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The Tempest 1.0 Only War

The document is a homebrew collection for the Only War RPG, detailing various character specialties, advanced specialties, regiment options, and rules for gameplay. It includes information on specialties such as Beast Handler, Forward Observer, and Junior Officer, along with their abilities, skills, and equipment. Additionally, it covers expanded rules for requisition, weapon creation, talents, and psychic powers, among other gameplay elements.

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Blue Banana
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0% found this document useful (0 votes)
72 views150 pages

The Tempest 1.0 Only War

The document is a homebrew collection for the Only War RPG, detailing various character specialties, advanced specialties, regiment options, and rules for gameplay. It includes information on specialties such as Beast Handler, Forward Observer, and Junior Officer, along with their abilities, skills, and equipment. Additionally, it covers expanded rules for requisition, weapon creation, talents, and psychic powers, among other gameplay elements.

Uploaded by

Blue Banana
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
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|1

The Tempest – Homebrew collection for Only War

Contents
Base Specialties ............................................................................................................................. 3
Beast Handler.............................................................................................................................. 3
Forward Observer ....................................................................................................................... 4
Grenadier..................................................................................................................................... 6
Junior Officer ............................................................................................................................... 7
Tactical Air Controller .................................................................................................................. 9
Advanced Specialties ................................................................................................................... 11
Tempestus Commissar ............................................................................................................. 11
Lord Commissar ........................................................................................................................ 12
Exemplar ................................................................................................................................... 13
Primaris Psyker ......................................................................................................................... 14
Battlemind.................................................................................................................................. 15
Sage .......................................................................................................................................... 16
Tempestor ................................................................................................................................. 17
Saboteur .................................................................................................................................... 18
Assault ....................................................................................................................................... 19
Warden ...................................................................................................................................... 20
Gunsmith ................................................................................................................................... 21
Pariah ........................................................................................................................................ 22
Hexorcist.................................................................................................................................... 23
Infiltrator ..................................................................................................................................... 24
Standard Bearer ........................................................................................................................ 25
Field Intelligence Officer............................................................................................................ 26
Moritus ....................................................................................................................................... 28
Death Cult Initiate ...................................................................................................................... 29
Expanded Regiment Options ........................................................................................................ 30
Home world or Origin ................................................................................................................ 30
Commanding Officer ................................................................................................................. 34
Regiment Type .......................................................................................................................... 35
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Training Doctrine ....................................................................................................................... 39


Special Equipment Doctrine...................................................................................................... 41
Drawbacks ................................................................................................................................. 44
Flame Weapon Righteous Fury Table.......................................................................................... 47
Requisition Rules .......................................................................................................................... 48
Weapon Creation Rules................................................................................................................ 51
Expanded Modifications and Upgrades........................................................................................ 59
Expanded Talents ......................................................................................................................... 66
Tier One Talents........................................................................................................................ 66
Tier Two Talents........................................................................................................................ 69
Tier Three Talents ..................................................................................................................... 75
Comrade Specialisms ................................................................................................................... 83
Expanded Orders .......................................................................................................................... 85
Expanded Armoury ....................................................................................................................... 87
Armours ..................................................................................................................................... 87
Weaponry .................................................................................................................................. 90
Archeotech .............................................................................................................................. 103
Ammunition.............................................................................................................................. 104
Party Magazine ....................................................................................................................... 109
Wargear ................................................................................................................................... 110
Drugs and Consumables......................................................................................................... 111
Expanded Qualities ..................................................................................................................... 117
Expanded NPC’s......................................................................................................................... 118
Expanded Vehicle Upgrades ...................................................................................................... 119
Expanded Vehicles ..................................................................................................................... 121
Vehicle Qualities and Universal Special Rules ....................................................................... 121
Expanded Psychic Powers ......................................................................................................... 130
Biomancy ................................................................................................................................. 130
Divination ................................................................................................................................. 132
Pyromancy............................................................................................................................... 133
Telekinesis............................................................................................................................... 134
Telepathy ................................................................................................................................. 136
Santic Daemonlogy ................................................................................................................. 138
Malefic Daemonlogy ................................................................................................................ 139
Frequently Asked Questions and House Rules ......................................................................... 140
Credits ......................................................................................................................................... 144
Other Works ................................................................................................................................ 146
Changelog ................................................................................................................................... 147
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Base Specialties
Beast Handler
Guardsman Speciality
Character Bonus: +5 Perception
Starting Aptitudes – Agility, Perception, Fieldcraft, Ballistic Skill, Weapon Skill, Finesse
Starting Skills – Survival, Scholastic Lore (Beasts)
Starting Talents – Double Team, Heightened Senses (Sight, Hearing), Weapon Training (Las OR
Solid Projectiles, Low-Tech)
Starting Equipment – Common Craftmanship Laspistol, Common Craftmanship Shock Maul
Wounds: 9+1d5
Advances – Always on Watch, Everybody’s Friend, Attack Dog

The Beast Handler has an alternative Comrade, the Beast. This Comrade can perform all orders that
do not require ranged attacks, talking, or advanced independent thinking. The form this Beast can
take is up to the player, but could include such things as Canids, Felines, Apidae, Reptiles or
anything else the player can think of. If for whatever reason you require Statistics, refer to the Beast
entry in the Expanded NPC’s section.

Always on Watch Passive (300xp) – The Beast Handler receives a +20 bonus to Awareness tests
when called upon to locate a hidden foe or object as long as the Beast Companion is within
cohesion distance. Further, if the player or anyone in his squad has the Rapid Reaction talent, they
may take their agility test at an Ordinary (+10) Agility Test instead of the usual Challenging (+0)
Agility Test.

Everybody’s Friend Passive (400xp) – The Beast Handler may reroll any failed Charm, Deceive, or
Commerce check as long as the Beast Companion is within cohesion. The Beast makes a cute
gesture, a distracting noise, or generally acts friendly enough for the offended party to forget, at least
temporarily, whatever faux pas the player has committed. This may be used a number of times per
session equal to the Beast Handlers Fellowship modifier but may not be used twice on the same
check.

Attack Dog Passive (400xp) – Lunging for thighs and tendons, the Beast Companion is able to
immobilize its handler’s foes. Whenever you perform the Close Quarters Order, your melee attacks
gain the (0) quality. Further, the target must roll an Easy (+30) Toughness Check or be affected by
the blood loss condition.
|4

Forward Observer
Support Speciality
Character Bonus: +5 Perception
Starting Aptitudes – Agility, Ballistic Skill, Fellowship, Perception, Fieldcraft, Knowledge,
Intelligence
Starting Skills – Awareness, Navigate (Surface), Scholastic Lore (Tactica Imperialis), Stealth OR
Tech Use,
Starting Talents – Artillerist, Weapon Training (Las OR Solid Projectile, Low-Tech), Vigilant OR
Heightened Senses (Sight)
Starting Equipment – Handheld Targeter, Magnoculars, Vox-Caster
Wounds: 8+1d5
Advances – Tireless Observer, Support Fire Mission, Saturation Fire Mission

Tireless Observer Passive (300xp) – With careful analysis and their Comrade’s help, the Forward
Observer can with ten minutes of studying roughly estimate any visible and non-hidden assets an
enemy may have within visual sight, this includes things like enemy positions, strong points, and
strategic assets such as ammo dumps, or command structures.

Support Fire Mission Order (Half Action) (Attack Subtype) (400xp) – The Forward Observer and his
Comrade feed targeting data to any nearby mortar teams, calling in a small fire mission to better
enable them to observe or traverse the battlefield.

As part of this order, the Forward Observer chooses which of the following options to request;
- Frag (2d10 X; Pen 3; Blast (5), Tearing) - Scatter (1d10+3 R; Pen 0; Blast (10))
- Incendiary (1d10+3 E; Pen 6; Blast (3), Flame) - Smoke (2d10 I; Pen 0; Smoke (9))
- Krak (3d10+6 X; Pen 8; Concussive (2), Proven - Starflare (Illuminates scene for one minute)
(2))

Once chosen, the Artillery Spotter makes a Challenging (+0) Ballistic Skill Test and indicates a
point (and not a character) on the battlefield within line of sight. At the start of their next turn, a
mortar round hits near the designated position, roll on the Scatter Diagram to determine direction, it
scatters by 2d5 meters, minus one meter for every Degree of Success on the Ballistic Skill Test, to a
minimum of one.
Other alternate mortar rounds can be requisitioned as normal and can be deployed via this system.
|5

Annihilation Fire Mission Order (Full Action) (Attack Subtype) (500xp) – The Forward Observer
and their Comrade coordinates with a nearby artillery battery to call in a more substantial volley of
fire on their target.
As part of this order the Forward Observer chooses which of the following options to request, each
will modify the difficulty of the following test;

- Earthshaker (4d10+10 X; Pen 8; Blast (20), - Manticore Missile (4d10+12 X; Pen 12; Blast
Concussive (3)) (-20 to Test) (25), Concussive (5)) (-30 to Test)
- Heavy Mortar (3d10 X; Pen 5; Concussive (3), - Siege Shell (2d10+6 X; Pen 10; Concussive (2),
Blast (8)) Blast (3)) (-10 to Test)
- Infernus (2d10+4 E; Pen 2; Blast (8), Flame) - Storm Eagle (6d10 X; Pen 4; Blast (10)
(-10 to Test) Concussive (6)) (-20 to Test)

- Deathstrike (10d10 E; Pen 30; Annihilating (5), Blast (50)) (-60 to Test)

The Forward Observer makes a Difficult (-10) Ballistic Skill Test and indicates a point (and not a
character) on the battlefield within line of sight. In 1d5-1 Rounds (Minimum one) at the start of the
Forward Observers turn, a single shot from the requested artillery platform will land near the
designated position; roll on the Scatter Diagram, the round will scatter 20 meters, minus two for
every Degree of Success on the Ballistic Skill Test, to a minimum of one.
Each time this ability is used the difficulty of calling in the next Annihilation Fire Mission increases by
a further -10 to the Ballistic Skill Test. This penalty lasts per mission, and resets to default at the start
of a new mission.
|6

Grenadier
Guardsman Speciality
Character Bonus: +5 Strength
Starting Aptitudes – Ballistic Skill, Fieldcraft, Finesse, Offence, Perception, Strength
Starting Skills – Athletics, Common Lore (Tech), Tech Use OR Sleight of Hand
Starting Talents – Pitcher, Weapon Training (Las OR Solid Projectile, Launcher, Low-Tech), Modify
Payload OR Calculated Barrage
Starting Equipment – Deadspace Earpiece and Regimental Standard Issue Weapon with Auxiliary
Grenade Launcher Upgrade, Three Frag Grenades, Two Krak Grenades OR Five Frag Grenades
and Three Krak Grenades
Wounds: 10+1d5
Advances – Preferred Pineapples. Flush ‘Em

Preferred Pineapples Passive (200xp) – Every regiment has their particular grenade doctrines,
typically as either an assault, or to flush enemies out from hiding, but one thing is always true. You
always want more of them.
When this advance is taken, the Grenadier selects one specific type of Grenade with a rarity of
Scarce or less. They, and everyone else in their squad, gains one as part of their standard
equipment. In addition, the Grenadier can choose to bring in one extra Smoke Grenade, Stun
Grenade, or Photon Flash Grenade.
If there are multiple Grenadiers in the squad, each one must choose a different grenade to grant to
the squad as bonus equipment.

Flush ‘Em Order (Comrade Half Action) (400xp) – With a combination of covering fire and careful
aim, the Grenadier and his Comrade use the blast of a grenade to force a target out of cover.
The next time the Grenadier attacks with a damaging grenade, after the damage is resolved all
characters still within the blast area are knocked back to the edge of the blast radius. Any character
that’s movement would be stopped by hitting a solid object take 1d10+X Impact, where X equal to
the Blast quality of the triggering grenade.
If this movement would force a character into a hazardous situation, such as falling off a cliff or
moving into hazardous terrain, they may make a Challenging (+0) Agility Test to stop the
movement just before they reach the hazard.
|7

Junior Officer
Support Speciality
Character Bonus: +5 Intelligence
Starting Aptitudes – Fellowship, Fieldcraft, Knowledge, Leadership, Offence OR Defence, Social
Starting Skills – Common Lore (Imperial Guard), Scholastic Lore (Tactica Imperialis), Logic
Starting Talents – Total Recall OR Combat Formation, Weapon Training (Las OR Solid Projectile,
Chain, Low-Tech),
Starting Equipment – Good Craftsmanship Laspistol OR Good Craftsmanship Autopistol,
Chainsword OR Good Craftsmanship Common Low-Tech Weapon with Mono Upgrade
Wounds: 7+1d5
Advances – Reinforcements, Squad Gunners, Tactica Imperialis Primer

The Junior Officer only has one Comrade, their Second in Command. They also start with three
other specialized Comrades called Soldiers, in their own Unit. All Comrade’s gained through
Reinforcement, or any other Advancement are considered to be Soldiers, a generic sub-type of
Comrade that can not interact with any other rule that interacts with Comrades.

