. There are many
Class Vehicle Range 300m Rate of Fire S/2/-
variants of the Trojan design used on the battle front. These can be used
Damage 2d10+10X Penetration 6 as communication vehicles, ambulances, mobile kitchens and engineer-
Clip 12 Reload 2 Full ing vehicles such as mine sweepers and bridge layers.
Qualities Blast (5), Concussive (1), Reliable Hull: 35 Armour: 30/22/16
Tactical Speed: 15m
Maneuver: +10
Cruising Speed: 70kph
Type: Tracked
Size: 7 Availability: Very Rare
15 or Amphibious,
Carry: equivalent Traits: Enclosed,
cargo Rugged
Crew: 1 Driver, 1 Co-Pilot, up to 4 additional crewmen
Weapon
-
Mounts:
Special:
Changes: The Trojan cannot mount a Turret-Mounted weapon, but
when Acquired it may include 4 integral pieces of Gear with an Avail-
ability no higher than Rare.

7.4 Armour of the Imperial Guard - 545


Leman Russ Battle Tank Vanquisher Cannon
The Leman Russ is the workhorse of the Imperial Guard’s armoured Class Vehicle Range 900m Rate of Fire S/-/-
companies. Deployed to virtually every warzone across the galaxy for Damage 3d10+5X Penetration 10
thousands of years, there is no other type of tank that sees more combat
Clip 6 Reload 2 Full
than the Leman Russ.
A robust and rugged design, the Leman Russ actually benefits Special Accurate, Armourbane, Deadly, Piercing
from its unsophisticated construction techniques that allow it to traverse
Plasma Destroyer
all sorts of terrain types and ensure that it can operate in almost any local
conditions. Its heavy armour, mostly concentrated towards the front, Class Vehicle Range 180m Rate of Fire S/3/-
provides a level of protection that outweighs all but the greatest tanks of Damage 2d10+12E Penetration 9
the Adeptus Astartes, and its weapon configuration allows it to take on a Clip 50 Reload 5 Full
varied range of targets.
Qualities Blast (2), Maximal, Overheats
The Leman Russ is slow and bulky, yet adaptable, forming the
basis for several variants such as the Executioner and the Annihilator. Quad Exterminator Autocannon
It is one of the most recognisable silhouettes on the battlefield and the Class Vehicle Range 500m Rate of Fire S/6/-
sound the Leman Russ’ battle cannon makes as it fires high explosive
rounds towards the enemies of the Imperium can be as inspirational as a Damage 3d10+8I Penetration 6
Ministorum Priest’s battle hymn or the shouts of a Commissar. Clip 240 Reload 8 Full
Hull: 55 Armour: 40/32/20 Qualities Quad, Reliable

Tactical Speed: 12m Punisher Gatling Cannon


Maneuver: -10
Cruising Speed: 35kph
Class Vehicle Range 100m Rate of Fire -/-/10
Type: Tracked Damage 2d10+10I Penetration 4
Size: 7 Availability: Extremely Rare Clip 200 Reload 4 Full
Enclosed, Qualities Storm
Carry: None Traits: Reinforced
Armour, Rugged Twin Lascannon
1 Commander (Turret), 1 Driver, 2 Gunners Class Heavy Range 300m Rate of Fire S/-/-
Crew:
(Turret & Hull Weapon) Damage 5d10+10E Penetration 10
Gunner-Operated Turret-Mounted Battle Cannon Clip 10 Reload 4 Full
-or- Demolisher Cannon -or- Vanquisher Cannon Qualities Proven (3), Twin-Linked
-or- Plasma Destroyer -or- Quad Exterminator Au-
tocannon -or- Punisher Gatling Cannon -or- Twin Eradicator Nova Cannon
Weapon Lascannon -or- Class Vehicle Range 150m Rate of Fire S/-/-
Mounts: Eradicator Nova Cannon
Damage 3d10+10X Penetration 10
Gunner-Operated Forward-Facing Hull-Mounted Clip 3 Reload 2 Full
Heavy Bolter -or- Heavy Flamer -or- Plasma Qualities Armourbane, Blast (8), Concussive (3), Unstable
Cannon -or- Lascannon
Heavy Bolter
Special:
Class Heavy Range 150m Rate of Fire -/-/6
Sponsons: The Leman Russ may also take two Gunner-Operated (one
Left-Facing, one Right-Facing) Sponson-Mounted Heavy Bolters -or- Damage 1d10+8X Penetration 5
Heavy Flamers -or- Plasma Cannons -or- Lascannons. This lowers the Clip 60 Reload Full
vehicles's Tactical Speed to 10m and its Maneuverability to -15. This Qualities Tearing
adds 2 Gunners to the crew to man these weapons.
Heavy Flamer
Battle Cannon
Class Heavy Range 30m Rate of Fire S/-/-
Class Vehicle Range 750m Rate of Fire S/-/-
Damage 1d10+5E Penetration 4
Damage 3d10+10X Penetration 12
Clip 10 Reload 2 Full
Clip 12 Reload 3 Full
Qualities Flame, Spray
Qualities Blast (10), Concussive (3), Reliable
Plasma Cannon
Demolisher Cannon
Class Heavy Range 120m Rate of Fire S/-/-
Class Vehicle Range 50m Rate of Fire S/-/-
Damage 2d10+10E Penetration 8
Damage 4d10+20X Penetration 10
Clip 16 Reload 5 Full
Clip 2 Reload Full
Qualities Blast (1), Maximal, Overheats
Qualities Blast (10), Concussive (3)

7.4 Armour of the Imperial Guard - 546


Hellhound, Banewolf, & Devil Dog Chem-Cannon

Hunter-Killer Tanks Class Vehicle Range 40m Rate of Fire S/-/-


Each a specialized variant of the redoubtable Chimera chassis, this trinity Damage 1d10+5E Penetration 0
of vehicles are somewhat of an uncommon sight among the armoured Clip 100 Reload 72 Full
rank of the Imperial as each one serves a particular role in the Imperial
Qualities Corrosive (1d10), Felling (4), Spray, Toxic (4)
war machine.
The Hellhound is a dedicated anti-infantry tank designed to Melta Cannon
clear out masses of troops with its fearsome Inferno Cannon. Watching
Class Vehicle Range 75m Rate of Fire S/-/-
a Hellhound in action is a frightening prospect, as great gouts of fiery
promethium spray outwards in a large arc. The effect is short lived, but Damage 2d10+18E Penetration 12
the roar of its scorching payload is soon replaced by the tortured screams Clip 40 Reload 2 Full
of those unfortunate enough to be caught in the wave of fire. Qualities Blast (3), Melta
The Bane Wolf uses a Chem Cannon to ensure the complete
eradication of the enemy. Such extermination is warranted only with Multi-Laser
extreme sanction, as they smother their targets in broiling clouds of nox- Class Heavy Range 150m Rate of Fire -/-/5
ious gas that dissolve organic material in moments. The victims’ blood
Damage 2d10+10E Penetration 2
boils in their own veins and their flesh sloughs from bone as the mixture
of toxins do their horrific work before rendering even that down into a Clip 100 Reload 2 Full
bubbling pool of rank, festering ooze. Qualities Reliable
The Devil Dog uses a Melta Cannon to tear through heavy
troops and armoured tanks in short order. When its main armament Lascannon
is fired it makes a high pitched howl as moisture in the air vaporises, Class Heavy Range 300m Rate of Fire S/-/-
becoming a roaring blast as the target detonates. Against this literally
Damage 5d10+5E Penetration 10
devilish heat enemy troops stand no chance, even the most heavily
armoured being incinerated in instant. However it is against enemy tanks Clip 5 Reload 2 Full
and fortifications that the Devil Dog’s weaponry is most often used. Qualities Proven (3)
Hull: 30 Armour: 30/28/18 Heavy Bolter
Tactical Speed: 18m Class Heavy Range 150m Rate of Fire -/-/6
Maneuver: +10
Cruising Speed: 70kph
Damage 1d10+8X Penetration 5
Type: Tracked
Clip 60 Reload Full
Size: 7 Availability: Extremely Rare
Qualities Tearing
Enclosed,
Enhanced Heavy Flamer
Motive Systems, Class Heavy Range 30m Rate of Fire S/-/-
Enviro-Sealed,
Carry: None Traits: Damage 1d10+5E Penetration 4
Extremely
Volatile, Clip 10 Reload 2 Full
Reinforced Qualities Flame, Spray
Armour
Autocannon
Crew: 1 Commander, Driver, Gunner
Class Heavy Range 300m Rate of Fire S/3/-
Commander-Operated Turret-Mounted Inferno
Cannon -or- Chem Cannon -or- Melta Cannon Damage 3d10+8I Penetration 6
Weapon Clip 15 Reload Full
Mounts: Gunner-Operated Forward-Facing Hull-Mounted Qualities Reliable
Multi-Laser -or- Lascannon -or- Heavy Bolter -or-
Heavy Flamer -or- Autocannon
Special:
Extended Fuel Stores: The Hellhound, regardless of the weapon cho-
sen, increases the Clip of the Turret-Mounted weapon it has to double
its regular size.

Inferno Cannon
Class Vehicle Range 50m Rate of Fire S/-/-
Damage 2d10+15E Penetration 8
Clip 100 Reload 72 Full
Qualities Flame, Spray

7.4 Armour of the Imperial Guard - 547


Basilisk, Griffon, Manticore, Wyvern, & Hydra Earthshaker Cannon

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

7.4 Armour of the Imperial Guard - 549


Macharius Omega Crassus Armour Assault Transport
The Macharius ‘Omega’ is a relatively new addition to the Imperial The Crassus is an immense heavy armoured transport named after one of
arsenal, armed with a mighty Omega-pattern Plasma Blastgun. The Ome- Lord Solar Macharius’ greatest generals, Borgen Crassus. The Crassus’
ga-pattern Plasma Blastgun, unlike the Ryza-pattern found on Imperial drive system is considerably more powerful than other vehicles its size.
Titans, is a more compact design that is easier to manufacture. This was designed to not only cope with its additional armour, but also to
While this allows it to be mounted on smaller vehicles, it is provide its driver with the speeder to deliver the vehicle’s human cargo to
also highly unstable and more prone to overheating than its larger cousin. its destination under heavy enemy fire, and then move to a safer position
The comparable ease with which the Macharius ‘Omega’ can be manu- to await their extraction. As such, its weapons are primary used in a
factured and maintained has more then overcome its shortcomings in the defensive role.
eyes of the Departmento Munitorum. Hull: 80 Armour: 40/35/32
Hull: 80 Armour: 40/35/32 Tactical Speed: 10m
Maneuver: -20
Tactical Speed: 10m Cruising Speed: 20kph
Maneuver: -10
Cruising Speed: 20kph Type: Tracked
Type: Tracked Size: 8 Availability: Extremely Rare
Size: 8 Availability: Near Unique Enclosed,
Command & Enhanced Motive
Control, Enclo- System,
Carry: 35 Traits:
Carry: None Traits: sed, Reinforced Reinforced
Armour, Rugged, Armour, Rugged,
Super Heavy Super Heavy
Commander, Driver, 3 Gunners, Enginseer, Sys- Commander, Driver, 4 Gunners, Communications
Crew: Crew:
tems Manager Servitor, Communications Operator Operator
Gunner-Operated Forward-Facing Fixed Plasma 2 Gunner-Operated Front-Facing Sponson-Moun-
Blastgun ted Heavy Bolters -or- Heavy Flamers -or-
Gunner-Operated Left-Facing Sponson-Mounted Autocannons -or- Lascannons
Weapon Heavy Bolter -or- Heavy Flamer -or- Gunner-Operated Left-Facing Sponson-Mounted
Weapon
Mounts: Autocannon Heavy Bolter -or- Heavy Flamer -or-
Mounts:
Gunner-Operated Right-Facing Sponson-Mounted Autocannons -or- Lascannon
Heavy Bolter -or- Heavy Flamer -or- Gunner-Operated Right-Facing Sponson-Mounted
Autocannon Heavy Bolter -or- Heavy Flamer -or-
Autocannon -or- Lascannon
Plasma Blastgun (Regular)
Class Vehicle Range 600m Rate of Fire S/2/- Heavy Bolter

Damage 2d10+20E Penetration 8 Class Heavy Range 150m Rate of Fire -/-/6

Qualities Blast (12), Overheats, Power-Plant Damage 1d10+8X Penetration 5


Clip 60 Reload Full
Plasma Blastgun (Maximal)
Qualities Tearing
Class Vehicle Range 800m Rate of Fire S/2/-
Damage 3d10+26E Penetration 8 Heavy Flamer

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

Qualities Tearing Class Heavy Range 300m Rate of Fire S/3/-


Damage 3d10+8I Penetration 6
Heavy Flamer
Clip 15 Reload Full
Class Heavy Range 30m Rate of Fire S/-/-
Qualities Reliable
Damage 1d10+5E Penetration 4
Clip 10 Reload 2 Full Lascannon
Qualities Flame, Spray Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+5E Penetration 10
Autocannon
Clip 5 Reload 2 Full
Class Heavy Range 300m Rate of Fire S/3/-
Qualities Proven (3)
Damage 3d10+8I Penetration 6
Clip 15 Reload Full
Qualities Reliable

7.4 Armour of the Imperial Guard - 550


Praetor Armoured Assault Launcher Dominus Armoured Siege Bombard
The Praetor is a variant of the Crassus Armoured Transport. Armed with Featuring an automated battery of three Dominus Bombards, the Domi-
a Praetor multiple missile launcher (which the vehicle is named after), nus is a powerful (if somewhat unpredictable) weapon developed from
which can be fitted with a number of different munition types. The Prae- the Forge World of Zhao-Arkhad. Based on the Crassus Armoured Trans-
tor is used for long range missile bombardment in support of Imperial port chassis, the Dominus’s armament is at the very extreme of the hull
Guard units. frame’s capability and the on-board supply of shells for its main weapons
Hull: 80 Armour: 40/35/32 are limited. These drawbacks however are made up for by the Dominus’
effectiveness in its battlefield role: close support of a direct assault and
Tactical Speed: 10m bringing its siege shells to bear on enemy fortifications and strongpoints.
Maneuver: -20
Cruising Speed: 20kph
Hull: 80 Armour: 40/35/32
Type: Tracked
Tactical Speed: 10m
Size: 8 Availability: Extremely Rare Maneuver: -20
Cruising Speed: 20kph
Enclosed, Type: Tracked
Reinforced
Carry: None Traits: Size: 8 Availability: Extremely Rare
Armour, Rugged,
Super Heavy Enclosed,
Commander, Driver, 3 Gunners, 1 Communica- Reinforced
Crew: Carry: None Traits:
tions Operator Armour, Rugged,
Super Heavy
2 Gunner-Operated Front-Facing Sponson-Moun-
ted Heavy Bolter -or- Heavy Flamer -or- Commander, Driver, 4 Gunners, 1 Communica-
Weapon Crew:
Autocannon -or- Lascannon tions Operator
Mounts:
Gunner-Operated Forward-Facing Fixed Triple 2 Gunner-Operated Front-Facing Sponson-Moun-
Missile Battery ted Heavy Bolters -or- Heavy Flamers -or-
Weapon
Autocannons -or- Lascannons
Heavy Bolter Mounts:
Gunner-Operated Forward-Facing Fixed Triple
Class Heavy Range 150m Rate of Fire -/-/6 Heavy Mortar
Damage 1d10+8X Penetration 5
Triple Heavy Mortar (Frag Round)
Clip 60 Reload Full
Class Vehicle Range 50-300m Rate of Fire S/-/-
Qualities Tearing
Damage 4d10+2X Penetration 4
Heavy Flamer Clip 3 Reload 3 Full
Class Heavy Range 30m Rate of Fire S/-/- Qualities Blast (10), Inaccurate, Indirect (3), Reliable, Triple-Linked
Damage 1d10+5E Penetration 4
Triple Heavy Mortar (Siege Round)
Clip 10 Reload 2 Full
Class Vehicle Range 50-300m Rate of Fire S/-/-
Qualities Flame, Spray
Damage 4d10+8X Penetration 6
Autocannon Clip 3 Reload 3 Full
Class Heavy Range 300m Rate of Fire S/3/- Armourbane, Blast (2), Concussive (0), Inaccurate,
Qualities
Damage 3d10+8I Penetration 6 Indirect (3), Reliable, Triple-Linked
Clip 15 Reload Full
Qualities Reliable

Lascannon
Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+5E Penetration 10
Clip 5 Reload 2 Full
Qualities Proven (3)

Triple Missile Battery (Frag Missiles)


Class Vehicle Range 5,000m Rate of Fire S/2/4
Damage 4d10+2X Penetration 4
Clip 12 Reload 108 Full
Qualities Accurate, Blast (10), Indirect (5), Triple-Linked

Triple Missile Battery (Krak Missiles)


Class Vehicle Range 5,000m Rate of Fire S/2/4
Damage 5d10+8X Penetration 8
Clip 12 Reload 108 Full
Accurate, Blast (2), Concussive (3), Proven (2), Indirect (5),
Qualities
Triple-Linked
Baneblade & Shadowsword Baneblade Cannon
The Baneblade is easily one of the most dangerous vehicles on the Class Vehicle Range 2,500m Rate of Fire S/-/-
battlefields of the 41st Millennium. Colossal vehicles, Baneblades make Damage 3d10+15X Penetration 10
Leman Russ battle tanks look tiny and pathetic in comparison, and the
Clip 12 Reload 3 Full
morale boost from seeing one of these metal leviathans can never be
underestimated. Baneblades are bristling with weapons and can engage Qualities Blast (12), Concussive (3), Reliable
more targets by themselves than most vehicle squadrons. Their armour is
Volcano Cannon
nigh on impenetrable to small arms fire and they can shrug off hits that
would core even a Leman Russ. Class Vehicle Range 3,000m Rate of Fire S/-/-
A Baneblade’s main weapon is the huge baneblade cannon. Damage 4d10+30E Penetration 20
Firing a specially designed rocket-propelled warhead, it can remove Clip 6 Reload 3 Full
entire chunks of the battlefield in fiery plumes of death and destruction.
To be the commander of a Baneblade is to be a god among other tank Qualities Armourbane, Blast (8), Felling (4)
crews. Baneblades are always in high demand and most Imperial Guard Demolisher Cannon
armies will be lucky to have one in their service, let alone a full squad-
ron. However, even one Baneblade can turn the tide of a losing battle, or Class Vehicle Range 50m Rate of Fire S/-/-
make the break in a vital siege—there is almost nothing that can stand in Damage 4d10+20X Penetration 10
a Baneblade’s way. Clip 2 Reload Full
Sister tank to the Baneblade, the Shadowsword’s formidable
Qualities Blast (10), Concussive (3)
frame is home to the mighty Volcano Cannon, a Titan-killing weapon
capable of punching through massed void shields and sheering titan-sized Twin Heavy Bolter
limbs off in a single blast. As one of the largest non-starship-based
Class Heavy Range 150m Rate of Fire -/-/6
weapons in the Imperial arsenal, the Volcano Cannon is a sight to behold
on the battlefield. Each lance of white-blue energy that leaps from its Damage 1d10+8X Penetration 5
barrel blinds any foolish enough to look directly upon it, and seconds Clip 120 Reload 2 Full
later whatever the Shadowsword targeted is often reduced to a massive Qualities Tearing, Twin-Linked
smoking crater. The weapon is overkill in most instances, but as most
Shadowswords hail from worlds that maintain their own Titan Legions, Lascannon
the Shadowswords act as additional anti-Titan firepower, working as Class Heavy Range 300m Rate of Fire S/-/-
hunter-killer tanks that enemy titans tend to neglect in favour of
Damage 5d10+5E Penetration 10
larger targets. A mistake few get to make twice.
Clip 5 Reload 2 Full
Hull: 120 Armour: 45/38/30
Qualities Proven (3)
Tactical Speed: 8m
Maneuver: -30
Cruising Speed: 25kph
Type: Tracked
Size: 9 Availability: Near Unique
Command and
Control, Damage
Control,
Enclosed,
Carry: None Traits: Ponderous,
Reinforced
Armour,
Sentry (40),
Super-Heavy
1 Commander, 1 Driver, 5 Gunners, 2 Loaders,
Crew:
Comms-Operator, Enginseer
Gunner-Operated Turret-Mounted Baneblade
Cannon -or- Fixed Volcano Cannon
Gunner-Operated Hull-Mounted Demolisher
Cannon
Gunner-Operated Front-Facing Turret-Mounted
Twin-Linked Heavy Bolter
Weapon Gunner-Operated Left-Facing Sponson-Mounted
Mounts: Twin-Linked Heavy Bolters
Gunner-Operated Right-Facing Sponson-Mounted
Twin-Linked Heavy Bolters
Sentry-Operated Turret-Mounted Left-Facing
Lascannons
Sentry-Operated Turret-Mounted Right-Facing
Lascannons

7.4 Armour of the Imperial Guard - 552


7.4.2 - Specialist Vehicles Hercules Super-Heavy Recovery Vehicle
The vehicles in this section are the Imperial Guard’s more specialized With an even stronger engine and chassis than that mounted by an Atlas,
tools, from support vehicles to defensive positions. While generally the Hercules can pulls vehicles single-handedly that the Atlas would
less common these vehicles are vital for supporting the functions of the struggle to, and only two are needed to move most super heavy vehicles.
Imperial war-machine. Retro-fitted from aging Malcador tanks that have fallen out of favour
from frontline roles, this variant still sees service among numerous ehi-
Atlas Recovery Vehicle cle-based regiments.
The Atlas is a stripped-down Leman Russ with no turret, weakened Hull: 50 Armour: 23/20/18
armour and a supercharged engine to enable it to move weights in excess
Tactical Speed: 12m
of 60 tonnes, with four or more needed to tow a super heavy tank. When Maneuver: -15
Cruising Speed: 55kph
performing battlefield recovery an attached crane hooks up the immobil-
ised vehicle while a rear spade is lowered to prevent the Atlas from being Type: Tracked
dragged backwards as it winces up the vehicle. The damaged vehicle will Size: 8 Availability: Very Rare
then be towed back to the safety of friendly lines where it will be placed
Carry: None Traits:
on large flatbed trailers towed by Trojans and deliver to the regimental
field workshop. 1 Commander (Hull Weapon), 1 Driver, 1 Operator
Crew:
(super-heavy duty winch)
Hull: 35 Armour: 28/18/16
Tactical Speed: 14m Hull-Mounted Front-Facing
Maneuver: -10
Cruising Speed: 40kph Weapon Mounts: Autocannon -or-
Type: Tracked Multi-Laser -or- Heavy Flamer
Size: 7 Availability: Rare Special:
Enclosed, Super-Heavy Duty Winch System: Malcador Hercules Super-Heavy
Carry: None Traits: Recovery Vehicles may tow a single vehicle up to Size (8) (Immen-
Rugged, Tracked
se) in size (or two of lesser size). It requires two Hercules Recovery
1 Commander (Hull Weapon), 1 Driver, 1 Operator Vehicles to tow a vehicle of Size (9) (Monumental). In all instances
Crew:
(heavy duty winch) towing another vehicle halves the Hercules’ Tactical and Cruising
Weapon Speed and reduces its Manoeuvrability to –20. Winching a vehicle
Hull-Mounted Heavy Bolter -or- Heavy Flamer
Mounts: into position takes 2 minute (24 Full Actions) and the Hercules must
Special: remain stationary whilst this process is completed. If used for field
repairs, the presence of an Hercules lifting a vehicle into a better
Heavy Duty Winch System: Atlas Recovery Vehicles may tow a
position for repairs decreases the difficulty of the Repair Test by +10
single vehicle up to Size (7) (Massive) in size. It requires two Atlas
(eg. a Hard (–20) Repair Test becomes a Difficult (–10) Repair Test).
Recovery Vehicles to two a vehicle of Size (8) (Immense), and four to
Hits to the vehicle’s rear that also strike the Weapon Location hit the
tow Size (9) (Monumental) or larger vehicles. In all instances towing
super-heavy duty winch (count ammunition explosions as the winch’s
another vehicle halves the Atlas’ Tactical and Cruising Speed and
power source exploding). The superheavy duty winch is treated like
reduces its Manoeuvrability to –20. Winching a vehicle into position
any other weapon for the purposes of Critical Damage, repairing and
takes 2 minute (24 Full Actions) and the Atlas must remain stationary
replacement, so a Weapon Disabled Damage Condition means the
whilst this process is completed. If used for field repairs, the presence
winch cannot be used until repaired or replaced.
of an Atlas lifting a vehicle into a better position for repairs decrea-
ses the difficulty of the Repair Test by +10 (eg. a Hard (–20) Repair Autocannon
Test becomes a Difficult (–10) Repair Test). Hits to the vehicle’s rear Class Heavy Range 300m Rate of Fire S/3/-
that also strike the Weapon Location hit the heavy-duty winch (count
ammunition explosions as the winch’s power source exploding). The Damage 3d10+8I Penetration 6
heavy-duty winch is treated like any other weapon for the purposes of Clip 15 Reload Full
Critical Damage, repairing and replacement, so a Weapon Disabled Qualities Reliable
Damage Condition means the winch cannot be used until repaired or
replaced. Multi-Laser
Class Heavy Range 150m Rate of Fire -/-/5
Heavy Bolter
Damage 2d10+10E Penetration 2
Class Heavy Range 150m Rate of Fire -/-/6
Clip 100 Reload 2 Full
Damage 1d10+8X Penetration 5
Qualities Reliable
Clip 60 Reload Full
Qualities Tearing Heavy Flamer
Class Heavy Range 30m Rate of Fire S/-/-
Heavy Flamer
Damage 1d10+5E Penetration 4
Class Heavy Range 30m Rate of Fire S/-/-
Clip 10 Reload 2 Full
Damage 1d10+5E Penetration 4
Qualities Flame, Spray
Clip 10 Reload 2 Full
Qualities Flame, Spray

7.4 Armour of the Imperial Guard - 553


Salamander Reconnaissance Vehicle Tauros Assault Vehicle
The Salamander Scout forms the backbone of an armoured regiment’s The Tauros Rapid Assault Vehicle is a sturdy all-terrain vehicle used
reconnaissance company, operating at the forefront of an attack in order mainly on the frontier worlds of the Imperium. They are used by Explor-
to observe enemy deployments. Though no match for a tank, it is fast ator teams and even various brigands and renegades. Some have been
and capable of leaving any dangerous situation quickly and, unlike the adapted to serve in specialised Imperial Guard Regiments, notably the
Sentinel scout, capable of protracted engagements with the light vehicles Elysian Drop Troops.
of enemy scout units. Salamanders usually work in pairs for mutual Hull: 20 Armour: 16/14/14
protection, taking turns as one vehicle moves forward under the cover of
the other, since they are most likely to be ambushed or encounter a strong Tactical Speed: 20m
Maneuver: +10
enemy position. Cruising Speed: 120kph
The Salamander Command Vehicle is issued to company com- Type: Wheeled
mand units as a combined transport, liaison and communications vehicle; Size: 6 Availability: Rare
while often used for armoured formations other types of fighting units
such as light infantry also make use of these vehicles. Enhanced
Motive Systems,
Hull: 20 Armour: 30/18/16 Carry: None Traits:
Open-Topped,
Tactical Speed: 20m Rugged
Maneuver: +10
Cruising Speed: 100kph Crew: Driver, Gunner
Type: Tracked Weapon Gunner-Operated Pintle-Mounted Tauros Heavy
Size: 7 Availability: Rare Mounts: Flamer -or- Tauros Automatic Grenade Launcher
Amphibious, Special:
Enhanced Independent Electro-Drive System: Although it is a Wheeled Vehic-
Carry: None Traits:
Motive Systems, le, Tauros Assault Vehicles are treated as Tracked Vehicles for the pur-
Open-Topped poses of Tests involving Difficult Terrain and when determining how
1 Commander, 1 Driver, 1 Comms-Operator, much slower they get when suffering critical damage. Additionally
Crew:
1 Gunner they ignore the usual penalties to Operate Tests that Wheeled Vehicles
Front-Facing Commander-Operated Fixed normally suffer when taking Motive Systems Damage.
Weapon
Autocannon Tauros Heavy Flamer
Mounts:
Hull-Mounted Heavy Bolter -or- Heavy Flamer
Class Heavy Range 30m Rate of Fire S/-/-
Special:
Damage 1d10+5E Penetration 4
Comm-Array: The standard Salamander has an integral Long-Range
Clip 25 Reload 4 Full
Auspex and Vox-Caster
Qualities Flame, Spray
Command Variant: The command pattern of the Salamander loses
Tauros Automatic Grenade Launcher (Frag Grenades)
it’s Autocannon, replacing it with a Heavy Bolter or Heavy Flamer,
and has an integral Long-Range Auspex, Vid-Relay, Cartograph, Class Basic Range 40m Rate of Fire S/3/-
Vox-Caster, Vox-Thief, and Vox-Tracker. The Command Salamander Damage 2d10X Penetration 0
also gains the Command and Control Trait and is of an Extremely Rare Clip 18 Reload 6 Full
Availability.
Qualities Blast (3), Inaccurate
Autocannon
Tauros Automatic Grenade Launcher (Krak Grenades)
Class Heavy Range 300m Rate of Fire S/3/-
Class Basic Range 40m Rate of Fire S/3/-
Damage 3d10+8I Penetration 6
Damage 2d10+4X Penetration 6
Clip 15 Reload Full
Clip 18 Reload 6 Full
Qualities Reliable
Qualities Concussive (0), Inaccurate, Vengeful (9)
Heavy Bolter
Class Heavy Range 150m Rate of Fire -/-/6
Damage 1d10+8X Penetration 5
Clip 60 Reload Full
Qualities Tearing

Heavy Flamer
Class Heavy Range 30m Rate of Fire S/-/-
Damage 1d10+5E Penetration 4
Clip 10 Reload 2 Full
Qualities Flame, Spray

7.4 Armour of the Imperial Guard - 554


Tauros Assault Vehicle Taurox Armoured Personnel Carrier
The Tauros Rapid Assault Vehicle is a sturdy all-terrain vehicle used The Taurox APC is a robust vehicle which holds ten soldiers and can
mainly on the frontier worlds of the Imperium. They are used by Explor- bear a wide array of heavy weapons. The vehicles thick armored plates,
ator teams and even various brigands and renegades. Some have been quad tracks, and supercharged engine allow it to go nearly anywhere,
adapted to serve in specialised Imperial Guard Regiments, notably the hurtling across ruined cities and rubble-strewn wastelands with equal
Elysian Drop Troops. speed. The Taurox is slightly less robust than the Chimera APC, but this
Hull: 20 Armour: 18/16/16 is made up for with its speed thanks to its ‘Castellan’ quad-tracks. The
Taurox’s mobility is so reliable that Imperial Guard commanders often
Tactical Speed: 20m choose to bring them on long campaigns that range across multiple war
Maneuver: +5
Cruising Speed: 120kph fronts. Whether their regiment ends up fighting inside a hive, jungles, or
Type: Wheeled open plain. the Taurox will perform its duty.
Size: 6 Availability: Very Rare Hull: 30 Armour: 28/20/16
Enhanced Tactical Speed: 20m
Maneuver: +10
Motive Systems, Cruising Speed: 100kph
Carry: None Traits:
Open-Topped, Type: Tracked
Rugged
Size: 7 Availability: Very Rare
Crew: Driver, Gunner
Amphibious,
Gunner-Operated Turret-Mounted Twin Lascannon Enhanced Motive
Weapon
-or- Twin Multi-Laser Carry: 10 Traits: Systems,
Mounts:
2 Hunter Killer Missiles Enviro-Sealed,
Special: Rugged
Independent Electro-Drive System: Although it is a Wheeled Vehic- Crew: 1 Driver, 1 Co-Pilot
le, Tauros Assault Vehicles are treated as Tracked Vehicles for the pur- Weapon
poses of Tests involving Difficult Terrain and when determining how Co-Pilot Front-Facing Fixed Twin Autocannon
Mounts:
much slower they get when suffering critical damage. Additionally
they ignore the usual penalties to Operate Tests that Wheeled Vehicles Special:
normally suffer when taking Motive Systems Damage. -

Twin Lascannon Twin Autocannon


Class Heavy Range 300m Rate of Fire S/-/- Class Heavy Range 300m Rate of Fire S/3/-
Damage 5d10+10E Penetration 10 Damage 3d10+8I Penetration 6
Clip 10 Reload 4 Full Clip 30 Reload 2 Full
Qualities Proven (3), Twin-Linked Qualities Reliable, Twin-Linked

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

Hunter Killer Missile Launcher


Class Heavy Range 350m Rate of Fire S/-/-
Damage 3d10+6X Penetration 8
Clip 1 Reload 12
Qualities Accurate, Armourbane, Deadly, Felling (4), Indirect (1)

7.4 Armour of the Imperial Guard - 555


Taurox Armoured Personnel Carrier Centaur Carrier
The Taurox Prime is a more heavily armed infantry assault version of the The Centaur is a lightly-armored utility vehicle most commonly used
Taurox used by storm troopers and elite veteran units. Due to the comp- as a tow vehicle for field artillery, but can be adapted for various other
lexities of their missions the Taurox Prime can be armed with a variety of functions.
heavy weapons. Hull: 25 Armour: 25/16/12
Hull: 30 Armour: 28/20/16 Tactical Speed: 20m
Maneuver: +10
Tactical Speed: 20m Cruising Speed: 110kph
Maneuver: +10
Cruising Speed: 100kph Type: Tracked
Type: Tracked Size: 6 Availability: Rare
Size: 7 Availability: Extremely Rare Enhanced
Amphibious, Motive Systems,
Carry: 5 Traits:
Enhanced Motive Open-Topped,
Carry: 10 Traits: Systems, Rugged
Enviro-Sealed, Crew: Driver, Gunner
Rugged
Weapon
Crew: Driver, Co-Pilot, Gunner Gunner-Operated Pintle-Mounted Heavy Stubber
Mounts:
Co-Pilot Front-Facing Fixed Twin Autocannon -or- Special:
Twin Hotshot Volleygun
Weapon Weapon Mounting: The Centaur Carrier’s modular weapon mount
Gunner-Operated Turret-Mounted Conqueror
Mounts: is large enough to accept a single Heavy class weapon, assuming the
Cannon -or- Taurox Missile Launcher -or- Taurox
Gatling Cannon transported passengers have such a weapon. The weapon must be fired
by the passengers. Weapons mounted in this manner count as being
Twin Autocannon Fixed weapons with a Forward Facing, and are automatically
considered Braced.
Class Heavy Range 300m Rate of Fire S/3/-
Hauling Lug: Centaurs may tow field artillery pieces up to Massive
Damage 3d10+8I Penetration 6 in size (essentially any Heavy or Vehicle class weapon with a Gun
Clip 30 Reload 2 Full carriage Modification), although this halves their Tactical and Cruising
Qualities Reliable, Twin-Linked Speed and reduces their Manoeuvrability to –10. Limbering and un-
limbering a piece of field artillery takes 1 minute (12 Full Actions) and
Twin Hot-Shot Volleyguns the Centaur must remain stationary whilst this process is completed.
Class Heavy Range 100m Rate of Fire -/4/8
Heavy Stubber
Damage 1d10+6E Penetration 8
Class Heavy Range 100m Rate of Fire -/-/8
Clip 80 Reload 8 Full
Damage 1d10+4I Penetration 3
Qualities Quad
Clip 80 Reload 2 Full
Conqueror Cannon Qualities Reliable
Class Vehicle Range 300m Rate of Fire S/2/-
Damage 2d10+10X Penetration 6
Clip 12 Reload 2 Full
Qualities Blast (5), Concussive (1). Reliable

Taurox Missile Launcher (Frag Missiles)


Class Vehicle Range 300m Rate of Fire S/-/-
Damage 2d10+2X Penetration 4
Clip 6 Reload 6 Full
Qualities Blast (5), Twin-Linked

Taurox Missile Launcher (Krak Missiles)


Class Vehicle Range 300m Rate of Fire S/-/-
Damage 3d10+8X Penetration 8
Clip 6 Reload 6 Full
Qualities Blast (1), Concussive (3), Proven (2), Twin-Linked

Taurox Gatling Cannon


Class Vehicle Range 100m Rate of Fire -/-/10
Damage 1d10+5I Penetration 2
Clip 200 Reload 4 Full
Qualities Storm

7.4 Armour of the Imperial Guard - 556


Hades Breaching Drill Sabre Gun Platform
The Hades Breaching Drill is essentially a piece of mining equipment The Sabre Gun Platform is a static defensive emplacement used by the
commonly found within combat engineer regiments. Consisting of four Imperial Guard and Planetary Defence Forces. They are favoured by ar-
diamantine-tipped rotary power cutters and a high-power melta-cutter, moured and support regiments, and regiments tasked to defend a strategic
the Hades can plough through just about any surface. The Hades is used location, where they are issued to Heavy Weapons Platoons in place of
to grind through massive walls and other obstructions, usually in under- their normal load-out. Two Guardsmen are needed to crew the platform,
ground tunnels to guard its crew from enemy fire as it is brought into which features dual heavy weapon mounts able to be fitted with standard
position. Piloted through man-made, braced tunnels, the Hades acts as Imperial Guard weapons for ease of supply and maintenance.
the final blow, boring through rockcrete, plasteel, and adamantium with Hull: 14 Armour: 12/10/8
equal ease. This unique ability gives the Hades its role as a subterranean
ambush vehicle. Tactical Speed:
- Maneuver: -
Cruising Speed:
Hull: 20 Armour: 30/16/16
Type: Immobile
Tactical Speed: 10m
Maneuver: -15 Size: 5 Availability: Very Rare
Cruising Speed: 25kph
Type: Tracked Anti-Air
(Rudimentary),
Size: 6 Availability: Extremely Rare Carry: None Traits:
Open Topped,
Open-Topped, Rugged
Ponderous, Crew: Gunner
Carry: None Traits:
Reinforced
Armour Gunner-Operated Turret-Mounted Twin Heavy
Weapon
Bolter -or Quad Heavy Stubber -or- Twin Lascan-
Crew: Driver Mounts:
non -or- Twin Autocannon
Weapon Driver-Operated Forward-Facing Fixed Rotary Special:
Mounts: Power Cutters & Melta-Cutter
Any weapon mounted on the Saber Gun Platform gains the
Special: Gyro-Stabilized Quality
The Hades Breaching Drill can only attack via the Ram! Action, howe-
ver the Hades uses the weapon profile for the rotary power cutters/ Twin Heavy Bolter
melta-cutter to determine the amount of Damage. The Hades takes no Class Heavy Range 150m Rate of Fire -/-/6
Damage from Ram! Actions as they are designed to push through solid Damage 1d10+8X Penetration 5
rock without slowing down. The Hades Breaching Drill may move un-
Clip 120 Reload 2 Full
derground via the Burrower (6) Trait (see Section 4.2 “Traits”) leaving
behind it a mostly stable tunnel through which infantry can move Qualities Gyro-Stabilized, Tearing, Twin-Linked
unhindered and without the need to crouch. Tunnels cut by a Hades are
Quad Heavy Stubber
not entirely stable, however, and sometimes collapse. The Hades can
attack targets above it whilst it is underground by performing a Ram! Class Heavy Range 100m Rate of Fire -/-/16
Action. Adversaries attacked in this manner are Surprised. Damage 1d10+4I Penetration 3
Clip 320 Reload 8 Full
Power Cutters & Melta-Cutter
Qualities Gyro-Stabilized, Quad, Reliable
Class Melee Range Melee+1m Rate of Fire -/-/-
Damage 3d10+15R Penetration 16 Twin Lascannon
Qualities Armourbane, Concussive (2), Felling (4), Tearing, Unwieldy Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+10E Penetration 10
Clip 10 Reload 4 Full
Qualities Gyro-Stabilized, Proven (3), 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

7.4 Armour of the Imperial Guard - 557


Cyclops Demolition Vehicle Rapier Weapons Carrier
Cyclops are small vehicles, able to be carried in a Chimera or Valky- The armoured carrier is built around the weapon system with which it
rie and operated through a remote control device consisting of a small has become synonymous, the Rapier Laser Destroyer. This multi-barreled
handset connected to a backpack Vox-caster. Cyclops are commonly weapon achieves greater firepower than even a normal lascannon by
used to remove enemy strong points and bunkers but have found other focusing its four separate laser systems with precise accuracy on a single
uses on the battlefield, among these clearing obstacles such as mine- point. This is possible thanks to a weak machine spirit which can adjust
fields and tank traps or to destroy buildings during street-fighting, while the convergence of the beams depending on the target's range. Howev-
the explosive charge is large enough to damage enemy vehicles. Storm er, the weapon system has tremendous power requirements, along with
troopers have been known to use Cyclopes as sabotage weapons, landing increased maintenance and heat build-up due to its moving parts and the
them behind enemy lines with a single operator to target command posts, close proximity of multiple laser chambers to each other. Rapiers have
supply dumps or bridges. Cyclopes are assigned on a first-come, first- also been seen mounted with Graviton Cannons, quad Multi-Lasers, quad
served basis and few Guardsmen have the specailised training required Mortars, and quad Heavy Bolters though by the M41 the technology to
to pilot them, but the fact that they reduce the number of dangerous jobs manufacture Rapiers with Graviton Cannons has been all but lost.
they have to do makes them popular among the infantry. Hull: 12 Armour: 16/10/10
Hull: 10 Armour: 10/10/8 Tactical Speed: 12m
Maneuver: +0
Tactical Speed: 12m Cruising Speed: 40kph
Maneuver: -10
Cruising Speed: 42kph Type: Tracked
Type: Tracked Size: 5 Availability: Extremely Rare
Size: 4 Availability: As per payload Open Topped,
Enclosed, Carry: None Traits: Reinforced
Extremely Armour, Rugged
Carry: None Traits: Volatile, Crew: 1 Driver/Gunner
Ponderous,
Tracked Gunner-Operated Fixed Quad Multi-Laser -or-
Weapon
Laser Destroyer Array -or- Quad Automatic Mortar
Crew: None Mounts:
-or- Quad Heavy Bolter -or- Graviton Cannon
Cyclops Demolition Charge (Very Rare) Special:
Dam: 4d10+10X, Pen: 8, Qualities: Blast
(1d10+10), Concussive (5) -
-or- Quad Multi-Laser
Cyclops Incineration Charge (Very Rare)
Weapon Class Heavy Range 150m Rate of Fire -/-/10
Dam: 2d10+6E, Pen: 5, Qualities: Blast (1d10+20),
Mounts: Damage 2d10+10E Penetration 2
Flame, Ignores Cover
-or- Clip 400 Reload 8 Full
Cyclops Atomantic Imploder (Near Unique) Qualities Gyro-Stabilized, Quad, Reliable
Dam: 3d10+50X, Pen: 20, Qualities: Blast (3),
Concussive (8), Decay (4), Felling (8) Laser Destroyer Array
Special: Class Vehicle Range 150m Rate of Fire S/-/-
The Cyclops is too small to be driven or ridden. Instead, each Guards- Damage 5d10+10E Penetration 20
man controller is assigned a special remote control device. The Gu- Qualities Gyro-Stabilized, Quad, Power-Plant, Proven (3)
ardsman must be trained in Tech-Use to use the remote control device,
and the device itself weighs 1kg and requires both hands to operate. Quad Automatic Mortar (Frag Rounds)
The remote control has an effective range of 200 metres, although wal- Class Heavy Range 50-300m Rate of Fire S/-/10
ls above 1m thick and inclement weather can reduce this range. The Damage 2d10+2X Penetration 4
Cyclops cannot move without input from the controlling Guardsman,
and the Guardsman must split his Actions between himself and the Clip 20 Reload 12 Full
Cyclops. Detonating the Cyclops’ demolition charge is a Half Action Qualities Blast (5), Gyro-Stabilized, Inaccurate, Indirect (3), Quad
with the Attack and Concentration subtypes. Once detonated the
Quad Heavy Bolter
Cyclops is automatically destroyed and cannot be repaired or salvaged.
Cyclops Demolition Vehicles automatically detonate if they suffer Rig- Class Heavy Range 150m Rate of Fire -/-/12
hteous Fury. If a Cyclops ever explodes due to accumulated Critical Damage 1d10+8X Penetration 5
Damage use the Damage profile for the demolition charge rather than Clip 240 Reload 4 Full
the standard Damage for exploding vehicles.
Qualities Gyro-Stabilized, Quad, Tearing

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)

7.4 Armour of the Imperial Guard - 558


Tarantula Sentry Gun Twin Multi-Laser
The Tarantula Sentry Gun comes from an ancient design lost to the Class Heavy Range 150m Rate of Fire -/-/5
vagaries of time. Found throughout the Imperium, the Tarantula is a short Damage 2d10+10E Penetration 2
multi-legged turret that features two heavy weapons and no crew. Within
Clip 200 Reload 2 Full
the armoured shell of each Tarantula lies a simple logis engine capable
of guarding defined areas and approach paths far more effectively than Qualities Reliable, Twin-Linked
living sentries. Tarantulas never sleep, never waver in their duty and
Twin Heavy Flamer
relentlessly hammer their targets until their ammunition bays run dry.
Class Heavy Range 30m Rate of Fire S/-/-
Hull: 12 Armour: 12/10/10
Damage 1d10+5E Penetration 4
Tactical Speed:
- Maneuver: - Clip 20 Reload 2 Full
Cruising Speed:
Qualities Flame, Quad, Spray
Type: Immobile
Size: 5 Availability: Extremely Rare Quad Exterminator Autocannon
Immobile, Class Vehicle Range 500m Rate of Fire S/6/-
Carry: None Traits: Enclosed, Sentry Damage 3d10+8I Penetration 6
(40) Clip 240 Reload 8 Full
Crew: None Qualities Quad, Reliable
Turret-Mounted Twin Lascannon -or- Twin Heavy
Twin Multi-Melta
Weapon Bolter -or- Twin Multi-Laser -or- Twin Heavy Fla-
Mounts: mer -or- Quad Exterminator Autocannon -or- Twin Class Heavy Range 60m Rate of Fire S/-/-
Multi-Melta -or- Hyperios Missile Launcher Damage 2d10+16E Penetration 12
Special: Clip 24 Reload 2 Full
Silent Predator: The Tarantula is assumed to have a Preysense Sight Qualities Blast (1), Melta, Twin-Linked
and a Targeter-Savant Array, meaning that the Tarantula suffers no
penalties due to darkness, and ignores all penalties from smoke, fog, Hyperios Missile Launcher (Frag Missiles)
and mist, as well as gaining a +10 bonus to all Ballistic Skill Tests it Class Vehicle Range 300m Rate of Fire S/-/-
makes. Damage 3d10+2X Penetration 6
Sky-Splitter: The Tarantula gains the Anti-Air (Advanced) Vehicle
Clip 20 Reload 50 Full
Trait if it is equipped with a Quad Exterminator Autocannon -or-
Hyperios Missile Launcher Qualities Blast (5), Twin-Linked

Twin Lascannon Hyperios Missile Launcher (Krak Missiles)

Class Heavy Range 300m Rate of Fire S/-/- Class Vehicle Range 300m Rate of Fire S/-/-

Damage 5d10+10E Penetration 10 Damage 4d10+8X Penetration 10

Clip 10 Reload 4 Full Clip 20 Reload 50 Full

Qualities Gyro-Stabilized, Proven (3), Twin-Linked Qualities Blast (1), Concussive (3), Twin-Linked, Vengeful (9)

Twin Heavy Bolter


Class Heavy Range 150m Rate of Fire -/-/6
Damage 1d10+8X Penetration 5
Clip 120 Reload 2 Full
Qualities Tearing, Twin-Linked

7.4 Armour of the Imperial Guard - 559


7.4.3 - Archaic Vehicles Malcador Dracosan
Many centuries and millennia have come and gone over the Imperial The Dracosan Armoured Transport was manufactured to standards
Guard’s long history, and throughout that time many eras have past as only usually required of war machines destined for service within the
well. Along with this changing of the times some vehicles and technol- Legiones Astartes. It was made large enough to accommodate a full
ogies fall out of favour, have their STCs lost or stolen, or else simply strength Solar Auxilia infantry section of twenty auxiliaries, and heavily
have vanished from the sacred machine canon of the Mechanicus. The armoured enough to protect them from intense enemy fire. A Dracosan
following vehicles have not suffered so ignoble a fate but all the same can steadfastly defend itself against enemy counter-attack and pound an
are seen as inferior, are unable to be easily maintained, or just exist in adversary’s emplacements to dust before those on board disembark to
unfortunately small numbers. storm what remains of their objective.
Hull: 75 Armour: 35/30/25
Aurox Armoured Transport Speed: 10m/30kph Maneuver: -10
Created with the authorisation of the Fabricator-General as the Imperial
Host expanded into the galaxy during the Great Crusade, the design Type: Tracked
philosophy behind the Aurox is similar to that of the Legion Rhino Ar- Size: 8 Availability: Extremely Rare
moured Carrier. It is designed to be mass-manufactured, reproducible and Enclosed,
easily serviced by units in the field. In addition, the Aurox has a modular Carry: 20 Traits: Reinforced
design which allows for additional armour and weapons configurations. Armour, Rugged
Hull: 25 Armour: 22/22/20 Crew: Driver, Commander, Gunner
Tactical Speed: 15m Gunner-Operated Fixed Front-Facing Twin Lascan-
Maneuver: +5
Cruising Speed: 70kph Weapon non -or- Fixed Front-Facing Demolisher Cannon
Type: Tracked Mounts: (if chosen the Demolisher Cannon reduces the
Size: 7 Availability: Rare Dracosan’s Carrying Capacity to 10)
Enviro-Sealed, Special:
Carry: 10 Traits:
Rugged -
Crew: Driver Twin Lascannon
Weapon Class Heavy Range 300m Rate of Fire S/-/-
None
Mounts:
Damage 5d10+10E Penetration 10
Special:
Clip 10 Reload 4 Full
Command Variant: There also exist command patterns of the Aurox,
Qualities Proven (3), Twin-Linked
these Command Aurox have an integral Long-Range Auspex, Vid-
Relay, Cartograph, Vox-Caster, Vox-Thief, Vox-Tracker and reduce Demolisher Cannon
their Carrying Capacity to 2 (who are both able to use the integral
Class Vehicle Range 50m Rate of Fire S/-/-
systems within). The Command Aurox also gains the Command and
Control Trait and is of an Extremely Rare Availability. Damage 4d10+20X Penetration 10
Clip 2 Reload Full
The Aurox also has a hatch on top of the hull that can be used by pas- Qualities Blast (10), Concussive (3)
sengers as a method of embarkation/disembarkation as well as a firing
point for up to 6 passengers, though this will expose their Head, Body,
and Arms Hit Locations.

7.4 Armour of the Imperial Guard - 560


Carnodon Battle Tank Twin Lascannon
Hailing from the prehistory of the Imperium, the Carnodon tank is a true Class Heavy Range 300m Rate of Fire S/-/-
relic of war. Those few that have survived the passage of the millennia Damage 5d10+10E Penetration 10
are revered as links to the former incarnation of the Astra Militarum –
Clip 10 Reload 4 Full
that mainstay of the Great Crusade, the Imperial Army. With the hour so
dark, and the need for trusted war assets greater than ever, the Priesthood Qualities Proven (3), Twin-Linked
of Mars has reinstated the STC for the Carnodon on several forge worlds,
Multi-Laser
and the ancient tank has trundled forth from their manufactorums once
more. Class Heavy Range 150m Rate of Fire -/-/5
Hull: 30 Armour: 24/22/20 Damage 2d10+10E Penetration 2

Tactical Speed: 15m Clip 100 Reload 2 Full


Maneuver: -5
Cruising Speed: 70kph Qualities Reliable
Type: Tracked Heavy Flamer
Size: 7 Availability: Very Rare Class Heavy Range 30m Rate of Fire S/-/-
Enclosed, Damage 1d10+5E Penetration 4
Carry: None Traits: Reinforced
Clip 10 Reload 2 Full
Armour, Rugged
Qualities Flame, Spray
Crew: Driver, Commander 2 Gunners
Commander-Operated Turret-Mounted Twin Heavy Bolter
Multi-Laser -or- Twin Autocannon -or- Twin Class Heavy Range 150m Rate of Fire -/-/6
Lascannon
Damage 1d10+8X Penetration 5
Gunner-Operated Left-Facing Sponson-Mounted
Weapon Clip 60 Reload Full
Multi-Laser -or- Heavy Flamer -or- Heavy Bolter
Mounts:
-or- Autocannon -or- Lascannon Qualities Tearing
Gunner-Operated Right-Facing Sponson-Mounted
Multi-Laser -or- Heavy Flamer -or- Heavy Bolter Autocannon
-or- Autocannon -or- Lascannon Class Heavy Range 300m Rate of Fire S/3/-
Special: Damage 3d10+8I Penetration 6
- Clip 15 Reload 2 Full
Qualities Reliable
Twin Multi-Laser
Class Heavy Range 150m Rate of Fire -/-/5 Lascannon
Damage 2d10+10E Penetration 2 Class Heavy Range 300m Rate of Fire S/-/-
Clip 200 Reload 2 Full Damage 5d10+5E Penetration 10
Qualities Reliable, Twin-Linked Clip 5 Reload 2 Full
Qualities Proven (3)
Twin Autocannon
Class Heavy Range 300m Rate of Fire S/3/-
Damage 3d10+8I Penetration 6
Clip 30 Reload 2 Full
Qualities Reliable, Twin-Linked

7.4 Armour of the Imperial Guard - 561


Malcador Minotaur Battle Cannon
While sharing the chassis and engine of the Malcador, the Minotaur has Class Vehicle Range 750m Rate of Fire S/-/-
many unusual features not found in other Imperial artillery vehicles. The Damage 3d10+10X Penetration 12
most notable of these is its deck layout, with engines, drive systems and
Clip 12 Reload 3 Full
ammunition evenly distributed across the superstructure, the crew com-
partment placed in the front of the vehicle and the twin primary weapons Qualities Blast (10), Concussive (3), Reliable
placed on a central axis point facing rearwards. The Minotaur is therefore
Twin Lascannon
able to “reverse” into prepared firing positions and then rapidly move
“forward” through ground it has already cleared, while the centerline Class Heavy Range 300m Rate of Fire S/-/-
mounting not only allows it to carry its massive payload but also provide Damage 5d10+10E Penetration 10
inherent recoil stabilization when firing. Clip 10 Reload 4 Full
Hull: 85 Armour: 35/30/25 Qualities Proven (3), Twin-Linked
Tactical Speed: 10m
Maneuver: -10 Autocannon
Cruising Speed: 25kph
Type: Tracked Class Heavy Range 300m Rate of Fire S/3/-

Size: 8 Availability: Extremely Rare Damage 3d10+8I Penetration 6


Clip 15 Reload Full
Enclosed,
Carry: None Traits: Reinforced Qualities Reliable
Armour, Rugged
Multi-Laser
Crew: Driver, Commander, Gunner, 2 Loaders
Class Heavy Range 150m Rate of Fire -/-/5
Weapon
Fixed Rear-Facing Twin Earthshaker Cannons Damage 2d10+10E Penetration 2
Mounts:
Clip 100 Reload 2 Full
Twin Earthshaker Cannon Qualities Reliable
Class Vehicle Range 3,500m Rate of Fire S/-/-
Heavy Flamer
Damage 4d10+10X Penetration 8
Class Heavy Range 30m Rate of Fire S/-/-
Clip 12 Reload 3 Full
Damage 1d10+5E Penetration 4
Qualities Blast (20), Concussive (3), Indirect (5), Recharge, Twin-Linked
Clip 10 Reload 2 Full
Qualities Flame, Spray
Malcador Battle Tank
The Malcador Battle Tank is a mobile fortress, heavily armed and Lascannon
armoured but slow. This standard version mounts a limited-traverse Class Heavy Range 300m Rate of Fire S/-/-
Battle Cannon in a fixed turret as well as two sponson weapons and a Damage 5d10+5E Penetration 10
hull-mounted weapon. This ferocious firepower is coupled with thick
armour, but in many regions of the Imperium this venerable design has Clip 5 Reload 2 Full
either never been produced, or has been supplanted by the more versatile Qualities Proven (3)
Leman Russ.
Demolisher Cannon
Hull: 85 Armour: 35/35/25
Class Vehicle Range 50m Rate of Fire S/-/-
Tactical Speed: 12m
Maneuver: -10 Damage 4d10+20X Penetration 10
Cruising Speed: 35kph
Clip 2 Reload Full
Type: Tracked
Qualities Blast (10), Concussive (3)
Size: 8 Availability: Extremely Rare
Enclosed,
Carry: None Traits: Reinforced
Armour, Rugged
Crew: Driver, Commander, 4 Gunners
Gunner-Operated Front-Facing Hull-Mounted
Battle Cannon -or- Twin Lascannon
Gunner-Operated Front-Facing Hull-Mounted
Autocannon -or- Multi-Laser -or- Heavy Flamer
-or- Lascannon -or- Demolisher Cannon
Weapon
Gunner-Operated Left-Facing Sponson-Mounted
Mounts:
Autocannon -or- Multi-Laser -or- Heavy Flamer
-or- Lascannon
Gunner-Operated Right-Facing Sponson-Mounted
Autocannon -or- Multi-Laser -or- Heavy Flamer
-or- Lascannon

7.4 Armour of the Imperial Guard - 562


Malcador Infernus Malcador Defender
The venerable Malcador chassis, a precursor to the Leman Russ battle The Malcador ‘Defender’ is one of the most unusual, and arguably effec-
tank in the Imperial arsenal, is capable of mounting a wide range of tive, of the Malcador variants and is more common than the original de-
devastating weaponry. The Malcador Infernus is one such variant, and is sign. Its limited-traverse turret embrasure has been entirely refitted with
armed with a centre-line Inferno Cannon capable of engulfing the enemy five Heavy Bolters providing complete 360° coverage around the tank,
in a storm of burning promethium. The Infernus is a powerful weapon while the Demolisher Cannon and sponson weapons are maintained.
deployed both against enemy fortifications and massed infantry. Transforming its role into that of a breakthrough tank, the Malcador ‘De-
Hull: 85 Armour: 35/30/25 fender’ is a mobile fortress well-suited to close-quarters combat during
urban and trench warfare, with the Demolisher used against enemy
Tactical Speed: strongpoints and fortifications.
12m/35kph Maneuver: -10
Cruising Speed:
Hull: 85 Armour: 35/30/25
Type: Tracked
Tactical Speed: 12m
Size: 8 Availability: Extremely Rare Maneuver: -10
Cruising Speed: 35kph
Enviro-Sealed, Type: Tracked
Extremely
Volatile, Size: 8 Availability: Extremely Rare
Carry: None Traits:
Reinforced Enclosed,
Armour, Rugged, Carry: None Traits: Reinforced
Tracked Armour, Rugged
Crew: Driver, Commander/Gunner, 2 Sponson Gunners Crew: Driver, Commander, 8 Gunners
Commander-Operated Front-Facing Fixed Inferno 2 Gunner-Operated Front-Facing Sponson-
Cannon Mounted Heavy Bolters
Gunner-Operated Left-Facing Sponson-Mounted Gunner-Operated Left-Facing Sponson-Mounted
Weapon Autocannon -or- Multi-Laser -or- Heavy Flamer Heavy Bolter
Mounts: -or- Lascannon Gunner-Operated Right-Facing Sponson-Mounted
Gunner-Operated Right-Facing Sponson-Mounted Heavy Bolter
Autocannon -or- Multi-Laser -or- Heavy Flamer Gunner-Operated Rear-Facing Sponson-Mounted
-or- Lascannon Heavy Bolter
Weapon
Gunner-Operated Hull-Mounted Front-Facing
Inferno Cannon Mounts:
Autocannon -or- Multi-Laser -or- Heavy Flamer
Class Vehicle Range 50m Rate of Fire S/-/- -or- Lascannon -or- Demolisher Cannon
Damage 2d10+15E Penetration 8 Gunner-Operated Left Sponson-Mounted Au-
tocannon -or- Multi-Laser -or- Heavy Flamer -or-
Clip 100 Reload 72 Full
Lascannon
Qualities Flame, Spray Gunner-Operated Right Sponson-Mounted Au-
tocannon -or- Multi-Laser -or- Heavy Flamer -or-
Autocannon
Lascannon
Class Heavy Range 300m Rate of Fire S/3/-
Special:
Damage 3d10+8I Penetration 6
-
Clip 15 Reload Full
Qualities Reliable Heavy Bolter
Class Heavy Range 150m Rate of Fire -/-/6
Multi-Laser
Damage 1d10+8X Penetration 5
Class Heavy Range 150m Rate of Fire -/-/5
Clip 60 Reload Full
Damage 2d10+10E Penetration 2
Qualities Tearing
Clip 100 Reload 2 Full
Qualities Reliable Demolisher Cannon
Class Vehicle Range 50m Rate of Fire S/-/-
Heavy Flamer
Damage 4d10+20X Penetration 10
Class Heavy Range 30m Rate of Fire S/-/-
Clip 2 Reload Full
Damage 1d10+5E Penetration 4
Qualities Blast (10), Concussive (3)
Clip 10 Reload 2 Full
Qualities Flame, Spray

Lascannon
Class Heavy Range 300m Rate of Fire S/-/-
Damage 5d10+5E Penetration 10
Clip 5 Reload 2 Full
Qualities Proven (3)

7.4 Armour of the Imperial Guard - 563


Malcador Valdor Neutron Beam Laser
The Valdor Tank Hunter is said to be named after the great hero Constan- Class Vehicle Range 150m Rate of Fire S/2/-
tin Valdor, leader of the Emperor’s legendary Custodian Guard during Damage 5d10+10E Penetration 20
the Horus Heresy. In the 41st Millennium the Valdor remains associated
Qualities Accurate, Concussive (3), Haywire (4), Power-Plant, Proven (3)
with the Adeptus Mechanicus, with small numbers found on Mars itself
and certain far-flung strongholds such as Lathe-het and Cryaxus II, but Autocannon
despite similarities it shares with the Malcador its unique and high-
Class Heavy Range 300m Rate of Fire S/3/-
ly-advanced systems are beyond the abilities of most Forge Worlds to
construct or maintain. The system which sets the Valdor apart from other Damage 3d10+8I Penetration 6
tank hunters is its primary weapon, the Neutron Laser Projector. The Clip 15 Reload Full
projector and its neutronic-coil arc-reactor, while more compact and less Qualities Reliable
energy-intensive than comparable weapons such as the Shadowsword’s
Volcano Cannon, still consumes much of the Valdor’s internal space. It Multi-Laser
is also risky to operate due to the relative lack of reactor shielding, espe- Class Heavy Range 150m Rate of Fire -/-/5
cially if the containment coils are ruptured, but is nevertheless a powerful
Damage 2d10+10E Penetration 2
weapon most deadly against smaller tanks who lack the thick shielding
and protective mass of large super-heavy vehicles. Clip 100 Reload 2 Full

Hull: 85 Armour: 35/30/25 Qualities Reliable

Tactical Speed: 12m Heavy Flamer


Maneuver: -10
Cruising Speed: 35kph
Class Heavy Range 30m Rate of Fire S/-/-
Type: Tracked
Damage 1d10+5E Penetration 4
Size: 8 Availability: Extremely Rare Clip 10 Reload 2 Full
Enclosed, Qualities Flame, Spray
Extremely
Volatile, Lascannon
Carry: None Traits:
Reinforced Class Heavy Range 300m Rate of Fire S/-/-
Armour, Rugged,
Damage 5d10+5E Penetration 10
Tracked
Clip 5 Reload 2 Full
Crew: Driver, Commander, 2 Gunners
Qualities Proven (3)
Gunner-Operated Front-Facing Fixed Neutron
Beam Laser
Weapon
Gunner-Operated Right-Facing Sponson-Mounted
Mounts:
Autocannon -or- Multi-Laser -or- Heavy Flamer
-or- Lascannon
Special:
-

7.4 Armour of the Imperial Guard - 564


7.5 Aeronautica
Aeronautica is a term that describes a wide variety of Imperial aerospace craft, from humble orbital haulers to mighty assault craft of the Imperial
Navy. Many of these craft use strong, reliable, promethium-powered engines to achieve flight, but the largest of aeronautica, in particular heavier
attack aeronautica, use mighty plasma generatora to thrust them forwards. While nowhere near the miniature suns that thrive at the heart of voidships
these generatora are, all the same, amazingly powerful and capable of sending an attack craft across many thousands of kilometers of space.
Beneath the name of each entry is the classification of the Aeronautica for use in void combat in brackets. Aeronautica, as a general rule,
have integral vox-caster systems, due to the necessity of long-ranged communication for their functions, but the majority of ground vehicles do not.
If a vehicle has the option to mount a weapon it may be Acquired with that weapon option, but if the weapon has a more rare Availability
than the vehicle’s base Availability then the vehicle must be acquired at the weapon’s base Availability along with the standard additional -10 for
Acquiring vehicles.

Arvus Lighter Aquila Lighter


(Light Support Aeronautica) (Light Support Aeronautica)
The Arvus Lighter is a light cargo hauler used by the Imperial Navy to The Aquila Lander is used to carry officers or other important persons
transport personnel and supplies. One of a wide variety of pinnaces, from orbit to ground level and is named because of its wing arrangement.
brigs, couriers and dories used by the Navy, the Arvus Lighter is the The wings end in a feather-like design and taper back as if in imitation of
equivalent of the Imperial Guard’s Trojan, fulfilling many of the same the sign of the Aquila. It is not designed as a combat vehicle, being only
roles. Like the Trojan the Arvus has many affectionate nicknames such lightly armed with a single heavy weapon for self defence, but it is well
as “the Hog,” “the Little Pig” and “the Onager,” and though their origin enough armoured to survive atmospheric insertion that it can protect its
is unknown Navy superstition holds that the craft’s machine spirit is passengers from several hits before going down.
truculent and stubborn. Hull: 25 Armour: 24/24/20
Hull: 25 Armour: 22/20/20 Tactical Speed: 30m(1250m)
Tactical Speed: 30m(1000m) Cruising Speed: 2200kph Maneuver: +15
Cruising Speed: 1600kph Maneuver: -10 Void Combat: 8VUs
Void Combat: 5VUs Type: Spacecraft
Type: Spacecraft
Size: 8 Availability: Rare
Size: 7 Availability: Rare
Carry: 12 Traits: Enviro-Sealed
Enviro-
Carry: 10 Traits: Crew: Pilot
Sealed, Rugged
Weapon Pilot-Operate Forward-Facing Hull-Mounted Au-
Crew: Pilot
Mounts: tocannon -or- Lascannon -or- Heavy Bolter
Weapon
None
Mounts: Autocannon
Special: Class Heavy Range 300m Rate of Fire S/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

7.5 Aeronautica - 565


Vendetta Heavy Gunship Valkyrie Assault Carrier
(Light Fighter Aeronautica) (Light Assault Aeronautica)
The Vendetta Heavy Gunship is a Valkyrie attached to Imperial Guard The Valkyrie Airborne Assault Carrier is a heavily armed Imperial Air-
units which, in addition to the increased armour, are equipped with three craft with VTOL capabilities, used to ferry special forces. Valkyries are
twin-linked lascannons, and used as a tank hunter after dropping off any provided in joint operations for use to the Imperial Guard on an as need-
unit being transported by it. Despite their impressive firepower, Vendetta ed basis, with pilots reporting directly to the regiment’s senior officer.
Gunships lack the flexibility of Vulture Gunships, which are chosen more Hull: Armour:
30 32/30/20
often for deep-range attack, strafing and urban assault missions.
Tactical Speed: 30m(1000m)
Hull: 30 Armour: 32/30/20 Cruising Speed: 1100kph Maneuver: +10
Tactical Speed: 30m(1000m) Void Combat: 3VUs
Cruising Speed: 1100kph Maneuver: +10 Type: Spacecraft
Void Combat: 3VUs
Size: 8 Availability: Very Rare
Type: Spacecraft
Enviro-Sealed,
Size: 8 Availability: Extremely Rare Carry: 12 Traits: Reinforced
Enviro-Sealed, Armour
Carry: 12 Traits: Reinforced Crew: Pilot, Co-Pilot, 2 Door Gunners
Armour
Pilot-Operated Front-Facing Hull-Mounted
Crew: Pilot, Co-Pilot, 2 Door Gunners Multi-Laser -or- Lascannon
Pilot-Operated Front-Facing Hull-Mounted Twin 2 Pilot-Operated Front-Facing Hull-Mounted
Lascannon Weapon Heavy Missile Launchers -or- Rocket Pods
2 Pilot-Operated Front-Facing Hull-Mounted Twin Mounts: Door Gunner-Operated Left-Facing
Weapon Lascannons Pintle-Mounted Heavy Bolter
Mounts: Door Gunner-Operated Left-Facing Door Gunner-Operated Right-Facing
Pintle-Mounted Heavy Bolter Pintle-Mounted Heavy Bolter
Door Gunner-Operated Right-Facing Special:
Pintle-Mounted Heavy Bolter
-
Special:
Carry Bay: The Vendetta’s troop compartment may be removed, re- Multi-Laser
ducing its Carrying Capacity to 0, and removing the Heavy Bolters and Class Heavy Range 150m Rate of Fire -/-/5
attendant Door Gunners, but increasing its Maneuverability to +20. Damage 2d10+10E Penetration 2

Twin Lascannon Clip 100 Reload 2 Full

Class Heavy Range 300m Rate of Fire S/-/- Qualities Reliable

Damage 5d10+10E Penetration 10 Lascannon


Clip 10 Reload 4 Full Class Heavy Range 300m Rate of Fire S/-/-
Qualities Proven (3), Twin-Linked Damage 5d10+5E Penetration 10

Heavy Bolter Clip 5 Reload 2 Full

Class Heavy Range 150m Rate of Fire -/-/6 Qualities Proven (3)

Damage 1d10+8X Penetration 5 Heavy Missile Launcher (Krak Missiles)


Clip 60 Reload Full Class Vehicle Range 300m Rate of Fire S/-/-
Qualities Tearing Damage 4d10+8X Penetration 10
Clip 1 Reload 3 Full
Qualities Blast (1), Concussive (3), Vengeful (9)

Rocket Pod (Frag Missiles)


Class Vehicle Range 100m Rate of Fire -/-/6
Damage 2d10+12X Penetration 4
Clip 18 Reload 3 Full
Qualities Blast (5), Inaccurate

Heavy Bolter
Class Heavy Range 150m Rate of Fire -/-/6
Damage 1d10+8X Penetration 5
Clip 60 Reload Full
Qualities Tearing

7.5 Aeronautica - 566


Vulture Attack Gunship Twin Autocannon
(Light Bomber Aeronautica) Class Heavy Range 300m Rate of Fire S/3/-
Like the Valkyrie, the Vulture is operated by the Imperial Navy and Damage 3d10+8I Penetration 6
attached to Imperial Guard units, particularly Drop Regiments lacking
Clip 30 Reload 2 Full
heavy armour and artillery support. The Vulture is operated by a crew
of two, a pilot to fly the craft and a weapons operator to aim and fire its Qualities Reliable, Twin-Linked
armament. A single Vulture will typically fly in support of a flight of
Twin Lascannon
Valkyries whose variable weapon configurations allow a variety of mis-
sions to be fulfilled: anti-tank, infantry suppression or bombing enemy Class Heavy Range 300m Rate of Fire S/-/-
strong points. Damage 5d10+10E Penetration 10
Hull: 30 Armour: 32/30/20 Clip 10 Reload 4 Full
Tactical Speed: 30m(1250m) Qualities Proven (3), Twin-Linked
Cruising Speed: 1100kph Maneuver: +15
Void Combat: 4VUs Rocket Pod (Frag Missiles)

Type: Spacecraft Class Vehicle Range 100m Rate of Fire -/-/6


Damage 2d10+12X Penetration 4
Size: 8 Availability: Extremely Rare
Clip 18 Reload 3 Full
Enviro-Sealed,
Carry: None Traits: Reinforced Qualities Blast (5), Inaccurate
Armour
Rocket Pod (Frag Missiles)
Crew: Pilot, Co-Pilot
Class Vehicle Range 100m Rate of Fire -/-/6
Weapon Pilot-Operated Sponson-Mounted Front-Facing
Damage 2d10+12X Penetration 4
Mounts: Heavy Bolter
Clip 18 Reload 3 Full
Special:
Qualities Blast (5), Inaccurate
Payload Hardpoints: The Vulture features 4 special mounts on
its wings that allow it to use 2 different symmetrical, twin-linked Twin Punisher Gatling Cannon
weapons systems, all of which are Pilot-Operated, Front-Facing, and Class Vehicle Range 100m Rate of Fire -/-/10
Hull-Mounted. These hardpoints may be equipped with either twin
multi-lasers, twin autocannons, twin lascannons, or twin rocket pods. Damage 2d10+10I Penetration 4
It may forgo all of these options to instead mount a twin punisher Clip 400 Reload 8 Full
gatling cannon or a twin missile battery. Qualities Storm, Twin-Linked

Heavy Bolter Twin Missile Battery (Frag Missiles)


Class Heavy Range 150m Rate of Fire -/-/6 Class Vehicle Range 5,000m Rate of Fire S/2/4
Damage 1d10+8X Penetration 5 Damage 4d10+2X Penetration 4
Clip 60 Reload Full Clip 8 Reload 72 Full
Qualities Tearing Qualities Accurate, Blast (10), Indirect (5), Twin-Linked

Twin Multi-Laser Twin Missile Battery (Krak Missiles)


Class Heavy Range 150m Rate of Fire -/-/5 Class Vehicle Range 5,000m Rate of Fire S/2/4
Damage 2d10+10E Penetration 2 Damage 5d10+8X Penetration 8
Clip 200 Reload 2 Full Clip 8 Reload 72 Full
Qualities Reliable, Twin-Linked Accurate, Blast (2), Concussive (3), Indirect (5), Twin-Linked,
Qualities
Vengeful (9)

7.5 Aeronautica - 567


Lightning Fighter Craft Avenger Strike Fighter
(Light Fighter Aeronautica) (Light Bomber Aeronautica)
The Lightning fighter craft is mainly used by the Imperial Navy for The Avengers main role is conducting high-speed, low-level attacks
establishing air superiority due to its increased maneuverability over the on ground targets. It exceeds most other Imperial aircraft of its size in
Thunderbolt. It is often seen and heard plummeting from orbit or being firepower, and it is particularly effective against armoured targets. The
scrambled from naval bases. Avenger is an ancient design, believed to originate from Holy Terra
Hull: 25 Armour: 30/25/20 during the Age of Strife, and due to its reputation of holiness, the Aveng-
er is often specifically requested by the Adepta Sororitas should they
Tactical Speed: 30m(1450m) require close support in their purgations..
Cruising Speed: 2400kph Maneuver: +20
Void Combat: 9VUs Hull: 25 Armour: 35/22/20
Type: Spacecraft Tactical Speed: 30m(950m)
Cruising Speed: 1800kph Maneuver: +5
Size: 7 Availability: Very Rare Void Combat: 6VUs
Enviro-Sealed, Type: Spacecraft
Carry: None Traits: Reinforced
Armour Size: 8 Availability: Very Rare
Crew: Pilot Enviro-Sealed,
Carry: None Traits: Reinforced
Pilot-Operated Hull-Mounted Twin Lascannon
Armour
Pilot-Operated Hull-Mounted Exterminator
Weapon Crew: Pilot
Autocannon
Mounts:
Pilot-Operated Forward-Facing Fixed Missile Pilot-Operated Forward-Facing Hull-Mounted
Battery Weapon Twin Lascannon
Special: Mounts: Pilot-Operated Forward-Facing Fixed Vulcan
Mega-Bolter
Lightning Strike: A ground attack variant of the Lightning, this ver-
sion removes the Autocannon and adds an integral Expanded Special:
Magazine Modification to the Missile Battery and counts as a Light Atmospheric Bomber: When used for Bomber Operations the Aven-
Bomber Aeronautica ger has a Craft Rating of -5 for operations that take place in the void,
and a Craft Rating of +15 when used in-atmosphere.
Twin Lascannon
Class Heavy Range 300m Rate of Fire S/-/- Twin Lascannon

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)

Missile Battery (Krak Missiles)


Class Vehicle Range 5,000m Rate of Fire S/2/4
Damage 5d10+8X Penetration 8
Clip 4 Reload 36 Full
Qualities Accurate, Blast (2), Concussive (3), Indirect (5), Vengeful (9)

7.5 Aeronautica - 568


Marauder Bomber Twin Heavy Bolter
(Heavy Bomber Aeronautica) Class Heavy Range 150m Rate of Fire -/-/6
Marauder Bombers, with their long range and good maximum payload Damage 1d10+8X Penetration 5
for their size, are the workhorses of the Imperial Navy. They are often
Clip 120 Reload 2 Full
based on orbiting spacecraft or, if in a prolonged campaign, on naval
airbases established on the ground. Thanks to their capacious fuel tanks Qualities Tearing, Twin-Linked
and powerful engines, these bases are located far from the frontline, even
Twin Autocannon
on another continent.
Class Heavy Range 300m Rate of Fire S/3/-
Hull: 45 Armour: 32/32/30
Damage 3d10+8I Penetration 6
Tactical Speed: 30m(950m)
Cruising Speed: 1800kph Maneuver: +0 Clip 30 Reload 2 Full
Void Combat: 6VUs Qualities Reliable, Twin-Linked
Type: Spacecraft Twin Assault Cannon
Size: 9 Availability: Extremely Rare Class Heavy Range 150m Rate of Fire -/-/10
Twelve Bombs Enviro-Sealed, Damage 3d10+8I Penetration 6
Carry: or six Heavy Traits: Reinforced
Clip 400 Reload 6 Full
Bombs Armour
Qualities Tearing, Twin-Linked
Crew: Pilot, Navigator, Bombardier, 3 Gunners
Gunner-Operated Forward Facing Triple Missile Battery (Frag Missiles)
Sponson-Mounted Twin Lascannon Class Vehicle Range 5,000m Rate of Fire S/2/4
Gunner-Operated Turret-Mounted Twin Heavy
Damage 4d10+2X Penetration 4
Bolter -or- Twin Autocannon
Weapon Clip 12 Reload 108 Full
Gunner-Operated Rear-Facing Sponson-Mounted
Mounts:
Twin Heavy Bolter -or- Twin Autocannon -or- Qualities Accurate, Blast (10), Indirect (5), Triple-Linked
Twin Assault Cannon
Forward-Facing Hull-Mounted Pilot-Operated Twin Missile Battery (Krak Missiles)
Triple-Linked Missile Rack Class Vehicle Range 5,000m Rate of Fire S/2/4
Special: Damage 5d10+8X Penetration 8
Payload: This craft’s payload is a bay of either 18 Bombs or 6 Heavy Clip 12 Reload 108 Full
Bombs. When the Bombardier unleashes this payload he makes a BS Accurate, Blast (2), Concussive (3), Indirect (5), Triple-Linked,
Qualities
Test, modified by the Rate of Fire modifier as well as any further mo- Vengeful (9)
difiers appropriate to the condition of the target area (ie. cloud cover,
Marauder Variants
smoke, and so on). The Bombadier takes all BS Tests as though the
Though principally a bomber, Marauders can also be modified to fulfill
target area was at Long Range.
other roles.
Destroyer
Bombs
This particular Marauder variant is a dedicated ground-attack craft which
(Class: Vehicle, Range: Special, RoF: -/-/6, Dam: 3d10+12X, Pen: 6,
is better suited to close support missions.
Clip: 18, Rld:-, Qualities: Blast [6], Indirect [2])
Carrying Capacity: 6 Bombs or 3 Heavy Bombs
Changes: Replace the Forward Facing, Sponson-Mounted Nose Gun-
Heavy Bomb
ner-Operated Twin-Linked Lascannon with a Forward-Facing Pilot-Ope-
(Class: Vehicle, Range: Special, RoF: -/3/-, Dam: 5d10+18X, Pen: 8,
rated Triple-Linked Autocannon with the Storm Quality. This variant also
Clip: 6, Rld: -, Qualities: Blast [10], Indirect [3])
includes an integral Ground Tracking Auguries Modification.
Colossus
Atmospheric Bomber: The Marauder specializes in attacking planet-
The Marauder Colossus is a variant of the standard Marauder Bomber
bound targets, and may attack void-borne ones, but is not as effective
designed to deliver a single gigantic 10,000kg Colossus Bomb.
at such operations. When used for Bomber Operations the Marauder
Carrying Capacity: One Colossus Bomb
has a Craft Rating of -10 for operations that take place in the void, and
Changes: A Colossus Bomb is a weapon of unbelievable destruction,
a Craft Rating of +10 when used in-atmosphere.
capable of cracking fortress complexes and levelling whole hive districts.
Twin Lascannon The Colossus functions as a torpedo bomber aeronautica, capable of
carrying a single torpedo at a time. This is typically a plasma torpedo but
Class Heavy Range 300m Rate of Fire S/-/- other payloads are possible.
Damage 5d10+10E Penetration 10 Vigilant
Clip 10 Reload 4 Full The Marauder Vigilant is a variant of the standard Marauder Bomber
Qualities Proven (3), Twin-Linked
designed to conduct reconnaissance operations and also perform as a
command and control aircraft.
Carrying Capacity: None
Changes: Remove the Turret-Mounted Twin-linked Heavy Bolter. The
vehicle gains the Command and Control Trait. This variant also includes
an integral Preysensors Modification, as well as integral Long Range
Auspex, Pict Recorder, and Vox-Thief (Long Range)

7.5 Aeronautica - 569


Thunderbolt Heavy Fighter Chiropteran Scout Craft
(Heavy Fighter Aeronautica) Although a voidship can orbit above a planet and take in its entirety with
A heavy fighter combining devastating strike potential with a high degree a single augur-scan, often this is insufficient to discover a world’s secrets.
of speed and manoeuvrability, the Thunderbolt forms the bulk of the To take a closer look many employ vehicles like the Chiropteran Scout.
Imperial Navy’s intra-atmosphere fighter aircraft. The Thunderbolt is a Small, poorly armoured, and unarmed, the Chiropteran is fast, manoeu-
true workhorse, with a rugged and reliable design, beloved of its crews vrable, and bristling with long-range auger arrays. When expecting
and feared by its enemies. trouble, which is most of the time, a Chiropteran is typically escorted by
fighter craft.
Hull: 35 Armour: 32/25/20
Hull: 30m Armour: 20/20/20
Tactical Speed: 30m(1250m)
Cruising Speed: 2200kph Maneuver: +10 Tactical Speed: 30m(1250m)
Void Combat: 8VUs Cruising Speed: 2200kph Maneuver: +10
Void Combat: 8VUs
Type: Spacecraft
Type: Spacecraft
Size: 8 Availability: Extremely Rare
Size: 7 Availability: Very Rare
Enviro-Sealed,
Carry: None Traits: Reinforced Enhanced Motive
Armour Carry: None Traits: Systems,
Enviro-Sealed
Crew: Pilot
Crew: Pilot, Co-Pilot (who also serves as Auger Operator)
Pilot-Operated Forward-Facing Hull-Mounted
Twin Lascannon Weapon
None
Weapon Pilot-Operated Forward-Facing Hull-Mounted Mounts:
Mounts: Quad Exterminator Autocannon Special:
Pilot-Operated Forward-Facing Fixed Missile
Long Range Auger Array: These sophisticated augers provide a de-
Battery
tailed view of the land below, granting the operators a +20 bonus to all
Special: Awareness and Scrutiny Tests, and allowing scans in the same manner
Atmospheric Fighter: The Thunderbolt specializes in attacking as a Long Range Auspex but with a range of up to 50 kilometres away.
planetbound targets, and may attack void-borne ones, but is not as
effective at such operations. When used for Fighter Operations the
Thunderbolt has a Craft Rating of +0 for operations that take place in
the void, and a Craft Rating of +20 when used in-atmosphere.

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

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)

Missile Battery (Krak Missiles)


Class Vehicle Range 5,000m Rate of Fire S/2/4
Damage 5d10+8X Penetration 8
Clip 4 Reload 36 Full
Qualities Accurate, Blast (2), Concussive (3), Indirect (5), Vengeful (9)

7.5 Aeronautica - 570


Fury Interceptor Starhark Bomber
(Heavy Fighter Aeronautica) (Heavy Bomber Aeronautica)
The Fury interceptor is a broad classification for a variety of different Slightly smaller than an assault boat, Starhawk-class bombers are slower
Imperial fighters. Many sectors have their own variants on the Fury, but and less armoured. Instead of troops, they carry a payload of plasma
the starfighter remains broadly the same in design and role. The Fury is a bombs, armour-piercing missiles, and (in some cases) torpedoes. Typical
space-superiority fighter craft, designed to protect Imperial bombers from patterns have forward racks for up to 10 large anti-ship missiles with
enemy interceptors while they deliver their payload, and intercept enemy powerful krak warheads, and mid-bays containing multiple bomb-firing
bombers in turn. cylinders. Starhawks launch volleys of missiles at precise targets on an
Hull: 35 Armour: 36/36/30 enemy ship, then close and make “bombing runs” on the hull, pumping
out flurries of plasma warheads.
Tactical Speed: 30m (1350m)
Cruising Speed: 2500kph Maneuver: +5 Hull: 45 Armour: 35/35/30
Void Combat: 10VUs Tactical Speed: 30m(950m)
Type: Spacecraft Cruising Speed: 1800kph Maneuver: -10
Void Combat: 6VUs
Size: 8 Availability: Extremely Rare
Type: Spacecraft
Enviro-Sealed,
Carry: None Traits: Reinforced Size: 9 Availability: Extremely Rare
Armour Forward rack
Crew: Pilot, Co-Pilot, Gunner, Enginseer of 10 anti-ship Enviro-Sealed,
Carry: missiles, rear Traits: Reinforced
Pilot-Operated Forward-Facing Fixed Laser
bays with 40 Armour
Destroyer Array
plasma bombs
Weapon Gunner-Operated Forward-Facing
Mounts: Sponson-Mounted Twin Lascannon Pilot, Co-Pilot, 5 Gunners, Bombardier, Tech-Priest
Crew:
Pilot-Operated Forward-Facing Fixed Enginseer
Triple-Linked Missile Battery Gunner-Operated Forward-Facing
Special: Sponson-Mounted Twin Lascannon
2 Gunner-Operated Turret-Mounted Twin
-
Weapon Multi-Laser
Laser Destroyer Array Mounts: Gunner-Operated Left-Facing Sponson-Mounted
Twin Heavy Bolter
Class Vehicle Range 150m Rate of Fire S/-/-
Gunner-Operated Right-Facing Sponson-Mounted
Damage 5d10+10E Penetration 20 Twin Heavy Bolter
Qualities Quad, Power-Plant, Proven (3) Special:
Twin Lascannon Bomber: This craft’s payload is a complement of anti-ship weapons.
These weapons cannot be effectively aimed at “small” targets such as
Class Heavy Range 300m Rate of Fire S/-/-
other vehicles or individuals, though if one were to hit such a target,
Damage 5d10+10E Penetration 10 they would be immediately destroyed. These weapons could be used
Clip 10 Reload 4 Full in bombing runs against fixed emplacements or other large, immobile
Qualities Proven (3), Twin-Linked ground targets, in which case the areas of effect would be scores of
metres across, and the damage dealt on par with powerful anti-armour
Triple Missile Battery (Frag Missiles) weapons such as lascannons.
Class Vehicle Range 5,000m Rate of Fire S/2/4 Twin Lascannon
Damage 4d10+2X Penetration 4
Class Heavy Range 300m Rate of Fire S/-/-
Clip 12 Reload 108 Full
Damage 5d10+10E Penetration 10
Qualities Accurate, Blast (10), Indirect (5), Triple-Linked
Clip 10 Reload 4 Full
Triple Missile Battery (Krak Missiles) Qualities Proven (3), Twin-Linked
Class Vehicle Range 5,000m Rate of Fire S/2/4
Twin Multi-Laser
Damage 5d10+8X Penetration 8
Class Heavy Range 150m Rate of Fire -/-/5
Clip 12 Reload 108 Full
Damage 2d10+10E Penetration 2
Accurate, Blast (2), Concussive (3), Indirect (5), Triple-Linked,
Qualities Clip 200 Reload 2 Full
Vengeful (9)
Qualities Reliable, Twin-Linked

Twin Heavy Bolter


Class Heavy Range 150m Rate of Fire -/-/6
Damage 1d10+8X Penetration 5
Clip 120 Reload 2 Full
Qualities Tearing, Twin-Linked

7.5 Aeronautica - 571


Shark Assault Boat Gun-Cutter
(Heavy Assault Aeronautica) (Heavy Support Aeronautica)
Typically about fifty-five meters in length, these Shark-class assault The term “Gun-Cutter” refers to a variety of armed and armoured space-
boats are dedicated to delivering troops through a spaceship’s defences craft that can be used for orbit-to-ground transport, hostile landings, or
directly into combat. Much like a torpedo, their cargo is their weapon. even dogfighting. They can also be modified to add crew quarters for as
Consequently, virtually all patterns of the Shark carry only defensive many as six and are prized by organisations such as the Inquisition and
weapons, with every cubic meter of space dedicated to engines, armour, Rogue Traders (for whom a multi-purpose spacecraft is a great asset).
or troop-carrying.
Hull: 45 Armour: 40/35/30
Hull: 50 Armour: 45/45/30
Tactical Speed: 30m(1250m)
Tactical Speed: 30m(1200m) Cruising Speed: 2200kph Maneuver: +0
Cruising Speed: 2400kph Maneuver: -10 Void Combat: 8VUs
Void Combat: 10VUs
Type: Spacecraft
Type: Spacecraft
Size: 9 Availability: Near Unique
Size: 9 Availability: Extremely Rare
Quarters for 6
Enviro-Sealed, people, cargo Enviro-Sealed,
Carry: 50 Traits: Reinforced Carry: hold space for Traits: Reinforced
Armour 30 or equiva- Armour
Crew: Pilot, Co-Pilot, Gunner, Enginseer lent cargo
Weapon Pilot-Operated Front-Facing Fixed Las-Breacher Crew: Pilot, Co-Pilot, Enginseer, 2 Gunners
Mounts: Gunner-Operated Turret-Mounted Autocannon Pilot-Operated Twin Exterminator Autocannon
Special: Gunner-Operated Left-Facing Sponson-Mounted
Weapon
Breaching Vehicle: The Shark is designed to forcibly board enemy Twin Heavy Bolters -or- Twin Lascannons
Mounts:
voidships, and has powerful boarding clamps and meltacharges near Gunner-Operated Right-Facing Sponson-Mounted
the vehicle’s prow. As a Challenging (+0) Operate (Aeronautica) Test, Twin Heavy Bolters -or- Twin Lascannons
the pilot can affix a Shark to the side of the spacecraft. It takes 4 Full Special:
Rounds to burn through the hull using the las-breacher and melta-char- -
ges
Twin Exterminator Autocannon
Las-Breacher
Class Vehicle Range 500m Rate of Fire S/3/-
Class Vehicle Range 200m Rate of Fire S/-/-
Damage 3d10+8I Penetration 6
Damage 3d10+10E Penetration 15
Clip 60 Reload 2 Full
Qualities Armourbane, Inaccurate, Power-Plant, Twin-Linked
Qualities Reliable, Twin-Linked
Autocannon
Twin Heavy Bolter
Class Heavy Range 300m Rate of Fire S/3/-
Class Heavy Range 150m Rate of Fire -/-/6
Damage 3d10+8I Penetration 6
Damage 1d10+8X Penetration 5
Clip 15 Reload Full
Clip 120 Reload 2 Full
Qualities Reliable
Qualities Tearing, Twin-Linked

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

7.5 Aeronautica - 572


Drop Pod Void-Barge
Used by the Imperium’s elite Space Marines, drop pods are one-way (Heavy Support Aeronautica)
planetary assault vehicles. Launched from orbiting starships, they scream Barges are mass-haulers, designed to move bulk cargo from a planet’s
through the planet’s atmosphere with oversized rocket thrusters boosting surface into orbit. Large, slow, and unwieldy, their only benefit is that
them far past terminal velocity. They use an on-board cogitator to guide they are both practical and efficient.
themselves on a collision course to their targets. Even the most advanced
Hull: 40 Armour: 28/24/24
air defence systems have difficulty locking on to a drop pod travelling at
up to 15,000 kilometres per hour straight down. At the last moment, pow- Tactical Speed: 30m(850m)
erful retro-rockets around the base fire, “slowing” the pod to a crushing, Cruising Speed: 1400kph Maneuver: -20
but survivable, landing. Void Combat: 4VUs
Hull: 30 Armour: 24/24/24 Type: Spacecraft
Tactical Speed: - Size: 9 Availability: Rare
Cruising Speed: 15,000kph Maneuver: +0 Enviro-Sealed,
Void Combat: 12VUs Carry: 100 Traits: Ponderous,
Spacecraft (before landing)/Immobile (after Rugged
Type:
landing) Crew: Pilot, Co-Pilot
Size: 7 Availability: Very Rare Weapon
None
Enviro-Sealed, Mounts:
Orbital Special:
Carry: 10 Traits:
Deployment, -
Sentry (40)
Crew: None
Weapon
Sentry-Operated Turret-Mounted Storm-Bolter
Mounts:
Special:
Drop Pod Assault: Drop pods are somewhat unique amongst vehicles,
in that once they "land", they do not move under their own power.
Pods must be launched from a voidship with drop pod launch bays and
travel directly downward towards the target planet until they hit the
ground.

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

7.5 Aeronautica - 573


7.6 Vehicle Modifications
It is rare to see two Imperial Guard tanks that are exactly alike, even within the same company. Smoke launchers, pintle-mounted weapons, track
guards and even basic searchlights appear in numerous configurations and come in all manner of different patterns. Most are common and easy to
install by a skilled Operator or Enginseer. Others are more integral however, and are often installed during the vehicles manufacture.
Modifications can be gained by Acquiring them for a designated weapon, or a character (or an ally) can try to apply them himself (see the
Applying Modifications paragraph below). A vehicle can only have an amount of Modifications equal to its Modification Slots, and may only have
one (Armour) Modification each. Note that the GM has final say over which modifications can be applied.

Applying Modifications Ablative Armour (Armour)


Some characters may wish to apply their vehicular modifications A crude and somewhat rudimentary method of enhancing a vehicle’s
personally. If a character decides to do this, he gains a +20 bonus to the armoured protection, ablative armour often takes the forms of large sec-
Modification’s Availability when making the requisition test to acquire it. tions of plasteel welded or in some cases hooked onto exposed areas of
If he succeeds the test, the Modification is not applied to his weapon but a vehicle’s sides. These types of modifications add to a vehicle’s staying
instead, he receives all of the parts necessary to apply the modification power, but often slow it down due to the excess weight.
himself. Once a character has the parts for a Modification, he can use the Applicable To: Any Vehicle
Trade (Technomat) Skill to apply that Modification to the desired weap- Availability: Rare
on. This test receives a modifier equal to the Availability of the customis- Effects: Ablative armour adds +4 Armour to each of the vehicle’s
ation being applied. If the test succeeds, the Modification is successfully Facings, but reduces the vehicle’s Tactical Speed by 5 metres and reduce
applied. If the test fails, the Modification is not applied, and the parts its Manoeuvrability by –10. Any Critical Damage (including Critical
necessary to apply the Modification are lost in the process. Characters Damage caused by Righteous Fury) to a location that has ablative armour
who suffer four or more Degrees of Failure damage the vehicle, and it destroys the ablative armour but does not cause any other Critical Effects.
takes 1d10 Hull Integrity Damage. Ablative armour cannot be repaired and must be replaced. Each replace-
ment of Ablative Armour is a Scarce Acquisition per each Facing.

Removing and Re-Using Modifications Anbaric Claw


A character can also recover the parts necessary to apply a modification
This is a defensive system mounted on war machinery that is expecting
by removing that modification from a different vehicle (providied it is
assaulting enemy troops or else by those wary of the predations of local
not too terribly destroyed). To do this, the character makes a mechanical
fauna. Using a battery of electro-chem capacitors to generate a massive
Tech-Use Test with a modifier equal to the Availability of the Modifi-
pulse shock of electromagnetic force through a vehicle’s hull, it is able to
cation being removed. If the test succeeds, the Modification is success-
electrocute and incinerate nearby living creatures as well as disrupt and
fully removed with its parts intact. If the test fails, the Modification is
burn out enemy machinery.
removed, but the parts necessary to reapply the modification are lost in
Applicable To: Any Enclosed Vehicle
the process
Availability: Very Rare
Effects: As a Reaction the Pilot of the vehicle may activate the Anbaric
Modification Slots & Craftsmanship Claw. Each character within 1 meter of the vehicle take a single hit with
Vehicles can only have a certain amount of Modifications, which depends the following profile:
heavily on their inherent level of Craftsmanship. A barely-functioning,
poorly manufactured vehicle can usually only support a single Modifi- Anbaric Claw
cation, where as an artificer-crafted tank may be able to have as many as Dam: 2d10+5E, Pen: 4
half a dozen mounted on it. Qualities: Recharge, Shocking, Tearing

Craftsmanship Modification Slots Anti-Grenade Mesh


Poor 1 An uncommon upgrade mostly seen on siege tanks and vehicles expected
to face the enemy in close quarters, antigrenade mesh usually consists
Common 2 of thin metal wiring or heavy plastic rings that have a slight spring when
Good 3 pushed, always returning to their original form. An extremely basic form
Best 4 of passive defence, the mesh tends to deflect incoming grenades, pushing
them away before they can explode. Attaching shaped explosives, such
Exceptional 5 as melta bombs, is difficult due to the nonmagnetic nature of the materi-
Master 6 als used.
Applicable To: Any Vehicle
Availability: Average
Effects: Whenever a vehicle with anti-grenade mesh is struck by a grena-
de, roll 1d10; on a result of 7 or higher, the grenade scatters 1d5 metres
away from the tank before detonating. On a result of 1, the Anti-grenade
mesh is damaged by the explosion, and ceases to function until repaired.
For placed explosives, such as melta bombs, Anti-Grenade Mesh imposes
a –20 penalty to any Test to set up the explosive.

7.6 Vehicle Modifications - 574


Name Applicable To Availability Name Applicable To Availability
Ablative Armour Explorator Augury
Any Vehicle Rare Any Vehicle Rare
(Armour) Web (Node)
Anbaric Claw Any Enclosed Vehicle Very Rare Flame Repellant
Any Vehicle Scarce
Anti-Grenade Mesh Any Vehicle Average Coating
Any Skimmer, Flyer, or Any Vehicle that is Size
Armoured Cockpit Scarce Flare Shield Near Unique
Spacecraft (7) or larger

Artificer Hull Frag Defender Any Enclosed Vehicle Rare


Any Vehicle Near Unique
(Armour) Ground- Any Skimmer, Flyer, or
Very Rare
Any Vehicle Size (6) or Tracking Auguries Spacecraft
Augury Scanner Very Rare
larger Gyro-Static Any Vehicle with a
Very Rare
Auto-Sensors Any Enclosed Vehicle Near Unique Compensator Ranged Weapon
Any Wheeled or Tracked Hunter-Killer Any Vehicle of Size (6)
Auxiliary Drive Scarce Very Rare
Vehicle Missile Launcher or larger

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

Blessed Hull Pintle Weapon Any Wheeled, Tracked,


Common
Any Vehicle Rare Mount or Skimmer Vehicle
(Armour)
Camo-Netting Any Ground Vehicle Common
Power Field Any Tracked, Walker, or
Unique
(Vehicle) Wheeled Vehicle
Ceramite Plating
Any Vehicle Rare Preysensors Any Enclosed Vehicle Very Rare
(Armour)
Any Skimmer, Flyer, or Ramjet Diffraction Any Skimmer, Flyer, or
Chaff Launchers Rare Extremely Rare
Spacecraft Grid Spacecraft

Command Vehicle Any Vehicle that is Size Rough Terrain


Extremely Rare Any Vehicle Very Rare
Upgrades (7) or larger Modifications
Devotional Searchlight Any Vehicle Plentiful
Any Ground Vehicle Rare
Hymn-Screamer Any Vehicle with a
Distributed Servitor Sentinel non-Vehicle Class Ran- Extremely Rare
ged Weapon
Ammunition Any Enclosed Vehicle Extremely Rare
Storage System Any Vehicle with Cargo
Shielded Cargo Hold Rare
Space
Dozer Blade Any Tracked Vehicle Rare
Auto-Steed -or- Barded
Any Skimmer, Flyer, or Sidecar Scarce
Ejector Seats Rare Auto-Steed Only
Spacecraft
Siege Plating
Enhanced Thrust Any Skimmer, Flyer, or Any Tracked Vehicle Rare
Very Rare (Armour)
Vector Systems Spacecraft
Smoke Launcher Any Ground Vehicle Average
Exhaust Braziers Any Vehicle Very Rare
Stealth Coating Any Vehicle Rare
Any Vehicle with a
Expanded Ammo Superior Plating
Vehicle Class Ranged Rare Any Vehicle Extremely Rare
Supply Weapon (Armour)
Explorator Telemetry Unit Any Vehicle Very Rare
Any Enclosed Vehicle Rare
Adaptation
Track Guards Any Tracked Vehicle Scarce
Explorator Augury
Any Vehicle Near Unique
Web (Broadcaster) Vox-Comm Array Any Vehicle Scarce

Armoured Cockpit Artificer Hull (Armour)


This augment encloses the whole of the cockpit with armoured plating. Engineered by the finest Tech-Priests, the vehicle’s hull is a rare work of
These augmentations are rarely prefered by pilots, as often times visibil- mechanical art. Thrice blessed by hundreds of chanting Enginseers and
ity is often a higher priority, and the real-time vis-feeds that replace the anointed in several sacred oils even the thinnest sections of the vehicle’s
open canopy are reliable, but can have limited or patchy fields of view. armour can withstand hits that would fell lesser vehicles in a single hit.
Applicable To: Any Skimmer, Flyer, or Spacecraft Applicable To: Any Vehicle
Availability: Scarce Availability: Near Unique
Effects: The Front Facing is used for the cockpits Armour Points, instead Effects: A vehicle with this Upgrade reduces all Critical Damage by 4,
of it’s Rear Facing, but all Perception-based Tests made from the cockpit gains +10 to any Jink Actions, and suffers no Damage when it initiates
now suffer a -10 penalty. a Ram! Action. Due to the sacred nature of the vehicle’s hull, all Repair
Tests for the vehicle suffer a –20 penalty in addition to any other modi-
fiers.

7.6 Vehicle Modifications - 575


Vehicle Modifications (Cont.)
Augury Scanner Blessed Hull (Armour)
Some vehicles are retro-fitted for reconnaissance duty, with augur sys- Washed with consecrated oils and filled with sacred incense during
tems and sensor arrays attached to their hulls to this end. construction, the vehicle’s hull stands as a bulwark against the powers of
Applicable To: Any Vehicle Size (6) or larger the Warp.
Availability: Very Rare Applicable To: Any Vehicle
Effects: This grants the vehicle the functions of a Long Range Auspex, Availability: Rare
which may be used by the Pilot, Co-Pilot, or Comms Operator of the Effects: The vehicle counts its armour as 5 Armour points greater against
vehicle, but it’s weight reduces its Manueverability by -5. hits inlicted by psychic attacks. Attacks with the Warp Weapon quality
only ignore half of its Armour points (instead of all of them as normal).
All Deny The Witch Skill Tests made by characters within the vehicle
Auto-Sensors gain a +10 bonus.
Rare beyond measure, these systems allow a vehicle’s crewmen supreme
visibility while not compromising their vehicle’s armour.
Applicable To: Any Enclosed Vehicle Camo-Netting
Availability: Near Unique Perfect for ambushes or for hiding artillery from enemy aircraft, ca-
Effects: The crewmen, while inside the vehicle, gain the Heightened mo-netting comes in many forms, from actual foliage stripped from trees,
Senses (Sight, Hearing) Talent and the Dark Sight Trait. Sight Input to sheets of rock and rubble affixed to light metal frames, and even nets
filtering provides immunity to the Blind Quality. In addition, the gunner of torn fabric dyed to match the surrounding terrain.
for the vehicle’s main weapon (if it has one) gains the ability to make the Applicable To: Any Ground Vehicle
Called Shot Action as an in-turn Free Action. Availability: Common
Effects: Camo-netting requires no test to install or remove, does not ake
up a Vehicle Modification Slot and is easily rolled up and stored on the
Auxiliary Drive hull of a vehicle. It completely covers a vehicle once installed, and all
The standard patterns of Imperial vehicles are often customised by the Tests to spot a camouflaged vehicle suffer a –30 penalty. Camo-netting
regiments that field them and crew that maintain them. One common does not hide a vehicle that is moving or shooting. If a vehicle with ca-
form of such customisation is the fitting of back-up and auxiliary drive mo-netting catches fire, roll 1d10; on a result of 5 or lower, the camo-net-
systems, such as secondary galvanic motors or outrigger thrusters, to ting is burned up, and does not function until replaced.
keep a vehicle mobile for short periods even if its main motive drive
becomes damaged.
Applicable To: Any Wheeled or Tracked Vehicle Ceramite Plating (Armour)
Availability: Scarce Thick plates of ceramite composite are bolted onto the vehicle’s chassis,
Effects: If a vehicle with this Modification suffers the Motive Systems giving it significant protection against heat-based weapons, but also
Impaired or Motive Systems Crippled Damage Conditions the Auxi- making it’s maneuvering more difficult from their weight.
liary Drive may be engaged withe a Full Action by one crewman within Applicable To: Any Vehicle
the vehicle. A vehicle that has suffered the Motive Systems Destroyed Availability: Rare
Damage Condition is too far gone and an Auxiliary Drive cannot be Effects: Attacks made against this vehicle with weapons with the Melta
used. The Auxiliary Drive allows the vehicle to function as though it was Quality do not benefit from that Quality, and it counts as having +5AP
not suffering a Motive Systems Impaired or Motive Systems Crippled against all attacks that do Energy Type Damage. Due to the additional
Damage Condition for one combat, encounter, or approximately 6 hours weight of these plates the vehicle must reduce its Maneuverability by 5.
in narrative time.

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.

7.6 Vehicle Modifications - 576


Vehicle Modifications (Cont.)
Command Vehicle Upgrades Ejector Seats
Adorned with a striking variant of company colours, enhanced communi- Seen as cowardly and a needless extravagance by most Imperial pilots,
cations systems, and often a dedicated vexillia or company standard, this ejector seats are not a common upgrade for vehicles. To die in the service
vehicle is an obvious symbol of authority, inspiring those around with it’s of the Emperor is the highest duty of any soldier of the Imperium, an
grandeur, to say nothing of the commander’s bellowed commands. honour a few would defy. As for those lowly ratings or other operators of
Applicable To: Any Vehicle that is Size (7) or larger more industrial or commercial craft, few can afford such modifications,
Availability: Extremely Rare leaving only the paranoid and wealthy with the want for such things.
Effects: The vehicle gains the Command and Control Trait, integral Applicable To: Any Skimmer, Flyer, or Spacecraft
Vox-Caster, and itself counts as a Company Standard (which does not Availability: Rare
need to be held). Effects: When a vehicle with this Modification would Crash or go Out of
Control the pilot, may, as a Reaction, activate the Ejector Seat. He (and
his co-pilot if he has one) is immediately thrown 50+5d10 meters into the
Devotional Hymn-Screamer air, and counts as having a Grav-Chute until he reaches the ground.
Emitting a stream of devotional payers sung in powerful tones, the
vehicle bolsters the spirits of the faithful. Vehicles in the service of dark
powers often have similar devices, but their hymns are of a decidely Enhanced Thrust Vector Systems
different nature... These advanced systems are nearly archeotech, with few forge worlds
Applicable To: Any Ground Vehicle able to produce the tight tolerances needed for such delicate yet powerful
Availability: Rare servo-motivators and vector cogitators. Often times they are scavenged
Effects: Each friendly character within 30 metres of the vehicle can re- from their previous vessel if it is disabled, for these are indeed so pre-
roll failed Willpower-based tests. cious that they cannot be left upon a non-functioning machine.
Applicable To: Any Skimmer, Flyer, or Spacecraft
Availability: Very Rare
Distributed Ammunition Storage System Effects: This vehicle gains a +10 bonus to its Maneuverability when in
Recovered from the crumbling data-crypts, the distributed ammunition flight. It does not gain this bonus when stationary, or hovering.
storage system is an ancient method of storing ammunition, specifically
explosive shells, in such a way as to limit the damage from ammunition Exhaust Braziers
explosions. The distributed ammunition storage system has yet to see These ornate, wrought, flaming braziers are mounted on a vehicle’s
widespread use within the Imperial Guard or wider Imperium, as the STC exhaust vents, the heat from the engine adding to their blaze. While im-
for the device is highly fragmented, but those vehicles lucky enough to practical in a tactical sense, the looming dread of a vehicle with a flaming
have one fear ammunition explosions far less than unprotected vehicles. nimbus and black smoke belching from it can be enough benefit in and
Applicable To: Any Enclosed Vehicle of itself.
Availability: Extremely rare Applicable To: Any Vehicle
Effects: Whenever this vehicle suffers Critical Damage to the Weapons Availability: Very Rare
Systems or Turret, reduce any Damage the crew would suffer by 10. Effects: Characters using Command or Intimidate in the presence of the
vehicle gain a +10 bonus to those tests, and also the vehicle counts as
'Dozer Blade having the Fear (1) Trait, or adds +1 to its commander’s already existing
“'Dozer blade” is a common term that refers to a family of frontal hull Fear Trait, if he already has one.
attachments used by many vehicles throughout the Imperium. Most take
the form or a large slab of heavy plasteel mounted atop heavy hydrau- Expanded Ammo Supply
lic shock absorbers, although some are more rigid “ram bars” whereas Uncommonly, additional ammo racks are added to a fighting vehicle, to
others have spikes, blades and other dangerous additions. Ostensibly ensure that it’s main gun does not run dry at an inopportune moment.
designed to clear rubble and push wrecked vehicles, vehicle crews tend Some commanders are leery of allowing their soldiers such free-reign
to use them as improvised weapons. and alloting them more than the standard issue of ammunition, but those
Applicable To: Any Tracked Vehicle who lead hunter-killer squadrons or long ranging armoured regiments
Availability: Rare treat such augments as a blessing, letting them be afield for longer than
Effects: A vehicle with a ‘dozer blade increases the Armour of its Front they would normally be capable of.
Facing by +4. Additionally a ‘dozer blade allows the vehicle to treat Applicable To: Rare
terrain with heavy rubble and other detritus as open ground as long as it Availability: Any Vehicle with a Vehicle Class Ranged Weapon
moves no faster than its Tactical Speed each Turn. Effects: The vehicle may carry 4 extra Clips of ammunition for it’s main
weapon instead of the usual 2, but adds +1 to rolls when On Fire! to
determine if the vehicle explodes.

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.

7.6 Vehicle Modifications - 577


Vehicle Modifications (Cont.)
Explorator Augury Web (Broadcaster) Frag Defender
These sophisticated scanners and cognis-interpreters are often retro-fit- A simple but effective modification of the standard smoke launcher, frag
ted into an appropriately spacious and protected vehicle, as they are defenders explode upwards in a shower of hot shards that patter harm-
practially unreplicable devices. When under the control of a capable lessly off the tank’s hull but are far more lethal to anyone foolish enough
Transmechanic these augurs can be used in battle to scan enemy posi- to be attacking the tank in melee.
tions in extraordinary detail, allowing enemy movements to be thwarted Applicable To: Any Enclosed Vehicle
or reinforcements to be called in with uncanny accuracy. Availability: Rare
Applicable To: Any Vehicle Effects: As a Reaction, a vehicle’s commander or driver may activate its
Availability: Near Unique frag defenders. Each character within 5 metres of the hull of the vehicle
Effects: A vehicle with an Explorator Augugry Web requires a Transmec- suffers 2d10 Explosive Damage with a Penetration of 0 (characters inside
hanic (a Techpriest specializing in the use of communications and scan- of the vehicle and the vehicle itself are unaffected). Frag defenders are
ning systems) as part of its Crew, reduces its transport capacity by 4, and single-use items, and must be replaced after each use.
gains the functions of a Long Range Auspex, Siege Auspex, Vox-Caster,
and Vox-Thief (Long Range). It also provides the vehicle’s crew with
the Blind Fighting, Combat Sense, Nowhere To Hide, and Tank Hunter Ground-Tracking Auguries
Talents, so long as they’re manning and inside the vehicle. Ground Tracking Auguries are fitted to ground attack craft, their so-
phisticated scanners and advanced cognis-interpreters allowing for the
detection and analysis of even the most well concealed ground target.
Explorator Augury Web (Node) Applicable To: Any Skimmer, Flyer, or Spacecraft
These subserviant devices are simply beneficiaries of the massive Availability: Very Rare
amounts of data purveyed by the main units of Explorator Augury Webs, Effects: Vehicles with this Modification add +10 BS to attacks made
receiving the blessings of such information to the benefit of the vehicle’s against ground-based targets, and count all cover against their attacks as
crewmen. providing half their actual AP.
Applicable To: Any Vehicle
Availability: Rare
Effects: Vehicles that are within communication range of an Explorator Gyro-Static Compensator
Augury Web Broadcaster’s range (about 5km) give the vehicle’s crew These beneficent devices of the Omnissiah are large, auto-correcting
use of the Combat Sense and Tank Hunter Talents, so long as they’re systems that gently keep a weapon steady as the vehicle moves, compen-
manning and inside the vehicle. sating for the vehicle’s momentum. Some guardsmen find these devices
disconcerting, and dislike the machine-spirits “assisting” their aiming.
Applicable To: Any Vehicle with a Ranged Weapon
Flame Repellant Coating Availability: Very Rare
By applying flame retardant foams, and special anti-heat coatings a vehi- Effects: When Acquired and installed a single weapon on the vehicle
cle can be made moderately safer against the risk of fire. must be chosen to gain the benefits of this Modification. The chosen
Applicable To: Any Vehicle weapon may not be a Pintle-Mounted Weapon. Weapons fired from this
Availability: Scarce vehicle do not suffer the -10 penalty to BS Tests when the vehicle has
Effects: This Modification gives the vehicle a +10 to avoid being lit moved.
on fire, and adds a -1 to the roll for when the vehicle is On Fire! to see
if it explodes. Additionally attempting to put out the fire is only a Half
Action, rather than a Full Action. Hunter-Killer Missile Launcher
The Hunter-Killer Missile is used by the Imperial Guard and Space Ma-
rines as a common upgrade for vehicles. They are effectively Krak Mis-
Flare Shield siles with massively extended range. They are also unique in that they are
Flare shields lack anything like the defensive power of a Titan’s void guided weapons with an onboard logis-engine. Sensors in the missile’s
shields, but are able to deflect and disperse glancing or diffuse impacts nose transmit information on the target and surrounding environment to
and shrapnel, and can reduce the power of more focused strikes with the logis-engine, which guides the missile in flight by manipulating its
great reliability. stabilising fins, allowing the missile to match the target’s movements and
Applicable To: Any Vehicle that is Size (7) or larger avoid obstacles. The missile’s warhead is an impact fused shaped charge,
Availability: Near Unique designed for maximum armour penetration. Other instruments include
Effects: A Flare Shield affects only the Front Facing of a vehicle. Any an internal gyroscope for stable flight and a small battery to power the
attack that hits the Front Facing of the vehicle with this Modification has sensor and logis-engine.
it’s Damage reduced by 1d10, and if it has the Blast, Scatter, or Spray Applicable To: Any Vehicle Size (6) or larger
Quality it is instead reduced by 2d10. Availability: Very Rare
Effects: A Hunter Killer Missile Lancher can be fired by any character
that is able to fire a weapon on a vehicle (including the driver if there
are driver-operated weapons mounted on the vehicle), and it uses the
following profile:
Hunter Killer Missile Launcher
Class Heavy Range 350m Rate of Fire S/-/-
Damage 3d10+6X Penetration 8
Clip 1 Reload 12 Full
Qualities Accurate, Armourbane, Deadly, Felling (4), Indirect (1)

7.6 Vehicle Modifications - 578


Vehicle Modifications (Cont.)
Mine Sweeper Power Field (Vehicle)
Mines represent a tremendous threat to armoured vehicles. Often unde- Unlike most other force field devices, power fields are large, bulky affairs
tectable, mines can lie in place for years before detonating in a colossal that cannot be easily disguised. Personal versions must be worn as heavy
explosion that rips through hull plates and crew alike. As there is often backpacks, and while larger units can be affixed to vehicles, due to their
no warning of a minefield’s presence until it is too late, many tanks fit weight and size, they inhibit the handling of the vehicle enormously.
precautionary “mine sweeper” devices that help detonate scattered mines Power fields are very effective, projecting a force wall to negate incom-
far in advance of the vehicle’s main hull. ing attacks, but drain energy quickly once active.
Applicable To: Any Tracked Vehicle Applicable To: Any Tracked, Walker, or Wheeled Vehicle
Availability: Rare Availability: Unique
Effects: Whenever a vehicle equipped with a mine sweeper would trigger Effects: A power field modification reduces the vehicle’s Maneuverabi-
a planted explosive, the vehicle’s driver may make a Routine (+20) lity by -20 and provides it with a Force Field with a Protection Rating of
Perception Test as a Reaction. If he succeeds, he may have the vehicle 75, with an Overload Rating of 10. A power field causes the air to visibly
back up 5 metres immediately, plus 1 metre per Degree of Success he ripple and crackle with static discharge, imposing a -30 penalty on all
scored on the Test. If this is enough distance to avoid the explosion, Stealth tests. It also does not defend against ranged attacks made within
the vehicle suffers no Damage from the detonating mine. Any Critical Point Blank Range, or attacks in melee.
Damage (including Critical Damage caused by Righteous Fury) to the
vehicle’s Front Facing damages the Mine Sweeper, rendering it useless
until repaired. A vehicle with a minesweeper cannot have a ‘dozer blade. Preysensors
An extensive network of Preysense filters are fitted to the vehicle’s sights
and sensors, allowing the crew to see outside as though it were daytime.
Overcharge Drive Applicable To: Any Enclosed Vehicle
In addition to their already formidable speed, vehicles equipped with an Availability: Very Rare
Overcharge Drive are capable of overcharging the vehicle’s engine for a Effects: All crewmen within the vehicle suffer no penalties due to dark-
short period of time. ness, and ignores all penalties from smoke, fog, and mist.
Applicable To: Any Wheeled Vehicle
Availability: Rare
Effects: As a Half Action, the driver may activate the booster. For the Ramjet Diffraction Grid
next six rounds (30 seconds), the vehicle’s Cruising Speed and Tactical Using similar archeotech to the flare shield, this system channels the
Speed increase to 150%, and the vehicle’s Manoueverability suffers a -30 plasma heat and radiated wate of the vehicle’s powerful engines into a
penalty. After use, the drive takes 1 hour to recharge, during which time scattering superheated plasma field in the aircraft’s wake, leaving a fiery,
it cannot be used again. comet-like tail.
Applicable To: Any Skimmer, Flyer, or Spacecraft
Availability: Extremely Rare
Pintle Weapon Mount Effects: The Ramjet Diffraction Grid provides a 25 Protection Rating
Most commonly seen attached to the command cuploa of a vehicle this Force Field that protects the vehicle’s Side and Rear Facings, with an
addition allows a tank commander or other crew member to add to the Overload Rating of 10. When shooting at a vehicle with this Modification
vehicle’s firepower, and surpress targets when other weapons require the attacker never suffers the -20 penalty to attacking targets in the dark
reloading. While the most commonly used weapons in this capacity are as long as the vehicle is in motion.
rapid fire rate surpression weapons, such as heavy stubbers or storm
bolters, most any appropriately sized weapon could be mounted.
Applicable To: Any Wheeled, Tracked, or Skimmer Vehicle Rough Terrain Modifications
Availability: Common A catch-all term for a number of adaptations, rough terrain modifications
Effects: A vehicle may only have one Pintle-Mounted weapon, and if it give vehicles a greater ability to traverse hazardous terrain. These adap-
already has one, cannot take this Modification. Otherwise a single Basic tations include different types of track links, more robust drive wheels,
or Heavy Class ranged weapon may, at the GM’s discretion, be mounted reinforced axles, widely spaced “feet” for walkers and even sophisticated
on the vehicle, most likely on the upper-most surface of the vehicle. vectored engines for skimmers.
Pintle-Mounted weapons cannot be used if a vehicle with the Enclosed Applicable To: Any Vehicle
or Enviro-Sealed Trait is “buttoned up” as pintle-mounts are virtually Availability: Very Rare
always on the exterior of the vehicle. Effects: Rough terrain modifications allow a vehicle’s driver to reroll one
failed Operate Test per Turn when navigating difficult terrain. Vehicles
with the Skimmer Vehicle Trait with this Upgrade increase their Ma-
noeuvrability by +10.

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.

7.6 Vehicle Modifications - 579


Vehicle Modifications (Cont.)
Servitor Sentinel Stealth Coating
Slaved weapons controlled independently by their own servitor-brain, An unusual, and not commonly utilized modification, the application of
Servitor Sentinels mostly man defensive weapons and sponsons, taking which involves a cleansing ritual of all casings, panels, and armour plat-
out threats to the vehicle with an unerring gaze. ings of the vehicle. This extensive procedure adds coating of anti-augury
Applicable To: Any Vehicle with a non-Vehicle Class Ranger Weapon emulsions and strategic application of non-reflective caps upon the hull
Availability: Extremely Rare of the vehicle, rendering it quite difficult to find by means of standard
Effects: When Acquired the Servitor Sentinel must be assigned to one sensors. While largely useless for tanks and other heavy, obvious vehi-
weapon system on the vehicle. This weapon must be a Basic or Heavy cles it can prove invaluable to scouts and reconnaissance craft, allowing
weapon, and may even be a Pintle-Mounted Weapon, but cannot be them to evade enemy sensors, even if only momentarily.
a Vehicle Class weapon. If the weapon the Servitor Sentinel is being Applicable To: Any Vehicle
assigned to is a “mirrored” weapon, such as ones found in sponsons, or a Availability: Rare
Valkyrie’s Heavy Bolters, then 2 of the Servitor Sentinel must be purcha- Effects: All attempts to detect the vehicle by scanners and auspices suffer
sed to man both weapons. The Servitor Sentinel functions as per the rules a -20 penalty. This has no effect on normal senses.
of the Sentry Vehicle Trait, and has a Ballistic Skill of 30, Agility of 30,
Perception 40, and the Awareness +10 Skill.
Superior Plating (Armour)
Some vehicles are lucky enough to incorporate rare materials or internal
Shielded Cargo Hold reinforcement within their armour plating, giving them much greater
Vehicles in service to illicit smugglers often feature special hidden damage resistance than standard armour and certainly more than hastily
storage areas coated or glazed with a substance that confuses prying applied ablative patches.
scanners. Applicable To: Any Vehicle
Applicable To: Any Vehicle with Cargo Space Availability: Extremely Rare
Availability: Rare Effects: A vehicle with superior plating gains +3 Armour to all loca-
Effects: Anyone attempting to scan for shielded cargo suffers a –30 tions and gains the Reinforced Armour Trait. If the vehicle already had
penalty to that test. this Trait, then the Critical Damage it would suffer is halved again (to a
minimum of 1). Superior plating always takes twice as long to repair as
regular armour plating.
Sidecar
While this addition lowers handling abilities the need for extra storage
space or room for another passenger can often supersede such concerns. Telemetry Unit
Applicable To: - A common addition to scouting vehicles, this unit is attached to the hull
Availability: - of the vehicle and aimed mostly by the pilot’s actions, though sometimes
Effects: This Modification allows an Auto-Steed to carry an additional it is mounted on a turret or other moving part to make aiming the device
passenger, but reduces the vehicle’s Manueverability by -10. This penalty easier. This unit then sends location, windspeed, and other relevant de-
is cumulative with the penalty from having an additional passenger. tails over an integrated vox-link to waiting artillery crewmen, or orbital
fire support vessels, allowing them to much more accurately bring death
Siege Plating (Armour) from afar.
This heavy plating is seen as a must by most tank crews engaged in Applicable To: Any Vehicle
cityfighting and sieges, where artillery and infantry attacks from above Availability: Very Rare
are all too common. Effects: A character piloting a vehicle with this Modification may spend
Applicable To: Any Enclosed, Tracked Vehicle a Half Action to grant another character with a device capable of recei-
Availability: Rare ving vox communications within 100km a +20 bonus to his next Ballistic
Effects: Increase the vehicle’s Front Facing AP by +5, this new value is Skill test when firing a weapon with the Indirect Quality or making an
also used for the vehicle’s Top Armour now, but it’s enormous weight attack with a voidship weapon. This benefit may also be used in voidship
reduces the vehicle’s Tactical Speed by 5 metres and reduce its Ma- combat if the vehicle with this modification is within 1 VU of an enemy
noeuvrability by –10. voidship or other target.

Smoke Launcher Track Guards


A concept that stretches back to ancient Terra, smoke launchers blanket Often the most vulnerable point on any armoured vehicle, damaged
an area in thick impenetrable smoke, shielding vehicles from incoming tracks spell the doom of most tanks. Unable to turn, move or retreat, an
fire and allowing for hasty retreats or sudden assaults. immobile tank is an easy target. The Imperial Guard sometimes issues
Applicable To: Any Ground Vehicle track guards to both its transports and its main battle tanks in an effort to
Availability: Average limit track vulnerability. Similar to ablative armour, track guards can be
Effects: As a Half Action or Reaction, the vehicle’s commander or driver the difference between life and death on the battlefield.
may trigger its smoke launchers. This creates a cloud of obscuring smoke Applicable To: Any Tracked Vehicle
with a radius of 15 metres, centred on the vehicle. Smoke launchers are Availability: Scarce
Single-Use Items, and must be replaced when expended. Effects: A vehicle with track guards gains +5 Armour against any hits
that strike its Motive Systems. Any Critical Damage (including Critical
Damage caused by Righteous Fury) to that vehicle’s Motive Systems
destroys the track guard in that location. Track guards cannot be repaired
and must be replaced.

7.6 Vehicle Modifications - 580


Vehicle Modifications (Cont.)
Vox-Comm Array
Many vehicles of the Imperium do not have communication units as
standard, relying instead on vehicle commanders to have micro-beads.
While it may seem counter-intuitive the simple answer is cost, as while
each individual vox-comm unit may not be of great expense, adding it as
standard to every single vehicle would not only be of an unbelievable ex-
pense, but yet one more demand that could not be met by the Imperium’s
already strained industries. Aeronautica, as a general rule, have integral
vox-caster systems, due to the necessity of long-ranged communication
for their functions, but the majority of ground vehicles do not.
Applicable To: Any Vehicle
Availability: Scarce
Effects: The vehicle gains an integral Vox-Caster, which may be used by
the Pilot/Driver, Co-Pilot, or an assigned Comm-Operator

7.6 Vehicle Modifications - 581


7.7 Mounts & Mounted Combat
Since the days of ancient Terra, the cavalry charge has been one of the most impressive displays of battlefield power available to humankind. Be
they oddly armed mercenaries on barely trained horses, or ranks of gleaming knights atop sturdy thoroughbreds, the ancient warriors of old could
smash through infantry like a melta charge through hull plating, and the sheer psychological effect of such a charge could end battles as quickly as the
damage it inflicted. In the endless wars of the 41st Millennium, where tanks and God-Machines stride the battlefield and ships with thousands of crew
hang in orbit unleashing megatons of explosive death, the cavalryman and his trusted steed still have a vital role to play.

Riding Unto Battle


Riding a Mount uses the Wrangling Special Use of the Survival Skill (Mounts with the Machine Trait may be controlled with the appropriate Operate
Skill, so long as their rider has a way of interfacing/controlling them). Simply riding most steeds under normal conditions does not usually require
a Test, but there are a number of special Actions that a rider can undertake while mounted that do require a Test (see Mounted Special Actions). A
character can ride any Mount with a Size Trait larger than his own Size Trait unless the Mount’s specific Traits or abilities say otherwise.

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

Mounted Special Actions


Action, the rider makes a Difficult (–10) Survival Test. If he succeeds, his
Mount makes a Run Move, moving 5 additional metres for every Degree
A character riding a mount can undertake the following special Actions of Success the rider scores on the Test. If his Mount has the Sprint Talent,
during his Turn: it can make use of it during this Action. If the rider fails the Test by a
number of Degrees of Failure greater than his Agility Bonus, his Mount
Canter still takes off running, but he is thrown from the saddle.
Type: Half Action / Full Action (see description)
Subtype: Movement Mount/Dismount
The rider moves his mount at a controlled pace, its gait steady but still Type: Full Action
much faster than most infantry can move unassisted. This speed allows Subtype: Concentration, Movement
the rider to cover considerable distances without the difficulties that The character gets atop his steed and prepares to ride out or dismounts so
arise from trying to stay atop a mount moving at a full gallop. This is that he can move on foot. The rider gets astride his Mount or disembarks
a Mount’s basic Move Action when carrying a rider who is directing from its back. Normally, this Action does not require a Test, but if the
its movement. The Mount makes a Half Move Action or a Full Move character is in combat or any other highly stressful situation, he must
Action. make a Routine (+20) Survival Test to calm his Mount and get on or off.
If he fails this Test by a number of Degrees of Failure greater than his
Crushing Charge Agility Bonus, he is thrown from the saddle.
Type: Full Action
Subtype: Attack, Concentration, Melee, Movement
The rider puts his Mount into a sprint, offering a fearsome display of
speed and aggression. Few can stand up to such raw power, and many
foes break before their attackers even reach their lines when faced with
a cavalry charge. The Mount’s rider has it move towards a target that is
at least four metres away but still within its Charge Move. The last four
metres of the Crushing Charge must be in a straight line. Once the pair
reach their target, the rider makes a single melee attack by making a

7.7 Mounts & Mounted Combat - 582


Rearing Strike jump. The rider makes a Hard (–20) Survival Test with a bonus equal
Type: Half Action to his Mount’s Agility Characteristic. If he succeeds, his Mount moves
Subtype: Attack, Melee -or- Ranged its Run Move toward the obstacle (see Section 9.5 “Movement”). When
The character incites his steed to attack, smashing its foes with iron- it nears the obstacle, it jumps to clear it. The leap carries it a number of
shod hooves, mauling them with savage claws, dismembering them with metres horizontally equal to twice its Strength Bonus plus 1 additional
its vicious teeth, or even disgorging a gout of toxic liquid upon them, metre per Degree of Success on the rider’s Survival Test. If it is im-
depending on the creature. The rider has his Mount make one melee or portant, the height attained during the leap is equal to one quarter of the
ranged attack, which may be a special attack such as a Swift Attack or distance leapt in metres, rounding up. If the rider fails the Test, his Mount
Dual Strike so long as the mount has the appropriate Talents. shies away from the jump (the rider can still fail to clear an obstacle on a
successful Test if his Mount does not leap far enough).
Sidestep
Type: Reaction Strike & Fade
Subtype: Movement Type: Full Action
The riders spots an incoming attack and jerks the reins to the side, hoping Subtype: Attack, Melee, Movement
to pull himself and his Mount out of harm’s way before the blow can The rider has his steed swing close to an enemy so that he can make a
land on them. The rider makes an Arduous (–40) Survival Test with a bo- melee attack as he passes his target. The Mount’s rider has it sweep up to
nus equal to his Mount’s Agility Characteristic. If he succeeds, he and his any target within its Half Move. After reaching the target, the rider makes
Mount avoid one hit for every Degree of Success he scores, as with an a Difficult (–10) Weapon Skill Test; if he succeeds, he scores a single hit
Evasion Reaction. If he fails the Test by a number of Degrees of Failure with an appropriate melee weapon that upon his target, adding +1 Dam-
greater than his Agility Bonus, he is thrown from the saddle. age per Degree of Success on the Weapon Skill Test.
After making the attack (whether or not it hits), the rider may
immediately have his Mount make another Half Move as an in-turn Free
Soaring Leap Action. As long as the rider’s attack hits, the target of the attack cannot
Type: Full Action
make a free attack against the Mount or its rider as the pair slips out of
Subtype: Concentration, Movement
range.
The rider motivates his Mount to jump, launching itself into the air and
sailing over an obstacle such as a crevasse, trench, or low wall. It can
even leap over enemies this way—provided that it clears them with the

Mount Critical Effects


Critical
Damage
Critical Effects
The blow staggers the Mount, forcing the rider to hold on a little tighter and pull the reins a little harder in order to maintain control.
1 The rider must make a Challenging (+0) Survival Test. If he fails, he cannot take Actions with the Concentration or Attack Subtype
until the end of his next Turn
The attack startles the Mount and it rises up onto its hind legs (or it might even jump if the Mount only has two legs). The Mount is
2 otherwise unaffected, but the rider must take a Difficult (–10) Survival Test or be thrown from the saddle.
The Mount collapses under the force of the impact. The Mount gains 1 Level of Fatigue and is now Prone. If the Mount moved
3 farther than its Full Move distance during its last Turn, it must make a Routine (+20) Toughness Test or become Crippled, and its
rider is must make a Difficult (–10) Survival Test or be thrown from the saddle.
A deep wound cuts into the Mount’s flesh. The Mount must make a Challenging (+0) Toughness Test or gain 1d5 Levels of Fatigue.
4 The Mount is also Stunned for 1 Round.
A tremendous hit punctures the Mount’s ribcage and it shrieks in pain. The Mount must pass a Difficult (–10) Toughness Test or
5 permanently lose 1d10 Toughness. The Mount gains 1d5 Levels of Fatigue
The attack glances off the creature’s head. As it cries out in pain and stumbles around the rider checks to see if his steed has been
6 blinded. The Mount must make a Difficult (–10) Toughness Test or become Blinded for the remainder of the encounter. The rider
must make a Hard (–20) Survival Test to avoid being thrown from the saddle.
With a sickening crack, one of the Mount’s limbs snaps, and it tumbles to the ground with a cry of bestial agony. The Mount falls
7 Prone and must make a Difficult (–10) Toughness Test or be Crippled. Its rider is thrown from the saddle.
The attack rips the Mount open or causes significant burns, and the beast struggles to stay on its feet. The Mount must pass a Hard
(–20) Toughness Test or be Crippled. If the attack caused Impact Damage the Mount is Stunned for 1 Round. If the attack caused
8 Rending Damage the Mount now suffers from Blood Loss. If the attack caused Explosive or Energy Damage, the Mount catches
fire. If it is Crippled by this result, its rider is thrown from the saddle.
9 The blow kills the Mount instantly and the beast tumbles to the ground dead. The rider is thrown from the saddle.
The attack kills the Mount in an extremely violent manner, rent apart in a spray of gore, burned to ash, or blasted apart. The Mount
is killed instantly and the rider is thrown from the saddle. If the attack that caused the fatal blow inflicted either an Energy or
Explosive Damage, roll 1d10; on a result of 7 or higher, any explosive equipment, grenades, or ammunition on the Mount catch fire
10+ and detonate, causing 1d10+5 Explosive Damage to the rider and anyone within 1d5 metres. If the attack that caused the fatal blow
inflicted Impact or Rending Damage, then the area is covered with gore and organs. For the rest of the encounter, anyone moving
within 4 metres of the Mount’s corpse must make a Challenging (+0) Agility Test or fall Prone.

7.7 Mounts & Mounted Combat - 583


Mounted Fighting unless the Mount stands up of its own accord (assuming it is capable of
doing so).
Mounted Riders can take any of their normal Actions except for those
with the Movement Subtype or those that would otherwise require them
to dismount. Riders can also take any of the Mounted Special Actions. Conditions and Critical Effects
Mounts take no Actions (including Reactions) except as dictated by the Just as soldiers must maintain their weapons and vehicles, so too must
Mounted Special Actions. The two always act at the rider’s Initiative they give specialised care to their Mounts ensure they remain at their
during combat encounters. Essentially, the two act as a single creature, physical peak. When injured, a steed needs time to heal, otherwise it risks
sharing the rider’s pool of Actions. becoming permanently affected and a burden upon its rider. Table 3–28:
Mount Critical Damage contains a number of results that have a lasting
Attacking while Riding impact on a Mount. These are similar to the special conditions suffered
Riders and passengers can use any normal Attack Actions that would not by regular characters, but vary in certain ways as described below.
require them to disembark. Riders can also attack using some Mounted
Special Actions. While being ridden, Mounts do not attack except as Blinded
directed (such as by the Rearing Strike Mounted Special Action). A Mount suffering from Blindness follows all the appropriate rules.
Whether this Blindness is permanent or temporary, a Blinded Mount im-
poses a –30 penalty on all Survival Tests to ride it (unless it is naturally
Attacking a Mounted Rider a sightless creature). As with human characters, permanent Blindness
Attacks against a rider on a Mount are made against the larger of the two can be cured via appropriate cybernetics. Acquiring such cybernetics for
for the purposes of determining the Size Trait of the target. Successful an animal can be difficult (counting as one step more rare than standard
hits against Mounted targets can strike either the Mount or the rider de- Cybernetic Senses), however, and so permanent loss of sight frequently
pending on the roll to hit. When an attack hits a Mount carrying a rider, marks the end of a steed’s career.
use the percentile dice result from the attack and reverse the digits (e.g.
a result of 32 becomes a 23, etc). On a result of 01 to 70, the attack hits Crippled
the Mount; on a result of 71 or higher, the attack hits the rider. If a Mount A Crippled Mount cannot move, and thus cannot take any Action with
is carrying passengers, then any hit to the rider is randomly distributed the Movement Subtype or make Reactions. Crippled Mounts cannot be
between the rider and the passengers. Hits to the rider or passengers are ridden nor can they carry any equipment. A Crippled Mount remains
always assumed to hit the Body. Weapons with the Blast or Spray Quali- Crippled until all Critical Damage has been removed, which can be an
ties hit both the rider and the Mount, as well as any passengers. Attackers extremely lengthy process. In many cases, Crippled Mounts are too much
can use the Called Shot Action to specifically target the Mount, rider, or a of a burden on their units and must be left behind or euthanised. Needless
passenger. A rider or passenger can spend his Reaction to attempt to Dod- to say this is quite tragic, for both steed and rider.
ge or Parry an attack that would strike him personally, but not to protect
his Mount. A rider can use the Sidestep Mounted Special Action to have Fire
his Mount avoid an attack. A Mount that has been set aflame is tremendously dangerous and
nigh-uncontrollable. As they instinctively react to the danger presented
Wounding Mounts by fire, but have no real concept of what flame actually is or how to
Mounts have Toughness Bonuses and Wounds (and some have armour), extinguish it, Mounts rarely attempt to put the fire out unless specifically
and take Damage like any other creature. Once they have taken Damage trained to deal with this scenario. At the beginning of each of his Turns,
greater than their total Wounds, they suffer Critical Damage as well. the rider of a Mount that has been set on fire must also make a Challen-
Mounts do not use the standard Critical Effects tables like regular creatu- ging (+0) Agility Test or be set aflame himself. Further, he must make an
res. Instead, use the below table. Arduous (–30) Survival Test to keep his Mount under control; if he fails,
his Mount automatically moves its Full Move distance in a randomly
determined direction and does not respond to any of his attempts to direct
Thrown from the Saddle it that Turn. The rider can still make his own Actions (separate from the
There are many reasons why a rider might find themselves flung from
Mount’s uncontrolled movement, such as attempting to Dismount or
their saddle. These tumbles are particularly dangerous, not just becau-
extinguish the fire) if his Mount runs out of control this way
se of the height, but also because of the breakneck speeds frequently
involved.
Starvation
Mounts are no different from people in that they need food and water
Thrown
to survive and maintain their energy. In most cases, there should be no
When a rider is thrown, leaps, or otherwise falls from a Mount, he suffers
need to track whether a Mount has been fed, but where appropriate—
Damage as though he had fallen from a height of 1d5 metres. If the rider
such as during extended missions away from base, or in extremely harsh
failed a Test that caused him to fall from the saddle, then he suffers Da-
environments where there would be little for the Mount to eat (be that in
mage as though he had fallen a number of metres equal to the Degrees of
the form of grazing or catching and devouring smaller creatures)— the
Failure by which he failed the Test. Various effects that hurl a rider from
supplies of rations for Mounts might become relevant. If the players are
his Mount are described throughout this section.
unable to feed their Mounts for long enough that malnutrition becomes
a problem, then the Mount is said to be suffering from Starvation and
Crushed
must pass a Challenging (+0) Toughness Test or gain 1 Level of Fatigue
If the rider is knocked from his Mount at the same time that it collapses
at the end of each full day it goes without eating and drinking. Further,
for any reason, then the rider must make a Difficult (–10) Agility Test or
it cannot remove Fatigue by resting until it finds something to eat (or its
be trapped beneath his Mount. If he fails, then he suffers 1d10 Impact
rider finds something to feed it).
Damage + 1 additional point of Damage per Degree of Failure on the
Test and gains 1d5 levels of Fatigue as the wind is struck. The rider must
pass a Challenging (+0) Strength Test with a penalty equal to 5 times the
value of the Mount’s Size Trait to free himself from beneath his Mount

7.7 Mounts & Mounted Combat - 584


Passengers and Encumbrance
Most riders carry additional weapons, supplies, and other equipment, and this increases the burden their Mounts must bear. Thankfully, most Mounts
are strong creatures capable of carrying much more than an average human can handle, and many load their Mounts with additional equipment or
even extra passengers should the situation require. There are limits, however, and an overburdened Mount can become a liability in combat rather
than an asset. Mounts can carry a single rider and his basic equipment and weapons without any encumbrance.
If the Mount is large enough to carry a passenger then it may do so (along with that passenger’s basic equipment and weapons). Players can
substitute passengers for other weighty items, such as heavy weapons or other bulky pieces of equipment. These items cannot be used whilst affixed
to a Mount. Each passenger or comparably weighted item reduces the Mount’s Agility Bonus by 1 for the purposes of Movement. Each time a Mount
overburdened in this way would gain one or more Levels of Fatigue, it gains that amount plus one additional Level of Fatigue instead.

Mount Traits
Many beasts have special Traits that indicate special abilities for that particular Mount.

Bred for War Placid


The Imperium has been in a state of constant war for thousands of years. Not every riding beast is a natural fighter—not even after years of selec-
Over such a vast span of time the methods of breeding and training riding tive breeding, expert training or genetic manipulation— and some even
beasts have improved significantly, allowing riders to turn instinctual lack the basic drive to fight, seemingly oblivious to threats unless directly
creatures into living weapons of war. This Mount is used to the rigours of under attack. Mounts with this Trait grant their rider a +10 bonus to Sur-
combat and the din of battle, and thus automatically passes all Willpower vival Tests to control them outside of combat, but impose a –10 penalty
Tests to avoid fleeing due to the Bestial Trait. on Survival Tests to control them during combat encounters. A Mount
with this Trait cannot be given the Irritable Trait.
Enduring
Some beasts of burden can tolerate extreme amounts of punishment, and Skittish
can subsist for long periods of time without food or water, all whilst car- The Mount is nervous and takes flight easily when faced with unfamiliar
rying their rider and his equipment. This Mount gains a +30 bonus to any or high-stress situations. A Mount with the Skittish Trait grants its rider
Toughness Tests it makes due to dehydration or starvation and can carry a +20 bonus to Survival Tests to use the Evasive Riding and Sidestep
one additional passenger or comparably heavy item without the associa- Mounted Special Actions. However, it inflicts a –20 penalty to its rider’s
ted penalties. A Mount with this Trait cannot be given the Wiry Trait. Survival Tests to use the Crushing Charge and Soaring Leap Mounted
Special Actions. A Mount with this Trait cannot be given the Irritable
Irritable Trait.
This creature is not terribly friendly at the best of times, and once its ire
is ignited, it is all that a rider can do to stay on and survive. Of course, Terrain Master
the rider will likely fare much better than anyone unfortunate enough to This Creature has large padded feet, widely splayed toes, double-jointed
be caught in its path. This Mount grants its rider a +20 bonus to Survival legs or even a preternatural ability to sense uneven ground. It suffers no
Tests to use the Crushing Charge and Rearing Strike Mounted Special penalties for moving over difficult terrain.
Actions. However, whenever the rider of a Mount with this Trait fails a
Survival Test to control it, he adds 1 additional Degree of Failure to his Wiry
failed Test. A Mount with this Trait cannot be given the Placid or Skittish Thin-limbed and nimble, the steed is mostly made up of tightly bound
Traits. muscle groups and cartilage. This usually makes such creatures strong
combatants and fast runners, but limits their endurance and ability to
Loyal carry large amounts of equipment. This Mount can only carry its rider
Over time, some creatures develop a sense of loyalty to their riders, plus the rider’s basic equipment and weapons. It cannot carry passengers
expressing this in both a willingness to perform dangerous actions and in or any additional equipment, but it counts its Agility Bonus as being two
the way they will stay with their masters to the bitter end, often waiting higher for the purposes of movement. A Mount with this Trait cannot be
with the body of a fallen rider, unaware that their companion is seriously given the Enduring Trait.
injured or even dead. Loyal Mounts do not leave their riders when they
are Thrown from the saddle. Further, Riders gain a +10 bonus to Survival
Tests when attempting to control a Mount with this Trait.

7.7 Mounts & Mounted Combat - 585


7.7.1 - Example Mounts & Beasts of Burden
The following are just a small selection of some of the varied and exotic steeds and pack beasts that have found their place upon the battlefields of
the 41st Millennium. Horses, War Horses, Grox, Venumex, and Serberys are all available as Standard Bestial Followers, whereas Aethexe, Mukaali,
Ursir, and Ucernox are all Greater Bestial Followers.
Horse WS BS St T Ag Int Per Wp Fel
The mainstay of most Rough Rider regiments throughout the Imperium,
horses are the result of countless generations of selective breeding to 25 - (8)60 (8)60 15 11 25 35 05
make them powerful runners that are highly responsive to their riders. Movement: 6/12/18/36 Wounds: 34 Fatigue: 21
Rugged and reliable, these trusty steeds have carried the Imperial Guard Skills: Athletics +10, Awareness +0
to victory across innumerable battlefields on thousands of worlds. Talents: Brute of Burden, Frenzy, Mortification
Traits: Bestial, Natural Armour (3), Natural Weapons, Quadruped, Size
WS BS St T Ag Int Per Wp Fel
(6), Stampede, Unnatural Strength (2), Unnatural Toughness (2)
25 - 50 45 40 14 30 25 10 Surprisingly Palatable: A dead Grox still has its uses, and the simplest
Movement: 10/20/30/60 is to turn it into a highly nutritious and unexpectedly palatable foodstuff.
Wounds: 22 Fatigue: 16
Sprint: 120 Grox meat is preferable to standard issue rations, and thus a dead Grox
Skills: Awareness +10, Dodge +0 that is reasonably intact (and was not killed by poisonous or Warp-based
Talents: Hard Target, Hardy, Sprint weaponry) can be harvested for food. A fully-grown Grox usually has
Traits: Bestial, Mount (Loyal, Skittish), Natural Weapons, Quadruped, enough meat to feed a squad of 10 Guardsmen for 3 days.
Size (5), Sturdy Armour: TB8 + AP0+3
Armour: - Weapons: Jaws (Melee+2m, 2d10+8R, Pen 0)
Weapons: Hooves (Melee+1m, 1d10+5I, Pen 0) Availability: Scarce
Availability: Rare
Aethexe
War Horse The Aethexe is a large and aggressive reptilian predator with a foul
These creatures were once mere horses, but years of genetic manipula- temper and an impressive capacity to devour raw flesh at startling speeds.
tion and husbandry have created a superior breed, one that willingly Its large body is supported by massive, muscular forelegs that allow it
charges into the thickest of fighting without a single thought for its own to power forward through its native jungles on Werslaug and seize prey
safety or survival. before tearing it apart with its vicious jaws. By contrast, its hind legs are
short and stubby, keeping its mighty frame stable and low to the ground.
WS BS St T Ag Int Per Wp Fel
30 - (7)50 (6)45 35 10 25 34 05
WS BS St T Ag Int Per Wp Fel
40 - 50 45 25 15 30 20 10
Movement: 8/16/24/48
Wounds: 28 Fatigue: 19 Movement: 6/12/18/36 Wounds: 22 Fatigue: 16
Sprint: 96
Skills: Awareness +10, Dodge +0 Skills: Awareness +0, Dodge +0, Stealth +10, Survival +0
Talents: Hard Target, Hardy, Jaded, Sprint Talents: Ambush, Crushing Blow, Deference for Darkness
Traits: Bestial, Mount (Bred for War, Loyal), Deadly Natural Weapons, Traits: Bestial, Deadly Natural Weapons, Mount (Bred for War, Irritab-
Quadruped, Size (5), Sturdy, Unnatural Strength (2), Unnatural Tough- le), Natural Armour (3), Quadruped, Size (5)
ness (2) Armour: TB4 + AP0+3
Armour: - Weapons: Claws & Jaws (Melee+1m, 1d10+7R, Pen 2)
Weapons: Hooves (Melee+1m, 1d10+9I, Pen 2) Availability: Rare
Availability: Very Rare
Mukaali
Grox The Mukaali is a creature perfectly adapted to a life of stifling heat and
Easily one of the most common and well-known creatures within the shifting sands. Tall and long-necked, a Mukaali have wide padded feet
Imperium, a Grox is an enormous reptilian beast used for everything that help them move across soft sand drifts and other perilous desert
from farming to food. Given their role as livestock, the creatures are terrain. Mukaali tend to be passive creatures and extremely slow to anger.
overly aggressive and excessively territorial, all the better for them to This makes them unsuited to combat, yet they are still used by nume-
tend with a planet’s indigenous predators. They also have a tendency rous Rough Rider regiments, especially those that hail from the sands of
of running rampant across anything in the proximity—including one’s Tallarn.
foes—causing considerable havoc and devastation as their handlers wait Mukaali are particularly useful as mounts because of their
for the storm to subside. As such, certain regiments have been known to sheer stamina, which allows them to cross vast swaths of inhospitable
use these creatures as pack-beasts. environments without rest. These hardy beasts can go for long periods of
The presence of Grox on a battlefront can have a positive time without food or water. This makes them an attractive proposition for
impact on morale despite the creatures’ nature, however, as their cooked long campaigns where re-supply is difficult. In fact, Mukaali are usually
flesh is, if nothing else, better than field rations. Further, given their mas- much more resilient than their riders, and so their ability to endure is
sive stature, only a few Grox need to fall in any engagement to keep their rarely put to anything resembling a true test.
meat in steady supply. Of course, eating one’s pack animal might seem a WS BS St T Ag Int Per Wp Fel
bit macabre to some Guardsmen, while others take to it with considerable
gusto. 20 01 (7)55 (7)50 25 10 35 10 15
Movement: 8/16/24/48 Wounds: 41 Fatigue: 28
Skills: Awareness +0
Talents: Brute of Burden, Iron Jaw, Hardy, Resistance (Heat), Tireless,
True Grit
7.7 Mounts & Mounted Combat - 586
Traits: Bestial, Mount (Enduring, Placid, Terrain Master), Natural Ucernox
Armour (2), Natural Weapons, Quadruped, Size (6), Sturdy, Unnatural The Ucernox is a massive, moderately territorial herbivore that hails
Strength (2), Unnatural Toughness (2) from a forgotten world, characterised by its bulky quadrupedal frame,
Armour: TB7 + AP0+2 thick and segmented hide, and imposing horns, one of which sprouts
Weapons: Big Feet (Melee+2m, 2d10+7I, Pen 0) from its nose and another pair of which form an imposing crest on its
Availability: Rare head. It was brought to various agri-worlds in the hopes that it could be
harvested for food and used as a plowbeast. However, the Ucernox’s see-
Venumex mingly placid nature belied a stubborn cunning and a tendency to erupt
No records exist of where the Venumex comes from, although small into occasional, extreme violence that caused most farming populations
colonies of this peculiar carnivorous lizard are found on jungle-heavy to simply release the creatures into the wild. When resources on certain
worlds across the Imperium. The Venumex is gangly, lean, walks on two worlds grew scarce due to heavy tithes, several agriworlds gathered the
legs and is perfectly adept at hunting smaller animals for food. The Venu- wild creatures and sent them as part of their requisite contributions.
mex has been used on several worlds that other mounts cannot tolerate, WS BS St T Ag Int Per Wp Fel
and the Rough Rider regiments that have been assigned these creatures as
mount speak highly of their durability, if not their friendliness or pleasant 20 01 60 (8)60 25 11 18 31 09
smell. Movement: 8/16/24/48 Wounds: 44 Fatigue: 31
Skills: Awareness +0
WS BS St T Ag Int Per Wp Fel
Talents: Brute of Burden, Hardy, Iron Jaw, Inhuman Resilience
30 15 32 44 40 18 28 21 09 Traits: Bestial, Size (6), Enduring, Natural Armour (4), Natural
Movement: 7/14/21/42 Wounds: 22 Fatigue: 16 Weapons, Quadruped, Unnatural Toughness (2)
Skills: Awareness +0, Dodge +0, Stealth +10, Survival +0 Armour: TB8 + AP0+4
Talents: Combat Formation, Double Team, Hard Target, Lightning Weapons: Headbutt (Melee+2m, 2d10+6I, Pen 0)
Reflexes, Resistance (Poison) Availability: Very Rare
Traits: Bestial, Mount (Skittish, Wiry), Natural Weapons, Size (5), Toxic
(2)/(Speed: Instant, Potency: 2, Paralytic) Serberys
Armour: TB4 + AP0 The Serberys is a swift quadrupedal construct whose razor-clawed limbs
Weapons: Jaws (Melee+1m, 1d10+3R, Pen 0, Toxic [2]/[Speed: Instant, allow them to manoeuvre easily over the most shattered terrain. These
Potency: 2, Paralytic]) machine-creatures feature advanced ocular arrays implanted into their
Availability: Very Rare skulls, ensuring maximum accuracy, while finely calibrated olfactory
sensors and a suite of sensitive augury equipment make them dogged and
Ursir feared trackers.
Large, six-legged omnivores from the frozen world of Modrubeo IV in WS BS St T Ag Int Per Wp Fel
the Koronus Expanse, they are known on their home world for attacking
their prey with their slashing claws and crushing jaws, these muscular 40 01 35 40 40 05 35 10 01
predators are covered in a thick fur that slowly adapts to the colour of Movement: 12/24/36/72 Wounds: 22 Fatigue: 15
their current surroundings as they shed. Despite their size, Ursir move Skills: Awareness +10, Dodge +0, Survival +10
with a loping gait that allows them to cover vast amounts of terrain much Talents: Feedback Screech, Iron Jaw, Tireless
faster than expected. Ursir are independent creatures, but can be ridden Traits: Deadly Natural Weapons, Machine (2), Mount (Terrain Master,
by those patient or wilful enough to try. They are particularly deadly Wiry), Size (5)
fighters when enraged, capable of rearing on to their hind legs to smash Cybernetics: Bionic Legs, Bionic Respiratory System, Good Cybernetic
their prey with their front legs, though this manoeuvre often proves Senses (Sight), Embedded Auspex
equally dangerous to first-time riders—especially when the Ursir decides Armour: TB4 + AP0+2
on its own to strike. Weapons: Claws & Jaws (Melee+1m, 1d10+5R, Pen 2)
Availability: Extremely Rare
WS BS St T Ag Int Per Wp Fel
30 01 (7)50 (6)40 23 14 30 30 16
Movement: 6/12/18/36 Wounds: 28 Fatigue: 19
Skills: Awareness +0, Survival +10
Talents: Crushing Blow, Iron Jaw, Resistance (Cold), Surefoot Wayfin-
der
Traits: Bestial, Deadly Natural Weapons, Mount (Bred for War, Irritab-
le), Quadruped, Size (5), Unnatural Strength (2), Unnatural Toughness
(2)
Armour: TB8 + AP0
Weapons: Claws & Jaws (Melee+2m, 2d10+11R, Pen 4)
Availability: Extremely Rare

7.7 Mounts & Mounted Combat - 587


8.0 Voidships
“The Emperor is master of the galaxy, but the captain is master of his ship.”
–Popular naval saying
In the 41st Millennium, a spacefaring vessel is rare and precious. Ships take decades, even centuries to build, if the builders have the required skills
and knowledge base in the first place. It is rare to find a “new” ship—most are hundreds or thousands of years old, and some date back to the earliest
days of the Imperium. Therefore, ships are never mass-produced, and even two ships of the same class are rarely alike. A Lunar-class cruiser pro-
duced in the shipyards of Mars will be vastly different from another Lunar hailing from to docks of Port Wrath.
Those who serve aboard a voidship see themselves set apart from the rest of the Imperium. Even the lowest press-ganged crew-scum will
have the chance to travel to different worlds—a privilege most Imperial citizens do not even know exists— and they make that journey aboard a
mighty vessel. When a master gunner fires a single broadside, he is unleashing citydestroying firepower, and the tech-priests of the enginarium con-
trol energies of unimaginable potency.

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.

Power Generation: Power Generation measures the energy the ship


generates to run its myriad Components. If a Component is unpowered, it
Components
Ships are made up of various Components, all contained within the ship’s
will not function.
hull. These Components are what makes a ship a ship—without them, it
Space: Space measures the room in the ship for various Components. If
would only be an empty framework. There are two types of Components:
there is not enough Space for a Component, it cannot be contained within
Essential Components and Supplemental Components.
the ship’s hull.
Essential Components are what all ships need in order to oper-
Speed: Speed measures how fast a ship can move in realspace.
ate. These include the bridge, plasma drives, warp drive, life support, and
Manoeuvrability: Manoeuvrability measures how quickly a ship can
the like. Supplemental Components may be useful, but a ship can still
change direction, avoid obstacles, and evade incoming fire.
operate without them. They include cargo bays, weapons, and passenger
Hull Integrity: Hull Integrity is a measure of how reinforced a ship’s
quarters.
interior is, and how much damage a ship can take before breaking up.
Components use two finite resources on a ship, Space and
Isolated compartments, reinforced bulkheads, and blast doors increase
Power. There is a limited amount of room within a ship’s hull, and the
Hull Integrity, while long, open passageways and substandard materials
ship’s plasma drives only provide so much energy. A Component needs
decrease it.
both in order to be used by the ship’s crew. If a Component does not have
Armour: Armour protects a ship from incoming weapons fire, as well as
power, it is unpowered. Unpowered Components are lightless, powerless
collisions from celestial dust, rocks, and other detritus.
sections of a ship, where there is no gravity and no air. Those who wish
Void Shields: Void Shields create an insubstantial energy barrier around
to enter them must use void-suits. Needless to say, they do not provide
a ship to protect it from enemy attacks.
any of their listed benefits or bonuses to the ship.
Turret Rating: A voidship’s turret rating is an abstract representation of
If a Component does not have space, it is exposed. Exposed
how many defensive turrets it has. Turrets are small, short-ranged weap-
Components are mounted outside the ship’s hull. They can still have
ons used for shooting down small attack craft and torpedoes.
power and be used—a passenger pod could be suspended on the outside
Detection: Detection measures the power of a vessel’s auspexes and
of the ship and still have light, heat, and air. However, the module does
augers, and how well they can “see” their surroundings. A ship’s “Broad-
not receive any benefits from the ship’s armour or structural integrity.
cast Range” is equal to the ship’s total Detection (it’s inherent Detection
During combat, they will absorb the first hit to make it through the ship’s
and any bonuses from Components) in VU’s.
shields, and be destroyed along with any damage that the voidship’s Hull
Astropaths: The number of telepathically capable psykers onboard that
Integrity suffers(each attack, regardless of how many attacks it makes,
determine the range of faster-than-light communications with distant star
only destroys one exposed Component at a time). Any crew unfortunate
systems and other voidships.
enough to occupy the Component at the time will be killed.
Navigator: The strength and skill of the ship’s Navigator determines
However, some Components will have the External trait. These
how smoothly and quickly the ship can traverse the Warp
Components have been designed to be mounted outside a voidship’s hull
Crew Rating: The general competency of the ship’s crewmen. When a
and are placed in protected alcoves or shielded by strange technologies.
player character is not available or too busy to perform an action they can
An external Component does not take up Space, and cannot be destroyed
default to the ship’s Crew Rating. Roll the Skill or Characteristic Test,
except by a Critical Hit.
using the Crew Rating as the base Characteristic for it, with 1 Rank of
the appropriate Skill.