While the Junior Officer is leading their Unit, they are only hit on a roll of Doubles, else it is assumed
that a Soldier was instead hit by the shot. A Soldier is assumed to have the regiment’s standard
armor and a Toughness Bonus of three, along with two wounds. Any damage that penetrates their
Armor and Toughness deals one wound, if the damage is more than double their Armor and
Toughness, it deals two wounds.

For every four Soldiers (including their Second in Command) the Junior Officer has, they may make
one more action with the Attack Subtype for free, using their regiment’s standard issue weapon and
using the Junior Officer’s Ballistic Skill or Weapon Skill. Instead of attacking in this manner, you can
instead gain a bonus of +3 to a Ballistic Skill Check or Weapon Skill Check for every Soldier
assigned to you.

A Junior Officer can assign up to four Soldiers to follow any other Player Character, and follow their
orders. In that case the Player Character who they are assigned to can make the extra action
instead of the Junior Officer, gains the benefit of their protection, and any other effects that would
normally affect the Junior Officer.

Reinforcements Passive (100xp) – The vast majority of the Astra Militarum’s regiments function
best in large numbers, where they can outmaneuver the enemy and then drown them in massed
firepower.
Each time the Junior Officer takes this Advance, they may gain another Soldier added to their Unit.
This Advancement may be taken any number of times, so long as the Unit never exceeds twelve
members total.
|8

Squad Gunners Passive (200xp) – All but the most desperately under-armed or tactically uncreative
Astra Militarum regiments field special or heavy weapon troopers of some kind.

Each time the Junior Officer takes this Advance, they may replace one Soldier in their Unit with a
Gunner. Each Gunner may equip either the regiment’s Favored Heavy Weapon or Favored Basic
Weapon. If they select the regiment’s Favored Heavy Weapon, one additional Soldier will be
replaced with a Loader, so long as they live a Gunner with a Heavy weapon can fire in the same turn
they moved. If the Loader dies the Gunner can only operate at half effectiveness, and suffers a -20
Penalty to their Ballistic Skill Checks when firing their respective weapon, and can not fire the
weapon in a turn in which they have or will move.

For each Gunner the Junior Officer has, they made instead replace one of the attacks granted by
their Unit with the relevant Favored Heavy or Basic weapon, in place of the typical regimental
Standard Issue weapon.

With the GM’s approval, you may select any Heavy or Basic weapon of your choice, subject to
availability and how much Requisition you are willing to invest into your Unit. This Advancement can
be taken up to two times.

Tactica Imperialis Primer Passive (300xp) – As a Junior Officer gains in confidence and
experience on the battlefield, they become more comfortable in directing the actions of their men to
greater tactical effect.
When the Junior Officer purchases this Advance, they gain the ability to use one of the following Unit
Orders.

- Suppressive Fire (Replace one of the attacks granted by the Unit with a Suppression action,
this counts as a Full-Auto Suppression even if the Standard Regimental weapon is only
capable of Single Shots or Semi-Auto Bursts.
- Double Time (Replace one of the attacks granted by the Unit with a free Full Action move,
any action with the attack subtype made during this turn suffer from a -5 penalty)
- Charge! (The Unit can move an additional amount on their Charge equal to their Agility
Bonus, and gain an additional +10 Bonus to any subsequent Weapon Skill Tests this turn,
but can not make any Ballistic Skill Checks this turn)
- First Rank Fire, Second Rank Fire (If the Unit does not move this turn, you can re-roll one
failed Ballistic Skill Test that it makes during this turn)
- Incoming! (When the Unit is the target of a Ranged Attack, as a reaction they can take cover
and receive 3 AP of cover to all locations until the start of their next turn. The unit has a -5
Penalty to all Ballistic Skill and Weapon Skill Tests until the end of their next turn)
-
Whenever the Junior Officer wishes to use one of these abilities, they must pass a Challenging (+0)
Scholastic Lore (Tactica Imperialis) Check, on a success they can use one of the abilities they
have learned. Each Unit Order affects all members of a Junior Officer’s Unit, even those not under
their direct command. This Advance may be taken up to five times, and the same ability can not be
purchased more than once.
|9

Tactical Air Controller


Support Speciality
Character Bonus: +3 Fellowship, +3 Perception
Starting Aptitudes – Ballistic Skill, Defence, Fellowship, Tech, Offence, Perception
Starting Skills – Awareness, Common Lore (Imperial Navy), Navigate (Surface) OR Logic
Starting Talents – Peer (Imperial Navy), Foresight OR Combat Sense, Weapon Training (Las OR
Solid Projectile, and Low-Tech)
Starting Equipment – Good Craftsmanship Micro-bead, Magnoculars, Naval Pistol OR Heavy
Laspistol
Wounds: 6+1d5
Advances – Aerial Reconnaissance, Strafing Run, Strike Mission

Aerial Reconnaissance Passive (200xp) – The Tactical Air Controller, being the man on the ground
for the Imperial Navy has access to maps and low tier intelligence reports from reconnaissance
planes, orbital satellites, and loitering vessels.
In any area that the Imperial Navy has scanned the Tactical Air Controller gains a bonus to their
Awareness equal to five times their Intelligence Bonus. This bonus may not apply against enemies,
threats, and structures purposefully obscured or hidden against observation.
They can also use Logic with a +10 Bonus in place of Awareness to read maps and other
informational displays to attempt to determine enemy movements, force concentrations, and
strategic assets.
So long as these maps are up to date, the Tactical Air Controller can reroll any failed Navigate
(Surface), Awareness, or their own special use of Logic a number of times per mission up to their
Intelligence Bonus plus one. This resets whenever a new mission starts, or whenever the GM deems
it narratively appropriate.

Strafing Run Order (Half Action) (300xp) – The main role of the Tactical Air Controller is calling in
air strikes, and these most commonly manifest as strafing runs by whatever Imperial fighter craft are
in the area. Though these attacks are seldom damaging enough to seriously harm large targets, they
are excellent for breaking up and disrupting infantry.
The Tactical Air Controller makes a Difficult (+0) Navigate (Surface) Check, further modified by
what weapon run he requests, on a success requests either a Low-Altitude or High-Altitude strafing
run on his chosen coordinates.

- A Low-Altitude strafing run covers an area 10 meters wide by 30 meters long and forces the
enemy to make a Very Hard (-30) Pinning Check.
- A High-Altitude strafing run covers an area 30 meters wide by 90 meters long and forces the
enemy to make a Difficult (-10) Pinning Check.

The difficulty of this test is further modified by the requested weapon strikes:

- Heavy Bolter (2d10+8 X; Pen 5; Tearing) - Autocannon (3d10+8 I; Pen 6) (-15 to Test)
- Heavy Stubber (1d10+4 I; Pen 2) (+10 to - Multi-Laser (2d10+10 E; Pen 2) (-5 to Test)
Test)
At the start of their next round, the chosen area is strafed by a nearby fighter, and the enemies must
roll the Pinning check. Any enemy that fails this check by more than four Degrees of Failure
immediately takes a single hit to their Body location. If used against a formation, this ability deals
one hit for each Degree of Failure.
After every successful use of this ability, the difficulty to call in the next strike increases by -10, to a
maximum of -40, this resets whenever a new mission starts, or whenever the GM would find it
appropriate.
| 10

Strike Mission Order (Full Action) (500xp) – When heavily armored foes rear their heads, the
Tactical Air Controller direct the Imperial Navy’s Avengers and Thunderbolts to reduce them to ruin.
The Tactical Air Controller makes a Hard (-10) Navigate (Surface) Check, further modified by what
weapon run he requests, on success he may select a number of Vehicles or characters of Size
Hulking (5) or larger, or a number of points on the terrain, within line of sight equal to their Degrees
of Success.

- Lascannon (5d10+10 E; Pen 10; Proven (3)) - Krak Missile (3d10+8 X; Pen 8; Concussive
(-20 to Test) (3) Proven (2))
- Multiple Rocket Pod (2d10+2 X; Pen 2; Blast - Viper Missiles (2d10+6 X; Pen 10; Blast (2))
(5)) (+5 to Test)
(Select DoS*2 Targets)
- Hellstrike Missile (3d10+7; Pen 7; Blast (5) - Lance Bomb (3d10+10 X; Pen 15; Proven (3),
(-5 to Test) Concussive (3), Blast (6)) (-20 to Test)

In two round’s time, at the start of the Tactical Air Controller’s turn if they are still out in the open,
each of the selected targets must pass a Hard (-20) Dodge or Operate (Surface) Test or take one
hit from the chosen weapon system to the Body, or Side Facing, plus one extra hit for every three
Degrees of Failure.

After every successful use of this ability, the difficulty to call in the next strike increases by -10, this
resets whenever a new mission starts, or whenever the GM would find it appropriate.
| 11

Advanced Specialties
Tempestus Commissar
Prerequisite - Commissar

New Aptitudes - Fellowship, Leadership, Agility, Finesse, Fieldcraft, Weapon Skill, Perception,
Knowledge

New Talents - Quickdraw and Takedown OR Rapid Reaction

Specialist Equipment - Best Craftmanship Warknife OR Good Craftmanship Chainsword OR


Common Craftmanship Power Weapon, Good Craftsmanship Hotshot Laspistol OR Good
Craftmanship Emperor's Will Laspistol OR Good Craftmanship Bolt Pistol OR Common
Craftmanship Plasma Pistol, Ryza Pattern Stormtrooper Carapace Armour, Hat of Office, Coat of
Office.

Advances – Double Time, Tactician

Double Time Sweeping Order (Half Action) (300xp) - The Tempestus Commissar drives his charges
on toward the objective. For two rounds, or five minutes of narrative time, the squad gains Unnatural
Agility (3). This effort tires the soldiers however, imposing a -10 penalty to tests for the turn after, or
a level of fatigue if used to hustle during narrative time.

Tactician Free Action (300xp) – The Tempestus Commissar knows the most important interaction
with anything is the first one and can urge his men forward at that key point. Prior to initiating a
surprise round in Combat, the Tempestus Commissar may make a Challenging (+0) Scholastic
Lore (Tactica Imperialis) Test and add the Degrees of Success as a bonus to damage for all allies
for the duration of the Surprise Round.
| 12

Lord Commissar
Prerequisite - Commissar

New Aptitudes - Fellowship, Leadership, Social, Intelligence, Knowledge, Perception, Fieldcraft

New Talents - Heroic Inspiration and Radiant Presence OR Munitorum Influence

Specialist Equipment - Hat of Office, Coat of Office, Best Craftsmanship Carapace Breastplate,
Good Craftsmanship Chain Weapon OR Common Craftmanship Power Weapon, Good
Craftsmanship Bolt Pistol OR Common Craftsmanship Plasma Pistol OR Good quality Hotshot
Laspistol

Advances - Aura of Discipline, Inspire Terror

Aura of Discipline Passive (500xp) – Having been trained and tested in the theater of war, the Lord
Commissar knows how to instill fear in even veteran guardsmen, and how sometimes a stern glare
may be all that’s required. Allies within 30m may use the Lord Commissar's Fellowship score for the
purpose of Fear and Pinning tests, if it is better than their Willpower.

Inspire Terror Passive (400xp) – Fear is as valuable a weapon as any bolt pistol or chainsword, it’s
just that the men on your side know what you are capable of when you threaten them, and your
enemies doesn’t yet know. The Lord Commissar acquires Fear (1) for both allies and enemies. If the
Lord Commissar already possesses galvanizing presence, he counts as Fear (1) to enemies and
Fear (3) for allies.
| 13

Exemplar
Prerequisite - Commissar

New Aptitudes - Weapon Skill, Toughness, Ballistic Skill, Strength, Fellowship, Offence, Defence

New Talents - Sure Strike and Deadeye Shot OR Combat Master

Specialist Equipment - Best Craftmanship Light Carapace Armour, Common Craftmanship Power
Weapon OR Good Craftmanship Chain Weapon, Good Craftmanship Bolt Pistol OR Common
Craftsmanship Plasma Pistol OR Good Craftmanship Hotshot Laspistol, Hat of Office, Coat of Office

Advances - Dread, Challenge

Dread Half Action (500xp) – An Exemplar can perform a Challenging (+0) Intimidate Test. On a
success any enemy within their Fellowship Bonus times five meters will suffer a -10 Penalty to their
Weapon Skill Tests unless they are directly engaging the Exemplar. This is a fear-based effect and
can be opposed with a Terrify Test from an enemy, competing against the Exemplar’s total Degrees
of Success. This ability automatically activates the first time per encounter that the Exemplar triggers
a Righteous Fury with a Weapon Skill Test.

Challenge Free Action (400xp) – Once per encounter, the Exemplar may issue a challenge to an
individual enemy, who must be of Elite or Master level. If he makes a successful Challenging (+0)
Intimidate Test - opposed by the enemy's Willpower - the enemy is forced to engage him in a duel.
If he beats their test by more than their Willpower Bonus, the enemy suffers -10 to their Weapon Skill
Checks.

The enemy may only target the Exemplar and so long as the duel continues, all allies who are aware
of the spectacle gain a +10 bonus to all Ballistic Skill, Weapon Skill and Willpower Tests. Anyone
friendly to the Exemplar interfering with this duel immediately cancels the effects of Challenge. If the
Exemplar wins this duel, this ability refreshes for the encounter, and he may make another. If not,
the ability resets at the start of a new encounter.

Some enemies may not accept a challenge, such as a Tau Shas'o, or a Tyranid. In such cases,
discretion ultimately rests with the GM.
| 14

Primaris Psyker
Prerequisite - Psyker

New Aptitudes - Willpower, Psyker, Offence, Intelligence, Ballistic Skill, Finesse, Perception

New Talents – Resistance (Fear) and Favoured By The Warp OR Jaded

Specialist Equipment - Psychic Hood, Force Staff, Psy Focus

Advances - Improve Psy Rating (As Sanctioned Psyker), Magnitude, Talent Manifested

Magnitude Passive (500xp) – With hard-fought experience in the field, the Primaris Pysker can draw
even further from the empyrean. The Primaris Psyker gains the ability to push above and beyond his
limitations, though with this come increased risks. He may now push as far as 5 instead of 3.

Talent Manifested Passive (500xp) – Knowing their own rites as easily as the back of ones hand,
the Primaris Pysker can confidently test all his own abilities by now, and can now more reliably
manifest powers. The Primaris Pysker reduces the chance for an auto-failure for a manifestion from
90+ to 96+.
| 15

Battlemind
Prerequisite - Psyker

New Aptitudes - Willpower, Psyker, Weapon Skill, Strength, Offence, Toughness, Defence

New Talents - Combat Sense and Meditation OR Strong-Minded

Specialist Equipment - Force Weapon, Psy Focus, Common Craftsmanship Light Carapace

Advances - Improve Psy Rating (As Sanctioned Psyker), Combat Seer, Psywave

Combat Seer Passive (250xp) – Attuning to the warp in the field is always a risky business, but the
echos and thought of what may happen can bring the Battlemind just a little extra warning. A
Battlemind may use their Willpower as the test characteristic for the purpose of Dodge or Parry tests.
They always count as trained in either of the skills and gain a +10 Bonus to the tests, so long as they
use their Willpower characteristic for the test.

Psywave Full Action (400xp) - Such is the anger and hatred built up in the Battlemind that he has
learned to charge this into a psychic shockwave. Every character within metres equal to the
Battlemind's Psy Rating are blasted away, and suffer 1d10 + Psy rating impact damage, ignoring
Armour, but not Toughness.
This ability can be influenced by fettering or pushing like a normal Psychic Power and requires a
Challenging (+0) Psychic Focus Test.
| 16

Sage
Prerequisite - Psyker

New Aptitudes - Willpower, Psyker, Intelligence, Knowledge, Perception, Fellowship, Social

New Talents - Warp Sense and Foresight OR Infused Knowledge

Specialist Equipment - Psychic Hood, Force Staff, Psy Focus

Advances - Improve Psy Rating (As Sanctioned Psyker), Psyshield, Absolute Focus

Psyshield Reaction (400xp) - On the battlefield, a Sage is protected by his peers from physical
hazards, and in kind returns the favour against Psychic Hazards. As a reaction, the Sage can
intercept any psychic power intended for one of his allies within line of sight, making the appropriate
checks to resist it and receiving a +10 Bonus to the test. If they fail this test, they reduce any
damage they would receive equal to their Psy Rating, but otherwise act as if they were the initial
target.

Absolute Focus Passive (500xp) - The Sage may sustain up to their Intelligence Bonus in extra
powers without a reduction of their Psy Rating, due to their mastery of concentration. They still suffer
the penalty for Psychic Phenomena for each extra power maintained.
| 17

Tempestor
Prerequisite - Stormtrooper

New Aptitudes - Fellowship, Leadership, Agility, Weapon Skill, Finesse, Fieldcraft, Toughness

New Talents - Combat Formation and Resistance (Fear) OR Unshakeable Faith

Specialist Equipment - Ryza Pattern Stormtrooper Carapace Armour, Good Craftsmanship Chain
Weapon OR Common Craftmanship Power Weapon, Good Quality Hotshot Laspistol OR Good
Quality Bolt Pistol OR Common Quality Plasma Pistol

Advances - Directed Firestorm, Precision Doctrine, Rookie

Directed Firestorm Sweeping Order Free Action (400xp) - The Tempestor passes on his
Stormtrooper training to less experienced squadmates, leading them to unleash a barrage of fire on
the designated targets.
Once per encounter, any player character who has their Comrade in cohesion when this order is
issued may choose to attack twice in a single turn, in lieu of taking any other actions. They may still
take Reactions as necessary.

Precision Doctrine Sweeping Order Full Action (500xp) - The Tempestor instructs his charges to
pick their targets, aiming for vital areas and scaring the opposition into cover. When issuing this
order, players with Comrades in cohesion gain the Accurate quality on Non-Scatter, Non-Spray
Pistol and Basic Weapons fired in Single Shot mode, and the targeted enemies must make a -20
Pinning test.

Rookie Passive (400xp) - The Tempestor gains a Rookie Stormtrooper to mentor. The Rookie
functions as a normal Comrade for all intents and purposes. This advance may only be taken once,
but the extra Comrade this ability grants can stack with the House Rule for “Comrade-less
Specialities”, so long as that Comrade was purchased before they became a Tempestor.
| 18

Saboteur
Prerequisite - Stormtrooper

New Aptitudes - Agility, Finesse, Fieldcraft, Intelligence, Tech, Ballistic Skill, Toughness

New Talents - Technical Knock and Modify Payload OR Stealth Sniper

Specialist Equipment - Ryza Pattern Stormtrooper Carapace Armour, Good Craftsmanship Hotshot
Lasgun OR Common Craftsmanship Hephaestus-Pattern Stalker Bolter OR Common Craftsmanship
Hotshot Longlas, One Melta Bomb, 5kg Demolition Charges

Advances - Elimination Protocol, Destructive Expertise

Elimination Protocol Passive (500xp) - A Saboteur may, when attacking an unaware or surprised
target, choose to apply the Elimination Protocol. On a successful hit, the Saboteur rolls an additional
Weapon or Ballistic Skill test as appropriate and applies Concussive (X-2) to their attack, where X is
the Degrees of Success, to a minimum of 1. This ability does not function if the second test fails.

Destructive Expertise Passive (400xp) - The Saboteur increases their penetration when using
explosives planted using the Demolitions special use of the Tech-Use skill by a value of double their
intelligence bonus. I.E. A Saboteur with 43 Intelligence increases their penetration with such
explosives by 8.
| 19

Assault
Prerequisite - Stormtrooper

New Aptitudes - Toughness, Defence, Agility, Finesse, Offence, Weapon Skill, Ballistic Skill

New Talents - Nerves of Steel OR True Grit

New Trait - Sturdy

Specialist Equipment - Ryza Pattern Stormtrooper Carapace Armour, Good Quality Suppression
Shield, Common Craftsmanship Power Maul, Best Craftmanship Combat Shotgun OR Good
Craftsmanship Boltgun OR Common Craftmanship Meltagun OR Good Craftmanship Hotshot
Lasgun

Advances - Executioner, CQB Specialist

Executioner Free Action (500xp) - After performing a successful Takedown, the Assault may
perform a free point-blank shot or melee attack with any one weapon with which they are currently
equipped with. This ability cannot be used in cohesion with Swift Attack, Lightning Attack, or a Called
Shot.

CQB Specialist Reaction (500xp) - When an enemy closes to point-blank range with the Assault
trooper, the Assault may make a free reaction attack - bypassing the normal rule concerning multiple
attacks per round - with any one firearm which he has in hand at the time.
| 20

Warden
Prerequisite - Ogryn

New Aptitudes –Defence, Offence, Strength, Toughness, Weapon Skill, Willpower

New Talents – Guardian and Strong Minded OR Vengeful Protector

Specialist Equipment – Common Craftmanship Carapace Chestplate and Helm, Good


Craftsmanship Slab Shield, Good Craftmanship Ripper Gun with the Mono Upgrade OR Common
Craftmanship Heavy Stubber and Common Craftmanship Warknife, 3 Frag Grenades
Advances – Quick to Anger, Walking Cover, All Muscles

Quick to Anger Passive (400xp) – Whenever an enemy triggers your Vengeful Protector or
Guardian talent, you gain a +10 bonus to all Weapon Skill and Ballistic Skill Tests made against
them until they are dead or someone else triggers those talents. You also find it difficult to back
down from a fight against someone who has hurt your friends and must pass an Ordinary (+10)
Willpower Test to retreat or surrender when fighting them, unless massively outnumbered or
outclassed.

Walking Cover Reaction (400xp) – As a reaction against an attack made against a friendly within
your Agility Bonus in metres or that crosses through your zone of control, the Ogryn may interpose
their shield in the way of an incoming attack, adding its armor rating to the armor total of the
intended target.

All Muscles Passive (300xp) – The Warden thanks to their prodigious bulk and strength can wield
any normally two-handed weapon that they can normally use with only one hand, regardless of its
weight or bulk, but suffer a -10 to Ballistic Skill or Weapon Skill tests when using a weapon meant for
both hands in only one, and the weapon gains the Unwieldy or Inaccurate qualities if they didn’t
already have them.
| 21

Gunsmith
Prerequisite – Guardsman OR Tech-Priest, GM’s approval

New Aptitudes – Agility, Fellowship, Finesse, Intelligence, Social, Tech

New Talents – Peer (Underworld) and Unremarkable OR Modify Payload

Specialist Equipment – Common Craftmanship Combi-tool, Auto-quill, Previous Specialities


weapon with 3 weapon customizations

Advances – Concerted Tinkerer, Beguiling Nature

Concerted Tinkerer Special (500xp) – Over the course of days of diligent labor and careful hiding
from authorities, a Gunsmith is able to perform technological miracles with their, or anyone else’s
weapons. A character with this advancement is not restricted from customizing weapons outside of
the regimental standard. Further, if a character is able to dedicate 4 hours a day to a task, they may
make a Very Hard (-30) Trade (Armorer) Check, with a cumulative +10 bonus for the number of
days elapsed. You can not spend a Fate Point to add +30 to the roll, but can spend them to re-roll a
failed roll. If the player fails by a number of degrees equal to or greater than their Intelligence
Modifier, the weapon is destroyed in their attempts to modify it, and eyebrows are sure to be raised.
If the player succeeds, they may spend their Degrees of Success as if they were designing a Variant
Weapon from the Weapon Customization Tables. All modifications you make are overall subject to
approval by the GM. A weapon must be maintained each week for an hour to make sure it maintains
it's stability, if the Gunsmith is unable to do this, the weapon is treated as if it were broken.

Beguiling Nature (300xp) – The Gunsmith has gained a reputation for being able to find, and
barring that make, items that are of special interest to not only them or their squad, but the regiment
at large. The Gunsmith receives a +10 bonus on any Logistics Test to acquire either parts for the
crafting of an item, weapon upgrades, or specialist ammo. Further, if the player is placed under
investigation or any other serious consequence for their actions regarding Tech Heresy, they may
call in favors with higher ranked individuals they’ve met in their dealings. The player spends a fate
point to call in this favor and must make a Hard (-20) Charm Test. If the player succeeds nothing
more happens and the trouble blows over. If the player fails, the player can choose to instead burn
the fate point instead. The character is still out of trouble, but may have to work to rebuild bridges
they may have burnt with their actions.

(This is a note to mention that the Gunsmith will absolutely break the already tenuous balance of
weapons in this game, be aware of what you are getting into and what you are allowing by letting a
player commit tech-heresy to weapons, don’t be afraid to have the Adeptus Mechanicus start
snooping around, or for Commissars to start asking questions)
| 22

Pariah
Prerequisite – Non-Psyker, GM’s approval

New Aptitudes – Previous Speciality and Willpower

New Talents – Pariah, Resistance (Psychic), Armour of Contempt

New Skills – Psyiscience

New Trait – Untouchable

Specialist Equipment – Previous Specialities Gear, +5 Requisition Points

Advances – Pariah, Null Field

Pariahs count as having the Psyker Aptitude for the purposes of increasing Willpower or training the
Psyniscience skill. The Pariah suffers a -X penalty, equal to their ranks in Pariah, to all Fellowship
Tests, except for Interrogate and Intimidate, with anyone who is unaccustomed to them.