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)

8.0 Voidships - 589


Complications
Any veteran voidsman knows a ship has its quirks and vagaries. In game, these are represented by the ship’s Complications. Complications have ben-
efits and detriments that make a ship unique. There are two different types of Complications. Machine Spirit Oddities describe the strange personality
quirks the ship’s machine spirit has picked up over the millennia. While not “alive” or even self-aware, anyone who has been aboard a voidship will
swear that they have desires and fears, and perform some tasks more willingly than others. Past Histories offer details about the ship’s construction or
salvage, and the issues that may arise from its past.
Before creating a ship, the ship’s captain should roll once on each chart to determine which Complications his ship suffers from, and note
each down on his ship’s sheet.

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).

8.0 Voidships - 590


Past History
1d10
History Description & Effects
Roll
Somehow, this vessel has been outfitted with ancient archaeo-tech systems from mankind’s forgotten past. When
constructing this vessel, players must select 1 Archeotech Component of their choice. However, any Tech-Use
Reliquary of
1 Tests to repair the ship suffer a –20, due to the highly complex nature of the machinery. Additionally, the Techp-
Mars riests of Mars regard the vessel as holy, or at least having holy components. Some may petition to visit the vessel,
others may want it for themselves.
Some nameless horror haunts this vessel’s past, leaving voidsmen to whisper stories of ghosts wandering through
the corridors and cabins. Reduce Morale permanently by 10. However, strange premonitions flicker on the auger
arrays, granting a +6 to the ship’s Detection. Additionally, all non-crewmembers suffer –5 to Command Tests in-
2 Haunted volving boarding actions or hit and run actions against the haunted vessel. The presence of these spirits may cause
many other issues, depending on their origins and how they came to haunt the vessel (something the GM should
determine).
The vessel is a veritable monument to the power and grandeur of the God-Emperor’s might. Awe-inspiring and
terrible, it lacks subtlety. All Intimidate Tests made by characters from this vessel gain +15, while all other social
Emissary of the Skill Tests suffer a –5. These bonuses and penalties only apply if the character is known to be from the vessel. In
3
Imperator addition, few will be able to see beyond the symbolism of the vessel—xenos see a threat, faithful Imperial citizens
see a symbol of civilisation (or possibly chastisement), and heretics and rebels see a hated foe. Their reactions will
be coloured accordingly.
Beneath this vessel’s unassuming exterior is a dangerous spacefaring predator. The captain selects three Compo-
nents. When scanned or subjected to anything but a thorough internal inspection, these components will either not
Wolf in Sheep’s register on the scans, or appear to be a different Component of the same type. Thus, the ship might hide additional
4
Clothing armour plating, or a small macrobattery may be much more powerful than it appears. However, the ship suffers –2
Power to maintain the systems creating the illusion. The ship may also have concealed smuggling compartments,
unseen passageways, hidden cogitation-override programming, or other secrets.
Over the years this ship has been used to perform deeds dastardly to some and heroic to others. The GM selects
a social group (pirates, heretics, the Imperial Navy, the Inquisition, or inhabitants of an important locale like
5 Turbulent Past Footfall). All ship’s crew suffer a –20 to social Skill Tests when interacting with that group. The GM then selects
a second group naturally opposed to the first. All ship’s crew gain +20 to social Skills when interacting with that
group. The additional problems that could arise from being hated by a particular group of people are limitless.
Amongst the low-decks indentured crew, strange perversions of the Imperial Creed have arisen, glorifying death
to celebrate the Emperor. Reduce Crew Population permanently by 8. However, reduce all Morale loss from any
6 Death Cult source by 2, due to the crew’s unwavering faith. Additionally, ship officers and members of the Ministorum will
have to deal warily with the cult and its leaders. Death cults do produce skilled assassins...
The ship has been recovered from a space hulk - a mass of wrecked ships that drifts intermittently through the
warp and realspace. The ship is very old (and thus of high quality), but those who know of its origins whisper that
Wrested From
7 it is cursed. The ship gains +1 Armour, +1 Speed, and +3 Manoeuvrability. However, every time the crew suffers a
A Space Hulk Misfortune, the GM rolls twice and chooses the worse of the two. The curse can have many other effects as well,
many ill, but a truly skilled Rogue Trader can turn any situation to profit...
The ship suffers a flutter in its Warp Engines, an inconsistency that no amount of maintenance or supplication
can eliminate. Whenever the ship travels through the immaterium, the GM should roll 1d10. On a 6 or lower, the
Temperamental journey takes an additional 1d5 weeks, on a 7 or higher, the travel time is reduced 1d5 weeks instead (potentially
8
Warp Engine causing the ship to arrive before it left!). However, once in a great while, the ship will leave the warp to unexpec-
tedly find itself someplace other than its intended destination. (This is at the GM’s discretion, but should not
happen on a regular basis.)
The ship was purchased with borrowed funds. The money could have come from a criminal organisation, influen-
tial noble, or even a member of the Inquisition—but no matter the source, the debt must be repaid. However, the
Finances in ship’s financier supports his investment by providing aid and information. All crew can count their financier as a
9
Arrears reliable contact. Additionally, their creditor may require the crew to perform specific missions that they are in no
position to refuse. Count this financier as a Contact of the captain with a Trusted Reliability, and one whom the
captain owes a Favour to perpetually. Other details of this Contact are up to the GM's discretion.
Through dealings with some xenos race, this vessel has been outfitted with examples of their blasphemous tech-
nology. When constructing this vessel, players must select 1 Xenotech Component of their choice. However, any
10 Xenophilious Tech-Use Tests to repair the ship suffer a –30, due to the strange and blasphemous nature of the machinery. Should
the character attempting the repairs have Forbidden Lore (Xenos), the penalty is only –10. Also, the forces of the
Ordo Xenos have an interest in the vessel and who controls it.

8.0 Voidships - 591


8.1 Acquisition of Voidships & Components
As one would acquire new weapons, armour, or tools so too is it likely that the time will come to gain new components for one’s ship, either for re-
placement or upgrade. Battle-damage, even for freighters or other non-combat vessels, is an all too common phenomena, and even outside of damage
can be cause enough for refits of components to be needed. As components for voidships are no small things, with even the most miniscule being the
size of a super-heavy vehicle, this can be a serious undertaking that requires time, resources, and some mettle.

Acquiring a Voidship Acquiring Components


In rare cases, the players may even wish to acquire a whole voidship The Acquisition of Components for voidships follows the same general
rather than just voidship components. To find the base Acquisition structure of other Acquisition Tests, but with a few extra stipulations:
Modifier for a new vessel, the modifier is based on the size of its hull. A First, while a player must determine the specific component’s
ship’s Hull Modifier is equal to the hull’s worth in Ship Points. Because Availability (as determined by the Component Cost and Availability table
voidships are extremely rare and powerful, only one warp-capable vessel below), along with the Amount and Craftsmanship there is an additional
may be acquired at a time, per session. In addition, no additional mod- factor that must be considered: the Voidship Component Type Modifier,
ifiers aside from those gained by a successful Financing Special Use of which further demonstrate the rarity and expense of such great construc-
Commerce may assist with Acquisition Tests to acquire a voidship—the tions.
fact that a Rogue Trader “is only buying one!” does not make things any Secondly, if the Extended Skill Test Time Table is being used,
easier. make sure to account for the penalty incurred from the Voidship Compo-
It is important to note that building a brand-new voidship is an nent Type Modifier when determining the effect of Degrees of Success or
exacting task requiring many years (often decades) and much toil. Nor- Failure.
mally, building new voidships is reserved to the Imperial Navy. Others
are far more likely to acquire a recommissioned Naval vessel or repair
and refit a salvaged derelict.

Component Costs & Availability Voidship Component Type Modifiers


Components Availability Component Types Modifier
Supplemental Components costing 1SP, Military
Scarce
Essential Components Macrobatteries, Lances, Torpedo Tubes, Boarding -30
Supplemental Components costing 2SP, Ramps, Nova Cannons
Rare
Essential Components costing +1SP Aetheric
Supplemental Components costing 3SP, Gellar Fields, Warp Engines, Void Shields, Augur -20
Very Rare Arrays
Essential Components costing +2SP
Supplemental Components costing 4SP, Power & Powered Systems
Extremely Rare Plasma Drives, Life Sustainers, Launch Bays, -10
Essential Components costing +3SP
Thruster Modifications, Augmentive Systems
Supplemental Components costing 5SP,
Near Unique Structural
Essential Components costing +4SP
Ship’s Bridge, Crew Quarters, Cargo Holds, +0
Supplemental Components costing 6SP, Passenger Quarters
Unique
Essential Components costing +5SP
Archaeotech Components Near Unique
Xenotech Components Near Unique

Voidship Component Craftsmanship Modifiers


Craftsmanship Power Modifier Space Modifier SP Modifier Morale Modifier
-2 to Generated Power or
Poor
+1 to Power Consumed +1 -1 -3
Common 0 0 0 0
+1 to Generated Power or
Good
-1 to Power Consumed -1 +1 +1
+1 to Generated Power or
Best
-1 to Power Consumed -1 +2 +3

8.1 Acquisition of Voidships & Components - 592


Installing Voidship Components
All Essential Components take two weeks to install on a voidship. This is increased by one additional week for every additional Ship Point the Com-
ponent costs, so an Essential Component that costs +1 Ship Point ends up taking three weeks to install.
Supplemental Components take a number of weeks to install based on their Ship Point cost. The number of Ship Points equals the number
of weeks, so a Supplemental Component that costs one Ship Point takes one week to install.
Supplemental Components take a number of weeks to install based on their Ship Point cost. The number of Ship Points equals the number
of weeks, so a Supplemental Component that costs one Ship Point takes one week to install.
When calculating the Component Costs and Availability, always use the modified Ship Point costs (taking Component Craftsmanship Mod-
ifiers into account). Note, that Archeotech and Xenostech Components are always Near Unique, unless their Ship Point cost would make them rarer,
in which case they use the rarer of the two Availability ratings.
Note that a modifier cannot take any original value to zero; should this occur the modified value becomes a 1. Additionally Component In-
stallation can never take less than one week at a time as the tech-rites and joining ceremonies are lengthy and to forsake such ritual could end in utter
disaster.

Common Facility Types & Modifiers


Installation
Facility Acquisition & Component Modifiers
Modifiers
Voidship Components are rare and expensive in backwater systems. All Component
Backwater System +1d10 Days
Availabilities count as one step rarer (Rare becomes Very Rare, for example).
Civilized System The standard dockyards. No modifiers. None
While most Components can be found, there are few Essential ones the colony can
Colonial System spare. All Essential Component Availabilities count as one step rarer (Rare becomes +1d5 Weeks
Very Rare, for example).
A wide variety of all Component types can be found here, but the dealmaking is
Deep Void Station tough. Decrease the Availability level of any Component by one. However, the -1 Week
actual Acquisition Test suffers a –5 penalty
No Components available, but plenty of manpower to be had. Crew may be replen-
Feral/Feudal System N/A
ished as Abundant (+50).
The ruler can get whatever is needed, but for a price. All Component Availabilities
Liege System +1 Week
count as one step rarer (Rare becomes Very Rare, for example)
Hull repairs are usually easy to come by, and players only have to make an Acquisi-
Mining System +1 Week
tion Test for every full ten points of Hull Integrity restored.
All Components except Xenostech can be found, but only characters with Peer or
Good Reputation (Imperial Navy) may purchase Components at a Naval Installa-
Naval Installation tion. All Component Availabilities count as one step more common (Rare becomes -1 Week
Scarce, for example). Efficient workmen mean repairs only need 1 day for each 2
points of Hull Integrity restored.

8.1 Acquisition of Voidships & Components - 593


8.2 Voidstations
Oftentimes the need for macro-architecture will arise, whether for the defense of a particular region, the need for a great armourium vault, or simple
observance of a world designated for a listening post, the need can be met by a spaceborne voidstation. This ruleset allows fabulously wealthy or well
appointed characters (as well as the GM) to create and build any number of singular buildings, fortresses, or architectural conglomerations.

Construction Inter-linking Voidstations


Voidstations can be expanded, adding further facilities and interior space.
The construction of a voidstation is much like that of a voidship, with a
few differences. Much like voidships only one may be purchased per a While easier to accomplish for planetbound structures this can also be
session (meaning that only one voidship or one structure or one void- done for voidstations, linking the two with an atmospheric bridge.
station may be purchased each session) and the modifier to Acquire the Follow the instructions above for constructing a structure or
station’s basic “hull” is equal to the chosen hull’s Ship Points cost. Along voidstation, but keep in mind that it must have the same Crew Rating as
with this the basic building system is the same, with the character’s Profit the original structure, and that the new addition is still a part of the same
Factor being equal to the “Ship Points” budget once it is Acquired. whole megastructure, meaning that they share Population and Morale
As a voidstation will not be moving the Speed and Maneuver- (along with any modifiers to these that facilities of either might provide).
ability characteristics on the ship hull’s profile are converted into Hull Power may be shared between these separate structures but not
Integrity and Armour respectively. Remove the Speed characteristic and Space. If Power is shared between two parts of a structure, and the Con-
add it’s previous value to the structure’s Hull Integrity, this is now the joinment Infrastructure/Atmospheric Bridge is destroyed, then the local
structure’s Structural Integrity. Remove the Maneuverability characteris- Power for each structure is limited to what its Plasma Drive can provide.
tic and for every 5 Maneuverability the profile had (rounding up) add +1 The Atmospheric Bridge itself is considered a Component with
to the structure’s Armour. If the ship’s Maneuverability characteristic is the External special rule. It costs 1 SP and is considered a Supplemental
negative then there is no bonus to the voidstation’s Armour. Component with the Structure Component Type (see Section 8.1 “Acqui-
sition of Voidships & Components”).

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.

8.2 Voidstations & Structures - 594


8.3 Voidship Hulls
A ship’s hull determines much about a ship. Primarily, the hull dictates how much space is available for the ship’s components, but hulls also place
limits on speed, manoeuvrability, ship integrity, and even armour. Although ship hulls are almost always different in size or shape, they can be organ-
ised into several general types: Transports, Mass Conveyors, Raiders, Frigates, Light Cruisers, Cruisers, Grand Cruisers, and Battlecruisers.

8.3.1 - Transport Hulls


Transports are easily the most common starships found in the Imperium. Tasked with the often thankless job of hauling goods from one end of the
galaxy to the other, transports are large, slow, and designed to carry as much cargo as possible within their hulls. Nevertheless, these vessels are
almost single-handedly responsible for maintaining the integrity of humanity’s domain. Hive worlds, for example, would not long survive without
regular shipments of food and water from agri-worlds, and for many far-flung colonies, the regular passage of a chartist captain or tramp freighter is
their only communication with the larger Imperium.
Transports sacrifice speed, manoeuvrability, and armour in exchange for cargo space, and while they often have some weapons, they are no
match for a true combatant. Thus, transports are often prime targets for pirates. A captain of a transport will have to rely on his wits to get him out of
sticky situations, rather than his guns. However, if he chooses to focus on mercantile pursuits to make his fortune, he will find no better vessel to aid
him.

Jericho-class Pilgrim Vessel Vagabond-class Merchant Trader


Dimensions: 2.25 km long, 0.3 km abeam approx. Dimensions: 2 km long, 0.4 km abeam approx.
Mass: 9 megatonnes approx. Mass: 8 megatonnes approx.
Crew: 20,000 crew, approx. Crew: 18,000 crew, approx.
Accel: 1.6 gravities max acceleration Accel: 2.1 gravities max acceleration
The gigantic Jericho pilgrim ships are converted refinery vessels. Their Vagabonds are small, multi-purpose merchant vessels
huge fuel tanks are rebuilt into hundreds of passenger compartments, and able to transport a wide variety of cargos and even passengers. Popular
a single ship can hold many thousands of the faithful. Accommodations amongst poorer Chartist captains, these ships are unassuming but reli-
vary; for those with the Thrones, the trip can be relatively pleasant, but able, and have even been known to mount small broadsides for defence.
most must make do with bilge-berths and corpse rations in the ship’s Hull: 40 Armour: 13
cavernous cargo bays.
A Jericho can also be repurposed to carry cargo. The ships Speed: 4 Maneuver: -5
themselves are large, slow, and unwieldy. Most do sport some weapons Detection: +10 Turret: 1
to discourage pirates, though most buccaneers might look for richer Space: 40 SP Cost: 20
targets.
Weapon
Hull: 50 Armour: 12 1 Dorsal, 1 Prow
Mounts:
Speed: 3 Maneuver: -10 Special:
Detection: +5 Turret: 1 Cargo Hauler: This vessel was designed for transporting goods, and no amount
Space: 45 SP Cost: 20 of retrofitting can fully change this. This hull comes pre-equipped with one
Main Cargo Hold Component. The hull’s Space has already been reduced to
Weapon account for this, however, when the ship is constructed it must be able to provi-
1 Prow, 1 Port, 1 Starboard
Mounts: de 2 Power to this Component.
Special:
Cargo Hauler: This vessel was designed for transporting goods, and no amount
of retrofitting can fully change this. This hull comes pre-equipped with one
Main Cargo Hold Component. The hull’s Space has already been reduced to
account for this, however, when the ship is constructed it must be able to provi-
de 2 Power to this Component.

8.3 Voidship Hulls - 595


Carrack-class Transport Loki-class Q-ship
Dimensions: 2.1 km long, 0.4 km abeam at fins approx. Dimensions: 2 km long, .4 km abeam approx
Mass: 8.5 megatonnes approx. Mass: 8 megatons
Crew: 19,500 crew, approx. Crew: 18,000 crew, approx.
Accel: 2.3 gravities max sustainable acceleration. Accel: 3 gravities max. sustainable acceleration
The Carrack class is a recent attempt to recreate the ancient star galleon The Loki class is actually a “catch-all” class of several different types of
concept. The increasing impression amongst commercial shipbuilders— transports that have been modified as Q-ships. Although it is the Navy’s
in common with many citizens of the Imperium—is that the galaxy is be- sacred duty to protect Imperial commerce, there are too many trade
coming a more dangerous place, and that the end times are fast approach- lanes to defend, and too few warships to do so. In addition, many pirate
ing. Certain Chartist captains place their faith in solidly built, well armed wolfpacks will stay away from heavily defended convoys, waiting for
freighters, designed from the ground up to be capable of carrying heavy weaker prey.
loads while also tackling light raiders or other miscreants. Q-ships offer the Imperium a way to turn the predators into the
Robust and vigourous, these stout craft give the lie to the trite prey. Disguised as helpless merchantmen, they actually pack powerful
accusation that Imperial shipbuilding is a dying art. Though the design macrobatteries and even lances. Their favoured tactic is to heave to at
is less than 1,000 years old, these ships are as bold and strong as any the first sight of a pirate, pretending to surrender without a fight. When
transport of their size in the history of the Imperium, and have driven off the raider is close enough, they run out their guns and give them massed
many ill-advised pirate raids. broadsides at point-blank range. Although this can often defeat their
Hull: 40 Armour: 13 opponents in a single crushing broadside, most Loki-class ships are still
as slow and unwieldy as other merchantmen—not designed for sustained
Speed: 4 Maneuver: -5 combat.
Detection: +10 Turret: 1 Hull: 40 Armour: 13
Space: 40 SP Cost: 20 Speed: 4 Maneuver: -5
Weapon Detection: +10 Turret: 1
1 Dorsal, 1 Prow
Mounts:
Space: 45 SP Cost: 21
Special:
Weapon
Cargo Hauler: This vessel was designed for transporting goods, and no amount 1 Doral, 1 Prow
Mounts:
of retrofitting can fully change this. This hull comes pre-equipped with one
Main Cargo Hold Component. The hull’s Space has already been reduced to Special:
account for this, however, when the ship is constructed it must be able to provi- Cargo Hauler: This vessel was designed for transporting goods, and no amount
de 2 Power to this Component. of retrofitting can fully change this. This hull comes pre-equipped with one
Main Cargo Hold Component. The hull’s Space has already been reduced to ac-
Orion-class Star-Clipper count for this, however, when the ship is constructed it must be able to provide
2 Power to this Component.
Dimensions: 3 km long, .4 km abeam at fins approx
Mass: 8 megatons Hidden Predator: This ship automatically gains the Wolf in Sheep’s Clothing
Crew: 14,000 crew, approx. Past History (players using this ship do not roll for Past Histories.)
Accel: 5.4 gravities max. sustainable acceleration
The Orions are something of a rarity amongst the Imperium’s
starships—a fast transport or star-clipper. Though they are designed for
cargo, their lean forms, raked bows, and powerful drive tubes are less
optimised for cargo hauling and more designed for travelling at speed.
Orion-class voidships are constructed to transport smaller,
high-value cargoes that must reach their destination quickly or through
hostile territory. They trust in their speed to see them clear of most pred-
ators, and count on their weapons to send off those quick enough to keep
up. Often they are successful, but Orions do have one major drawback;
the redundant internal bulkheads and exterior armour that would normal-
ly be added to a sturdy cargo ship are forgone in order to increase speed
and cargo capacity.
Hull: 35 Armour: 12
Speed: 10 Maneuver: +25
Detection: +10 Turret: 1
Space: 40 SP Cost: 25
Weapon
1 Dorsal, 1 Keel
Mounts:
Special:
Cargo Hauler: This vessel was designed for transporting goods, and no amount
of retrofitting can fully change this. This hull comes pre-equipped with one
Main Cargo Hold Component. The hull’s Space has already been reduced to
account for this, however, when the ship is constructed it must be able to provi-
de 2 Power to this Component.

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.

Universe-class Mass Conveyor Starwind-class Exodus Ship


Dimensions: 12 km long, 1.3 km abeam at fins approx. Dimensions: 10 km long, 1.6 km abeam at fins approx.
Mass: 60 megatonnes approx. Mass: 65 megatonnes approx.
Crew: 60,000 crew Crew: 75,000 crew
Accel: 0.5 gravities max sustainable acceleration. Accel: 0.5 gravities max sustainable acceleration.
Amongst the myriad voidships that serve the trade lanes, some of the Few voidships approach the size of the Starwind-class’ unbelievable
largest are the mass conveyors. Stretching some twelve kilometres from size, with any that do being the largest of mass haulers or factory ships.
stem to stern, a mass conveyor appears at a distance to be a slim, elegant Even then, few voidstations are capable of providing berth for such a
craft. However, as one slowly approaches it, this misleading impression mammoth vessel, or the masses that make up it’s crew. This size can be
is replaced with a horrified awe, as what appear to be radio masts resolve disadvantageous, and indeed the ship’s handling, maneuverability, and
into gigantic towers the size of hive stacks. The ship’s true scale mani- general sluggishness show it, but few other vessels can possibly hope
fests itself as an observer realises that entire cities twinkle and shimmer to match the sheer amounts of the transportation capacity it can bring to
along its flanks. bear. For the conveyors moves the Imperium’s most precious resource:
To construct a Universe class mass conveyor is a massive Mankind itself.
undertaking. To build one requires such an immense outlay of resources These vessels are most often seen along pilgrimage routes,
that they can only be constructed above the richest Imperial worlds and hauling many thousands of the faithful to their places of worship, in
voidstations. They are pure cargo haulers, relatively simple in design, but somewhat leisurely fashion. Such large ships rarely go anywhere swiftly,
conceived on a truly epic scale. They are almost self-contained worlds, and while such speed may be wanted, it certainly won’t be found with
where entire voidborn communities live out their lives, uncaring as to these ships.
the vessel’s current owners’ motives or identities. Simply unloading the Hull: 70 Armour: 12
vessel is a mighty undertaking, requiring months at a time. There are
larger ships (the Bountiful Beast of the Calixis Sector is 16 km long, for Speed: 2 Maneuver: -20
example, and the Misericord approaches that length while being subs- Detection: +5 Turret: 1
tantially more massive) but the Universe class still dwarfs most Imperial Space: 80 SP Cost: 45
ships it comes across. It is rare for Rogue Traders to take one of these
ships into the Koronus Expanse, as they are slow and inflexible craft. Weapon
2 Dorsal
However, everything counts in large amounts. Mounts:
Special:
Hull: 65 Armour: 12
Oversized Monstrosity: This vessel’s Speed cannot be increased by Compo-
Speed: 2 Maneuver: -20 nents—if a Component would increase its Speed, it has no effect instead.
Detection: +5 Turret: 1
Teeming Masses: This vessel requires that its Life Sustainers be of at least
Space: 94 SP Cost: 45
Good Craftsmanship, due to the enormous strain of the population on the
Weapon vessel's facilities. Additionally this ship may take a a second Crew Quarters
1 Dorsal, 1 Port, 1 Starboard
Mounts: Component, even though this is normally not allowed.
Special: City in the Stars: This vessel was designed for transporting humanity on a
Oversized Monstrosity: This vessel’s Speed cannot be increased by Compo- massive scale, and no amount of retrofitting can fully change this. This Hull
nents—if a Component would increase its Speed, it has no effect instead. comes pre-equipped with four Barracks Components. These Components may
not be removed. The hull’s Space has already been reduced to account for these,
Secondary Power Generatorium: The Universe class is so large it comes however when the ship is constructed it must be able to provide a total of 8
pre-equipped with a unique Component, a Secondary Power Generatorium. This Power to these Components.
Component may not be removed. The hull’s Space has already been reduced to
account for this Component, which provides +10 Power to the vessel in addition
to that provided by the ship’s Plasma Drive.

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.

Speed: 3 Maneuver: -10 Hull: 65 Armour: 16


Detection: +4 Turret: 1 Speed: 4 Maneuver: +5
Space: 40 SP Cost: 25 Detection: +10 Turret: 1
Weapon Space: 56 SP Cost: 52
1 Dorsal, 1 Port, 1 Starboard
Mounts: Weapon
2 Port, 2 Starboard
Special: Mounts:
Cargo Hauler: This vessel was designed for transporting goods, and no amount Special:
of retrofitting can fully change this. This hull comes pre-equipped with two Galleon: The Star Galleon comes pre-equipped with two Main Cargo Hold
Main Cargo Hold Components. These Component may not be removed. The Components The hull’s space has already been reduced to account for this;
hull’s Space has already been reduced to account for this, however, when the however, when the ship is constructed it must be able to provide 4 Power to
ship is constructed it must be able to provide 4 Power to these Components. these Components.

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.

8.3 Voidship Hulls - 598


8.3.3 - Raider Hulls
Raiders are a broad class of hulls covering everything from privateers to the destroyers used in the Imperial Navy. Typically, a “raider” denotes a
vessel designed for speed and combat. This makes them popular with the many pirates and buccaneers who raid the space-lanes, preferring to strike
lone vessels swiftly, then flee before they should be noticed by a Navy patrol. The Imperial Navy also makes use of raiders (referred to as destroyers),
though they prefer to outfit them with heavy ship-crippling munitions such as torpedoes and send them out to hunt larger vessels. Destroyers’ superior
speed and manoeuvrability means they can close the range, launch, and escape before the target can fire on them—most of the time.
Raiders speed and manoeuvrability is unmatched by other classes, and their firepower is often as good as other vessels of comparable ton-
nage. To achieve this, however, raiders sacrifice armour and other defences, along with cargo and stowage space. In essence, they are glass cannons,
able to throw out heavy fire, but unable to take it in turn. Instead, they rely on evasive manoeuvring and high speed to stay out of the reach of the
guns from heavier craft. Heavy raiders are a subset of raiders with larger hulls packed with more weapons. They also have more powerful engines, al-
lowing a heavy raider to carry better armour. They may not be as nimble as their smaller cousins, but, given a straight run, most captains find a heavy
raider’s ‘legs’ are just as long. A Rogue Trader must have a talented tactical mind - and a skilled pilot and crew - in order to make the most of a raider.
The ships are designed for piracy, devious deeds, and little else. But if that is what a Rogue Trader sets his mind to, he’ll find no vessel suits his needs
better.

Hazeroth-class Privateer Iconoclast-class Destroyer


Dimensions: 1.5 km long, 0.25 km abeam approx. Dimensions: 1.3 km long, 0.4km abeam at fins approx.
Mass: 5 megatonnes approx. Mass: 6.1 megatonnes approx.
Crew: 22,000 crew, approx. Crew: 16,500 crew, approx.
Accel: 5.6 gravities max acceleration Accel: 7.2 gravities max sustainable acceleration.
The Hazeroth class comprises a variety of raider vessels of similar size The Iconoclast is a small combat vessel that is widespread across the
and firepower. Many have been known to operate from the infamous fringes of the Imperium. Although indelibly associated with the vast Cha-
Hazeroth Abyss (hence the name), and are popular with privateers. Most os fleets which sporadically sweep from the Eye of Terror, the majority
sacrifice cargo space and armour for improved engines and reinforced of Iconoclasts are in fact more often used by opportunistic pirates who
interior bulkheads, allowing them to flee anything they cannot fight. may have no connection to the Ruinous Powers. The ship’s design is
Hull: 32 Armour: 16 similar to any number of small escort ships turned out by every shipyard.
The Iconoclast is a simple, compact and easily constructed
Speed: 10 Maneuver: +23 vessel which can be assembled in even the most primitive shipyard,
Detection: +12 Turret: 1 given time. Well armed for its size, many pirate fleets consist entirely
Space: 35 SP Cost: 30 of swarms of Iconoclasts, which in sufficient numbers are capable of
bringing down even the mightiest battleship. Rogue Traders with pira-
Weapon tical inclinations often possess such vessels, whether through successful
1 Dorsal, 1 Prow
Mounts: boarding actions or outright purchase.
Special:
Hull: 28 Armour: 14
- Speed: 10 Maneuver: +25
Detection: +10 Turret: 1
Meritech Shrike-class Raider Space: 32 SP Cost: 29
Dimensions: 2 km long, 0.25km abeam at fins approx.
Mass: 4.5 megatonnes approx. Weapon
2 Dorsal
Crew: 15,000 crew, approx. Mounts:
Accel: 5.9 gravities max sustainable acceleration. Special:
Many of the deadly raider vessels utilised by the Meritech survived their Easy to Repair: When effecting long term repairs, this ship may repair an
extermination, sold to pirates and other rogues to ensure safe passage additional +2 Hull Integrity per successful test.
for the upper echelons of the renegade clanlords. The vessel designated
a Shrike class is typical of the Meritech ships of the period, and indeed
formed the main strength of its bandit squadrons. A lithe, incredibly ad- Havoc-class Merchant Raider
vanced vessel that utilised heretical technologies unknown to the Adeptus Dimensions: 1.6 km long, 0.4 km abeam approx.
Mechanicus, few Rogue Traders are able to maintain these ships at their Mass: 6 megatonnes approx.
original performance levels, given their bizarrely innovative heretech, Crew: 24,000 crew, approx.
but they remain dangerous and fast raiders. Accel: 5 gravities max sustainable acceleration
The Havoc class is a heavy raider whose origins date back to before
Hull: 30 Armour: 16 the reconquest of the Calixis Sector. A typical Havoc has fast engines,
Speed: 10 Maneuver: +25 sizeable cargo space, and a battery strength to rival many frigates. Howe-
Detection: +20 Turret: 2 ver, their armour is relatively weak, meaning that these ‘glass cannons’
have a hard time going toe-to-toe with a comparable naval vessel.
Space: 40 SP Cost: 38
Hull: 30 Armour: 16
Weapon
1 Dorsal, 1 Prow Speed: 9 Maneuver: +25
Mounts:
Special: Detection: +10 Turret: 1
Advanced Cogitator Linkage: Shrikes include kilometres of sophisticated Space: 40 SP Cost: 35
linkage cabling, which at one time allowed a highly advanced core cogitator to Weapon
exercise extreme control over the systems. Although the heretical cogitator is 1 Dorsal, 1 Prow
Mounts:
long removed, the linkage remains. This vessels gains a +5 bonus to all Ballistic
Skill Tests to fire the ship’s weaponry.

8.3 Voidship Hulls - 599


Viper-class Scout Sloop Cobra-class Destroyer
Dimensions: 0.95 km long,0.25 km abeam at fins approx. Dimensions: 1.5 km long, .3 km abeam at fins
Mass: 4.9 megatonnes approx. Mass: 5.7 megatons
Crew: 7,500 crew, approx. Crew: 15,000 crew, approx.
Accel: 6 gravities max sustainable acceleration. Accel: 7.6 gravities max. sustainable acceleration
The Viper is the smallest warp-capable vessel used in Battlefleet Calixis. The Cobra-class destroyer is one of the smallest warp-capable ships
The Viper is a fast scout ship, with immensely powerful realspace in the Imperial fleet, and also one of the fastest. It fills two roles in the
engines. It is used for shortterm spy mi sions aimed at specific hostile re- Imperial Navy. The first, and most common, is a torpedo vessel. Armed
gions: unlike, for example, a Dauntless light cruiser, which will conduct with massive anti-warship torpedoes, squadrons of Cobras are agile
broad patrols over a wide area, the Viper charges into hostile territory at enough to dart into fleet engagements, launch spreads of ordinance,
high speed. There it uses powerful auspex and augur scanners to collate then flee—hopefully before their larger adversaries can hit them with a
as much information as possible, before retreating to a safe warp jump massed broadside.
point while usually pursued by enemy ships. Although no ship could be said to be mass-produced in the
Given its specialist role, the Viper is unsurprisingly limited in many Imperium, the Cobra is one of the simplest to build, with a well-equipped
ways. It is a tiny ship, with very restricted space for additional Compo- shipyard able to construct one in only several years. This makes them po-
nents. Furthermore, it is not heavily armed, as extensive weapon batteries pular with Rogue Traders who are— relatively—destitute. A Cobra can
would draw vital power from the sensor arrays and engines. They are rare be far easier to procure than a cruiser, and still possesses a warp drive.
vessels in the sector and are not ideal vessels for Rogue Traders, given Many Rogue Traders who do so retrofit a Cobra to remove the massive
their highly specialised nature. However, more enterprising and wealthy torpedo bays, however, to create space for cargo or other weapons.
dynasties will often employ a Viper as part of a larger fleet, leapfrogging Hull: 30 Armour: 15
ahead of the main force to rapidly establish the nature of each planetary
system encountered. Speed: 10 Maneuver: +30

Hull: 25 Armour: 14 Detection: +10 Turret: 1

Speed: 10 Maneuver: +30 Space: 35 SP Cost: 30

Detection: +25 Turret: 1 Weapon


1 Dorsal, 1 Prow
Mounts:
Space: 29 SP Cost: 27
Special:
Weapon
1 Dorsal -
Mounts:
Special:
-

8.3 Voidship Hulls - 600


8.3.4 - Frigate Hulls
In many ways, frigates are the pinnacle of the shipbuilder’s art. Lean, fast, and dangerous, frigates can outrun anything they can’t fight,and destroy
anything they can catch. Frigates fill the ranks of Battlefleets, where they are prized commands for the youngest and most aggressive naval captains.
While a frigate may not seem as prestigious as a cruiser or battleship, their versatility means they are the Navy’s ship of choice for all manner of
actions. Frigates are tasked for convoy escorts, patrols, anti-piracy operations, and even attacks on rebel ships and stations. They routinely skirmish
with the frigates and raiders of seditionists, pirates, and even hostile xenos races. Thus, a frigate captain is ‘in the mix’ much more often than his
counte parts aboard the Battlefleet’s larger vessels.
Frigates are a balance between all aspects of ship design; speed, manoeuvrability, firepower, and defences. A skilled Mechanicus shipwright
can even increase their cargo capacity and supply stowage without greatly reducing any other aspects. They are also relatively common ships, often
with robust, simple designs. Therefore they are easily modified and maintained. There are countless stories of crippled frigates lost in space, only to
limp into port months later after their crews had affected emergency repairs.
All this means frigates are some of the most desired ships for enterprising Rogue Traders. A frigate provides a Rogue Trader with almost
unlimited options. Trade, exploration, conquest, piracy, all are possible with a properly outfitted frigate and a captain of pluck and nerve at the helm.

Sword-class Frigate Firestorm-class Frigate


Dimensions: 1.6 km long, 0.3 km abeam at fins approx. Dimensions: 1.8 km long, .3 km abeam at fins
Mass: 6 megatonnes approx. Mass: 6 megatonnes approx
Crew: 26,000 crew, approx. Crew: 25,000 crew, approx.
Accel: 4.5 gravities max sustainable acceleration Accel: 4.4 gravities max. sustainable
The Sword frigates have been a mainstay escort vessel for Battlefleet The Firestorm is a relatively recent innovation in Battlefleet Obscuras,
Calixis ever since its founding. Every system aboard one of these frigates an attempt to merge the manoeuvrability of escort class ships with the
has been tried and tested in innumerable engagements. Its laser-based ship-killing power of a lance weapon. The Firestorm is essentially a
weapons and turrets are accurate and hard-hitting, its plasma drives are redesigned Sword, with many of the weapon batteries removed to make
rugged and reliable in extreme conditions. Few task forces do not include space for a prowmounted lance that runs most of the length of the ship.
at least a pair of Swords to guard the flanks of larger vessels or pursue In fleet engagements, Firestorms often hunt other escorts, their lances let-
smaller, faster raiders. More than a few Rogue Traders have noticed the ting them out-range and outgun most frigates and raiders. Firestorms are
stellar performance of these vessels and obtained one. With a few minor not commonly used by Rogue Traders, as the lance takes up room that
conversions to increase holds, Swords suit their needs quite well. could be used for cargo or supplies. However, more militant individuals
Hull: 35 Armour: 18 have been known to utilise them, as lance-armed frigates are relatively
uncommon.
Speed: 8 Maneuver: +20
Hull: 38 Armour: 18
Detection: +15 Turret: 2
Speed: 7 Maneuver: +20
Space: 40 SP Cost: 40
Detection: +15 Turret: 1
Weapon
2 Dorsal Space: 40 SP Cost: 41
Mounts:
Special: Weapon
1 Dorsal, 1 Prow
Mounts:
- Special:
Lance Specialist: The Firestorm has been designed as a lanceship, and may
Tempest-class Strike Frigate take Lance weapons that are normally restricted to Light Cruisers.
Dimensions: 1.5 km long, 0.4 km abeam at fins approx.
Mass: 6.1 megatonnes approx.
Crew: 30500 crew, approx.
Accel: 4.7 gravities max sustainable acceleration
The Tempest is a specialised frigate produced in the Calixis and sur-
rounding sectors. It trades long ranged firepower for heavy, short-ranged
broadsides designed to devastate enemies at ‘knife-fight’ distances. To
get to those distances, Tempests have triple-armoured prows and boosted
drives, and often carry assault boats and large complements of ratings for
boarding actions.
18
Hull: 34 Armour:
(20 on Prow)
Speed: 9 Maneuver: +18
Detection: +10 Turret: 1
Space: 35 SP Cost: 44
Weapon
2 Dorsal
Mounts:
Special:
Assault Specialist: The Tempest has been designed as an aggressive assault
ship, and has an integral Reinforced Prow, Keel Jovian-pattern Escort Launch
Bay, and Barracks. These Components may not be removed. The space required
is already taken into account, but when this ship is constructed, it must provide
3 Power to these Components.
Claymore-class Corvette Falchion-class Frigate
Dimensions: 1.4 km long, 0.3 km abeam at fins approx. Dimensions: 2.2 km long, 0.3 km abeam at fins approx.
Mass: 5.9 megatonnes approx. Mass: 6.5 megatonnes approx.
Crew: 21,000 crew, approx. Crew: 27,000 crew, approx.
Accel: 4.6 gravities max sustainable acceleration. Accel: 4.6 gravities max sustainable acceleration.
Corvettes are specialist escort craft, usually slightly smaller and less The Falchion is considered a new class, having only been laid down in
powerful than true frigates, but slower and more heavily armoured than 261.M41. Given the Imperial Navy’s deference towards the truly ancient
raiders. Typically constructed rapidly in times of war, Corvettes utilise ships in its arsenal, the class (given its mere centuries of service) is regar-
simple components and rugged designs. Their normal mission profile is ded as an untried and untested pretender to the throne of more establis-
to escort vulnerable transports, protecting them against light raiders, thus hed ships like the venerable Sword. As such, it has engendered some
freeing more valuable true frigates to accompany battleships and cruisers. undisguised and unfair hostility from the more hidebound and traditional
The Claymore is a typical corvette. Rugged, easily-repaired sections of many Battlefleets. This is a pity, for the Falchion, like all
and utilitarian. However, corvettes are unpopular with Imperial Navy Forge World Voss ships, is a thoroughly well-constructed and innovati-
officers. Most Battlefleets tend to have many parochial and conserva- ve design. It is more flexible than many frigates, having, unusually, the
tive tendencies, and receiving orders to nursemaid civilian vessels in a capacity to carry torpedoes. This has led to the class being used in a more
newly-constructed and untested ship is seen as demeaning, or even as a aggressive capacity than perhaps suits it, more reactionary officers ten-
calculated insult. Despite this, the corvettes have upheld the traditions of ding to treat it as an upgunned heavy destroyer. This ignores its abilities
the Navy for thousands of years, hurling themselves in the path of more as an escort vessel for larger craft, its original purpose.
powerful and dangerous vessels, their actions often saving millions of Rogue Traders, being freethinking innovators, are less likely
lives. to adopt the Navy’s unsympathetic approach to the new class, and it is
Few of these ships serve for any great span of centuries or not surprising that some Falchions have already been sighted within the
millennia; they were rewarded for their bravery by almost immediately Koronus Expanse.
being relegated to reserve fleets or sold to opportunistic Rogue Traders. Hull: 35 Armour: 18
The latter appreciate them for what they are; cheap compared to most
warships, easily maintained and relatively common. Speed: 8 Maneuver: +20

Hull: 30 Armour: 17 Detection: +15 Turret: 2

Speed: 8 Maneuver: +18 Space: 40 SP Cost: 40

Detection: +12 Turret: 1 Weapon


2 Dorsal
Mounts:
Space: 38 SP Cost: 35
Special:
Weapon
2 Dorsal -
Mounts:
Special:
Easy to Repair: When effecting long term repairs, this ship may repair an Turbulent-class Heavy Frigate
additional +2 Hull Integrity per successful test. Dimensions: 1.95km long, 0.3 km abeam at fins approx.
Mass: 7.5 megatonnes approx.
Crew: 25,000 crew, approx.
Accel: 4.3 gravities max sustainable acceleration.
Intended to drive ahead of the main fleet and engage rival scouting units
when encountered, the history of the Turbulent class has been charac-
terised by aggressive and piratical actions against the Emperor’s foes.
Although rare, the Turbulent has gained a reputation as a “lucky” class.
Turbulents have participated in many glorious naval actions, whilst
coincidentally either surviving or not being involved at all in the most
disastrous.
Some armchair admirals dismiss the Turbulent, citing its com-
paratively inefficient energy weapon transfer systems and deriding its
antiquated internal communication network of brass vacuum pipes and
electric lights. However such mockery is best done behind closed doors,
as several senior admirals have served aboard these feisty ships
Hull: 40 Armour: 20
Speed: 7 Maneuver: +18
Detection: +15 Turret: 1
Space: 42 SP Cost: 42
Weapon
2 Dorsal
Mounts:
Special:
Fiery Temperament: For some reason, the plasma drives on a Turbulent tend
to burn hotter than on comparable vessels. Though this isn’t enough to compen-
sate for the added mass, it does give more power. Any plasma drive installed on
a Turbulent has its Power Generated increased by +2.

Antiquated Communications: All Command Tests on a Turbulent suffer a -5


penalty.
8.3.5 - Light Cruiser Hulls
Light cruisers are the eyes and ears of the Battlefleet. Smaller and faster than true cruisers, light cruisers have the massive fuel and supply reserves
for deep void patrols. These may last for years, even decades, and thus light cruiser commanders must be independent-minded and self-reliant. Light
cruisers are also used as the fl gships of small squadrons of frigates and destroyers tasked with escorting convoys or hunting pirates.
A light cruiser’s design is usually balanced between combat and endurance. They have the advantage of being only slightly slower and less
manoeuvrable than a frigate, while mounting a capital ship’s armament. This is accomplished, however, by giving the light cruiser substantially less
armour and reinforced interior bulkheads than a proper cruiser. In short, light cruisers are faster and more manoeuvrable than standard cruisers, but
much more fragile.
For a wealthy Rogue Trader, a light cruiser may seem attractive. However, there are several hurdles he will have to overcome. Capital wars-
hips are substantially rarer than frigates, raiders, or transports, and are usually only found in the Imperial Battlefleet. Even if a Rogue Trader is able
to procure one, the advanced technologies and arcane knowledge required to maintain such vessels is rare, often only found in naval yards and forge
worlds. Finally, light cruisers are built as warships, and converting them to other uses can be difficult.
If a Rogue Trader has the resources to overcome these issues, however, he’ll find himself at the helm of a ship perfect for exploration or
war, with few equals in Imperial space.

Dauntless-class Light Cruiser Defiant-class Light Cruiser


Dimensions: 4.5 km long, 0.5 km abeam at fins approx. Dimensions: 3.8 km long, 0.5 km abeam at fins approx.
Mass: 20 megatonnes approx. Mass: 22 megatonnes approx.
Crew: 65000 crew, approx. Crew: 61,500 crew, approx, 6,100 pilots and support staff, approx.
Accel: 4.3 gravities max sustainable acceleration Accel: 3.8 Gravities max sustainable acceleration
Light, scouting cruisers are the eyes and ears of Imperial fleets. They A rarer carrier variant of the Endeavour, the Defiant is rarely utilised on
carry enough fuel and supplies for patrols that last months or even years, its own in the Imperial Navy, as its typical weapons fit leaves it vulnerab-
and enough firepower to dispatch any smaller vessels foolish enough to le to direct attack and totally reliant upon its relatively small number of
close with them. The Dauntless is popular because it combines the ma- Furies and Starhawks to defend it.
noeuvrability of a frigate with a daunting forward lance armament. A few of these craft have made it into the hands of some richer
Hull: 60 Armour: 18 Rogue Trader dynasties, where they are often utilised as a versatile
“second ship,” a supplementary support vessel used to fill gaps in the
Speed: 7 Maneuver: +15 capabilities of the Trader’s primary flagship.
Detection: +20 Turret: 1 Hull: 60 Armour: 19
Space: 60 SP Cost: 50 Speed: 6 Maneuver: +10
Weapon Detection: +15 Turret: 2
1 Prow, 1 Port. 1 Starboard
Mounts:
Space: 55 SP Cost: 58
Special:
1 Port, 1 Starboard, 1 Prow
- Weapon
(1 Port and 1 Starboard slot are pre-equipped with
Mounts:
components)
Endeavour-class Light Cruiser Special:
Dimensions: 3.8 km long,0.5 km abeam at fins approx. Carrier: The Defiant-class light cruiser comes pre-equipped with two Jovi-
Mass: 22 megatonnes approx. an-class Launch Bay Components, which may not be removed. The hull’s
Crew: 67,500 crew, approx. space has already been reduced to account for this; however, when the ship is
Accel: 3.9 gravities max sustainable acceleration. constructed it must be able to provide 1 Power to each Component (2 in total).
A design from the famous Forge World Voss, the Endeavour-class light
cruiser has a markedly different mission profile to the Dauntless. Given
its relatively slow speed and heavier armour, the Endeavour is typically
used as a stopgap ship of the line, convoy flagship or battleship escort
in gigantic set-piece naval battles. Many routine patrols consist of an
Endeavour accompanied by a pair of frigates. Endeavour captains must
be careful not to bite off more than they can chew, for the ship lacks the
firepower of a true cruiser, yet often finds itself in confrontations better
suited to vessels of that type.
Hull: 60 Armour: 20
Speed: 6 Maneuver: +0
Detection: +15 Turret: 2
Space: 58 SP Cost: 57
Weapon 1 Port, 1 Starboard, 1 Prow
Mounts: (1 Prow slot is pre-equipped with a component)
Special:
Torpedo Specialist: One of the Endeavor’s Prow weapon slots is occupied by
a Gryphone-pattern Torpedo Tube Component. This Component may not be
removed. The space required is already taken into account, but when this ship is
constructed, it must provide 1 Power to this Component.

8.3 Voidship Hulls - 603


Minerva-class Monitor-Cruiser Ares-class Monitor-Cruiser
Dimensions: 4.2 km long, .5 km abeam at fins Dimensions: 4.3 km long, .5 km abeam at fins
Mass: 20.9 megatons Mass: 24 megatonnes
Crew: 60,000 crew approx. Crew: 50000 crew, approx.
Accel: 6 gravities max sustainable acceleration Accel: 3.9 gravities max. sustainable acceleration
The Adeptus Mechanicus, being an entity that exists more alongside than Ares-class vessels are a modification of the Minerva-class hull schemata
as a part of the Imperium, maintains its own armies and warships. These that are, instead of for exploration, constructed solely for combat. Lar-
fight alongside the Imperial Guard and Navy in times of war, but as many gely these ships fulfill the role of escorts for Mechanicus interests, provi-
Magi are quick to point out, they do so as allies, not vassals. ding protective strength for Explorator fleets, or else added firepower for
The primary role of the Mechanicus’ fleets are exploration, not battlefleets of the Mechanicus.
combat, however. Explorator fleets traverse the galaxy, looking for lost While not a true cruiser these vessels are definitely construc-
archeotech and ancient relics of the Dark Age of Technology. The Miner- ted with such a mindset, as they bristle with weaponry and can easily
va-class is an eminent example of vessels that constitute such fleets. The overwhelm voidships of comparative class, and indeed take much
design differs from many light cruisers, with an emphasis on long-ranged punishment in return. The Magi who devised the class millennia ago used
detection and endurance rather than speed and manoeuvrability. now unknown techniques to allow the ship to be outfitted with weapons
Hull: 60 Armour: 18 and void shield generatora well above what would be expected of a light
cruiser.
Speed: 5 Maneuver: +12
Hull: 65 Armour: 20
Detection: +20 Turret: 1
Speed: 5 Maneuver: +5
Space: 58 SP Cost: 55
Detection: +15 Turret: 2
Weapon
1 Prow, 1 Port, 1 Starboard Space: 58 SP Cost: 58
Mounts:
Special: Weapon
1 Prow, 1 Dorsal, 1 Port, 1 Starboard
Mounts:
Long-Range Surveyor: The Minerva is outfitted for explorator duties, and to Special:
facilitate that it has an integral Extended Supply Vaults Component. This Com-
ponent may not be removed. The space required is already taken into account, Outfitted For War: The Ares is designed solely for combat, and in anticipa-
but when this ship is constructed, it must provide 1 Power to this Component. tion of this her masters have equipped her with the heavy power couplings and
projection arrays required to maintain multiple void shields. The Ares can use
‘cruiser only’ Components.

8.3 Voidship Hulls - 604


8.3.6 - Cruiser Hulls
A cruiser is a warship through and through. These are the ships of the line of Battlefleets, the heavy-hitters that fight major naval engagements. These
ships are rare—building one takes centuries if not longer, and requires knowledge and technology from mankind’s golden age now only known to the
most powerful tech-magos. However, each vessel—often five or more kilometres long—carries the firepower to burn planets. They are designed to
win wars, and the Imperial Navy guards them zealously.
Cruisers carry large banks of weapons and are heavily armoured. They have huge engines, but due to their size, their speed and manoeuv-
ring is not spectacular. This is good for a cruiser’s smaller opponents, since their only chance against these behemoths is to flee. Indeed, cruiser
designers expect their craft will most often fight other cruisers, and will mount powerful weapons designed specifically to slay these ships.

Lunar-class Cruiser Tyrant-class Cruiser


Dimensions: 5 km long, 0.8 km abeam at fins approx. Dimensions: 5 km long, .8 km abeam at fins
Mass: 28 megatonnes approx. Mass: 27.2 megatons
Crew: 95,000 crew, approx. Crew: 90,000 crew, approx.
Accel: 2.5 gravities max sustainable acceleration Accel: 2.4 gravities max. sustainable acceleration
The Lunar-class cruiser makes up the backbone of many a Battlefleet. Its The Tyrant’s design was designed at the end of the 38th millennium
(relatively) uncomplicated design dates back to the dawn of the Impe- around the principles of superfired plasma weaponry. In the attempt to
rium, and it can be constructed at worlds normally unable to build a ship give the Imperial Navy a warship with a powerful, long-range macrobat-
of the line. Its variety of weapons batteries, lances, and torpedoes make it tery broadside, the Tyrant was developed.
both a versatile combatant and dangerous foe. Early versions mixed short and long-ranged plasma macroweapons, in
Hull: 70 Armour: 20 an effort to reduce total power draw on the ship’s reactors. However, the
firepower at long range was unspectacular enough that the Navy began
Speed: 5 Maneuver: +10 retrofitting Tyrants with longer ranged weaponry recovered from space
Detection: +10 Turret: 2 hulks or disabled renegade warships, in order to boost range without
Space: 75 SP Cost: 60 boosting power draw.
Weapon Hull: 70 Armour: 20
1 Prow, 2 Port, 2 Starboard
Mounts: Speed: 5 Maneuver: +10
Special: Detection: +10 Turret: 2
- Space: 77 SP Cost: 61
Weapon
1 Prow, 2 Port, 2 Starboard
Dictator-class Cruiser Mounts:
Dimensions: 5.1 km long, 0.8km abeam at fins approx. Special:
Mass: 29 megatonnes approx. Plasma Conveyance Modules: If a plasma based macrocannon is mounted
Crew: 85,000 crew, 15,000 pilots and support personnel, approx. on the Tyrant it gains the Turboweapon Batteries Upgrade automatically. The
Accel: 2.5 gravities max sustainable acceleration. Craftsmanship of the Turboweapon Batteries Upgrade is equal to that of the
The first Dictator-class cruisers were retrofitted from heavily damaged macrocannon it is upgrading.
Lunars, with the aft lance decks replaced entirely by heavy launch bays
for large squadrons of Fury-class starfighters and Starhawk bombers,
though this eventually became it’s own sanctified pattern. Ambition-class Cruiser
The Dictator is a popular naval choice as a flagship for long Dimensions: 4.9 km long, 2 km abeam at fins approx.
range anti-piracy patrols, as its launch bays give it a significant degree Mass: 25 megatonnes approx.
of strategic flexibility, and the ability to pursue and persecute renegades, Crew: 89,000 crew, approx.
wherever they might hide. Accel: 3 gravities max sustainable acceleration.
The Imperial Navy is by far the most important of warships in the Im-
Hull: 60 Armour: 19 perium. The economies of entire sub sectors are devoted to supporting
Speed: 6 Maneuver: +10 the manufacture and supply of these mighty craft, principally in regions
Detection: +15 Turret: 2 which serve the Forge Worlds. It is extremely rare, but not impossible for
private customers to have the resources to purchase a whole new cruiser
Space: 55 SP Cost: 58
outright.
2 Port, 2 Starboard, 1 Prow Some commentators have observed that as such these ships are
Weapon
(1 Port and 1 Starboard slot are pre-equipped with likely to be somewhat more brittle than many “true” cruisers, but most
Mounts:
components) Rogue Traders are prepared to sacrifice this for the prestige of owning
Special: such a noble and exclusive craft.
Carrier: The Dictator-class cruiser comes pre-equipped with two Jovian-class Hull: 65 Armour: 17
Launch Bay Components, which may not be removed. The hull’s space has Speed: 6 Maneuver: +12
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). Detection: +15 Turret: 2
Space: 75 SP Cost: 55
Weapon
1 Prow, 2 Port, 2 Starboard
Mounts:
Special:
-
8.3 Voidship Hulls - 605
8.3.7 - Grand Cruiser Hulls
Grand cruisers are vastly powerful and archaic warships, remnants of a more technologically advanced era of Imperial history. Only battleships carry
heavier armour or wield more firepower. These vessels were once the core of battlefleet squadrons, tough warships designed for concerted broadside
actions and punishing void-duels.
Now few in number, they are in many ways relics of a bygone age. Very few grand cruisers have been constructed in recent millennia, the
entire concept having fallen out of favour in many battlefleets. Their revolutionary and highly sophisticated warp and realspace engine designs are
now poorly understood, leading to many well publicised disasters and warp calamities. Indeed, the fleets of the arch-enemy contain the reinvigorated
hulks of many formerly proud Imperial grand cruisers lost in the warp due to the gradual dilution of the sacred knowledge needed to render these
imposing ships safe.
Regarded by many suspicious senior staff officers in the Imperial Navy as dangerous, temperamental, and constructed using dubious and
possibly heretical technologies, the surviving grand cruisers of the 41st millennium are largely relegated to the reserve fleets. These are motley col-
lections of outdated and mothballed antique warships, held cold and silent in orbit around munitorium depot worlds, ready for one last call to arms.
Repulsive-class Grand Cruiser Avenger-class Grand Cruiser
Dimensions: 7.4km long, 1.5km abeam at fins approx. Dimensions: 7.5 km long, 1.8 km abeam at fins approx.
Mass: 39 megatonnes approx. Mass: 40 megatonnes approx.
Crew: 134,000 crew, approx. Crew: 141,000 crew, approx.
Accel: 2.4 gravities max sustainable acceleration. Accel: 2.2 gravities max sustainable acceleration.
In the superstitious and hidebound realm of Imperial starship construc- In many ways the archetypal grand cruiser, the Avenger class is a mas-
tion, entire classes of vessel can come to be regarded as cursed since the sively potent and brutally simple ship that mounts colossal close-ranged
design stage. Spacefarers mutter that these ships are star-crossed, prone macrobatteries in broadsides that run for kilometres along its flanks.
to dragging entire crews with them into the warp at a moment’s notice, While regarded as unusually reliable and faithful for grand cruisers, the
there to leave them starving or bedevilled, until the ship re-emerges in Avengers are now amongst the rarest of their class.
the eye of terror, ready to serve the twisted lords of Chaos. Hull: 90 Armour: 21
This dark reputation has followed the grand cruisers of the
Repulsive-class since their inception in the Imperium’s early days. A Speed: 5 Maneuver: +5
disturbingly large number of the Repulsives (their original name of “Co- Detection: +10 Turret: 3
ronis” being largely lost to antiquity) have turned traitor or been captured Space: 90 SP Cost: 70
into the arch-enemy’s service since the class became operational—so
many that some have forgotten the ships were originally constructed in Weapon
3 Port, 3 Starboard
the Emperor’s service. Mounts:
This is a tragedy indeed for the Imperium, for these are Special:
graceful and powerful spacecraft, with a radically different weapons fit Grand Cruiser: This ship can use “cruiser only” Components
from all other grand cruisers, fully realising the ancient doctrine of a fast
and manoeuvrable heavy warship. Their design cannot be duplicated,
as the secrets of constructing powerful enough plasma drives has since Exorcist-class Grand Cruiser
been lost. Only a handful of these ship hulls remain uncorrupted, and Dimensions: 7.3 km long, 1.1 km abeam at fins approx.
these are either mothballed, sealed, and guarded in the Reserve Fleets of Mass: 37 megatonnes approx.
the various Segmentum Fortresses, or else under the command of certain Crew: 112,000 crew, approx.
Rogue Traders. Accel: 1.99 gravities max sustainable acceleration.
The Exorcist was originally developed for long range patrols, capable of
Hull: 85 Armour: 19
extended self sufficiency. Operating with a handful of escorts, Exorcists
Speed: 5 Maneuver: +5 brought the flag to far-flung corners of the galaxy. However, over the
Detection: +10 Turret: 3 millennia the Exorcist has been replaced by ships such as the Mars
Space: SP Cost: battlecruiser, though some were kept on in reserve fleets or requisitioned
90 69
for long patrols.
Weapon This falling out of favour has meant that many Exorcists have
1 Prow, 1 Dorsal, 2 Port, 2 Starboard
Mounts: ended up in the hands of Rogue Traders, who find their self sufficiency
Special: and large hanger bays quite useful for their needs.
Grand Cruiser: This ship can use “cruiser only” Components Hull: 85 Armour: 20

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.

Overlord-class Battlecruiser Armageddon-class Battlecruiser


Dimensions: 5.3km long,0.85 km abeam at fins approx. Dimensions: 5 km long, 0.8 km abeam at fins approx.
Mass: 31 megatonnes approx. Mass: 30 megatonnes approx.
Crew: 100,000 crew, approx. Crew: 98,500 crew, approx.
Accel: 2.4 gravities max sustainable acceleration. Accel: 2.5 gravities max sustainable acceleration.
A successful early illustration of how workable the battlecruiser concept The Armageddon class is a relatively recent innovation within the Im-
can be, the Overlord is as fine an example of a pure warship as can be perial Navy. They are constructed from the hulks of ruined Lunar-class
found. Most Rogue Traders find the ship is poorly suited to anything cruisers, upgunned, upgraded and recommissioned into battle anew. The
other than combat, as its enormous weapons systems place a colossal Lunar class is ubiquitous amongst all Segmentum fleets, and frequently
strain upon the plasma drive. Some Rogue Traders strip out the extensive involved in shattering conflicts, so the opportunity to construct these bat-
macrobatteries, freeing up space for other Components, but others regard tlecruisers arises often. Given their extensively redesigned power relays
this as a foolish and blinkered waste of some of the most elegantly desig- and enhanced weapon systems, they are more demanding in terms of
ned and lethally effective weapons systems in the galaxy. manpower and resources than the Lunar class, and so are rarely construc-
Manufactured in the vast orbital shipyards of Cypra Mundi (as ted from scratch, but hard-pressed battlefleets are quick to utilise them
well as at other shipyards in lesser numbers), the Overlord is a difficult where they are available. Given their large crews and the fact that Lu-
vessel to construct, but faithful and fierce in its service to mankind. It nar-class hulls were never really designed to carry such heavy weaponry,
does not waste space on massive attack craft hangers or the temperamen- Armageddons are surprisingly cramped and uncomfortable vessels for
tal nova cannon. Instead, most designs use powerful long-range macro- their size, making them poorly suited for long-term exploration—but few
batteries and lance turrets, backed by prow torpedo tubes. This simple, can argue with the raw firepower they bring to bear.
proven, and effective weaponry plays to the strengths of Imperial Navy Hull: 70 Armour: 20
tactics and Imperial technology. The design is an ancient but successful
one, and new examples of the class are still commissioned every decade Speed: 5 Maneuver: +10
or so. Detection: +10 Turret: 2
Hull: 70 Armour: 20 Space: 73 SP Cost: 63
Speed: 5 Maneuver: +10 Weapon
1 Prow, 1 Dorsal, 2 Port, 2 Starboard
Detection: +10 Turret: 2 Mounts:

Space: 78 SP Cost: 64 Special:


Battlecruiser: This ship can use “cruisers only” Components
Weapon
1 Prow, 1 Dorsal, 2 Port, 2 Starboard
Mounts: Cramped: The corridors of Armageddon-class battlecruisers are lined with
Special: power relays for the massive weapons systems which must be replaced often.
These cabling systems clog the ship’s passageways like arterial plaque, con-
Battlecruiser: This ship can use “cruisers only” Components
suming space that would otherwise be used for vital supplies. Even extensive
redesigns cannot resolve these issues. Reduce the ship’s Supplies Characteristic
to 84.

8.3 Voidship Hulls - 607


Mars-class Battlecruiser Chalice-class Battlecruiser
Dimensions: 5.4km long,0.85 km abeam at fins approx. Dimensions: 5.1 km long,0.8 km abeam at fins approx.
Mass: 33 megatonnes approx. Mass: 29 megatonnes approx.
Crew: 107,000 crew, approx. Crew: 98,200 crew, approx.
Accel: 2.3 gravities max sustainable acceleration. Accel: 3.4 gravities max sustainable acceleration.
The Mars class was originally envisioned as an “all rounder” battlecrui- The Chalice class was a bold but not entirely successful attempt to
ser, capable of dealing with virtually any combat scenario. Equipped further develop the concept of the battlecruiser. It is unique to Battlefleet
with powerful weapons batteries, launch bays, dorsal lances, and a Nova Calixis, as it was designed within the Sector. The theory seemed sound:
Cannon, the Mars had a diverse weapon load. However, it fell foul of a fast heavy cruiser, with light armour and powerful weapons that could
changing military philosophies within the Imperial Navy. The Martian outrun and outmanoeuvre anything it could not immediately destroy.
shipyards discontinued production of the warships more than two millen- During the bleak middle years of the Angevin Crusade, much
nia ago, and since then few shipyards continue to build this battlecruiser was made by Imperial propagandists of the new, locally manufactured
in limited numbers. “super-cruisers” planned to roll up the numerous xenos and heretic em-
However, the Mars remains popular amongst many in the Im- pires arrayed against the Emperor’s forces. Even though they only came
perium. The warship is an extremely versatile combatant, able to handle into service as the crusade ended, hopes for these vessels were immense.
a wide variety of combat situations. In addition, many captains appreciate Early Chalice-class captains were lauded as glamorous, swashbuckling
the combination of Nova Cannon and attack craft squadrons, as it allows adventurers in endless vox reels and data plays.
them to pound their foes at range without closing within an opponent’s Sadly, the vessels failed to live up to expectations. Two of the
guns. Several frontier battlefleets make extensive use of the Mars as a original Chalice class battlecruisers were destroyed during an engage-
squadron command vessel. ment with unknown xenos forces in the Hazeroth Abyss in 123.M40, and
Despite their scarcity, these ships are in many ways the perfect others lost to accident or fleet engagements over the next millennia. Due
Rogue Trader vessel, offering withering firepower and extensive launch to an active Inquisitorial campaign to conceal these military setbacks,
bays for any operation. Their only drawback is that the design of the theseships remain admired amongst the ignorant general Imperial public,
Mars precludes many refits—the hanger bays and Nova Cannon mounts who believe these ships are the iron core of Battlefleet Calixis. However,
are impossible to remove without scrapping the entire vessel. these sleek and beautiful warships, while fast and well armed, have a
20 glass jaw, and a disconcerting tendency to rupture plasma conduits under
Hull: 70 Armour: sustained assault.
(24 on Prow)
Speed: 5 Maneuver: +10 Hull: 70 Armour: 19
Detection: +10 Turret: 2 Speed: 6 Maneuver: +10
Space: 54 SP Cost: 71 Detection: +10 Turret: 2
1 Prow, 1 Dorsal, 2 Port, 2 Starboard Space: 75 SP Cost: 63
Weapon
(1 Prow, 1 Port, and 1 Starboard slot are pre-equip- Weapon
Mounts: 1 Prow, 1 Dorsal, 2 Port, 2 Starboard
ped with components) Mounts:
Special: Special:
Battlecruiser: This ship can use “cruisers only” Components Battlecruiser: This ship can use “cruisers only” Components

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.

Inherent Warship: The Mars-class battlecruiser comes pre-equipped with one


Mars-pattern Nova Cannon Component occupying its prow weapon capacity
slot, and one Armoured Prow Component. These Components may not be re-
moved. The hull’s space has already been reduced to account for this; however,
when the ship is constructed it must be able to provide 3 Power to the Nova
Cannon.

8.3 Voidship Hulls - 608


8.4 Voidship Components
Components come in an unimaginable assortment of forms, patterns, and even functions. Standard patterns certainly exist, but over the vastness of
the galaxy there are many “local variants” and that is aside from the fine-tuning done by crewmen and enginseers to enure that the component contin-
ues functioning at it’s highest capacity. This unimaginable variety, alongside the great durability of Imperial technology is a gift and a curse, as any
given sector is able to refit the ships of its Battlefleets within it’s borders, but going beyond that, or ending up in a backwater between sectors could
mean that parts and whole components are of strange varieties not known or understood by those who normally service the vessel.
While attempting to catalogue the sheer variety of possible components and regional variants thereof would be utter folly, this section
attempts to make an ample selection of parts available to the GM and players alike. Though the GM will have final say on what is available at any
given port this list should give an ample amount of suggestions, and inventing further patterns is certainly encouraged to give wherever the players
might find themselves a unique feeling.

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.

Void Shields Sensors


Void shields create barriers of energy around a starship. The weaker Sight is of little use when dealing with the vast distances of the void.
versions on transports exist mainly to deflect celestial debris, while a Auspexes, grav-detectors, and auger arrays can spy the reflected light
military vessel’s void shield is strong enough to absorb incoming fire. from a tumbling asteroid—or heat from an enemy vessel—thousands or
even millions of kilometres away. More advanced sensors can even spot
Gellar Field the warp-wake of a vessel traversing the Immaterium.
Though a void shield protects a starship in space, it is of no use against
the nightmarish inhabitants of the warp. For that, a warp-capable ship
requires a Gellar Field. This technology has existed since long before the
Age of Strife, and creates a bubble of normalcy in that realm of chaos,
and makes sure its creatures stay outside the hull.

8.4 Voidship Components - 609


Supplemental Components
Though they are not needed for a ship to exist, many Supplemental Components are vital for a starship’s operations and even survival. There are
many different types of Supplemental Components, aiding in everything from combat to cargo transport. Some of the more common types are
weapons, passenger compartments, armour, plating, cargo holds, and the distinctive armoured prows of Imperial warships, made up of 30 metres of
adamantium or more.

Weapon Components Cargo Holds & Passenger Compartments


The great weapons of voidships are beyond anything any terrestrial Encompassing crude jail cells, luxury quarters, cargo holds, as well as
vehicle could hope to bear, much less any single individual could carry. accomodations for soldiers or pilgrims, this category of Components
The destructive power of these weapons is nearly without compare, and is dedicated to spaces for hauling cargo, storage, or moving people (in
their reach equally so. varying levels of comfort).

Macrocannons Augments & Enhancements


Some macrocannons propel enormous, hab-sized projectiles with explo- These Components are universally systems that boost the functions of a
sive payloads, while others send more advanced forms of prjectile death voidship, improving its characteristics, or else providing a benefit to its
unto far off foes, in forms such as plasma or electro-magnetic pulses. abilities in some fashion.

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.

Boarding Ramps Xenotech


Archaic, but brutally effective “weapons” these allowing a ship to rapidly While the technology of the alien is to be abhorred, some are less
assault an enemy, performing a boarding action on their terms. These observant of such edicts, in favour of the power that such tech-heresy
extending bridges drill into the enemy ship to deliver teams of assault can bring them. Components labelled (Xenotech) or in the Xenotech
warriors right into the halls of the adversary’s ship. Components section are works wrought by xeno hands, and many would
be leery of those who incorporate such heresy willingly into their ships.
Nova Cannon
Easily the most powerful weapon mounted on voidships, a nova cannon
fires a tremendous shell enormous distances before it implodes violently,
causing ship-destroying, catastrophic damage to anything it is aimed at.

8.4 Voidship Components - 610


8.4.1 - Plasma Drives Lathe Pattern Class 1 Drive
The STC standard drive for transports has been extended to provide
A plasma drive does more than move a ship. It also provides power to all
additional power in exchange for less available space.
of a ship’s other systems—the vessel’s fiery heart.

Jovian Pattern Class 1 Drive Lathe-pattern Class 2a “Sprint Trader” Drive


The STC standard drive for transports, compact but underpowered. The Lathes have long advocated increasing the size and power of a drive
in exchange for space. The mis-named “Sprint Trader” Drive (it can be
equipped on most smaller vessels), takes that philosophy to an extreme.
Jovian Pattern Class 2 Drive
Oversized Engines: Increase the starship’s Manoeuvrability
The STC standard drive for escort-grade warships.
by +3, and Speed by +1.
Jovian Pattern Class 3 Drive
The STC standard drive for smaller capital-grade warships.
Lathe-pattern Class 2b “Escort” Drive
The success of the “Sprint Trader” Drive has resulted in similar modifica-
tions to the drives of military vessels.
Jovian Pattern Class 4 Drive Oversized Engines: Increase the starship’s Manoeuvrability
The STC standard drive for cruiser-grade warships by +3, and Speed by +1.

Jovian-pattern Class 4.5 “Warcruiser” Drive Saturnine-pattern Class 4a “Ultra” Drive


The Jovian shipyards produce this STC drive sparingly, reserving it for The popularity of the battlecruiser concept led to a general acceptance
warships that need to meet the extreme power draw of extensive lance that it was theoretically possible to overload the hulls of existing cruisers
armaments. with weaponry capable of challenging the grand cruisers of previous
millennia. The existing power-generating systems of most cruisers were
Jovian-pattern Class 8.1 Drive simply not capable of supporting the immense demands of such upgraded
The “Class 8” drives produced by the Jovian shipyards are a constructed systems, so cunningly redesigned plasma drives capable of being mount-
from an incomplete STC discovered less than a millennia ago. Although ed within the confines of existing cruiser hulls were created by the adepts
they burn cooler than other Jovian drives, they are far more robust, able of Mars. These engines are now revered by many magi as the pinnacle of
to absorb crippling damage without performance loss. These engines human technological achievement.
are typically reserved for military vessels, and the 8.1 is designed for
frigates. Saturnine-pattern Class 5 Drive
Reliable Construction: If this Component becomes damaged, For over 10,000 years, the grand cruisers of the Imperial Navy have tra-
depressurized, or suffers a Critical Hit (including a 4 or 6 result versed the stars in stately majesty, huge and powerful vessels lined with
on the chart), roll 1d10. On a 4 or higher, the effect is ignored. banks of heavy weapons capable of destroying small moons. The power
demands of these regal craft are immense, necessitating gigantic engine
Jovian-pattern Class 8.2 Drive rooms larger than whole transport ships. These drives are not spaceeffi-
Second in the “Class 8” series of drives produced by the Jovian shipyards cient, but generate more pure power than anything save the engines of
the 8.2 is designed for light cruisers. the mighty battleships.
Reliable Construction: If this Component becomes damaged, depres-
surized, or suffers a Critical Hit (including a 4 or 6 result on the chart), Segrazian “Viperdrive” Pirate Engine
roll 1d10. On a 4 or higher, the effect is ignored. A blatant copy of the Mezoan theta-7 drive, created by the lawless tech-
guilds of Segrazia in the Skardian Reaches near the on the outer reaches
Jovian-pattern Class 8.3 Drive of the Calixis Sector, this design trades on the reputation of the fast Viper
Third in the “Class 8” series of drives produced by the Jovian shipyards class scout sloop. The engine is popular with reavers who value pure
the 8.3 is designed for cruisers. speed for extended stern chases and the evasion of naval patrols. Certain
Reliable Construction: If this Component becomes damaged, depres- Rogue Traders have also (perhaps unwisely) fitted these temperamental
surized, or suffers a Critical Hit (including a 4 or 6 result on the chart), drives to their frigates.
roll 1d10. On a 4 or higher, the effect is ignored Overcharged Engines: Increase the Ship’s speed by +2 and Manoeu-
vrability by +5
Jovian-pattern Class 8.4 Drive Fragile Engines: Any hits to the finely-balanced plasma drives are likely
Fourth in the “Class 8” series of drives produced by the Jovian shipyards to incapacitate the entire ship. If an Engines Crippled result is rolled on
the 8.4 is designed for grand cruisers. It is rarely produced due to the lack the Critical Hits table always treat the engines as wrecked, as if an 8-10
of new grand cruisers in the Imperium. had subsequently been rolled.
Reliable Construction: If this Component becomes damaged, depres-
surized, 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.

8.4 Voidship Components - 611


Plasma Drives Summary
Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
Jovian-pattern Class - Power
Transports 35 Generated 8 -
1 Drive (Scarce) (-10)
Jovian-pattern Class - Power
Raiders, Frigates 40 Generated 10 -
2 Drive (Scarce) (-10)
Jovian-pattern Class - Power
Light Cruisers 60 Generated 12 -
3 Drive (Scarce) (-10)
Jovian-pattern Class Conveyors, - Power
75 Generated 14 -
4 Drive Cruisers (Scarce) (-10)
2 Power
Jovian-pattern Class Light Cruisers 65 generated 14
(Very Rare)
-
(-10)
4.5 “Warcruiser”
2 Power
Drive Cruisers 85 Generated 17
(Very Rare) (-10)
Reliable Construction: If this Component beco-
mes Damaged, Depressurized, or suffers a Critical
Jovian-pattern Class 1 Power
Frigates 44 generated 11 Hit (including a 4 or 6 result on the Voidship Criti-
8.1 Drive (Rare)
cal Damage chart), roll 1d10. On a 4 or higher, the
(-10)
effect is ignored.
Reliable Construction: If this Component beco-
mes Damaged, Depressurized, or suffers a Critical
Jovian-pattern Class 1 Power
Light Cruisers 59 Generated 13 Hit (including a 4 or 6 result on the Voidship Criti-
8.2 Drive (Rare)
cal Damage chart), roll 1d10. On a 4 or higher, the
(-10)
effect is ignored.
Reliable Construction: If this Component beco-
mes Damaged, Depressurized, or suffers a Critical
Jovian-pattern Class Conveyors, 1 Power
74 Generated 15 Hit (including a 4 or 6 result on the Voidship Criti-
8.3 Drive Cruisers (Rare)
cal Damage chart), roll 1d10. On a 4 or higher, the
(-10)
effect is ignored.
Reliable Construction: If this Component beco-
mes Damaged, Depressurized, or suffers a Critical
Jovian-pattern Class 1 Power
Grand Cruisers 93 Generated 20 Hit (including a 4 or 6 result on the Voidship Criti-
8.4 Drive (Rare)
cal Damage chart), roll 1d10. On a 4 or higher, the
(-10)
effect is ignored.
Lathe-pattern Class 1 Power
Transports 40 Generated 12 -
1 Drive (Rare) (-10)
Lathe-pattern Class
2 Oversized Engines: Increase the voidship’s Power
2a "Sprint Trader" Transports 40 Generated 14
(Very Rare) Manoeuvrability by +3, and Speed by +1 (-10)
Drive
2 Oversized Engines: Increase the voidship’s Power
Raiders 42 Generated 10
Lathe-pattern Class (Very Rare) Manoeuvrability by +3, and Speed by +1 (-10)
2b "Escort" Drive 2 Power
Frigates 47 Generated 14
(Very Rare) (-10)
Saturnine-pattern
- Power
Class 4A “Ultra” Battlecruisers 90 Generated 14 -
(Scarce) (-10)
Drive
Saturnine-pattern - Power
Grand Cruisers 95 Generated 18 -
Class 5 Drive (Scarce) (-10)

2 Overcharged Engines: Increase the Ship’s Speed Power


Raiders 40 Generated 12 by +2 and Manoeuvrability by +5
(Very Rare) (-10)

Fragile Engines: Any hits to the finely-balanced


Segrazian-pattern
plasma drives are likely to incapacitate the entire
“Viper” Drive ship. If an Engines Crippled result is rolled on
2 the Critical Hits table always treat the engines Power
Frigates 45 Generated 16
(Very Rare) as wrecked, as if an 8-10 had subsequently been (-10)
rolled.

8.4 Voidship Components - 612


8.4.2 - Warp Engines Albanov 1 Warp Engine
For some vessels, a safe journey is far more important than
The warp drive rips a vessel from the material world and hurls it into the
a timely one. The risks of warp travel are astronomical, and
warp, allowing it to cross vast distances in a heartbeat, but exposing it to
anything that can offset those risks can be of tremendous
the dangers of the immaterium.
value because Ships and their cargo are phenomenally
expensive assets. Conversely, just supplying a ship is a costly
Strelov 1 Warp Engine undertaking. The longer the journey, the greater the profit
Allows the vessel to enter and remain in the immaterium. margin must be in order to offset the costs in maintenance,
supplies, and crew.
Strelov 2 Warp Engine Ride the Shallows: Double the base travel time for a journey through the
Allows the vessel to enter and remain in the immaterium. Immaterium. It may be further modified by the results of the Navigation
(Warp) Test.
Markov 1 Warp Engine Steady as She Goes: Add a +20 bonus, to any rolls made on Warp Travel
The Markov series of warp engines is designed to propel smaller Encounters on a Successful Navigate (Warp) Test (usually cause by
courier vessels more quickly through the Immaterium. rolling doubles on the Test).
Overcharged: Reduce the base travel time for a journey through the Quiet Entrance: When leaving the warp, the vessel has ample time to
Immaterium by 1d5 weeks. It may be further modified by the results of accurately position itself. Any tests the Navigator makes for re-entry gain
the Navigation (Warp) Test. a +10 bonus.

Markov 2 Warp Engine Klenova Class M Warp Engine


The Markov 2 was adapted to decrease the travel times of light This variant on the warp engine was designed for vessels following well
cruisers. However, certain problems with up-scaling the design established routes through the Immaterium between relatively nearby
led to decreased effectiveness compared to the Markov 1. systems, and for three centuries the Kormisoshi Shipyards installed a
Overcharged: Reduce the base travel time for a journey through the small number of the engines in select starships. The design intent was for
Immaterium by 1d10 days. It may be further modified by the results of these ships to travel without a Navigator. The Navis Nobilite has lodged
the Navigation (Warp) Test. many formal complaints against the use of these designs, but due to their
limitations, and the speed of Imperial bureaucracy, they remain in (very
Miloslav H-616.b Warp Engine rare) use. Adopting one of these warp engines is sure to bring the wrath
Many ancient vessels, particularly cruisers, heavy cruisers and of the Navis Nobilite upon the user
grand cruisers of the early Imperium utilised a variety of highly ad- Blind Trust: Vessels equipped with this Warp Drive can only ride the
vanced experimental technologies. Many of these technological advances currents of the warp to follow a calculated jump. Multiple redundant co-
have since been discredited in the eyes of the adepts of Mars, and are gitation systems aid in finding safe passage. However, the systems requi-
now regarded as unreliable and prone to catastrophic malfunction. The red for a Navigator to interface with the Warp Engine are not present.
H-616.b warp engine sits on the border of such suspect designs, not quite Mysteries of the Warp: No warp assessment is possible, so the dangers
heretical, but somehow tainted with the scent of the profane. Capable of of the Immaterium are increased. When using this system, the vessel
great speed during warp transits, the engine is notably less secure than must make a daily reduction of Morale on a Successful Navigate (Warp)
later designs, more prone to attract hostile warp entities and generate Test, and a daily reduction of Morale and Population on a failed Test.
dissonant warp currents capable of swamping the entire ship. Static System: The Klenova Warp Engine is not compatible with a Na-
Haste of the Damned: Reduce the duration of all warp passages by half. vigator’s Powers or any Components or other systems that modify warp
However, the voidship suffers Morale loss (and Population Loss on a travel.
failed Navigate (Warp) Test) every 3 days instead of every 5.

8.4 Voidship Components - 613


Warp Engines Summary
Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
Strelov 1 Warp Transports, - Aetheric
10 10 -
Engine Raiders, Frigates (Scarce) (-20)
Conveyors,
Strelov 2 Warp - Aetheric
Light Cruisers, 12 12 -
Engine Cruisers
(Scarce) (-20)

Overcharged: Reduce the base travel time for a journey


Markov 1 Warp Transports, 1 Aetheric
12 12 through the Immaterium by 1d5 weeks. It may be further
Engine Raiders, Frigates (Rare)
modified by the results of the Navigation (Warp) Test.
(-20)

Conveyors, Overcharged: Reduce the base travel time for a journey


Markov 2 Warp 1 Aetheric
Light Cruisers, 13 13 through the Immaterium by 1d10 days. It may be further
Engine Crusiers
(Rare)
modified by the results of the Navigation (Warp) Test.
(-20)

Haste of the Damned: Reduce the duration of all warp


Transports, - passages by half. However, the voidship suffers Morale Aetheric
8 10
Raiders, Frigates (Scarce) loss (and Population Loss on a failed Navigate (Warp) (-20)
Miloslav G-616.b Test) every 3 days instead of every 5.
Warp Engine Haste of the Damned: Reduce the duration of all warp
Conveyors,
- passages by half. However, the voidship suffers Morale Aetheric
Light Cruisers, 10 12
(Scarce) loss (and Population Loss on a failed Navigate (Warp) (-20)
Cruisers
Test) every 3 days instead of every 5.
Ride the Shallows: Double the base travel time for a
journey through the Immaterium. It may be further modi-
fied by the results of the Navigation (Warp) Test.

Steady as She Goes: Add a +20 bonus to any rolls made


Albanov 1 Warp Transports, 1 on Warp Travel Encounters on a Successful Navigate Aetheric
10 11
Engine Raiders, Frigates (Rare) (Warp) Test (usually cause by rolling doubles on the (-20)
Test).

Quiet Entrance: When leaving the warp, the vessel has


ample time to accurately position itself. Any tests the
Navigator makes for re-entry gain a +10 bonus.
Blind Trust: Vessels equipped with this Warp Drive can
only ride the currents of the warp to follow a calculated
jump. Multiple redundant cogitation systems aid in
finding safe passage. However, the systems required for
a Navigator to interface with the Warp Engine are not
present.

Mysteries of the Warp: No Warp assessment is pos-


Klenova Class M Transports, - Aetheric
10 10 sible, so the dangers of the Immaterium are increased.
Warp Engine Raiders, Frigates (Scarce)
When using this system, the vessel must make a daily
(-20)
reduction of Morale on a Successful Navigate (Warp)
Test, and a daily reduction of Morale and Population on
a failed Test.

Static System: The Klenova Warp Engine is not compa-


tible with a Navigator’s Powers or any Components or
other systems that modify warp travel.

8.4 Voidship Components - 614


8.4.3 - Gellar Fields 90.r Geller Field
The Forge World of Belecane in the Calixis Sector has long been associa-
A starship’s Geller Field creates a bubble of reality around the vessel
ted with the construction of protective barriers, void shields, stasis fields,
when it traverses the warp, protecting it from the dangers that lurk there.
and Gellar fields. The 90.r was an experimental type of warp field which
offered enhanced warp-handling capabilities, allowing the ship to slip
Gellar Field through the warp like a predatory razorfish. Unfortunately it was prone
Protects the vessel from the myriad dangers of the Immaterium. to an inexplicable “flicker” during prolonged use which would allow
daemonic entities ingress to the vessel during warp transit, meaning it is
Warpsbane Hull rarely used.
The entire hull of the vessel is covered with silver, hand-inscribed
hexagramic wards. These reinforce a Gellar Field projected from a 50 Mezoa Gellar-Void Integrant
metre statue of an Imperial Saint, located just fore of the bridge or at the In an effort to decrease the number of devices that needed regular
prow of the ship. maintenance and repair, the adepts of the Mezoa forge world deduced a
mechanism to combine the Geller Field with the void shield system. The
Emergency Field results of the modification remain controversial. Several of the vessels
Some captains equip their Gellar field generators with emergency cogita- initially used for testing purposes have not successfully completed their
tion circuits that activate the field automatically upon detecting the warp. tests. Nonetheless, the system has been implemented on a number of
Though many scorn the idea because of the extra power draw, and others vessels used for shorter range transits.
are distrustful of automated circuitry, such devices have saved ships in
the past.

Gellar Fields Summary


Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
- Aetheric
Gellar Field All Ships 1 0 -
(Scarce) (-20)
Shield of Faith: Any Navigation Tests to pilot the ship
through the warp gain a +10 bonus. When rolling on the
2 Warp Travel Encounters Table, the GM rolls twice and Aetheric
Warpsbane Hull All Ships 1 0
(Very Rare) allows the Navigator to choose which result is applied. (-20)
The ship gains a +10 bonus to the Aetheric Parry and
Gellar Barrier Defensive Actions.
Auto-Engagement Routines: If the ship unexpectedly
enters the Warp, roll 1d10. On a 3 or higher, the Gellar
1 Field activates automatically, protecting the ship from Aetheric
Emergency Field All Ships 2 0
(Rare) any warp intrusion that may have taken place. The (-20)
ship gains a +10 bonus to the Aetheric Parry and Gellar
Barrier Defensive Actions.
Tainted Field: Any Navigation Tests to pilot the ship
through the Warp gain a +10 bonus. However, subtract
- Aetheric
90.r Gellar Field All Ships 1 0 -20 from the result of any rolls made on the Warp Travel
(Scarce) (-20)
Encounters table to reflect the increased risk of warp
incident using this type of Gellar field.
Provides 1 Void Shield

Poorly Tuned: Because the system serves double duty, it


Mezoa Gellar-Void Transports, - is less effective as a Geller Field. The vessel suffers a -5 Aetheric
0 0
Integrant Raiders (Scarce) penalty to all rolls on the Warp Travel Encounters Table. (-20)

Dependent Systems: If the vessel’s void shield is dama-


ged by a Critical Hit, the Gellar Field is damaged as well.

8.4 Voidship Components - 615


8.4.4 - Void Shields Defractor Void Shields
These void shield arrays are tuned to disperse and defract high-energy
Void shields create barriers of energy around a starship to protect it from
beams and fields. Aside from providing a fantastic display as it deflects
stellar debris and incoming fire.
radiation, solar flares, and even las-broadsides, it also provides greater
protection from such phenomena and attacks.
Single Void Shield Array
A single double-layered void shield.
Voss Glimmer-pattern Void Shields
Void shields are an ancient standby of human defensive technology, an
Multiple Void Shield Array almost un-improvable design. Their only real flaw is the great power
Twin, multiple-layered void shields. drain produced. Forge World Voss attempted, more than six millennia
ago, to reduce power demand by reducing the phased shield pattern out-
Repulsor Shields put. While more energy-efficient, this reduced the protective value of the
These standard void shields have had their frequencies shields. No longer manufactured by Voss, some of these designs are still
adjusted to better brush aside stellar debris and detritus in use in relatively safe regions where little opposition is expected.

Repulsor Void Shields Triple Void Shield Array


These void shield arrays have had their frequencies adjusted to better The ancient grand cruisers occasionally still operated by the Imperial
brush aside stellar debris and detritus. Along with aiding navigation Navy and certain fabulously wealthy Rogue Trader Dynasties possess
through nebulae and asteroid fields, this has the added benefit of provi- titanic layered banks of antique void shields that fill cavernous field
ding further protection against projectile-based macro-weaponry decks the size of small towns. These are hellish compartments, rank with
the stench of ozone and prone to unpredictably deadly arcs of lightening
from copper discharge points as the onion-layered void shields are poun-
ded by enemy ordnance. Grand cruisers are capable of mounting triple
layers of void shields, making them more durable than all but battleships.

Void Shields Summary


Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
Single Void Shield - Aetheric
All Ships 5 1 Provides 1 Void Shield
Array (Scarce) (-20)
Multiple Void Shield Conveyors, - Aetheric
7 2 Provides 2 Void Shields
Array Cruisers (Scarce) (-20)
Provides 1 Void Shield

Charged Particle Repulsion Effect: The ship does not


suffer penalties to Manoeuvre Actions when travelling
1 through nebulas, ice rings, plasma clouds or other celes- Aetheric
Repulsor Shield All Ships 6 1
(Rare) tial phenomena consisting primarily of small particles. (-20)
Additionally this Component provides +1 Void Shield
against attacks from projectile based macrobatteries and
other obstacles that involve high speed projectiles, such
as larger asteroids or comets.
Provides 2 Void Shields

Charged Particle Repulsion Effect: The ship does not


suffer penalties to Manoeuvre Actions when travelling
Repulsor Shield Conveyors, 1 through nebulas, ice rings, plasma clouds or other celes- Aetheric
8 1
Array Cruisers (Rare) tial phenomena consisting primarily of small particles. (-20)
Additionally this Component provides +1 Void Shield
against attacks from projectile based macrobatteries and
other obstacles that involve high speed projectiles, such
as larger asteroids or comets.
Provides 1 Void Shield

Energy Dispersion Calibrations: This ship does not


suffer penalties to its Detection caused by high energy
1 sources, such as solar flares, rad-bursts, or other energet- Aetheric
Defractor Shield All Ships 6 1
(Rare) ic phenomena. Additionally this Component provides +1 (-20)
Void Shield against attacks that are energy based, such
as lances, plasma batteries, and some psionic attacks. At
the GM's discretion this may protect against other attacks
that use energy as their main means of attack.

8.4 Voidship Components - 616


Void Shields Summary
Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
Provides 2 Void Shields

Energy Dispersion Calibrations: This ship does not


suffer penalties to its Detection caused by high energy
Defractor Shield Conveyors, 1 sources, such as solar flares, rad-bursts, or other energet- Aetheric
8 1
Array Cruisers (Rare) ic phenomena. Additionally this Component provides +1 (-20)
Void Shield against attacks that are energy based, such
as lances, plasma batteries, and some psionic attacks. At
the GM's discretion this may protect against other attacks
that use energy as their main means of attack.
Provides 1 Void Shield
Voss
- Flickering Void Shield: When this Void Shield cancels a Aetheric
Glimmer-pattern All Ships 3 1
(Scarce) hit from any source, roll 1d10. On a 3 or lower the Void (-20)
Void Shield Array Shield suffers a localized overload and does not cancel
the hit.
Provides 2 Void Shields
Voss
Glimmer-pattern Conveyors, - Flickering Void Shield: When this Void Shield cancels a Aetheric
5 1
Multiple Void Shield Cruisers (Scarce) hit from any source, roll 1d10. On a 3 or lower the Void (-20)
Array Shield suffers a localized overload and does not cancel
the hit.
Triple Void Shield - Aetheric
Grand Cruisers 9 3 Provides 3 Void Shields
Array (Scarce) (-20)

8.4 Voidship Components - 617


8.4.5 - Ship Bridges Fleet Flag Bridge
This bridge is designed to command not just a single vessel, but to over-
The bridge is the starship’s brain, where the captain commands the vessel
see the glory of a fleet of vessels. Enhanced vox systems, autocogitating
and directs its every action.
holopict projectors, and trophies of past victories consume the space
available.
Combat Bridge
A holdover from the ship’s Navy days, this bridge was laid out and
equipped with combat in mind.
Flight Command Bridge
Coordinating multiple wings of attack craft requires constant updates and
extensive tactical resources. This bridge adds constantly updated read
Command Bridge outs, plotting systems, and vox networks so that multiple attack wings
This bridge has been modified to give the ship’s master greater control may be directed at once.
over his vessel.
Invasion Bridge
Commerce Bridge Adapted from designs used by the Imperial planet-razer squadrons, this
This bridge has a station equipped with cogitator-servitors and a holo- bridge is built to support planetary invasions by delivering pinpoint bom-
lithic projector, given over to quickly loading and unloading cargo. bardments to ground-based targets.

Armoured Bridge Smuggler’s Bridge


The bridges of warships are often reinforced with additional armour This bridge is designed to appear like that of a normal vessel’s, while
plating, to ensure the survival of their occupants. at the same time containing advanced sensors, hidden compartments
and complex cryptographic realspace communication voxers designed
Ship Master’s Bridge to converse with a multitude of disreputable crime syndicates and other
The bridge of a ship of the line is designed with one goal in mind, win- nefarious organisations.
ning battles.

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)

Enhanced Cogitator Relays: As long as the bridge


1 remains undamaged, all Command Tests made aboard it Powered
Raiders, Frigates 2 2
(Rare) and all Ballistic Skill Tests to fire shipboard weapons gain (-10)
Armoured
a +5 bonus.
Command
Bridge Light Cruisers, 1 Reinforced Armour: If this Component takes a Critical Powered
3 2
Cruisers (Rare) Hit or becomes Damaged or Unpowered, roll 1d10. On a 6 (-10)
or higher, the component is unharmed.
Master Plotting Table: All Command, Operate, and Navi-
gation tests by crew on the Bridge gain a +5 bonus.
Ship Master's - Powered
Cruisers 4 3
Bridge (Scarce)
Improved Fire Direction: All Ballistic Skill Tests to fire
(-10)
shipboard weapons gain a +10 bonus.

8.4 Voidship Components - 618


Ship Bridges Summary
Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
Master Plotting Table: All Command, Operate, and Navi-
gation Tests by crew on the bridge gain a +5 bonus.
Ship Master's - Powered
Cruisers 4 3
Bridge (Scarce)
Improved Fire Direction: All Ballistic Skill Tests to fire
(-10)
shipboard weapons gain a +10 bonus.
Transports, 1 Long Range Scanning: This ship gains +10 Detection. Powered
4 1
Raiders, Frigates (Rare) (-10)
Exploration
Conveyors, Navigation Records: All Navigate (Stellar) and Navigate
Bridge 1 (Warp) Tests made by characters aboard the ship's bridge Powered
Light Cruisers, 4 2
(Rare) gain a +20 bonus from the archived starcharts. (-10)
Cruisers
Fleet Command: As long as the bridge remains undama-
ged, all Command Tests made by the ship’s commanding
Fleet Flag Battlecruisers, - officers (any officer on the bridge) gain a +10 bonus. In Powered
4 4
Bridge Grand Cruisers (Scarce) addition, any Operate and Navigation Tests made by this (-10)
vessel, allied vessels, and aeronautica within 30 VUs gain
a +5 bonus.
Flight Command: As long as the bridge remains undam-
aged, all Command Tests dealing with attack craft (and
Flight boarding torpedoes) gain a +5 bonus, and tests to ready
Light Cruisers, 1 Powered
Command 2 2 new squadrons are automatically passed.
Cruisers (Rare) (-10)
Bridge
Flight Control: Attack craft used by this voidship gain +5
to their Craft Rating.
Improved Bombardment Directions: All Ballistic Skills
Tests against planetary based targets gain a +10 bonus.
Invasion Conveyors, - Powered
4 3 Additionally, ground-based forces in Broadcast Range with
Bridge Cruisers (Scarce)
a ship equipped with an Invasion Bridge count as being
(-10)
equipped with a Multicompass.
- Powered
Transports 1 1 Shady Business: Characters on the bridge gain a +10
Smuggler's (Scarce) (-10)
bonus to all Decieve Tests and +1 Profit Factor whenever
Bridge - Profit Factor is gained through illegitimate business. Powered
Conveyors 2 2
(Scarce) (-10)

8.4 Voidship Components - 619


8.4.6 - Life Sustainers Clemency-pattern Life Sustainer
This sustainer augments the traditional water filters and air purifiers with
Life sustainers fill a vital role, providing a ship with clean air and water.
thousands of individual emergency-oxygen tanks and void suits stored in
pressure-sensitive lockers at regular intervals throughout the ship. Such
Mark 1.r Life Sustainer extensive redundancies as well as multiple pressure bulkheads reduce the
The life-support system was designed for reliability and does little to impact of hull breaches upon a ship, allowing the crew to rush to patch
remove the stink of oil and warp engine discharge. them before too many are lost to the void.

Vitae-pattern Life Sustainer Euphoric-pattern Life Sustainer


This life sustainer is of canonized and well-regarded STC origins, and is The Euphoric is designed to keep the crew content and the ship func-
in common use across the Imperium. tional in even the direst of circumstances. By adding a steady stream of
intoxicating chemicals into the vessel’s air and water, the ship’s officers
can avoid the threat of mutiny and might even resist boarding efforts. The
biggest risk may be that the crew is so tranquil that tasks might not be
accomplished properly. These intoxicating chemicals may be activated or
deactivated at will.

Life Sustainers Summary


Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
Transports, -
3 1
Raiders, Frigates (Scarce)
Powered
M-1.r Life Sustainer Conveyors, Stale Air: Increase all Morale loss by 1.
- (-10)
Light Cruisers, 4 2
(Scarce)
Cruisers
Transports, -
4 2
Raiders, Frigates (Scarce)
Vitae-pattern Life Powered
Sustainer Conveyors,
-
- (-10)
Light Cruisers, 5 3
(Scarce)
Cruisers
Transports, -
4 4
Raiders, Frigates (Scarce) Lifeline: Increase Morale permanently by +1. This
Clemency-pattern Powered
Conveyors, starship reduces Crew Population and Morale losses due
Life Sustainer - to Depressurization by 4, to a minimum of 0.
(-10)
Light Cruisers, 5 5
(Scarce)
Cruisers
Soothing Balm: While the euphoric functions are acti-
vated, increase Morale by 10, but the ship’s Crew Rating
Transports, 1 drops by one level (e.g. 30 to 20).
4 2
Raiders, Frigates (Rare)
Withdrawal: If the euphoric functions are deactivated,
the crew requires a day to sober up. Until this time has
Euphoric-pattern Powered
passed, decrease Morale by 10.
Life Sustainer (-10)

Conveyors, Lay Down and Rest: If a vessel running the euphor-


1 ic functions is the victim of a Hit & Run Action or
Light Cruisers, 5 3
(Rare) Boarding Action, the attacker suffers a -10 penalty to his
Cruisers
Command Test, unless the boarders are equipped with air
filtration systems

8.4 Voidship Components - 620


8.4.7 - Crew Quarters Crew Monastery
The crew of this ship is an ascetic, monastic order, utterly dedicated to
Bunks, mess-halls, and other living arrangements for the countless thou-
serving their charge, and will dedicate every moment of their lives to this
sands aboard a starship.
duty. Such loyalty is not only noble, but serves their captain with unyiel-
Additionally a voidship may take a secondary Crew Quarters to
ding faith and certainty.
supplement Crew Population. Only one additional Crew Quarters com-
ponent may be taken, and when installed must have it's Power and Space
requirements met. This additional Crew Quarters provides additional Bilge-Rat Quarters
Population depending on the ship's Hull Type; Raiders, Transports, Frig- Most ratings bunk near their posts. However, some captains insist upon
ate give +10 Population, Light Cruisers and Cruisers give +15 Popula- their crew using refitted living quarters to sleep near the core of the
tion, and lastly Mass Conveyors, Grand Cruisers, and Battlecruisers give vessel, where they are more protected from the vulnerable decks abutting
+20 Population. the cold void. These decks are then replaced with heavy hull bracings
that dominate This somewhat reduces crew casualties in the event of hull
Pressed-Crew Quarters breaches, but the squalid, vermin-infested conditions are unpopular with
Quarters such as these are the standard for the Imperial Navy, with the crew.
precious little in the way of comforts or space. This Component does not provide the additional Hull Integrity
if a secondary Crew Quarters Component is installed or if it is installed
as secondary Crew Quarters Component.
Voidsmen Quarters
Standard living quarters for the voidsmen of a long-distance trader.
Many, though not all, of these types of quarters are something of small Slave Quarters
communities unto themselves, with families serving aboard the ship for For some vessels, there are far more valuable resources than the crew.
many generations. For some officers, it is more important their quarters be extravagant
than that the crew’s be liveable. For either philosophy, these squalid and
treacherous facilities provide almost enough space for the crew to sleep
Clan-kin Quarters
when they are not on duty.
The ship’s crew is made up of a ‘kin-brotherhood’ of bonded voidsmen.
Tenaciously loyal, they see their ship as no different than a homeworld,
and will die to defend it. Servitor Crew Storage Bays
In some cases, a starship captain, most likely one of the Mechanicus
faith, will choose to forego a crew of flesh and blood. In their place, he
Cold Quarters
will command a ship of servitors. Often he will keep only a close cadre
While the ship has regular quarters for its crew, this ship also has ranks
of trusted senior officers. More rarely, he may be the only unaltered
of cyro-stasis tubes filling its deep chambers. Here the captain stores
human left on his ship. Servitors are less skilled than a human crew, and
‘surplus’ crew...until they are needed. This component doesinclude regu-
unable to adapt to changing situations. However, having a crew that is
lar crew quarters, in addition to the cryo-stasis tubes.
resistant to injury and will always follow orders can have its advantages.

Crew Quarters Summary


Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
Transports, -
1 2
Raiders, Frigates (Scarce)
Pressed Crew Powered
Conveyors, Cramped: Decrease Morale permanently by 2.
Quarters - (-10)
Light Cruisers, 2 3
(Scarce)
Cruisers
Transports, -
1 3
Raiders, Frigates (Scarce)
Powered
Voidsmen Quarters Conveyors, -
- (-10)
Light Cruisers, 2 4
(Scarce)
Cruisers
Transports, 1
1 4 For Hearth and Home!: All Command Tests for the
Raiders, Frigates (Rare)
purpose of Boarding Actions and Hit & Run Actions Powered
Clan-kin Quarters Conveyors,
1 gain +10. In addition, all sources of Morale loss are (-10)
Light Cruisers, 2 5 reduced by 1, to a minimum of 1.
(Rare)
Cruisers
Transports, 1
1 4
Raiders, Frigates (Rare)
A Life of Purpose: Add +5 to the ship's Crew Rating, Powered
Crew Monastery Conveyors,
1 and reduce all Morale losses by 3, to a minimum of 1. (-10)
Light Cruisers, 2 5
(Rare)
Cruisers
Transports, 1
3 4
Raiders, Frigates (Rare) Manpower Reserves: Once per game session, the
Powered
Cold Quarters Conveyors, ship’s captain may choose to reduce one source of Crew
1 (-10)
Light Cruisers, 4 5 Population loss to zero.
(Rare)
Cruisers
Crew Quarters Summary (cont.)
Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
Transports, -
1 2 Living in Squalor: Reduce Morale permanently by
Raiders, Frigates (Scarce)
5. However, reduce all Crew Population losses due to Powered
Bilge-Rat Quarters Conveyors,
- damage by 2, to a minimum of 0. Increase the ship's (-10)
Light Cruisers, 2 3 Hull Integrity by +5.
(Scarce)
Cruisers
Transports, -
1 1
Raiders, Frigates (Scarce)
Dangerously Cramped: A vessel using these quarters Powered
Slave Quarters Conveyors,
- decreases Morale permanently by 5. (-10)
Light Cruisers, 1 2
(Scarce)
Cruisers
Slow and Purposeful: Subtract -10 from the ship's
Crew Rating. Count Morale as 100 at all times, and
Transports, 3
3 1 reduce all Population losses by half (to a minimum of 1)
Raiders, Frigates (Ex. Rare)
Wrought for Purpose: The ship's Population may
Servitor Crew Powered
only be replenished at forge worlds or hive worlds, and
Stowage Bays cannot be replenished through pressgangs or emptying
(-10)
Conveyors, a world’s prisons, unless the ship has a Crew Reclama-
3
Light Cruisers, 4 2 tion Facility Component. A character must also make
(Ex. Rare)
Cruisers a Tech-Use Test (as opposed to a Medicae Test) when
performing a Triage action.

8.4 Voidship Components - 622


8.4.8 - Augur Arrays W-240 Passive Detection Arrays
This network of arrays is dependent upon a series of carefully placed and
The starship’s eyes, allowing it to ‘see’ space far beyond the range of
finely tuned receiving antennae and sensors distributed the entire length
normal eyesight.
of the vessel. The increased variety of sensors enables the system to
depend upon ambient signals to resolve data rather than broadcasting its
Mark–100 Augur Array own scanning signals.
The Imperial Navy’s standard sensor array.
ML-14 Heat-Seeker Array
Mark–201.b Augur Array A somewhat maligned system, augurs of these patterns are used in a legi-
A modified version of the Imperial Navy’s standard sensor array, with timate capacity by Imperial Navy forces tasked with the extermination of
boosted wideband gain. pirates and marauders, to both find them and ensure that such purgations
were ffective enough in their brutal application. Ironically sensors such
R–50 Multi-Band Auspex as these are used by pirates and slavers in quite the opposite fashion,
The sensors of this ship have been optimised for navigation, at the expen- suited as this sytem is to find quarry in hiding.
se of the sensor’s other uses.
RD-4E Interdiction Array
Z-30 Deep Void Augur Array Featuring numerous interrogation courser-spirit systems, and further
These, quite simply, are the some of the best sensors created by the stocked with numerous data-reels of catalogues of known contraband
Adeptus Mechanicus, and are reserved for their own ships and Imperial lists, these augurs find enormous use with Adeptus Arbites patrol ships.
Naval scout vessels.
GE-51.e Surface Penetrating Array
BG-15 Assault Scanners This system is considered a “lucky” and blessed pattern by asteroid
Optimised for the support of planetary invasions, these scanners are miners and those who enact planetary sieges, the specially calibrated
designed to pinpoint the power sources of both planetary and orbital systems of this array specialize in identifying mineral compositions and
installations, the better to rain fire upon them. macro-level structural weaknesses. This is found to be equally useful in
cracking enemy fortresses and void-borne rock alike.
X-470 Ultimo Array
This system of sensors provides the vessel with a broad spectrum of
constant data of all events in the void beyond its hull. This is accomplis-
hed through a series of highpowered emitters sending out a huge array of
electromagnetic wavelengths and subatomic particles.

Augur Arrays Summary


Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
M-100
- External: This Component does not require hull space. Although it is Aetheric
Augur All Ships 3 0
(Scarce) external, it can only be destroyed or damaged by a Critical Hit. (-20)
Array
External: This Component does not require hull space. Although it is
M-201.b external, it can only be destroyed or damaged by a Critical Hit.
- Aetheric
Augur All Ships 5 0
(Scarce) (-20)
Array Sensitive: Increased power draw provides a +5 bonus to the ship’s
Detection.
External: This Component does not require hull space. Although it is
external, it can only be destroyed or damaged by a Critical Hit.

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.

8.4 Voidship Components - 623


Augur Arrays Summary (cont.)
Component
Appropriate Ship Points
Name Power Space Special Type
Hull Types (Availability)
(Modifier)
External: This Component does not require hull space. Although it is
external, it can only be destroyed or damaged by a Critical Hit.

R-50 Stellar Detection: Mapping protocols provide a +10 bonus to Ma-


- Aetheric
Multi-Band All Ships 4 0 noeuvre Tests to avoid celestial phenomena.
(Scarce) (-20)
Auspex
Long Distance Scan: When scanning a solar system, planet, or other
large celestial body (including voidstations) the character making the
test gains a +10 bonus to the Scrutiny Test.
External: This Component does not require hull space. Although it is
BG-15 external, it can only be destroyed or Damaged by a Critical hit.
- Aetheric
Assault All Ships 5 0
(Scarce) (-20)
Scanners Incoming!: All Ballistic Skills Tests against planetary based targets
gain a +10 bonus.

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.

8.4 Voidship Components - 624


8.4.9 - Macrocannons Hecutor-pattern Plasma Battery
The Hecutor Pattern plasma battery is an ancient variant of plasma
Macrobatteries are ranks of massive cannons or other weapons, fired in
volley to overwhelm an enemy in a barrage of destruction. macroweaponry that refocuses the power of the plasma “blast,” concent-
rating it into a compressed photonic packet that can be fired over extre-
mely long distances. It is rare to see these on any but the oldest vessels,
Thunderstrike Macrocannons meaning many are found on heretic vessels los to the forces of Chaos
An older version of the Mars Pattern, these macrocannons lack range and millennia ago.
power. They are most often found on transports.
Stygies-pattern Macrocannon Battery
Mars-pattern Macrocannons This variant of the macrocannon is designed to fire heavier ordnance than
The most common macrobattery, these are reliable, hardhitting weapons the Mars Pattern. These alternative shells contain an adamantium core
firing kilo-tonne ordinance, mounted along the vessel’s dorsal ridge or in that cuts through the heaviest armour.
broadside.
Grapple Cannons
Sunsear Laser Battery Grapple Cannons are highly-modified macrocannons that fire magnetised
These laser batteries are common on Naval frigates, providing a balance harpoons and hooks attached to foot-thick chain-cables to drag the vessel
between power used and damage inflicted. closer in order to effect a boarding action. The strains placed upon the
chain-cables are so great that only the smallest vessels can effectively use
Ryza-pattern Plasma Battery these devices, but nevertheless the sight of hundreds of void-armoured
These weapons are rare and expensive examples of the ancient art of pirates rappelling down a chaincable in order to cut their way into the
plasma-craft. Their power draw is considerable, but so is their effective- hull of a helpless, tethered transport is enough to chill the blood of even
ness. the hardiest spacefarer. These weapons are rare, but as they allow attac-
kers to effect a boarding action in relative safety, they are occasionally
Jovian-pattern Missile Battery used by large pirate squadrons, who can afford to forgo the firepower of
This unusual weapon system relies on medium-ranged missile pods one of their ships in order to rapidly subdue a crew and gain a precious
rather than ‘conventional’ macro-batteries. The pods are mostly outside starship and its cargo.
the hull and can fire all their missiles in one immediate, devastating sal-
vo, an advantage tempered by the lengthy time it takes to reload them. Staravar Laser Macrobattery (Archeotech)
Humanity’s grasp of laser weapon technology was once much greater
Lathe-pattern Grav-Culverin Broadside than even the greatest Magos of Mars can replicate. However, such
The strange orbital dance of the three planetoids that make up the weapons can still be found scattered amongst the vast reaches of the Im-
Lathe Forge Worlds has given the magos there a unique insight into the perium. Though a weapon such as the Staravar does not do substantially
ancient art of grav-weaponry, using strange forces to hurl warheads at more damage than other laser macrobatteries, it uses substantially less
tremendous speeds. Due to the unique methods of propulsion, variant power to do so.
warheads can also be fired through the grav-culverin, including self-pro-
pelled ordinance for greater range. Shard Cannon Battery (Xenotech)
The xenos race that created these weapons has long since vanished from
Mezoa-pattern Macrocannons the galaxy. Many examples of their technology remain, however. Desig-
The forge world of Mezoa has long advocated a modification of the nated ‘shard’ weaponry by xenotech scholars, their shipboard cannons
standard Mars-pattern Macrocannons to increase damage at the cost of do not seem to require power or even ammunition. Theories abound as to
range and space. how they operate but none has been proven, as every attempt to disas-
semble one has resulted in catastrophic failure.

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.

8.4 Voidship Components - 625


Macrocannons Summary
Appropriate
Name Power Space SP Range Str. Damage Crit Special
Hull Types
Thunderstrike 1
All Ships 2 1 4 3 1d10+1 6 -
Macrocannons (Scarce)
Mars-pattern 1
All Ships 4 2 6 3 1d10+2 5 -
Macrocannons (Scarce)
Mars-pattern
Light Cruisers, 1 Broadside: These weapons must occupy a Port
Macrocannon 4 5 6 6 1d10+2 5
Cruisers (Scarce) or Starboard Weapon Capacity slot.
Broadside
Sunsear Laser 1
All Ships 6 4 9 4 1d10+2 4 -
Battery (Scarce)
Sunsear Light Cruisers, 1 Broadside: These weapons must occupy a Port
9 6 9 6 1d10+2 4
Las-Broadside Cruisers (Scarce) or Starboard Weapon Capacity slot.
Vapourisation: When this Weapon Component
Ryza-pattern Light Cruisers, 2
8 4 5 4 1d10+4 4 rolls a 1 or 2 on the Critical Hit Chart, it effects
Plasma Battery Cruisers (Rare)
two Components instead of one.
Jovian-pattern 1 Labour Intensive: This Weapon Component
All Ships 3 1 6 5 1d10+1 6
Missile Battery (Scarce) may only fire every other turn.
Self-Propelled Warhead: Before firing this
weapon, the firer may choose to increase the
Lathe-pattern range of this weapon by 2 VUs. If he does so,
Light Cruisers, 1
Grav-Culverin 5 5 5 6 1d10+3 6 the damage of each shot is decreased to 1d10+1.
Cruisers (Scarce)
Broadside
Broadside: These weapons must occupy a Port
or Starboard Weapon Capacity slot.
Mezoa-pattern 1
All Ships 4 4 5 4 1d10+3 5 -
Macrocannons (Scarce)
Inferno: Whenever this Weapon Component
Pyros 2
All Ships 4 3 4 3 1d10+4 4 inflicts a Critical Hit, it is automatically a Fire!
Melta-Cannons (Rare)
Critical.
Inferno: Whenever this Weapon Component
inflicts a Critical Hit, it is automatically a Fire!
Pyros Melta Light Cruisers, 3 Critical.
4 6 4 6 1d10+4 4
Broadside Cruisers (Very Rare)
Broadside: These weapons must occupy a Port
or Starboard Weapon Capacity slot.
Destructive: If this weapon generates a crit, add
1 to the result rolled.

Death from Above: Bombardment Cannons act


as macrobatteries and can only be mounted in a
Prow or Keel weapons slot. When in orbit, the
Bombardment Light Cruisers, 3
5 5 4 3 1d10+6 2 players gain +20 towards any Intimidate tests
Cannons Cruisers (Very Rare)
against planetary based characters. When used
as part of a planetary bombardment, bombard-
ment cannons double the affected area, do an
additional 20 damage to large units, and deal
an additional 10 damage to individuals and
vehicles.
Short the Flow: Disruption weapons com-
promise the circuitry and wiring required to
transfer power from the ship’s engine to her
other components. For every five damage that
exceeds the target’s Void Shields, one randomly
selected Component on the target ship becomes
Disruption 2 Unpowered. This weapon’s damage is not affect-
All Ships 4 2 5 3 1d10+1 -
Macrocannons (Rare) ed by Armour.

Ionic Blast: These weapons never cause critical


hits, nor do they deal damage to Hull Integrity.
These weapons may only be combined into
a salvo with other Disruption Macrocannon
weapons.

8.4 Voidship Components - 626


Macrocannons Summary (cont.)
Appropriate
Name Power Space SP Range Str. Damage Crit Special
Hull Types
Short the Flow: Disruption weapons comp-
romise the circuitry and wiring required to
transfer power from the ship’s engine to her
other components. For every five damage that
exceeds the target’s Void Shields, one randomly
selected Component on the target ship becomes
Unpowered. This weapon’s damage is not affec-
Disruption ted by Armour.
Light Cruisers, 2
Macrocannon 6 5 5 6 1d10+1 -
Cruisers (Rare)
Broadside Ionic Blast: These weapons never cause critical
hits, nor do they deal damage to Hull Integrity.
These weapons may only be combined into
a salvo with other Disruption Macrocannon
weapons.

Broadside: These weapons must occupy a Port


or Starboard Weapon Capacity slot.
Vapourisation: When this Weapon Component
Hecutor-pattern Light Cruisers, 2
8 3 11 3 1d10+2 4 rolls a 1 or 2 on the Critical Hit Chart, it effects
Plasma Battery Cruisers (Rare)
two Components instead of one.
Vapourisation: When this Weapon Component
Hecutor-pattern rolls a 1 or 2 on the Critical Hit Chart, it effects
Battlecruisers, 2 two Components instead of one.
Plasma 12 5 11 5 1d10+2 4
Grand Cruisers (Rare)
Broadside Broadside: These weapons must occupy a Port
or Starboard Weapon Capacity slot.
Penetrator Rounds: When calculating damage
dealt by a salvo that includes shots from a
Stygies pattern Macrocannon that were not
Stygies-pattern 1
All Ships 4 3 5 3 1d10+2 5 absorbed by Void Shields, reduce the vessel’s
Macrocannons (Scarce)
Armour by 3. This reduction is not permanent,
and only takes place while calculating that
particular salvo’s damage.

Harpoon Cannons: Although these weapons


take up a Weapon Capacity Slot, they do not
1 deal damage and do not have regular weapon
Raiders 2 2 1 3 - 5
(Scarce) profiles. The attacks this weapon makes are
blocked by void shields as with regular Macro-
battery attacks.

Chained Together: A ship equipped with this


Component may make a Shooting Attack rather
than a Hard (-20) Operate (Voidship)+Ma-
Grapple Frigates, Light 2 noeuvrability test to begin a Boarding Action,
3 3 2 4 - 5
Cannons Cruisers (Rare) successfully starting the Boarding Actions so
long as at least one shot from this component
connects with the enemy's ship. Furthermore, as
the ships are effectively tied together, the victim
takes a penalty to the normal (-20) Operate
(Voidship)+Manoeuveability Test made to
escape a Boarding Action equal to the amount
2 of hits scored by the character using the Grapple
Cruisers 4 4 3 5 - 5
(Rare) Cannons times ten. The ship equipped with this
Component may elect to simply cut its cables
and escape at any time from a Boarding Action.

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.

8.4 Voidship Components - 627


Macrocannons Summary (cont.)
Appropriate
Name Power Space SP Range Str. Damage Crit Special
Hull Types
Obscured: If a vessel is struck by a Dark
Dark Cannon 3 Cannon, all weapons fired from the vessel suffer
All Ships 3 2 6 3 1d10+1 6
(Xenotech) (Very Rare) a –15 penalty to Ballistic Skill Tests during the
following Strategic Round.
Power Siphon: If a vessel is struck by an
Energy Drain Matrix attack, and the attack is
not stopped by Void shields, the vessel’s Speed
or Manoeuvrability (target’s choice) is reduced
Energy Drain by 1 Speed or 5 Manoeuvrability per successful
2
Matrix All Ships 3 1 4 4 - - attack. This reduction remains in effect for 2
(N. Unique)
(Xenotech) Strategic Rounds, after which the web becomes
brittle and flakes off the target vessel.

Non-Lethal Weapon: This Component cannot


cause Critical Hits or reduce Hull Integrity.

8.4.10 - Lances Las-Burners


Las-burners are a scaled down version of true lances, utilising focused,
Lances are the rapier to the macrobatteries’ hammer. They send a single
beam of energy burning through their enemy’s armour and deep into its high power las beams to cut through a ship’s armoured plating. Though
vitals. When mounted on a Raider or Frigate Lances may only be moun- these weapons do far less damage, the turrets are smaller as well, al-
ted on Prow Weapon Slots. lowing smaller ships to carry them. However, their relatively small size
also allows them to be used in boarding actions, cutting open the outer
adamantium hull to allow armsmen access to an opponent’s vitals.
Starbreaker Lance Weapon
The Starbreaker is a recent attempt by lesser forge worlds to copy the
STC Titanforge. Unfortunately, they are less powerful than the weapons Mezoa-pattern Hybrid Lance Weapon
they emulate. This recent development from Mezoa remains highly controversial. It
substantially sacrifices range, but increases damage potential by integra-
ting an emitter into the lance design. Some ship’s captains have complai-
Titanforge Lance Weapon ned that the reduced range requires a change to ship’s tactics.
The Titanforge Lances are an STC standard for lance weaponry,
found on naval warships throughout the Calixis Sector. On larger vessels,
multiple lances may be mounted in a set of gargantuan turrets (not to be Voidsunder Lance Battery
confused with the smaller defence turrets). Commonly mounted on the Dauntless-class light cruisers constructed in
the Calixis and neighbouring sectors, the Voidsunder Lance Battery sac-
rifices flexibility for raw power. Mounted in massive housings hanging
Sunhammer Lance off a ship’s prow and rear fins, these weapons provide a light cruiser with
Narrowing the focus aperture on the STC Titanforge allowed the Lathes a ship-breaking punch. However, only grand cruisers are large enough to
to boost range without unduly decreasing its power. potentially mount these weapons on dorsal turrets instead, limiting their
usefulness.
Godsbane Lance
The Godsbane lance is a near-archeotech relic weapon-system. The Star-Flare Lance (Archeotech)
lengthened focus apertures and quad lense-arrays give the weapon The Star-flare Lance is a dangerous relic constructed at the pinnacle of
extreme range, to the point that beam dispersion becomes a problem. The mankind’s technical prowess during the Dark Age of Technology. The
technological demands of these weapons is intense, and only the older massive lance is powered by an ill-understood power source that keeps
grand cruisers or the most powerful warships possess the structural requi- the beam focused on its target for a sustained period of time, raking
rements to mount them. Battlecruisers and grand cruisers tend to mount across enemy ships.
their lances in paired turrets for increased firepower. This is especially
true for the Godsbane, as a single hit tends to do insufficient damage.

8.4 Voidship Components - 628


Lance Summary
Appropriate
Name Power Space SP Range Str. Damage Crit Special
Hull Types
Beam Dispersion Effect: When firing at targets
Battlecruisers, 3
Godsbane Lance 9 4 12 1 1d10+2 3 over 20 VUs away, the damage of this weapon
Grand Cruisers (V. Rare)
decreases to 1d10.
Beam Dispersion Effect: When firing at targets
Godsbane Lance Battlecruisers, 3
13 6 12 2 1d10+2 3 over 20 VUs away, the damage of this weapon
Battery Grand Cruisers (V. Rare)
decreases to 1d10.
Small Weapon: Las-burners may be installed in
Dorsal or Keel weapon capacity slots in ships of
frigate size or smaller.
2
Las-Burner All Ships 7 3 3 2 1d5+1 3
(Rare)
Versatile: A ship with Las-burners gains +5 to
the opposed Command Test made to resolve
boarding actions.
Mezoa Lance Light Cruisers, 3
13 6 4 2 1d10+5 4 -
Battery Cruisers (V. Rare)
Mezoa Lance 3
All Ships 9 4 4 1 1d10+5 4 -
Weapon (V. Rare)
Starbreaker 2
All Ships 6 4 5 1 1d10+2 3 -
Lance Weapon (Rare)
Sunhammer 2
All Ships 9 4 9 1 1d10+3 3 -
Lance (Rare)
Sunhammer 2
All Ships 13 6 9 2 1d10+3 3 -
Lance Battery (Rare)
Titanforge Light Cruisers, 2
13 6 6 2 1d10+4 3 -
Lance Battery Cruisers (Rare)

Titanforge 2
All Ships 9 4 6 1 1d10+4 3 -
Lance Weapon (Rare)

Heavy Weapon: This Component may only


be mounted in a Prow Weapon Capacity Slot
Voidsunder Light Cruisers, 4 unless the ship is a Grand Cruiser, Battlecruiser,
15 8 12 3 1d10+5 3
Lance Battery Cruisers (Ex. Rare) or larger, in which case it may be mounted in a
Dorsal slot as well. In Prow slots, the weapon
may only fire forward.
Star-Flare Pinpoint Accuracy: This weapon scores an
Light Cruisers, 3
Lance 12 6 7 3 1d10+3 3 additional hit for every two Degrees of Success,
Cruisers (N. Unique)
(Archeotech) rather than every three.

8.4 Voidship Components - 629


8.4.11 -Torpedo Tubes
Torpedoes offer a vessel the opportunity to inflict tremendous damage at extreme range. They are particularly effective in enabling a squadron of
smaller ships to overcome much larger warp-capable vessels.

Gryphonne-pattern Torpedo Tubes Fortis-pattern Torpedo Tubes


The most common template used for destroyers, raiders, and other A modified variant of the Mars pattern, the Fortis pattern has comparable
smaller missile boats is the Gryphonne pattern. They are almost always ammunition storage and rate of fire. Vessels with this Component are
mounted as a primary prow weapon. designed to fire their torpedoes towards targets at an accelerated rate.
This pattern has been copied and is now used on refits at the Mars and
Voss-pattern Torpedo Tubes Jovian shipyards.
The Voss Forge world is known for the “Voss Triumvirate”, three diffe-
rent designs of light cruisers designed as heavy escorts for ships of the Plasma Accelerated Torpedo Tubes
line and large convoys, as well as the smaller Falchion-class escort. Most In the early days of the Imperium, certain Forge worlds produced
Voss-pattern ships are armed with a pair of Torpedo Tubes to comple- weapons and starship components of a quality now lost to mankind, and
ment their other weaponry. torpedoes were no exception. “Plasma accelerated” torpedo tubes refer
to a type of torpedo launch system, rather than a specific pattern. These
Mars-pattern Torpedo Tubes weapon systems utilize plasma from the ship’s drives to “hot launch”
Larger vessels are capable of supporting far more massive installations of the torpedoes, while integral guidance systems constantly update target
torpedo tubes, such as those of this venerable pattern. profiles to the torpedoes’ machine spirits. They are even safer than their
counterparts, with multiple reinforced adamantium-alloy blast hatches.

Torpedo Tubes Summary


Appropriate
Name Power Space SP Str. Range Dam. Crit Special
Hull Types
This Component is capable of firing six torpedoes
in each salvo. It can store 42 torpedoes, plus an
additional six if the ship’s captain does not mind
keeping six “in the tubes”.

Enhanced Magnetic Coils: These torpedo tubes


grant an additional +2VU speed to the torpedoes
Fortis-pattern Light Cruisers, 3 during the turn they are launched. Next turn, they
3 8 6 - - -
Torpedo Tubes Cruisers (V. Rare) return to their normal speed.

Volatile: If this Component is Damaged or


Destroyed (but not Unpowered or Depressurised)
while torpedoes are loaded, it has a 10 percent
chance of exploding. In this event, the Component
is destroyed and the ship takes 2d5 Hull Integrity
damage.
This Component is capable of firing four torpedoes
in each salvo. It can store 24 torpedoes, plus an
additional four if the ship’s captain does not mind
keeping four “in the tubes”.
Gryphonne Raiders, Friga-
1
-pattern tes, Light Crui- 2 6
(Scarce)
4 - - - Volatile: If this Component is Damaged or
Torpedo tubes sers, Cruisers Destroyed (but not Unpowered or Depressurised)
while torpedoes are loaded in its tubes, it has a
10 percent chance of exploding. In this event, the
Component is destroyed and the ship takes 2d5 Hull
Integrity damage.
This Component is capable of firing six torpedoes
in each salvo. It can store 42 torpedoes, plus an
additional six if the ship’s captain does not mind
keeping six “in the tubes”.
Mars-pattern Light Cruisers, 2
Torpedo Tubes Cruisers
2 8
(Rare)
6 - - - Volatile: If this Component is Damaged or
Destroyed (but not Unpowered or Depressurised)
while torpedoes are loaded, it has a 10 percent
chance of exploding. In this event, the Component
is destroyed and the ship takes 2d5 Hull Integrity
damage.

8.4 Voidship Components - 630


Torpedo Tubes Summary
Appropriate
Name Power Space SP Str. Range Dam. Crit Special
Hull Types
This Component is capable of firing two torpedoes
in each salvo. It can store 12 torpedoes, plus an
additional two if the ship’s captain does not mind
keeping two “in the tubes”.
Voss-pattern 1
Torpedo Tubes
All Ships 1 5
(Scarce)
2 - - - Volatile: If this Component is Damaged or
Destroyed (but not Unpowered or Depressurised)
while torpedoes are loaded in its tubes, it has a
10 percent chance of exploding. In this event, the
Component is destroyed and the ship takes 2d5 Hull
Integrity damage.
This component can store sixteen torpedoes, plus an
additional four if the ship’s captain does not mind
keeping four “in the tubes.”

Hot Launch: Torpedoes launched from this


Component gain an additional +4 VU speed on the
Plasma turn they are launched, after which they revert to
Accelerated 4 normal.
Torpedo Tubes
All Ships 1 4
(N. Unique)
4 - - - Augur Accuracy: Torpedoes launched from this
(Archeotech) Component gain a +10 bonus to hit.
Volatile: If this Component is Damaged or
Destroyed (but not Unpowered or Depressurised)
while torpedoes are loaded, it has a 5% chance
of exploding. In this event, the Component is
destroyed and the ship takes 2d5 Hull Integrity
damage.

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.

Standard Guidance System Guided Torpedoes


Availability: - Availability: Rare
Standard Guidance Systems grant the torpedo a Torpedo Rating of +20. Guided Torpedoes grant the torpedo a Torpedo Rating of +20.
All torpedoes come with a standard guidance system normally, this does At the beginning of the torpedo’s movement, one character or NPC on
not modify their Availability. the launching ship may make a Challenging (+0) Tech Use+Detection
Test. Success means he may change the direction the torpedoes are
Seeking Torpedoes moving by up to 45 degrees. For every Degree of Success, he may slow
Availability: Extremely Rare the torpedoes movement speed that Round by 1 VU. If an enemy vessel
Seeking Torpedoes grant the torpedo a Torpedo Rating of +30. has previously used a Focused Augury Test to identify the torpedo tubes
on the launching vessel, they will have identified the hallmarks of the
guided torpedo system. In this case, a character on the target vessel may
Short-Burn Torpedoes make a Arduous (–40) Tech Use Test. If this test succeeds, the target ves-
Availability: Rare sel seizes control of the guided torpedoes and may redirect them towards
Short Burn Torpedoes grant the torpedo a Torpedo Rating of +15. any target within their remaining flight range.
These torpedoes move at a speed of 15 VU per turn, rather than the 10
VU of all other types. However, their massive fuel consumption reduces
their maximum range to 30 VU.

8.4 Voidship Components - 631


8.4.12 - Torpedo Types Virus Torpedoes
Although variant warheads are not common, different types of torpedoes In cases when a vessel must be captured intact, but the target’s crew are
can fulfil very different tactical roles. Even when different options are considered expendable, virus warheads are considered an ideal solution.
available, a ship’s master must carefully choose those armaments that are Pirates more interested in inert cargo, salvage, and the possibility of
most consistent with the ship’s fighting style. expanding their fleet lust after these rare and unstable armaments.
Terminal Penetration (X): When rolling Damage for this Availability: Near Unique
weapon, re-roll any dice results of X or lower. The results of the second Range: 60VU max
roll stand. Speed: 10VU per turn
Damage: 2d10+10
Crit: -
Plasma Torpedoes
When a torpedo armed with a Virus Warhead successfully hits a target
These explosives are the standard armament for Imperial torpedoes.
vessel, roll damage. Provided the result exceeds the target’s Armour, the
These systems are designed to blast through a spaceship’s armoured hull,
vessel immediately suffers 3d10 damage to Crew Population and 2d10
using their high speed to punch deep into the target vessel.
damage to Morale. The ship does not, however, suffer damage to Hull
Availability: Rare
Integrity. A character must immediately make a Difficult (–10) Command
Range: 60VU max
Test to isolate survivors from the infected crew. If this test succeeds, the
Speed: 10VU per turn
spread of the virus is halted. However, if the test is failed, the vessel will
Damage: 2d10+14, Terminal Penetration (3)
suffer the same damage again each strategic turn until the test is passed.
Crit: 10
Note that this test must be taken for each successful warhead strike in a
Terminal Penetration (3): When rolling damage for this weapon, re-roll
salvo.
any dice results of 3 or lower. The results of the second roll stand.
The danger imposed by Virus Warheads is not entirely onesi-
ded. If a Torpedo Tube armed with these weapons is Damaged, the vessel
Boarding Torpedoes counts as being affected by a virus warhead.
More manned spacecraft than torpedo, these fulfil a comparable role to
assault boats. However, boarding torpedoes are less manoeuvrable and
less armoured than assault boats. To offset these flaws, they are also
Atomic Torpedoes
A relic of ages past and seen as largely distasteful, the use of atomics is,
much smaller targets.
nonetheless, often very effective against voidborne targets. Only used in
Availability: Rare
cases where the enemy must be completely obliterated, atomic torpedoes
Range: 60VU max
are quite capable of reducing an enemy ship to slag in a single volley.
Speed: 10VU per turn
Availability: Near Unique
Damage: 2d10+11, Terminal Penetration (2)
Range: 60VU max
Crit: -
Speed: 10VU per turn
The crews of a boarding torpedo are able to make minor adjustments to
Damage: Special, see below, Terminal Penetration (2)
the torpedo’s flight path. and consequently these are always considered
Crit: 7+
Guided torpedoes, though no additional Acquisition cost is required for
Each Atomic torpedo that hits its target does 1d5 hits doing 1d10+6
this feature. Note that boarding torpedoes do not have a Detection Rating
Damage each. Void shields and armour will protect against this normally,
and are controlled with Operate (Aeronautica) instead of Tech-Use, and
however, all damage should be added together as if it were a single salvo.
cannot have control taken from them by an enemy ship. No additional
Poor Craftsmanship Atomic Torpedoess are less reliable, and
guidance systems may be added to boarding torpedoes. When a boarding
only do 1d5-2 hits. Good Craftsmanship Atomic Torpedoes do 1d5+2
torpedo successfully hits a target craft, roll the weapon’s damage as
hits, while Best Craftsmanship Atomic Torpedoes do 1d5+5 hits.
normal. If the damage exceeds the target’s armour, the torpedo does not
inflict damage to Hull Integrity. Instead, the troops within immediately
make a Hit & Run Extended Action, with each individual torpedo that Vortex Torpedoes
penetrated the enemy ship's armour making their own Hit & Run Action Only a few remaining Forge worlds still maintain the technological craf-
or each torpedo's crew combining their rolls to make one Hit & Run roll tsmanship to manufacture these rare weapons. The Vortex Warhead is not
that counts as being assisted by an amount of others equal to each boar- a crude explosive charge, but an arcane device that tears open a rent in
ding torpedo beyond the first. the very fabric of reality, consigning vast chunks of its target to the Warp.
The swirling energy within this tear in the fabric of reality immediately
draws all matter in its blast radius through it, leaving gaping wounds in
Melta Torpedoes
the target vessel.
These weapons are even more feared by starship captains than standard
Availability: Unique
torpedoes. Mercifully rare and extremely brutal, melta warheads detonate
Range: 60VU max
a precisely-organised series of melta charges upon impact with a target,
Speed: 10VU per turn
burning through hull plating and consuming sections of the vessel’s inter-
Damage: 2d10+5, Terminal Penetration (5)
ior in a roiling conflagration.
Crit: 6+
Availability: Extremely Rare
When attacked by these torpedoes, word of these horrifying weapons
Range: 60VU max
spreads like wildfire through the target crew. In addition to the Hull
Speed: 10VU per turn
Integrity damage and the Critical Hit from each Vortex warhead, each
Damage: 2d10+15, Terminal Penetration (4)
successful vortex warhead strike also causes 1d5 damage to Morale.
Crit: 9+
Vortex warheads ignore Armour when calculating damage.
A hit from a Melta Torpedo that deals damage automatically causes a
Maintaining and safeguarding these weapons requires rituals
Fire! Critical Result, in addition to any other Crits is may cause. Carrying
that have been lost to most enginseers. If torpedo tubes armed with these
these extremely volatile weapons is nearly as dangerous for a vessel as it
warheads are Damaged, the torpedo tubes are immediately destroyed.
is for its targets. If Torpedo Tubes armed with these warheads are dest-
Further, the vessel is immediately subjected to three additional Critical
royed, one additional Components of the GM’s choice is set on fire.
Hits at locations of the GM’s choice.
8.4 Voidship Components - 632
8.4.13 - Launch Bays
Huge warp-capable vessels are the focal point of nearly every space battle. However, smaller craft can often provide the assets to completely turn
the face of an engagement. In order for a vessel to carry a wing of attack craft and launch them quickly enough to affect a combat, the vessel must be
equipped with a landing bay.
A ship without a Launch Bay has room for one Light Aeronautica for every 5 points of Space its Hull has, and one Heavy Aeronautica for
every 10 Space its Hull has. However, if a ship has a cargo hold Component (such as the Cargo Hold and Lighter Bay), they should be able to hold an
additional four vehicles (regardless of whether they’re Heavy or Light Aeronautica).
However if a ship does not have a a Launch bay it may not perform any Attack Craft Operations in voidship combat.

Hold Launch Bay Jovian-pattern Launch Bay


When a transport hull is repurposed for exploration or needs additional Jovian-pattern Launch Bays are equipped with dedicated launch ports
security, its captain may take the extreme measure of adapting the Main for launching attack craft and magnetic guidance coils for steering them
Cargo Hold to carry attack craft. Though the massive carrying capacity safely back on board after a mission. The absence of an outer exposed
of a transport is not entirely eliminated, it is substantially reduced. landing bay is believed to make the Jovian-pattern less prone to damage
or catastrophic depressurization than other patterns.
Jovian-Pattern Escort Bay
Jovian-pattern Escort Bays are designed specifically for light cruisers. Lathe-pattern Launch Bay
Their smaller capacity keeps them from supporting as many fighters Lathe-pattern Launch Bays are characterised by the huge opening that
and bombers, but also allows them to be fitted onto a smaller warship’s offers an unobstructed view of the void. Only the occasional crackle of
frame. an energy field disrupts the view of the yawning black. Prior to entering
the warp, a vessel equipped with this Component must engage the huge
security hatches to seal off this opening from any view of the warp.

Launch Bays Summary


Appropriate
Name Power Space SP Str. Special
Hull Types
Retrofit: This Component may only be installed to replace an integral Main
Cargo Hold on a transport (which is why it does not have a Space requirement,
it takes up the space normally reserved for the Main Cargo Hold). It does not
take up a Weapon Capacity Slot.
Hold Launch 2
Transports 1 - 1
Bay (Rare)
Structural Impact: The Hold Landing Bay installation requires cutting mas-
sive holes in the exterior of the transport’s hull. The vessel’s Hull Integrity is
permanently reduced by 5 when this Component is added. In addition, the ship
suffers a –5 penalty to its Manoeuvrability.
Jovian-Pattern
1
Escort Launch All Ships 1 4 1 -
(Scarce)
Bay
Jovian-Pattern Light Cruisers, 2
1 6 2 -
Launch Bay Cruisers (Rare)
Prior to entering the Warp, a vessel equipped with this Component must engage
the huge security hatches to seal off this opening from any view of the warp.
Lathe-Pattern Light Cruisers, 2
2 5 2
Launch Bay Cruisers (Rare) Energy Field: The security hatches on this bay must be open during the Strate-
gic Turn when small craft are landing or taking off. If this Component ever los-
es power when the hatches are open, this Component becomes Depressurised.

8.4 Voidship Components - 633


8.4.14 - Boarding Ramps
Largely seen as archaic weapons from a very different time, these mechanisms were once the favoured means of attacking enemy vessels in the long
gone days of the Great Crusade and Horus Heresy. While rarely if ever seen on naval vessels in modern times they still are used by the desperate and
destitute.

Jovian-pattern Boarding Ramps Mars-pattern Boarding Ramps


While standard boarding ramps use more reliable las-cutters to slice into The redoubatle standard of boarding ramp technology, this ancient
enemy armour, the Jovian-pattern uses rings of arrayed melta-cutters to pattern dates back well into the Age of Strife, and some examples are
slice through even the deepest plating with ease. While this has the effect stained with millennia worth of blood.
of more aggressively delivering boarding parties it can also damage the
target vessel more thoroughly, which can be detrimental if capture of the
vessel is the aggressor’s aim.

Boarding Ramps Summary


Appropriate
Name Power Space SP Str. Range Special
Hull Types
Jovian-pattern Melta-Cutters: The attacking voidship gains a +5 bonus to the
Transport, 1 Opposed Command Test for Boarding Actions if it is using this
Boarding 3 2 2 1
Raiders, Frigates (Scarce) Component. Additionally if the Boarding Action does Hull Integrity
Ramps damage to the enemy ship it does +1 Damage.

Jovian-pattern Melta-Cutters: The attacking voidship gains a +5 bonus to the


Light Cruisers, 2 Opposed Command Test for Boarding Actions if it is using this
Heavy Boarding 4 4 3 1
Cruisers (Rare) Component. Additionally if the Boarding Action does Hull Integrity
Ramps damage to the enemy ship it does +1 Damage.
Melta-Cutters: The attacking voidship gains a +5 bonus to the
Jovian-pattern Grand Cruisers, 3 Opposed Command Test for Boarding Actions if it is using this
5 6 4 1
Siege Bridges Battlecruisers (V. Rare) Component. Additionally if the Boarding Action does Hull Integrity
damage to the enemy ship it does +1 Damage.
Adamantine Portcullis: The defending voidship gains a -10 penalty
to the Opposed Command Test for Boarding Actions against this
Mars-pattern voidship if this component is being used.
Transport, 2
Boarding 2 3 2 1
Raiders, Frigates (Rare)
Ramps Reliable Construction: If this Component becomes damaged, de-
pressurized, 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.
Adamantine Portcullis: The defending voidship gains a -10 penalty
to the Opposed Command Test for Boarding Actions against this
Mars-pattern voidship if this component is being used.
Light Cruisers, 3
Heavy Boarding 3 5 3 1
Cruisers (V. Rare)
Ramps Reliable Construction: If this Component becomes damaged, de-
pressurized, 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.
Adamantine Portcullis: The defending voidship gains a -10 penalty
to the Opposed Command Test for Boarding Actions against this
voidship if this component is being used.
Mars-pattern Grand Cruisers, 4
4 7 4 1
Siege Bridges Battlecruisers (Ex. Rare)
Reliable Construction: If this Component becomes damaged, de-
pressurized, 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.

8.4 Voidship Components - 634


8.4.15 - Nova Cannons
Very few weapons are capable of creating a blast effect that can encompass multiple warp-capable starships. These rare and massive bore weapons
are distinguished by that capacity.
Mars-pattern Nova Cannon Ryza-pattern Nova Cannon
Though Nova Cannons are quite rare, even by standards of starship This variant replaces the massive explosive shells with a highly unstable
construction, the Mars pattern is the most common construction template. plasma-based macro-bomb. These weapons are even more power-hungry
These massive cannons—hundreds of meters in length—fire an enor- than the Martian pattern, but are believed to be slightly more effective as
mous shell that echoes a traditional explosive shell, though on a much well. With this additional power does come some additional questions of
larger scale. These shells are accelerated to near relativistic velocities, stability, as weaponising such a huge quantity of plasma carries its own
causing an explosion that detonates with more force than dozens of dangers.
plasma warheads.
Nova Cannons Summary
Appropriate
Name Power Space SP Range Str. Damage Crit Special
Hull Types
Core Architecture: This weapon Component is
Mars-pattern 3
Nova Cannon
Cruisers 3 7
(V. Rare)
6-40 - 2d5+4 - always revealed by successful Active Augury—
it is too large to be concealed.
Core Architecture: This weapon Component is
always revealed by successful Active Augury—
it is too large to be concealed.
Ryza-pattern 4
Nova Cannon
Cruisers 4 7
(Ex. Rare)
6-36 - 2d5+5 - Overheating Systems: For every five degrees
of failure on a test to fire a Ryza-pattern Nova
Cannon, the firing vessel suffers one Critical
Hit. If a Component is affected by the Critical
Hit, it is always the Nova Cannon.

8.4 Voidship Components - 635


8.4.16 - Cargo Holds & Passenger Compartments
Areas in the ship designed for cargo or passenger transport, presenting a captain with more ways to earn Thrones.
If a Component in this section may be used by multiple different classes of ship the differing Power, Space, or SP requirements will be sep-
arated by a slash, and the “Appropriate Hull Types” will also be separated in this manner, indicating which value to use depending on the placement
of the Hull Type before or after the slash.
Barracks Cargo Hold and Lighter Bay
Barracks are self-contained living quarters for transporting humanity Warships can be converted to haul cargo, but this can often have an
en masse. Generally this is for moving soldiers, or, if the opportunity adverse effect on their combat performance.
presents itself, pilgrims or refugees. These components contain space Appropriate Hull Types: Raiders, Frigates, Light Cruisers, Cruisers
for resting areas, assembly halls, toiletry facilities, and supply vaults for Power: 1
arms, food, vehicles, fuel, and other necessities. Space: 2
Appropriate Hull Types: All Ships SP: 1 (Scarce)
Power: 2 Component Type: Structural (+0)
Space: 4 Hidden Spaces: When installed on Raiders, or Frigates these compo-
SP: 2 (Rare) nents can host up to 1,000 Capacity. When installed on Light Cruisers or
Component Type: Structural (+0) Cruisers these components can host up to 2500 Capacity.
Soldiers: When working toward a Military objective, the players earn an Unbalanced: Voidships are precisely balanced, something this modifica-
additional 100 Acheivement Points towards completing that objective. tion effects, meaning they suffer –3 to Manoeuvrability.
Reinforcements: If the ship is transporting troops, it gains +20 to all
Command Tests involving Boarding Actions and Hit & Run Actions. Compartmentalised Cargo Hold
When installed on Transports, Raiders, or Frigates these com- Cargo holds have been installed across the ship, spread out to minimise
ponents can host up to 2,000 people. When installed on Conveyors, Light their effect on the vessel’s handling.
Cruisers, or Cruisers these components can host up to 5,000 people. Appropriate Hull Types: Raiders, Frigates, Light Cruisers, Cruisers
Vehicles, given their bulk and needs, take up spots that would otherwise Power: 2
be occupied by people. The vehicles take up an amount of Capacity as Space: 5
appropriate for their Size Trait. Size (10) vehicles are such enormous SP: 1 (Scarce)
leviathans that they require the whole of a cargo hold to be transported. Component Type: Structural (+0)
Passenger/Vehicle Passenger Capacity Disperse Storage: If the vessel is the subject of Focused Augury, the
Size Trait Taken cargo is only identified with Four Degrees of Success. Further, even if
Scrawny (3) or smaller ½ it is identified, the Component may not be targeted by a Critical Hit.
However, the ubiquitous hidden compartments create far more cramped
Average (4) 1
living conditions for the crew. Further, these compartments often obstruct
Hulking (5) 2 access to panels used for maintenance and repairs. As a consequence,
Enormous (6) 5 the vessel reduces Morale by 2 and suffers a –10 penalty to any repair
Massive (7) 10 attempts.
Storage Area: When installed on Raiders, or Frigates these components
Immense (8) 25
can host up to 1,000 Capacity. When installed on Light Cruisers or Cruis-
Monumental (9) 50 ers these components can host up to 2500 Capacity.

Brig Evacuation Bay


Though almost any ship has a brig, some vessels have more elabora- When smuggling goods, it can be essential to be able to get rid of those
te facilities. Some brigs are filthy, open chambers where prisoners sit goods in a hurry. Sometimes, there’s an unexpected Imperial entangle-
enchained in squalor, their jailers only visiting every few days to hose ment. Other times, that entanglement is something even less savoury. In
down the gutters and release the dead bodies into the void. Others are any case, there are times where it is far wiser to have an empty cargo bay
spotlessly efficient walled off oubliettes where the occupants live in than one filled with expensive, but inconvenient, goods. This bay is ready
maddening solitary confinement for years at a time. for those times.
Appropriate Hull Types: All Ships Appropriate Hull Types: All Ships
Power: 1 Power: 2
Space: 4 Space: 4
SP: 1 (Scarce) SP: 1 (Scarce)
Component Type: Structural (+0) Component Type: Powered (-10)
Stern Discipline: Increase Morale permanently by 1. In addition, any Stowed and Secured: When installed on Transports, Raiders, or Frigates
Intimidate Tests made during Extended Actions gain a +5 bonus. these components can host up to 1,500 Capacity. When installed on Mass
Prison Space: Similar to a Barracks Component, a Brig can carry 3000 Conveyors, Light Cruisers or Cruisers these components can host up to
passengers at once, though in much more cramped, secure conditions. 3000 Capacity.
Quick Exit: As any-time Free Action, a member of the bridge crew may
open the cargo hatches to forcibly eject all of the cargo into the void and
initiate an immediate cleansing of the hold.

8.4 Voidship Components - 636


Luxury Passenger Quarters Ship’s Stores
Comfortable quarters for passengers earn Thrones—and make for jealous When Rogue Traders venture into areas beyond even the forsaken
crew. Expanse, especially on long-duration exploration voyages, the lack of
Appropriate Hull Types: All Ships proper repair facilities can become a serious issue. As shipboard systems
Power: 2 become damaged beyond repair or outright destroyed, only spare parts
Space: 1 can help. If the ship has sufficient storage, a wise crew can stow backup
SP: 1 (Scarce) Components for just such emergencies.
Component Type: Powered (-10) Appropriate Hull Types: Transports, Light Cruisers, Cruisers/Convey-
Paying Customers: When able to ferry passengers between distant stars ors, Grand Cruisers
the captain can arrange for payment with his wealthiest customers, at Power: 1 Space: 5/10
rates agreed upon between himself and the passengers. SP: 2 (Rare)
Class Division: Decrease Morale permanently by 3. Component Type: Structural (+0)
Spare Parts: A Ship’s Stores Component may hold additional Compo-
nents (acquired separately) up to their combined Space value, allowing
Main Cargo Hold the crew to use them as replacements if the Component is Destroyed.
This hold was designed for moving bulk cargo. Replacing a Component is accomplished in the same manner as making
Appropriate Hull Types: Transports, Conveyors Extended Repairs, except that success also replace any desired Compo-
Power: 2 nents. In addition, when making Extended Repairs, repair two additional
Space: 4 Hull Integrity.
SP: 1 (Scarce)
Component Type: Structural (+0)
Stowed and Secured: When installed on Transports these components Xenos Habitats
can host up to 2,500 Capacity. When installed on Mass Conveyors these Dealing with xenos is dire heresy to the Imperium—not that a Cold
components can host up to 5000 Capacity. Trader would let that stand in the way of profit. Rogue Traders make use
of these as well, though they are far more sanctioned to entreat aliens in
the name of the God-Emperor, all the better to exploit them, of course.
Shadowblind Bays Quarters that can simulate the environments of alien worlds can further
Behind and beneath each standard cargo bay is hidden a second, ‘mirror facilitate relations, or keep non-sentient ones pacified for transport.
hold,’ void-shielded and static-screened against any prying auspexes. Appropriate Hull Types: All Ships
Appropriate Hull Types: All Ships Power: 2
Power: 3 Space: 1
Space: 4 SP: 1 (Scarce)
SP: 2 (Rare) Component Type: Stuctural (+0)
Component Type: Aetheric (-20) Comfortable Atmosphere: All Charm and Inquiry Tests made with
Mirror Bays: When installed on Transports, Raiders, or Frigates these xenos aboard this vessel gain a +10 bonus.
components can host up to 1,500 Capacity. When installed on Mass Con- Suspicious: Most Imperial citizens are taught from birth to distrust the
veyors, Light Cruisers or Cruisers these components can host up to 3000 xenos. Decrease the ship’s Morale permanently by 2.
Capacity. Location of these bays when their systems are engaged requires
an Arduous (–40) Scrutiny Test.
Cargo Holds & Passenger Compartments Summary
Component
Ship Points
Name Appropriate Hull Types Power Space Type
(Availability)
(Modifier)
2 Structural
Barracks All Ships 2 4
(Rare) (+0)
1 Structural
Brig All Ships 1 1
(Scarce) (+0)
Raiders, Frigates, Light Cruisers, 1 Structural
Cargo Hold & Lighter Bay 1 2
Cruisers (Scarce) (+0)
Raiders, Frigates, Light Cruisers, 1 Structural
Compartmentalized Cargo Hold 2 5
Cruisers (Scarce) (+0)
1 Powered
Evacuation Bay All Ships 2 4
(Scarce) (-10)
1 Structural
Luxury Passenger Quarters All Ships 2 1
(Scarce) (+0)
1 Structural
Main Cargo Hold Transports, Conveyors 2 4
(Scarce) (+0)
2 Powered
Shadowblind Bays All Ships 3 4
(Rare) (-10)
Transports, 2
1 5
Light Cruisers, Cruisers (Rare) Structural
Ship's Stores
2 (+0)
Conveyors, Grand Cruisers 1 10
(Rare)
1 Structural
Xenos Habitats All Ships 2 1
(Scarce) (+0)
8.4.17 - Augments & Enhancements
There are countless devices and systems for boosting a vessel’s performance, protecting it against danger, or aiding it in the completion of its mis-
sions.
If a Component in this section may be used by multiple different classes of ship the differing Power, Space, or SP requirements will be sep-
arated by a slash, and the “Appropriate Hull Types” will also be separated in this manner, indicating which value to use depending on the placement
of the Hull Type before or after the slash.
Augmented Retro-Thrusters A Good Craftsmanship variant adds +25 to the Operate test. Best Crafts-
Multiple manoeuvering thrusters draw immense power, but offer impres- manship versions add +25 to the Operate Test and are only damaged on a
sive performance nonetheless. test failed by more than four Degrees of Failure.
Appropriate Hull Types: Raiders, Frigates/Transports, Light Cruisers/
Conveyors, Cruisers Auxiliary Plasma Banks
Power: 3/4/5 A ship’s drive can produce more power if equipped with extra banks of
Space: 0 plasma generation and containment systems. Of course, there is a danger
SP: 2 (Rare) associated with housing additional hab-block sized containers of plasma
Component Type: Powered (-10) aboard a starship.
Agile: These thrusters add +5 to the ship’s Manoeuvrability. Appropriate Hull Types: Raiders, Frigates/Conveyors, Light Cruisers,
External: This Component does not require hull space. Although it is Cruisers
external, it can only be destroyed or damaged by a Critical Hit. Power: 8 Generated/12 Generated
Space: 5/6
Armour Plating SP: 1 (Scarce)
Additional adamantine plates protect this vessel from harm. Component Type: Power (-10)
Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors, Volatile Power: This Component generates power, rather than requiring
Light Cruisers, Cruisers it. If this Component is ever damaged, the ship containing it takes 1d5
Power: 0 damage directly to Hull Integrity, and its plasma drive is set on fire.
Space: 1/2
SP: 2 (Rare) Ceramite Plating
Component Type: Structural (+0) While a ship’s armour can deal with most projectiles, man-made or
Armour: Increase this vessel’s Armour by 1. otherwise, it canbe found lacking when struck by the powerful energies
Dead Weight: Decrease this vessel’s Manoeuvrability by -2. of solar bodies or lance strikes. Ceramite-based armour can help in
these instances, and while such plating may not utterly protect against
Armoured Prow high-energy attacks it certainly reduces the incoming damage to the
The trademark of cruisers and battleships of the Imperial Navy, heavy ship’s structure.
sheets of adamantine 20 metres thick cover the bow of this vessel Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors,
Appropriate Hull Types: Cruisers Light Cruisers, Cruisers
Power: 0 Power: 0
Space: 4 Space: 1/2
SP: 2 (Rare) SP: 2 (Rare)
Component Type: Structural (+0) Component Type: Structural (+0)
Imposing: A ship with this Component may not have Prow macrobat- In Ceramite Clad: For each instance of this Component on a ship
teries or lances. This ship gains +4 armour only in its fore arc. This ship reduce damage from lance weapons and nova cannons by 1, in effect
also does 1d10 additional damage when ramming. giving it +1 Armour when it would otherwise not be allowed to reduce
This Component may not be added to a vessel more than once. incoming damage by the ship’s Armour. At the GM’s sanction this ar-
mour can also protect against solar phenomena, plasma clouds, and other
high energy obstacles.
Arrester Engines Dead Weight: Decrease this vessel’s Manoeuvrability by –2.
This ancient piece of engineering adds a series of baffles around the
engines. These baffles may redirect the vessel’s forward thrust in a uni-
form fashion that effectively counteracts its forward momentum. Ships Cherubim Aerie
modified in this fashion may slow their speed much more abruptly than Most Imperial starships have a population of cherubim servitors. Though
those without this modification. they are useful for aiding in menial tasks, the lowborn crew distrust them
Appropriate Hull Types: Transports, Raiders, Friagets/Conveyors, and say they cause harm and mischief. To house them (and isolate them
Light Cruisers, Cruisers from the crew), many captains construct specialised aeries in the vaulted
Power: 1/2 upper reaches of the cargo bays and larger corridors.
Space: 0 Appropriate Hull Types: All Ships
SP: 2 (Rare) Power: 1
Component Type: Powered (-10) Space: 0
When the vessel takes an Adjust Speed, Adjust Speed & Bearing, or SP: 1 (Scarce)
an Evasive Manoeuvre Action the helmsman may gain a +20 bonus to Component Type: Powered (-10)
the Operate (Voidship) Test. However, these manifolds require careful Small Miracles: A Cherubim Aerie decreases crew Morale permanently
upkeep. If the Operate Test is failed by three or more Degrees of Failure, by 1, but, once per a session, provides a +20 bonus to any one test made
this Component becomes damaged. The voidship loses 1 Speed until aboard the ship.
repairs are made. Poor Craftsmanship Aeries permanently decrease Crew Morale
A Poor Craftsmanship Arrester Engine is more prone to failure. by 2 instead of 1 (as they do a worse job of isolating the cherubim from
These versions are damaged on a test failed by two or more degrees. the crew).
8.4 Voidship Components - 638
Defensive Countermeasures Empyrean Mantle
The vessel is equipped with a package of false auspex reflectors, thermal Most dirt-dwellers would find the idea of hiding something as large as a
buoys, vox screamers, and other devices designed to keep an enemy starship to be ridiculous. Of course, most dirt-dwellers have no idea just
vessel from accurately firing on it. how utterly vast space is. With the right energy baffles and screens to
Appropriate Hull Types: All Ships diffuse and mask energy signatures, a ship can become nothing more than
Power: 1 a hole in the void.
Space: 2 Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors,
SP: 2 (Rare) Light Cruisers, Cruisers
Component Type: Aetheric (-20) Power: 3/5
Single Use: When deployed, the countermeasures apply a –20 penalty Space: 0
to all Ballistic Skill Tests made to attack the ship for the next 1d5+1 SP: 2 (Rare)
Strategic Turns. Torpedoes suffer a –30 penalty instead. Once used, Component Type: Aetheric (-20)
the countermeasures must be refilled and refurbished with a successful Shadow in the Void: When travelling on Silent Running, all Tests to
Upkeep Test outside of combat (and at a technological system with void detect this vessel have their Difficulty increased by two degrees. When
yards) before it can be used again. completing a Criminal objective, the players earn an additional 50 En-
This Component may not be added to a vessel more than once. deavour Points.
External: This Component does not require hull space. Although it is
external, it can only be destroyed or damaged by a Critical Hit.
This Component may not be added to a vessel more than once.