Pariah Passive (150 EXP x Pariah Rating) – You gain a Psychic Dead Zone of a radius equal to 1
meter x Pariah Rating. This field has the following features:
Any Psychic power that was cast on anyone with the field, if the Pariah’s power is twice their rating,
it automatically fails.
Any Psychic power cast at a target within the Pariah’s Dead Zone suffers a downgrade in Psy Rating
equal to the Dead Zone’s strength, to a minimum of one.

Null Field Passive (300 EXP) – Any Psykers within the Pariah’s Dead Zone must make a
Challenging (+0) Toughness or Willpower Check with a -5 for each rank in Pariah. If this check is
successful, the Psyker can operate as normal barring the other effects of casting within a Pariah’s
Dead Zone, for a number of rounds equal to their Toughness Bonus. If they continue to stay in the
zone past their Toughness Bonus, they must attempt the check again but with a -10 penalty.
If they fail the Psyker suffers a point of fatigue per round spent within the Pariah’s Dead Zone.
Any daemon within the field takes damage as if all damage is sanctified.

(This is a note to mention that a Pariah is a *very* specialized individual, and therefore excels at
exactly one thing: Messing with Psykers and Demons. Elsewise they are functionally just normal
people, except everyone dislikes them. You should be aware that a single Pariah can drastically
alter combat with anyone that they’re specialized against, or else be functionally a Guardsman)
| 23

Hexorcist
Prerequisite – Ministorum Priest

New Aptitudes – Fellowship, Willpower, Leadership, Weapon Skill OR Ballistic Skill, Perception,
Social, Defence

New Talents – Warp Sense and Litany of Condemnation OR Urge the Penitent

New Skill – Psyniscience

Specialist Equipment – Sanctified Vestments, Carapace Chestplate, Good Craftsmanship


Meltagun OR Good Craftsmanship Power Flail and Common Craftsmanship Bolt Pistol, Three
Maccabian Frag Grenades

Advances – Know thy Enemy! Hate thy Enemy!, Blessings of Sanctity

Know thy Enemy! Hate thy Enemy! Sweeping Order Half Action (400xp) – With their own
knowledge and blessings, the Hexorcist can quickly inform his fellows of the despicable weaknesses
of a myriad of foes of the Imperium. The Hexorcist can make an Ordinary (+10) Forbidden Lore
Test to grant his squad the effects of the Hatred talent against the specific enemy type they are
facing. In addition, after succeeding this check the Hexorcist can choose to give his squad mates the
effects of Felling (X), where X is equal to his Intelligence Bonus. Both of these benefits last for a
number of rounds equal to the Degrees of Success on the test.

Blessings of Sanctity Special (300xp) – The Hexorcist knows that the best offense is a good
defense, and knows all the ways to bless and protect a squad against the unholy. While the
Hexorcist is in the squad during downtime, they can bless the squads’ weapons and armor. All
weapons in the squad gain the Sanctified quality, while all armor gains a non-stacking +5 Bonus to
resisting effects from Daemonic entities and by Psykers.
| 24

Infiltrator
Prerequisite - Ratling

New Aptitudes – Agility, Fieldcraft, Finesse, Intelligence, Offence, Social, Tech

New Talents – Rapid Reaction and Hip Shooting OR Whirlwind of Death

Specialist Equipment – Common Craftsmanship Ripper Pistol with Silencer upgrade OR Best
Craftsmanship Starling SMG with Silencer upgrade, Good Craftsmanship Warknife with Mono and
Tox Dispenser upgrade, Chameleoline Cloak, 2 Blind Grenades, 2 Photon Flash Grenades
Advances – Bypass Expert, Ambush Tactics

Bypass Expert Passive (300xp) – Ratlings are already known for their tendency to get into areas
they aren’t meant to, but with some Munitorum approved training manuals you can use those skills
against more than just the Commissar. You gain a +10 Bonus to Tech-Use and Security checks to
disarming traps, unlocking doors and chests, and other similar activities. If you fail a check using this
bonus, you can attempt to re-roll the check again without the bonus once per check.

Ambush Tactics Passive (300xp) – Nothing causes more problems in a stealth mission than your
loud and noisy compatriots. But this great weakness can also be a boon to the prepared. At the start
of combat so long as your squad mates aren’t in stealth as well, you can treat the first round as if it
were a surprise round for yourself and your comrade.
| 25

Standard Bearer
Prerequisite - Guardsman

New Aptitudes – Defense, Fieldcraft, Leadership, Strength, Toughness, Weapon Skill, Willpower

New Talents – Leap Up and Heroic Inspiration OR Radiant Presence

Specialist Equipment - Light Carapace Chestplate, Good Craftsmanship Heavy Laspistol OR Best
Craftsmanship Handcannon OR Best Craftsmanship Chainsword, Regimental Standard

Advances – The Standard Mustn’t Fall, Hoist the Colors!

Marching Tune Order (Free Action) (200xp) – The Standard Bearer, while holding the Regiment’s
flag, also tends to be the one to lead any parades or Regimental events and as such, also knows
most of their songs.
The Standard Bearer can start a song as a Free Action on their turn and so long as they maintain
this song, all allied characters that can hear them count their Agility Bonus as being one higher for
the purposes of determining movement. Additionally, while engaging in a Forced March, each
character that can hear the Standard Bearer’s tune gains a +5 Bonus to their required Toughness
Test for each hour they travel.

The Standard Mustn’t Fall Passive (300xp) – If the Standard Bearer is engaged in melee, all allies
within 20 meters of him and his Comrade, regardless of the Comrade’s location, gain the Hatred
Talent against whatever enemy is currently attacking the Standard Bearer.

Hoist the Colors! Full Action (500xp) – By finding a suitable spot to plant the banner or symbol of
the regiment, soldiers and officers claim the area as their own. Those near the banner often find
themselves caught up in the struggle and find themselves giving their all to prove the Standard
Bearer right.
As a full Action, the Standard Bearer and their Comrade in cohesion can plant the Regimental
Standard, defying the enemy to come and take it. All allies within 10 x the Standard Bearer's
Willpower Bonus meters gain a +10 to any Test of their choice each round and gain Unnatural
Toughness (2), so long as the planted Standard Bearer does not move or take the Dodge reaction.
| 26

Field Intelligence Officer


Prerequisite – Tactical Air Controller

New Aptitudes – Agility, Fieldcraft, Intelligence, Knowledge, Leadership, Perception

New Skill – Forbidden Lore (Imperial Intelligence)

New Talents – Vigilance and Total Recall OR Foresight

Specialist Equipment – Good Craftsmanship Magnoculars, Pict-Recorder, Vox-Caster, Data Slate,


Emergency Auto-Martyrdom Capsule

Advances – Deep Auspex Scan, Lay of the Land, Scouting Run

Deep Auspex Scan Passive (300xp) – A Field Intelligence Officer is a trusted, if minor, member of
the vast organization that is the Imperial Navy Intelligence and can draw on a vast reserve of
situation and restricted intelligence reports, and recon flights of greater capabilities.
The bonus to Awareness from the Aerial Reconnaissance advancement from the Tactical Air
Controller now applies to all enemies, threats, or structures that were in the scanned area.
In addition, the Field Intelligence Officer grants half of his bonus to Awareness gained from the
Aerial Reconnaissance advancement to every member of his squad, and anytime the Field
Intelligence Officer would be Surprised, they can attempt to pass a Challenging (+0) Perception
Test to be able to act as normal. If they possess the Rapid Reaction talent, they may test their
Perception first, and if failed, attempt to use the benefits of that talent.

Lay of the Land Passive (300xp) – The Field Intelligence Officer can receive some of the most up-
to-date aerial picts and auspex data available to anyone short of an Imperial General, and can use
this accurate intel to great effect in combat.
At the start of every combat, the Field Intelligence Officer may make a Hard (-20) Forbidden Lore
(Imperial Intelligence) Test, with a +10 Bonus for each Milestone the character has reached. If they
succeed, they may designate an area of the battlefield with a radius equal to two meters, with an
additional two meters for every Degree of Success on the test.
Squad members within it count as having access to full-body cover which provides a bonus of eight
AP, while enemies in this area cannot benefit from cover at all. Additionally, the GM must tell the
Field Intelligence Officer if there are any mines, traps, or concealed access points within the area,
though they need not be specific where they are located.
| 27

Scouting Run Order (Full Action) (500xp) – The Imperial Navy uses a wide variety of
reconnaissance aircraft, from the doughty Marauder Vigilant, to the erratic Watcher Scout.
Regardless of what is in the airspace, the Field Intelligence Officer possess the rank to request their
presence and direct their movement as needed.
The Field Intelligence Officer can make a Challenging (+0) Navigate (Surface) Test, and on a
success they may designate an area 10 meters wide by 10 meters times their Degrees of Success
long area. At the start of their next turn, they may choose to have one of the following effects occur.

- The area is illuminated by Starflare Rounds dropped from above, this lasts until the end of
the scene
- Every character within the area must pass an Ordinary (+10) Agility Test or be blinded for
one round per Degree of Failure
- The entire area is filled with smoke and chaff, as per a Blind Grenade
- All technological communication devices within the area count as being under the effects of a
Signal Jammer for the next 1d5+Intelligence Bonus rounds
- Enemies from within the area cannon benefit from the effects of Cover, and Indirect attacks
against them gain a +10 bonus, for the next 1d5 rounds

After every successful use of this ability, the difficulty to call in the next Scouting Run increases by
-20, this resets after the combat encounter is resolved.
| 28

Moritus
Prerequisite – Guardsman or Stormtrooper

New Aptitudes – Ballistic Skill, Strength, Toughness, Offence, Defense, Fieldcraft

New Talents – Resistance (Toxin and Radiation) and Champion Pitcher OR Shock and Awe

Specialist Equipment – One Respirator OR One Toxic Survival Suit, Four Grenades chosen from
Gas, Balelight, or Incendiary and One Good Craftsmanship Flamer with Alchem Fuel OR One
Grenade Launcher
Advances – Bombs Away, Suffer in Sequence

Bombs Away Order (Comrade Half Action) (350xp) – Your Comrade is very familiar with your
methodology, and cares for the squad enough to give a warning when needed. When making an
attack with a weapon that has the Spray, Smoke, or Blast weapon quality, your Comrade may spend
a half action to warn allies that may be in the danger zone. All allies within the area of your attack
may move up to your Ballistic Skill Bonus in meters as a reaction.

Suffer in Sequence Order (Comrade Full Action) (350xp) – Bombing strikes can be improved with a
bit of gunfire. Your Comrade may spend a full action to lay down a quick burst of suppressive fire
along with your salvo. When you target a group with an attack that has either the Blast, Smoke, or
Spray weapon quality, you may make a Hard (-10) Ballistic Skill Check as part of your Comrades
Full Action. Everyone under the template of your attack suffers a penalty equal to your Degrees of
Success times five, on their Dodge check.
| 29

Death Cult Initiate


Prerequisite – Guardsman or Ministorum Priest

New Aptitudes – Weapon Skill, Offence, Strength, Agility, Finesse, Fieldcraft

New Talents – Peer (Death Cult), Die Hard and Hardy OR Furious Assault

Specialist Equipment – One Best Craftsmanship Scarce One-Handed Low-Tech Melee Weapon
with Jagged upgrade OR One Good Craftsmanship One-Handed Chain Weapon, One Ripper Pistol
with Three Reload OR One Bolt Pistol with Four Reloads

Advances – Exultation of Blood, Phlebotomy

Becoming a Death Cult Initiate implies the existence of a Death Cult. The player is suggested to
come up with the Death Cult for their Peer Talent and come up with a few tenets to follow.
Remember that this would be in addition to your duties as either a Guardsman or as a Ministorum
Priest. The Priest can get away with a lot more than the Guardsman can though, but it should still
probably be more on the God-Emperor side of worship than the heretical side.

Your higher ranked Peers in the Death Cult may assign you side objectives during your missions,
while following through on them isn’t required it would help you ascend the ranks of your cult and
should come with possible favors from them for you.

Exultation of Blood Passive (300xp) – In blood there is strength, the psychometric connection of
blood, vitality, strength, anger, all blends together reinvigorating you. So long as the blood flows.
Whenever there is a creature within your Charge distance that is currently suffering the Blood Loss
status effect, you gain a +5 Bonus to your Weapon Skill and Agility Characteristics, to a maximum
bonus of +20, and a +1 Bonus to Damage for Melee and Thrown weapons. This is cumulative with
each creature that is currently suffering the Blood Loss status effect. You can give yourself the Blood
Loss status effect as a half action so long as you possess a blade of some kind.