Augments & Enhancements Summary


Component
Ship Points
Name Appropriate Hull Types Power Space Type
(Availability)
(Modifier)
Raiders, 2
3 0
Frigates (Rare)
2 Power
Augmented Retro-Thrusters Transports, Light Cruisers 4 0
(Rare) (-10)
2
Conveyors, Cruisers 5 0
(Rare)
2
Transports, Raiders, Frigates 0 1
(Rare) Structural
Armour Plating
2 (+0)
Conveyors, Light Cruisers, Cruisers 0 2
(Rare)
2 Structural
Armoured Prow Cruisers 0 4
(Rare) (+0)
2
Transports, Raiders, Frigates 1 0
(Rare) Power
Arrester Engines
2 (-10)
Conveyors, Light Cruisers, Cruisers 2 0
(Rare)
8 Gen- 1
Raiders, Frigates 5
erated (Scarce) Power
Auxiliary Plasma Banks
10 Gen- 1 (-10)
Conveyors, Light Cruisers, Cruisers 6
erated (Scarce)
2
Transports, Raiders, Frigates 0 1
(Rare) Structural
Ceramite Plating
2 (+0)
Conveyors, Light Cruisers, Cruisers 0 2
(Rare)
1 Powered
Cherubim Aerie All Ships 1 0
(Scarce) (-10)
2 Aetheric
Defensive Countermeasures All Ships 1 1
(Rare) (-20)
2
Transports, Raiders, Frigates 3 0
(Rare) Aetheric
Empyrean Mantle
2 (-20)
Conveyors, Light Cruisers, Cruisers 5 0
(Rare)

8.4 Voidship Components - 639


Extended Supply Vaults Lux Net
Extensive supply stowage allows the vessel to make longer journeys and Not all Rogue Traders are able to make their way back to proper port
better repair damage. facilities to repair damages from combat, and often they must make
Appropriate Hull Types: All Ships do in safe asteroid fields or backwater systems— quiet areas to afford
Power: 1 them uninterrupted time to complete essential refurbishment. In order
Space: 4 to hasten their repairs, they call on auxiliary power sources such as Lux
SP: 2 (Rare) Nets. These huge solar energy collectors use micro-thin sheets spread
Component Type: Structural (+0) across hundreds of square kilometres to generate additional power. They
Extensive Stores: Double the ship’s Supply characteristic. When making are especially useful when the main drives are damaged, but can draw
Extended Repairs, repair 1 additional Hull Integrity. unwanted attention to a crippled vessel.
Plenty for All: Increase Morale permanently by 1. Appropriate Hull Types: All Ships
Power: 10 Generated Space: 2
SP: 2 (Rare)
Flak Turrets Component Type: Powered (-10)
Designed to dump as much ammunition into the space surrounding a Power Source: Lux Nets are only functional (as in, they only generate
vessel as possible, Flak Turrets dump a steady barrage of explosive shells Power) on stationary vessels inside a solar system, taking 2 hours to
that strike incoming craft by chance more than by design. Because of the deploy and 10 to retract. If the ship has to move for any reason during its
massive ammunition expenditure and the flak-wall’s interference with operation, the Lux Net is Destroyed as the fragile material rips apart. The
ship sensors, these batteries are not always used. net also counts as exposed when deployed. When conducting extended
Appropriate Hull Types: All Ships repairs, a deployed net adds +1 to the number of Degrees of Success on
Power: 1 each week’s Tech Use Test.
Space: 1
SP: 1 (Scarce)
Component Type: Military (-30) Ostentatious Displays of Wealth
Scattershot: When in use, Flak Turrets increase the ship’s Turret Rating Even a Rogue Trader who prefers a more modest and unassuming
by +1. lifestyle (and there are plenty who do not) understands the power of
Wall of Fire and Steel: When the ship’s flak turrets are in use, it suffers appearances. To instil the proper mix of respect, awe, and fear, many
a –10 penalty to Detection. Rogue Traders decorate the interiors and exteriors of their vessels with
This Component may not be added to a vessel more than once. all manner of costly ornamentation. Whether ancient pieces of archaeo-
tech, hallways encrusted with jewels and precious metals, or even strange
examples of xenos art, these displays serve as a constant reminder to the
Field Bracing Rogue Trader’s guests—if wealth is power, their host is not someone
The ship’s hull and structural supports are ribbed with power field gene- they should wish to cross.
rators, which can greatly reinforce the vessel’s structural integrity as long Appropriate Hull Types: All Ships
as they are powered. Power: 0
Appropriate Hull Types: All Ships Space: 1
Power: 1-5 SP: 4 (Extremely Rare)
Space: 1 Component Type: Structural (+0)
SP: 2 (Rare) Impressive Accoutrements: This upgrade provides a +10 bonus to any
Component Type: Powered (-10) Social Skill Tests made to influence visitors aboard the vessel.
Hull Support: As long as Power is supplied to his Component, the Poor Craftsmanship Displays of Wealth actually impose a –10
ship’s Hull Integrity is increased by twice the Power supplied, up to +10. penalty to Social Skill Tests (as tacky and shoddy displays often inspire
Should this Component be Damaged or supplied with less Power, the derision and poor impressions, rather than the intended goal). Good and
hull loses this bonus value proportionally. This cannot bring the ship’s Best Craftsmanship displays, on the other hand, grant a +15 and +20
Hull Integrity below 0. The amount of power supplied to this Component bonus to Social Skill Tests, respectively (rather than the +10).
may be increased with a Challenging (+0) Tech Use Test (this counts as
an any-time Free Action in voidship combat) and may Unpower other
Components at the GM’s discretion. Overload Shield Capacitors
The Void Shields on a vessel with this upgrade are equipped with an
extensive network of rapidly charging capacitors and a redundant set of
Fire Suppression Systems shield projectors. This combination enables the void shields to rapidly
The vessel is equipped with additional systems such as specialised cycle, even after an overload. These ancient systems are generally reser-
extinguisher gases all designed to combat flames and keep them from ved for the most vital of military vessels.
spreading. Appropriate Hull Types: All Ships
Appropriate Hull Types: Transports, Raiders, Frigates/Light Cruisers, Power: 4
Cruisers/Conveyors, Grand Cruisers Space: 2
Power: 1/2/3 SP: 4 (Extremely Rare)
Space: 1/2/3 Component Type: Aetheric (-20)
SP: 2 (Rare) Second Wind: Overload Shield Capacitors enable a vessel to reactivate
Component Type: Powered (-10) its Void Shields at full strength immediately after they are overloaded by
Flame Extinguisher: If the Bridge is powered and undamaged, a a salvo. This permits the shields to effectively overload more than one
character may activate this system to extinguish one Component on fire time within a single strategic turn. This reactivation occurs automatically;
by making a +20 Tech-Use Test (this counts as an Extended Action). If
successful the fire is extinguished. This Component may be used once
per Strategic Turn.

8.4 Voidship Components - 640


no actions are required. The upgrade does have a limited capacity. This Power Ram
reactivation may only be performed once per combat encounter (or once Whereas some traders desire the obvious intimidation of a huge armou-
per 24 hours). red prow, others prefer a more subtle approach and sheath an otherwise
If the Overload Shield Capacitors are of Poor Craftsmanship, unremarkable ram beneath their ship’s prow with power-field generators.
when reactivated, their Strength is reduced by 1 (to a minimum of 1). When activated, the ship’s ram glows with hazy light and is often the last
Good Craftsmanship examples provide additional reserve power for the thing an enemy captain will see before impact.
void shields and may be reactivated twice per combat/day. Best Crafts- Appropriate Hull Types: Light Cruisers, Cruiser
manship overload shield capacitors also be reactivated twice per combat/ Power: 2
day, and also increase the void shield’s Strength by 1. Space: 0
SP: 2 (Rare)
Reinforced Interior Bulkheads Component Type: Aetheric (-20)
Additional adamantine plates in key locations make this vessel hard to External: This Component does not require hull space. Although it is
destroy. external, it can only be destroyed or damaged by a Critical Hit. Power
Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors, Field: This Component allows a voidship to do an additional 1d10 dam-
Light Cruisers, Cruiser age when ramming.
Power: 0 This Component may not be added to a vessel more than once.
Space: 2/3
SP: 2 (Rare)
Component Type: Structural (+0)
Hard to Breach: Add +3 to Hull Integrity

Augments & Enhancements Summary (cont.)


Component
Ship Points
Name Appropriate Hull Types Power Space Type
(Availability)
(Modifier)
1 Military
Flak Turrets All Ships 1 1
(Scarce) (-30)
2 Structural
Extended Supply Vaults All Ships 1 4
(Rare) (+0)
Field 2 Powered
All Ships 1-3 1
Bracing (Rare) (-10)
2
Transports, Raiders, Frigates 1 1
(Rare)
Fire 2 Powered
Light Cruisers, Cruisers 2 2
Surpression System (Rare) (-10)
2
Conveyors, Grand Cruisers 3 3
(Rare)
10 Gen- 2 Power
Lux Net All Ships 2
erated (Rare) (-10)
4 Structural
Ostentatious Displays of Wealth All Ships 0 1
(+0)
(Ex. Rare)
Overload Shield 4 Aetheric
All Ships 4 2
Capacitors (Ex. Rare) (-20)
2 Aetheric
Power Ram Light Cruisers, Cruisers 2 0
(Rare) (-20)
Transports, Raiders, 2
0 2
Frigates (Rare) Structural
Reinforced Interior Bulkheads
2 (+0)
Conveyors, Light Cruisers, Cruisers 0 3
(Rare)

8.4 Voidship Components - 641


Reinforced Prow Superior Damage Control
Though not as imposing as the titanic adamantium beaks of cruisers, a This vessel has been redesigned to deal with the inherent dangers of void
reinforced prow can offer crucial protection to smaller vessels, or any combat. The hull has coated with a sacred unguent that can seal gashes
ship that wishes to mount forward-facing weaponry. that might otherwise lead to depressurization. Whenever possible, the
Appropriate Hull Types: Transports, Raiders, Frigates/Conveyor, Light vessel’s interiors were constructed of flame retardant materials. The crew
Cruisers, Cruiser are equipped with a far more extensive supply of replacement parts and
Power: 0 tools than the standard requirements for Imperial vessels.
Space: 2/3 Appropriate Hull Types: All Ships
SP: 1 (Scarce) Power: 1
Component Type: Structural (+0) Space: 1
Adamantine Plates: This ship gains +2 Armour in its front arc only. SP: 3 (Very Rare)
This ship also does 1d5 additional damage when ramming. Component Type: Structural (+0)
This Component may not be added to a vessel more than once. If a Component on this vessel is Depressurized, the Crew Population suf-
fers only 1d5 damage. Firefighting attempts on the vessel are a Challeng-
ing (+0) Command Test. If performing isolated extended repairs, crew
Secondary Reactors members receive +10 to their Tech-Use Tests.
A vessel equipped with Secondary Reactors uses the additional power Poor Craftsmanship Superior Damage Control Systems do not
from augmented plasma reactors to rapidly increase its speed for a limi- exist; these are normal damage control systems. Good Craftsmanship
ted amount of time. These modifications are most popular among those examples of this upgrade also reduce the damage to Crew Population in
vessels that need to escape from them. Agents of the Mechanicum are the event of a fire to 1d5–1. Best Craftsmanship versions automatically
always reluctant to make these modifications, as the machine spirits of seal and vent a burning Component to space when it is consumed by fire,
the engines equipped with them are so often in pain. This upgrade inva- so that the fire cannot spread to any additional Components.
riably dictates a substantial increase in the amount of time that the vessel
must spend at repair docks.
Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors, Targeting Matrix
Light Cruisers, Cruisers The Targeting Matrix adds an additional system of autocogitators and
Power: 1/3 extended range augurs into the vessel’s weapon systems. These systems
Space: 1/2 dynamically calculate targeting solutions that compensate for the relative
SP: 2 (Rare) speeds of both the target and the firing vessel. In addition, they may
Component Type: Powered (-10) identify weak points in an enemy’s defences and identify decoys so that
Augmented Plasma Reaction: A vessel with this Component may they are not targeted.
activate the system to increase its Speed by 1+1d5 for a single turn. This Appropriate Hull Types: All Ships
activation requires a Difficult (–10) mechanical Tech-Use Test. Even Power: 3
if the test is passed, the vessel’s Speed is reduced by 1 during the turn Space: 1
following the speed increase. If the Tech Use Test is failed, the ship does SP: 4 (Extremely Rare)
not gain the 1+1d5 Speed, but immediately suffers the –1 Speed penalty Component Type: - (+0)
instead. If the test is failed by three or more degrees, the vessel’s Speed This upgrade provides a +5 to Ballistic Skill Tests when firing all Mac-
is reduced by half until the engines are repaired, requiring an Emergency rocannons, Lances and Nova Cannons on the equipped vessel. These
Repairs Extended Action. The Secondary Reactors may not be used again systems are not compatible with other types of weapons.
until these repairs have been made. Poor Craftsmanship examples of this upgrade are not capable
Secondary Reactors of Poor Craftsmanship impose a –10 of integrating with all of the ship’s weapons. Rather, they can only modi-
penalty to the Tech-Use Test. Good Craftsmanship Secondary Reactors fy a single Macrocannon or Lance, chosen when the upgrade is installed.
extend the Speed increase to 2 Strategic Turns. The rare examples of Best
Craftsmanship versions gain the bonuses for Good Craftsmanship, and Tenebro-Maze
increase the Speed by 3 instead of 2. The interior of the ship is a maze of passageways, blind compartments,
and triple-sealed pressure-hatches. Enemy boarding parties become
Starchart Collection quickly lost and separated, while the defenders spring cunning ambushes
It is a very lucky ship’s captain that has access to a collection of starc- from behind hololithic bulkheads.
harts, and even more so if those starcharts are actually accurate. Such Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors,
starcharts are full of information about warp routes—stable warp routes, Light Cruisers, Cruisers
lost words, and safe havens to replenish crew and supplies. Often, this Power: 1/2
information is hard won, costing countless ships, and the lives of their Space: 2/3
crew. SP: 2 (Rare)
Appropriate Hull Types: All Ships Component Type: Powered (-10)
Power: 1 Hidden Sally-Ports: This ship gains +10 to all Command Tests when
Space: 1 defending against boarding actions and Hit and Run Actions.
SP: 4 (Extremely Rare) Incomprehensible Layout: When a Component on this ship is selected
Component Type: Aetheric (-20) to be affected from a critical hit, it is chosen by the ship’s controller, not
A starchart collection allows a ship’s Navigator to reduce the base time the attacker.
for Warp Travel times by 1d5 days, to a minimum of one. This Component may not be added to a vessel more than once.
A Poor Craftsmanship Starchart Collection imposes a –10
penalty when rolling on the Warp Travel Encounters Table. Good charts
reduce travel times by 1d5+5 days (to a minimum of one), while Best
charts reduce Warp Travel times by 10 days.

8.4 Voidship Components - 642


Turbo-Weapon Batteries commonly all variations on an Imperial Eagle. Modifying these patterns
Turbo-weapons are not actually weapons, but a class of upgrades built or creating additional ones requires an extensive refitting, as the process
into macrobatteries. Increased power, recoil compensators, and even of reconfiguring its form is purely mechanical.
more potent propellants all can be used to make shots fire further and Appropriate Hull Types: All Ships
more accurately. Power: 1
Appropriate Hull Types: All Ships Space: 0
Power: 0 SP: 2 (Rare)
Space: 0 Component Type: Powered (-10)
SP: 3 (Very Rare) External: This Component does not require hull space. Although it is
Component Type: Military (-30) external, it can only be destroyed or damaged by a Critical Hit.
Big Guns Never Tire: Turboweapon Batteries upgrade allows a single
weapon component to ignore the penalties for firing at double its normal Vaulted Ceilings
range. This augment may be acquired multiple times, once for each Imperial ships are known for their cathedral-like designs. However, some
weapon component. This only has an effect on Macrobattery, Lance, and captains go even further, sacrificing space to give their ships towering
Nova Cannon Components. corridors with vaulted, gilded ceilings that seem more appropriate for a
Poor Craftsmanship Turbo-weapon Batteries decrease the planet-bound cathedral than a starship. Some captains have the arching
Range of the weapon component they upgrade by 1. Good Craftsmanship expanses covered with ornate murals extolling their deeds and the
Turbo-weapon Batteries increase the range of the weapon component accomplishments of their ancestors—real or imagined.
they upgrade by 1, and Best Craftsmanship adds a +5 to all Ballistic Skill Appropriate Hull Types: All Ships
Tests made to fire that weapon. Power: 0
Space: Varies
Variable Figurehead SP: 2 (Rare)
Imperial ships are often partly identified by the figurehead mounted on Component Type: Structural (+0)
their bows. In an effort to obfuscate a vessel’s identity, this Component is The Height of Devotion: This upgrade reduces the ship’s Space by 1
capable of reconfiguration to assume a different form. When installed, the for Raiders, 2 for Frigates and Transports, 3 for Light Cruisers, and 4 for
Variable Figurehead has up to five different design patterns, which are Conveyors, Cruisers, and higher. However, it permanently increases the
crew’s Morale by 5.

Augments & Enhancements Summary (cont.)


Component
Ship Points
Name Appropriate Hull Types Power Space Type
(Availability)
(Modifier)
Transports, Raiders, 1
0 2
Frigates (Scarce)
Structural
Reinforced Prow
(+0)
1
Conveyors, Light Cruisers, Cruisers 0 3
(Scarce)

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)

8.4 Voidship Components - 643


8.4.18 - Additional Facilities
A wide variety of Components that serve many different purposes. Any of the following components may only be added to a voidship once.
Arboretum This Component provides all the benefits of an Astropathic-
Only the richest shipmasters can afford to devote so much space and Choir Tower, along with the following bonuses:
resources to growing gardens aboard their vessel. Psy-Locus: When performing Astro-Telepathy in this Component, an
Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors, Astropath gains a +10 bonus to his Focus Power Test. While occupying
Light Cruisers, Cruisers this Component during Voidship Combat, any Psychic Actions that the
Power: 2/2 Astropath uses have their range increased by 5 VUs (after multiplication
Space: 2/3 by the psyker’s Willpower Bonus). Additionally count any Astropathic
SP: 1 (Scarce) Signal sent or being received as one range of distance lower.
Component Type: Powered (-10) External: This Component does not require hull space. Although it is
Replenishing Supplies: Double the ship’s Supply characteristic and external, it can only be destroyed or damaged by a critical hit.
increase Crew Population permanently by +2.”
Broadband Hymn-Casters
Asteroid Mining Facility Broadcast towers flood all frequencies with deafening hymns to the
For some traders, trading minerals and materials is not enough. They God-Emperor, jamming communications and terrifying enemies. Hea-
prefer to harvest their profits directly. An asteroid mining facility consists then or renegade ships have been known to use similar systems, though
of bays of mining lighters, tractor fields, adamantine drills, vast internal the nature of their ‘hymns’ is very different.
refineries and stowage bunkers for the minerals mined. A single ship can Appropriate Hull Types: All Ships
remain amongst an asteroid field for decades, accumulating a vast wealth Power: 3
in minerals. However, an asteroid mining facility dominates a starship. Space: 0
Appropriate Hull Types: All Ships SP: 1 (Scarce)
Power: 6 Component Type: Aetheric (-20)
Space: 10 Deafening: If this system is activated, all other ships must make a Diffi-
SP: 3 (Very Rare) cult (–10) Tech Use Test in order to use vox or other broadcast communi-
Component Type: Powered (-10) cations while within Communication Range of this vessel.
Mining Rig: An asteroid mining facility Component allows a vessel to Terrifying: When this system is activated, characters aboard this vessel
conduct mining operations in an asteroid field (or similar location). With gain +10 on all Intimidate Tests against all ships within 30 VUs.
a successful Hard (-20) Trade (Prospector) Extended Skill Test a voidship External: This Component does not require hull space. Although it is
situated in a mineral rich location may fill one Carge Hold Component external, it can only be destroyed or damaged by a critical hit.
with valuable ore, with one additional Cargo Hold being filled per every
second Degree of Success after the first. Each Cargo Hold filled this way Catacombs
can be sold to an appropriate buyer for 1 Profit Factor each. In the lower decks, these twisted passageways are filled with the skeletal
remains of former, beloved crewmen, enshrined for all time.
Astropathic Choir Tower Appropriate Hull Types: All Ships
Psy-tech installations such as these are used by certain Imperial ships, Power: 1
namely those of the Navy, or Rogue Traders, that are expected to go Space: 2
beyond the bounds of Imperium. These quiet places of contemplation are SP: 2 (Rare)
quite separate from the rest of the ship, allowing the Astropaths within Component Type: Structural (+0)
the mental calm needed to focus on sending and receiving Astropathic The Honoured Dead: Increase the ship’s Morale permanently by 2.
signals. When the ship loses Morale from Population loss, or other sources of
Appropriate Hull Types: All Ships death, reduced the amount lost by 2 (down to 1).
Power: 1
Space: 0 Cloudmining Facility
SP: 3 (Very Rare) The ship is equipped with specialised tethering grapples and distillation
Component Type: Aetheric (-20) holds, so that it can process valuable comets discovered in their lonely
Psy-Beacon: This Component allows the voidship, and characters with orbits surrounding a star. The resulting waters and minerals can be used
Psy-Conductor Implants, to perform Psychic Actions in voidship combat to replenish the crew and ship, or more profitably left as frozen chunks
and give further bonuses to Astral Telepathy, as described in Section 8.6 and sold to connoisseurs who value the luxury of pure cloud ice.
”Psykers in Voidship Combat” Appropriate Hull Types: Transports
External: This Component does not require hull space. Although it is Power: 3
external, it can only be destroyed or damaged by a critical hit. Space: 4
SP: 1 (Scarce)
Astropathic Choir Bastion Component Type: Powered (-10)
Rarely if ever seen on motive voidships, aside from fleet flagships, these Gelt in the Clouds: This Component allows the ship to conduct ice
great towers are mostly used on Astropathic relay nexus stations, as most mining in a suitable comet field far outside a solar system. Comets must
of them use near-archeotech psy-tech systems to boost their signal power. be first located with a Challenging (+0) Scrutiny + Detection Test via the
Appropriate Hull Types: All Ships ship’s augur arrays. Mining then takes 1d10+5 days and once complete
Power: 3 the additional fresh water and air restore 1d5 Morale as giving the ship
Space: 0 56 Supplies.
SP: 5 (Near Unique)
Component Type: Aetheric (-20)

8.4 Voidship Components - 644


Corpse-Grinder Facility Disciplinarium
Corpse-starch is food created from the recycled dead bodies of the Impe- This vessel’s captain believes that the living in the light of the God-Em-
rium’s citizens. Corpse-Grinders create this valuable resource (along with peror demands order and vigilance above all else. The crew is expected
additional goods such as skin parchment, blood ink, and candles) and to maintain the highest standards and the most conscientious of work-
with the death of each crew member keeping it in stock. ethics at all times. For those instances where failure occurs, the iron fist
Appropriate Hull Types: All Ships of corporal punishment solves all problems. The disciplinarium upgrade
Power: 3 exists to address these needs. Disciplinary chambers are distributed
Space: 1 throughout the ship. While they may be held in reserve as a constant
SP: 2 (Rare) reminder, at times, they may see extensive use that could solve problems
Component Type: Powered (-10) permanently.
Corpse Starch for All!: Increase all Morale losses by 1. Whenever a Appropriate Hull Types: All Ships
ship with this Component loses a point of Population it also gains 2 day’s Power: 1
worth of Supplies. Additionally double the ship’s Supply characteristic. Space: 1
SP: 1 (Scarce)
Crew Reclamation Facility Component Type: Structural (+0)
The Mechanicus has no qualms about converting the grievously wounded Punishment: The disciplinarium allows a ship’s captain to sacrifice
into servitors...but the rest of the crew may differ in opinion. Crew Population to increase Morale. The ship may reduce Crew Popu-
Appropriate Hull Types: All Ships lation by 1 to increase Morale by 2. This action may be taken up to once
Power: 1 per day.
Space: 1 There are no Poor Craftsmanship Disciplinariums—rough
SP: 1 (Scarce) workmanship tends to be even more intimidating. Good Craftsmanship
Component Type: Powered (-10) variants add display units around the vessel to showcase examples of
Recycling: Reduce all losses of Crew Population by 3, to a minimum of the tools in action. This adds +5 to all Command tests performed on the
1. Increase all losses to Morale by 1. vessel. Best Craftsmanship versions also raise the Morale by 3 for every
1 points of Crew Population reduction.

Additional Facilities Summary


Component
Ship Points
Name Appropriate Hull Types Power Space Type
(Availability)
(Modifier)
Transports, Raiders, 1
2 2
Frigates (Scarce) Powered
Arboretum
1 (-10)
Conveyors, Light Cruisers, Cruisers 2 3
(Scarce)
3 Powered
Asteroid Mining Facility All Ships 6 10
(Very Rare) (-10)
3 Aetheric
Astropathic Choir Tower All Ships 1 0
(Very Rare) (-20)
5 Aetheric
Astropathic Choir Bastion Light Cruisers, Cruisers 3 0
(Near Unique) (-20)
1 Aetheric
Broadband Hymn Casters All Ships 3 0
(Scarce) (-20)
2 Structural
Catacombs All Ships 1 2
(Rare) (+0)
1 Powered
Cloudmining Facility Transports 3 4
(Scarce) (-10)
2 Powered
Corpse-Grinder Facility All Ships 3 1
(Rare) (-10)
1 Powered
Crew Reclamation Facility All Ships 1 1
(Scarce) (-10)
1 Powered
Disciplinarium All Ships 1 1
(Scarce) (-10)

8.4 Voidship Components - 645


Drop Pod Launch Bays Hydraphurian KL-247 Jamming System
Honeycomb launch structures cluster along the vessel’s keel, ready to This device creates a violent and constantly shifting energy field that
spit drop pods full of assault forces on helpless planets below. interferes with the scanners of nearby ships.
Appropriate Hull Types: All Ships Appropriate Hull Types: All Ships
Power: 1 Power: 4
Space: 3 Space: 0
SP: 3 (Very Rare) SP: 1 (Scarce)
Component Type: Powered (-10) Component Type: Aetheric (-20)
Steel Rain: When working towards a Military objective, the players earn White Noise: While this Component is active, this ship may not perform
an additional 50 Endeavour Points towards completing that objective. Silent Running, but any ship within Communication Range suffer a -20
Drop Pod Deployment: This Component uses Drop Pods (see the Sec- penalty to all Tests that involve using their augur array or communica-
tion 7.5 "Aeronautica"). The “Storm” design is equipped to hold 20 pods, tions in any way.
and comes with a full complement of them, although it may only launch External: This Component does not require hull space. Although it is
10 every 30 minutes or so (in other words, it may launch 10 pods every external, it can only be destroyed or damaged by a Critical Hit.
Strategic Turn). The pods must be recovered from the planet’s surface by
Support Aeronautica before being reused. Laboratorium
Ancient cogitators, arrays of auspex systems, and volume upon volume
Galvanic Servo-Clamps of documentation supply an Adept with the tools and information neces-
Used for all manner of hauling, most commonly on in-system tugships, sary to capably analyse a recovered technological artefact. These tools
these enormous, mechanical claws can clamp down on voidstations, also work for those not of the Mechanicum who are bold enough to use
voidships, or hulks of either for transportation. them. Such use would be heretical, but might enable a novice to puzzle
Appropriate Hull Types: All Ships out a device without catastrophic effects.
Power: 5 Appropriate Hull Types: All Ships
Space: 3 Power: 2
SP: 3 (Very Rare) Space: 1
Component Type: Powered (-10) SP: 3 (Very Rare)
Salvage Operations: This Component allows a ship to attach itself to Component Type: Aetheric (-20)
any vessel which has been reduced to space hulk status, or is considered Research Facility: This Component grants a +20 bonus to all tests to
a derelict. The clamps can strip apart the wreck; for every week spent in identify, analyse, and repair artefacts of ancient or xenos origin, or to any
salvage the crew may make a mechanical Tech-Use Test (with a difficulty tests to craft single items (such as a single weapon or piece of armour).
equal to the total Acquisition modifiers of the Component that is being This could include Scholastic Lore, Forbidden Lore, Tech-Use, and Trade
salvaged) to attempt to safely remove a named Component from the Tests (as well as others at the GM’s discretion) as long as the character
hulk (a Focused Augury Extended Action to scan the wreck is needed to using this Component has the Mechanicus Implants Trait. Otherwise they
determine Components). If successful, a single working Component can only gain a +5 bonus and the scorn of any Mechanicum who witness
be removed and stored on the host vessel if there is Space for it (or exter- their blasphemy.
nally secured to hull for towing); if it fails then that Component is lost.
Successfully salvaged Components can be sold as part of a constructed Librarium Vault
Trade Endeavour or even refitted to the ship at a ship dock as if it had An ancient collection of writings and manuscripts has been collected
been acquired normally. aboard this vessel.
Heavy-Duty Hauling: This attachment also allows a voidship to haul Appropriate Hull Types: All Ships
any voidship or voidstation that has a lower total Hull Integrity value Power: 1
than itself. This even allows a ship or structure to be hauled between Space: 1
systems if it has no Warp Engine of it’s own. If hauling another ship or SP: 2 (Rare)
voidstation the voidship with this Component takes a -10 penalty to it’s Component Type: Structural (+0)
Manoeuverability. Multiple ships with Galvanic Servo-Clamps may even Accumulated Data: Any Common Lore or Scholastic Lore Skill Tests
move one larger voidship or station so long as their total Hull Integrity is made aboard this ship gains +20.
larger than that of the ship or station being moved. Lastly the ship being
hauled does not count as an additional ship for the purposes of determin-
ing the difficulty of a Navigate (Warp) Test to transit the Warp. Machine-Chapel of the Omnissiah
Galvanic Servo-Clamps are gigantic and unwieldy affairs, These quiet, oppressive halls are found to be disturbing to most crew
however, and a vessel equipped with them suffers –5 Manoeuvrability. members, and few but the initiates of the Martian priesthood are found in
them. This place of respite from the uninitiated, though, is quite welcome
to the Mechanicum of the ship, allowing them to focus on their arts of
machine appeasement.
Appropriate Hull Types: All Ships
Power: 1
Space: 2
SP: 1 (Scarce)
Component Type: Structural (+0)
Adepts of the Machine-God: All Tech-Use Tests performed aboard the
voidship count as being Assisted. Additionally the voidship gains +1
Morale from the higher efficiency the ship enjoys from the techpriest’s
constant ministrations.

8.4 Voidship Components - 646


Manufactorum Medicae Deck
These construction facilities are capable of synthesising additional parts A life of exploration invariably leads to encounters with unexpected life.
required to perform extended repairs for a damaged voidship. These parts This unexpected life can lead to unexpected injuries as well as novel di-
are constructed from basic materials, largely kept in storehouses on the seases. Every living quarters includes a basic infirmary, but those are not
ship. Along with helping effect repairs, this can also be used to create equipped for every variety of injury or disease. Similarly, an infirmary
quantities of items for use by the crew or for selling at port. is not equipped to treat the number of badly injured survivors from a
Appropriate Hull Types: All Ships badly damaged ship or planet-wide epidemic. A Medicae Deck offers the
Power: 1 facilities and staff to address both of these possibilities.
Space: 3 Appropriate Hull Types: All Ships
SP: 3 (Very Rare) Power: 2
Component Type: Powered (-10) Space: 1
Manufacturing: If attempting extended repairs, each Manufactorum SP: 1 (Scarce)
adds a +10 bonus to the weekly Tech-Use Test. If paying for repairs, each Component Type: Powered (-10)
Manufactorum adds a +10 bonus to the Acquisition Test to restore Hull Diagnostics and Treatment: The Medicae Deck adds a +20 bonus to all
Integrity. Medicae Skill Tests performed within this Component. The number of
Additional Templates: Manufactorums are equipped with a variety of patients that may be treated without penalty is increased to three times
templates for construction, so each Manufactorum may be able to manu- the character’s Intelligence Bonus.
facture small numbers of items, as shown on the Manufactorum Monthly
Production Rates table. Melodium
Manufactorum Monthly Production Rates For the Rogue Trader who desires only the finest in shipboard accoutre-
Availability of Production by Hull Type Installed on ments, a Melodium is ideal. Most are fashioned as grandiose chambers
Items Being covered with all manner of gilded pipes, horns, and other instruments
Produced Light Cruiser Cruiser Mass Conveyor which can produce an endless variety of musical tunes. The room itself
Ubiquitous 500 750 1000 alters shape via clever brass sidings and panels as it plays, the better to
accompany the melodies and vox-repeaters throughout the ship carry
Abundant 200 300 400
selected tunes into its farthest depths.
Plentiful 100 125 150 A Melodium provides uplifting tones designed to instil feelings
Common 50 75 100 of duty and loyalty throughout the vessel, from the lowly ratings and
Average 25 40 50
voidmen to the officers. That sometimes this is due to subliminal inf-
ra-harmonics lacing the melodies is kept a guarded secret. The hall itself
Scarce 10 15 20 can be configured in a variety of ways to produce the desired internal
Rare* 5 7 10 music and background effects, greatly aiding in many a difficult nego-
Very Rare* 3 5 7 tiation.
Extremely Rare* 1 1 2
Appropriate Hull Types: All Ships
Power: 1
Near Unique* 0.25 0.5 0.5 Space: 1
* indicates that items of this Availability require an STC Schemata that can only SP: 1 (Scarce)
be Acquired from the Temple of All Knowledge on Mars via an Astropathic Component Type: Powered (-10)
Message. Songs in the Void: Increase Morale permanently by +1 and gain +10 to
all Social Skill Tests.
Additional Facilities Summary (cont.)
Component
Ship Points
Name Appropriate Hull Types Power Space Type
(Availability)
(Modifier)
3 Powered
Drop Pod Launch Bays All Ships 1 3
(V. Rare) (-10)
3 Powered
Galvanic Servo-Clamps All Ships 5 3
(V. Rare) (-10)
1 Aetheric
Hydraphuran Jamming System All Ships 4 0
(Scarce) (-20)
3 Aetheric
Laboratorium All Ships 2 1
(V. Rare) (-20)
2 Structural
Librarium Vault All Ships 1 1
(Rare) (+0)
1 Structural
Machine-Chapel of the Omnissiah All Ships 1 2
(Scarce) (+0)
2 Powered
Manufactorum Conveyors, Light Cruisers, Cruisers 2 1
(Rare) (-10)
1 Powered
Medicae Deck All Ships 2 1
(Scarce) (-10)
1 Powered
Melodium All Ships 1 1
(Scarce) (-10)

8.4 Voidship Components - 647


Minelayer Bay subtract 1 from the result he rolls.
An often-used tactic among pirate fleets is to strew a heavilytrafficked
shipping lane with mines, and then pounce on any unfortunate ship Observation Dome
crippled by their massive explosions. Starship mines are huge and can A gigantic observation dome made of diamond panes and armoured glass
explode with catastrophic effect. Most are automatically triggered via an adorns this vessel’s spine, allowing an unrestricted view of the surroun-
on-board passive auspex to home in on nearby vessels, but some can be ding void.
remotely operated to achieve greater effectiveness. For starships plying Appropriate Hull Types: All Ships
common transit lanes through a system, they are a frequent worry that Power: 0
requires constant vigilance. Space: 1
Appropriate Hull Types: Transport, Conveyors, Light Cruisers, Cruisers SP: 1 (Scarce)
Power: 1 Component Type: Structural (+0)
Space: 4 Cure for Claustrophobia: Increase Morale permanently by 1.
SP: 1 (Scarce)
Component Type: Military (-30)
Minefield Ahead!: When acquired, the Minelayer Bay Component con- Orbital Drop Facility
tains enough mines for 3 deployments, with an Upkeep Test at a suitable Most commonly seen with Ecclesiastic Missionary ships and the well
port required to re-equip with a new complement of mines. A successful known “Auto-Temple” this component is actually a broad, and very
Routine (+20) mechanical Tech-Use Test can deploy mines in a spread useful, set of components that apply to a singular emplacement, such as a
covering an area 4 VUs wide, deep, and high behind the ship; this can temple, bastion, macrocannon emplacement, or nearly any other facility
also be done as an Extended Action while in combat (such as in a Stern imaginable. Using powerful inertia dampener systems, retro-thrusters,
Chase!). To prevent mines from accidentally setting each other off, the and heat shielding these systems allow a voidship deploy a single piece
fields cannot be set to overlap. For more information on how minefields of it’s architecture to a planet’s surface, and return it when or if the need
work, see the Minefield Celestial Hazard in Section 8.9 “Voidfaring”. arises (a process that takes a few days worth of preparations),
Appropriate Hull Types: All Ships
Power: +1
Munitorium Space: +1
Although all ships have a well-armoured room to store their munitions, SP: 3 (Very Rare)
this facility contains massive stockpiles of weapons, from small arms to Component Type: Powered (-10)
macro-cannon warheads. Orbital Drop: Not in itself a voidship component, Orbital Drop Facil-
Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors, ities are an addition to one other Supplemental Component that gives
Light Cruisers, Cruisers them the ability to be deployed onto a planet’s surface with relatively
Power: 2/3 little effort. Deploying the Component to the planet’s surface takes ap-
Space: 3/4 proximately 30 minutes and a +0 Operate (Aeronautica) Test. Returning
SP: 2 (Rare) the Component to the voidship however, takes approximately 3 days of
Component Type: Military (-30) preparation before it can be done.
Well Armed: As all sanctioned members of the crew are armed and A Fortress from the Heavens: For +2 additional Space and +1 Ship
replete with ammunition this gives the ship a +10 bonus to the Opposed Point armour and armaments can be provided to the Component this one
Command Test for all Hit & Run actions and Boarding Actions it is is attached to, increasing it’s Armour on all sides to 45 as well as raising
engaged in, offensive or defensive. it’s Hull Integrity to 200. It gains a mounting for one Heavy class weapon
Ordinatus Extremus: All macrobatteries on this ship gain +1 to their per a side facing to be applied as a sponson, as well as a murder-slits that
listed damage. provides the Armour of the Orbital Drop Facility to up to 12 people per
Volatile: If this Component is Destroyed, it explodes. The ship takes 2d5 a facing. Additionally it has the mounting for one Vehicle class weapon
damage to Hull Integrity, and a Component of the GM’s choice is set on mounted on top as a turret as long as the Component that this is added to
fire. is not a Macrocannon.
This Component may be applied to any Macrocannon Compo-
Murder-Servitors nent besides Grapple Cannons that does not have the Broadside rule. It
The ship possesses a stock of ancient, skull-faced killing machines. Sea- may also be applied to the Main Cargo Hold, Luxury Passenger Quar-
led in cryo-stasis until absolutely required, a mere dozen can be succes- ters, Barracks, and Brig Components. And lastly it may additionally be
sfully sent on hit and run raids to maim and kill on enemy vessels. applied to Auxiliary Plasma Banks, Asteroid Mining Facilities, Laborato-
Appropriate Hull Types: All Ships rium, Machine-Chapel of the Omnissiah, Manufacorum, Medicae Deck,
Power: 1 Melodium, Munitorium, Pharmacia, Sensorium, and Temple-Shrine to
Space: 1 the God-Emperor Components
SP: 3 (Very Rare)
Component Type: Military (-30)
Death-Dealers: When used to conduct a Hit and Run Action, this
enhancement provides a +20 bonus to the Opposed Command Test for
all Hit & Run actions and Boarding Actions it is engaged in, offensive
or defensive. Each time this bonus is used the ship with this Component
loses 1d5 Morale, as the sight of these grim, murderous machines is not
an encouraging sight to say the least.
Precise: When determining the Critical Hit inflicted by a Hit and Run
Action they participated in, the character conducting the raid may add or

8.4 Voidship Components - 648


Pilot Chambers gravity does not care about shield barriers!). Success grants the ship 4
There is a special kind of esprit de corps for those that fly the myriad weeks of Supplies (28), with an additional week of Supplies (7) for every
attack craft on a starship. From hotshot Fury interceptors to steadfast 2 Degrees of Success.
Starhawk bomber crews to Shark attack boat daredevils, their skills and
readiness can mean life or death for the entire ship. Launch bays equip- Resolution Arena
ped with ready rooms allow them to maintain constant readiness for the Some ships’ commanders prefer to allow the crew to settle their own
next mission. Training sensoria systems allow them to constantly hone disputes. Among these, some believe that those settlements can provide
their skills and Ministorum chapels allow them to ready their souls, all worthwhile entertainment and even a valuable lesson to other crew mem-
making them into relentless and deadly weapons. bers. This upgrade provides a public venue to settle violent disagree-
Appropriate Hull Types: All Ships ments in front of their comrades in the crew. The public display can also
Power: 1 provide a keen insight into the nature of those involved in the conflict.
Space: 1 The steady public bloodsport, along with its tacit approval,
SP: 1 (Scarce) leaves the crewmembers knowing that justice can be dispatched quickly.
Component Type: Powered (-10) This assurance in concert with the entertainment provides a degree of
Combat Ready: Pilot Chambers grant a +5 bonus to the Attack Craft loyalty to their officers.
Rating of all squadrons aboard a starship. Appropriate Hull Types: All Ships
Power: 1
Plasma Scoop Space: 1
These devices are usually only found on the specialised mining vessels SP: 1 (Scarce)
designed purely for entering the outer coronas of blue-white stars to col- Component Type: Structural (+0)
lect fuel for plasma drives. They can be fitted on other craft with suitable Blood on the Deckplates: The direct benefit of this is to permanently
hull bracing to withstand the additional strain this maneuver creates. increase Morale by 3.
Appropriate Hull Types: Raiders, Frigates/Light Cruisers, Cruisers For those vessels equipped with a Poor Craftsmanship Reso-
Power: 2/3 lution Arena, the crew senses that this is a lower priority aboard ship.
Space: 3/4 These permanently increase Morale by 2 instead. Good Craftsmanship
SP: 3 (Very Rare) versions may also be useful to provide entertainment for clients during
Component Type: Powered (-10) trading, providing a +10 bonus to all Commerce tests made with trading
Fuel Gathering: A ship equipped with a Plasma Scoop may attempt partners aboard the vessel. Best Craftsmanship versions provide the same
mining operations on suitably stable suns (mostly in the blue-white to bonus, but also permanently increase Morale by 5.
white range). This requires a Challenging (+0) Operate (Voidship)+Ma-
noeuvrability Test; failure means the ship takes 1d5 hull integrity damage
for every degree of failure, ignoring Void Shields (the deadly embrace of

Additional Facilities Summary (cont.)


Component
Ship Points
Name Appropriate Hull Types Power Space Type
(Availability)
(Modifier)
Transports, Conveyors, Light Cruisers, 1 Military
Minelayer Bay 1 4
Cruisers (Scarce) (-30)
2 Military
Transports, Raiders, Frigates 2 3
(Rare) (-30)
Munitorium
2 Military
Conveyors, Light Cruisers, Cruisers 3 4
(Rare) (-30)
3 Military
Murder Servitors All Ships 1 1
(Very Rare) (-30)
1 Structural
Observation Dome All Ships 0 1
(Scarce) (+0)
3 Powered
Orbital Drop Facility All Ships +1 +1
(V. Rare) (-10)
1 Powered
Pilot's Chambers All Ships 1 1
(Scarce) (-10)
3
Raiders, Frigates 2 3
(V. Rare) Powered
Plasma Scoop
3 (-10)
Light Cruisers, Cruisers 3 4
(V. Rare)
1 Structural
Resolution Arena Any Ship 1 1
(Scarce) (+0)

8.4 Voidship Components - 649


Pharmacium Use Test as an Extended Action (this test may also be made against the
If provided with raw organic materials, this Component can synthesize ship's Crew Rating). For every Degree of Success on the test, two of the
any drug for which it has a known pattern. Drugs manufactured in this lost craft from that squadron are recovered.
plant may be intended for medicinal or recreational purposes.
Appropriate Hull Types: All Ships
Power: 1 Spacedock Piers
Space: 2 Larger vessels are often expected to act as mobile fleet headquarters as
SP: 3 (Very Rare) a Rogue Trader’s squadrons move into regions unknown. Specialised
Component Type: - (+0) fittings and gigantic deployable piers are even added to some, allowing
Additional Templates: Pharmacia are equipped with a variety of chy- it to act much like a regular space station and allow smaller vessels to
mistic equations for synthesizing, so each may be able to manufacture dock. These support vessels can refurbish and resupply the other vessels
small numbers of drugs, as shown on the Pharmacium Monthly Produc- in the fleet, allowing them to venture further and longer in pursuit of
tion Rates table. profit. Each also acts as a visible symbol of the Rogue Trader’s power
and control over a sector.
Pharmacium Monthly Production Rates Appropriate Hull Types: Conveyors, Grand Cruisers
Availability of Production by Hull Type Installed on Power: 7
Items Being Space: 14
Produced Light Cruiser Cruiser Mass Conveyor SP: 4 (Extremely Rare)
Ubiquitous 500 750 1000 Component Type: Powered (-10)
Abundant 200 300 400 Mobile Spaceport: When not moving, the huge attachments covering
the ship allow up to four smaller vessels to dock. The stationary ship acts
Plentiful 100 125 150
as a space station for purposes of making full repairs or replenishing Mo-
Common 50 75 100 rale, and grants a +10 to the Acquisition Test when making full repairs.
Average 25 40 50 Due to their size, station fittings prevent any weapons with the Broadside
Scarce 10 15 20
rule from being installed (although smaller weapons may still be installed
in Port and Starboard weapon capacity slots).
Rare* 5 7 10
Very Rare* 3 5 7
Extremely Rare* 1 1 2
Temple-Shrine to the God Emperor
A section of this ship has been set aside to offer prayer and praises to the
Near Unique* 0.25 0.5 0.5 Master of Mankind.
* indicates that items of this Availability require a chymistic equation and a Appropriate Hull Types: All Ships
supply of particulaly exotic ingredients to produce, with these exotic ingredients Power: 1
being one step of Availability lower than the items to be produced Space: 1
SP: 1 (Scarce)
Component Type: Structural (+0)
Sensorium Inspiration: Increase Morale permanently by 3. Additionally this com-
A Sensorium provides a pleasant refuge for any crew members that can
ponent provides a +10 to all rolls on the Warp Travel Encounters Table.
partake of its services. Within its chambers, the voidfarers may select
from a broad array of pleasures or a combination to satisfy their wildest
desires. The presence of this Component on a vessel is often viewed by Trophy Room
official Imperial Bureaucracies as a sign of moral failing, which may lead Few Rogue Traders can resist cataloguing their accomplishments. This is
to legal difficulties. more than hubris–such trophies can awe competitors, or may hold secrets
Appropriate Hull Types: All Ships long lost.
Power: 1 Appropriate Hull Types: All Ships
Space: 1 Power: 1
SP: 2 (Rare) Space: 1
Component Type: Powered (-10) SP: 2 (Rare)
Appease the Masses: Increase Morale permanently by 2. Component Type: Structural (+0)
Extremely Persuasive: The crew receive +10 to all Charm and Com- Conquests of our Fathers: Increase Morale permanently by 2. Additio-
merce tests conducted on the vessel if the subjects use the Sensorium. nally characters aboard the ship may, once per a session, count as having
an additional Fate Point to spend (not burn) as they draw inspiration from
the relics within the hall.
Small Craft Repair Deck
Every launch bay has the capability to perform routine maintenance and
basic repairs upon the vessels for which it is used. However, combat ves-
sels are regularly subjected to damage that far exceeds the scope of basic
repairs and routine maintenance.
Appropriate Hull Types: Ships with Launch Bays
Power: 2
Space: 2
SP: 1 (Scarce)
Component Type: Powered (-10)
Spare Parts: At the end of any strategic turn in voidship combat in
which fighters, assault boats, or bombers are lost and their squadron has
returned to their launchbay a character may make a Difficult (-10) Tech-

8.4 Voidship Components - 650


Additional Facilities Summary (cont.)
Component
Ship Points
Name Appropriate Hull Types Power Space Type
(Availability)
(Modifier)
3 Powered
Pharmacium All Ships 1 2
(V. Rare) (-10)
2 Powered
Sensorium All Ships 1 1
(Rare) (-10)
1 Powered
Small Craft Repair Deck Light Cruisers, Cruisers 2 2
(Scarce) (-10)
4 Powered
Spacedock Piers Conveyors, Grand Cruisers 7 14
(Ex. Rare) (-10)
1 Structural
Temple-Shrine to the God Emperor All Ships 1 1
(Scarce) (+0)
2 Structural
Trophy Room All Ships 1 1
(Rare) (+0)

8.4 Voidship Components - 651


8.4.19 - Archeotech Components
Archeotech is technology long-lost from the Imperium as a whole. Extremely valuable and efficient, these Components should only be available if
the ship has the Reliquary of Mars Complication, the players earn them through their Warrant of Trade, or if the GM makes them available through
the course of the game (which should be a rare and singular chance).
Ancient Life Sustainer Test as a Defensive Action. If he succeeds, the ship doubles its number of
This life sustainer uses extensive conduits and purifiers to do a thorough Void Shields for the duration of a single opponent’s Strategic Turn.
job of cleaning the air and water through methods lost to the Mechanicus. This must be used as a ship’s Void Shield.
Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors,
Light Cruisers, Cruisers
Power: 2 Castellan Shield Array
Space: 1/2 Only a very few Imperial ships are blessed with “Castellan” class void
SP: 5 (Near Unique) shields, and even fewer are ships of the line. These shields’ multiple
Component Type: Powered (-10) banks of fail-safe circuit breakers take up a great deal of room, but mean
The Air is Sweet: Increase Morale permanently by 2, reduce all losses to they can remain up under even more stress than a single Castellan Shield.
Crew Population due to non-combat sources by 1. Appropriate Hull Types: Conveyors, Cruisers
This must be used as a ship’s Life Sustainer. Power: 7
Space: 2
Auto-Stabilised Logis-Targeter SP: 5 (Near Unique)
More than simply an auger array, the Logis-Targeter uses near-heretical Component Type: Aetheric (-20)
cogitator circuitry from the Dark Age of Technology to ensure extremely Void Shield: This Component counts as a ship’s Void Shield, giving the
accurate weaponry. ship two void shields.
Appropriate Hull Types: All Ships Fail-Safes: Once per Strategic Round, during one opponent’s Strategic
Power: 5 Turn, the ship’s Enginseer Prime may make a Difficult (–10) Tech-Use
Space: 0 Test as a Defensive Action. If he succeeds, the ship doubles its number of
SP: 5 (Near Unique) Void Shields for the duration of a single opponent’s Strategic Turn.
Component Type: Aetheric (-20) This must be used as a ship’s Void Shield.
External: This Component does not require hull space. Although it is
external, it can only be destroyed or damaged by a Critical Hit. Cogitator Interlink
Image of the Void: Increase the ship’s Detection by +10. Though the creation of true artificial intelligence is one of the darkest
Targeting Matrix: All Ballistic Skill Tests to fire the ship’s weapons heresies of the Adeptus Mechanicus, this was not always so. The Men of
gain +5. Iron were the most infamous example of such technology, but the Dark
This can be used as a ship’s augur array. Age of Technology generated many others. The cogitator interlink is
designed to amplify the starship’s core cogitator, enhancing the ship’s
Bridge of Antiquity operations considerably.
This bridge is interlaced with ancient cogitator circuitry and Appropriate Hull Types: All Ships
hololithic technology, granting the Captain and bridge crew Power: 1
unparalleled control over their vessel. Space: 1
Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors, SP: 5 (Near Unique)
Light Cruisers, Cruisers Component Type: Powered (-10)
Power: 1/2 Sophisticated Cogitation Operation: This starship’s Crew Rating gains
Space: 1 a +5 bonus.
SP: 5 (Near Unique)
Component Type: Powered (-10) Cypra-pattern Plasma Drive
Eyes Everywhere: Add +10 to all Command Tests or Social Skill Tests Whether it’s a matter of scouting out enemy vessels or quietly determin-
any character makes while on the bridge. ing the best goods to bring to market, hiding from a competitor offers a
Hololithic Display Tank: Increase the ship’s Manoeuvrability by +5. crucial advantage. Cypra-pattern Drives use a series of additional baffles,
This must be used as a Ship’s Bridge. magnetic fields, and hyperefficient coolants to reduce their energy signa-
ture.
Castellan Shield Appropriate Hull Types: Transports/Raiders, Frigates
Some of the oldest Imperial vessels are blessed with “Castellan” class Power: 30/40 Generated
void shields. These shields are far superior to current void shields, and Space: 10/12
their multiple banks of fail-safe circuit breakers means they can remain SP: 5 (Near Unique)
up under far-greater stresses. Component Type: Power (-10)
Appropriate Hull Types: All Ships Dampened Drives: This Component grants a +15 bonus to the Silent
Power: 5 Running Manoeuvre. Any attempts to detect the vessel (any actions that
Space: 1 use a ship’s Detection, such as the Active Augury Extended Action)
SP: 5 (Near Unique) suffer a -15 penalty
Component Type: Aetheric (-20) This must be used as a ship’s Plasma Drive.
Void Shield: This Component counts as a ship’s Void Shield, giving the
ship one void shield.
Fail-Safes: Once per Strategic Round, during one opponent’s Strategic
Turn, the ship’s Enginseer Prime may make a Difficult (–10) Tech-Use

8.4 Voidship Components - 652


Emergency Energy Reserves Gyro-Stabilisation Matrix
The vessel is equipped with an extended energy storage system, enabling Ancient stacks of gilded calcu-logi cogitators aid in the computations of
it to function for an extended period of time, even when critically da- the starship’s manoeuvres, compensating for human error and ensuring
maged. The craftsmanship required to construct these systems has been maximum performance.
lost. Those few which remain are reserved for those vessels which have Appropriate Hull Types: All Ships
garnered the favour of the Adeptus Mechanicus. Power: 1
Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors, Space: 1
Light Cruisers, Cruisers SP: 5 (Near Unique)
Power: 2/3 Component Type: Powered (-10)
Space: 1/2 Aid of the Machine-Spirit: When this ship performs the Adjust Speed
SP: 5 (Near Unique) and Bearing, Come to New Heading, and Evasive Manoeuvres Manoeuv-
Component Type: Powered (-10) re Actions, its Operate (Voidship) + Manoeuvrability Test starts at +0.
Blessing of the Omnissiah: When Crippled, the Captain may choose to
have either his Weapon Components or his Speed unaffected by the usual
Modified Jovian-pattern Drive
penalties for crippled ships.
The STC standard drive for this vessel is much older than
Volatile: If the Emergency Energy Reserves are Damaged, the Com-
anything ever seen before. Mechanicus sources believe it is
ponent has a 25% chance of exploding. In this event, the Component is
unknown archaeotech.
destroyed, the ship takes 1d5 damage to Hull Integrity, and a Component
Appropriate Hull Types: Transports/Raiders, Frigates/Light Cruisers/
of the GM’s choice is set on fire.
Conveyors, Cruisers/Grand Cruisers, Battlecruisers
Power: 35/45/60/75/90 Generated
Energistic Conversion Matrix Space: 4/6/8/10/12
Ancient technology from mankind’s dark past, the conversion matrix SP: 5 (Near Unique)
allows raw power to be diverted directly into a ship’s drive tube when Component Type: Power (-10)
required, giving the ship an increase in thrust. Overcharged: The strange and exotic nature of the materials used in
Appropriate Hull Types: All Ships the drive’s containment domes allows for a hotter plasma ‘burn,’ while
Power: 1 taking up less space. This adds +1 to the ship’s Speed, decreases the
Space: 1 space the drive takes up by 4, and is of extreme interest to agents of the
SP: 5 (Near Unique) Mechanicus.
Component Type: Power (-10) This must be used as a ship’s Plasma Drive.
Redirect Power to Engines: The ship’s captain can choose to activate
the conversion matrix as an any-time Free Action. When he does so, he
Null Bay
decreases the amount of Power generated by the ship and increases its
These forbidding chambers are lined with rare and exotic
Speed value. Frigates and Raiders can exchange 3 Power for 1 Speed. Li-
psychically neutral materials. The gleaming black walls of
ght Cruisers can exchange 4 Power for 1 Speed. Transports, Conveyors,
the cells in these holds are capable of containing all but
and Cruisers can exchange 5 Power for 1 Speed. A ship’s Speed value
the most powerful psykers in relative safety. Certain organisations have
cannot be increased by more than 5 using this Component. A captain may
uses for unsanctioned psykers, but the Ordo Hereticus takes
divert Power being used to power other Components, however, if he does
an aggressive interest in those who dabble in such a trade.
so, the Component becomes Unpowered for as long as the conversion
Appropriate Hull Types: All Ships
matrix is used.
Power: 2
Space: 1
Graviton Flare SP: 5 (Near Unique)
Popular amongst some of the better equipped tramp trader vessels, this Component Type: Aetheric (-20)
component collects ambient gravitons, which may be later launched into Witch-Hold: This hold allows transport of up to 100 psykers in solitary
the void around the vessel. When so ejected, the resulting gravimetric containment cells. When secured in a cell, all Focus Power Tests made to
field disturbance plays havoc with all augur arrays in the region. These activate psychic abilities (or any other tests involving warp powers such
fluctuations can be used to grant a vessel the advantage of a surprise as a test to use a Navigator’s warp eye) suffer a –60 penalty.
attack or a stealthy escape. The Keening: Whenever this bay is in use, decrease Morale by 3 as a
Appropriate Hull Types: Transports, Raiders, Frigates result of the psychic residue of misery from its prisoners.
Power: 2
Space: 0
SP: 5 (Near Unique)
Component Type: Structural (+0)
Convenient Flux: When triggered, all vessels in the star system suffer a
-30 to their Detection for 2 Strategic Rounds.
Extended Recovery: The Graviton Flare requires one day to recharge
between uses.
External: This Component does not require hull space. Although it is
external, it can only be destroyed or damaged by a Critical Hit.

8.4 Voidship Components - 653


Null Interdiction Field Warp Antenna
Using ancient and ill-understood technologies, this system creates a field As the Imperium first began to expand away from the glowing light of
of psychic supressant energies, making channeling the Warp within its the Astronomican, many navigators were much less adept at finding their
fold, or even entering or exiting the Immaterium, difficult in the extreme. way through the warp. To assist in this technique, massive force staves
Appropriate Hull Types: All Ships were added to the exterior of some vessels. These functioned as anten-
Power: 4 nae, allowing a navigator to more easily hone in on the Astronomican’s
Space: 2 signal.
SP: 5 (Near Unique) Appropriate Hull Types: All Ships
Component Type: Aetheric (-20) Power: 1
Becalm the Tempest: If a ship within 5VUs of a ship with this com- Space: 1
ponent attempts to leave to via a Warp jump (this includes uses of the SP: 5 (Near Unique)
Emergency jump and Warp Skip Navigator Actions) a character may, as Component Type: Aetheric (-20)
an any-time Free Action, activate the Null Interdiction Field, imposing a His Holy Light: The Navigator receives a +20 bonus to all tests to Loca-
-40 penalty on any tests made to leave into the Empyrean. te the Astronomican.
Techno-Arcane Aegis: Any Navigation Tests to pilot the ship through Beacon: In addition to increasing the Navigator’s sensitivity, this Com-
the warp gain a +20 bonus. When rolling on the Warp Travel Encounters ponent also makes the vessel much more noticeable to others in the warp.
Table, the GM rolls twice and allows the Navigator to chose which result Vessels equipped with a Warp Antenna suffer a -10 modifier on Warp
is applied. The ship gains a +20 bonus to the Aetheric Parry and Gellar Travel Encounters.
Barrier Defensive Actions. External: This Component does not require hull space. Although it is
This component may be used as a Gellar Field. A ship with this external, it can only be destroyed or Damaged with a Critical Hit.
component may not also have an Astropathic Choir Tower or Astropathic
Choir Bastion.
Warp Sextant
This massive submersion tank enhances a Navigator’s ability to safely
Suspension Chambers sense the ebb and flow of the warp outside of the vessel. A broad
Hated by crewmembers and medicae alike, these induced sleep chambers
spectrum of sensors measures the intensities and currents in the warp
allow a vessel to place a substantial portion of its crew into suspended
outside of the starship. This information is then relayed safely to the
animation. This can be used to stretch out the ship’s stores for an exten-
Navigator so that it can be more easily analysed and addressed. The Sex-
ded time. There are, however, countless tales of voidfarers trapped in
tant’s array of cogitators further aids the Navigator in identifying known
these chambers for centuries after some tragedy befell their vessels. Un-
routes and calculating their current stability
like the cryo-stasis tubes of the so-called “cold quarters,” induced sleep
Appropriate Hull Types: All Ships
chambers take much longer to activate and deactivate, and are designed
Power: 3
to be used with large masses of crew at a time. Therefore, they are not
Space: 1
useful for replenishing small instances of crew loss.
SP: 5 (Near Unique)
Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors,
Component Type: Aetheric (-20)
Light Cruisers, Cruisers
The True Path: When using a Warp Sextant, the Navigator receives
Power: 2/3
a +20 bonus on any Perception-based Tests made to steer the vessel
Space: 1/2
through the warp.
SP: 5 (Near Unique)
Component Type: Power (-10)
Slumbering Crew: When active, the vessel’s Crew Population is decrea- Witch Augur
sed by 50 and its Morale is decreased by 5. When the device is deacti- An accessory Component to the vessel’s augur array, the Witch Augur
vated, Crew Population recovers the full 50 points, but Morale does not grants the vessel the capacity to sense objects in the warp nearby. Though
recover. It takes a full day’s work to awaken all the crew. its range is limited, the device can offer an enormous strategic advantage.
Stretch the Rations: When in use, the ship only uses one Supply every Appropriate Hull Types: All Ships
other day. Power: 1
Space: 0
SP: 5 (Near Unique)
Teleportarium Component Type: Aetheric (-20)
These relics from the Dark Age of Technology are highly sought after,
Plumb the Immaterium: A Navigator may use this device to make a +0
able to send individuals instantaneously through the immaterium to appe-
Awareness Test. If successful, the Navigator can identify nearby vessels
ar on a ship or planet many thousands of kilometres away.
(or other large objects) and estimate when and where they are likely to
Appropriate Hull Types: All Ships
transition out of the warp. For every degree of success, the Navigator can
Power: 1
sense objects within a range of about one hour’s travel.
Space: 1
External: This Component does not require hull space. Although it is
SP: 5 (Unique)
external, it can only be destroyed or damaged by a Critical Hit.
Component Type: Aetheric (-20)
Surprise Strike: Characters may make Hit and Run Attacks without
an Operate Test, as they travel directly to the heart of the enemy vessel.
When using the teleportarium to perform such an attack, the attacker
receives +20 to his Command Test.
The teleportarium may be used in any number of other ways,
such as guaranteeing escape from sticky situations on a nearby planet,
however for particularly fortunate instances the GM should require each
character being teleported to spend a Fate Point.

8.4 Voidship Components - 654


Archeotech Components Summary
Component
Ship Points
Name Appropriate Hull Types Power Space Type
(Availability)
(Modifier)
5 Powered
Transports, Raiders, Frigates 2 1
(Near Unique) (-10)
Ancient Life Sustainer
5 Powered
Conveyors, Light Cruisers, Cruisers 2 2
(Near Unique) (-10)
5 Powered
Auto-Stabilized Logis-Targeter All Ships 5 0
(Near Unique) (-10)
5 Powered
Transports, Raiders, Frigates 1 1
(Near Unique) (-10)
Bridge of Antiquity
5 Powered
Conveyors, Light Cruisers, Cruisers 2 1
(Near Unique) (-10)
5 Aetheric
Castellan Shield All Ships 5 1
(Near Unique) (-20)
5 Aetheric
Castellan Shield Array Conveyors, Cruisers 7 2
(Near Unique) (-20)
5 Powered
Cogitator Interlink All Ships 1 1
(Near Unique) (-10)
5 Power
Cypra-pattern Class 1 Drive Transports +30 10
(Near Unique) (-10)
5 Power
Cypra-pattern Class 2 Drive Raiders, Frigates +40 12
(Near Unique) (-10)
5 Power
Transports, Raiders, Frigates 2 1
(Near Unique) (-10)
Emergency Energy Reserves
5 Power
Conveyors, Light Cruisers, Cruisers 3 2
(Near Unique) (-10)
5 Power
Energistic Conversion Matrix All Ships 1 1
(Near Unique) (-10)
5 Aetheric
Graviton Flare Raiders, Frigates 2 0
(Near Unique) (-20)
5 Powered
Gyro-Stabilization Matrix All Ships 1 1
(Near Unique) (-10)
Modified Jovian-pattern Class 1 35 Gen- 5 Power
Transports 4
Drive erated (Near Unique) (-10)
Modified Jovian-pattern Class 2 45 Gen- 5 Power
Raiders, Frigates 6
Drive erated (Near Unique) (-10)
Modified Jovian-pattern Class 3 60 Gen- 5 Power
Light Cruisers 8
Drive erated (Near Unique) (-10)
Modified Jovian-pattern Class 4 75 Gen- 5 Power
Conveyors, Cruisers 10
Drive erated (Near Unique) (-10)
Modified Jovian-pattern Class 5 90 Gen- 5 Power
Grand Cruisers, Battlecruisers 12
Drive erated (Near Unique) (-10)
5 Structural
Null Bay All Ships 2 1
(Near Unique) (+0)
5 Aetheric
Null Interdiction Field All Ships 4 2
(Near Unique) (-20)
5 Powered
Transports, Raiders, Frigates 2 1
(Near Unique) (-10)
Suspension Chambers
5 Powered
Conveyors, Light Cruisers, Cruisers 3 2
(Near Unique) (-10)
5 Aetheric
Teleportarium All Ships 1 1
(Unique) (-20)
5 Aetheric
Warp Antenna All Ships 1 1
(Near Unique) (-20)
5 Aetheric
Warp Sextant All Ships 3 1
(Near Unique) (-20)
5 Aetheric
Witch Augur All Ships 1 0
(Near Unique) (-20)
8.4.20 - Xenotech Components
Alien technology is considered forbidden in the Imperium, but some choose to flaunt their status by acquiring and using xeno-tech. These Compo-
nents should only be available if the ship has the Xenophilous Complication, the players earn them through their Warrant of Trade, or if the GM
makes them available through the course of the game.
Chameleon Hull Grav Repulsors
When returning to a system where a vessel is known, it may be ad- While many of the Adeptus Mechanicus still argue over which xenos
vantageous—or essential—for the vessel to be harder to identify. This species created these uniformly black octahedral structures, many a crew
Component, one of a host of dubious modifications that can be purchased has harvested them from rogue worlds far from any star in the Koronus
from disreputable stations and outer Imperial shipyards. can aid with that Expanse and made them an essential part of their ship’s defences. Once
issue. It’s said this technology may have originated from the looting of attached to a hull and supplied with power, they generate repelling grav-
an Eldar. ity waves strong enough to stave off collisions with asteroids or other
Appropriate Hull Types: All Ships objects in space.
Power: 1 Appropriate Hull Types: All Ships
Space: 0 Power: 1-3
SP: 5 (Near Unique) Space: 0
Component Type: Powered (-10) SP: 5 (Near Unique)
Shed Skin: A Difficult (+0) digital Tech-Use Test causes the vessel’s Component Type: Aetheric (-20)
hull to change colours. Additionally, the hull may be programmed to Protection from the Elements: While activated, Grav Repulsors push
include markings with its change. This enables the vessel to also change away anything coming close to the hull. They have little effect against
any registry markings, names, or distinctive patterns at the same time. fast-moving objects like macrobattery shells, but against asteroids, torpe-
Programming an additional pattern into the Component is a Hard (–10) does, and ramming ships they can lessen a blow. When installed choose
digital Tech-Use Test. to allocate 1 to 3 Power to this Component. Whenever the vessel would
External: This Component does not require hull space. Although it is take damage from asteroids or space debris, torpedoes, bomber attacks,
external, it can only be destroyed or damaged by a Critical Hit. or being rammed, reduce the damage suffered by 1 point for every
point of Power allocated. (With torpedoes, this applies to each torpedo
Ghost Field individually. With all other damage sources, this applies to the combined
A wondrous and terrible mechanism used on the ships of the enigmatic damage source).
Eldar. To possess it is to invite damnation, but even crudely and imper- External: This Component does not require hull space. Although it is
fectly installed aboard a ship, the ghost field’s powers create phantoms of external, it can only be destroyed or Damaged with a Critical Hit.
its ship to confound enemy augur arrays.
Appropriate Hull Types: All Ships Gravity Sails
Power: 8 Not ‘sails’ in the traditional sense, these devices are long, blade-like fins
Space: 4 extending from the prow of a ship. Some xenoarcheologists believe they
SP: 5 (Near Unique) are relics of the Yu’vath or another long-dead race. Imperial vessels are
Component Type: Aetheric (-20) too bulky to rely on them for propulsion, but they can aid in manoeu-
Ghostly Echoes: All ships firing at a ship with a functioning Ghost vring, somehow ‘tapping into’ gravitational fields and pulling starships
Field suffer –20 to their Ballistic Skill Tests. If the ship is firing a lance along them.
weapon, it suffers a –30 instead. Any piloting tests to perform Hit and Appropriate Hull Types: Transports, Raiders, Frigates/Conveyors,
Run attacks suffer a –30. Light Cruisers, Cruisers
Energetic Interference: A ship with a Ghost Field must choose whether Power: 3/5
it is using its Void Shields or Ghost Field at the beginning of combat. Space: 0
SP: 5 (Near Unique)
Component Type: Aetheric (-20)
The Currents of Space: A voidship with this Component gains +1
Speed and +5 Manoeuvrability.
External: This Component does not require hull space. Although it is
external, it can only be destroyed or damaged by a Critical Hit.

8.4 Voidship Components - 656


Micro Laser Defence Grid Runecaster
A vastly larger version of the digital energy weapons used by nobles and Another example of Eldar technology, runecasters are often housed in
worthies of the Imperium, the grid is an interlinked network of hundreds large, vaulted chambers. In the centre of the chamber, clusters or rune-
of miniature laser turrets scattered across a vessel’s hull. The lasers, stones float suspended above a wide crystal lens. Xeno-tech researchers
while not powerful individually, act in concert to shoot down incoming have re-appropriated the devices from their previous, unknown purposes.
ordinance and small craft. Through some incomprehensible means, the device is almost prescient—
Appropriate Hull Types: All Ships aiding Navigators in avoiding the worst storms of the Immaterium.
Power: 2 Appropriate Hull Types: All Ships
Space: 0 Power: 0
SP: 5 (Near Unique) Space: 1
Component Type: Military (-30) SP: 5 (Near Unique)
Wall of Light: Increase the ship’s Turret Rating by 2. Component Type: Aetheric (-20)
External: This Component does not require hull space. Although it is Eye of the Warp: Navigators using this Component to pilot a ship
external, it can only be destroyed or damaged by a Critical Hit. through the empyrean gain a +20 bonus to all Navigation Tests. Addi-
tionally, any journeys made using this Component take half their normal
Mimic Engine time.
This Component replaces the vessel’s plasma drive with an artefact of Fuelled by Fate: This Component never becomes unpowered for any
deceitful xenos craftsmanship. By modifying its resonant harmonics, reason.
the vessel changes the signals output by its engines to resemble those of
another Imperial or xenos craft. An unnatural seeming node of bone-like Shadowfield
structure is mounted on the ship’s bridge, which connects directly to the A defence found upon some Eldar vessels, the Shadowfield protects a
Mimic Engine. Though such a device is a clear sign of heresy, the decep- vessel by concealing it within a cloud-like fog of darkness and false
tion is of immense value to vessels that must travel through xenos-infes- shapes. Even if a vessel is able to identify the presence of such a shielded
ted systems. starship, little information about its Components or its precise location
Appropriate Hull Types: Transports/Raiders, Frigates/Light Cruisers/ can be identified. Installing this Component in an Imperial vessel is a
Conveyors, Cruisers clear sign of heresy. Of course, the consequences of heresy may be much
Power: 40/45/60/75 Generated less severe for some explorers than the threat of being identified.
Space: 12/10/12/14 Appropriate Hull Types: All Ships
SP: 5 (Near Unique) Power: 8
Component Type: Aetheric (-20) Space: 4
Cloak of Deception: By concentrating on memories of vessels previous- SP: 5 (Near Unique)
ly encountered, the ship’s Navigator may make a Hard (+10) Perception Component Type: Aetheric (-20)
Test to modify the pattern of mimicry as an any-time Free Action. To all Darkened Craft: This Component grants a +20 bonus to the Silent
sensors, the vessel will appear as the type chosen. The cloak is immedi- Running Manoeuvre. Any Active Augury or Focused Augury Extended
ately pierced once visual contact has been made. Action attempted against the vessel suffers a –20 penalty.
Rolling Fog: All ships firing at a ship with a functioning Shadowfield
Recovery Chambers suffer a –20 to their Ballistic Skill Tests. Any Pilot Tests to perform Hit
These foul smelling and slime-filled compartments must be transferred and Run attacks suffer a –30.
intact from the hulks on which they are found. They are typically found Energetic Interference: A ship with a Shadowfield must choose whether
on several different designs of alien derelicts, and, it is rumoured, in it is using its Void Shields or Shadowfield at the beginning of combat
far-off locales such as the Halo Stars as well. Little is understood of their
technology, beyond the necessary connections for power and ventilation. Warp Disrupter
Any Inquisitorial vessel would be greatly interested in studying these By capturing a moment of perfect agony and then broadcasting it into the
chambers. warp after massive amplification, this Component disrupts all psychic
Appropriate Hull Types: All Ships communications within a region. Unfortunately, in order to capture that
Power: 3 moment of suffering, the psyker who broadcasts the signal must undergo
Space: 1 physical trauma.
SP: 5 (Near Unique) Appropriate Hull Types: All Ships
Component Type: Powered (-10) Power: 3
Miracle of Life: When in the Recovery Chamber, a Lightly Damaged Space: 0
patient automatically passes one Medicae Extended Care Test each hour, SP: 5 (Near Unique)
instead of each day. A Heavily or Critically Damaged patient automati- Component Type: Aetheric (-20)
cally passes one each day, instead of each week or month. Additionally Transmit the Pain: When activating this device, a psyker immediately
the character gains 1d5 Insanity Points from the traumatic, if brief, expe- takes 2d5 Damage to a body location of his choosing reduced by Tough-
rience of healing so rapidly in such alien circumstances. ness but not Armour, plus 1d5–1 levels of Fatigue. The psyker must then
Fate’s Price: After healing, the character’s luck becomes fickle for a maka Difficult (–10) Focus Power Test. All attempts at warp commu-
time. During the next game session, any time the character wishes to nication within the star system suffer a –10 penalty for each Degree of
spend a Fate Point, roll a d10. On a 1 or a 2, the point is spent but it has Success.
no effect.

8.4 Voidship Components - 657


Warp Gate Map additional Degrees of Failure may increase the distance off course and
This xenos artefact may be connected to the vessel’s augur arrays to hostile nature of their destination. (Also, at the Game Master’s discretion,
generate a broad spectrum map of the galaxy and the region surrounding many star systems may not have warp gates at all. The GM can deter-
the vessel. Indicators on the map show various warp gates that enable mine whether a particular location in space has a warp gate according to
the vessel to make rapid transitions between regions of physical space. the needs of the plot, or he may simply roll 1d10. On an 7 or better, there
Unfortunately, portions of the map remain indecipherable. Further, many is a warp gate within 2d10 days travel of the ship.
of the gates connect to different exit gates at different times. So, while a
vessel may use the map to quickly exit a system, they may not emerge in
the system they intended to reach.
Xenos Librarium
A collection of xenos writings and common artefacts has been compiled
Appropriate Hull Types: All Ships
aboard the vessel. The very presence of these objects constitutes a hereti-
Power: 2
cal offence to all but the most curious and compassionate members of the
Space: 1
Inquisition.
SP: 5 (Near Unique)
Appropriate Hull Types: All Ships
Component Type: Aetheric (-20)
Power: 1
Transverse the Gate: When the vessel approaches a gate, a Navigator
Space: 1
must first make a Challenging (+0) Navigate (Warp) Test to precisely
SP: 5 (Near Unique)
identify the physical location of the gate. Once it has been identified, the
Component Type: Structural (+0)
Navigator may make a Hard (–20) Navigate (Warp) Test to transverse the
Alien Tomes: Any Forbidden Lore Tests pertaining to aliens that the GM
gate. On a success, the vessel reached its intended navigation. On a fail-
deems applicable receive a +20 bonus when made aboard this vessel.
ure, the vessel went somewhere else. At the Game Master’s discretion,

Xenotech Components Summary


Component
Ship Points
Name Appropriate Hull Types Power Space Type
(Availability)
(Modifier)
5 Power
Chameleon Hull All Ships 1 0
(Near Unique) (-10)
5 Aetheric
Ghost Field All Ships 8 4
(Near Unique) (-20)
5 Aetheric
Grav Repulsors All Ships 3 0
(Near Unique) (-20)
5 Aetheric
Transports, Raiders, Frigates 3 0
(Near Unique) (-20)
Gravity Sails
5 Aetheric
Conveyors, Light Cruisers, Cruisers 5 0
(Near Unique) (-20)
5 Military
Micro-Laser Defence Grid All Ships 2 0
(Near Unique) (-30)
40
5 Aetheric
Transports Gener- 12
(Near Unique) (-20)
ated
45
5 Aetheric
Raiders, Frigates Gener- 10
(Near Unique) (-20)
ated
Mimic Engine
60
5 Aetheric
Light Cruisers Gener- 12
(Near Unique) (-20)
ated
75
5 Aetheric
Conveyors, Cruisers Gener- 14
(Near Unique) (-20)
ated
5 Power
Recovery Chambers All Ships 3 1
(Near Unique) (-10)
5 Aetheric
Runecaster All Ships 0 1
(Near Unique) (-20)
5 Aetheric
Shadowfield All Ships 8 4
(Near Unique) (-20)
5 Aetheric
Warp Disruptor All Ships 3 0
(Near Unique) (-20)
5 Aetheric
Warp Gate Map All Ships 2 1
(Near Unique) (-20)
5 Structural
Xenos Librarium All Ships 1 1
(Near Unique) (+0)

8.4 Voidship Components - 658


8.5 Voidship Combat
Space combat is a terrifying experience. Massive batteries of macro-weaponry fling shells and munitions, torpedoes the size of hab-blocks streak
through the void, and ships are consumed by fire or explode with the fury of a nova. If a void shield fails or armour plating buckles, thousands of
lives can be snuffed out in an instant. However, there will come times when a captain has little choice but to run out his guns and prepare for battle.

Rounds, Turns, and Time in Space Actions


Space combat is handled in a similar manner to normal combat (no it’s During each Strategic Round, each ship receives one Strategic Turn.
not how dare you fucking lie to me in such a flagrant manner). Space Like regular combat, each ship can perform Actions during this turn.
travel is normally handled in Narrative Time. Other situations, such as The Actions a ship performs fall into two categories: Manoeuvre Actions
dodging a hurtling asteroid at the last moment, are best broken up by the and Shooting Actions. Each ship must make one Manoeuvre Action and
GM into the standard Turns and Rounds. However, certain situations— may make one Shooting Action during their turn. Each of these Actions
particularly ship-to-ship combat—require a slight adjustment to the must be performed by a separate character. Any characters who did not
Structured Time approach. perform either Action may perform an Extended Action instead.
Space warfare is very different from the close-in, personal Individual characters will take their turns during their ship’s
fighting of hand-to-hand combat and short ranged firefight . Great war- Strategic Turn. They do not roll for initiative separately. At the beginning
ships can spend days chasing down their opponents and hours manoeu- of each ship’s turn, the players (or the GM, if it an NPC’s ship) determine
vring into position for single devastating volleys from their broadsides. which Shooting Action, Manoeuvre Action, and Extended Actions the
Therefore, the GM should break up space combat into Strategic Rounds players will perform, and in which order. All Actions (and the order they
and Strategic Turns. While these function mechanically in the same fash- are performed in) must be determined at the beginning of the voidship’s
ion as the Rounds and Turns of Structured Time, the interval of time they Turn.
represent is longer. Under normal circumstances, players must perform the ship’s
A Strategic Round lasts for roughly thirty minutes, during Manoeuvre Action before its Shooting Action, and may perform Extend-
which, each ship involved in the scene takes a Strategic Turn. Each Stra- ed Actions anywhere in this order that they wish (before a Manoeuvre or
tegic Turn overlaps, so the actions of each ship occur almost simultane- Shooting Action to grant it a bonus, for instance, or afterward to compen-
ously. However, in game terms, each ship acts in a sequence determined sate for its consequences).
by the combat’s Initiative Order (see below). Note: Actions often require a Combined Skill Test, such as an
A Strategic Round is completed when every participant in the Operate (Voidship) + Manoeuvrability Test. After all, even an ace pilot
combat has completed their Strategic Turn. must rely to an extent on his equipment. To make these tests, add the
ship’s ability, such as Manoeuvrability, to the character’s Skill, such as
Operate (Voidship). Then perform the test using the combined value.
Space Combat Overview
When a Round of space combat begins, the GM and players follow
certain steps to determine what happens. These steps are similar to those
Shooting Actions
After completing its Manoeuvre Action, a ship has the option of firing
followed when regular combat begins, and the differences are specified
its weapons. Each Weapon Component may be fired once per Strategic
below.
Turn, and all Weapon Components must be fired at once, although they
may be fired at different targets. A Weapon Component may only be fired
Surprise at a target within its firing arc. Firing weapons and resolving damage is
It is certainly possible for one ship to surprise another in combat. Since covered later in this section.
Strategic Rounds last a half hour, it is highly unlikely that even a sur-
prised crew will be completely unable to react. However, the attacker
may be able to land a few crippling blows as the defender’s crew strug-
Hold Fire
A character may elect to perform a Hold Fire Shooting Action, meaning
gles to prepare their ship for combat. See the sidebar for the effects of
that they prepare and prime the ship’s weapons on one firing arc and
surprise.
await anything that crosses their threshold. This Action is much like the
Overwatch Action for personal scale combat, except that it uses one of
Initiative the firing arcs of the ship, essentially the commanding character desig-
At the beginning of the combat, the captain of each ship rolls 1d10 and nates the facing and range for the field of protected space, and when an
adds his ship’s Detection bonus (the tens digit in its Detection char- enemy ship enters this zone every weapon upon that firing arc will fire
acteristic). Bonuses that apply to a character’s Initiative in Structured upon what has come into their range. The character commanding this
Time (regular combat) do not apply, otherwise Initiative in space combat action may choose which Weapon Components are actively engaged in
works the same as regular combat. this Action. The GM may declare a need for an Opposed Agility Test
between the character making this action and the character commanding
Taking Turns the voidship that transgressed to determine the exact sequence of events.
Starting with the ship with the highest Initiative roll, each ship takes a
Strategic Turn, during which it will make a Movement and Shooting
Action. Players may take Extended Actions as well.