Phlebotomy Order (Comrade Half Action) (400xp) – With a little medicae training and a lot of
malpractice, you know where to hit and fire to cause minimal pain, but maximal blood loss. Draw out
their sweet agony, and rejoice, you can feel the God-Emperor’s eyes upon you now.
As a Half Action for your Comrade whenever you successfully wound an enemy, but they aren’t
suffering the Blood Loss status effect, you can choose to deal the minimum damage required to do
one wound to them. If you do so you can make a free action Ordinary (+10) Medicae Check, on a
success you can cause the enemy to automatically gain the Blood Loss status effect.
| 30

Expanded Regiment Options


Home world or Origin

Psykana Project
Some Inquisitors can see the value in a Psyker, capable of rending enemies apart with but a
thought. But only the truly deranged could possibly think that an entire Astra Militarum regiment
made of Psykers would be a good idea.

Cost: 5 Points
Characteristic Modifiers: +3 to Willpower, +3 to either Perception or Intelligence
Skills: Common Lore (Adeptus Astra Telepathica), Forbidden Lore (Psykers), Psyiscience
Inquisitional Project: Those that pass through the Adeptus Astra Telepathica and are cleared
for active combat duty are rare, let alone enough to fill a full regiment of soldiers, but logistical
problems have never stopped a particularly determined Inquisitor before. All Project characters
start with up to 400 EXP of Psyker Powers, gain the Psyker trait, the Pysker Aptitude, and start
with a Psy rating of 1.
Brain Problems: A character from this regiment always counts as both a Psyker and a
Guardsman for the purposes of prerequisites, regardless of his current Specialty or Advanced
Speciality. If the group wishes to include Support Specialists, players should use the rules for
Mixed Regiments presented in the Only War supplement, Hammer of the Emperor. Players can
not choose to player the Psyker Support Speciality, they already are one and can always select
it’s advances.
Barely Tolerated: When a Squad from this Origin requests reinforcements (to replace fallen
Comrades), it must make a Challenging (+0) Logistics Test, this test does not include situational
modifiers. If it fails, the Psykana Project simply has no reinforcements it can spare for the
Squad, and its members must soldier on until its members can put in another request for troop
support. In addition each member from this Origin suffers -10 Fellowship Checks with others
outside your regiment, and begin the game with 1d5+1 Corruption and 1d5 Insanity.
Starting Wounds: Start with -2 Wounds

Schola Progenium 2.0


(This home world type replaces the one found in the Core Rulebook)
Cost: 4 Points
Characteristic Modifiers: +3 to Willpower, +3 to either Weapon Skill or Ballistic Skill
Skills: All Progena characters are Trained in Common Lore (Imperial Guard, Imperium, War),
and Linguistics (High Gothic, Low Gothic)
Only In Death Does Duty End: Those that pass through the Schola Progenium are drilled each
and every day by hardened drill abbots, and all are expected to defend the Emperor’s domain
with their lives if necessary. All Progena characters start with one of the following Talents: Air of
Authority or Unshakeable Faith.
Ever Faithful: A Stormtrooper or Guardsman from this regiment always counts as both a
Stormtrooper and a Guardsman for the purposes of prerequisites, regardless of his current
Specialty or Advanced Specialty. If the group wishes to include Support Specialists other than
the Stormtrooper or Commissar, players should use the rules for Mixed Regiments presented in
the Only War supplement, Hammer of the Emperor.
Starting Wounds: Progena characters being play with +1 Wound
| 31

Permanent Crusade
These regiments typically have a homeworld in name only, having lost a true connection to
them due to serving for generations. These regiments are replenished by picking up camp
followers, shattered remains of other regiments, and occasionally any children they are
authorized to have. Such regiments tend to be full of excellent soldiers, but lack other personal
skills and are ill-suited to interaction with non-combatants.

Cost: 3 Points
Characteristic Modifiers: +3 to Any Characteristic, +3 to either Ballistic Skill, Weapon Skill or
Toughness
Skills: Athletics, Common Lore (War, Imperial Guard), Linguistics (Low Gothic)
Endless Drills: You can add an additional rank to two skills you’ve gained from the Regiment
Creation process, one must be a skill granted to you by your regiment. You also begin with the
Combat Sense talent.
Hard Fought Experience: Whenever you do a Test for a Common Lore (War), Common Lore
(Imperial Guard), or Scholastic Lore (Tactica Imperialis), you may spend a Fate Point can
automatically succeed on the test with a Degree of Success equal to your Intelligence Bonus.
Lifetime of War: You suffer a -10 Penalty to Interaction Skill Tests and gain an extra Degree of
Failure when interacting with non-combatants.
Starting Wounds: Permanent Crusade characters being play with +1 Wound
| 32

Pleasure World
Very few planets can truly be called a Pleasure World, and what exactly constitutes one varies
by sector, but their purpose is always the same; To provide leisure activities for the Imperial
Nobility, and if the people who live on them are incredibly lucky, even to the citizens. These
planets could be from anywhere between vast nature preserves, to gigantic luxury resorts, and
anything between.
Pleasure Worlds almost universally produce terrible soldiers, either employed only by true
desperation, or sometimes as forms of population control for the Planetary Governor.

Cost: 3 Points
Characteristic Modifiers: -3 to Toughness, +3 to three of the following characteristics;
Fellowship, Perception, Agility, Intelligence
Skills: Common Lore (Administratum), Common Lore (Imperium), Linguistics (Low Gothic),
Trade (Any), Charm OR Inquiry
Talents: Unremarkable OR Peer (Nobility)
Fluency: Pleasure Worlders generally interact with Nobility enough that you can comfortably
speak High Gothic but may only read and write a few words relevant to your Trade. You can
purchase the Linguistics (High Gothic) skill for only 100 EXP.
Eager to Please: On some planets, the customer is always right, no matter what. Pleasure
Worlders gain a +10 Bonus to any test made to ingratiate themselves with or suck up to their
superiors, and a -10 Penalty to any test made to resist, ignore, or otherwise countermand direct
orders from authority.
Excessive Lifestyles: Despite being substandard soldiers, Pleasure Worlders frequently have
much better equipment then a normal regiment would, typically sourced from vast stores meant
for visiting Nobility. A squad from this regiment receives a +5 Bonus to its Logistics Rating, and
+5 Points to spend on its Standard Regimental Kit.
Purposeful Decadence: Even if the help is never intended to receive the same care visiting
Nobility gets, they tend to share in the dregs of such exquisite activites and food that anything
else truly feels lesser by comparison. Players from this regiment begin play with 1d5+1
Corruption.
Starting Wounds: Pleasure Worlders characters being play with -1 Wound
| 33

Scrap World
There are two types of Scrap Worlds, those where mighty manufactorums were assembled with
no thought about how to handle any waste or byproducts, or those that have had wars ravage
through them enough to seriously hamper the planet, but not enough to prevent them from still
functioning. The main difference between a Scrap World and a Post-Apocalyptic is according to
the Administratum, whether or not production quotas can still be met.
Cost: 3 Points
Characteristic Modifiers: +3 to Intelligence, +3 to either Agility or Perception
Skills: Tech-Use, Trade (Technomat), Linguistics (Low Gothic), Survival OR Navigate (Surface)
Talents: Initiated Maintenance OR Weapon Tech
Industrial Contamination: Rampant mutation is common on such unfortunate planets, and
scrappy cybernetics to replace limbs and augment people are just as common. Begin play either
one Normal Craftsmanship Cybernetic Limb OR with one of the following mutation traits:
Amphibious, Brutal Charge (2), Dark-Sight, Natural Weapons, Size (3 or 5), Sturdy
Dirty Scavs: Most Scrap Worlds are dirty unpleasant places, and the people that inhabit them
aren’t much better. Characters from this regiment receive a -10 Penalty to Interaction Skill Tests
with anyone who isn’t accustomed to interaction with rabble and scavengers. They receive a
+10 Bonus to Interaction Tests with other Scrap Worlders and Post-Apocalyptic Planets.
Machine Survivalists: Characters from a Scrap World live or die by their gear and learn to
make even poor weapons functional enough. Gain a +10 Bonus to any Test to make in-field
repairs, modifications, or illicit changes to their weapons and gear.
Starting Wounds: Scrap Worlders begin play with the normal amount of Wounds.
| 34

Commanding Officer
Furtive
The Commanding Officer has little faith in the Munitorum’s ability to send people to solve
technical issues ailing their regiment, or even notice when they start solving themselves. They
would know, such malfunctions tend to not last long when they are around. Their soldiers
greatly value their motes of wisdom and resourcefulness and attached support units know better
than to question or report their means.
Cost: 1 Points
Starting Skills: Common Lore (Adeptus Mechanicus, Tech)

Fastidious
This Commanding Officer is constantly surrounded by an entourage of differing opinions. This
isn’t to be confused with indecision or incompetence, but instead they demand from even their
lowest troops sufficient tactical literacy. Each warrior is to follow in mind and spirit, and this
regiment’s drive for self-improvement often pushes soldiers to delve into the esoterics of their
combat specialties.
Cost: 1 Points
Starting Skills: Scholastic Lore (Tactica Imperialis), Trade (Any)
| 35

Regiment Type

Motorized Infantry
Of the many worlds of the Imperium of Man, some are truly flat plains-like worlds where the use
of wheeled vehicles is more appropriate than the trundling bulk of a Chimera APC. These
worlds tend to bring their preferred variant of vehicle with them and are noted for their superior
speed then typical Mechanized Infantry.
Cost: 4 Points
Characteristics: +3 Agility, -3 Perception
Starting Skills: Operate (Surface)
Starting Talents: Rapid Reload
Standard Kit: One Lascarbine with Four Charge Packs, One Suit of Imperial Guard Flak Armor,
Two Frag Grenades, Two Krak Grenades, per Player Character
1 Tauros rapid assault vehicle per two PC’s
Special: At the GM’s discretion, two Tauros Rapid Assault Vehicles can be swapped for One
Tauros Venator and One Tauros Maximus

Towed Field Guns


Typically, only found in the armouries of Siege Regiments and PDF forces, the towed anti-tank
armaments are defensive in nature being almost entirely useless on the move or for maneuver
warfare. But they soon prove their worth blunting the advance of enemy armored assets, and at
a fraction of the cost of typical armoured assets like the Leman Russ.
Cost: 4 Points
Characteristics: +3 Ballistic Skill, -3 Toughness
Starting Skills: Operate (Surface) OR Security
Starting Talents: Tank Hunter OR Ambush
Standard Kit: One Laspistol with Three Charge Packs,One Pair of Magnoculars, One Flak
Helmet, One Flak Vest, per Player Character
One Towed Sword Light Cannon with Gun Shield, Twenty Frag Shells, Twenty Krak Shells OR
Two Autocannons with Gun Shield and Tripods, Sixty Rounds, One Trojan Light Support
Vehicle, per Squad
Special: For One Regiment Creation Point, you can replace the Sword Light Cannon with a
Towed Battle Cannon with Fifteen Frag Shells, Fifteen Krak Shells OR a Towed Vanquisher
Cannon with Twenty-four Krak Shells.
For Two Regiment Creation Points you can replace the Sword Light Cannon with a Heavy
Lascannon with Four Batteries
| 36

Military Police
Guardsmen will be Guardsmen. This is not always a good thing. Someone must keep everyone
in line, to stop them from harassing civilians needlessly, and besmirching the good name of the
Astra Militarum. This regiment has been trained brutally to supress and handle other members
of the Imperial Guard, but are typically seconded out to other regiments, and do not operate as
one cohesive regiment.
Cost: 4 Points
Characteristics: +3 Fellowship, -3 Willpower
Starting Skills: Inquiry
Starting Aptitude: Fellowship
Starting Talents: Cold Hearted, Air of Authority OR Disarm
Standard Kit: One Laspistol and Four Charge Packs, One Truncheon, One Flak Vest and Flak
Helmet, Two Stun Grenades, Two Smoke Grenades, per Player Character

Large Infantry
Some planets are blessed (or cursed, depending on your view of them) with an abundance of
Ogryn auxilia. Enterprising and extremely patient commanders have equipped them similarly to
the standard Cadian pattern of equipment and training, though dumbed down enough that they
can still understand it. What they lack in tactical foresight and intelligence, they’ll make up with
zeal and bulk, and their typically human command staff can do the thinking for them.
Cost: 3 Points
Characteristics: +3 Strength, +2 Toughness, -3 Fellowship, -2 Ballistic Skill
Starting Skills: Athletics
Starting Talents: Unusual Companion (Ogryn)
Standard Kit: One Mk3-O Type Lasgun and Four Charge Packs, One Suit of XXXL Imperial
Guard Flak, Two Frag Grenades, Two Krak Grenades
Special: Ogryn comrades are equipped similarly, given One Mk3-O Type Lasgun, and a set of
XXXL Imperial Guard Issued Flak Armor

Anti-Air Regiment
There are two distinct types of Anti-Air regiments to be found in the Astra Militarum. There are
the second line defensive fortification troopers, assigned to Sabres to guard the skies over the
trench lines and command posts, and there are Self-Propelled Anti-Air Hydra Tanks, acting as
more mobile threats. Either is capable of being a threat to any low-flying and inattentive aviators
in theater, and if need be, any massed grouping of infantry that thought a quad-mounted
weapon system was an easy target.
Cost: 4 Points
Characteristics: +3 Ballistic Skill, -3 Toughness
Starting Skills: Awareness OR Operate (Surface)
Starting Talents: Heightened Senses (Hearing OR Sight)
Standard Kit: One Lascarbine and Four Charge Packs, One Flak Helmet, One Flak Vest, per
Player Character, Two Sabre Defense Platforms per Squad OR One Anointed Maintenance
Toolkit per Player Character, One Hydra Flak Tank per Squad
Special: For one additional Regiment Creation Point you can add One Magnocular per Player
Character, and One Vox-Caster per Squad.
| 37

Grenadiers 2.0
(This regiment type replaces the one found in the Core Rulebook)
These Guardsmen are highly trained heavy infantry specialists. Knowledgeable on every type of
grenade typically in use with the Astra Militarum along with numerous other deployable
explosive devices, these heavy-hitting soldiers can blunt entire enemy assault waves by
themselves, using their explosives to deny areas, defend their comrades, destroy lightly
armored vehicles, and shatter closed-packed groups of infantry.
Cost: 4 Points
Characteristics: +3 Toughness, -3 Perception
Starting Skills: Tech-Use
Starting Talents: Bombardier
Standard Kit: One Lascarbine and Three Charge Packs, One Auxiliary Grenade Launcher,
Three Frag Grenades, Three Krak Grenades, One Suit of Light Carapace, One Deadspace
Earpiece, per Player Character

Support Regiment
Despite the appearances, not every regiment in the Astra Militarum are frontline combat units.
The Imperium requires secondary and rear formations to keep the front moving, as any
commander worth his salt will tell you, an army marches on their stomachs. Support Regiments
are the single most varied regimental type when it comes to their role, as they cover everything
from field hospitals, communications, logistics, or other even more esoteric roles.
Cost: 1 Point
Characteristics: +3 Intelligence, +3 Fellowship, -3 Toughness, -3 Weapon Skill
Starting Skills: Common Lore (Administratum)
Starting Talents: Combat Formation
Standard Kit: One Laspistol and Three Charge Packs, One Flak Vest OR One Light Flak
Cloak, One Data-Slate, One PCTD, per Player Character
Special: You must select one of the following Packages to apply to this regiment, and pay it’s
requisite point cost. You can select as many upgrades as you want.
Medical Package (1 Point): Gain Medicae as a Starting Skill, Swift Suture OR Light Sleeper,
One Field Suture, per PC One Medikit, Two Field Sutures, per Squad
Signals Package (2 Point): Gain Tech-Use as a Starting Skill, Initiated Maintenance OR
Resistance (Electricity and Cold OR Heat), One Best Craftsmanship Vox-Caster, One Siege
Auspex, One Anointed Electronics Toolkit, per Squad
Logistics Package (1 Point): Gain Commerce as a Starting Skill, Ears to the Ground OR Brute
of Burden, One Recaf, One set of Filtration Plugs, per Player Character
Self-Defense Upgrade (1 Point): Replace Laspistol with Ludee Las SMG, Gain One Flak
Helmet, per Player Character
Vehicular Upgrades (2 Point): One Trojan Support Vehicle OR One Centaur Carrier OR One
Cargo-8 Transport OR One Tauros Maximus, per Squad
| 38

Jagers Regiment
A more specialized light infantry typically recruited from mountainous worlds, Jagers are experts
in close range fights and exploiting maneuver warfare, able to rappel down structures natural
and artificial, they can pre-position themselves for deadly floor to floor combat by inserting
through windows, and then eliminating the enemy with deadly fusillades of short-range fire.
Cost: 2 Point
Characteristics: +3 Perception, -3 Strength
Starting Skills: Awareness
Starting Talents: Combat Sense
Standard Kit: One Ludee Las SMG and Four Charge Packs OR One Good Craftsmanship
Starling and Four Reloads, One Set of Imperial Guard Flak Armor, Two Photon Flash
Grenades, Two Smoke Grenades, One Clip/Drop Harness, per Player Character
Special: For an additional two points, you can add One Auspex, and Three Demolition Charges,
per Squad
| 39

Training Doctrine

Medicae Auxilia
Members of this regiment have been trained with more advanced medical techniques than
considered strictly necessary for most guardsmen. They can competently stop bleeding and
attempt to preserve the life of their fellow soldiers, but are trained to handle enemies first, assist
friendlies second.
Cost: 4 Points
Characteristics: +3 Intelligence
Starting Skills: Medicae
Standard Kit: One Field Suture, per Player Character, One Medikit, per Squad

Called to Duty
This Regiments structure is highly meritocratic, team-based, and designed to instill bonds of
loyalty between soldiers. The degree of operational effectiveness such high morale entails can
not be understated, even helping its soldiers from resisting effects that might turn them against
their compatriots.
Cost: 3 Points
Talents: Resistance (Psychic Powers)
Special: Characters from this Regiment count as having the Psyker Aptitude, but only for the
purposes of purchasing advances in the Willpower Characteristic. Characters that would gain
the Psyker Aptitude from their Speciality also gain a +10 Bonus to all Fellowship-Based Tests
with other members of this regiment.

Omnissian Allies
Although the Skitarii and the Knight Houses are the most well known and primary combat force
of the Adeptus Mechanicus, there are thousands of so called “Tech Guard”, standard Astra
Militarum troops from Mechanicus client worlds who owe much of their training, equipment, and
command structure from the adherents of Mars.
Cost: 2 Points
Skills: Trade (Armourer OR Technomat OR Metalworker)
Talents: Initiated Maintenance, Weapon Training (Flame OR Plasma OR Melta)
Singed Fingers: Characters from this Regiment do not suffer the typical penalty to the Flame
Weapon Righteous Fury Table for not being trained in their use.
Tech-Inured: Characters from this Regiment receive a +10 Bonus to Fellowship Tests and
Commerce Tests with the Adeptus Mechanicus and Skitarii forces.

Siegemasters
Regular contact with the continuous shock of firing from artillery weapons, the crack of hand
grenades, besides causing tinnitus, can also instill a certain level of automatic response in
individuals.
Cost: 2 Points
Hearty: Characters from this Regiment start with an extra two to their Wounds.
Blastproofed: Characters from this Regiment gain a +10 Bonus to tests to resist the effects of
the Concussive weapon quality and treat their Agility Bonus as being one higher for the
purposes of Dodging attacks with the Blast weapon quality.
| 40

Decksweepers
Some Void Born, Hive World, Military Police, Jagers, and other such regiments specialized in
congested indoor combat will often focus more on brutal efficiency in battle, deciding that the
quickest way around cover is through it. Clearing whole rooms before the enemy can respond to
an intrusion, or sometimes before they’ve even opened the door.
Cost: 4 Points
Starting Skills: Storm of Iron
Door Knocker: Characters from this Regiment reduce the AP provided by cover in half,
rounded down, when making a Ballistic Skill Check within point blank range.
Watch it Crumble: The amount of damage characters from this Regiment deal to cover is
increased by one, or increased by half it’s total damage for explosives.
| 41

Special Equipment Doctrine

Quick Response Element


The Imperium of Man does not lack manpower, but those men need to be in the right place and
at the right time. That is why regiments with a Quick Response capability are prized by
commanders, for they can be used to reinforce success in Assault or prevent a breakthrough.
However, Commanders forget that often these troops are not quite as capable of a sustained
offensive or defense and lack the specialized training of similar Drop Troop regiments, leading
to extremely high casualties.
Cost: 3 Points
Starting Skills: Operate (Aeronautica)
Standard Kit: One Courser Light Assault Transport with Multi-laser and door Heavy Stubbers
per Squad
Special: For Two additional Regiment Creation Points, replace the Courser with a Valkyrie with
Multi-laser, Two Rocket Pods, and door Heavy Bolters per Squad

Overflowing Logistics
Some regiments are blessed with an abundance of materials and equipment, while others are
blessed with an abundance of thieving little gremlins that will take anything that isn't nailed
down. Regardless the Quartermaster's bunker is overflowing in goods and forms, and
sometimes you get what you want, and other times you get something you really shouldn't have
been assigned, just remember to bring it back later.
Cost: 3 Points
Special: Every time you are given your standard kit, you must roll 1d10 for each item. On a One
to Four, you receive exactly what you requested, on Five to Nine your gear is one quality better
than typical. On a Ten you receive any possible weapon that could have been requested in that
slot. For instance, if you requested your Lasgun and rolled a ten, you may receive any possible
Lasgun to be found.

Adsecularis
A nightmarish process brought forth from the depths of the Adeptus Mechanicus’s darkest
archives. The process of turning an individual into an Adsecularis is often used upon menials
and penal legionary troops given over to the Adeptus Mechanicus for conversion due to some
great crime they have committed. This process is seldom ever a voluntary process and is
completely irreversible. This bizarre and gruesome surgery disconnects a human’s mind from
many of their senses and connects them all to an exterior control panel, allowing a managing
Magos to tune their Adsecularis to the particular needs of a battlefield with ultimate control.
Cost: 4 Points
Starting Traits: Cyborg (2)
Talents: Iron Jaw
Veil of Emptiness: Adsecularis troopers have limited senses of hearing, no sense of smell,
taste or touch. They are completely immune to effects that work off of pain such as the Crippling
weapon quality, and gain a +20 Bonus to any test to avoid being Blinded.
And I Must Scream: Adsecularis troopers begin play with 2d10 Insanity Points and suffer a -20
Penalty to Interaction Skill Tests, except for Intimidate, with characters who are not Adeptus
Mechanicus, from Forge Worlds, or also Adsecularius.
| 42

Heavy Shock Troopers


The Astra Militarum is known for a few different things. Massed Infantry, Massed Tanks, and
Massed Explosives. You can combine all three of those together and end up with Heavy Shock
Troopers. Given heavier armor than typical Guard regiments, along with more grenades and the
means to send them deep in the enemy lines, the ever-growing pile of concussions they suffer
as a drawback is something many are willing to ignore for their expertise and capabilities.
Cost: 4 Points
Characteristics: +2 Ballistic Skill, +2 Toughness, -2 Perception, -2 Intelligence
Talents: Weapon Training (Launcher)
Special: The Auxiliary Grenade Launcher weapon upgrade only counts as Scarce for members
of this Regiment.
Standard Kit: One Frag Grenade, One Krak Grenade, One Suit of Light Carapace Armor, One
Deadspace Earpiece, per Player Character
One Grenade Launcher with One Spare Reload of Frag Grenades, per Squad

Heritage Armaments
The weapons in this Regiment are a bit different than a typical M36 Lasgun, even if they might
look like it. Each weapon has a history as long as the soldier that holds it, sometimes even
longer. Each is a variant pattern or had some sanctioned modification applied to it designed to
help them face down the horrors of the galaxy, and is built with materials from their home, to
remind them why they fight.
Cost: 2 Points
Special: Choose one non-vehicle weapon in the Standard Regimental Kit, this must be one that
every soldier has, and not only on a per Squad basis. This weapon automatically receives the
Home Materials upgrade and one customization from the following list.
- Sawn-Off - Extended Barrel
- Carbine - Fluid Action
- Jagged - Manual Operation
- Deactivate Safety Features - Reinforced

The weapon must be capable of receiving the customization chosen for it, and if your weapon
becomes lost or destroyed, the GM may impose a minor additional cost to get a new weapon, to
represent one being recovered, repaired, or to otherwise source a brand-new weapon.
| 43

Feral Companions
This Regiment has integrated beastly companions into it’s training structure. Either as a
replacement for traditional two-man partner teams, or as an additional individual.
Cost: 3 Points
Characteristics: +3 Perception
Skill: Awareness OR Survival
Animal Kinship: All characters in the Regiment gain the Unusual Comrade (Beast) talent as
per the Beast Handler speciality. Any character that does not typically start with a Comrade still
gains a Beast. Beast Handlers gain a +10 Bonus to all checks when handling their own Beast
instead.
Special: For two additional Regiment Creation Points, you gain the Beast Comrade as an
additional Comrade, instead of replacing your original Comrade. You also gain an equal number
of rations for your Beast comrade as you are entitled to. If you did not originally receive a
Comrade, you only receive the Beast comrade, and its rations.