The End of the Round


Once every ship has taken its Strategic Turn, the Strategic Round ends.
Continue to play successive Rounds until the GM determines the combat
is over.

8.5 Voidship Combat - 659


Manoeuvre Actions
During space combat, opposing ships can be less than a hundred metres apart, or have many thousands of kilometres between them. The latter is far
more likely—it is rare that a gunner on a ship can see his target with an unaided eye.
In space combat, the distance from one ship to another, or how far a ship moves in a Strategic Turn, is measured in void units (VUs). The
distance represented by a single VU is deliberately abstract and left open to some interpretation due to space’s vast size. However, a good guideline is
a single VU equals roughly 10,000 kilometres. Since even a single VU represents a vast distance, it is possible for two ships to be within one VU of
each other. At that range, space combat becomes truly brutal, with ramming attempts and even boarding actions.
Basic space combat begins with all ships involved at a distance from each other determined by the scenario and the GM. There may be
other phenomena in the combat as well, a nearby planet, perhaps, or even a vast asteroid field.
When beginning combat, the GM and players should determine the direction each voidship is facing. A voidship’s facing is the direction it
will travel when moving directly forward.
When a voidship takes its Manoeuvre Action, it chooses to move directly forward a number of VUs equal to its Speed value or half its
Speed value. This is the default action of a voidship— since voidships are huge vessels with immense momentum, players do not have the option of
simply not moving their ship. Once the voidship has moved forward by its Speed value or half its Speed value, it may turn. Transports, raiders, frig-
ates, and other ships of equivalent size (i.e., Hull Integrity and Available Space) can turn up to 90 degrees to the left or right (or port and starboard).
Unless otherwise stated, all other ships may turn up to 45 degrees instead.
Either version of this Manoeuvre (moving at half or full Speed value) is considered the voidship’s default Manoeuvre, and does not require
any Skill Tests to perform. However, a skilled pilot can use more advanced Manoeuvre Actions to modify this Manoeuvre. Each Manoeuvre modifies
(but does not replace) the basic Manoeuvre action mentioned above, and only one Manoeuvre may be selected per Turn. Unless specified otherwise, a
voidship’s turn may never be more than 90 degrees.
If a voidship ever fails its Test while performing a Manoeuvre, it simply makes either version of its default Manoeuvre (it moves forward
either half its Speed value or its full Speed value, then may turn).

Adjust Bearing Come to New Heading


This is used to decrease the distance a voidship must move before it can This is used to make radical course changes. The helmsman makes a Dif-
turn. First, the ship decides if it is moving half its Speed value or its full ficult (-10) Operate (Voidship) + Manoeuvrability Test. Success means
Speed value. Then, the helmsman makes a Challenging (+0) Operate the voidship may turn when it has moved half its Speed value, then turn
(Voidship) + Manoeuvrability Test. On a success, the voidship may turn again when it has moved its full Speed value. The ship suffers –20 to any
after moving one VU less than its Speed value. For every degree of Ballistic Skill Tests to fire its weapons during this turn.
success, it may turn after moving one less VU. A voidship must move at
least one VU before turning. Once the voidship has turned, it must move Evasive Manoeuvres
the remaining distance so its complete movement is equal to its half or This is used to help avoid enemy fire. The helmsman makes a Difficult
full Speed value. (–10) Operate (Voidship) + Manoeuvrability Test. Success (and every
subsequent degree of success) imposes a –10 penalty to all shooting
Adjust Speed directed against the voidship until the beginning of its next Turn. The
This is used to adjust the distance a voidship is required to move. First, voidship suffers the same penalty to its own shooting during this time.
the ship decides if it is moving half its Speed value or its full Speed
value. Then, the helmsman makes a Challenging (+0) Operate (Voidship) Disengage
+ Manoeuvrability Test. On a success, he may increase or decrease the This gives the voidship a chance to flee the battle by making a radical
number of VUs his ship moves by one. For every degree of success, he course change and shutting off its systems, attempting to hide amongst
may increase or decrease that number by an additional one. The voidship the vastness of the void. This Manoeuvre may not be performed if
may not move less than 0 VUs forward (the voidship may come to a stop the voidship is within 8 VUs of any enemy. The helmsman makes a
using its retro-thrusters, but cannot move in reverse). The voidship may Challenging (+0) Operate (Voidship) + Manoeuvrability Test against
not move more than double its Speed value using this Manoeuvre (only an opposed Challenging (+0) Detection+Scrutiny Test from opponents
Flank Speed allows that). within 20 VUs. Provided their number of successes is greater than the
successes of each enemy ship, the ship leaves combat, and may not renter
Adjust Speed & Bearing it. Whether it succeeds or fails, the ship may not fire any weapons this
This is used when a voidship wants to turn earlier while moving more turn.
slowly or quickly. First, the ship decides if it is moving half its Speed Once a voidship has successfully disengaged from combat, it
value or its full Speed value. Then, the helmsman makes a Hard (–20) may not reengage its opponents unless the GM specifically allows other-
Operate (Voidship) + Manoeuvrability Test. On a success, he may wise. Additionally, the Disengage Manoeuvre cannot be used to initiate
increase or decrease the number of VUs his ship moves by 1, and may a Stern Chase. This is because the disengaging ship is shutting down all
turn after moving one VU less than its Speed Value (as above). Likewise, non-essential systems, including its engines, scanners, and weapons, and
every degree of success awards the benefits of Adjust Speed and Adjust doing its best to pretend it isn’t there. It will remain that way for several
Bearing. However, the limitations of both Manoeuvre Actions apply. hours or even days, before restarting its systems (hoping that everyone
else has already left the area).

8.5 Voidship Combat - 660


Stern Chase Ramming and Boarding Actions
In some situations, a voidship may prefer to flee from opponents, in such There are desperate times in the fury of space combat when a cap-
situations, players have the option of using the rules for a Stern Chase—a tain’s only course of action is to use his own voidship as a weapon. If a
flight and pursuit between two ships that might last hours, or even days. voidship ends its Manoeuvre Action within one VU of an enemy vessel
Stern chases may begin in combat, or outside it. If two ships are not in and its bow is facing said vessel, the voidship may give up its Shooting
combat and one ship flees, the other ship may elect to pursue it, begin- Action this turn and ram the ship instead. The helmsman must make a
ning a stern chase. If the ships are in combat, a ship may flee the combat Hard (–20) Operate (Voidship) + Manoeuvrability Test. If he succeeds,
if it ends its turn out of range of the guns of any enemy ships. If it does the ship crashes into its target, doing damage based on its hull size—1d5
so, it must make a Routine (+10) Operate (Voidship) + Manoeuvrability for transports and raiders, 1d10 for frigates, 2d5 for light cruisers, and
Test (if it fails, it must remain in the combat and forfeit its next Strate- 2d10 for cruisers. The ship adds the die roll to its prow armour value for
gic Turn). Then, all other participants in the combat have the options of total damage inflicted. This damage ignores void shields. The ramming
pursuing the fleeing vessel. If they chose to do so, they leave the combat ship then takes damage equal to the defending ship’s Armour plus 1d5 to
on their next Strategic Turn and the stern chase begins. their prow armour, also ignoring void shields.
However, sometimes, the best course of action is to crash into
If the players are the pursuers, the Stern Chase will require cer- the enemy, send across parties of armsmen and ratings, and take their
tain Skill Tests to accumulate a number of Degrees of Success that must ship by storm. This is called a boarding action.
equal a predetermined total for the chase to succeed. The total required If a voidship ends its Manoeuvre Action within 1 VU of its tar-
for success is based largely off the type of ship the characters are pursu- get, it may give up its shooting action to Board the target. The helmsman
ing. must make a Hard (–20) Operate (Voidship)+ Manoeuvrability Test. If
• Transport, Cruiser: 3 Degrees of Success he succeeds, the two ships crash together and the boarding action begins.
• Light Cruiser, Frigate: 5 Degrees of Success While two ships are involved in a boarding action, neither of them can
• Raider: 7 Degrees of Success take Manoeuvre or Shooting Actions (meaning the two ships remain sta-
• If the pursued ship’s Speed is greater than the pursuer ship’s Speed: +2 tionary), although individual characters may still take Extended Actions.
Degrees of Success The ships are locked together, and the only way a ship can break free is
• If the pursuer ship’s Speed is greater than the pursued ship’s Speed: –2 by making a Hard (–20) Operate (Voidship)+ Manoeuvrability Test at the
Degrees of Success beginning of its turn. If a ship attempts to break free and fails, however, it
• If the pursuit takes place in asteroids, nebulae, or other obscuring stellar will suffer a –20 to the subsequent opposed Command Test (see below).
environments: +1 Degree of Success The two ships take their Strategic Turns simultaneously,
To obtain these, the characters may test the following Skills: Tech-Use, dropping to last in the initiative order. During their turns, two charac-
Operate (Voidship), Command, and Scrutiny (at the Game Master’s ters, one from each ship (whoever is leading the ship’s warriors), make
discretion other Skills may apply, and the required successes may vary). an Opposed Command Test. The ship with the larger Crew Population
Each character may test each of these Skills once, with the default value will receive a +10 bonus to its character’s Command Test for every
difficulty being Challenging (+0). Success on a Skill Test will reduce the full 10 points difference in Crew Population between the two ships. The
difficulty of subsequent Tests by one step. Degrees of Success add an ship with the higher remaining Hull Integrity provides a +10 bonus to
equal number of Degrees of Success towards successfully completing the its character’s Command Test for every full 10 points difference in Hull
stern chase. Conversely, failing a Skill Test makes subsequent Tests one Integrity between the two ships. Each ship’s Turret Rating also provides
degree more difficult, and each degree of failure removes one degree of a +10 bonus to its side’s Command Test during a boarding action.
success from the total. For each degree the winner wins by, he may choose to inflict
If the characters manage to accumulate enough degrees of one of the following options on his opponent. The loser may either suffer
success to accomplish the stern chase, they bring their quarry to heel. The 1d5 Crew Population and 1d5 Morale damage (representing the crew
fleeing ship may surrender, or combat begins as the ship desperately tries cutting through the enemy), or 1 point of Hull Integrity damage (repre-
to fight its pursuer (follow the rules for space combat). If they fail, their senting the crew setting charges and doing as much damage as possible).
quarry escapes into the vastness of the void. Damage to Hull Integrity will also result in damage to Crew Population
If the players are the ones being pursued they must still and Morale as normal.
accumulate a certain amount of successes to successfully escape from The ship that has lost the opposed Command Test must then
their pursuers, with several minor changes. The pursuing ship is now roll a d100 and compare it to their current Morale. If they roll an equal
what sets the base number of successes, meaning the player characters or lower number than their Morale, their crew continues to fight. During
are still the ones attempting the Skill Tests. Also, if the players (the ones the next Strategic Turn, both ships will make opposed Command Tests
being pursued) have a faster ship, they make the Challenge easier, and if again. If, however, the losing ship rolls higher than their current Morale,
they have a slower ship, they make the Challenge more difficult (reverse their crew routes and surrenders to their captors. If the ship is an NPC
the penalties and benefits listed above). In addition, if they use celestial vessel, it surrenders. If it is the players’ vessel, the characters face a grim
phenomena to their advantage, by fleeing through asteroids or nebulas, choice—surrender to their foes, or try and flee as best they can…
they make the Challenge one degree less difficult. If the player characters
succeed, they are the ones who escape into the vastness of space, and if
they fail, they are the ones who must make the difficult choice to fight or
surrender.
In either version of the stern chase, the time it takes to ac-
complish a stern chase roughly equals two hours per degree of success
required to successfully accomplish it. This time will be spent whether or
not the chase is successful. Remember, a while a Stern Chase takes place,
both ships are “visible” to each other, but out of range of each other’s
weapons.

8.5 Voidship Combat - 661


Extended Actions
Extended Actions are only available to characters who have not taken part in Manoeuvre or Shooting Actions this turn. They represent characters
doing other activities to aid the ship, such as making repairs, caring for the wounded, and even raiding enemy vessels. Note: The modifiers listed for
Skill Tests may be modified at the GM’s discretion. Although each player may only perform one Extended Action per Strategic Turn, it may or may
not take the entire 30 minutes, depending on the action
Active Augury Hit and Run
The character makes a Challenging (+0) Scrutiny+Detection Test to scan This allows a character to raid an enemy ship, sabotage it, then retreat.
the area surrounding the ship. If the scan is successful, the GM should In order to undertake this Extended Action the character that
reveal basic (and important) information about celestial bodies, phe- wishes to attempt to must have some direct access to an enemy ship. This
nomena, and ships within the Broadcast Range of the vessel. If there is a entails the use of boarding torpedoes, boarding ramps, assault craft, or
vessel on Silent Running within scan range, it is immediately detected. even teleportariums. Without any of these means this action is not avail-
For every degree of success, the character can extend the range of his able for use.
scan by five VUs. If he succeeds, he must make an opposed Ordinary (+10) Com-
mand Test against the commander of troops aboard the enemy ship. If
Aid the Machine Spirit he succeeds, roll 1d5 on the Critical Hit chart twice and select one result
The character must make a Challenging (+0) digital Tech-Use Test to to apply to the enemy ship, plus 1 point of damage to Hull Integrity for
commune with the craft’s machine spirit and aid it in its calculations. every Degree of Success. If he fails, his force is forced to retreat back to
On a success, the character may add +5 to the ship’s Manoeuvrability or his mother craft, unsuccessful in causing mayhem.
Detection for the remainder of the turn. For every two additional degrees
of success, the character may add an additional +5 to the same system. Hold Fast!
The character must have Air of Authority (or Master Orator, or Grand
Disinformation Orator) and make a Challenging (+0) Command Test. If he succeeds,
The character makes a Difficult (-10) Deceive Test. If he succeeds, he can he inspires the crew and reduces any damage to Morale by 1, plus 1 for
increase the crew’s Morale by 1d5 for every Degree of Success for the every Degree of Success to a minimum of 1. Hold Fast! may only cancel
duration of the combat. out Morale damage suffered during the previous turn.

Emergency Repairs Load Torpedoes


The character makes a Difficult (-10) mechanical Tech-Use Test to direct The character makes a Difficult (-10) Command or Tech Use Test. If
and aid repair crews. If he succeeds, he repairs one Unpowered, Dam- passed, all empty launch tubes on the vehicle are loaded successfully, and
aged, or Depressurized Component. Repairs normally take 1d5 turns, may be fired during the same Strategic Turn, rather than a subsequent
however, this can be reduced by one turn per Degree of Success, to a turn. If the Test is failed they can only be used next turn.
minimum of one turn. Emergency Repairs cannot fix destroyed Compo-
nents. Jam Communications
The Character makes a Difficult (-10) digital Tech-Use Test, targeting
Flank Speed a ship within Broadcast Range of his vessel. If he succeeds, that ship is
The character must make a Challenging (+0) Tech-Use Test to nurse the unable to use vox-transmitters or other technologies to communicate with
ship’s engines and push them to their limits. Success means the ship may other ships for an amount of Strategic Rounds equal to his Degrees of
move an additional VU this turn. Every Degree of Success allows an Success. Psychic communicators—such as an Astropath—are unaffected.
additional VU of movement. Failure by 2 or more degrees means the ship
immediately suffers an Engines Crippled critical hit as the engines are Lock on Target
strained too hard. The character makes a Challenging (+0) Scrutiny+Detection Test to use
the ship’s augers and calculate exact firing solutions on an enemy vessel.
Focused Augury If successful, he adds a +5 bonus to the Ballistic Skill Test to fire one
The character makes a Challenging (+0) Scrutiny + Detection Test to Weapon Component during this turn. Every two additional Degrees of
scan a particular ship within Broadcast Range of his vessel. A successful Success add an additional +5 to the same Test.
scan reveals a number of Components aboard the enemy ship.
• 1 Degree of Success: All Essential Components except Auger Arrays Prepare to Repel Boarders!
and Void Shields This character must make a Challenging (+0) Command Test in order to
• 2 Degrees of Success: All Weapon Components organise and arm a portion of the crew. If he succeeds, he may add +10 to
• 4 Degrees of Success: Auger Arrays, Void Shields, and any combat any opposed Command Test he performs against enemy boarders during
related Components subsequent turns of combat, plus an additional +5 for every Degree of
• 5+ Degrees of Success: All Components aboard the target ship Success. Although the character is not required to make additional tests
on subsequent turns, he will be occupied rallying the defenders for as
Hail the Enemy long as he wants to maintain the bonus.
This action is unique as it can be performed by characters who have par-
ticipated in Manoeuvre Actions or Shooting Actions during the turn. The
character contacts one enemy ship using his ship’s vox systems. He may
use Social Skills to accomplish certain goals, such as the Intimidation
Skill to convince an opponent to surrender. The exact details of how this
works is left up to the GM.

8.5 Voidship Combat - 662


Put Your Backs Into It! Silent Running
The character makes a Challenging (+0) Command, Intimidate, or Charm A ship may attempt to avoid notice by going on Silent Running, shutting
Test. If he succeeds, he can choose to add +5 per Degree of Success to a down non-essential systems and attempting to drift, unnoticed, past its
Ballistic Skill Test to fire a Weapon Component, an Emergency Repairs opposition. When on silent running, a ship makes Manoeuvre Actions as
Action, or an attempt to put out a fire made during this turn. He may aid normal, except the voidship’s Speed value is halved, and the difficulty
any number of additional Ballistic Skill Test, Emergency Repairs Action, of all related Skill Tests increases by one step. The default Manoeuvre
or firefighting attempts by distributing his +5 bonuses as the player Action requires an Ordinary (+10) Operate (Voidship) + Manoeuvrability
wishes. Test. If the helmsman fails these tests, his ship performs the Manoeuvre
as normal, but some power surge or engine flare betrays their presence,
Ready Attack Craft and any ships within sensor range become aware of them. Enemy ships
The character performing the Extended Action makes an Ordinary (+10) may detect a ship on silent running by using the Active Augury Extended
Command Test in order to make new squadrons ready for operations. The Action. Needless to say, if the ship fires any weapons, it is immediately
maximum number of squadrons that may be made ready simultaneously detected as well.
is equal to the Strength value of the Launch Bay Component being used.
Multiple Launch Bay Components may be made ready with a single Triage
Extended Action. The character makes a Difficult (–10) Medicae Test. If he succeeds, he
reduces any damage to Crew Population by 1, plus 1 for every degree
of success to a minimum of 1. Triage may only cancel Crew Population
damage suffered during the previous Turn.

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.

Aetheric Parry Gellar Barrier


This Defensive Action can only be performed by a character with the The character makes an Arduous (-40) digital Tech-Use Test, and, if Suc-
Psyker Trait and a Psy Rating, and only upon a ship with the advanced cessful, it lowers the Degrees of Success of a Psychic Action used against
psy-circuitry used to send astropathic messages. If these conditions are the ship by an amount equal to his DoS on the Tech-Use to a maximum
met and the facilities are available then the character may make a -60 of zero, effectively nullifying the power.
Willpower Focus Power Test when the voidship is targeted by an enemy
psyker’s Psychic Action. If successful it lowers the Degrees of Success Hard Aside!
of the Psychic Action used against the ship by an amount equal to his When an enemy voidship elects to perform a Ramming Action the target-
DoS on the Focus Power to a maximum of zero, effectively nullifying ed voidship may perform a Hard Aside! Action and the helmsman must
the power. The psyker gains 1 Level of Fatigue for the mental strain immediately make a -20 Operate (Voidship) Test. If he is Successful then
involved. the enemy voidship attempting to ram his ship must score an equal or
greater amount of Degrees of Success on his Operate (Voidship) Test in
Counter Attack order to successfully complete the Ramming Action.
This character must make a Challenging (-30) Command Test in order
to organise and arm a portion of the crew at the last moment before an Man The Turrets!
enemy attack. If he succeeds, he may add +10 to any opposed Command A ship’s turrets work identically whether defending against torpedoes or
Test he performs against enemy boarders during subsequent turns of attack craft. Before the attacker rolls to score hits the defending vessel
combat, plus an additional +5 for every degree of success. Although the may attempt a Ballistic Skill Test using the crew’s Skill Rating, with a +5
character is not required to make additional tests on subsequent turns, bonus for every point of Turret Rating the vessel has (the ship must have
he will be occupied rallying the defenders for as long as he wants to a Turret rating of at least 1 to attempt this). A player character may also
maintain the bonus. make this test if they so wish. If successful, then the turrets hit once, plus
one additional hit for every two degrees of success, with each hit shoot-
Defensive Fire ing down a single torpedo or attack craft squadron, reducing the number
When an enemy voidship elects to perform a Ramming Action the of torpedoes in the salvo or attack craft squadron in the wave before
targeted voidship may perform a Defensive Fire Action and immediately the attack roll is made. Torpedoes shot down are destroyed harmlessly.
make a Shooting Action against the ship attempting the Ramming Action. Attack Craft shot down may have merely been disabled or driven off
This Shooting Action has a -20 penalty to the Ballistic Skill Test as the instead of destroyed but, one way or another, can no longer attack.
enemy ship hurtling towards them is no easy target. For range modifiers
count the Shooting Action as though it were targeting the enemy ship at
it’s starting position.

8.5 Voidship Combat - 663


Weapons and Shooting
Voidship weapons in the 41st millennium are as varied as the ships that carry them. Lasers, plasma projectors, macrocannons, rocket launchers, ter-
ra-watt beam weapons, and more esoteric weaponry such as grav-culverins and gamma emitters, all can be found in a voidship’s broadside. In game
terms, most ship weapons can be divided into six distinct classes; macrobatteries, lances, torpedoes, boarding ramps, nova cannons, and launch bays.
Macrobatteries form the main armament of most ships, filling the broadsides of vessels with rank upon rank of gigantic weapons. Each
requires a crew of dozens, if not hundreds, to operate. Whether they fling kilo-tonne warheads across the void or roast their targets with high-intensity
energy, macrobatteries fire in volley. Their salvos are designed to blanket the space around a target, hopefully catching it in a maelstrom of destruc-
tion and overwhelm their defences by the sheer number of shots.
Lances are rare and potent weapons that fire incredibly high-powered beams of energy capable of burning through the hull of a warship, or
cutting a smaller vessel in half. Unlike macrobatteries, lances are often mounted on gigantic turrets where multiple energy projectors focus to create a
single, titanic beam.
The most common form of torpedo is over 60 metres long and contains both a powerful warhead and a short-lived plasma reactor similar
to, but less stable than, those used in voidships and Titans. Each torpedo is built to accelerate quickly from its launching tube into the void, hurtling
in a straight line towards the enemy. Guided by a crude and murderous machine spirit and the calculations of a ship’s Master of Ordnance, a torpedo
uses basic augury techniques scanning for the heat from plasma drives, target silhouette, electronic output, and even an enemy ship’s mass to locate
enemy vessels. Once the machine spirit acquires its target, powerful manoeuvring thrusters to adjust course to intercept. Upon impact, the forward
momentum drives the torpedo’s body deep into the vessel’s structure before the warhead and plasma reactor both detonate, inflicting damage far
greater than that of a single lance strike or macrocannon shell.
Nova Cannons are a classification of exceptionally powerful weaponry that can only be mounted upon capital ships. Mounted below the
heavily armoured prows of Imperial Navy cruisers and battleships, Nova Cannons have few equals in terms of their range or destructive power. While
variation exists, a typical Nova Cannon consists of an array of potent gravimetric impellers designed to accelerate a projectile to a fraction of the
speed of light. These projectiles vary more than the nature of the cannons themselves, ranging from sophisticated plasma warheads which burn with
the ferocity of a small star for a fraction of a second, to implosive devices which exert destructive gravitational forces upon all those caught within
several thousand kilometres of the detonation. In any case, a well-used Nova Cannon is a terrifying thing to face, as much a psychological tool as a
weapon
Often ill-favoured by the command staff of Battlefleets due to a preference for “true” warships, carrier vessels like the Dictator-class cruiser
are nonetheless a valuable strategic asset for the Imperial Navy, simply due to their versatility. The average launch bay on a cruiser—few smaller ves-
sels can spare the internal volume needed to support attack craft operations—carries an assortment of craft, from an abundance of cargo lighters and
personnel shuttles, to larger troop dropships, atmospheric craft (sometimes in storage containers, sometimes with limited void-capability for orbital
deployment) to anti-ship heavy bombers, assault boats and fighters. This sheer abundance of different craft allows carriers to undertake a wide variety
of missions either directly or in support of other vessels

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.

8.5 Voidship Combat - 664


Firing Macrocannons All the other properties of an attack using torpedoes are determined by
When firing a macrobattery, a successful roll scores one hit, plus an the torpedoes themselves, which have a number of characteristics that
additional hit for each Degree of Success, to a maximum of the macro- define them:
battery’s strength. Essentially, a more accurate hit means the character • Speed: The distance in VUs the torpedoes can travel in a single Strate-
was able to land more shots on the enemy ship. After the ship calculates gic Turn.
the amount of hits it has scored, apply the effects of the defender’s void • Damage: The damage each Torpedo causes on a hit.
shields (see “Damage and Defences” below). Once the final number of • Critical Hit: The value needed on the damage dice in order to score a
hits has been determined, roll the weapon’s indicated Damage once for critical hit on the target.
each hit, adding the totals together. The final total is the amount of dam- • Range: The number of VUs the torpedoes may travel in total, before
age dealt to the target. the reactor becomes dormant and the Torpedo ineffectual.
If a ship fires multiple macrobatteries at a single target, before When firing torpedoes, the launcher’s entire Strength value of
rolling to hit and determining the damage total for each macrobattery, the torpedoes is launched as a single group, referred to as a Salvo. No attack
character directing the firing has the option of adding the totals together roll is needed at the time of firing, but a single character must be assigned
and applying the new, larger total to the target ship once, rather than to launch the Torpedoes, as his skill at readying them for launch will
applying each damage result separately. This represents a ship combining determine their success when they reach their target. This character may
its weapon fire into a single, devastating salvo. If he chooses to do this, still fire other weapons during that Shooting Action as normal— the only
however, he can only inflict a maximum of one Critical Hit (see below). difference is that “firing” the torpedoes does not require a test until the
torpedoes reach their target.
Firing Lances Short and Wide Salvos
Lances operate in a similar fashion, but with several distinct differences.
It is possible to launch torpedoes in smaller salvos than the number
When firing a lance, a character makes a Ballistic Skill Test with any
of available tubes—whether because the ship does not have enough
appropriate modifiers. A successful roll scores one hit, plus one addi-
torpedoes to load all its tubes, or because a canny captain wants to hold
tional hit for every three Degrees of Success (meaning that it causes an
some in reserve, ready to fire at a moment’s notice. Launching a “short
additional hit on the fourth, seventh, and tenth Degrees of Success). Un-
salvo” does not require any test; the character directing the launch simply
like macrobatteries, the damage from each lance hit is never combined.
announces how many he is launching. However, if in subsequent turns
Each damage total is resolved against the target’s defences separately.
the character wishes to launch more torpedoes than remain in the tubes,
However, when resolving a lance hit against the target, ignore the target’s
he will need to reload first. Likewise, some canny characters may want
armour (see “Damage and Defences,” below), but not void shields. Lanc-
to launch a wider “spread” of torpedoes, saturating a wider area to make
es deal damage directly to Hull Integrity.
the salvo harder to evade. This decreases the chances of multiple strikes,
but likewise decreases the chances of enemy ships getting out of the
Critical Hits From Macrocannons and Lances
way. If the gunner wants to fire a “wide salvo,” he announces it on firing.
When firing a weapon, if the character rolls an amount of Degrees of
These behave in the same way as normal salvos, except that the torpe-
Success equal to the weapon’s Crit Rating, the shot has caused a Critical
does attack any targets passing within two VUs, instead of one. However,
Hit. If the shot does not do any damage to Hull Integrity, inflict 1 auto-
the Ballistic Skill Test to hit becomes Hard (–20) instead of Challenging
matic point of damage. Then roll 1d5 on the Critical Hit chart and apply
(+0), and the maximum number of hits the torpedoes can score is equal
the result to the target. If the damage of two or more macrobatteries is
to half the salvo’s current size. A ship must be able to launch at least two
combined into a single salvo, those macrobatteries can only inflict a max-
torpedoes to fire a wide salvo.
imum of one Critical Hit. Even if all of the macrobatteries cause Critical
Hits on their Ballistic Skill Tests, only one Critical Hit is applied to the
Torpedoes are different than macrobatteries, lances, and Nova Cannons,
target vessel.
because the weapons are largely self-contained. Due to this, characters
Unless multiple macrobatteries are being combined in a salvo,
cannot perform extended actions to boost the accuracy of torpedoes. No
each Weapon Component should be resolved against the target separate-
matter how quickly or competently the crew loads a torpedo, it does not
ly, not simultaneously. (This is important due to the manner in which
affect the weapon’s machine spirit’s ability to hit a target. In the same
void shields work.)
way, bonuses from shipboard Components does not boost the Ballistic
Skill Test to hit with torpedoes.
Launching Torpedoes
In all cases, torpedo tubes, torpedo launchers and other equivalent Com- Upon firing and at the start of each of the parent ship’s subsequent
ponents must always be mounted in a Prow weapon location. The forces Strategic Turns before any other actions are performed, a Salvo travels
exerted upon a vessel when firing a salvo of torpedoes are such that only directly forward a number of VUs equal to its Speed. The torpedoes
certain mounts can properly contain them. For this reason, torpedoes may continue to travel in this manner until they have travelled a total number
only fire into the Fore arc, regardless of where the weapon Component is of VUs equal to their Range, at which point their reactors’ limited fuel is
located. depleted and the torpedoes shut down, cold and inactive.
Before the weapons can be fired, the launchers must be loaded. If, at any point during movement, a Salvo passes within 1 VU
Normally, it takes a full Strategic Turn in combat to reload any empty (or 2 VU for Wide Salvos) of another vessel (friend or foe; a torpedo’s
tubes on a vessel, at which point the torpedoes may be fired in sub- machine spirit is unable and unwilling to make such a distinction), then
sequent turns. However, to reload faster, a character may perform an the character who launched the Torpedoes makes a Challenging (+0) Bal-
Extended Action in which he makes a Difficult (–10) Command or Tech listic Skill+Torpedo Rating Test. On a successful test, one torpedo strikes
Use Test. If passed, all empty launch tubes on the vehicle are loaded the target ship, plus an additional torpedo for every Degree of Success.
successfully, and may be fired during the same Strategic Turn, rather than No more torpedoes may hit than the number present in the salvo. Torpe-
a subsequent turn. does are not stopped or hindered by void shields.
As with macrobatteries and lances, a single torpedo launcher Once the total number of torpedo hits has been determined,
weapon Component actually comprises several launch tubes. This is, as roll the torpedoes’ listed damage value once for each torpedo that hit,
with other weapon Components, denoted as the Component’s Strength. comparing each damage result to the target’s armour. For every point that

8.5 Voidship Combat - 665


exceeds the target’s armour, deal one point of damage to the target’s hull • Bombers (large void-capable craft designed to attack enemy voidships).
integrity. • Assault Boats (void-capable armoured shuttles designed to deliver
All torpedoes also have a unique rule: Terminal Penetration boarding parties onto enemy vessels).
(X). When a torpedo rolls damage, re-roll any dice results equal to or
lower than the value given in parentheses. The results of the re-roll stand, Room In Launch Bays
they are not re-rolled again. Unlike macrobatteries, the damage from It is entirely possible that a voidship won’t have a myriad types of small
multiple torpedoes in a salvo is not combined then compared to voidship craft available in his launch bay. Such vehicles are extremely expensive,
armour. and a captain may not see the value in maintaining squadrons of assault
Any torpedoes which are not shot down by turret fire and boats when all he wants are starfighter interceptors to protect his vessel.
which do not hit the target vessel continue moving as normal until they For every point of Strength in a Launch Bay, the bay can hold
either strike a vessel or reach their maximum range three squadrons total. The sizes of squadrons listed in the Imperial Attack
Craft Ratings table give an idea of how many fighters, bombers, and
Torpedo Critical Hits assault boats may be stored within a launch bay. For support craft and
Torpedoes resolve Critical Hits differently than almost every other Aeronautica, use the following guidelines:
attack available to a vessel in Rogue Trader. This is for one very obvious • In general, Light Aeronautica are smaller than Heavy Aero-
reason—accuracy. While macrobatteries, lances and attack craft can all nautica. A squadron of Light craft can be up to twice the size of a cor-
guide their attacks to various degrees, the final approach of a torpedo is responding spaceborne attack craft—so a wing of 40 Lightning fighters
largely automated and fairly clumsy by comparison. Consequently, the would take up the same space as a squadron of 20 Fury Interceptors.
chance of a torpedo scoring a Critical Hit is determined by damage and • Support craft usually take up the same space as Assault craft.
random chance rather than operator skill. When a torpedo rolls damage,
if at least one of the dice values equals or exceeds the value listed in the Ships Without Launch Bays
Crit Rating of the torpedo’s profile, the torpedo causes a Critical Hit. Not every voidship has dedicated launch bays to host whole squadrons
If the torpedo has not done damage to Hull Integrity, it does 1 point of of attack craft and shuttles. However, most voidships have some sort of
damage. Then roll 1d5 on the Critical Hits Table to generate the Critical landing bay with room for shuttles and small craft. Generally, Imperial
Hit result. ships are too large to easily land on a planet’s surface, and small craft
become vital for loading crew and cargo, and resupplying the vessel.
Launch Bay Operation A ship without a Launch Bay has room for one Light Aeronautica for ev-
Operating a carrier is a complex matter, and many vessels employ a ded- ery 5 points of Space its Hull has, and one Heavy Aeronautica for every
icated crew to oversee the minutia of these operations. No launch bay re- 10 Space its Hull has. However, if a ship has a cargo hold Component
mains at a constant level of complete readiness. Craft are ritually placed (such as the Cargo Hold and Lighter Bay), they should be able to hold an
into hangar-vaults, their machine spirits slumbering until they are called additional four vehicles (regardless of whether they’re Heavy or Light
upon once more, while the deck crews work to ensure that the launch Aeronautica).
mechanisms and fuel systems function properly, check the ammunition
stores, and perform a thousand other minor tasks needed to ensure that Squadrons Below Full Strength
the launch bay works smoothly. Preparing a launch bay for operations is Depending on the fortunes of war, ships may lose attack craft, and be
a complex process requiring many men to unload and awaken the craft forced to fight with squadrons that are at less than full strength. Deter-
needed, and to ensure that they are fuelled and armed as required. mining how many craft a squadron is missing depends on how losses to
Outside of battle, this can be done slowly and carefully, taking attack craft squadrons are being tracked. In any case, squadrons that are
the time necessary to ensure that no mistakes are made. This is fortunate, half strength or lower only provide the +5 bonus (whether attacking with
as many shuttles and lighters are stubborn and recalcitrant in spirit com- fighters, bombers, or assault craft) for every two additional squadrons,
pared to the fierce and eager spirits of attack craft, and thus take some rather than every one.
time to coerce into service. A voidship may have one squadron per point
of Launch Bay Strength prepared and ready for launch at any one time. Eliminated Squadrons
In the midst of battle, things are a little more hectic, and pre- Throughout these rules, there is a possibility a squadron may be “elim-
flight preparations are afforded much less time. In combat, this takes an inated.” This means the squadron has lost some of its craft, and others
Extended Action in which the character performing the Extended Action may have been damaged. For game purposes, an “eliminated” squadron
makes an Ordinary (+10) Command Test in order to make new squadron cannot operate in the remainder of the Void Combat they were involved
ready for operations. The maximum number of squadrons that may be in. (At the GM’s discretion and in cases of particularly long combat, this
made ready simultaneously is equal to the Strength value of the Launch can be changed to a period of two hours, while repairs are made and new
Bay Component being used. Multiple Launch Bay Components may be craft are activated). Once the combat is over, eliminated squadrons can
made ready with a single Extended Action. be restored to active duty.

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).

8.5 Voidship Combat - 666


Imperial Attack Craft Ratings
Craft Rating is a way to represent the performance of a type of attack craft. It is an abstract value representing an attack craft’s manoeuvrability, fire-
power, and durability. This value is represented by a bonus added to certain Tests made when fighters, bombers, and assault boats make attacks.
The below table covers some of the most common attack craft and their ratings. This table also includes general squadron sizes—how many
attack craft are in a squadron. These numbers should be treated as guidelines, to be modified if the GM feels it necessary. If the GM wants to use an
attack craft that does not have a Craft Rating, he can use its Manoeuvrability instead.
Craft Types Craft Rating Speed (VUs) Squadron Size Special Rules
Fury Interceptor
+10 10 20 Durable: When checking
(Heavy Fighter)
for Squadron losses, these
Starhawk Bomber craft reduce their losses by
+0 6 10
(Heavy Bomber) one to a minimum of zero
or they gain a +5 bonus on
Shark Assault Boat
+5 10 10 the Upkeep Test.
(Heavy Assault)
Vendetta Heavy Gunship
+20 3 40 -
(Light Fighter)
Vulture Attack Gunship
+15 4 20 -
(Light Bomber)
Valkyrie Assault Carrier
+10 3 20 -
(Light Assault)
Lightning Fighter Craft
+20 9 40 -
(Light Fighter)
Avenger Strike Fighter Atmospheric: When used
+5 6 20 against targets in the void
(Light Bomber)
these craft suffer a -10 pen-
Thunderbolt Heavy Fighter alty to their Craft Rating
+10 8 20
(Heavy Fighter) for Operation but gain a
+10 bonus to their Craft
Marauder Bomber Rating against planetbound
+0 6 10
(Heavy Bomber) or atmospheric targets.

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

8.5 Voidship Combat - 667


in numbers). This counts as an Opposed Skill Test, but is not resolved in Assault Boat Operations
the same way. As an Extended Action, any number of assault boat squadrons currently
For every degree of success scored on the Test, one opposing ready within a ship’s launch bays may begin an assault operation. The as-
squadron or torpedo is “eliminated;” destroyed, damaged or forced to sault boat squadrons may be grouped up into one or more wings consist-
expend their remaining fuel and ammo reserves, and must return to the ing of two or more squadrons, or may operate as independent squadrons,
carrier for rearming and refuelling by the most reasonable direct route. in any combination, as desired. Upon launch and again at the beginning
Any remaining squadrons remain in play and can act in later turns, either of their parent vessel’s subsequent Strategic Turns, the assault boat wings
breaking off and heading for their original target, or staying and engag- may move freely a number of VUs up to the speed of the slowest squad-
ing. However, if one side scores at least four degrees of success more ron in the unit. They may continue to remain away from their carrier in
than their opponent did, none of that side’s squadrons are eliminated this manner for no more than four turns, as fuel and life support supplies
no matter what their opponent rolled. The tactical acumen and impres- begin to run low and the assault boats are forced to return to their carrier.
sive piloting skills of the squadron leader’s pilots means they scythed Upon moving within 1VU of an enemy vessel, the assault boats may
through their opposition effortlessly. commence an attack run, closing quickly upon their target to deliver their
payload before retreating back to the carrier
Bomber Operations Make a Challenging (+0) Command+Craft Rating Test (this
As an Extended Action, all bomber squadrons currently ready within a will either be from a character aboard the carrier, or from a character
ship’s launch bays may begin a bombing operation. The bomber squad- leading the assault boats personally), gaining a +5 bonus for every
rons may be grouped up into one or more wings consisting of two or squadron of friendly bombers after the first. A successful test means that
more squadrons, or may operate as independent squadrons, in any combi- a single assault boat squadron has reached the ship and breached the hull,
nation, as desired. Upon launch and again at the beginning of their parent with an additional assault boat landing for every degree of success, up to
vessel’s subsequent Strategic Turns, the bomber wings may move freely a maximum equal to the number of assault boat squadrons attacking that
a number of VUs up to the speed of the slowest squadron in the unit. survived any defensive fire. The character leading the boarding parties (if
They may continue to operate away from their carrier for no more than a character is piloting an assault boat, he may not also lead the boarding
six Strategic Turns (four if the wings include fighters), as fuel and life parties) then begins a Hit and Run Action against the target, ignoring
support supplies begin to run low and the bombers are forced to return to the Operate (Aeronautica) Test and gaining a +10 for every assault boat
their carrier. Upon moving within 1VU of an enemy vessel, the bombers squadron that successfully landed.
may commence an attack run, closing quickly upon their target to deliver After delivering their payload, the assault boats withdraw to
their payload before retreating back to the carrier. their carrier with any survivors by the shortest expedient route.
Make a Challenging (+0) Command+Craft Rating Test (this
will either be from a character aboard the carrier, or from a character Follow My Lead!
leading the bombers personally), gaining a +5 bonus for every squadron Through a mixture of personal skill, outrageous daring and sheer luck,
of friendly bombers after the first. A successful test causes a single hit the character leads his subordinates against the enemy, providing a
upon the enemy vessel, with an additional hit for every degree of success. powerful example for them to follow. While piloting a fighter, bomber or
This is up to a maximum of three hits, plus one additional maximum assault boat (as appropriate for the squadrons he is leading), the charac-
hit for every additional bomber squadron after the first. If the bombing ter makes an Opposed Challenging (+0) Operate (Aeronautica)+Craft
run scores at least four degrees of success, the target also suffers a 1d5 Rating Test before the Command Test for the squadrons’ attack (using the
Critical Hit. Operate (Aeronautica) Skill of the opposing squadrons, which for NPCs
Each hit deals 1d10+4 damage. Add together the damage is usually their ship’s Crew Rating). If this is successful, then he grants a
rolled from each hit, and then subtract from that the armour value of the +5 bonus, plus an additional +5 for every two degrees of success he wins
target ship. Bomber attacks ignore void shields. If, for any reason, the by, to the subsequent Command Test. Additionally, each two degrees
target ship has multiple armour values (such as from the Armoured Prow of success indicates that the character has shot down one enemy craft,
Component), then the lowest armour value is always used. The final total turret, or torpedo personally in the ensuing combat. This has no specific
is the number of points of Hull Integrity the target ship loses. additional effects, but gives the pilot something to brag about.
After delivering their payload, the bombers withdraw to their However, if he loses by four or more degrees, then a costly
carrier to refuel and rearm. mistake disables his vessel and leaves him stranded in the void. The char-
acter suffers 2d10+5 damage, reduced by Toughness Bonus and Armour
Torpedo Bombers as normal, from the damage to his craft and cannot participate in any
Instead of performing bombing runs, Torpedo Bombers may, at the start further actions until he has been rescued and brought back to the ship.
of any turn instead of their normal movement, launch their torpedoes. Alternatively, if the enemy flight is led by a particularly skilful
The torpedoes immediately move directly forwards in whatever direction or notorious pilot, the character can elect to duel with him in the void.
the bombers were facing, following all the normal rules for torpedoes. This is an Opposed Operate (Aeronautica)+Craft Rating Test. The winner
Each torpedo bomber can launch one torpedo. A squadron of torpedo gains a +5 bonus, plus an additional +5 for every two degrees of success,
bombers is comprised of three torpedo bombers. to the subsequent Command Test. In addition, if the character wins by
Torpedo bombers can launch any type of torpedo, however three or more degrees, he shoots down the opposing pilot. If he loses by
any torpedo launched from a torpedo bomber has its range halved, as the three or more degrees, he suffers the penalty for failing as listed above.
bombers cannot haul torpedoes with a full load of fuel. In addition, due
to their rarity, Acquisition Tests to acquire bombers with torpedo fittings
suffer a –5 penalty in addition to any other modifiers. There is also the
matter of storing the torpedoes if the voidship does not have the stowage
that comes with a Torpedo Tube Component. A typical Munitorium can
store nine torpedoes on a ship of light cruiser size or larger, or six on
a smaller vessel. One could also store a comparable number in a cargo
hold, but the lack of safe storage means the torpedoes have a 25% chance
of detonating should that Component become damaged or destroyed.

8.5 Voidship Combat - 668


Using Boarding Ramps Firing The Nova Cannon
Relatively uncommon in the modern Imperial Navy and much of the Nova Cannons are extremely powerful weapons, easily able to wreak
Adepta, Boarding Ramps are usually only used (in a lawful capacity) vast destruction upon enemy vessels at great range, but are inaccurate
for policing actions, scuttling ships, scavenging derelicts, and other such and require a stable vessel to fire effectively. Due to the lethal nature
operations where the ship they are thrust into are considered expendable, of their warheads, nova cannon shells are not armed for a fraction of a
and their subsequent depressurization after withdrawal of little conse- second after firing, allowing them to travel many tens of thousands of
quence. However, techniques first pioneered with ancient ships such as kilometres through the void before they become truly deadly. For these
the Ironclad-class from bygone millenia greatly favoured such instru- reasons and several others, nova cannons follow a number of specific
ments as these, using them as much more than simple scavenger’s tools. rules when firing which do not apply to other weapons.
No few notable boarding actions and void battles of such illustrious If a ship performs a Manoeuvre Action with a total modifier
periods as the Great Crusade and the Horus Heresy have made extensive of greater than +0, it may not fire its Nova Cannon in the same turn.
use of these systems, facilitating the invasion of battalions of troops into Similarly, a Crippled ship may not fire its nova cannon. Once a Nova
the heart of the enemy’s vessel. Given their ability to eminently facilitate Cannon has fired, its crew must spend the subsequent turn reloading and
pitched battle, along with their rather uncomplex rites of construction preparing the weapon for a second firing. This means a Nova Cannon
Boarding Ramps are also a favourite of raiders, human and xeno, who may only fire once every other turn.
wish to steal cargo or take a vessel for themselves. When firing a Nova Cannon, nominate a single point anywhere
Board Ramps can only be mounted upon Prow, Port, or Star- within the weapon’s maximum range that is more than 6 Void Units from
board weapons slots. If a Boarding Ramp Component is mounted on the the ship and in the vessel’s Fore firing arc. That is the target point. The
Prow of a voidship it can be used immediately after performing a Ram- difficulty of targeting with a nova cannon is such that all attack rolls with
ming Action. Otherwise the voidship using the Boarding Ramp Compo- the weapon suffer an additional –20 penalty. Otherwise, the attack roll is
nent must be within 1VU of their target and have the enemy vessel in the resolved normally using a character’s Ballistic Skill during a Shooting
correct facing, just as with any Shooting Attack. Action, including the normal modifiers for range.
Once within range but before the attacker uses their vessel’s A successful attack roll means that the shot was on target and detonates
Boarding Ramps the defending voidship may make a Hard Aside! or at the desired point. A failed attack roll means that the shot was not on
Defensive Fire Defensive Action, just as though they were about to be target and has instead detonated too soon or too late. However, such
rammed. So long as these Defensive Actions do not stop the attacker is the power of these weapons that even an inaccurate shot may still
from making a Boarding Action, the attacker then makes an amount of damage the enemy. For every degree by which the attack roll failed, the
Boarding Actions equal to the Boarding Ramp Component’s Strength. If target point moves 1VU away from the firing ship if the attack roll was
there are multiple Boarding Ramps on a ship’s facing the attacker may an even number (i.e. a number ending in 0, 2, 4, 6 or 8), or 1VU towards
use all of them against a target at once, combining the Strength of all the firing ship if the attack roll was an odd number (i.e. a number ending
of the available Boarding Ramps and making that amount of Boarding in 1, 3, 5, 7 or 9).
Actions. The attacker may, at will, decide to make no further Boarding In either case, any vessel within 1 VU of the target point will
Actions and call off any further Boarding Ramp attacks. Morale is only be hit by the shell’s detonation, causing 1d5 hits (which can be negated
tested once all of the Boarding Actions have been resolved. by void shields as normal) dealing the weapon’s normal damage. Dam-
After completing each of the Boarding Actions the attacker age from a Nova Cannon shell ignores armour. Any damage dice that roll
must decide whether he wishes to sustain the Boarding Action or give a 10 cause one Critical Hit. If a Critical Hit is scored, then roll 1d5 on
the signal to retreat and pull back the Boarding Ramps. If he sustains the the Critical Hit chart and apply the results as normal. Such is the power
Boarding Action both ships begin to follow the standard rules for Board- of the Nova Cannon that it may cause multiple Critical Hits in this way,
ing Actions, with both of them sinking to the bottom of Initiative and rather than a maximum of one as is the case for most weapons.
forfeiting any further actions for the turn, save for the defending vessel An accurate Nova Cannon shell can potentially deal far more
having a chance to escape on the final Initiative step before the next turn. damage. If the attack roll succeeds by two or more degrees, then a single
So long as this Boarding Action is sustained the attacking vessel can vessel within 1 VU of the target point (chosen by the firer) suffers 1d5+2
make an amount of Boarding Actions equal to the Strength of all appro- hits instead of 1d5. As noted above, damage dice rolling natural 10s
priately facing and currently functioning Boarding Ramp Components. cause Critical Hits.
If or when the attacking voidship breaks off the Boarding Ac-
tions they can do so without having to make an Operate (Voidship) Test.
Doing so causes an amount of Components equal to the attacking ship’s
successful Boarding Actions (but no more than the combined Strength of
all the Boarding Ramps Components used in the Boarding Action) on the
defending ship to suffer Depressurization.

8.5 Voidship Combat - 669


Damage and Defences Armour
Once void shields have been taken into account, and the damage for the
Voidships have numerous layers of defenses with which to defend them-
selves against threats mundane and malign. remaining hits is rolled and added together, it is compared to the target’s
Armour. The Armour value is subtracted from the damage total. If the
result is zero or less, the target’s Armour has successfully protected the
Void Shields vessel. If the result is more than zero, the target loses that many points of
Void shields function by absorbing incoming hits before they can be Hull Integrity.
resolved against their target. Whenever a ship chooses to fire on another Hull Integrity can be considered similar to a ship’s Wounds. It is a mea-
ship during its turn, the target ship’s void shields (assuming it has any!) sure of how tough the vessel is, and how much damage it can take before
will cancel a number of incoming hits equal to the strength of the shields. being blown open. For every point of Hull Integrity a ship loses, it loses
In other words, if a ship has one void shield, after an attacker determines 1 Crew Population and 1 Morale as well.
the total number of hits going against the ship, that number of hits is
reduced by one. It does not matter if the hits are from lances or macro-
batteries. Crippled Ships
However, void shields can be overloaded. Once they have re- When a ship reaches 0 Hull Integrity, it becomes Crippled. Apply a –10
duced their strength in hits, they overload and shut down. Any remaining penalty to its Manoeuvrability and Detection, and reduce its Speed to
hits in that salvo will hit the target, and any further shots fired against half. In addition, reduce the strength of all weapon Components by half
the target by the attacking ship will also hit the target unimpeded by void (round up). A ship will remain Crippled (and continue to suffer these
shields. effects) until it has regained at least 1 Hull Integrity.
It is important to note that void shields reduce hits from all When a Crippled ship takes damage past its Armour, it takes a
ships firing on them. If one attacker fires on a ship, the ship’s void shields Critical Hit. Compare the value of the damage that exceeded the Armour
reduce the hits as usual. Even if they overload and another attacker fires to the Critical Hit chart. The ship suffers this Critical Hit result.
on the ship in the same Strategic Round, the void shields will be restored
in time to protect against that attacker’s fire as well. Critical Hits
Oftentimes, an especially lucky or well placed blow will do more than
Defence Turrets boil off armour or consign some unlucky pressmen to the void. Shells
If a voidship has defence turrets, it has a Turret Rating. The Turret Rating and beams may tear deep into a voidship’s gut, ripping out her insides,
does not correspond to the actual number of turrets—a voidship with crippling her systems, and leaving her bleeding air
scores of defence turrets might only have a Turret Rating of 1. For each The following is the Critical Hit chart for ships, and should
point of a voidship’s turret rating, the ship imposes a -10 penalty on the be used when a weapon’s attack roll has met its Crit Rating, or when a
piloting tests of any Hit and Run Attacks directed against it. Additionally, crippled ship takes damage. Some Critical Hits require an attacker to
each point of a voidship’s Turret Rating adds +10 to its side’s Command know about Components on the target ship. The attacker can know what
Test during a Boarding Action. Using the ship’s defensive turrets to Components their target has in one of two ways. The first is through
thwart attack craft and torpedoes uses the Man The Turrets! Defensive using Active Augury to scan the enemy vessel. The second is that if the
Action, and is described more in depth there. enemy vessel uses a Component to attack or otherwise affect the attacker,
the attacker obviously knows of its existence and can target it with a
Critical Hit.

8.5 Voidship Combat - 670


Voidship Critical Damage
Critical
Result Description & Effects
Damage
A lucky hit has wrenched open the ship’s hull, exposing it to space. The attacker selects one Component
1 Holed (only choosing ones he knows of ) that is not the bridge or plasma/warp drives. Emergency bulkheads slam
into place to seal off the compartments, but this Component is depressurized.
Internal The force of the hit ruptures bulkheads and smashes machinery. The attacker selects one Component (only
2
Damage choosing ones he knows of ) that is not the bridge or plasma/warp drives. This Component is damaged.
The ship’s auspex arrays have been knocked out, leaving the vessel blind. Until the damage is repaired, all
Sensors shooting tests suffer a –30 to hit, and all sensory tests to detect anything beyond the ship’s immediate enga-
3
Damaged gement range automatically fail. Additionally, as the arrays are located outside the hull, any repairs must be
attempted in the void.
The ship’s manoeuvring thrusters are smashed, venting randomly and leaking fuel. Roll 1d10. On a 1-7, the
Thrusters
4 ship can still manoeuvre, albeit slowly. Reduce the ship’s Manoeuvrability bonus by –20. On an 8–10, the
Damaged thrusters are completely damaged. The ship cannot turn. This damage can be repaired.
Alarms scream through the hull as hungry flames roar through passageways and compartments. The blaze
must be contained before it devours the entire ship! The attacker selects one Component (only choosing ones
5 Fire!
he knows of ) that is not the bridge or plasma/warp drive—this Component is now on fire. The fire follows
all the rules for shipboard fires.
Something pierces the immense drive tubes in the ship’s stern, bleeding plasma into the void and leaving
Engines the vessel drifting in space. Roll 1d10. on a 1-7, the plasma drives are still usable, though heavily damaged.
6
Crippled Reduce the ship’s Speed by half. On an 8–10, the drives are completely wrecked. Reduce the ship’s Speed to
1. This damage can be repaired.
Something has jarred and shocked the ship’s machine spirits, awakening their anger. Massive electrical
Surly surges knock out systems across the ship. Roll 1d10 for every Component. On a 4 or higher, the Component
7
Techsprites now counts as unpowered. Each Component must be repaired individually before it can receive power again.
Morale takes 1d5 damage from the spooky atmosphere.
A lucky hit strikes the ship’s bridge, sending shrapnel scything across the compartment and opening it to
space! All crewmembers on the bridge must make a Dodge reaction or be hit by shrapnel doing 2d10 Explo-
8 Decapitation
sive damage. If the damage result is 12 or higher, the bridge Component is also depressurized. If the damage
result is 16 or higher, the Component is damaged.
The hull of the ship is ripped asunder by tremendous force, opening compartments to the void and doing
massive structural damage. The attacker selects 1d5 Components (only choosing ones he knows of, and not
Hull
9-10 including the bridge). Roll a d10 for each; on a 1-7 the Component is damaged and depressurized. On an
Breach 8–10 the Component is destroyed, and all crew inside are killed. Instead of rolling for Crew Population and
Morale damage separately, the ship reduces both of its current values by half.
A succession of powerful blows and explosions rip through the ship, causing horrendous damage. Roll 1d10.
Catastrophic
11+ On a 1-7, the ship is hulked. On a 8-9, the ship’s plasma drive explodes. On a 10, the ship’s warp drive exp-
Damage lodes instead (if the ship does not have a warp drive, it suffers a plasma drive explosion).
Catastrophic damage leaves the ship a drifting, smouldering wreck. Uncontrolled fi es burn in some compart-
ments, others are open to space, and the rest are choked with the dead and dying. Roll 1d10 for each Compo-
Hulked
nent. On a 1–2, it is miraculously untouched, but is unpowered. On a 3-7, it is depressurized and damaged.
On a 9–10, it is completely destroyed, and all crew inside are killed. Reduce Crew Population to 1d10.
The voidship’s plasma drive explodes in a single, cataclysmic explosion. All voidships within 1d10 VUs
of the stricken craft must make a Hard (–20) Operate (Voidship)+Manoeuvrability Test or be struck by the
Plasma Drive Explosion
flaming d bris of the destroyed vessel. Treat this as 1d5 macrobattery hits doing 1d10+4 damage each, that
void shields and armour will protect against normally
The voidship’s warp drive overloads and explodes, rending a seething hole in space, a maelstrom into the
realm of chaos. Any voidship within 2d10 VUs of the stricken craft must make a Hard (–20) Operate (Void-
ship)+Manoeuvrability Test or be struck by the chaos-storm, taking the equivalent of one lance strike doing
1d10 damage that void shields will not protect against. Additionally, every voidship within 1d5 VUs of the
Warp Drive Explosion
stricken vessel must make a second Challenging (+0) Operate (Voidship)+Manoeuvrability Test, or be suc-
ked into the rift. What happens next is up to the GM, but should be suitably horrible. Mass possessions and
manifesting daemons are the norm, while the crew frantically tries to activate the Geller Field. The survival
of those onboard the ship should by no means be guaranteed.

8.5 Voidship Combat - 671


Fire, Depressurization, And Other Hazards attempt to put the fire out, and only one needs succeed. Alternatively,
A ship’s Component is either intact, unpowered, damaged, or destroyed. the ship’s captain can choose to vent the burning compartments into the
Intact Components are fully functional, damaged Components are void. If he does so, the fire is immediately extinguished. However, the
non-functional but can be repaired, and destroyed Components are night- burning Component now counts as depressurised. Instead of the normal
mare mazes of twisted metal, raging infernos, and the bodies of the crew damage to Crew Population and Morale, the ship suffers only 1d5 Crew
that once occupied them. Needless to say, a damaged Component cannot Population damage (most of the Crew already fled the Component) but
be used and will not provide any bonuses to the ship until it is repaired. A 2d10 Morale damage (nobody likes seeing their comrades vented into the
destroyed Component cannot be repaired, only replaced at a forge world void deliberately).
or stardock. Needless to say, if every Component is consumed by fire, the
Unpowered Components have no gravity, no lights (besides ship is reduced to a burned-out hulk and counts as destroyed.
emergency stablights), and any powered hatches and the like will not
operate. A damaged Component is unpowered, but also contains other Zero Gravity
hazards, such as shorting electrical lines, ruptured bulkheads, and leaking Few forces are more essential to the everyday lives of humanity, yet
pipes and air-lines. These can also create noxious vapors and, combined gravity is something most take for granted. Those aboard voidships do
with failing air-purifier , mean that character in the Component without not have that luxury. Humanity developed the grav-plate during the
a breathing aid such as a gas mask will suffer from suffocation. Other mystical Dark Age of Technology, allowing them to simulate the effects
environmental effects may exist in a damaged Component as well. of gravity in the chambers and passageways of their voidships. However,
Destroyed Components are extremely hazardous, with nothing these systems are fickle. Poor maintenance or battle damage can shut
more than twisted, jagged metal shards, live electrical lines, no air, or grav-plates off at inopportune times, leaving crewmembers stranded and
raging fires. In game terms, the Component is considered to no longer drifting in mid-air. Additionally, if someone is forced to exit a ship and
exist, though the GM is free to invent a suitably nightmarish environment step into the blackness of the void, he will leave the effects of the grav-
for any character who must enter the space the Component used to occu- plates behind. It is imperative that every able-bodied void-man knows
py. how to handle himself in such situations.
Components may also have hazards present on them that may Zero gravity is considered Difficult Terrain, meaning that
be mildly inconvenient, or are a danger to any characters exposed to the movement of characters is halved while in it, and if they attempt
them and possibly the entire ship. to charge or run, they must succeed with a Hard (–20) Agility Test or
drift out of control (treat as falling prone). Certain factors may mitigate
Depressurization this—a Void Born character, for example, does not treat zero gravity as
If a Component is depressurised, the air violently vents over a number Difficult Terrain and therefore ignores the above penalties. Additionally, a
of Rounds (the GM should determine a time depending on how big the character beginning a movement action in zero gravity must be adjacent
hole—was it a micro-meteor or a lance strike?). Any characters attempt- to a floor, wall, ceiling, or other secure object, so he has something to
ing to exit the Component treat it as Difficult Terrain as they battle high push off from.
winds within the compartment. Once all air has vented, all characters
inside the Component suffer the effects of vacuum. It is assumed airtight Extended Repairs
hatches will keep depressurisation confined to a single Component. To perform extended repairs, a voidship should locate a suitable anchor-
Depressurisation deals 1d10 damage to Crew Population, and age, perhaps high orbit around a gas giant in a deserted star system or
1d5 damage to Crew Morale, but does not make the Component Dam- nestled against a large asteroid to avoid detection. It’s crew will then
aged (although a depressurised Component may be damaged for other spend several weeks on the repairs, determined beforehand by the ship’s
reasons, and vice-versa). The Component may even be used, provided captain. For each week at repairs, the member of the crew directing them
the crewmembers wear void-suits. must make a Tech-Use Test, tallying the degrees of failure and success.
Depressurisation may be repaired by patching the hull, If the degrees of failure outnumber the degrees of success at the end of
although the effects of vacuum on little details like the plumbing may the specified time period, the repairs have failed. If the reverse is true,
linger for quite a while. however, the repairs succeed, and the ship regains 1d5 points of Hull
Integrity. This cannot take the ship’s Hull Integrity above its maximum.
Fire In addition, each successful repair attempt restores one Damaged, De-
If a Component catches fire, it immediately deals 1d5 damage to Crew pressurised, or Unpowered Component to full working order. Destroyed
Population and 1d10 damage to Crew Morale (few things are as hor- Components must be repurchased and replaced.
rifying as a shipboard fire) and spreads through the entire Component For a more thorough repair job, the voidship will need to find
(the GM should determine how long this takes, but it should be within an inhabited planet or space station —preferably a world with a reason-
30 minutes or one Strategic Turn). Anyone occupying the Component is ably advanced level of civilisation (cavemen or feudal peasants will not
exposed to fire and suffers all of the appropriate adverse effects (namely be much help in repairing a voidship). Once a suitable world has been
they must make an Agility Test or catch Fire themselves). If the fire is not located, the crew can pay to have their voidship repaired. If any Hull
brought under control in one Strategic Turn, it consumes the Component Integrity is repaired, any damaged, depressurised, and unpowered Com-
(it now counts as damaged), and moves on. The GM selects a new Com- ponents are restored to working order a well.
ponent, and treats it as catching fire (including the Crew Population and For every full five points of Hull Integrity restored, an Acquisi-
Morale damage). The GM should randomly select the new Component tion Test at a –10 penalty (this takes into account the rarity and quantity
from among what he determines are a set of logical options—it is more of materials and supplies). These tests are made sequentially – once one
likely a fire would spread from the plasma drives to the warp engines is failed, the players have temporarily exhausted their available funds and
than to the prow weaponry must wait 1d5 weeks until more money is available or seek repairs else-
To put out a fire, a character must organise a firefighting team where. Any Acquisition Tests made to repair Hull Integrity do not count
of crew and make a Difficult (–10) Command Test. This counts as an against the number of Acquisitions a player may make in a game session.
Extended Action and therefore may only be attempted once per Strategic For every point in Hull Integrity restored, the ship must spend one day
Turn. However, multiple characters may organise firefighting teams and being repaired.

8.5 Voidship Combat - 672


Crew Population & Morale an Extended Action that will take up a character’s Turn in a void com-
bat.
The health and well-being of a voidship’s crew is measured in two
To represent the mutiny, the GM should choose one NPC
ways—its Crew Population and its Morale. Crew Population measures
crewmember to lead the mutiny, invent basic stats for a general crew-
how many people are aboard a voidship, indicated by a percentage of
member, or simply use the ship’s Crew Rating. The mutiny can be fought
100. Therefore, if a Crew Population was 98, that means 98 percent of
or suppressed through opposed Command, Charm, or Intimidation
the ship’s original crew complement is still alive. All ships’ Crew Pop-
Tests, chosen by the players. One character (who does not have to be the
ulations begin at 100, though they may be modified by situations or the
captain) should be chosen to suppress the mutiny and make the selected
ship’s Components.
opposed Skill Test.
Morale is also measured on a 1 to 100 scale, starting at 100 and
If the characters chose to use Command, they are leading armsmen to
dropping as the voidship encounters situations that test its crew’s loyalty
suppress riots, posting guards at critical spaces, and generally waging
and commitment. With both Morale and Crew Population, higher values
war against the mutineers directly. If the characters win the opposed
are better.
Skill Test, the ship suffers 1d5 Crew Population damage and 1d5 Morale
As both values drop, they affect their voidship adversely, as
damage, but the mutiny ends
depicted in the following charts. The charts list a threshold number and
If the characters use Charm, they are meeting with the mutiny’s
the effect when the value drops below that number.
ringleaders, addressing their demands, and trying to placate them. If the
The effects of Crew Population loss and Morale are unavoid-
characters win the opposed Skill Test, the ship suffers 1d10 Morale dam-
able, but the effects are reversible if the Crew Population or Morale are
age (the characters are viewed by the crew as weak), but the mutiny ends
later brought above the threshold. All effects are cumulative, even Crew
If the characters use Intimidate, they are threatening to open crew
Population and Morale effects. The effects of Crew Population loss repre-
quarters into space, shooting ringleaders, holding hostages, and generally
sent the ship becoming harder to operate as there are fewer hands to crew
showing the crew the dire consequences of their actions. If the characters
it, while the effects of Morale loss represent the crew actively malinger-
win the opposed Skill Test, the ship suffers 1 Crew Population damage
ing or doing other activities to hamper the ship’s operations.
and 1d10 Morale damage (the crew fears and mistrusts their ruthless
In addition, whenever Morale drops below 70, 40, and 10, the
commanders), but the mutiny ends.
captain must make a Command Test (with a -10, -20, or -30 Difficulty
If the mutineers win any of these tests, another opposed Skill Test is
modifier respectively). If he fails, some portion of his crew rebels against
performed (on the next turn of combat if this is during one) . If the
his rule and a mutiny begins. If this occurs during combat then the Com-
mutineers win again, the cycle continues. If, however, the mutineers ever
mand Test is considered an any-time Free Action (as it represents, narra-
win one of these tests by more than four Degrees of Disparity, the mutiny
tively, the crew’s confidence in the captain’s abilities) but the subsequent
succeeds. The characters lose control of their ship, and will likely be
Skill Test, described in the next paragraph, to quell the mutiny is
forced to flee quickly lest they be killed by their former crew.

Crew Population & Morale Damage


Crew
Description & Effects
Population
80 The ship increases all travel times by 1d5 days
All Tests involving Boarding Actions, repulsing Hit and Run attacks, fighting fires, and making Emergency Repairs suffer a -5
60
penalty.
50 The ship suffers a -10 penalty to its Manoeuvrability.
In combat, the ship counts as Crippled. If the ship actually becomes Crippled, it may only take a Strategic Turn on every other
30
Strategic Round.
The ship may not perform Boarding Actions or Hit and Run attacks. Anyone attempting to repulse a Boarding Action or Hit and
10
Run attack, fight fires, or make Emergency Repairs suffers a -20 to his Test.
The ship becomes an empty tomb, populated only by the dead. If any still live within its bowels, their only hope is to escape the
0
vessel before they slowly suffocate or freeze. The ship cannot operate again without at least some crew to run it.

Morale Description & Effects


80 All Command Tests involving the ship or its crew suffer a -5.
60 All Ballistic Skill Tests made to fire the ship’s weapons suffer a -5.
50 All Command Tests involving the ship or its crew suffer an additional -10 (-15 total).
The ship suffers a –10 penalty to Manoeuvrability. All Ballistic Skill Tests made to fire the ship’s weapons suffer an additional -5
40
(-10 total).
The ship may no longer perform Boarding Actions or Hit and Run attacks (too few of the crew can be trusted to follow orders
20 or wield weapons). The ship may still attempt to resist Boarding Actions as normal. Whenever the ship reaches a port, lose 1d5
Crew Population to deserters.
All Command Tests involving the ship or its crew suffer an additional -15 (-30 total). The ship also suffers an additional -10
10
penalty to Speed, Manoeuvrability, and Detection.
The ship’s crew rises up like a single, enraged organism, killing anybody in authority they can catch. Unless every single crew-
0
member is put to the sword, they will take control of the ship and elect new officers from amongst their ranks.

8.5 Voidship Combat - 673


Replenishing Crew Population and Morale even Rare). The GM can choose to add bonuses or penalties due to
If the voidship is currently involved in attempting to complete an En- the scale and quality (Craftsmanship) of the crew being hired as well.
deavour, the captain can bribe the crew with gelt (or the promise of gelt). Failure, of course, means they must look elsewhere for their crew, or else
At any point during a shipboard journey, the ship’s captain—or another will take longer or end up with sub-par crew. The Acquisition of crew,
authority figure—can attempt to restore Morale by losing 1 Profit Factor in terms of scale, should be considered as each individual point of Crew
and making a Routine (+20) Charm Test. Success means he has quieted Population (meaning that if a voidship was at a Crew Population of 70,
the crew’s concerns (or distracted them with their greed). Frigates, trans- and the captain wished to Acquire a full complem,ent of crew to get back
ports, and raiders regain 1d10 Morale, while light cruisers and cruisers to 100 Crew Population he’d need to adjust his Acquisition’s Scale to
(being larger) regain 1d5. The captain may do this as many times as he have the modifier for 11-50 item, being a +0 modifier if he is using his
wishes, however the difficulty of the test should increase by one degree house’s coin with the Excessive Wealth Talent).
each time he does. After all, Thrones are only so good when you have no However, if he prefers, he can send teams of press-gangs into
place to spend them. the planet’s less savoury locales (be they slave camps, slums, or the un-
A captain or another authority figure can also make a Difficult derhive) to ‘recruit’ new crew members. If he does this, a character who
(–10) Charm or Intimidate Test to rally the crew, regaining 2 Morale for is skilled in subterfuge and has contacts with the criminal underworld
every Degree of Success. This will only work once per game session, must make arrangements if the press-gangs are to be successful. The
however. details are up to the GM, but at the very least a Common Lore (Under-
Of course, the best way to restore a crew’s Morale is to put into world) Test will be required to find the right contacts, and a Commerce
port. If a voidship reaches a habitable planet with no traces of civili- Test must be made to secure the deal. Failure could mean that other
sation, the ship can spend three weeks at orbital anchor, replenishing criminal elements take violent exception to the captain’s plans, the local
supplies and allowing the crew to travel to the surface. This will restore magistratum might step in to arrest all of the characters, or the planet’s
a ship’s Morale to maximum. If the planet, voidstation, or asteroid settle- general population might violently rise up against the captain and his
ment is inhabited by a human civilisation, this process will only take two crew. The benefits, of course, are paying a few press-gang crews will not
weeks. If the captain is willing to spend some gelt, (making a Routine cut to deeply into finances.
(+20) Acquisition Test to represent money distributed and reimburse- A third option is to strike a deal with planetary authorities that
ments for damage caused to local drinking dens and brothels), he can will allow them to empty their prisons to serve as the captain’s crew. If
restore his ship’s Morale in a single week, and completely restock his he does this, he restores his Crew Population without cost. However, he
supplies as well. immediately loses 1d10+10 points of Morale—which cannot be restored
Restoring Crew Population can only occur at a planet inhab- while he remains at this planet.
ited by humans. The captain can make an Acquisition Test to restore his No attempts to restore a voidship’s Crew Population or Morale
Crew Population to maximum, hiring on new crew members from among can increase these values above the voidship’s maximum Crew Popu-
the locals. The availability of the crew should generally be considered lation or Morale values. Any Acquisition Tests made to restore Crew
Common (+20), though this can depend on the world. A hive world may Population or Morale do not count against the number of Acquisitions a
have a large enough population that crew are considered Abundant (+50), player may make in a game session.
while an isolated outpost may put a premium on manpower (Scarce or

8.5 Voidship Combat - 674


Voidship Talents
The following are a number of Talents that affect the functions of a voidship in conjuction with their standard benefits (see Section 4.1 "Talent
Compendium"). When a character has any of these Talents they gain both the benefits listed here as well as those listed in Section 4.1, the effects on
voidships is simply kept here for brevity and for proximity to the rules for voidships and voidship combat.
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Forbidden Lore
(Mechanicus) +0
-or- Halve the time for Emergency Repairs for voidships led by this character and
Accelerated
Scholastic Lore 2 Intelligence Tech roll 2d5 for each successful week of Extended Repairs and take the higher result
Repairs for the amount of Hull Integrity repaired.
(Techna Schemata)
+0,
Tech-Use +10
Agility Tech Whenever the character fails an Operate (Voidship) Test or Wrangling Test,
Ace Operate (Any) +10
2 -or- -or- he may spend a Fate Point to reduce his Degrees of Failure on the Test by his
Operator -or Survival +10 Intelligence Bonus.
Perception Fieldcraft
Aegis of Wp 50, Shield of
3 Defence Leadership Adds the character’s Willpower Bonus to the voidship’s Morale total.
Contempt Contempt
Ambassador
Fel 35, Int 35 2 Perception Social Ignore any Morale Loss caused by xeno crew members on voidships
Imperialis
This character’s attacks against unaware voidships inflict 1 additional Damage
Ambush Stealth +0 1 Agility Fieldcraft for every 2 Degrees of Success on the Ballistic Skill Test beyond the first, so
long as the ship he is firing from is on Silent Running.
Armour of A voidship this character is on suffers 1 less Morale Loss from Warp-spawned
Wp 40 2 Willpower Defence
Contempt entities, enigmas, and disturbances.
If an enemy voidship is within Broadcast Range the character may sing his Bale-
ful Dirge and inundate his foes as an Extended Action. The Baleful Dirge forces
Disturbing Voice, the enemy crew to make a Willpower Test against their Crew Rating, if they fail
Baleful Dirge Intimidate +10 -or- 2 Social Offence all tests on the voidship’s turn suffer a -20 penalty. As long as the dirge is main-
Trade (Performer) +0 tained, all those affected by it must test each turn to see if they suffer its effects.
Once a voidship passes a Willpower Test however, it has completely overcome
the dirge and is not affected by it for the rest of the encounter.
Bastion of The character adds 5 x his Willpower Bonus to any Test he Opposes with his
Wp 45 3 Willpower Defence
Iron Will Willpower. He may also add this bonus to Fear Tests.
Armsmen with the this Talent provide a +5 bonus to Boarding Action and Hit &
Battle Rage Frenzy 2 Strength Defence
Run Tests in voidship combat.
Wp 35,
Scholastic Lore
Battlefield (Techna Schemata)
2 Willpower Tech The character adds +10 to any Emergency Repairs rolls in voidship combat
Tech-Wright +0 or
Forbidden Lore (Me-
chanicus) +10
BS 40, Weapon
Bombardier 3 Offence Tech The character gains +10 to Ballistic Skill Tests against planetary targets.
Training (Launcher)
Against planetary targets, when firing from a voidship, if the hit lands within an
Calculated Ballistic
Int 35 1 Knowledge amount of kilometers equal to the character’s Intelligence Bonus then that target
Barrage Skill
must make a +20 Pinning Test.
While in command of a vessel the voidship it suffers -1 Morale Loss from
Cold Hearted - 1 General Social
combat damage.
Combat
Int 40 1 Intelligence Fieldcraft This Talent gives a +1 bonus to voidship and allied voidship Initiative.
Formation
In voidship combat, if the enemy ship in a Boarding Action has the advantage in
Combat Weapon
WS 30 2 Defence Population it is not counted for bonuses to the Opposed Command Test made by
Master Skill
the character with this Talent.
When using the Disinformation Extended Action the character restores 1d5+1
Cover Up Int 35 2 Intelligence Knowledge
Morale per Degree of Success instead of by 1d5 per Degree of Success.
When the character’s ranged attack causes a Critical Hit, add +2 to the Damage
result.
Ballistic
Crack Shot BS 50 2 Finesse Note that Talents that increase Critical Damage do not stack their effects, only
Skill
the highest bonus is used. The effects of these Talents do, however, stack with
special ammunitions, modifications, etc.

8.5 Voidship Combat - 675


Voidship Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Add +2 to Critical Damage caused by Boarding Actions and Hit & Run Actions
made by the character in voidship combat.
Crippling Weapon
WS 50 2 Finesse Note that Talents that increase Critical Damage do not stack their effects, only
Strike Skill
the highest bonus is used. The effects of these Talents do, however, stack with
special ammunitions, modifications, etc.
If the ship is staffed by voidsmen with this Talent then restoring the voidship’s
Decadence T 30 1 Toughness Defence Morale takes half the time it normally would, though the ship’s reputation may
well suffer from the concentrated debauchery.
Armsmen with the this Talent provide a +5 bonus to Boarding Action and Hit &
Double Team - 1 General Offence
Run Tests in voidship combat.
Before making a ranged attack action, the character can spend a Fate Point. If
Eye of Ballistic
BS 50 3 Finesse he does so, he adds his Ballistic Skill Bonus to both his Damage and Penetration
Vengeance Skill
for the hit.
Ballistic When the character scores Righteous Fury or does Critical Damage with the
Deadeye Shot BS 30 1 Finesse
Skill voidship’s ranged weapons he may modify the Critical Damage Result by 1.
In voidship combat the Melee Specialization of this skill applies to Critical
Damage inflicted by Boarding Action and Hit & Run Actions, and the Ranged
Specialization applies to Critical Damage inflicted by the voidship’s ranged
BS 45 or WS 45,
Deathdealer 3 Perception Finesse weapons.
Per 45
Note that Talents that increase Critical Damage do not stack their effects, only
the highest bonus is used. The effects of these Talents do, however, stack with
special ammunitions, modifications, etc.
Don't You Die Master Chirurgeon, The character may perform the Triage Extended Action to restore Population
3 Intelligence Knowledge
On Me! Methodical Care that was lost up to an amount of Rounds ago equal to his Intelligence Bonus.
When combining fire from macrobatteries in voidship combat, so long as the
first macrobattery scored at least one hit, the second macrobattery to fire gains a
Two Weapon Wielder +20 to its Ballistic Skill Test so long as it is being manned by the character with
Double Tap 2 Finesse Offence
(Melee-or- Ranged) this Talent. Otherwise when he uses a voidship ranged weapon to hit a target that
was already struck by an attack from his ship the character gains a +20 to his
Ballistic Skill for the attack
Ballistic When making attacks in void combat against living ships (such as those used by
BS 40 -or- WS 40, Skill Tyranids) and monstrous void-creatures characters with this Talent may modify
Field
Forbidden Lore 2 -or- Knowledge the result of Critical Damage by 2. If the character has the Ranged Specializa-
Vivisection (Any), Medicae +10 Weapon tion this applies to a voidship’s Ranged attacks made by him and if he has the
Skill Melee Specialization it applies to Boarding Action and Hit & Run Actions.
Before making the Command Test to conduct a Boarding Action or Hit & Run
Final Fel 45, Air of Author- Ballistic Action in voidship combat the character may spend a Fate Point and make a +0
3 Leadership
Judgement ity, Deadeye Shot Skill Command Test, if Successful he adds a +5 bonus per Degree of Success to the
subsequent Boarding Action or Hit & Run.
Foresight Int 30 2 Intelligence Knowledge In voidship combat the character gains a +10 to all Extended Actions.
Armsmen with the this Talent provide a +10 bonus to Boarding Action and Hit
Frenzy - 1 Strength Offence
& Run Tests.
When using the Evasive Maneuovers Action in voidship combat the ship gains
Hard Target Ag 40 2 Agility Defence an additional -10 to being hit that does not inflict a penalty to Ballistic Skill
Tests made while Evasive Maneuovers is in effect.
If a voidship is staffed by voidsmen that have this Talent it suffers -1 Population
Hardy T 40 2 Toughness Defence
Loss from combat damage.
Weapon
Inescapable Skill
WS 40 or BS 40, A character with this Talent may ignore the penalty for shooting voidship weap-
Attack 3 -or- Finesse
Per 35 ons at a target performing Evasive Maneuvers.
(X) Ballistic
Skill
The character can make a Command Test before a Boarding Action or Hit &
Inspiring Run Action to negate the effects of enemies that cause Fear, as per making a
Air of Authority 2 Fellowship Leadership
Aura Terrify Test. If he succeeds then do not apply the modifier for the enemy’s Fear
Rating to the Command Test for the Boarding Action or Hit & Run.
Into The Jaws Iron Discipline, Any Boarding Action or Hit & Run lead by this character does not suffer the
3 Willpower Leadership
Of Hell Fel 50 penalty for attacking foes with the Fear Trait.
Iron Any Boarding Action or Hit & Run lead by this character only suffers half the
Fel 30 2 Willpower Leadership
Discipline penalty for attacking foes with the Fear Trait.