Forge World Treatises


By ancient treatises, a particular Forge World is bound to grant your Regiment greater access to
patterns of weapons unique to them, as well as amended maintenance guides for said
weaponry.
Cost: 1 Points
Unique Patterns: Choose one Forge World pattern modification found in the Wrath of Mars
book. A guardsmen can choose to requisition one assigned weapon from their kit to be from that
particular Forge World, for no additional costs.
Special: For two additional Regiment Creation Points, you can ignore the increase in
Requisition Cost or Logistics Penalty that requesting a weapon from your chosen Forge World
would normally incur, along with any weapons that are wholly bespoke to their Forge World.
| 44

Drawbacks

Ill-Fated
Cost: +6 Points
A foul wind blows on this regiment. Players from this regiment may not spend a fate point to
reroll the result of a check. The players may still use fate points to perform any of the other
actions listed in the core rule book or talent descriptions. The players may also still burn fate
points in order to avoid death.

Faulty Patterns
Cost: +2 Points
Whenever a member of this Regiment successfully acquires equipment, the GM rolls a 1d10; on
a result of four or lower, the equipment they receive is one craftsmanship tier worse than
requested.

Meat for the Grinder


Cost: +6 Points
The Walking Dead: Characters from this regiment suffer a -10 Penalty to all Willpower Tests,
and all Command Tests to influence members of this regiment (including Comrades) suffer a -
10 Penalty.
Leftover Gear: Your regiment receives less support from the Departmento Munitorum, every
time you successfully acquire equipment the GM rolls a 1d10; on a 4 or lower the equipment
you receive is of lower craftsmanship than requested, or there is 1/4 th less of it than required if it
does not possess craftmanship levels.

No Cowards
Cost: +2 Points
Some regiments discourage the use of the Lasgun Variable Settings or overcharging your
plasma gun, in this regiment their use is practically mandatory. Anytime you wish to lower a
weapon’s rating further down using the Lasgun Variable Settings or not fire a weapon on it’s
Overcharge setting, you must pass an Ordinary (+10) Willpower Test. On a success you can
adjust the weapon to whatever setting you wish, on a fail you must continue using the weapon
on it’s current setting, on a failure with more than three Degrees of Failure, you must instead
crank the weapon to it’s most powerful setting.

Fatal Happenings
Cost: +6 Points
In the Imperium of Man, there are many things that can go wrong. However few regiments seem
to have them go wrong as often as this regiment. This is to the point rumours of a curse had
been placed upon the regiments or more worrying ones about a malevolent entity stalking the
ranks. No matter what the regiment of this ilk does from two hour long daily prayers to
anachronistic rituals from a dozen worlds, psykers or in dire cases the Emperor’s Most Holy
Inquisitor, nothing seems to work. However, if someone else uses their equipment or retake
land lost from the unfortunate regiment, they will find none of these problems. Up to twice per
Player per Session, but only once per encounter, the GM may force a player to roll twice for a
check and take the worse of the two rolls.
| 45

Civilian Soldiers
Cost: +7 Points
When first generating your characteristics, you roll 3d10+10 instead of the usual 2d10+20. Until
your first milestone, you suffer a -10 to all Willpower Tests in combat, the first time your
character gains Insanity, they gain double the total number gained, and your Comrade can not
gain any Comrade Specialisms or Veterancy.

Solo Operators
Cost: +7 Points
For whatever reason, when this regiment was first designed there was not any thought added to
training people in pairs for battle. Perhaps they were copying techniques directly from the
Schola Progenium, or otherwise lack the manpower required to give every single soldier
someone to assist them, needing all hands to act as independently as possible.
Every single speciality does not start with a Comrade and can not request one.

Burning Bridges
Cost: +3 Points
Requirements: Peer (Any)
At any point during your mission, typically before departing, a representative of the Regiments,
Squads or even Squad members ally may show up to provide a side objective. The nature of
this request can vary but will always be an inconvenience to the Squad.
Failing to accomplish this side objective before completing the mission will suspend all Peer
talents and Munitorum Influence, as word gets out that you are unreliable. The specific Peer that
requested your aid will temporarily swap out with the Enemy talent, until the consequences of
your failure is settled. Agents will make efforts to either stop you, or force you to address the
consequences of failure, but regardless will impede your progress until resolved. Once settled,
you lose the Enemy talent, regain it as Peer, and all other talents will no longer be suspended.

Pawns of the Powerful


Cost: +1 Points
This regiment whether through choice, or more likely, circumstance and bad luck found itself as
the preferred pawn of someone far more powerful than them. Their new “patron” could be range
from someone high up in the Astra Militarum command structure, the Commissariat, Adeptus
Mechanicus, Inquisitors, or the local Planetary Governor. Though often, only the officers directly
in the chain of command know who is truly pulling the strings and giving the orders.
Your “Patron” will occasionally send the squad material goods, whether this be a crate full of
Hot-Shot Charge Packs, Preysense Goggles, or a concerning amount of Sacred Unguents, all
of it will be relevant to the mission they’ll be tasked with managing, in addition to whatever
objectives their actual commanders will demand of them. Failing their “Patron” is not a fate any
squad should strive for if they intend to live long fruitful lives.

(This is just a short note to GM’s that even though the players may receive goods through this
“drawback”, you are encouraged to make the bonus missions received as counter-productive to
the original mission as possible, without making them unfair.)
| 46

Overconfident
Cost: +2 Points
Every time someone from this Regiment needs to make a check to assess an enemies strength,
if they fail the test by more than the linked characteristic bonus, they'll proudly make incorrect
assumptions about the enemies threat level or numbers. If they pass the test with only a single
Degree of Success they’ll have an accurate understanding of the enemy, but either be incorrect
about their count, or abilities.

Obvious Superiority
Cost: +5 Points
Special: Gain the Fateful talent
Whenever a member from this Regiment fails any check they have at least Trained level or
have a +5 Bonus in for characteristics, by more than their Willpower Bonus they must re-attempt
the test again next turn, with the same benefits and penalties. If they fail to succeed again, or if
they are unable to do so, they instead gain 1d5-2 Insanity Points.
| 47

Flame Weapon Righteous Fury Table


A special Righteous Fury table designed for use on Players and NPC’s wielding Flame
weapons. We’ve noticed through play that the Flame weapon quality is an incredibly strong trait,
and this table is just one of the ways we’ve decided to gently deal with that. This table isn’t
significantly more lethal than the other tables but should be thematic and dangerous for the
users. Anyone that lacks Weapon Training (Flame) automatically gains a +1 to the Righteous
Fury rolls on this table.

Critical Critical Effect


Damage
1 A shot pings off your flamer and the whole thing makes a worrying noise. You need
to spend an additional Half Action to fire it the next time you want to use it.
2 One of the fuel hoses on the device gets knocked free for a second before they
clamp it down, the target needs to pass a Challenging (+0) Agility Test or be
Blinded for 1 round. They also lose half the fuel in their weapon.
3 The weapon backfires for a second before it luckily stops, not exploding. Unluckily
for you though, the burns are quite painful and you can only take a half action for 2
rounds, and temporarily lose 1d5 Toughness Characteristic until you receive
medical attention.
4 The weapon discharges a blast of flames for a second, scorching your legs and
leaving painful burns. For 1d5 rounds you reduce your movement by half, and you
may not run or charge.
5 The weapon backfires, severely damaging the weapon and lowering it’s
Craftsmanship by one tier until repaired with an Ordinary (+10) Trade (Armourer)
or Challenging (+0) Tech-Use Test, as a half action. The target is also knocked
prone, and you temporarily lose 1d5 Toughness Characteristic, until you receive
medical attention.
6 The weapon detonates in the target’s hands, exploding in a miniature fireball that
consumes them. The target is knocked prone, their weapon is broken and requires
a Hard (-20) Trade (Armourer) or Very Hard (-30) Tech-Use Check as a Full
Action to fix it. Target also suffers 1d5 levels of Fatigue, and is set on fire.
7 The weapon makes a horrific groaning noise before it suddenly explodes outwards,
fragments of it turning into shrapnel. The weapon is irrecoverably lost, the target is
Stunned for 1 round, gain 1d10 levels of Fatigue, gains the Blood Loss status, and
must pass a Challenging (+0) Toughness Check or fall unconscious.
8 The weapon heats up, before violently exploding, fragments of metal and fuel
going in every direction,. The weapon is irrecoverably lost and the target must pass
a Ordinary (+10) Toughness Check or die, if passed target is Stunned for 1
Round, and loses 1d5 Fellowship permanently, due to extensive scarring.
9 The weapon rapidly overheats, the operator lacking time to even try to throw it
away before it explodes. The target dies instantly, any explosives on them explode
as well dealing their full damage to anyone within the blast radius. Any spare
Flamer fuel tanks also explode in a 1d10+4 E, Pen 2, Flame damage to anyone
within 2 meters.
10+ With a massive explosion, the target is instantly killed, parts of them scattering
about the area in a squall of gore and blood. The target explodes horrifically, all
their explosives, and their spare fuel tanks randomly scatter 2d10 meters before
exploding, with the spare fuel tanks exploding in a 1d10+4 E, Pen 2, Flame
damage explosion to anyone within 2 meters.
| 48

Requisition Rules
The rules below represent a new slightly different way for obtaining gear from the
Quartermaster. Each individual is assigned gear as according to their rank, and can spend
these points individually, or pool them together for larger purchases.
If a squad doesn’t a Sargeant to lead the team, whatever character is highest rank else wise or
whoever the players chose to be the squads’ leader is promoted to a Squad-Rank NCO, unless
they are higher, and gains that as their starter Requisition points.
The Commissar is a special case, in that they receive quite a larger amount of Requisition
points as compared to the rest of the squad and is encouraged to spend some of their points on
material for other squad members, rather than hoarding it all for themselves.

Rank Base Requisition Points Table


Requisition Rank Character Starting Ranks
Points
5 Green Recruits Conscripts, Inductees
Weapon Specialist, Heavy Gunner,
Ogryn, Ratling, Psyker, Beast
10 Standard Guardsman
Handler, Grenadier, Tactical Air
Controller
Medic, Operator, Stormtrooper,
15 Low-Rank NCO
Sutler, Artillery Spotter
20 Squad-Rank NCO Sergeant, Priest, Tech-Priest
25 Senior Squad-Rank NCO Junior Officer
30 Platoon Officer
40 Company Command
45 Commissar Commissar
Senior Company
50
Command

You can make a Hard (-20) Charm Test or a Challenging (+0) Commerce Test, every Degree
of Success on the test gives you an additional +2 to your base rating, every Degree of Failure
gives you a -2 penalty to your base rating. If you flub the roll badly enough that you lose all your
Requisition Points and still need to give more, the GM is encouraged to take items from their
standard kit.

The Munitorum Influence talent grants a squad wide bonus of +5 Requisition points to each
individual, their authority allowing a little extra pull with the Quartermasters and Logistic
Technicians. This bonus is only in play so long as the character with Munitorum Influence is
alive and operating within the squad.

The GM is encouraged to add additional items at a discounted costs to the Requisition Points
Table, as Mission Equipment Items. These items should be relevant to the mission but not one
hundred percent necessary to complete the mission, the Astra Militarum should provide the bare
minimum to actually complete the mission after all.
| 49

Remember that these items are assigned on a Per Mission basis and therefore need to be
returned to the Quartermaster at the end of every Mission, and you will need to request them to
be assigned to you again for the next Mission.

For items that can’t be returned (such as cybernetics), the player will permanently reduce their
logistics rating equal to the item so long as they possess that item. Cybernetics that are
attached to the player via in-game actions (such as limb replacements for missing limbs) are not
counted against the player, only upgrades they willing searched out and requested.
If you wish for even more granularity in your requisitions, you can also apply the following
modifiers to an individuals Requisition Points ratings to represent the Quartermasters
willingness to offer supply to veteran squads, regiments long entrenched in areas, or how the
war is proceeding.
Requisition Modifiers Table
Time Spent Mod Front Active Mod War Condition Mod
Less than 3 -3 RP Less than 3 -2 RP Losing Badly -4 RP
Months Months
3-6 Months No Effect 3-6 Months No Effect Faltering -2 RP
6-12 Months +3 RP 6-12 Months +2 RP Violent Impasse No Effect
1-5 Years +5 RP 1-5 Years +3 RP Near Victorious +1 RP
5+ Years +7 RP 5+ Years +5 RP Dominant +2 RP
| 50

Requisition Points Table


Item or Upgrade Cost Limitation
Upgrade a single item up one craftmanship tier 5
Upgrade a single item up two craftsmanship tiers 10
Replace Basic or Pistol Las weapon with equivalent Basic or 3
Pistol Solid Projectile weapon
Replace lascarbine with M36 Lasgun with 4 Charge Packs 5
Replace M36 Lasgun with Combat Shotgun with 4 Reloads 3
Pistol class weapon of Scarce availability or less with 2 5 Only Once
Reloads
Fragmentation Grenade OR Smoke Grenade OR Firebomb 5 Only Twice (per type)
Grenade
Krak Grenade OR Photon Flash 10 Only Twice (per type)
Respirator 8
Micro-bead 5
Pict-Recorder 8
Tracer Round OR Solid Slug OR Overcharge Pack 5
An item of Ubiquitous availability 1 GM’s Discretion
An item of Abundant availability 2 GM’s Discretion
An item of Plentiful availability 3 GM’s Discretion
An item of Common availability 5 GM’s Discretion
An item of Average availability 8 GM’s Discretion
An item of Scarce availability 10 GM’s Discretion
An item of Rare availability 15 GM’s Discretion
An item of Very Rare availability 20 GM’s Discretion
An item of Extremely Rare availability 30 GM’s Discretion
Random Munitorum Issue Surprise Box™ 5 +5 to Random Roll
The “Random Munitorum Issue Surprise Box” is a roll on the Random Issue Gear table, with a +5 to the roll for each
additional “purchase” beyond the first. The GM is recommended to not let the players buy multiple separate boxes.

Requisitioning the Regiment’s Favored Weaponry is a special cost. It lowers the cost to
requisition a weapon by 5 points less than it typically costs. For instance, if the regiment’s
Favored Heavy Weapon is a Lascannon, typically being Very Rare and costing 20 Requisition
Points, it would instead cost 15 Requisition Points for this regiment. This can only lower a
weapon to cost at minimum 1 point.
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Weapon Creation Rules


More in-depth rules for Weapon and Equipment creations, with “balanced” points costs and
values. Mostly meant more for GM’s looking to create somewhat “balanced” custom weaponry,
but players are free to request them from the Quartermaster/GM. As is the GM free to deny their
requests for truly broken weaponry.

Difficulty Positive Negative


Quality of Variants
Mod Points Points
Inferior -10 2 4
Equivalent -15 2 2
Good -20 4 4
Superior -25 4 2
Exceptional -30 6 4

When you want to “search” for a variant weapon pattern, you choose the Quality of the variant,
you then need to choose Pattern Modifications equal to both the Positive and Negative values.
After that you need to inform the GM of the total value of the Difficulty Modifier to apply to your
logistic tests to acquire your variant. Items can not be created if they would have a total negative
modifier greater than -60 to your test.

If you are also using the variant Requisition Rules, then convert the Difficulty Modifiers to these
Point Values instead, and then add them to the base Requisition Point value of the item. If your
item sits between listed values, split the difference between the two closest values and round
up.
Difficulty Mod RP Value
-10 +5 Points
-20 +8 Points
-30 +10 Points
-40 +15 Points
-50 +20 Points
-60 +30 Points

You can stack multiple pattern modifications atop each other for additive benefits, when
calculating values always start with the weapon’s base value (For Example, adding two Long
Barrel modifications to a Stub Revolver would add +20 Metres to the weapons range value).
The GM has ultimate authority to allow or deny your variant weapon or make suggestions on
how to alter it to fit better.
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General Equipment Patterns Positives


Cost Pattern Modification
1 Light Construction: Decrease the item’s weight by 1 kg (to a minimum of 0.5 kg)
2 Durable: Whenever this item would be badly damaged or destroyed, roll a 1d10. On a
result of 6 or higher, it survives the event largely unscathed thanks to its rugged
construction
2 Elegant Design: Good Craftmanship versions of this item count as being of Best
Craftmanship instead
1 Valuable: For whatever reason, this item is particularly desired by many around the
camp. Its owner can trade it away to gain a +20 bonus to the next Commerce Test he
makes involving the individual who received it
1 Devotional Engravings: Once per game session, so long as it is in his possession,
this item’s owner may re-roll a failed Willpower Test to resist the effects of Fear or
Pinning
2 Badge of Status: Thanks to its design or the connotations it carries, this item grants
its owner a +5 bonus to Charm and Command Tests he makes while it is visible
2 Intimidating: Thanks to its design or the connotations it carries, this item grants its
owner a +5 bonus to Intimidate Tests he makes while it is visible
2 Redoubtable: Once per game session, this item’s owner may gain a +10 bonus to the
next Test he makes using this item.

General Equipment Patterns Negatives


Cost Pattern Modification
1 Fixed Pattern: Logistics Tests to acquire Good and Best Craftmanship versions of this
item suffer an additional -10 penalty.
1 Unnecessary Features: Increase the item’s weight by 2 kg, and it requires the use of
both hands.
2 Forgotten Construction: Characters suffer a -20 on Tech-Use or other Skill Tests to
repair this item should it be broken or damaged.
3 Corrupted Pattern: Common Craftmanship versions of this item count as being of
Poor Craftmanship instead.
1 Capricious: Any time a character uses this item for a Test, roll 1d10; on a result of 1,
the device imposes a -10 penalty on the Test (in addition to any other modifiers it
provides).
2 Heating Issues: While using this item, on a roll of 91 or higher, the item overheats
and deals 1d10 damage with a penetration of 0 to the arm that is holding it, you may
choose to drop it instead of taking damage, but this damages the item by one step.
2 Erratic: While using this item, on a roll of 91 or higher, the item seizes up or refuses to
function, the test automatically fails, and can not be re-rolled. The item requires an
Ordinary (+10) Tech Use or Technomat Test to function again.
4 Disposable: This item can only be used once, regardless of success or failure. If this
item has no discernible uses, it only has one damage state and breaks incredibly
easily.
2 Needlessly Complicated: This item applies a -5 Modifier to tests relating to it’s use. If
this item has no discernible uses, it instead weighs an additional 2 kg.
4 Delicate: Anytime a character uses this item for a Test, roll 1d5; on a result of 1, the
item’s internal mechanisms have broken or seized up, and it must be repaired with a
Hard (-20) Tech-Use Test that requires at least several minutes before it can be used
again.
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Ranged Weapon Pattern Positives


Cost Pattern Modification
2 Long Barreled: If this weapon has a range of 30 metres or less increase the
weapon’s Range by 10 metres. If the range is greater than 30 metres increase it and
its weight by ½.
4 High Impact: Apply a +2 modifier to the weapon’s Damage when it is fired with the
benefit of an Aim Action.
2 Venerable Design: This weapon gains the Proven (2) quality. If it has the Proven (X)
quality already, increase the value by 1.
1 Lightweight Materials: Decrease the weapon’s weight by 2 kg (to a minimum of 0.5
kg). If it is a Basic weapon, its wielder reduces the penalty for firing it one-handed to -
10. If it is a pistol weapon, its wielder can draw it from its holster as a Free Action.
2 Rapid Clip Ejection: Reduce the Reload of the weapon by one Full Action (to a
minimum of one Half Action).
2 Piercing: This weapon gains the Felling (2) quality when fired at a target within Short
Range. If it has the Felling (X) quality already, increase the value by 2.
3 Crippling Munitions: This weapon gains the Crippling (2) quality. If it has the
Crippling (X) quality already, increase the value by 1.
1 Brutal Construction: This weapon gains the Ogryn-Proof quality. If used as an
Improvised Weapon it has the following profile: Melee; 1d10 I; Ogryn-Proof, Primitive
(8).
5 Incredibly Lethal: This weapon gains the Accurate quality. If it has the Inaccurate
quality, it loses it instead.
1 Fool Proof: This weapon gains the Reliable quality, if has the Unreliable quality it
instead loses it.
4 Variable Power Setting: This weapon gains the Maximal quality and the Overheats
quality. If it already has the Maximal quality, it loses the Recharge quality when firing
on Maximal.
3 Extra Barrels: This weapon gains the Storm quality, if it has the Storm quality already,
it scores triple the amount of hits inflicted on the target and amount of ammunition
expended.
4 Over-pressured: This weapon gains the Concussive (0) quality. If it has the
Concussive (X) quality already, increase the value by 1.
5 Phosphorous Additives: This weapon gains the Flame quality. It if has the Flame
quality already, targets suffer a -10 modifier to the Agility Tests to prevent catching
flame.
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Ranged Weapon Pattern Negatives


Cost Pattern Modification
1 Inefficient Barrel: Apply a -2 modifier to the weapon’s Damage when it is fired at
targets outside of Short Range
2 Heating Issues: This weapon gains the Overheats quality. If it has this quality already,
it loses the Reliable quality if it has it.
1 Erratic: This weapon gains the Unreliable quality. If it has the Reliable quality, it loses
it.
1 Bulky: Increase the weapon’s weight by 2 kg. If it is a Pistol weapon, it becomes a
Basic weapon.
1 Rare Model: Logistics Tests to acquire this weapon outside of its place of
manufacture suffer a -10 penalty in addition to any other modifiers.
2 Small Clip: If this weapon has a Clip Size greater than 10 decrease the Clip Size of
the weapon by ½, if it has a Clip Size less than 10, remove 5 from it (to a minimum of
1).
2 Corrupted Pattern: Common Craftmanship versions of this weapon count as being
Poor Craftmanship instead.
2 Diffuse Spread: Apply a -4 modifier to the weapon’s Penetration when it is fired at
targets outside of Short Range. If this weapon has no penetration, apply a -2 to
damage instead when fired at targets outside of Short Range.
2 Recharge Cycle: This weapon gains the Recharge quality. If it has this quality
already, it must spend an additional round between shots.
3 Delicate: Whenever this weapon jams, roll 1d10. On a result of 1, the weapon’s
internal mechanisms seize up or snap, and it must be repaired with a Hard (-20)
Tech-Use Test that requires at least several minutes before it can be fired again.
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Melee Weapon Pattern Positives


Cost Pattern Modification
3 Finetuned: If this weapon has the Unbalanced quality, remove it. If it has the Unwieldy
quality, it gains the Unbalanced quality instead. If it has neither the Unwieldy or
Unbalanced quality, it gains the Balanced quality.
3 Serrated: Whenever this weapon’s wielder scores three or more Degrees of Success
on a Weapon Skill Test to attack with this weapon, it gains the Tearing quality for the
attack. If it already has the Tearing quality, apply a +1 modifier to its Damage when
this happens instead.
2 Venerable Design: This weapon gains the Proven (2) quality. If it has the Proven (X)
quality already, increase the value by 1.
1 Lightweight Material: Decrease the weapon’s weight by 2 kg (to a minimum of 0.5
kg). If it is a two-handed weapon, it becomes a one-handed weapon. If it is a one-
handed weapon, its wielder can draw it from its sheathe as a Free Action.
3 Cruel Design: This weapon gains the Crippling (2) quality. If it has the Crippling (X)
quality already, increase the value by 1.
3 Monster Hunter: This weapon gains the Felling (2) quality. If it has the Felling (X)
quality already, increase the value by 2.
4 Shearing: This weapon gains the Razor Sharp quality. If it already has this quality, or
ifs Penetration is 0, apply a +2 modifier to its Penetration instead.
2 Symbols of Duty: The wielder of this weapon gains a +5 bonus to Willpower Tests
made to resist the effects of Fear and Pinning.
3 Envenomed: This weapon gains the Toxic (1) quality. If it already has the Toxic (X)
quality, increase the value by 1.
1 Incredibly Dense: This weapon is never destroyed when used to Parry a weapon with
the Power Field quality. It gains the Ogryn-Proof quality.
1 Precisely Weighted: This weapon can be thrown. It counts as having a Thrown
weapon profile that is identical to its Melee weapon profile, with a range of 10 metres.
5 Flaming: This weapon gains the Flame quality. If it already has the Flame quality,
targets suffer an additional -10 Penalty to their agility tests to not catch on fire.
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Melee Weapon Pattern Negatives


Cost Pattern Modification
1 Poor Grip: If the wielder fails a Weapon Skill Test with this weapon by a number of
Degrees of Failure greater than his Weapon Skill Bonus, he loses his hold on it. It
travels 1d5 metres in a randomly determined direction before coming to a rest.
3 Sub-Optimal: Apply a -2 modifier to the weapon’s Damage
2 Crude: If this weapon has the Primitive (X) quality, reduce the value by 1. Otherwise, it
gains the Primitive (8) quality.
1 Leaden: Increase the weapons weight by 2 kg. If it’s wielder fails a Weapon Skill Test
made with this weapon by a number of Degrees of Failure greater than his Weapon
Skill Bonus, it becomes lodged in the ground or another surface. It requires a Half
Action and a Challenging (+0) Strength Test to dislodge it.
1 Rare Model: Logistic Tests to acquire this weapon outside of its place of manufacture
suffer a -10 penalty in addition to any other modifiers.
2 Shallow Cuts: Apply a -1 modifier to Critical Damage that this weapon inflicts
(Including Critical Damage from Righteous Fury).