8.5 Voidship Combat - 676


Voidship Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
Armsmen with this Talent ignore the penalty to Boarding Action or Hit & Run-
Jaded Wp 40 1 Willpower Defence
Actions caused by enemies with the Fear (1) Trait.
A character with this Talent operating a voidship may spend a Fate Point to auto-
Weapon
Killing Strike WS 50 2 Offence matically Succeed the Operate (Voidship) Test needed to ram an enemy voidship
Skill
with an amount of Degrees of Success equal to his Intelligence Bonus.
Litany A voidship with armsmen with this Talent gains a +10 to Boarding Action/Hit &
Wp 35 2 Willpower Defence
Against Fear Run Actions against enemies that have a Fear Rating.
Ballistic The character suffers no penalties for making Ballistic Skill tests at Long or
Marksman BS 35 2 Finesse
Skill Extreme range.
If defending against a Boarding Action, the character directs the efforts of his
Master & Air of Authority, armsmen, granting them a +10 bonus in combat.
2 Fellowship Leadership
Commander Command +20 Additionally When a character with this Talent is partaking in voidship combat
the ship he is commanding may make 1 additional Defensive Action.
If the character dedicates an Extended Action in voidship combat to Meditating
Meditation - 1 Willpower General
they may regain all lost Fatigue.
Additionally the character may reduce an amount of Degrees of Failure on a
Methodical Triage Extended Action in voidship combat by his Intelligence Bonus (potential-
Int 40, Swift Suture 2 Intelligence Knowledge
Care ly making the test successful if he ends up with a positive amount of Degrees of
Success).
Ballistic The character adds half his Ballistic Skill Bonus (rounded up) to damage he
Mighty Shot BS 40 3 Offence
Skill inflicts with a voidship's ranged weapons.
Nowhe]re to In voidship combat the character ignores ranged attack modifiers from astral
Per 30 1 Perception Offence
Hide debris and "cover".
A ship crewed by voidsmen with this Talent gains a +20 to it’s Crew Rating to
Orthoproxy - 1 Willpower Defence
resist mind-control or interrogation.
Once per a combat, when this character hits with a ranged attack, he may make
a Challenging (+0) Perception Test. If he succeeds, he adds his Degrees of Suc-
Overkill BS 50, Per 40 3 Perception Offence
cess on this Perception Test to the Degrees of Success he scored on the original
Ballistic Skill Test for the attack.
Weapon Training
(Flame) -or- Pyro-
A ship crewed by voidsmen with this Talent only suffers 1d5 Morale Loss from
Pyromaniac mastery Primaris 2 Willpower Defence
Fires.
Technique, Insanity
20+
Radiant This character provides a bonus to voidship Morale equal to his Fellowship
Fel 45 1 Fellowship Leadership
Presence Bonus.
Macrocannon batteries fired by a character with this Talent gain +1 Strength.
Additionally when the character performs the Load Torpedoes Extended Action
Rapid Reload - 1 Agility Fieldcraft
he does not need to make a Command Test, he automatically reloads the
weapons.
When the character inflicts a Critical Hit with a ranged attack, Boarding Action,
Weapon
Hit & Run Action or Psychic Action for which he achieved three or more
Skill
Righteous Degrees of Success on the attack roll or Focus Power Test, he rolls twice to
-or-
BS 45 -or- WS 45 determine the Critical Damage he inflicts and may take the higher result.
Blow 2 Ballistic Offence
-or- Wp 45 The Melee Specialization of this Talent applies to Boarding Actions and Hit
(X) Skill
& Run Attacks, the Ranged Specialization applies to ranged attacks from the
-or-
voidship’s weapons, and the Psychic Specialization affecting Psychic Actions
Willpower
that deal damage.
Ballistic When the character scores a Critical Hit or does Critical Damage with a
Sharpshooter BS 40, Deadeye Shot 2 Finesse
Skill voidship’s ranged weapons he may modify the Critical Damage result by 2.
If the voidship this character is on is in Silent Running and he makes a ranged
attack the helmsman may make an Operate (Voidship) + Manueverability Test
against the target’s Detection. This test has an additional modifier depending
Ballistic on the type and class of weapon used; Macrocannons impart a -5 per Strength
Stealth Sniper BS 40, Stealth +10 2 Fieldcraft
Skill penalty, Lances impart a -10 per Strength penalty, Torpedoes impart a -10 per
Strength penalty, and Launch Bays impart a -10 per Squadron used. A Novacan-
non’s energy signature is so enormous that it is impossible to hide after firing a
shot from one.

8.5 Voidship Combat - 677


Voidship Talents (cont.)
Aptitude Aptitude
Name Prerequisites Tier 1 2
Benefit
When using a voidship’s ranged weapon with more than 1 Strength the character
Ballistic
Storm of Iron BS 40 2 Offence reduces his Degrees of Failure by his Ballistic Skill Bonus (which may turn the
Skill
test into a Success).
Stirring Fel 45, Heroic When used in voidship combat every Test made until the beginning of the next
3 Fellowship Social
Rhetoric Inspiration turn gains the bonus from the character’s Inspire Test.
Strong Wp 30, Resistance A ship crewed by voidsmen with this Talent rerolls failed tests to resist mind-af-
1 Willpower Defence
Minded (Psychic Powers) fecting psychic powers.
When the character scores Righteous Fury or does Critical Damage when lead-
Weapon
Sure Strike WS 30 1 Finesse ing a Boarding Action or Hit & Run Action he may modify the Critical Damage
Skill
result by 1.
When this character performs the Triage Extended Action he restores an addi-
Swift Suture Medicae +0 1 Finesse Intelligence
tional point of Population.
Target Ballistic When engaged in a Boarding Action a character may use his voidship’s ranged
BS 40 1 Finesse
Selection Skill weapons, with a +0 Range modifier.
When using a voidship ranged weapon with a single strength (or any Lance
The Bigger Ballistic weapon) the character can modify the Critical Damage result he causes up to an
BS 40 2 Finesse
They Are Skill amount equal to half the difference in size classes between the voidship and it’s
target.
The character can make a Thunderous Castigation before making a Boarding
Thunderous Command +20, Air
3 Fellowship Leadership Action or Hit & Run Action, and add a penalty to the defender’s Command Test
Castigation of Authority
as appropriate for his Fear Rating.
If the ship is staffed by voidsmen that have this Talent it suffers -3 Population
True Grit T 40 3 Toughness Defence
Loss from combat damage.
Unbowed
Fel 50, Command Once per a voidship combat, a character with this Talent may reroll a Test made
& 3 Fellowship Leadership
+20, Air of Authority for a Boarding Action or Hit & Run Action.
Unbroken
Underfoot Weapon When performing a Boarding Action against a larger voidship the character
WS 40, Ag 40 3 Finesse
Assault Skill gains a +5 to his Command Test per difference in size class between the ships.
The character’s ability to fluently conceptualise four-dimensional space gives
Ballistic
Void Tactician Int 35 1 Intelligence him an advantage in voidship combat, granting a +10 bonus to Ballistic Skill
Skill
Tests made by him to fire a voidship’s guns in combat.
If an enemy ship is within broadcast range the character may scream his War
Intimidate +10, Cry and inundate his foes with the dire tones as an Extended Action. The War
War Cry 2 Strength Offence
Disturbing Voice Cry forces the enemy crew to make a Willpower Test against their Crew Rating,
if they fail the ship loses an amount of Morale equal to the Degrees of Failures.
When using a voidship ranged weapon of an appropriate type the character can
increase the weapon’s damage and penetration by an amount equal to the half
of the character’s Intelligence Bonus once per a combat encounter. The type of
Weapon-Tech Tech-Use +10, Int 40 1 Intelligence Tech weapon that this can apply to mostly consists of laser macrocannons, plasma
macrocannons, melta macrocannons, lance weapons, nova cannons, power rams,
and any archeotech or xeno tech weapon, but the GM has the final say on wheth-
er this Talent can be applied to a specific weapon system.

8.5 Voidship Combat - 678


8.6 Psykers in Voidship Combat
With the chaos of a voidship battle cluttering the near-space of a ships with fighter craft, macrocannon shells, and innumerable pieces of debris and
bodies it can be easy to forget that powers beyond fire and metal can be at play as well. Astropaths, Navigators, along with their xeno and heretical
equivalents, can be at battle on a plane beyond the physical, exerting their aetheric powers upon the enemy ship and crew with few realizing it. Some
uses of these powers are more subtle than others, and while a mind-controlled crew chief may be hard to detect, an entire transport exploding into
flame is quite obviously not a normal event.

Psykers in Ship Combat How Many On The Ship?


For those wishing to make use of Astropathic Choirs, it is important
An Astropathic Choir can provide ships with much needed range and
extended abilities that wouldn’t normally be possible with a single to know how many Astropaths are available and if there are enough to
Astropath. The most common use of the Astropathic Choir is to boost form a choir aboard the vessel. A warp-capable voidship expected to go
astropathic signals across space. This might be done in order for a mes- beyond the bounds of the Imperium, with an Astropathic Choir Tower
sage to be able to reach a far-off Astropathic Relay, or to send a clearer, should start with 5 psykers that are lesser Astropaths (Psy Rating 1) on
more complex message. To form an Astropathic Choir, there needs to be board (aside from any player characters of course). If there are no player
at least two Astropaths—however, this is an extreme minimum and only characters who are functioning as the Choir Leader then a voidship
provides a minimal boost to the Choir Leader’s abilities. The Adeptus with a choir can also gain a Choir Leader NPC with Psy Rating 2 and
Astra Telepathica considers an optimal Astropathic Choir to consist of at Willpower 45. A standard Astropathic Choir Tower has accomodations
least five Astropaths in addition to the Choir Leader. On worlds like sec- and psy-conductor slots for a maximum of 10 psykers, ships with the
tor capitals, an Astropathic Choir would consist of dozens if not hundreds Astropathic Choir Bastion Component have room for up to 20.
of Astropaths. Many of these choir members are weaker psykers who can Any casualties will have to be replaced as soon as the ship is able to, as
only function effectively within a choir—these souls are usually the first Astropaths are often a vessel’s only link to the Imperium, unfortunately
to have their minds fracture and suffer burn-out. these uniquely talented individuals are always in short supply, making
acquisition of their services lengthy at times. Astropaths are only avail-
able to be Acquired by those with the Peer (Astra Telepathica) Talent,
Choirs and Shipboard Actions and standard Astropaths have an Availability of Very Rare and only 1d5
Astropathic Choirs can provide substantial assistance to a lone Astro- (roll before applying the amount modifier to the Acquisition Test) may be
path, in both sending signals and blasting foes. For each Astropath in acquired at any one time. Astropath Transcendants may be acquired at an
the Choir, the Astropath leading the Choir gains a +1 bonus to his Psy Availability of Extremely Rare and may only be acquired one at a time.
Rating, to a maximum of +5 (or +10 on Astral Telepathy). If the voidship An important fact for GMs and players alike to remember is that Astro-
has the Astropathic Choir Bastion Component the Choir Leader can add paths are rare, and so too are the astropathic broadcasting components
up to +8 to his Psy Rating (and +15 to Astral Telepathy). Each time the voidships use to facilitate their abilities. The vast majority of voidships,
Choir makes a Focus Power Test at the Push level, however, it adds +20 being system ships and chartist haulers, have no need for them, as they
to any rolls on Psychic Phenomena and Perils of the Warp. The result is will never go beyond the bounds of the Imperium, and will only occa-
centered on the Choir Leader, but may also cause weaker Astropaths to sionally be out of in-system vox network range. In truth only voidships
“burn out,” temporarily or permanently incapacitating them. employed by Rogue Traders, the Imperial Navy, Mechanicus Explorator
vessels, and the private ships of the extravagantly wealthy will have the
Astropath Burnout techno-arcane systems needed for a psyker to utilize their abilities in void
Being a conduit for the powers of the warp, an Astropath enjoys the combat.
protection of the soul-bond. However, this protection isn’t total and even-
tually the mind of the Astropath can fracture. At first, they might begin to
show signs of premature ageing and eccentric behaviour. Madness soon Psychic Phenomena and Perils of the Warp
follows, then death. in Voidship Combat
It’s the duty of the the leader of the choir to monitor the other Given the scale of voidship combat the effects of Psychic Phenomena
Astropaths on board for signs of stress and mind-fracture—those who and Perils of the Warp can be something of an overt distraction, essen-
walk too close to burnout. When using the choir to enhance psychic tially making a “fight within a fight” if warp-spawned horrors manifest
powers, if a power is used at the Push Psychic Strength, there’s a risk of from a particularly bad Perils roll. To prevent this from becoming an
at least one of the choir members suffering burnout. To determine this, overt distraction the following rules can be used to facilitate a quicker
whenever a Perils of the Warp result comes up on the Psychic Phenome- representation of the threat of channeling the power of the Empyrean.
na table, there’s a 10% chance for each member of the Choir (except for When Phenomena would manifest from a Focus Power Test first check to
the Choir Leader) to suffer burnout and collapse from the shock. Those see if the Phenomena would result in a Perils of the Warp roll, rolling a
Astropaths affected suffer 1d5 wounds (ignoring Armour and Toughness) d100 and adding the appropriate modifier if the character Pushed and/or
and are knocked gibbering and convulsing on the floor. They cannot use had assistance from a Psychic Choir. If the result is only a Psychic Phe-
any psychic powers for 1d5 hours (if they survive). In addition to this nomena then the ship loses 1d5 Morale from the otherworldly effects that
risk, should the Choir Leader use any power through the Choir at the spill forth from the astropathic tower. If the result is a Perils of the Warp,
Push Psychic Strength, he suffers a +20 on any rolls to Psychic Phenome- however, the effects are far more dire; the ship suffers 1d10 Population
na and Perils. and Morale loss as the powers of the warp go unchecked and run rampant
through the decks. Alternatively the Choir Leader can decide to instead
sacrifice one member of the choir, permanently killing them (and thus
reducing the Psychic Choir’s strength by one) but avoiding the damage to
the ship’s other crew.

8.6 Psykers in Void Combat - 679


Psychic Actions Weaken The Foe
The psyker draws out and siphons away the vital energy of the enemy
The following actions can be used in voidship combat by a psyker. These
actions are not powers and can be performed by any psyker—although voidsmen, tiring the crew and sometimes even culling the weaker mem-
some do have required prerequisites that must be met. However, each bers all together. The cohesive strength of the crew begins to crumble
lists a Focus Power Test. This Test may only be made at the Unfettered quickly.
or Push Levels. Only a single Psychic Action of the Extended Action and Prerequisite: Life Leech Power
Defensive Action may be made in a Strategic Round (an Extended Action Action: Extended Action
and Defensive Action may both be made but they may well overwhelm Focus Power: -50 Willpower Test
the psyker called upon to perform such a straining performance in such a Range: WpB VU
short amount of time). Each Action causes the psykers involved to gain Effect: If the Focus Power Test is successful the target enemy voidship’s
1d5–1 levels of Fatigue (to a minimum of 1) from the strain. Crew Rating is reduced by -10.
Overbleed (3): Lower the enemy voidship’s Crew Rating by a further
-10.
Biomancy Discipline Actions
Renewal of Flesh
Bio-Lance The psyker pulls unnatural vitality from the Warp, accelerating the rate of
Harnessing the bio-electric power of his choir and amplifying it through healing among the crew to a startling degree. Many of those near death
the font of the Warp the biomancer strikes out with an aetheric lance of are rapidly stabilized, and those with slight injuries shrug them off, and
energy, striking down the enemy’s voidship and shutting down systems return to their station.
and components as they are overwhelmed by his might. Prerequisite: Seal Wounds Power
Prerequisite: Bio-Lightning Power Action: Extended Action
Action: Extended Action Focus Power: -30 Willpower Test
Focus Power: -60 Willpower Test Range: Voidship
Range: 2 x WpB VU Effect: If the Focus Power Test succeeds, reduce any damage to Crew
Effect: If the Focus Power Test is successful the target takes 1 hit that Population by 1, plus 1 for every Degree of Success to a minimum of
does 1d10+½WpB damage, ignoring Armour. If this causes any damage 1. Renewal of Flesh may only cancel Crew Population damage suffered
it makes one Component on the target ship Unpowered, plus one addi- during the previous Turn.
tional Component per every 3 additional Degrees of Success (4 Degrees,
7 Degrees, etc.). Invigorate the Masses
With enough focus and power a Biomancer can will the whole of a ship’s
Wave of Agony crew to stretch out rations, supplementing a fasting diet with the power
The psyker focuses his mind upon corporeal torment and the terrible pain of the Warp.
of broken flesh and bones, before sending forth a powerful tide of such Prerequisite: Invigorate Power
painful thoughtscapes towards an enemy voidship. Soon it crashes upon Action: Extended Action
the mind’s of it’s crew, each of them experiencing phantom pains and Focus Power: -50 Willpower Test
over-stimulation of pain receptors. Range: Voidship
Prerequisite: Agony Power Effect: If the Focus Power Test is Succeeded the voidship’s use of
Action: Extended Action Supplies is halved for an amount of weeks equal to half of the psyker’s
Focus Power: -40 Willpower Test Willpower Bonus.
Range: 2x WpB VU Overbleed (5): The Supplies used are consumed at one quarter of the
Effect: If the Focus Power Test is successful the target one enemy void- normal rate instead of half the rate.
ship’s crew suffers 1d5 Morale Damage plus 2 per Degree of Success the
psyker scored.

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.

8.6 Psykers in Void Combat - 680


Cryokinesis Discipline Actions Comet Shield
Summoning forth dozens of orbiting, erratic chunks of ice the size of
macrocannon shells the psyker protects his vessel with their mass, turn-
Absence of Void ing aside torpedoes and crushing attack craft.
A psyker well accustomed to the deadly but tranquil nature of the void
Prerequisite: Shard Storm Power
has an unerring ability to sense when the black nothingness of the void
Action: Defensive Action
around is disrupted, even when sensors or optics may indicate otherwise.
Focus Power: -40 Willpower Test
Prerequisite: Cryosynthesis Power
Range: Voidship
Action: Extended Action
Effect: The voidship gains 1d5 to it’s Turret Rating for an amount of
Focus Power: -30 Willpower Test
Strategic Rounds equal to the Degrees of Success the psyker scored on
Range: 3VU x WpB
his Focus Power Test. If a voidship with Comet Shield active is engaged
Effect: If the psyker’s Focus Power Test is successful he knows the
in a Boarding Action, and succeeds in the Opposed Test for the Boarding
direction and distance to any concentrations of sentient life within range
Action the enemy ship immediately has an amount of Components equal
are immediately identified, regardless of any shielding or attempts at
to half the bonus to Turret Rating provided by Inferno Shield (rounding
concealment. With one Degree of Success the psyker senses the direction
up) become Unpressurized.
and approximate distance to the disruption. With three Degrees of Suc-
cess the psyker detects the rough number of warm bodies within a rea-
sonable margin of error, but no specifics about their species. With more Freezing Death
than four Degrees of Success the psyker is able to identify the species of The psyker focuses his mind upon the enemy voidship, transposing the
the entities he senses, even if he is unfamiliar with that species. cold of the void within the vessel, and making his will into reality. Entire
components freeze solid, and if thorough enough the enemy’s life sus-
tainer freezes over, leaving the ship as a frozen tomb.
Sustain Life Prerequisite: Zone of Exposure Power
When vastly amplified by the techno-arcane powers of a voidship the
Action: Extended Action
psyker can preserve the life of many more than just those in his immedi-
Focus Power: -60 Willpower Test
ate area.
Range: WpB VU
Prerequisite: Cryosynthesis Power
Effect: If the psyker succeeds on the Focus Power Test one Component
Action: Extended Action
on the enemy voidship becomes Unpressurized, plus an additional Com-
Focus Power: -30 Willpower Test
ponent for every 3 additional Degrees of Success (4 Degrees, 7 Degrees,
Range: Voidship
etc.).
Effect: If the psyker succeeds on the Focus Power Test the ship counts as
having a Clemency Patter Life Sustainer Component for the purpose of
reducing losses from Depressurization. This lasts for one Strategic Turn Divination Discipline Actions
plus another Strategic Turn per Degree of Success he scored on the Focus
Power Test.
Divining the Way
Looking upon the possible eddies and gales of gravity within the void the
Glacial Protection psyker can advise the ship’s helmsman with unerring accuracy.
Sensing the flow of the void’s chill into his vessel the psyker calls forth Prerequisite: Foreboding Power
dams of meters thick ice, blocking off the nothingness and adding minor Action: Extended Action
structural support to the ship, for the time being. Focus Power: -30 Psynicience Test
Prerequisite: Wall of Ice Power Range: Voidship
Action: Extended Action -or- Defensive Action Effect: If the Focus Power Test is successful the psyker can add up to
Focus Power: -40 Willpower Test half of his Degrees of Success to the next Manoeuvre Action the ship
Range: Voidship makes.
Effect: If the psyker succeeds on the Focus Power Test all Unpressurized
Components immediately become repressurized once more. Addition-
Taking the Shot
ally the ship regains 1d5 Hull Integrity and one additional point of Hull
By utilising their powers of foresight, a psyker can see into the near fu-
Integrity per every Degree of Success on the Focus Power Test. This Hull
ture. He can check the positioning of enemy ships and use that informa-
Integrity is temporary and only lasts until the end of combat. This power
tion to his advantage.
cannot be used in the Inner Cauldron of a star system and any Hull Integ-
Prerequisite: Blessed By The Emperor Power
rity restored by this power is removed if the voidship enters this area.
Action: Extended Action
Focus Power: -60 Psynicience Test
Extinguish Range: Voidship
With the cold power of his mind the psyker can will the heat of a fire to Effect: If successful the psyker grants a +10 bonus to the next Shooting
die and flicker away. Action, and for every second Degree of Success after the first he gets
Prerequisite: Flare of Frost Power on this Test, he may grant an additional +10. The character making the
Action: Extended Action Ballistic Skill Test must be in contact (verbal or vox) with the psyker in
Focus Power: -30 Willpower Test order to take advantage of the bonus.
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.

8.6 Psykers in Void Combat - 681


Ill-Omens Energy Nova
The psyker lashes out into the tapestry of fates, misplacing and unspin- The psyker creates a burst of energy overtop of the enemy’s augur array,
ning parts of the enemy crew’s threads at random, causing innumerable that while impressive does little physical damage. It does, however, baffle
accidents, twists of fate, and other pervasive, inconceivably unfortunate the sensors and overwhelm the component’s machine-spirit for a time.
events for them. Prerequisite: Blinding Flash Power
Prerequisite: Misfortune Power Action: Extended Action
Action: Extended Action Focus Power: -40 Willpower Test
Focus Power: -50 Psynicience Test Range: 2 x WpB VU
Range: 2 x WpB VU Effect: The target ship suffers the effects of the “Sensors Damaged” Crit-
Effect: If the Focus Power Test is successful one enemy voidship’s crew ical Hit for an amount of Strategic Rounds equal to half of the Degrees of
suffers 1d5 Morale Damage plus 2 per Degree of Success the psyker Success scored on the Focus Power Test.
scored.
Molten Lance
Wandering Eye The psyker stares beyond the physical, focusing his ire upon the pinprick
Utilizing his aetheric sight the psyker peers into the machinations of the that is the enemy ship in the far distance of the void. Soon thereafter his
enemy crew, forewarning his vessel of their ploys. fiery conviction manifests as a beam of energy that tears through the
Prerequisite: Scrier’s Gaze Power void, as powerful as any lance battery.
Action: Extended Action Prerequisite: Molten Beam Power
Focus Power: -60 Psynicience Test Action: Extended Action
Range: Voidship Focus Power: -60 Willpower Test
Effect: If the Focus Power Test is successful the psyker gains an amount Range: WpB VU
of +5 bonuses equal to his Degrees of Success. He may add any amount Effect: If the Focus Power Test is successful the target takes 1 hit that
of these bonuses to any Defensive Action the ship performs before the does 1d10+½WpB damage, ignoring Armour. Every 3 additional Degrees
voidship’s next turn, after which they are lost. of Success causes another hit (4 Degrees, 7 Degrees, etc.).

Psydar Inferno Shield


The psyker divines the void around him, aiding the crew of the augur The psyker focuses his hatred as a burning corona of psychic flame that
array with their assessments, pointing out minutiae even they might miss. wash over borders and attack craft, incinerating them wholly or else mak-
Prerequisite: Psycholocation Power ing them easy targets for the ship’s defense guns as they panic and burn.
Action: Extended Action Prerequisite: Flame Shield Power
Focus Power: -40 Psynicience Test Action: Defensive Action
Range: Voidship Focus Power: -40 Willpower Test
Effect: If the Focus Power Test is successful the void ship gains a +5 Range: Voidship
bonus to all tests that use it’s Detection, and if the psyker has either the Effect: The voidship gains 1d5 to it’s Turret Rating for an amount of
Sense Presence or Sense Mechanism he adds an additional Degree of Strategic Rounds equal to the Degrees of Success the psyker scored on
Success to appropriate tests. his Focus Power Test. If a voidship with Inferno Shield active is engaged
Overbleed (2): Add an additional +5 bonus to all tests to use the void- in a Boarding Action, and succeeds in the Opposed Test for the Boarding
ship’s Detection. Action the enemy ship immediately has an amount of Components equal
to half the bonus to Turret Rating provided by Inferno Shield (rounding
up) catch aflame.
Pyromancy Discipline Powers
Flash Fire
The psyker attempts to cause psychic flames to burst alight aboard the
enemy vessel.
Prerequisite: Pyromastery Power
Action: Extended Action
Focus Power: -60 Willpower Test
Range: WpB VU
Effect: If the Focus Power Test is successful, he causes one randomly
chosen Component to catch aflame on the chosen ship, plus another
Component per every two additional Degrees of Success he scored.

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.

8.6 Psykers in Void Combat - 682


Sanctic Discipline Actions The Incinerating Light
Channeling the Emperor’s vast hatred for the inhuman and corrupt, the
psyker creates an explosion of holy fire that incinerates not just physical
The Emperor Protects matter but the very souls of those caught in the terrible conflagration.
Heretics who dare strike at the God-Emperor’s own are doomed, often by
Prerequisite: Holocaust Power
the acts of their own hands.
Action: Extended Action
Prerequisite: By Thy Own Hand Power
Focus Power: -60 Willpower Test
Action: Defensive Action
Range: WpB VU
Focus Power: -50 Willpower Test
Effect: If the Focus Power Test is successful the enemy voidship suffers
Range: Voidship
1d5+½WpB hits, each one causing 2d5+WpB damage, ignoring armour.
Effect: If the Focus Power Test is successful the psyker stops one macro-
After successfully manifesting this power one member of the choir im-
cannon projectile, lance strike, or torpedo (strike craft are too small and
mediately suffers Astropathic Burnout.
nova cannons are simply too overwhelming). For every second Degree of
Success after the first an additional shot is blocked (ie 3, 5, 7 etc.). If the
attacker is within an amount of VU equal to the psyker’s Willpower Bo- The Emperor’s Hammer
nus he may direct this attack back at them, so long as he scored at least The psyker leads his choir in a powerful chant of fury as the voidship
2 Degrees of Success on the Focus Power Test. The amount of reflected bears down on its prey, reaching a terrifying crescendo as the vessel
shots is equal to the amount of blocked shots and they do an amount of crashes into the enemy. Steeled by holy purpose the ship’s blow is far
damage equal to their weapon’s regular damage. greater than it should reasonably be.
Prerequisite: Hammerhand Power
Action: Extended Action
Command of the Emperor Focus Power: -40 Willpower Test
None can stand before the might of the God-Emperor, least of all the
Range: Voidship
debased and wicked. The glowering light projected by the psyker reaches
Effect: The psyker must make this Focus Power Test before the helms-
levels that blinds those who dare attack his vessel.
man attempts the Operate test to Ram an enemy. If the Focus Power Test
Prerequisite: Word of the Emperor Power
is successful the voidship increases it’s Prow Armour by 1 per Degree of
Action: Extended Action
Success for the purposes of calculating Ramming Damage.
Focus Power: -60 Willpower Test
Range: 2 x WpB VU
Effect: If the Focus Power Test is successful, whenever the chosen Telekinesis Psychic Actions
voidship makes either a Shooting Action, Hit & Run, or Boarding Action
action targeting the psyker’s voidship the attacker must pass a +0 Will-
Psychic Deflection
power Test or suffer a –5 penalty to his Ballistic Skill or Command Test
The psyker attempts to deflect an incoming shot with his psychic might,
roll for each Degree of Failure.
turning aside a blow that might fell his ship.
Prerequisite: Telekine Dome Power
Aegis of the Imperator Action: Defensive Action
The psyker invests the very hull of the vessel with the protection of the Focus Power: -60 Willpower Test
God-Emperor of Mankind, turning aside the terrible blows of heretics Range: Voidship
and xenos alike. Effect: If the Focus Power Test is successful the vessel counts as having
Prerequisite: Bastion of the Imperium Power one extra Void Shield against the shot, plus another Void Shield per every
Action: Defensive Action two additional Degrees of Success the psyker scored.
Focus Power: -50 Willpower Test
Range: Voidship
Portal of Invasion
Effect: If the Focus Power Test is successful the psyker reduces all
Ripping open a portal through the Warp the psyker delivers a strike team
incoming damage per hit against the voidship by an amount equal to
into the heart of the enemy ship, circumventing their defenses and catch-
his Willpower Bonus, per an amount of shots equal to his Degrees of
ing them utterly unawares.
Success on the Focus Power Test. This protection lasts until either com-
Prerequisite: Gate of Infinity Power
bat is over, or until an amount of shots equal to the psyker’s Degrees of
Action: Extended Action
Success have hit the voidship and had their damage reduced.
Focus Power: -30 Willpower Test
Range: WpB x 2VU
Strength of Faith Effect: On a successful Focus Power Test the crew or any available char-
The psyker focuses on the power and strength of Humanity, bringing acter may immediately make a Hit & Run Action on an enemy voidship
as much of the Emperor’s benediction down onto his shipmates and it’s in range without requiring an Operate (Aeronautica) Test.
crew as he can.
Prerequisite: Strength of Truth and Glory of the Just Powers
Disrupt Mechanism
Action: Defensive Action
The psyker focuses his might upon a section of the enemy voidship,
Focus Power: -30 Willpower Test
causing mayhem as systems flare up, die down, fuses blow, and the ma-
Range: Voidship
chine-spirit of the component is thrown into disarray.
Effect: If the Focus Power Test is successful then all characters aboard
Prerequisite: Objuration Mechanicum Power
the ship gain a +5 bonus per Degree of Success, to a maximum of +30,
Action: Extended Action
to any one action they perform until the next Strategic Turn. Additionally
Focus Power: -40 Willpower Test
the ship’s Crew Rating is increased by +5 per Degree of Success, to a
Range: WpB x 2VU
maximum of +30, until the next Strategic Turn.
Effect: On a successful Focus Power Test the psyker can make any one
non-weapon Component with a “Power Required” stat equal to or lower

8.6 Psykers in Void Combat - 683


than his Willpower Bonus become Unpowered or lower the Strength of a they will need to make an Opposed Willpower Test against the jamming
weapon Component by an amount up to his Willpower bonus. psyker.
Overbleed (3): An additional Component may be affected.
Unnatural Resolve
Telekinetic Obliteration The psyker dampens the crews’ primal instincts with psychic energy,
The psyker grasps the enemy’s voidship with his greatly magnified making them supernaturally fearless.
power and begins crushing down on it with his mental grasp, cracking Prerequisite: Mental Fortitude Power
bulkheads, starting fires, and smashing armour panels. Action: Extended Action
Prerequisite: Telekinetic Crush Power Focus Power: -30 Willpower Test
Action: Extended Action Range: Voidship
Focus Power: -60 Willpower Test Effect: If the Focus Power Test is passed the Crew gains 1d5 temporary
Range: WpB VU Morale, plus 1 point per Degree of Success. This Morale lasts until the
Effect: On a successful Focus Power Test the enemy voidship suffers end of combat or until the current encounter has ended, as determined by
an amount of Damage equal to the psykers Willpower Bonus (ignoring the GM.
Armour) and an immediate 1d5 Critical Hit.
Overbleed (5): The Critical Hit is instead a 1d10 -or- the enemy void- Control the Weak Mind
ship suffers an amount of Damage equal to twice the psyker’s Willpower The psyker reaches out and temporarily controls the mind of a gunner on
Bonus (ignoring armour). the enemy ship, making him fire on a chosen target.
Prerequisite: Dominate Power
Force Battery Action: Extended Action
The psyker summons forth a storm of vehicle-sized force shards, launch- Focus Power: -30 Opposed Willpower Test
ing them at the far distant enemy, each one impacting with fury that is Range: 2 x WpB VU
easily the equivalent of any similarly sized munition. Effect: The enemy ship opposes this Psychic Action with their Crew
Prerequisite: Force Shards Power Rating. If the psyker succeeds, he can choose one weapon on one vessel
Action: Extended Action within range. The chosen weapon must immediately fire against a target
Focus Power: -40 Willpower Test chosen by the psyker, or can target empty space. That weapon cannot be
Range: WpB x 2VU fired in its vessel’s next Turn.
Effect: On a successful Focus Power Test the enemy voidship is struck
by one hit that does 1d10 plus half Willpower Bonus Damage, with Dark Labyrinth
each additional Degree of Success making another such hit. All hits are The psyker disguises the interior of his ship, shrouding it with dark shad-
resolved as per a standard macrobattery attack. ows and illusory twists and turns.
Prerequisite: Delude Power
Telepathy Discipline Actions Action: Defensive Action
Focus Power: -30 Willpower Test
Range: Voidship
The Ties That Bind Effect: If the Focus Power Test is successful, the voidship counts as
By using his telepathic powers, the psyker is able to link together the
having a Tenebro-Maze Component for one Strategic Turn plus another
minds of the bridge crew or nearby ship-mates. This is a rudimentary link
Strategic Turn per Degree of Success he scored on the Focus Power Test.
that enhances the actions of those under its influence.
Prerequisite: Thought Sending Power
Action: Extended Action Mask of the Void
Focus Power: -30 Willpower Test The psyker makes his ship appear to perform a manoeuvre to trick his
Range: Voidship foes. The vessel shimmers and warps, seeming to be in more than one
Effect: If the Focus Power Test is succeeded then all characters aboard place at once.
the ship gain a +10 bonus to any one action they perform until the next Prerequisite: Invisibility Power
Strategic Turn, and the Crew Rating of the vessel is increased by +10. Action: Extended Action
Overbleed (3): The bonus to a character’s action and the Crew Rating is Focus Power: -60 Willpower Test
increased by a further +10. Range: 2 x WpB VU
Effect: If the psyker succeeds on the Focus Power Test he can choose
one vessel within range. During that vessel’s next turn, if it fires at the
Telepathic Jamming psyker’s vessel, it suffers a –5 penalty to its Ballistic Skill, plus another
Opening himself up to the Immaterium, a psyker is able to generate a
–5 penalty per each additional Degree of Success the psyker scored.
type of ‘white-noise’ that serves to block out all psykeric communica-
tions. Should an enemy vessel have a telepath (or similar type psyker)
on board, this action serves to impede their ability to send or receive
messages via telepathy.
Prerequisite: White Noise Power
Action: Extended Action
Focus Power: +0 Psyniscience Test
Range: Broadcast Range
Effect: If the Focus Power Test is successful, the psyker generates
interference in a radius equal to the voidship’s Broadcast Range, for an
amount of Strategic Rounds equal to his Willpower Bonus. Should any
psyker wish to send or receive astro-telepathic signals within this radius,

8.6 Psykers in Void Combat - 684


8.7 Navigators in Voidship Combat
The wyrd powers of Navigators are ill-understood at best, even for those with familiarity with these sanctioned mutants. As a Navigator ages his
powers will inevitably become greater, as he comes to comprehend more of the use of his Warp Eye and it’s affects upon reality. These powers can be
great indeed, but pale in comparison to the abilities that he can bring to bear in the cold of the void, where the bonds of gravity and laws of reality can
be tenuous at best.

Navigator Actions Scanning the Aether


The Navigator penetrates the Warp to sense what lies unseen beyond
The following actions can be used in starship combat by a Navigator.
Any Navigator can perform these actions— although some do have mundane reality, looking for the telltale signs of danger, foes, and Warp
required prerequisites that the Navigator must meet before being able to manifestations.
enact them. Each Action counts as either an Extended Action or Defen- Action: Extended Action
sive Action in Voidship Combat, and each Action causes the Navigator Test: -10 Psynicience Test
involved to gain 1d5–1 levels of Fatigue (to a minimum of 1) from the Effect: If he passes the Psynicience Test, he sees the shadow of reality
strain. unmasked within the Warp, and he counts as having successfully per-
formed an Active Augury Extended Action , but with a range that extends
a number of VUs equal to three times his Perception Bonus. In addition,
Emergency Jump if the vessel’s auspex has been damaged or destroyed, it counts as being
Though a Navigator never follows this order unless no other option operational until the vessel’s next Strategic Turn, plus one additional
remains, some daring captains have been known to call for an emergency Strategic Turn per Degree of Success.
entry into the Warp to escape certain doom. This is a last chance action to
avoid destruction, as an unplanned jump is perilous in the extreme.
Action: Defensive Action Warp Interference
Test: -60 Navigate (Warp) Test A Navigator leads his vessel in between the invisible skeins of the
Effect: If the Navigator passes the Navigate (Warp) Test, the ship imme- twisting Immaterium, finding a tangled patch in which to hide from the
diately translates into the Warp, leaving combat. If the Navigator fails the baleful stare of his enemies.
Test, then the ship still translates as above, but during the vessel’s next Action: Extended Action
Strategic Turn. Test: -20 Psynicience Test
The GM rolls on Re-Entry Table to determine the location Effect: If the Navigator passes the Psynicience Test, he chooses one
where the ship has re-entered. If he rolls doubles on the table (11, 22, 33, enemy vessel within a number of VUs equal to three times his Perception
etc.) before modifiers, he adds 50 to the result in addition to any other Bonus. That vessel suffers a -20 penalty to its Detection for one Strategic
bonuses or penalties. If he scores a 9 on any of the dice he rolls, he must Round, plus one additional Strategic Round per Degree of Success the
also roll on the Warp Travel Encounters Table to determine what horror Navigator scored.
has latched onto the vessel during its reckless leap into the Warp.
Depending on how deep in the star system the voidship was it Tactical Positioning
suffers an appropriate amount of damage from the extreme gravatic forc- Navigators are intimately familiar with their starship’s capabilities in
es it is suddenly forced to endure. Ships leaving the Inner Cauldron of a terms of manoeuvrability and speed. Many also pick up some of the in-
system suffer 15+2d10 Hull Integrity Damage, ships leaving the Primary tricacies regarding naval combat—a skill many pick up from their ship’s
Biosphere suffer 10+1d10 Hull Integrity Damage, ships leaving the Outer captains. A Navigator can assist the helmsman with positioning the ship
Reaches suffer 5+1d5 Hull Integrity Damage, and if a ship leaves reality for optimum fire or to help manoeuvre it out of harm’s way.
while in deep space (ie any point near or beyond a system’s Mandeville Action: Extended Action
Point) it only suffers 1d5 Hull Integrity Damage. All of these losses also Test: -10 Psynicience Test
incur equivalent Crew Population and Morale Losses, as per all combat Effect: If the Navigator passes the Psynicience Test he can assist with the
damage. positioning of the vessel so as to add an amount of Degrees of Success
equal to half his Perception Bonus to any one successful Ballistic Skill
Warp Skip Test made to fire the ship’s weapons during the same Strategic Turn.
Exceedingly desperate captains may call upon their Navigators to make Alternatively, the Navigator may add an amount of Degrees of
a “Warp Skip” maneuver, throwing the vessel in and out of the Warp Success equal to half his Perception Bonus to a successful Manoeuvre
rapidly to thwart enemy fire, keeping the ship in unreality long enough to Action Test made during the same Strategic Turn. The Navigator must
“dodge” enemy fire. be able to communicate with the ship’s helm in order to make use of this
Action: Defensive Action action.
Test: -30 Navigate (Warp) Test
Effect: In response to an enemy’s shooting, the Navigator may make a Ride the Aether
Warp Skip. If he passes the Navigate (Warp) Test, the ship immediately Using his wyrd powers, the Navigator can divise optimal pursuit and
translates into the Warp until the end of the provoking enemy’s Strategic escape routes.
Turn and does not exist in reality until then. The ship re-enters at the start Action: Extended Action
of the next Strategic Turn in its original position (if another ship occupies Test: -10 Navigate (Stellar)
this position, they smash ferociously into one another, immediately Effect: Whenever the Navigator’s ship is engaged in a Stern Chase and
beginning a Boarding Action as though the ship that made the Warp Skip is trying to escape, the Navigator can make a Difficult (–10) Navigation
had rammed the other). (Stellar) Test. For every two degrees of success on this Test, the Naviga-
If the Navigator fails the Test, then the ship translates as de- tor can reduce the Degrees of Success needed to escape by one. Alter-
scribed above, but during the vessel’s next Strategic Turn he rolls on the nately, if pursuing a target in a Stern Chase, the Navigator may make
Warp Travel Encounters Table to determine what horror has latched onto a Difficult (-10) Navigate (Stellar) Test, with each Degree of Success
the vessel during its split second in the Warp. on the Test reducing the total number of Successes needed to catch the
fleeing ship by one.
8.7 Navigators in Void Combat - 685 685
8.8 NPC Voidship Rules
The following section is designed to facilitate the quick and simple use of NPC voidships. Often, the group as a whole manages a single voidship,
while the GM has to manage several on his own. These rules are intended to simplify the GM’s job.

NPC Voidship Health Damage to NPC Ships


The matter of tracking Crew Population and Morale as well as a ship's As with several other rules pertaining to voidships, the rules for Critical
Hull Integrity adds a layer of book-keeping to voidship combat that may Hits, Crew Population and Morale presented in Section 8.5 "Voidship
prove to be a needless complication for a GM, particularly as many of the Combat" are primarily designed for the use of player characters, or par-
effects of a voidship losing crew or morale are long-term issues unlikely ticularly important rivals, enemies, or various other plot relevant ships.
to be a worthwhile consideration with regards to an NPC vessel. As such, they tend to include details which are largely unnecessary to
However, the matter is not so inconsequential that it can be running NPC voidships.
completely ignored. The hindrance of depleted crew and failing morale Simplified methods for resolving Critical Hits and damage to
are still significant factors in space combat. Consequently, a faster meth- Crew Population and Morale are presented here.
od of resolving damage to crew and morale is presented here.
NPC voidships are able to sustain an amount of Crew Popu-
lation or Morale damage equal to their ship’s Hull Integrity plus Crew
Critical Hits to NPC Ships
The majority of Critical Hits scored only use the first five results on the
Rating, this being the voidship's "Health". Therefore, a ship with a Com-
table. Many of those that remain result in long term effects that are less
ponent (30) Crew and 40 Hull Integrity would have a Health of 70. Any
relevant to NPC vessels, which may only appear once. With that in mind,
Components that add to or subtract from Crew Population or Morale add
a shorter, NPC-specific Critical Hit table is presented here. This table can
or subtract that amount from an NPC voidship's Health instead.
be rolled on in place of the normal Critical Hit table, but should only be
While Health is a combined value of the ship's Population,
used when generating weapon crits, not when the voidship is reduced to
Morale, and Hull Integrity, an NPC voidship does not take Damage reg-
zero Hull Integrity.
ularly as normal voidships do. When it suffers Damage to Hull Integrity
GMs should note that this table is presented to drastically
it does not suffer an equal amount of Crew Population and Morale, but it
simplify Critical Hits, and thus is focused only on effects that matter in
will suffer additional damage to its Health from Fires, Depressurization,
voidship combat. Therefore, it works best when used with unimportant
and other extraneous effects (such as psychic powers, or special ter-
enemy voidships. In an epic duel between the players and a nemesis, the
ror-causing weapons). When the NPC voidship would specifically suffer
regular Critical Hit Table is likely to be more exciting and interesting.
Population or Morale damage apply the appropriate amount directly to
Disabled: This new result appears multiple times on the NPC
the voidship's Health value.
Critical Hit table, and is a simple way of noting that a Component has
When using these rules the GM should roll a d100 once the
stopped working for some reason, and must be repaired.
NPC voidship has its Health reduced to half of it's starting value, and
every subsequent turn until it is either destroyed or somehow raises the
value back up above half its starting Health value. If the result is equal
to or lower than the ship's current Health the resolve of the ship's crew
is strong and nothing further happens, but if the result is above the NPC
voidship's current Health the crew have either lost enough men or morale
that they no longer have the resources or stomach to fight, and attempt to
disengage from combat during each subsequent turn.
This method is an extremely simplified means of tracking Crew
Population and Morale loss, and allows players a means to drive off ene-
my ships without destroying them. Again, this should only be used with
enemy voidships that are minor and unimportant to the plot, not major
adversaries, who certainly deserve more detail.

NPC Ship Critical Hits


Critical
Result
Damage
Bulkheads rupture or the hull implodes, dealing an additional +2 Hull Integrity damage to the vessel. If damaged by a weapon that
1
affects multiple Components, it deals +4 Hull Integrity damage instead.
2 A lucky strike Disables one Weapon Component of the attacker’s choice
The ship’s sensor systems are damaged by enemy fire.
3
The ship suffers a -10 penalty to Ballistic Skill Tests until the damage is repaired.
Thruster assemblies are torn away or rendered inoperable.
4
The ship suffers a -20 penalty to Manoeuvrability until the damage is repaired.
Alarms scream through the ship as an inferno rages through passageways and compartments, and must be contained and extinguished
5 as soon as possible before it will destroy the ship.
Each turn, the ship suffers 1d10 damage to both Crew Population and Morale, and one Component of the GM’s choice is Disabled.
An extremely powerful blow strips away the target’s Void Shields.
6+
The Void Shields are Disabled until the damage is repaired.

8.8 NPC Voidship Rules - 686


Actions and Orders Competent (30): 1d5-2 DoS
Normal rules for Extended Actions are designed primarily with the Crack (40): 1d5-1 DoS
player characters in mind. The Extended Action rules assume that one of Veteran (50): 1d5 DoS
them will be performing the action as an alternative to piloting the ship Elite (60): 1d5+1 DoS
or firing the guns. The number of Extended Actions that the vessel can
perform is inherently limited by the number of available player charac- Launch Attack Craft
ters and followers. At the orders of the ship’s master of ordnance, fighters, bombers and
This is not the case with NPC vessels. NPC vessels have a assault boats scramble.
single generic crew, rather than an assortment of characters to command Effect: The ship’s launch bays unleash the active attack craft. This can be
the action. While it is possible to create an NPC command crew for each used to start multiple attack craft operations, as determined by the ship’s
ship to perform these roles, the added complication can slow gameplay Crew Rating;
and requires increased preparation Incompetent (20): 1 operation
To aid in faster, streamlined gameplay, GMs can choose to Competent (30): 1 operation
adopt the Order system for their NPC voidships. Instead of performing Crack (40): 2 operations
a number of Extended Actions alongside their Shooting Action and Veteran (50): 3 operations
Manoeuvre Action, NPC vessels may perform an amount of Orders (or Elite (60): 4 operations
appropriate Extended Actionsusing the ship's Crew Rating) equal to their
Crew Rating Bonus (the ten's place of their Crew Rating), but the ship
cannot use the same Order twice in one turn. Orders require no test, and Prepare to Manoeuvre
are somewhat broader in scope than Extended Actions. Orders vary in The enginseers divert power to the manoeuvring thrusters, preparing for
effect based on the Crew Rating of the vessel performing the Order. a sharp turn or sudden change in speed.
The available Orders are as follows: Effect: The ship gains a bonus to its Manoeuvrability characteristic as
determined by the ship’s Crew Rating;
All Ahead Full Incompetent (20): +5 Manoeuvrability
The ship’s enginseers prepare the vessel to surge forwards, diverting Competent (30): +5 Manoeuvrability
power to the engines. Crack (40): +10 Manoeuvrability
Effect: The ship’s speed this Strategic Turn is increased by a distance Veteran (50): +10 Manoeuvrability
determined by the ship’s Crew Rating, so long as it only moved in a Elite (60): +15 Manoeuvrability
straight line.
Incompetent (20): +1 VU Reload Ordnance
Competent (30): +1d5 VU Torpedoes are loaded into their tubes and attack craft are armed and
Crack (40): +1d5+1 VU fuelled for an operation.
Veteran (50): +1d5+2 VU Effect: The ship’s torpedo tubes are loaded, and a number of attack craft
Elite (60): +2d5 VU squadrons equal to the total Strength rating of the ship’s launch bays are
made active.
Damage Control
The ship’s repair crews set about trying to get Damaged Components Target Lock
functioning again. Augurs and targeting systems are calibrated and anointed to better detect
Effect: A number of Damaged, Disabled, Depressurised or Unpowered and assail the enemy.
Components equal to the ship’s Crew Rating Bonus are returned to full Effect: The ship gains a bonus to its Detection characteristic and to all
function or a number of fires equal to the Ship’s Crew Rating are imme- attack rolls as determined by the ship’s Crew Rating;
diately extinguished. The number of Strategic Turns required before the Incompetent (20): +5 Detection and +5 to Hit
Component is repaired is determined by the ship’s Crew Rating. Howev- Competent (30): +5 Detection and +10 to Hit
er, once this Order has been performed, a new Order may be performed Crack (40): +10 Detection and +15 to Hit
during subsequent turns. Veteran (50): +10 Detection and +20 to Hit
Incompetent (20): 4 Turns Elite (60): +15 Detection and +20 to Hit
Competent (30): 4 Turns
Crack (40): 3 Turns Utilize Powers
Veteran (50): 2 Turns Those of the crew with powers of the psyker and Navigator can focus
Elite (60): 1 Turn their abilities to aid their ships.
Effect: The ship can use a Psychic Action or Navigator Action. Which
Defensive Maneuvers Psychic Actions are possible are up to the GM, but should typically be
The ship’s crewmen fend back boarders, approaching ships, incoming limited to a single Discipline. When using the Psychic Action or Navi-
torpedoes and attack craft, psychic attacks, or any imaginable kind of gator Action the test to activate the power counts as succeding with an
hazard. amount of Degrees of Success as indicated by the Crew Rating, but if a 1
Effect: The ship can make use of the Counter Attack, Defensive Fire, is rolled for a Psychic Action it counts as a Psychic Phenomena or Perils
Hard Aside!, and Man The Turrets! Defensive Actions. If the voidship of the Warp, and the ship immediately loses 1d10 Health. If the result
has a Gellar Field Component or an Astropathic Choir Tower/Bastion the would be 0 or negative the Psychic or Navigator Action fails.
ship may instead make use of the Gellar Barrier or Aetheric Parry Action Incompetent (20): 1d5-3 DoS
respectively. The Defensive Action is performed and achieves an amount Competent (30): 1d5-2 DoS
of Degrees of Success as indicated by the Crew Rating. If the result Crack (40): 1d5-1 DoS
would be 0 or negative the Defensive Action fails. Veteran (50): 1d5 DoS
Incompetent (20): 1d5-3 DoS Elite (60): 1d5+1 DoS

8.8 NPC Voidship Rules - 687


8.9 NPC Voidship Profiles
The enemies of Man are many, and they are everywhere. From every front, the Imperium is assailed by heretics, traitors, mutants, aliens, and the
ever-present threat of Chaos, and on every front, there are men and women fighting and dying to protect the Imperium from these threats. The great
expanses of the void are rife with enemies seeking to lay waste to the Imperium. The Orks muster their strength from their strongholds, while the ser-
vants of the Ruinous Powers and the debased Dark Eldar raid Imperial worlds and transports for slaves and sacrifices. The inscrutable Craftworlders
pursue their own agendas and their own targets, while the undying Necrons awake from their aeons long slumber to reclaim their long lost empire,
and the fearsome Tyranids devour everything in their path. Beyond even these threats are perils that lurk in the darkness between the stars, dangers
about which Mankind has no knowledge. Against these threats, known and unknown, the forces of the Imperial Navy and their allies stand vigilant.
Listed in the following sections are a multitude of voidship profiles, allowing the GM to represent a great number of Imperial allies, Chaos
heretics, and dangerous xenos in void combat.

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.

8.9.0 NPC Voidship Profiles - 688


8.9.1 Imperial Voidship Profiles
The ships of the Imperium of Mankind are not only numerous, but also come in a great variety of classifications. From mighty naval battleships to
humble cargo ships, these vessels share numerous design confluences, being stout of frame, and often having powerful, statuary-adorned prows.
The ships in this section are made to provide the GM with numerous examples and profiles for ships of the Imperium, who will, notionally,
represent allies. The ships of the Imperium, beyond simple cargo haulers, are often sturdy, powerful, and enduring in spirit and might. It is likely to
be rare for the players to come into conflict with other Imperials lest one side or another has dark ambitions, or the GM has used a Specialization
(such as the Void Pirates or Brood Brethren Specializations) that helps represent an enemy threat using Imperial technologies.

Imperial Cargo Ships Imperial Frigates


The Imperium swarms with transport vessels. Millions of these civil- Often overlooked as insignificant by technocratic senior officers obsessed
ian craft plough the space lanes, ferrying pilgrims, ore, foodstuffs and with the raw firepower of true battleships or ships of the line, frigates
luxuries to untold billions of eager consumers across the galaxy. There offer so much more than pure scouting and escort vessels. These elegant
are countless classes of transport vessel, and even the mightiest Rogue and fast craft travel further, explore more widely and routinely see more
Trader dynasty, replete with fleets of ancient warships, requires humble combat than the larger battlefleet vessels simply by virtue of the vast
transport craft to carry the spoils of their conquests back to the Imperium number of tasks they are capable of performing.
again. Imperial Sword Frigate: The Sword frigates are mainstay
Imperial Transport: Innumerable in quantity and vast in escort vessels for Battlefleets across the galaxy. Every system aboard one
distribution, transport ships such as this are the backbone to much of the of these frigates has been tried and tested in innumerable engagements.
Imperial economy. For moving soldiers, pilgrims, foodstuffs, raw materi- Its weapons and turrets are accurate and hard-hitting, its plasma drives
als, and manufactured goods few other ships really compare in number to are rugged and reliable in extreme conditions. Few task forces do not
the many millions which make the great wheels of the Imperium move. include at least a pair of Swords to guard the flanks of larger vessels or
Largely these vessels ply established safe routes and stay within the pursue smaller, faster raiders.
borders of the Imperium's space, largely only going beyond to trade with Imperial Strike Frigate: These specialised frigates trade long
established Imperial colonies beyond that. Some vessels such as these ranged firepower for heavy, short-ranged broadsides designed to dev-
are not even Warp-capable, and simply do their business about a single astate enemies at ‘knife-fight’ distances. To get to those distances, they
system, ferrying resources, people and goods back and forth between its have triple-armoured prows and boosted drives, and carry assault boats
worlds. and large complements of ratings for boarding actions.
Imperial Mass Conveyor: Vast beyond imagination, mass Imperial Lance Frigate: These ships are essentially rede-
conveyors are monumental, awe-inspiring titans of Imperial industry. signed Swords, with many of the weapon batteries removed to make
Most are around a dozen kilometers long, and home to tens of thousands space for a prow mounted lance that runs most of the length of the ship.
of voidsmen, at least. So large are these ships that their depths are often In fleet engagements, these frigates often hunt other escorts, their lances
labyrinthine, and there can be entire hab-block's worth of populations letting them out-range and outgun most frigates and raiders.
unaccounted for within the lower decks of the ship, and thier cargo holds
can hold enough food to feed entire planetary populations.
This size, however, is not without its downsides. Mass con-
Imperial Light Cruisers
Light cruisers are often characterised as scout vessels, but some forge
veyors crawl along at glacial speeds, and tend to take far longer than
worlds produce true “pocket cruisers,” slower, up-armoured and well-
most ships when it comes to void travel. Among other things this can
armed light cruisers that offer a cheaper alternative to full cruisers. They
make them quite vulnerable to pirates, and thus they are often at least
are often easy to maintain and less demanding in manpower, and many
armed with defensive macrocannons. Conveyors are often built with a
find these flexible ships extremely attractive for these qualities.
mind for longevity and reliability, as their journeys can last months and
Imperial Light Cruiser: Given its relatively slow speed and
years between stops.
heavier armour, the Endeavour is typically used as a stopgap ship of
the line, convoy flagship or battleship escort in gigantic set-piece naval
Imperial Raiders battles. Many routine patrols by naval forces consist of an Endeavour
These fast and deadly vessels are common amongst pirates, renegades, accompanied by a pair of frigates.
and naval patrols. Imperial Light Carrier: A rarer carrier variant of the Endeav-
Imperial Scout Ship: Based on the Viper hull this is the our, the Defiant is rarely utilized on its own in the Imperial Navy, as its
smallest Warp-capable vessel used in the Imperial Navy. This ship is typical weapons leave it vulnerable to direct attack and totally reliant
a fast scout, with immensely powerful realspace engines. It is used for upon its relatively small number of attack craft to defend it.
short-term spy missions aimed at specific hostile regions: unlike, for Mechanicus Research Ship: The Adeptus Mechanicus, being
example, a light cruiser, which will conduct broad patrols over a wide an entity that exists more alongside than as a part of the Imperium, main-
area, the Scout Ship charges into hostile territory at high speed. There it tains its own armies and warships. These fight alongside the Imperial
uses powerful auspex and augur scanners to collate as much information Guard and Navy in times of war, but as many Magos are quick to point
as possible, before retreating to a safe Warp jump point while usually out, they do so as allies, not vassals. The primary role of the Mechanicus
pursued by enemy ships. fleets are exploration, not combat, however. Explorator fleets traverse the
Imperial Destroyer: The most numerous of naval vessels, galaxy, looking for lost archeotech and ancient relics of the Dark Age of
destroyers are often also called escorts, as it is somewhat rare to see one Technology. The Minerva-class monitor-cruiser is a perfect example of
not attached to a larger squadron. Destroyer are nimble ships that mount the ships the Explorators utilise in their fleets.
weapons that allow them to strike at larger vessels and speed away before
reprisal can come down upon them. These voidships are also equipped
with powerful plasma drives and Warp engines, so that they can be where
they are needed swiftly.

8.9.1 Imperial Voidship Profiles - 689


Imperial Cruisers Imperial Battlecruisers
These vast ships of the line form the iron backbone of the Imperial Designed to provide the fleet with the long range punch of battleship
battlefleets. Principal combat vessels designed to pound the enemy into weaponry in a cruiser-sized hull, battlecruisers are forged purely for
flaming ruin, they are monolithic and awesome vessels. heavy engagements between vast capital vessels, and excel in this narrow
Imperial Cruiser: The Lunar-class cruiser makes up the speciality. They overpower cruisers by virtue of their overcharged weap-
backbone of the Imperial Navy. Its (relatively) uncomplicated design onry; very few ships can out-shoot a battlecruiser.
dates back to the dawn of the Imperium, and it can be constructed at Imperial Battlecruiser: These ships are some of the deadliest
worlds normally unable to build a ship of the line. Its variety of weapons and most powerful ships in the entirety of the Imperial Navy, capable of
batteries, lances, and torpedoes make it both a versatile combatant and smashing apart enemy cruisers with ease, and capable of taking compara-
dangerous foe. ble return fire with little damage.
Imperial Carrier: The first Dictator-class cruisers were retro-
fitted from heavily damaged Lunars, with the aft lance decks replaced en-
tirely by heavy launch bays for large squadrons of Fury-class starfighters
Imperial Voidstations
Voidstations, even at their smallest, are particularly immense structures.
and Starhawk bombers. Originally designed for launching Thunderbolts
They are mostly constructed for specific purposes, and are home to very
and Marauders against planetside targets, successive upgrades to the Dic-
large numbers of voidborn, who are born, live, and die aboard them.
tator’s communications and detection systems expanded its capabilities
Some are used as observation posts, while others are strongholds or even
for launching long-range strikes against ships in deep space. Increasingly,
naval ports for the Imperial Navy.
they were equipped with Furies and Starhawks, until this became their
standard.
Imperial Annihilation Cruiser: This very expensive and rare
cruiser mounts exclusively plasma-based macrocannon weaponry, pro-
viding it with a broadside capable of crippling enemy ships easily, and a
forward battery that can project long-ranged bursts of star fire at far off
enemy ships.

Imperial Attack Craft Ratings


Craft Types Craft Rating Speed (VUs) Squadron Size Special Rules
Fury Interceptor
+10 10 20 Durable: When checking
(Heavy Fighter) for Squadron losses, these
Starhawk Bomber craft reduce their losses by
+0 6 10
(Heavy Bomber) one to a minimum of zero
or they gain a +5 bonus on
Shark Assault Boat
+5 10 10 the Upkeep Test.
(Heavy Assault)
Vendetta Heavy Gunship
+20 3 40 -
(Light Fighter)
Vulture Attack Gunship
+15 4 20 -
(Light Bomber)
Valkyrie Assault Carrier
+10 3 20 -
(Light Assault)
Lightning Fighter Craft
+20 9 40 -
(Light Fighter)
Avenger Strike Fighter Atmospheric: When used
+5 6 20 against targets in the void
(Light Bomber)
these craft suffer a -10 pen-
Thunderbolt Heavy Fighter alty to their Craft Rating
+10 8 20
(Heavy Fighter) for Operation but gain a
+10 bonus to their Craft
Marauder Bomber
+0 6 10 Rating against planetbound
(Heavy Bomber) or atmospheric targets.

8.9.1 Imperial Voidship Profiles - 690


Imperial Voidship Specializations
Specializations are methods by which the GM can simply and easily use the profiles provided by a Voidship Profiles Section to represent a more
specific variant, sub-faction, or other permutation of the presented profile. To use a specialization simply pick an appropriate voidship profile, and the
desired Specialization, and add whatever benefits or profile modifications it presents to the voidship's profile.

Imperial Navy Space Marine Fleet


The navy of the Imperium is a vast organization with uncounted numbers The Adeptus Astartes are the bio-engineered super-warriors and greatest
of ships under its command. This organization is the first line of defense soldiers of the Imperium. These Space Marines, much as their name
for the Imperium, and their ships bear the largest weapons that the implies, are supreme masters of boarding actions and daring attacks on
God-Emperor's forces can bring to bear. Hidebound and conservative, the enemy voidships.
command of the Navy is stern in the extreme, and able to stalwartly bear Restrictions: Any ship that is not a Transport or Mass Convey-
down upon any enemy fleet with a steely glare. or.
Restrictions: Any ship that is not a Transport or Mass Convey- Modifications: Increase the ship's Crew Rating to 50. If the
or. ship is a Cruiser or Battlecruiser increase the Crew Rating further to 60.
Modifications: Replace the ship's Crew Quarters with Voids- Additions: All Boarding Actions and Hit & Run Actions by the
men Quarters, and its Ship Bridge with either an Armoured Command ship's crew gain an automatic 1d5 Degrees of Success. Lower all Crew
Bridge, Shipmaster's Bridge, or Fleet Flag Bridge, as appropriate. Population and Crew Morale losses by 3 to a minimum of 1.
Additions: The ship gains a Barracks and Munitorium Compo-
nent.
Void Pirates
The starlanes of the Imperium, along with especially fringe colonies and
Mechanicus Fleet border worlds, are often beset by pirates and renegades, operating beyond
The fleets of the Adeptus Mechanicus, under the Machine Cult's Basi- the Imperium's capacity to exact justice.
likon Astra, are a naval force unto themselves. The ships of the Mechan- Restrictions: Pirates generally prefer light vessels, and as such
icus are peculiar affairs to most Imperial citizens as the halls of these should only man Frigates and smaller vessels.
ships are most often staffed by servitors, and any living person is an Modifications: The GM may replace any number of Prow,
obvious adherent of the insular creed of the Machine God. Despite all of Port, or Starboard Mounted weapons with an appropriate Boarding
this the benefits bestowed by the Omnissiah are many, and regardless of Ramp weapon or a Grapple Cannons Macrocannon. If the GM believes
function (either as a warship, research vessel, or humble transport) ships that these particular pirates do not have access to a Navigator they may
of this kind are often created and bestowed with components of great instead make use of a Prognosticator.
artifice. Additions: The ship gains the Tenebro-Maze, Resolution Are-
Restrictions: None na, and Trophy Room Components.
Modifications: The GM may substitute any one Component
aboard the ship with an appropriate Archeotech Component, and may
also replace the ship's Crew Quarters with Servitor Crew Storage Bays.
Rogue Trader Fleet
The nobilite explorers of the Imperium of Mankind are not, perhaps,
Additions: The ship gains Machine-Chapel of the Omnissiah
numerous, but their ranks are among some of the most well-funded and
and Crew Reclamation Components. A Laboratorium may also be added.
brave-hearted among Men. The ships of Rogue Traders are duty-bound
to go beyond the borders of the Imperium and bring back the bounties of
Ecclesiarchy Fleet the galaxy into its fold.
The church of the Imperium, while not notionally a a military force, does Restrictions: None
maintain fleets of vessels graciously gifted by wealthy patrons or else Modifications: Increase the Craftsmanship of 3 Components to
gained through other social manipulation. Each Ecclesiastic ship is a holy Good and the Craftsmanship of 1 Component to Best.
site, replete with flying buttresses, stained armaglass windows, and great Additions: Add an Extended Supply Vault to the ship, as well
devotional churches to the God-Emperor of Mankind. Those who join as a Compartmentalized Cargo Hold Component. The ship may also have
crusade forces often serve as a base of operation for the Adepta Sororitas a single Xenotech or Archeotech Component of the GM's choosing.
as well, adding their fiery expertise to boarding actions and other purga-
tional operations.
Restrictions: None
System Defence Ship
The defence of star systems is a direly important matter, and it can fall
Modifications: The GM may replace the ship's Crew Quarters
to either the system's Planetary Defence Force, the Imperial Navy, or the
with a Crew Monastery Component.
system's ruler to perform this duty. System Defence ships are often better
Additions: The ship gains Vaulted Ceilings, Catacombs, and
armoured and swifter than Warp-capable ships, as the weighty Warp En-
Temple-Shrine to the God-Emperor Components. The ship may also
gine can be replace with more plating and the excess power can be routed
gain a Barracks Component, filled with either Sisters of Battle or Frateris
back into the ship's plasma drive.
Militia, or simply even pilgrims, as per the GM's desire.
Restrictions: A System Defence Ship should be no larger than
a light cruiser, unless it is attendant to a capital system or equally import-
ant star system. The System Defence Ship also may not be a Transport or
Mass Conveyor.
Modifications: Remove the ship's Warp Engine and Gellar
Field Components. Increase the ship's Maneuver by +10, its Hull Integri-
ty by +5, and its Armour +2.
Additions: Add a Barracks Component to this ship. The Bar-
rack is filled with Naval ratings, Enforcers, or Planetary Defense Force
soldiers, as the GM finds appropriate.
8.9.1 Imperial Voidship Profiles - 691
Imperial Transport Imperial Mass Conveyor
(Vagabond-class Merchant Trader) (Universe-class Mass Conveyor)
Hull Integrity: 40 Detection: +13 Hull Integrity: 65 Detection: +5
Armour: 13 Astropaths: - Armour: 12 Astropaths: -
Speed: 4 Navigator: Per 40, +10 Speed: 2 Navigator: Per 40, +10
Manuever: -5 Crew Rating: 30 Manuever: -20 Crew Rating: 30
Void Shields: 1 Population: 100 Void Shields: 2 Population: 120
Turret Rating: 1 Morale: 100 Turret Rating: 1 Morale: 96
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Jovian Class 1 Drive - Main Cargo Hold x4 - Jovian Class 8.3 Drive - Main Cargo Hold x15
- Strelov 1 Warp Engine - Dorsal Thunderstrike Macrocannons - Strelov 2 Warp Engine - Extended Supply Vaults
- Gellar Field - Gellar Field - Catacombs
- Single Void Shield Array - Multiple Void Shield Array - Tenebro-Maze
- Commerce Bridge - Commerce Bridge - Dorsal Sunsear Laser Battery
- M-1.r Life Sustainer - Vitae Life Sustainer
- Voidsmen Quarters - Voidsmen Quarters
- M-100 Augur Array - Bilge-Rat Quarters
Weapon Components: - M-100 Augur Array
Dorsal Mounted Thunderstrike Macrocannons Weapon Components:
(Macrocannon, Range: 4VU, Strength: 3, Damage: 1d10+1, Crit: 6) Dorsal Mounted Sunsear Laser Battery
(Macrocannon, Range: 9VU, Strength: 4, Damage: 1d10+2, Crit: 4)
Options:
Any number of the Transport's Main Cargo Hold Components may be Options:
replaced with a Barracks Component. Any number of the Mass Conveyor's Main Cargo Hold Components may
be replaced with a Barracks Component.

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.

8.9.1 Imperial Voidship Profiles - 692


Imperial Scout Ship Imperial Destroyer
(Viper-class Scout Sloop) (Cobra-class Destroyer)
Hull Integrity: 25 Detection: +40 Hull Integrity: 30 Detection: +15
Armour: 14 Astropaths: Wp 45, PR7 Armour: 15 Astropaths: -
Per 50, +20, Speed: 11 Navigator: Per 40, +10
Speed: 11 Navigator:
Talented Manuever: +33 Crew Rating: 40
Manuever: +33 Crew Rating: 40 Void Shields: 1 Population: 100
Void Shields: 1 Population: 100 Turret Rating: 1 Morale: 101
Turret Rating: 1 Morale: 100 Essential Components: Supplemental Components:
Essential Components: Supplemental Components: - Lathe Class 2b Escort Drive - Temple-Shrine to the God Emperor
- Lathe Class 2b Plasma Drive - Astropathic Choir Tower - Markov 1 Warp Engine - Munitorium
- Markov 1 Warp Engine - Dorsal Thunderstrike Macrocannons - Gellar Field - Dorsal Mars Macrocannons
- Gellar Field - Single Void Shield Array - Prow Mounted Weapon
- Single Void Shield Array - Command Bridge
- Exploration Bridge - M-1.r Life Sustainer
- M-1.r Life Sustainer - Pressed Crew Quarters
- Voidsmen Quarters - M-201.b Augur Array
- X-470 Ultimo Array Weapon Components:
Weapon Components:
Dorsal Mounted Thunderstrike Macrocannons Dorsal Mounted Mars Macrocannons
(Macrocannon, Range: 4VU, Strength: 3, Damage: 1d10+1, Crit: 6) (Macrocannon, Range: 6VU, Strength: 3, Damage: 1d10+3, Crit:5)

Special Rules: Prow Slot (Choose One):


Active Scanning (X-470 Ultimo Array): The broad array of systems Voss Torpedo Tubes
grants +15 to the ship’s Detection, and a +10 bonus to detect vessels on (Torpedoes, Range:10/60, Strength: 2, Damage: 2d10+14, Crit:10)
Silent Running. -or-
Signal Beacon (X-470 Ultimo Array): Due to the intense energy signa- Starbreaker Lance Weapon
ture of the array, vessels targeting a ship equipped with this component (Lance, Range: 5VU, Strength: 1, Damage: 1d10+2, Crit: 3)
gain +5 to all Ballistic Skill Tests to fire their weapons
Special Rules:
Well Armed (Munitorium): All sanctioned members of the crew are
armed and replete with ammunition giving this ship a +10 bonus to the
Opposed Command Test for all Hit & Run actions and Boarding Actions
it is engaged in, offensive or defensive.
Volatile (Munitorium): If this Component is Destroyed, it explodes. The
ship takes 2d5 damage to Hull Integrity, and a Component of the GM’s
choice is set on fire.

8.9.1 Imperial Voidship Profiles - 693


Imperial Sword Frigate Imperial Strike Frigate
(Sword-class Frigate) (Tempest-class Strike Frigate)
Hull Integrity: 41 Detection: +20 Hull Integrity: 34 Detection: +15
Armour: 18 Astropaths: - 18
Armour: Astropaths: -
Speed: 8 Navigator: Per 40, +10 (20 on Prow)
Manuever: +20 Crew Rating: 40 Speed: 9 Navigator: Per 40, +10
Void Shields: 1 Population: 100 Manuever: 18 Crew Rating: 40
Turret Rating: 2 Morale: 100 Void Shields: 1 Population: 100

Essential Components: Supplemental Components: Turret Rating: 1 Morale: 100


- Jovian Class 2 Drive - Munitorium Essential Components: Supplemental Components:
- Markov 1 Warp Engine - Reinforced Interior Bulkheads x2 - Jovian Class 2 Drive - Reinforced Prow
- Gellar Field - Dorsal Mounted Weapon 1 - Markov 1 Warp Engine - Barracks
- Single Void Shield Array - Dorsal Mounted Weapon 2 - Gellar Field - Keel Jovian Escort Launch Bay
- Armoured Command Bridge - Single Void Shield Array - Dorsal Mars Macrocannons
- M-1.r Life Sustainer - Armoured Command Bridge - Dorsal Mars Macrocannons
- Voidsmen Quarters - M-1.r Life Sustainer
- M-201.b Augur Array - Voidsmen Quarters
Weapon Components: - M-201.b Augur Array
2 Dorsal Slots (Choose One Option): Weapon Components:
Mars Macrocannons x2 Integral Keel Slot Jovian Escort Launch Bay
(Macrocannon, Range: 6VU, Strength: 3, Damage: 1d10+3, Crit: 5) (Launch Bays, Range:, Strength: 1, Squadrons: Fury Interceptors x1,
-or- Shark Assault Boats x2)
Pyros Melta-Cannons x2
(Macrocannon, Range: 4VU, Strength: 3, Damage: 1d10+5, Crit: 4) Dorsal Slot Mars Macrocannons x2
-or- (Macrocannon, Range: 6VU, Strength: 3, Damage: 1d10+3, Crit: 5)
Stygies Macrocannons x2
(Macrocannon, Range: 5VU, Strength: 3, Damage: 1d10+3, Crit: 5) Special Rules:
Enhanced Cogitator Relays (Armoured Command Bridge): As long
Special Rules: as the bridge remains undamaged, all Command Tests made aboard it and
Inferno (Pyros Melta-Cannon): Whenever this Weapon Component all Ballistic Skill Tests to fire shipboard weapons gaina +5 bonus.
inflicts a Critical Hit, it is automatically a Fire! Critical. Reinforced Armour (Armoured Command Bridge): If this Compo-
Penetrator Rounds (Stygies Macrocannon): When calculating damage nent takes a Critical Hit or becomes damaged or unpowered, roll 1d10.
dealt by a salvo that includes shots from a Stygies pattern Macrocannon On a 6 or higher, the component is unharmed.
that were not absorbed by Void Shields, reduce the vessel’s armour by 3. Reinforcements (Barracks): If the ship is transporting troops, it gains
This reduction is not permanent, and only takes place while calculating +20 to all Command Tests involving boarding actions and Hit and Run
that particular salvo’s damage. Actions.
Enhanced Cogitator Relays (Armoured Command Bridge): As long
as the bridge remains undamaged, all Command Tests made aboard it and
all Ballistic Skill Tests to fire shipboard weapons gaina +5 bonus.
Reinforced Armour (Armoured Command Bridge): If this Compo-
nent takes a Critical Hit or becomes damaged or unpowered, roll 1d10.
On a 6 or higher, the component is unharmed.
Well Armed (Munitorium): All sanctioned members of the crew are
armed and replete with ammunition giving this ship a +10 bonus to the
Opposed Command Test for all Hit & Run actions and Boarding Actions
it is engaged in, offensive or defensive.
Volatile (Munitorium): If this Component is Destroyed, it explodes. The
ship takes 2d5 damage to Hull Integrity, and a Component of the GM’s
choice is set on fire.

8.9.1 Imperial Voidship Profiles - 694


Imperial Lance Frigate Imperial Light Cruiser
(Firestorm-class Frigate) (Endeavour-class Light Cruiser)
Hull Integrity: 38 Detection: +20 Hull Integrity: 60 Detection: +20
Armour: 18 Astropaths: - 20
Armour: Astropaths: Wp 45, PR 7
Speed: 7 Navigator: Per 40, +10 (22 on Prow)
Manuever: +20 Crew Rating: 40 Speed: 6 Navigator: Per 40, +10
Void Shields: 1 Population: 100 Manuever: +0 Crew Rating: 50
Turret Rating: 1 Morale: 100 Void Shields: 1 Population: 100

Essential Components: Supplemental Components: Turret Rating: 2 Morale: 100


- Jovian Class 2 Drive - Prow Sunhammer Lance Battery Essential Components: Supplemental Components:
- Markov 1 Warp Engine - Dorsal Thunderstrike Macrocannons - Jovian Class 8.2 Drive - Astropathic Choir Tower
- Gellar Field - Strelov 2 Warp Engine - Barracks
- Single Void Shield Array - Gellar Field - Munitorium
- Armoured Command Bridge - Single Void Shield Array - Reinforced Prow
- M-1.r Life Sustainer - Armoured Command Bridge - Prow Mounted Weapon
- Voidsmen Quarters - Vitae Life Sustainer - Port Mars Macrocannon Broadside
- M-201.b Augur Array - Voidsmen Quarters - Starboard Mars Macrocannon
Weapon Components: - M-201.b Augur Array Broadside
Prow Slot Sunhammer Lance Battery Weapon Components:
(Lance, Range: 9VU, Strength: 2, Damage: 1d10+3, Crit: 3) Integral Prow Mounted Gryphonne Torpedo Tubes
(Torpedoes, Range: 10VU per turn/60VU max, Strength: 4, Damage:
Dorsal Slot Thunderstrike Macrocannons 2d10+14, Crit: 10)
(Macrocannon, Range: 4VU, Strength: 3, Damage: 1d10+1, Crit: 6) -or-
Integral Prow Mounted Sunhammer Lance Battery
(Lance, Range: 9VU, Strength: 2, Damage: 1d10+3, Crit: 3)
Special Rules:
Enhanced Cogitator Relays (Armoured Command Bridge): As long
Port & Starboard Mars Macrocannon Broadsides
as the bridge remains undamaged, all Command Tests made aboard it and
(Macrocannon, Range: 6VU, Strength: 6, Damage: 1d10+3, Crit: 5)
all Ballistic Skill Tests to fire shipboard weapons gain a +5 bonus.
Reinforced Armour (Armoured Command Bridge): If this Compo-
nent takes a Critical Hit or becomes damaged or unpowered, roll 1d10. Special Rules:
On a 6 or higher, the component is unharmed. Enhanced Cogitator Relays (Armoured Command Bridge): As long
as the bridge remains undamaged, all Command Tests made aboard it and
all Ballistic Skill Tests to fire shipboard weapons gain a +5 bonus.
Reinforced Armour (Armoured Command Bridge): If this Compo-
nent takes a Critical Hit or becomes damaged or unpowered, roll 1d10.
On a 6 or higher, the component is unharmed.
Reinforcements (Barracks): If the ship is transporting troops, it gains
+20 to all Command Tests involving boarding actions and Hit and Run
Actions.
Well Armed (Munitorium): All sanctioned members of the crew are
armed and replete with ammunition giving this ship a +10 bonus to the
Opposed Command Test for all Hit & Run actions and Boarding Actions
it is engaged in, offensive or defensive.
Volatile (Munitorium): If this Component is Destroyed, it explodes. The
ship takes 2d5 damage to Hull Integrity, and a Component of the GM’s
choice is set on fire.

8.9.1 Imperial Voidship Profiles - 695


Imperial Light Carrier Mechanicus Research Ship
(Defiant Class Light Cruiser) (Minerva-class Monitor-Cruiser)
Hull Integrity: 60 Detection: +20 Hull Integrity: 60 Detection: +40
Armour: 19 Astropaths: Wp 45, PR 7 Armour: 18 Astropaths: Wp 45, PR 7
Speed: 6 Navigator: Per 40, +10 Speed: 5 Navigator: Per 40, +10
Manuever: +10 Crew Rating: 50 Manuever: +9 Crew Rating: 30
Void Shields: 1 Population: 100 Void Shields: 1 Population: 100
Turret Rating: 1 Morale: 100 Turret Rating: 1 Morale: 101
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Jovian Class 3 Drive - Astropathic Choir Tower - Jovian Class 8.2 Drive - Barracks
- Strelov 2 Warp Engine - Barracks - Markov 2 Warp Engine - Cargo Hold & Lighter Bay
- Gellar Field - Murder Servitors - Gellar Field - Xenos Habitat
- Single Void Shield Array - Small Craft Repair Decks - Single Void Shield Array - Extended Supply Vaults
- Flight Command Bridge - Reinforced Interior Bulkheads x3 - Exploration Bridge - Astropathic Choir Tower
- Vitae Life Sustainer - Pilot Chambers - M-1.r Life Sustainer - Crew Reclamation Facility
- Voidsmen Quarters - Flak Turrets - Servitor Crew Storage Bays - Laboratorium
- M-201.b Augur Array - Prow Mounted Weapon - Z-30 Deep Void Augur Array - Machine-Chapel to the Omnissiah
-Port Jovian Launch Bays - Prow Voss Torpedo Tubes
- Starboard Jovian Launch Bays - Dorsal Starbreaker Lance
Weapon Components: - Port Mars Macrocannons
- Starboard Mars Macrocannons
Prow Slot (Choose One):
Hecutor Plasma Battery Weapon Components:
(Macrocannon, Range: 11VU, Strength: 3, Damage: 1d10+2, Crit: 4) Prow Mounted Voss Torpedo Tubes
-or- (Torpedoes, Range: 10VU per turn/60VU max, Strength: 2, Damage:
Gryphonne Torpedo Tubes 2d10+14, Crit: 10)
(Torpedoes, Range: 10VU per turn/60VU max, Strength: 4, Damage:
2d10+14, Crit: 10) Dorsal Mounted Starbreaker Lance Weapon
(Lance, Range: 5VU, Strength:, Damage:, Crit:)
-or-
Sunhammer Lance Battery
(Lance, Range: 9VU, Strength: 2, Damage: 1d10+3, Crit: 3) Port & Starboard Mounted Mars Macrocannons
(Macrocannon, Range: 6VU, Strength: 3, Damage:1d10+2, Crit: 5)
Integral Port & Starboard Jovian Launch Bays
(Launch Bays, Strength: 2, Squadrons: Fury Interceptors x2, Starhawk Special Rules:
Bombers x2, Shark Assault Boats x2) Reliable Construction (Jovian Class 8.2 Drive): If this Component
Special Rules: becomes damaged, depressurized, or suffers a Critical Hit (including a 4
Vapourisation (Hecutor Plasma Battery): When this Weapon Compo- or 6 result on the chart), roll 1d10. On a 4 or higher, the effect is ignored.
nent rolls a 1 or 2 on the Critical Hit Chart, it effects two Components Reinforcements (Barracks): If the ship is transporting troops, it gains
instead of one. +20 to all Command Tests involving boarding actions and Hit and Run
Reinforcements (Barracks): If the ship is transporting troops, it gains Actions.
+20 to all Command Tests involving boarding actions and Hit and Run Slow and Purposeful (Servitor Crew Storage Bays): Count Morale as
Actions. 100 at all times, and reduce all Population losses by half (to a minimum
Flight Command (Flight Command Bridge): As long as the bridge of 1).
remains undamaged, all Command Tests dealing with attack craft (and Recycling (Crew Reclamation Facility): Reduce all losses of Crew
boarding torpedoes) gain a +5 bonus, and tests to ready new squadrons Population by 3, to a minimum of 1.
are automatically passed. Adepts of the Machine-God (Machine-Chapel to the Omnissiah): All
Flight Control (Flight Command Bridge): Attack craft used by this Tech-Use Tests performed aboard the voidship count as being Assisted.
voidship gain +5 to their Craft Rating.
Scattershot (Flak Turrets): When in use, Flak Turrets increase the
ship’s Turret Rating by +1.
Wall of Fire and Steel (Flak Turrets): When the ship’s flak turrets are
in use, it suffers a –10 penalty to Detection.
Death-Dealers (Murder Servitors): When used to conduct a Hit and
Run Action, this enhancement provides a +20 bonus to the Opposed
Command Test for all Hit & Run actions and Boarding Actions it is enga-
ged in, offensive or defensive. Each time this bonus is used the ship with
this Componoent loses 1d5 Morale, as the sight of these grim, murderous
machines is not an encouraging sight to say the least.
Precise (Murder Servitors): When determining the Critical Hit inflicted
by a Hit and Run Action they participated in, the character conducting
the raid may add or subtract 1 from the result he rolls.
Combat Ready (Pilot Chambers): Pilot Chambers grant a +5 bonus to
the Attack Craft Rating of all squadrons aboard a starship.

8.9.1 Imperial Voidship Profiles - 696


Imperial Cruiser Imperial Carrier
(Lunar-class Cruiser) (Dictator-class Cruiser)
Hull Integrity: 70 Detection: +15 Hull Integrity: 60 Detection: +20
20 Armour: 19 Astropaths: Wp 45, PR 10
Armour: Astropaths: Wp 45, PR 10
(24 on Prow) Per 50, +20,
Speed: 6 Navigator:
Per 50, +20, Talented
Speed: 5 Navigator:
Talented Manuever: +10 Crew Rating: 50
Manuever: +10 Crew Rating: 50 Void Shields: 2 Population: 100
Void Shields: 2 Population: 100 Turret Rating: 2 Morale: 100
Turret Rating: 2 Morale: 100 Essential Components: Supplemental Components:
Essential Components: Supplemental Components: - Jovian Class 8.3 Plasma Drive - Astropathic Choir Bastion
- Jovian Class 8.3 Drive - Astropathic Choir Bastion - Strelov 2 Warp Engine - Barracks
- Strelov 2 Warp Engine - Munitorium - Gellar Field - Murder Servitors
- Gellar Field - Armoured Prow - Multiple Void Shield Array - Small Craft Repair Decks
- Multiple Void Shield Array - Prow Mars Torpedo Tubes - Shipmaster's Bridge - Pilot Chambers
- Shipmaster's Bridge - Port Mounted Weapons - Clemency Life Sustainer - Flak Turrets
- Clemency Life Sustainer - Starboard Mounted Weapons - Voidsmen Quarters - Prow Sunhammer Lance Battery
- Voidsmen Quarters - M-201.b Augur Array - Port Jovian Launch Bays
- M-201.b Augur Array - Starboard Jovian Launch Bays
- Port Jovian Launch Bays
Weapon Components:
- Starboard Jovian Launch Bays
Prow Mounted Mars Torpedo Tubes
(Torpedoes, Range: 10VU/60 VU, Strength: 6, Damage: 2d10+14, Weapon Components:
Crit: 10, Terminal Penetration [3], Magazine of 42) Prow Mounted Sunhammer Lance Battery
(Lance, Range: 9VU, Strength: 2, Damage: 1d10+3, Crit: 3)
Port & Starboard Slots (Choose One):
Mars Macrocannon Broadside x2 Integral Port & Starboard Jovian Launch Bays
(Macrocannon, Range: 6VU, Strength: 6, Damage: 1d10+3, Crit: 5) (Launch Bays, Strength: 2, Squadrons: Fury Interceptors x2, Starhawk
Bombers x2, Shark Assault Boats x2)
-or-
Sunsear Las-Broadside x2
Port & Starboard Jovian Launch Bays
(Macrocannon, Range: 9VU, Strength: 6, Damage: 1d10+3, Crit: 4)
(Launch Bays, Strength: 2, Squadrons: Fury Interceptors x2, Starhawk
Bombers x2, Shark Assault Boats x2)
Special Rules:
Reliable Construction (Jovian Class 8.3 Drive): If this Component
Special Rules:
becomes damaged, depressurized, or suffers a Critical Hit (including a 4
Reliable Construction (Jovian Class 8.3 Drive): If this Component
or 6 result on the chart), roll 1d10. On a 4 or higher, the effect is ignored.
becomes damaged, depressurized, or suffers a Critical Hit (including a 4
Master Plotting Table (Ship Master's Bridge): All Command, Operate,
or 6 result on the chart), roll 1d10. On a 4 or higher, the effect is ignored.
and Navigation tests by crew on the Bridge gain +5.
Reinforcements (Barracks): If the ship is transporting troops, it gains
Improved Fire Direction (Ship Master's Bridge): All Ballistic Skill
+20 to all Command Tests involving boarding actions and Hit and Run
Tests to fire shipboard weapons gain +10.
Actions.
Lifeline (Clemency Life Sustainer): Increase Morale permanently by
Flight Command (Flight Command Bridge): As long as the bridge
+1. This starship reduces Crew Population and Morale losses due to
remains undamaged, all Command Tests dealing with attack craft (and
Depressurization by 4, to a minimum of 0.
boarding torpedoes) gain a +5 bonus, and tests to ready new squadrons
Imposing (Armoured Prow): This ship also does 1d10 additional dama-
are automatically passed.
ge when ramming.
Flight Control (Flight Command Bridge): Attack craft used by this
Well Armed (Munitorium): All sanctioned members of the crew are
voidship gain +5 to their Craft Rating.
armed and replete with ammunition giving this ship a +10 bonus to the
Scattershot (Flak Turrets): When in use, Flak Turrets increase the
Opposed Command Test for all Hit & Run actions and Boarding Actions
ship’s Turret Rating by +1.
it is engaged in, offensive or defensive.
Wall of Fire and Steel (Flak Turrets): When the ship’s flak turrets are
Volatile (Munitorium): If this Component is Destroyed, it explodes. The
in use, it suffers
ship takes 2d5 damage to Hull Integrity, and a Component of the GM’s
a –10 penalty to Detection.
choice is set on fire.
Death-Dealers (Murder Servitors): When used to conduct a Hit and
Run Action, this enhancement provides a +20 bonus to the Opposed
Command Test for all Hit & Run actions and Boarding Actions it is enga-
ged in, offensive or defensive. Each time this bonus is used the ship with
this Componoent loses 1d5 Morale, as the sight of these grim, murderous
machines is not an encouraging sight to say the least.
Precise (Murder Servitors): When determining the Critical Hit inflicted
by a Hit and Run Action they participated in, the character conducting
the raid may add or subtract 1 from the result he rolls.
Combat Ready (Pilot Chambers): Pilot Chambers grant a +5 bonus to
the Attack Craft Rating of all squadrons aboard a starship.

8.9.1 Imperial Voidship Profiles - 697


Imperial Annihilation Cruiser Imperial Battlecruiser
(Tyrant-class Cruiser) (Overlord Battlecruiser)
Hull Integrity: 70 Detection: +25 Hull Integrity: 70 Detection: +15
20 20
Armour: Astropaths: Wp 45, PR 10 Armour: Astropaths: Wp 45, PR 10
(22 on Prow) (24 on Prow)
Per 50, +20, Per 50, +20,
Speed: 5 Navigator: Speed: 5 Navigator:
Talented Talented
Manuever: +10 Crew Rating: 50 Manuever: +10 Crew Rating: 50
Void Shields: 2 Population: 100 Void Shields: 2 Population: 100
Turret Rating: 2 Morale: 100 Turret Rating: 2 Morale: 101
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Jovian Class 4.5 Drive - Fire Suppression System - Saturnine 4A Drive - Armoured Prow
- Strelov 2 Warp Engine - Auxiliary Plasma Banks - Strelov 2 Warp Engine - Overload Shield Capacitors
- Gellar Field - Reinforced Prow - Gellar Field - Prow Mars Torpedo Tubes
- Multiple Void Shield Array - Superior Damage Control - Multiple Void Shield Array - Dorsal Sunhammer Lance Battery
- Ship Master's Bridge - Targeting Matrix - Fleet Flag Bridge - Port Sunsear Las-Broadside
- Vitae Life Sustainer - Astropathic Choir Bastion - Clemency Life Sustainers - Starboard Sunsear Las-Broadside
- Voidsmen Quarters - Prow Hecutor Plasma Battery - Voidsmen Quarters - Port Hecutor Plasma Broadside
- X-470 Ultimo Array - Port Ryza Plasma Battery - M-201.b Augur Array - Starboard Hecutor Plasma Broadside
- Starboard Ryza Plasma Battery Weapon Components:
Weapon Components: Prow Mounted Mars Torpedo Tubes
Prow Mounted Hecutor Plasma Battery (Torpedoes, Range: 10VU/60 VU, Strength: 6, Damage: 2d10+14,
(Macrocannon, Range: 11VU, Strength: 3, Damage: 1d10+2, Crit: 4) Crit: 10, Terminal Penetration [3], Magazine of 42)

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: Port & Starboard Mounted Sunsear Las-Broadside


Big Guns Never Tire (Ryza Plasma Battery, Hecutor Plasma Bat- (Macrocannon, Range: 9VU, Strength: 6, Damage: 1d10+2, Crit: 4)
tery): These weapon components may ignore the penalties for firing at
double their normal range. Port & Starboard Mounted Hecutor Plasma Broadside
Master Plotting Table (Ship Master's Bridge): All Command, Operate, (Macrocannon, Range: 11VU, Strength: 5, Damage: 1d10+2, Crit:4)
and Navigation tests by crew on the Bridge gain +5.
Improved Fire Direction (Ship Master's Bridge): All Ballistic Skill Special Rules:
Tests to fire shipboard weapons gain +10. Vapourisation (Hecutor Plasma Broadside): When this Weapon Com-
Active Scanning (X-470 Augur Array): The broad array of systems ponent rolls a 1 or 2 on the Critical Hit Chart, it effects two Components
grants a +10 bonus to detect vessels on Silent Running. instead of one.
Signal Beacon (X-470 Augur Array): Due to the intense energy signa- Fleet Command (Fleet Flag Bridge): As long as the bridge remains
ture of the array, vessels targeting a ship equipped with this component undamaged, all Command Tests made by the ship’s commanding officers
gain +5 to all Ballistic Skill Tests to fire their weapons. (any officer on the bridge) gain +10. In addition, any Operate and Navi-
Vapourisation (Ryza Plasma Battery, Hecutor Plasma Battery): gation Tests made by this vessel, allied vessels, and aeronautica within
When this Weapon Component rolls a 1 or 2 on the Critical Hit Chart, it 30 VUs gain +5.
effects two Components instead of one. Lifeline (Clemency Life Sustainer): This starship reduces Crew Popula-
Volatile Power (Auxiliary Plasma Banks): This Component generates tion and Morale losses due to Depressurization by 4, to a minimum of 0.
power, rather than requiring it. If this Component is ever damaged, the Imposing (Armoured Prow): The ship does 1d10 additional damage
ship containing it takes 1d5 damage directly to Hull Integrity, and its when ramming.
plasma drive is set on fire. Second Wind (Overload Shield Capacitors): Overload Shield Capaci-
Flame Extinguisher (Fire Suppression Systems): If the Bridge is tors enable a vessel to reactivate its Void Shields at full strength imme-
powered and undamaged, a character may activate this system to diately after they are overloaded by a salvo. This permits the shields to
extinguish one Component on fire by making a +20 Tech-Use Test (this effectively overload more than one time within a single strategic turn.
counts as an Extended Action). If successful the fire is extinguished. This This reactivation occurs automatically; no actions are required. The
Component may be used once per Strategic Turn. upgrade does have a limited capacity. This reactivation may only be
Adamantine Plates (Reinforced Prow): This ship does 1d5 additional performed once per combat encounter (or once per 24 hours).
damage when ramming
Superior Damage Control: If a Component on this vessel is Dep-
ressurized, the Crew Population suffers only 1d5 damage. Firefigh-
ting attempts on the vessel are a Challenging (+0) Command Test. If
performing isolated extended repairs, crew members receive +10 to their
Tech-Use Tests.
Targeting Matrix: This upgrade provides a +5 to Ballistic Skill Tests
when firing all Macrocannons, Lances and Nova Cannons on the equip-
ped vessel.

8.9.1 Imperial Voidship Profiles - 698


Small Hab-Station Large Hab-Station
(Transport Hull) (Mass Conveyor Hull)
Hull Integrity: 44 Detection: +13 Hull Integrity: 67 Detection: +5
Armour: 14 Astropaths: - Armour: 12 Astropaths: -
Speed: - Navigator: - Speed: - Navigator: -
Manuever: - Crew Rating: 30 Manuever: - Crew Rating: 30
Void Shields: 1 Population: 110 Void Shields: 2 Population: 120
Turret Rating: 1 Morale: 100 Turret Rating: 1 Morale: 96
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Jovian Class 1 Generatorum - Main Cargo Hold x4 - Jovian Class 8.3 Generatorum - Main Cargo Hold x15
- Single Void Shield Array - Dorsal Thunderstrike Macrocannons - Multiple Void Shield Array - Extended Supply Vaults
- Commerce Bridge - Commerce Bridge - Catacombs
- M-1.r Life Sustainer - Vitae Life Sustainer - Tenebro-Maze
- VoidbornQuarters - Voidborn Quarters - Dorsal Sunsear Laser Battery
- M-100 Augur Array - Bilge-Rat Quarters
Weapon Components: - M-100 Augur Array
Thunderstrike Macrocannons Weapon Components:
(Macrocannon, Range: 4VU, Strength: 3, Damage: 1d10+1, Crit: 6) Sunsear Laser Battery
(Macrocannon, Range: 9VU, Strength: 4, Damage: 1d10+2, Crit: 4)
Options:
Any number of the Hab-Station's Main Cargo Hold Components may be Options:
replaced with a Barracks Component. Any number of the Hab-Stations's Main Cargo Hold Components may be
replaced with a Barracks Component.
Static Defence (Voidstation): A voidstation or structure may only ever
attack with half of it’s weapons (rounding up) in one turn, but these Special Rules:
weapons do not need to worry about their facing relative to their target. 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 8.3 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.
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.

8.9.1 Imperial Voidship Profiles - 699


Listening Post Research Voidstation
(Raider Hull) (Light Cruiser Hull)
Hull Integrity: 36 Detection: +40 Hull Integrity: 65 Detection: +40
Armour: 21 Astropaths: Wp 45, PR7 Armour: 20 Astropaths: Wp 45, PR 7
Speed: - Navigator: - Speed: - Navigator: -
Manuever: - Crew Rating: 40 Manuever: - Crew Rating: 30
Void Shields: 1 Population: 100 Void Shields: 1 Population: 100
Turret Rating: 1 Morale: 100 Turret Rating: 1 Morale: 101
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Lathe Class 2b Generatorum - Astropathic Choir Tower - Jovian Class 8.2 Generatorum - Barracks
- Single Void Shield Array - Thunderstrike Macrocannons - Single Void Shield Array - Cargo Hold & Lighter Bay
- Exploration Bridge - Exploration Bridge - Xenos Habitat
- M-1.r Life Sustainer - M-1.r Life Sustainer - Extended Supply Vaults
- Voidborn Quarters - Servitor Crew Storage Bays - Astropathic Choir Tower
- X-470 Ultimo Array - Z-30 Deep Void Augur Array - Crew Reclamation Facility
Weapon Components: - Laboratorium
- Machine-Chapel to the Omnissiah
Thunderstrike Macrocannons
- Voss Torpedo Tubes
(Macrocannon, Range: 4VU, Strength: 3, Damage: 1d10+1, Crit: 6) - Starbreaker Lance
- Mars Macrocannons x2
Special Rules: Weapon Components:
Static Defence (Voidstation): A voidstation or structure may only ever Voss Torpedo Tubes
attack with half of it’s weapons (rounding up) in one turn, but these (Torpedoes, Range: 10VU per turn/60VU max, Strength: 2, Damage:
weapons do not need to worry about their facing relative to their target. 2d10+14, Crit: 10)
Active Scanning (X-470 Ultimo Array): The broad array of systems
grants +15 to the ship’s Detection, and a +10 bonus to detect vessels on Starbreaker Lance Weapon
Silent Running. (Lance, Range: 5VU, Strength:, Damage:, Crit:)
Signal Beacon (X-470 Ultimo Array): Due to the intense energy signa-
ture of the array, vessels targeting a ship equipped with this component Mars Macrocannons x2
gain +5 to all Ballistic Skill Tests to fire their weapons (Macrocannon, Range: 6VU, Strength: 3, Damage:1d10+2, Crit: 5)

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.

8.9.1 Imperial Voidship Profiles - 700


Defence Voidstation Naval Voidstation
(Sword-class Frigate) (Overlord Battlecruiser)
Hull Integrity: 49 Detection: +20 Hull Integrity: 75 Detection: +15
Armour: 22 Astropaths: - Armour: 22 Astropaths: Wp 45, PR 10
Speed: - Navigator: - Speed: - Navigator: -
Manuever: - Crew Rating: 40 Manuever: - Crew Rating: 50
Void Shields: 1 Population: 100 Void Shields: 2 Population: 100
Turret Rating: 2 Morale: 100 Turret Rating: 2 Morale: 101
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Jovian Class 2 Generatorum - Munitorium - Saturnine 4A Generatorum - Overload Shield Capacitors
- Single Void Shield Array - Reinforced Interior Bulkheads x2 - Multiple Void Shield Array - Mars Torpedo Tubes
- Armoured Command Bridge - Weapon 1 - Fleet Flag Bridge - Sunhammer Lance Battery
- M-1.r Life Sustainer - Weapon 2 - Clemency Life Sustainers - Sunsear Las-Broadside x2
- Voidsmen Quarters - Voidsmen Quarters - Hecutor Plasma Broadside x2
- M-201.b Augur Array - M-201.b Augur Array
Weapon Components: Weapon Components:
2 Slots (Choose One Option): Mars Torpedo Tubes
Mars Macrocannons x2 (Torpedoes, Range: 10VU/60 VU, Strength: 6, Damage: 2d10+14,
(Macrocannon, Range: 6VU, Strength: 3, Damage: 1d10+3, Crit: 5) Crit: 10, Terminal Penetration [3], Magazine of 42)
-or-
Pyros Melta-Cannons x2 Sunhammer Lance Battery
(Macrocannon, Range: 4VU, Strength: 3, Damage: 1d10+5, Crit: 4) (Lance, Range: 9VU, Strength: 2, Damage: 1d10+3, Crit: 3)
-or-
Stygies Macrocannons x2 Sunsear Las-Broadside x2
(Macrocannon, Range: 5VU, Strength: 3, Damage: 1d10+3, Crit: 5) (Macrocannon, Range: 9VU, Strength: 6, Damage: 1d10+2, Crit: 4)

Special Rules: Hecutor Plasma Broadside x2


Static Defence (Voidstation): A voidstation or structure may only ever (Macrocannon, Range: 11VU, Strength: 5, Damage: 1d10+2, Crit:4)
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. Special Rules:
Inferno (Pyros Melta-Cannon): Whenever this Weapon Component Static Defence (Voidstation): A voidstation or structure may only ever
inflicts a Critical Hit, it is automatically a Fire! Critical. attack with half of it’s weapons (rounding up) in one turn, but these
Penetrator Rounds (Stygies Macrocannon): When calculating damage weapons do not need to worry about their facing relative to their target.
dealt by a salvo that includes shots from a Stygies pattern Macrocannon Vapourisation (Hecutor Plasma Broadside): When this Weapon Com-
that were not absorbed by Void Shields, reduce the vessel’s armour by 3. ponent rolls a 1 or 2 on the Critical Hit Chart, it effects two Components
This reduction is not permanent, and only takes place while calculating instead of one.
that particular salvo’s damage. Fleet Command (Fleet Flag Bridge): As long as the bridge remains
Enhanced Cogitator Relays (Armoured Command Bridge): As long undamaged, all Command Tests made by the station’s commanding
as the bridge remains undamaged, all Command Tests made aboard it and officers (any officer on the bridge) gain +10. In addition, any Operate and
all Ballistic Skill Tests to fire shipboard weapons gaina +5 bonus. Navigation Tests made by allied vessels and aeronautica within 30 VUs
Reinforced Armour (Armoured Command Bridge): If this Compo- gain +5.
nent takes a Critical Hit or becomes damaged or unpowered, roll 1d10. Lifeline (Clemency Life Sustainer): This voidstation reduces Crew Po-
On a 6 or higher, the component is unharmed. pulation and Morale losses due to Depressurization by 4, to a minimum
Well Armed (Munitorium): All sanctioned members of the crew are of 0.
armed and replete with ammunition giving this ship a +10 bonus to the Second Wind (Overload Shield Capacitors): Overload Shield Capaci-
Opposed Command Test for all Hit & Run actions and Boarding Actions tors enable a vessel to reactivate its Void Shields at full strength imme-
it is engaged in, offensive or defensive. diately after they are overloaded by a salvo. This permits the shields to
Volatile (Munitorium): If this Component is Destroyed, it explodes. The effectively overload more than one time within a single strategic turn.
ship takes 2d5 damage to Hull Integrity, and a Component of the GM’s This reactivation occurs automatically; no actions are required. The
choice is set on fire. upgrade does have a limited capacity. This reactivation may only be
performed once per combat encounter (or once per 24 hours).

8.9.1 Imperial Voidship Profiles - 701


8.9.2 Chaos Voidship Profiles
Beyond the realms of the Imperium vast fleets of marauders lurk amongst the stars, the jagged prows of their ships ever hunting for prey and pillage.
These corrupted voidships are sworn to the Ruinous Powers. They are vessels of Chaos, crewed by madmen, mutants, and the damned.
Many such vessels were once part of the Imperial fleet, dating back to before the Horus Heresy. Vast numbers of ships turned traitor during
that black event, swayed to the side of the renegade Warmaster Horus in his bid to slay the Emperor and conquer Terra. Over the millennia since,
other vessels have fallen to their ranks, lured to the darkness by seduction or treachery.
Amongst these traitor vessels exist substantial numbers of particular ship classes, all of the same design. It is believed by many that these
designs are cursed, possessing some fundamental flaw made the ship and its crew vulnerable to the dark energies of Chaos. The cause of such flaws
has been the subject of much debate—some theories claim that corrupted Magi of the Mechanicus intentionally introduced a lack of sufficient protec-
tion from the Warp, whilst others say that the ship’s architecture involves certain sinister geometries, proportions, or combinations of occult material
which act as conduits for warp-taint. If true, these ships were destined to fall to Chaos, despite the individual honour and courage of their original
crews.
Traitor vessels are most often encountered as individual reavers or in small, independent raiding bands. Chaos-aligned ships only form into
true fleets under the power of an extremely influential warlord, and such leaders are thankfully quite rare. However, when traitor ships are formed
into such armadas, they become a monumental threat that can devastate entire sectors.

Chaos Raiders Chaos Cruisers


Swift, maneuverable, and bearing specialized loadout, these fragile ships The backbone of any fleet, the cruisers of the forces of Chaos are par-
can be dangerous if underestimated. ticularly suited to long-ranged, breakneck skirmishes, destroying enemy
Chaos Iconoclast Destroyer: Iconoclasts are a favoured vessel ships from afar and disappearing before reinforcements arrive.
for many pirates due to its firepower and rugged and common design. Chaos Murder Cruiser: Once, the Murder Class Cruiser was
Iconoclasts are also easy to modify to look like a wide variety of other the main workhorse of Battlefleet Obscurus before being replaced by the
ships, meaning that they excel at ambushes and striking from surprise. Lunar Class Cruiser, with almost five hundred being made between M33
Relatively cheap to acquire or repair, Iconoclasts are a common sight in and M37. Unfortunately, a proportionate number turned renegade, and
many raiding bands of Chaos reavers. today it is found mainly in the fleets of Chaos. In battle, the Murder class
Chaos Infidel Destroyer: It is widely believed that the Infi- is a formidable foe, with significant long-range firepower provided by a
del-class Raider was developed from stolen plans for a larger Imperial prow lance and row after row of the best Plasma cannons ever made by
escort ship destined to replace the aging Cobra-class Destroyer. The the Adeptus Mechanicus. The Murder class is even more deadly when
Infidel is a relatively new design, combining a battery of punishing mac- working in groups, as the combined firepower of several ships is enough
rocannons with a sizeable array of torpedo tubes in the prow. Fast, tough, to bring down even mighty Battleships.
and incredibly dangerous when formed into squadrons, Infidels quickly Chaos Carnage Cruiser: Designed as a fleet support vessel,
gained a dire reputation amongst their Imperial Navy opponents. Infidels the Carnage class was meant to provide supporting fire from long range
are often used by their vile captains to perpetrate surprise assaults, lead- for other ships. Unfortunately, the Carnage suffered from numerous
ing the way with a wave of boarding torpedoes with the ships following problems during its construction, including many technical difficulties
close behind ready to devastate any survivors with their macrocannons. with the power systems for its long-ranged phased plasma batteries.
Chaos Idolator Destroyer: Little is known of where the These issues with the Carnage class caused raging debate amongst
Idolator-class originate from, but it is speculated that they are construct- Battlefleet Obscura, dividing scores of influential captains into opposing
ed by the Hell Forge Xana II, within the Eye of Terror. Idolators are camps. Although these challenges were eventually overcome, numerous
known to include technology of non-human origin, from xenos and have Carnage-class cruisers have turned traitor, beginning with the very first
excellent targeting systems, which are not possible for the Mechanicus to vessel of its kind. It is rumoured that there is some bizarre, maddening
easily reproduce. Idolators have a reputation of besting defense lines and twist in the ship’s design that leads its crews inevitably towards discord
bypassing other targets in favor of destroying Imperial ships. and mutiny. Carnage cruisers are feared opponents, able to cripple enemy
ships with punishing salvos of long-range battery fire.
Chaos Slaughter Cruiser: Amongst one of the fastest Imperial
Chaos Light Cruisers capital ships ever built, the Slaughter class cruiser utilises a special plas-
Light cruisers are often considered mainstay ships of the line, and even
ma drive design—the Scartix engine coil. This advanced pattern provides
among the anarchic forces of Chaos this doctrine holds true.
considerably more thrust than any other comparably-sized drive. Scartix
Chaos Hellbringer Light Cruiser: The crews of Hellbringers
coils are rugged and reliable, although complex and time-consuming to
live for one purpose—pillaging planetary civilizations, be they the lackey
repair. The Slaughter’s speed is not its only advantage; these vessels are
worshipers of the False Emperor, xenos aliens of unknown origin, or
also armed with considerable short-ranged firepower, including high-
even other followers of the True Gods. Arriving at unsuspecting systems,
yield lance turrets and turbo-linked destructor-cannon batteries on both
these vessels can launch overwhelming attacks from both their shipboard
broadsides. A Slaughter class cruiser can wreak considerable havoc
weaponry as well as via multitude of assault craft. Once the surface is
amongst an Imperial line formation if it is able to move into range and
bombarded into near submission, the skies are filled with landing boats,
then dart away.
quickly overwhelming any opposition as they round up captives for the
Chaos Devastation Cruiser: Tough and reliable carriers, the
slave market, looting any valuables for later trade, and then departing
Devastation-class Cruiser is a ship highly valued by pirate bands and
before help can arrive.
renegade warlords. It possesses powerful long-ranged lance emplace-
Chaos Inferno Light Cruiser: Believed to be an early design
ments on either broadside, racks of turbo-laser destructor batteries on its
and a later counterpart of the Carnage Class, it was marred by technical
prow, and can launch a considerable array of attack craft from its flight
difficulties including maintaining and powering its long-range weaponry.
decks. Devastations carry robust repair and re-armament facilities for its
As a result, the class was quickly supplanted by more modern designs in
bombers and fighters, and below decks, entire cargo holds are given over
the Imperial Navy. A small number of these craft turned renegade before
to crude quarters teeming with hordes of mutants, cultists, and madmen
they were removed from service in M35, and have since joined Chaos-af-
who fill the ship’s complement of Dreadclaw assault craft.
filiated fleets.

8.9.2 Chaos Voidship Profiles - 702


Chaos Grand Cruisers Chaos Exorcist Grand Cruiser: The Exorcist was originally
The grand cruiser was the precursor to the battlecruisers which are now developed for long range patrols, capable of extended self sufficiency.
more prevalent in most Imperial fleets. Almost rivaling battleships in Operating with a handful of escorts, Exorcists brought the flag to far-
the ability to withstand damage and lay down barrages of fire the grand flung corners of the galaxy. However, over the millennia the Exorcist has
cruiser fell out of favour when the means for constructing sufficiently been replaced by ships such as the Mars battlecruiser, though some were
powerful engines was lost (more recently built engines are incapable of kept on in reserve fleets or requisitioned for long patrols. Now, in the
attaining a useful combat speed when mounted on these hulls). A few hands of the Archenemy, these hangars and endurance allow these ships
ancient grand cruisers can still be found in reserve fleets, but they are to carve a swath across Imperial space, reaving and raiding world after
largely considered obsolete. world, with little to slow them down.
Regarded by many suspicious senior staff officers in the Impe-
rial Navy as dangerous, temperamental, and constructed using dubious
and possibly heretical technologies, the surviving grand cruisers of the
Chaos Voidship Components
Unlike other species and enemy forces in Section 8.9, the forces of Cha-
41st millennium are largely relegated to the reserve fleets.
os are—nominally at least—Human, and their ships are constructed in
Chaos Avenger Grand Cruiser: In many ways the archetypal
the same manner as Imperial vessels. Though some of their weapons and
grand cruiser, the Avenger-class is a massively potent and brutally simple
Components may be ancient, even archeotech, they are not so different
ship that mounts colossal close-ranged macrobatteries in broadsides that
from their Imperial counterparts. Likewise, there are no overarching
run for kilometres along its flanks. The Avenger dates from an earlier
special rules that pertain to the entire Chaos fleet.
period of fleet tactics, when, squadrons of grand cruisers were employed
as “line-breakers.” Traditionally, they were thrown into the midst of
massive fleet engagements, soaking up enemy fire while racing into the
middle of enemy formations, then crushing their opponents at short range
with tetrajoules of energy from their oversized broadsides. Under their
new, dark masters these ships perform this exact task admirably.
Chaos Repulsive Grand Cruiser: In the superstitious and
hidebound realm of Imperial starship construction, entire classes of ves-
sel can come to be regarded as cursed since the design stage. Spacefarers
mutter that these ships are star-crossed, prone to dragging entire crews
with them into the Warp at a moment’s notice, there to leave them starv-
ing or bedevilled, until the ship re-emerges from the Immaterium, ready
to serve the twisted lords of Chaos. The armaments of these cursed ships
are diverse, and allow it to take on their Imperial enemies at all ranges,
and their well-made hulls can absorb blows that would cripple lesser
vessels.

Chaos Attack Craft Ratings


Craft Types Craft Rating Speed (VUs) Squadron Size Special Rules
Hell Blade
+30 9 20 -
(Light Fighter)
Hell Talon
+15 9 20 -
(Light Bomber)
Dreadclaw
-5 11 20 -
(Light Assault)
Swiftdeath Fighter
+15 11 10 -
(Heavy Fighter)
Doomfire Bomber
-5 7 10 -
(Heavy Bomber)
Harbinger
+5 8 10 -
(Heavy Bomber)
Kharybdis
-10 10 10 -
(Heavy Assault)

8.9.2 Chaos Voidship Profiles - 703


Chaos Voidship Specializations
Specializations are methods by which the GM can simply and easily use the profiles provided by a Voidship Profiles Section to represent a more
specific variant, sub-faction, or other permutation of the presented profile. To use a specialization simply pick an appropriate voidship profile, and the
desired Specialization, and add whatever benefits or profile modifications it presents to the voidship's profile.

Tzeentchian Devotion Daemon Ship


Ships devoted to the Changer of Ways are often curious fortresses, Some say they are created when ship’s crews sacrifce themselves to the
surrounded by dancing lights of bale-fire and their interiors featuring dark gods, seeking immortality in return for daemonic servitude. Alterna-
impossible, labyrinthine architecture. tively, it is argued that they are ships of the damned, condemned by acts
Restrictions: Any Chaos Voidship so heinous as to defy description, their crews and captains in thrall to the
Modifications: If the ship has Sorcerers increase their Psy Dark Gods forever. Those who know something of the Warp claim that
Rating by +2. Daemonvessels are ships lost in the Warp. For centuries or even millen-
Additions: The ship gains +1 Turret Rating from the malicious nia, they disappear from the real universe only to re-emerge with a crew
and predatory nimbi of dancing flames, and also gains a Tenebro-Maze of daemonkind. Regardless of origin these fell vessels are dangerous in
Component. The ship also gains a Librarium. the extreme, not to mention elusive. Few claims of their destruction have
ever seemed permanent, and often times they will simply fade from reali-
ty when "defeated", to lurk in the depths of the Sea of Souls once more.
Khornate Devotion Restrictions: Any Chaos Voidship
The ships of the adherents of the Blood God are abbatoirs writ large,
Modifications: Remove the ship's Gellar Field Component.
packed to the brim with rabid killers and all manner of deranged mur-
The GM may add the benefits of a Devotion along with this Specializa-
derers. In combat these ships attempt to close the gap with their quarry
tion if the ship is devoted to a particular god of Chaos.
before launching assault craft, boarding torpedoes, and ramming the
Additions: Whenever this ship causes Damage via ranged
enemy ship to engage in boarding actions, making every effort to cause
weapons add +1 to the Crew Morale lost from the attack, and add 1d10
close combat carnage.
to the Morale loss caused by any Boarding Action or Hit & Run Actions.
Restrictions: Any Chaos Voidship
The Daemon Ship may also make the Emergency Jump Navigator Action
Modifications: The GM may replace any number of Prow,
at as a Challenging (+0) Test instead of as a Hellish (-60) one, and suffers
Port, or Starboard Mounted weapons with an appropriate Boarding Ramp
no damage for doing so within a star system.
weapon or a Grapple Cannons Macrocannon.
Additions: All Boarding Actions and Hit & Run Actions per-
formed by the ship's crew inflict an additional 2 Crew Population loss. Dark Artifice
Ramming Actions made by the ship's helmsman only count as being a The Dark Mechanicum, the fallen and corrupted ranks of the Adeptus
Challenging (+0) Operate (Voidship) + Maneuverability Test instead of a Mechanicus who have come to serve at the side of the forces of Chaos,
Hard (-20) Test. The ship also gains a Resolution Arena. are unfortunately quite capable of the feats of engineering that their
uncorrupted brethren are able to produce. The technologies of the Dark
Mechanicum are also unbound by the laws and strictures of the Machine
Nurglite Devotion Cult who they once served, allowing them to create all manner of dark
Within the bowels of this scaberous, rotting hull voidship devoted to the
and terrible wonders.
Plaguefather there exists a vile fecundity. Those aboard this plagueship
Restrictions: Any Chaos Voidship
are afflicted by disease almost to a man, and yet they do not die. The
Modifications: The GM may substitute any one Component
whole of the ship, including the vessel itself, share a merry devotion,
aboard the ship with an appropriate Archeotech or Xenotech Component,
one of endurance and fortitude, granted by the infectious gifts of their
and may also replace the ship's Crew Quarters with Servitor Crew Stor-
generous patron.
age Bays.
Restrictions: Any Chaos Voidship
Additions: The ship gains Machine-Chapel of the Omnissiah
Modifications: -
and Crew Reclamation Components. A Laboratorium may also be added.
Additions: Whenever a Component of this ship would become
Note that this Machine-Chapel is of a decidedly dark and twisted nature,
Damaged, Depressurized, or suffers a Critical Hit (including a 4 or 6 re-
reflecting what the Dark Mechanicum sees as the "True Omnissiah".
sult on the Voidship Critical Damage chart), roll 1d10. On a 4 or higher,
the effect is ignored. All Boarding Actions and Hit & Run Action against
this ship suffer 1d5+1 automatic Degrees of Failure. The ship also gains Chaos Space Marine Fleet
an Arboretum. Chaos fleets, as a weapon wielded against the Imperium, disproportion-
ately are commanded by Chaos Space Marines. These powerful and
commanding lords of the host are savage beyond measure, and boarding
Slaaneshi Devotion actions lead by them rarely if ever leave survivors. Hundreds or even
The ships devoted to the Dark Prince are all at once raucous carnivals,
thousands of years of unending warfare has made them cunning, vicious,
debased dungeons of pleasure, tantalizing dens of iniquity, and of course
and ever ready to strike at the Imperium of Man with a hatred few mor-
a warship.
tals could understand.
Restrictions: Any Chaos Voidship
Restrictions: Any Chaos Voidship
Modifications: -
Modifications: Increase the ship's Crew Rating to 50. If the
Additions: The ship gains +1 Speed, +5 Maneuverability,
ship is a Cruiser or Grand Cruiser increase the Crew Rating further to 60.
and inflicts an additional +1 Crew Population Damage on all Boarding
Additions: All Boarding Actions and Hit & Run Actions by the
Actions and Hit & Run Actions, as the weaker-willed members of the
ship's crew gain an automatic 1d5+1 Degrees of Success. Lower all Crew
enemy crew join the debased lackeys of the Slaaneshi ship. In addition
Population and Crew Morale losses by 1 to a minimum of 1.
the ship gains Brig, Disciplinarium, and Sensorium Components.

8.9.2 Chaos Voidship Profiles - 704


Chaos Iconoclast Destroyer Chaos Infidel Destroyer
Hull Integrity: 28 Detection: +10 Hull Integrity: 30 Detection: +10
Armour: 14 Sorcerers: - Armour: 17 Sorcerers: -
Speed: 12 Navigator: Per 40, +10 Speed: 10 Navigator: Per 40, +10
Manuever: +30 Crew Rating: 30 Manuever: +30 Crew Rating: 40
Void Shields: 1 Population: 100 Void Shields: 1 Population: 100
Turret Rating: 1 Morale: 95 Turret Rating: 1 Morale: 98
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Segrazian Viper Drive - Dorsal Mars Macrocannon Battery 1 - Jovian Class 2 Drive - Augmented Retro-Thrusters
- Miloslav G-616.b Warp Engine - Dorsal Mars Macrocannon Battery 2 - Miloslav G-616.b Warp Drive - Prow Gryphonne Torpedo Tubes
- 90.r Gellar Field - 90.r Gellar Field - Dorsal Mars Macrocannon Battery
- Voss Glimmer Void Shield Array - Single Void Shield Array
- Combat Bridge - Combat Bridge
- M-1.r Life Sustainer - L-12.b Life Sustainer
- Slave Quarters - Pressed Crew Quarters
- ML-14 Heat Seeker Array - M-100 Augur Array
Weapon Components: Weapon Components:
Dorsal Mars Macrocannon Battery 1 Prow Gryphonne Torpedo Tubes
(Macrocannon, Range: 6, Strength: 3, Damage: 1d10+2, Crit: 5) (Torpedoes, Range: 10VU/60 VU, Strength: 4, Damage: 2d10+14,
Crit: 10, Terminal Penetration [3], Magazine of 24)
Dorsal Mars Macrocannon Battery 2
(Macrocannon, Range: 6, Strength: 3, Damage: 1d10+2, Crit: 5) Dorsal Mars Macrocannon Battery
(Macrocannon, Range: 6, Strength: 3, Damage: 1d10+2, Crit: 5)
Special Rules:
Fragile Engines (Segrazian Viper Drive): Any hits to the finely- Special Rules:
balanced plasma drives are likely to incapacitate the entire ship. If an Haste of the Damned (Miloslav G-616.b Warp Engine): Reduce the
Engines Crippled result is rolled on the Critical Hits table always treat duration of all warp passages by half. However, the voidship suffers Mo-
the engines as wrecked, as if an 8-10 had subsequently been rolled. rale loss (and Population Loss on a failed Navigate (Warp) Test) every 3
Haste of the Damned (Miloslav G-616.b Warp Engine): Reduce the days instead of every 5.
duration of all warp passages by half. However, the voidship suffers Mo- Tainted Field (90.5 Gellar Field): Any Navigation Tests to pilot the ship
rale loss (and Population Loss on a failed Navigate (Warp) Test) every 3 through the Warp gain a +10 bonus. However, subtract -20 from the re-
days instead of every 5. sult of any rolls made on the Warp Travel Encounters table to reflect the
Tainted Field (90.5 Gellar Field): Any Navigation Tests to pilot the ship increased risk of Warp incident using this type of Gellar field.
through the Warp gain a +10 bonus. However, subtract -20 from the re- Damage Control Station (Combat Bridge): As long as the bridge
sult of any rolls made on the Warp Travel Encounters table to reflect the remains undamaged, all Tech-Use Tests to repair the ship gain +10.
increased risk of Warp incident using this type of Gellar field.
Flickering Void Shield (Voss Glimmer Void Shield Array): When this
Void Shield cancels a hit from any source, roll 1d10. On a 3 or lower the
Void Shield suffers a localized overload and does not cancel the hit.
Damage Control Station (Combat Bridge): As long as the bridge
remains undamaged, all Tech-Use Tests to repair the ship gain +10.
Find the Warmth (ML-14 Heat-Seeker Array): After scanning an
enemy ship this augur provides a +5 bonus to BS for the purposes of
targetting that ship if the enemy ship's plasma drive (or equivalent power
source) was scanned. Additionally, 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).

8.9.2 Chaos Voidship Profiles - 705


Chaos Idolator Destroyer Chaos Hellbringer Light Cruiser
Hull Integrity: 30 Detection: +10 Hull Integrity: 55 Detection: +20
Armour: 16 Sorcerers: - Armour: 18 Sorcerers: Wp 45, PR7
Speed: 10 Navigator: Per 40, +10 Per 40, +20,
Speed: 8 Navigator:
Manuever: +30 Crew Rating: 40 Talented
Void Shields: 1 Population: 100 Manuever: +15 Crew Rating: 40
Turret Rating: 1 Morale: 98 Void Shields: 1 Population: 100

Essential Components: Supplemental Components: Turret Rating: 1 Morale: 98


- Jovian Class 2 Drive - Augmented Retro-Thrusters Essential Components: Supplemental Components:
- Miloslav G-616.b Warp Drive - Lance Conduit Relays - Jovian Class 3 Plasma Drive - Plunder Holds
- 90.r Gellar Field - Prow Sunhammer Lance Weapon - Miloslav G-616.b Warp Drive - Slave Pens
- Single Void Shield Array - Dorsal Mars Macrocannon Battery - 90.r Gellar Field - Sorcerer's Tower
- Combat Bridge - Single Void Shield Array - Prow Bombardment Cannon
- L-12.b Life Sustainer - Invasion Bridge - Dorsal Hellus Macrocannon
- Pressed Crew Quarters - M-1.r Life Sustainer - Port Jovian Escort Launch Bay
- M-100 Augur Array - Pressed Crew Quarters - Starboard Jovian Escort Launch Bay
Weapon Components: - M-100 Augur Array - Keel Jovian Escort Launch Bay
Prow Sunhammer Lance Weapon Weapon Components:
(Lance, Range: 9 VU, Strength: 2, Damage: 1d10+3, Crit: 10) Prow Mounted Bombardment Cannon
(Macrocannon, Range: 4VU, Strength: 3, Damage: 1d10+6, Crit: 2)
Dorsal Mars Macrocannon Battery
(Macrocannon, Range: 6, Strength: 3, Damage: 1d10+2, Crit: 5) Dorsal Mounted Hellus Macrocannons
(Macrocannon, Range: 6VU, Strength: 4, Damage: 1d10+3, Crit: 4)
Special Rules:
Lance Conduit Relays (Idolator): This increases the Strength of a Prow Port & Starboard Mounted Jovian Escort Launch Bay
Mounted Lance Weapon by +1, which is already included in the default (Launch Bays, Strength: 1, Squadrons: Swiftdeath Fighters x1, Hell
Lance's profile. Talon Bombers x2)
Haste of the Damned (Miloslav G-616.b Warp Engine): Reduce the
duration of all warp passages by half. However, the voidship suffers Mo- Keel Mounted Jovian Escort Launch Bay
rale loss (and Population Loss on a failed Navigate (Warp) Test) every 3 (Launch Bays, Strength: 1, Squadrons: Dreadclaws x2, Kharybdis x1)
days instead of every 5.
Tainted Field (90.5 Gellar Field): Any Navigation Tests to pilot the ship Special Rules:
through the Warp gain a +10 bonus. However, subtract -20 from the re- Haste of the Damned (Miloslav G-616.b Warp Engine): Reduce the
sult of any rolls made on the Warp Travel Encounters table to reflect the duration of all warp passages by half. However, the voidship suffers Mo-
increased risk of Warp incident using this type of Gellar field. rale loss (and Population Loss on a failed Navigate (Warp) Test) every 3
Damage Control Station (Combat Bridge): As long as the bridge days instead of every 5.
remains undamaged, all Tech-Use Tests to repair the ship gain +10. Tainted Field (90.5 Gellar Field): Any Navigation Tests to pilot the ship
through the Warp gain a +10 bonus. However, subtract -20 from the re-
sult of any rolls made on the Warp Travel Encounters table to reflect the
increased risk of Warp incident using this type of Gellar field.
Improved Bombardment Directions (Invasion Bridge): All Ballistic
Skills Tests against planetary based targets gain a +10 bonus. Additional-
ly, ground-based forces in vox communication with a ship equipped with
an Invasion Bridge count as being equipped with a Multicompass.
Stale Air (M-1.r Life Sustainer): Increase all Morale loss by 1.
Death from Above (Bombardment Cannon): When in orbit, the
players gain +20 towards any Intimidate tests against planetary based
characters.
Destructive (Bombardment Cannon): If this weapon inflicts Critical
Damage, add 1 to the result rolled.
The Plunder of Worlds (Plunder Holds): Plunder Holds are vast cargo
bays designed to hold the looted remains of conquered planets. If this
ship is captured with this Component intact, it awards 1d5 Profit Factor.
New Hands (Slave Pens): These miserable, often over-capacity cage
holds are used to transport those unfortunate souls captured by the thous-
ands for Chaos warbands. If this ship is captured with this Component
intact, the ship immediately regains 1d10 lost Crew Population.
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.

8.9.2 Chaos Voidship Profiles - 706


Chaos Inferno Light Cruiser Chaos Murder Cruiser
Hull Integrity: 55 Detection: +20 Hull Integrity: 70 Detection: +10
Armour: 18 Sorcerers: Wp 45, PR7 Armour: 19 Sorcerers: Wp 45, PR 8
Per 40, +20, Per 40, +20,
Speed: 8 Navigator: Speed: 7 Navigator:
Talented Talented
Manuever: +15 Crew Rating: 40 Manuever: +5 Crew Rating: 40
Void Shields: 1 Population: 100 Void Shields: 2 Population: 100
Turret Rating: 2 Morale: 98 Turret Rating: 2 Morale: 98
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Jovian Class 3 Plasma Drive - Sorcerer's Tower - Jovian Class 4.5 "Warcruiser" Drive - Comparmentalized Plunder Holds
- Miloslav G-616.b Warp Drive - Prow Hecutor Plasma Battery - Miloslav G-616.b Warp Engine - Sorcerer's Tower
- 90.r Gellar Field - Port Sunsear Las-Broadside - Gellar Field - Auxiliary Plasma Banks
- Single Void Shield Array - Starboard Sunsear Las-Broadside - Multiple Void Shield Array - Prow Phased Plasma Battery
- Armoured Command Bridge - Port Sunhammer Lance Battery - Ship Master's Bridge - Port Ryza Plasma Broadside 1
- M-1.r Life Sustainer - Starboard Sunhammer Lance Battery - Vitae Pattern Life Sustainer - Starboard Ryza Plasma Broadside 1
- Pressed Crew Quarters - Pressed Crew Quarters - Port Ryza Plasma Broadside 2
- M-100 Augur Array - M-100 Augur Array - Starboard Ryza Plasma Broadside 2
Weapon Components: Weapon Components:
Prow Mounted Hecutor Plasma Battery Prow Mounted Titanforge Lance Battery
(Macrocannon, Range: 11, Strength: 3, Damage: 1d10+2, Crit: 4) (Lance, Range: 6, Strength: 2, Damage: 1d10+4, Crit: 3)

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 Mounted Sunhammer Lance Batteries Special Rules:


(Lance, Range: 9, Strength: 2, Damage: 1d10+3, Crit: 3) Haste of the Damned (Miloslav G-616.b Warp Engine): Reduce the
duration of all Warp passages by half. However, the voidship suffers Mo-
Special Rules: rale loss (and Population Loss on a failed Navigate (Warp) Test) every 3
Haste of the Damned (Miloslav G-616.b Warp Engine): Reduce the days instead of every 5.
duration of all Warp passages by half. However, the voidship suffers Mo- Master Plotting Table (Ship Master's Bridge): All Command, Operate,
rale loss (and Population Loss on a failed Navigate (Warp) Test) every 3 and Navigation Tests by crew on the Bridge gain a +5 bonus.
days instead of every 5. Improved Fire Direction (Ship Master's Bridge): All Ballistic Skill
Tainted Field (90.5 Gellar Field): Any Navigation Tests to pilot the ship Tests to fire shipboard weapons gain +10.
through the Warp gain a +10 bonus. However, subtract -20 from the re- The Plunder of Worlds (Compartmentalized Plunder Holds): These
sult of any rolls made on the Warp Travel Encounters table to reflect the vast cargo bays designed to hold the looted remains of conquered planets.
increased risk of Warp incident using this type of Gellar field. If this ship is captured with this Component intact, it awards 1d5 Profit
Enhanced Cogitator Relays (Armoured Command Bridge): As long Factor.
as the bridge remains undamaged, all Command Tests made aboard it and Disperse Storage (Compartmentalized Plunder Holds): If the vessel
all Ballistic Skill Tests to fire shipboard weapons gain a +5 bonus. is the subject of Focused Augury, the cargo is only identified with Four
Reinforced Armour (Armoured Command Bridge): If this Compo- Degrees of Success. Further, even if it is identified, the Component may
nent takes a Critical Hit or becomes damaged or unpowered, roll 1d10. not be targeted by a Critical Hit.
On a 6 or higher, the component is unharmed. Volatile Power (Auxiliary Plasma Banks): If this Component is ever
Warpcraft (Sorcerer's Tower): This Component allows the voidship Damaged, the ship containing it takes 1d5 damage directly to Hull Integ-
to perform Psychic Actions in voidship combat. The sorcerers can use rity, and its plasma drive is set on fire, and one set of Port and Starboard
powers from any Discipline except for Sanctic. Ryza Plasma Broadsides, or the vessel's Prow Titanforge Lance Battery
become Unpowered.
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.
Vapourisation (Ryza Plasma Broadside): When this Weapon Compo-
nent rolls a 1 or 2 on the Critical Hit Chart, it effects two Components
instead of one.

8.9.2 Chaos Voidship Profiles - 707


Chaos Carnage Cruiser Chaos Slaughter Cruiser
Hull Integrity: 73 Detection: +10 Hull Integrity: 68 Detection: +5
Armour: 20 Sorcerers: Wp 45, PR 8 Armour: 20 Sorcerers: Wp 45, PR 8
Per 40, +20, Per 40, +20,
Speed: 7 Navigator: Speed: 9 Navigator:
Talented Talented
Manuever: +5 Crew Rating: 40 Manuever: +5 Crew Rating: 40
Void Shields: 2 Population: 100 Void Shields: 2 Population: 100
Turret Rating: 2 Morale: 98 Turret Rating: 2 Morale: 100
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Jovian Class 4 Drive - Reinforced Interior Bulkheads - Scartix Engine Coil Drive - Barracks
- Miloslav G-616.b Warp Engine - Comparmentalized Plunder Holds - Strelov 2 Warp Engine - Sorcerer's Tower
- Gellar Field - Sorcerer's Tower - Gellar Field - Teleportarium
- Multiple Void Shield Array - Prow Phased Plasma Battery - Multiple Void Shield Array - Prow Mounted Destructor-Cannon
- Ship Master's Bridge - Port Mars Macrocannon Broadside - Ship Master's Bridge Battery
- Vitae Pattern Life Sustainer - Starboard Mars Macrocannon - Vitae Life Sustainer - Port Destructor-Cannon Broadsides
- Pressed Crew Quarters Broadside - Pressed Crew Quarters - Starboard Destructor-Cannon
- M-100 Augur Array - Port Phased Plasma Battery - M-100 Augur Array Broadsides
- Starboard Phased Plasma Battery - Port Titanforge Lance Battery
Weapon Components: - Starboard Titanforge Lance Battery
Prow Mounted Phased Plasma Battery Weapon Components:
(Macrocannon, Range: 12, Strength: 4, Damage: 1d10+1, Crit: 4) Prow Mounted Destructor-Cannon Battery
(Macrocannon, Range: 5, Strength: 3, Damage 1d10+3:, Crit: 5)
Port & Starboard Mounted Phased Plasma Broadside
(Macrocannon, Range: 12, Strength: 6, Damage: 1d10+1, Crit: 4) Port & Starboard Mounted Destructor-Cannon Broadsides
(Macrocannon, Range: 5, Strength: 6, Damage 1d10+3:, Crit: 5)
Port & Starboard Mounted Mars Macrocannon Broadside
(Macrocannon, Range: 6, Strength 6:, Damage: 1d10+2, Crit: 5) Port & Starboard Mounted Titanforge Lance Battery
(Lance, Range: 6, Strength: 2, Damage: 1d10+4, Crit: 3)
Special Rules:
Fire Direction Matrices (Carnage Hull): The long-range batteries of Special Rules:
the Carnage-class Cruiser are particularly dangerous when focused on Scartix Coil (Slaughter Hull): When performing the Adjust Speed or
a single foe. The Carnage gains a +5 bonus to all Ballistic Skill Tests to Adjust Speed and Bearing Manoeuvre, Slaughters always gains one
fire shipboard weapons if it is firing on one target (and one target only) additional Degree of Success (or gains 1d5 additional VU with the All
during that Strategic Turn. Ahead Full Order).
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.
Master Plotting Table (Ship Master's Bridge): All Command, Operate, Master Plotting Table (Ship Master's Bridge): All Command, Operate,
and Navigation Tests by crew on the Bridge gain a +5 bonus. and Navigation Tests by crew on the Bridge gain a +5 bonus.
Improved Fire Direction (Ship Master's Bridge): All Ballistic Skill Improved Fire Direction (Ship Master's Bridge): All Ballistic Skill
Tests to fire shipboard weapons gain +10. Tests to fire shipboard weapons gain +10.
The Plunder of Worlds (Compartmentalized Plunder Holds): These Reinforcements (Barracks): The ship gains +20 to all Command Tests
vast cargo bays designed to hold the looted remains of conquered planets. involving Boarding Actions and Hit & Run Actions.
If this ship is captured with this Component intact, it awards 1d5 Profit Warpcraft (Sorcerer's Tower): This Component allows the voidship
Factor. to perform Psychic Actions in voidship combat. The sorcerers can use
Disperse Storage (Compartmentalized Plunder Holds): If the vessel powers from any Discipline except for Sanctic.
is the subject of Focused Augury, the cargo is only identified with Four Surprise Strike (Teleportarium): Characters may make Hit & Run At-
Degrees of Success. Further, even if it is identified, the Component may tacks without using attack craft, as they travel directly to the heart of the
not be targeted by a Critical Hit. enemy vessel. When using the teleportarium to perform such an attack,
Warpcraft (Sorcerer's Tower): This Component allows the voidship the attacker receives +20 to his Command Test.
to perform Psychic Actions in voidship combat. The sorcerers can use
powers from any Discipline except for Sanctic.
Vapourisation (Phased Plasma Battery, Phased Plasma Broadside):
When this Weapon Component rolls a 1 or 2 on the Critical Hit Chart, it
effects two Components instead of one.

8.9.2 Chaos Voidship Profiles - 708


Chaos Devastation Cruiser Chaos Avenger Grand Cruiser
Hull Integrity: 70 Detection: +10 Hull Integrity: 90 Detection: +10
Armour: 20 Sorcerers: Wp 45, PR8 Armour: 21 Sorcerers: Wp 55, PR 10
Per 40, +20, Per 50, +20,
Speed: 7 Navigator: Speed: 5 Navigator:
Talented Talented
Manuever: +5 Crew Rating: 40 Manuever: +5 Crew Rating: 50
Void Shields: 2 Population: 115 Void Shields: 3 Population: 100
Turret Rating: 2 Morale: 98 Turret Rating: 3 Morale: 103
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Jovian Class 4 Drive - Bilge-Rat Quarters - Saturnine Class 5 Dive - Barracks
- Miloslav G-616.b Warp Engine - Combat Arena - Miloslav G-616.b Warp Engine - Chaos Temple
- Gellar Field - Pilot Clan Halls - Gellar Field - Sorcerer's Bastion
- Multiple Void Shield Array - Small Craft Repair Deck - Triple Void Shield Array - Port Jovian Launch Bay
- Ship Master's Bridge - Sorcerer's Tower - Warmaster's Bridge - Starboard Jovian Launch Bay
- Vitae Pattern Life Sustainer - Prow Turbo-Laser Destructor - Vitae Life Sustainers - Port Mars Macrocannon Broadside
- Pressed Crew Quarters Battery - Chaos Reaver Quarters - Starboard Mars Macrocannon
- M-100 Augur Array - Port Banefire Lance Broadside - M-201.b Augur Array Broadside
- Starboard Banefire Lance Broadside - Port Sunhammer Lance Battery
- Port Jovian Launch Bay - Starboard Sunhammer Lance Battery
- Starboard Jovian Launch Bay Weapon Components:
Weapon Components: Port & Starboard Mounted Jovian Launch Bays
Prow Turbo-Laser Destructor Battery (Launch Bays, Strength: 2, Squadrons: Swiftdeath Fighters x2, Doomfire
(Macrocannon, Range: 6VU, Strength: 4, Damage: 1d10+2, Crit: 5) Bombers x2, Dreadclaws x2)

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.

8.9.2 Chaos Voidship Profiles - 709


Chaos Repulsive Grand Cruiser Chaos Exorcist Grand Cruiser
Hull Integrity: 85 Detection: +10 Hull Integrity: 85 Detection: +15
Armour: 19 Sorcerers: Wp 55, PR 10 Armour: 20 Sorcerers: Wp 55, PR 10
Per 50, +20, Per 50, +20,
Speed: 5 Navigator: Speed: 4 Navigator:
Talented Talented
Manuever: +10 Crew Rating: 50 Manuever: +5 Crew Rating: 50
Void Shields: 3 Population: 100 Void Shields: 3 Population: 100
Turret Rating: 3 Morale: 103 Turret Rating: 3 Morale: 103
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Saturnine Class 5 Dive - Chaos Temple - Saturnine Class 5 Dive - Chaos Temple
- Miloslav G-616.b Warp Engine - Sorcerer's Bastion - Miloslav G-616.b Warp Engine - Pilot Clan Halls
- Gellar Field - Prow Mars Torpedo Tube - Gellar Field - Sorcerer's Bastion
- Triple Void Shield Array - Dorsal Voidsunder Lance Battery - Triple Void Shield Array - Port Jovian Launch Bay
- Warmaster's Bridge - Port Mars Macrocannon Broadside - Warmaster's Bridge - Starboard Jovian Launch Bay
- Vitae Life Sustainers - Starboard Mars Macrocannon - Vitae Life Sustainers - Port Mars Macrocannon Broadside
- Chaos Reaver Quarters Broadside - Chaos Reaver Quarters - Starboard Mars Macrocannon
- M-201.b Augur Array - Port Sunhammer Lance Battery - M-201.b Augur Array Broadside
- Starboard Sunhammer Lance Battery - Port Jovian Launch Bay
Weapon Components: - Starboard Jovian Launch Bay
Prow Mounted Mars Torpedo Tube Weapon Components:
(Torpedoes, Range: 10VU/60 VU, Strength: 6, Damage: 2d10+14, Integral Port & Starboard Mounted Jovian Launch Bays
Crit: 10, Terminal Penetration [3], Magazine of 42) (Launch Bays, Strength: 2, Squadrons: Swiftdeath Fighters x2, Doomfire
Bombers x2, Dreadclaws x2)
Dorsal Mounted Voidsunder Lance Battery
(Lance, Range: 12, Strength: 3, Damage: 1d10+5, Crit: 3) Port & Starboard Mounted Mars Macrocannon Broadside
(Macrocannon, Range: 6, Strength 6:, Damage: 1d10+2, Crit: 5)
Port & Starboard Mounted Mars Macrocannon Broadside
(Macrocannon, Range: 6, Strength 6:, Damage: 1d10+2, Crit: 5) Port & Starboard Mounted Jovian Launch Bays
(Launch Bays, Strength: 2, Squadrons: Swiftdeath Fighters x2, Doomfire
Port & Starboard Mounted Sunhammer Lance Battery Bombers x2, Dreadclaws x2)
(Lance, Range: 8, Strength: 2, Damage: 1d10+3, Crit:3)
Special Rules:
Special Rules: Haste of the Damned (Miloslav G-616.b Warp Engine): Reduce the
Cursed (Repulsive Hull): The advanced experimental warp drive of the duration of all warp passages by half. However, the voidship suffers Mo-
class creates unusual harmonics which can cause the Gellar Field to flic- rale loss (and Population Loss on a failed Navigate (Warp) Test) every 3
ker momentarily during warp transit, escalating navigational difficulties. days instead of every 5.
All rolls to resist Warp Travel Hallucinations as well as rolls on the Warp Fleet Command (Warmaster's Bridge): As long as the bridge remains
Travel Encounters table take a -10 penalty. undamaged, all Command Tests made by the ship’s commanding officers
Haste of the Damned (Miloslav G-616.b Warp Engine): Reduce the (any officer on the bridge) gain +10. In addition, any Operate and Navi-
duration of all warp passages by half. However, the voidship suffers Mo- gation Tests made by this vessel, allied vessels, and aeronautica within
rale loss (and Population Loss on a failed Navigate (Warp) Test) every 3 30 VUs gain +5.
days instead of every 5. For The Dark Gods! (Chaos Reaver Quarters): All Command Tests
Fleet Command (Warmaster's Bridge): As long as the bridge remains for the purpose of Boarding Actions and Hit & Run Actions gain a +10
undamaged, all Command Tests made by the ship’s commanding officers bonus. In addition, all sources of Morale loss are reduced by 1, to a
(any officer on the bridge) gain +10. In addition, any Operate and Navi- minimum of 1.
gation Tests made by this vessel, allied vessels, and aeronautica within Combat Ready (Pilot Clan Halls): Pilot Clan Halls grant a +5 bonus to
30 VUs gain +5. the Attack Craft Rating of all squadrons aboard a voidship.
For The Dark Gods! (Chaos Reaver Quarters): All Command Tests Greater Warpcraft (Sorcerer's Bastion): This Component allows the
for the purpose of Boarding Actions and Hit & Run Actions gain a +10 voidship to perform Psychic Actions in voidship combat. The sorcerers
bonus. In addition, all sources of Morale loss are reduced by 1, to a can use powers from any Discipline except for Sanctic. Any Psychic
minimum of 1. Actions that the sorcerers use have their range increased by 5 VUs (after
Greater Warpcraft (Sorcerer's Bastion): This Component allows the multiplication by their Willpower Bonus).
voidship to perform Psychic Actions in voidship combat. The sorcerers
can use powers from any Discipline except for Sanctic. Any Psychic
Actions that the sorcerers use have their range increased by 5 VUs (after
multiplication by their Willpower Bonus).

8.9.2 Chaos Voidship Profiles - 710


8.9.3 Craftworld Eldar Voidship Profiles
Possibly the oldest space-faring race in the galaxy, the Eldar were travelling among the stars while mankind was still learning to walk upright. Close
to human in appearance, Eldar tend to be taller and slimmer than the average Imperial citizen, with sharply-angled features and distinctive pointed
ears. They are best known for the sublime grace of their movements as well as possessing blindingly fast reflexes. A tremendously long-lived people,
with life-spans measured in centuries, the Eldar are also a slowly dwindling race. Their home world was lost long ago during the catastrophic col-
lapse of the Eldar civilisation, and they are now scattered across the galaxy, mostly dwelling on planet-sized spaceships known as Craftworlds.

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

8.9.3 Craftworld Eldar Voidship Profiles - 711


Craftworld Eldar Voidship Components
The Eldar's ships are of a greatly different nature than those of the Imperium, and are equipped with technologies far beyond the abilities of the
Adeptus Mechanicus to understand, much less duplicate. The hull of an Eldar ship is made not from adamantium plating, but from a material called
“wraithbone.” Molded by Eldar craftsmen known as Bonesingers, wraithbone is literally grown into what ever shape is needed, be it armour, weap-
ons, buildings, or kilometres-long voidships. Durable, difficult to damage, and even capable to a certain degree of self-repair, wraithbone is psychical-
ly active and on Eldar ships replaces the vox units and cogitators found on Imperial vessels.

Essential Components Supplemental Components


Solar Sails Macrocannons
Instead of crude plasma drives, the Eldar use vast solar sails to collect The Eldar disdain using shells and crude warheads on their starships, pre-
the light of the stars. These sails allow Eldar ships to move swiftly and ferring elegant and deadly laser and plasma-based macrocannons. These
securely, and are one of the reasons behind their impressive and unpar- potent weapons are devastatingly accurate.
alleled manoeuvrability. Small craft may only have a single solar sail,
while larger craft may have two or three, giving the ships the appearance Lances
of winged creatures. Similar in design to human lances, the Phantom Lance is used on smaller
vessels as it requires less energy to power. In contrast, the Pulsar Lance
Webway-Plotter fires a burst of high-intensity laser bolts. The energy requirements for
Possibly the greatest accomplishment of the Eldar is their ability to travel this weapon are tremendous, but a single Pulsar Lance can strike multiple
the galaxy without entering the warp. Instead, they utilise the “Webway,” devastating blows.
a network of warp tunnels dating back to when the Eldar were the sole
rulers of the galaxy. Capable of transporting anything from a single Eldar Torpedo Tubes
on foot to an entire space-borne battle fleet, the webway allows the Eldar Eldar torpedoes are equipped with holofields of their own, to ensure they
to slip in and out of Imperium space almost undetected. In addition, go undetected. In addition, they contain highly sophisticated tracking and
many webway tunnels have planet-side terminus points, allowing the targeting systems and are frighteningly effective at finding and hitting
Eldar to land almost anywhere they choose both quickly and safely. This their targets.
also means Eldar do not need to rely on the dubious mechanisms of a
warp engine or Gellar field.
Eldar may use a Webway-Plotter Component to enter or exit Attack Craft
the Webway if they are within 3VU of a Webway portal that can accomo- To complement their offensive weaponry, many Eldar vessels also carry
date the ship's size as part of a ship's movement. various forms of attack craft. These include Darkstar fighters, which
often serve as escorts for Eagle bombers. For atmospheric operations, the
Eldar utilise Nightwing fighters and Phoenix ground-attack craft. When
Wraithbone Armour the time comes to transport troops, the Vampire Raider is brought into
Eldar starships, when compared to the massive cruisers of the Imperium, play, along with the heavily-armed Vampire Hunter. Eldar starfighters
seem almost fragile. Their ships lack the thick plating, heavy prows, and are among the most advanced in the galaxy; the Darkstar is easily able to
bristling towers of Imperial Navy vessels, instead sporting long masts outrun and outmanoeuvre anything fielded by the Imperial Navy. In addi-
which support the vessel’s sail-like solar collectors. Their ships also have tion, Eldar attack craft possess holofields, making them nearly impossible
a sleeker shape, generally possessing rounded, almost oval hulls, and an to hit when they make their attack runs.
“organic” look (although nowhere near the quasi-insectoid appearance of
Tyranid vessels). Naval officers sighting Eldar voidships for the first time
often dismiss them as easy prey for Imperial macrobatteries and lances.
Nothing, however, could be further from the truth.
Wraithbone also manifests innate psychic shielding, partially
protecting the vessel (and its crew) against certain manifestations from
the void. All attempts to use a Psychic Action against an Eldar voidship
suffer a -20 penalty.

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).

8.9.3 Craftworld Eldar Voidship Profiles - 712


Craftworld Eldar Voidship Craftworld Eldar Special Rules
Specializations All Craftworld Eldar voidships are subject to the following rules:
Master Starfarers: The Eldar are some of the most skilled
voidfarers in existence and their ships are designed to make the most of
Ghostship their talents. Any Eldar vessel may re-roll any Operate Tests for Manoeu-
As the Eldar decline, and their numbers dwindle, some ships become vre Actions when made using the ship's Crew Rating.
near-abandoned. Certain craftworlds, notably Iyanden, place additional Path of the Warrior: When a Craftworld Eldar vessel engages
spirit stones on these ships, so that they may be piloted by the spirits of in a boarding action, it doesn’t send mere ratings into the fray. Instead,
the Eldars’ dead ancestors. These spirits may augment the operations well trained and well armed Eldar Aspect Warriors will lead the attack
of the remaining crew, or the ship may be crewed entirely by the dead (or defence). Thus, Craftworld Eldar receive +10 on any Command Tests
through the ship’s Infinity Circuit. However, in all cases, such vessels made as part of a Boarding Action and inflict 1d5+2 Crew Population
must be commanded by a council of Spiritseers, powerful Eldar psykers and 1d5+2 Morale Damage to enemy ships (representing the ease with
who has dedicated his powers to communing with the souls of the depart- which Aspect Warriors slaughter their foes).
ed. Limited Crew: The Eldar are not a numerous people and the
Restrictions: Any Wraithship or Dragonship size of their ship’s crews reflect this. In addition, many Eldar vessels are
Modifications: Lower the ship's Detection by -5. controlled in part (or whole) by an Infinity Circuit containing the souls of
Additions: A Ghostship cannot lose Crew Population or dead Eldar, further reducing crew requirements. All Eldar Crew Popula-
Morale, as there is no crew to lose. Due to the lack of crew, the Ghost tion losses are increased by one.
Dragon automatically fails Tests for Hit & Run Attacks and Boarding Ac- Dedicated Crew: Any given Eldar has seen centuries or even
tions by 1d5+2 Degrees of Failure, and cannot engage in such Extended millennia pass by. Thus, they are highly proficient in their duties and
Actions or Orders that would directly affect a crew. Additonally the ship difficult to rattle. Any time an Eldar ships loses Crew Morale, it loses 1
gains the ability to use Psychic Actions, with the council of Spiritse- less point of Morale (to a minimum of 1).
ers having a Willpower of 55 and a combined Psy Rating of 12. The
Spiritseers may use Psychic Actions from the Divination and Telepathy
Disciplines.

Craftworld Eldar Attack Craft


Craft Types Craft Rating Speed (VUs) Squadron Size Special Rules
Nightshade Interceptor
+30 10 20 -
(Light Fighter)
Darkstar Fighter
+15 12 20 -
(Light Fighter)
Nightwing Fighter
+30 12 10 -
(Heavy Fighter)
Phoenix Fighter
+20 12 10 -
(Heavy Fighter)
Eagle Bomber
+10 9 10 -
(Heavy Bomber)
Vampire Hunter
+20 12 10 -
(Heavy Bomber)
Vampire Raider
+20 12 10 -
(Heavy Assault)

8.9.3 Craftworld Eldar Voidship Profiles - 713


Eldar Hemlock Escort Eldar Nightshade Escort
Hull Integrity: 18 Detection: +20 Hull Integrity: 18 Detection: +20
Armour: 12 Astropaths: - Armour: 12 Astropaths: -
Speed: 15 Navigator: - Speed: 15 Navigator: -
Manuever: +40 Crew Rating: 40 Manuever: +40 Crew Rating: 40
Holofield: -20 Population: 100 Holofield: -20 Population: 100
Turret Rating: 0 Morale: 100 Turret Rating: 0 Morale: 100
Essential Components: Supplemental Components: Essential Components: Supplemental Components:
- Aetherglider Solar Sails - Prow Pulsar Laser - Aetherglider Solar Sails - Prow Comet Strike Torpedo
- Webway-Plotter - Webway-Plotter Launcher
- Holofield - Holofield - Dorsal Starcannon Cluster Battery
- Command Bridge - Command Bridge
- Eldar Life Sustainer - Eldar Life Sustainer
- Eldar Crew Quarters - Eldar Crew Quarters
- Sensor Array - Sensor Array
Weapon Components: Weapon Components:
Prow Pulsar Laser Prow Comet Strike Torpedo Launcher
(Lance, Range: 3, Strength: 1, Damage: 1d10+3, Crit: 3) (Torpedoes, Range: 10VU/40 VU, Strength: 2, Damage: 2d10+14,
Crit: 10, Terminal Penetration [3], Magazine of 12)
Special Rules:
Skeleton Crew (Hemlock Hull): The Hemlock’s crew is tiny, even for Dorsal Starcannon Cluster Battery
an Eldar ship. While it’s sufficient to operate the ship in combat, that’s (Macrocannon, Range: 4, Strength: 3, Damage: 1d10+2, Crit: 4)
about it. Thus, the Hemlock automatically fails Opposed Tests in Boar-
ding Actions with 1d5+1 Degrees of Failure Special Rules:
Sailing On The Solar Winds (Solar Sails): Ships equipped with Solar Skeleton Crew (Nightshade Hull): The Nightshade’s crew is tiny, even
Sails subtract one from their Speed value if they begin a Strategic Turn for an Eldar ship. While it’s sufficient to operate the ship in combat,
moving towards the nearest sun, use listed speeds while flying away, and that’s about it. Thus, the Nightshade automatically fails Opposed Tests in
add one to their Speed value when moving at a (roughly) right angle to Boarding Actions with 1d5+1 Degrees of Failure
it. However, this only applies within a solar system and can be ignored if Sailing On The Solar Winds (Solar Sails): Ships equipped with Solar
the vessel is in deep space. Sails subtract one from their Speed value if they begin a Strategic Turn
Supreme Manoeuvrability (Solar Sails): A ship with Solar Sails may moving towards the nearest sun, use listed speeds while flying away, and
interrupt its Manoeuvre Action at any point to perform a Shooting Ac- add one to their Speed value when moving at a (roughly) right angle to
tion. Once the Shooting Action is resolved, it must complete the remai- it. However, this only applies within a solar system and can be ignored if
nder of its Manoeuvre Action. The limit of one Shooting Action per turn the vessel is in deep space.
still applies. In addition, all Eldar vessels can make turns of 90 degrees, Supreme Manoeuvrability (Solar Sails): A ship with Solar Sails may
regardless of hull size. interrupt its Manoeuvre Action at any point to perform a Shooting Ac-
Pulsed Fire (Pulsar Laser): When an Eldar pulsar lance scores a hit, roll tion. Once the Shooting Action is resolved, it must complete the remai-
to hit again, applying the same bonuses and penalties. A pulsar lance can nder of its Manoeuvre Action. The limit of one Shooting Action per turn
score up three total hits when fired. still applies. In addition, all Eldar vessels can make turns of 90 degrees,
regardless of hull size.
Advanced Systems (Eldar Torpedo Launchers): All Eldar Torpedoes
use the rules for Seeking Torpedoes, granting a +30 bonus to Ballistic
Skill Tests to use them. These torpedo's integral holofields also negate
any Turret Rating bonuses the target ship would normally get when
attempting to shoot down in an incoming salvo.
Superior Accuracy (S

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy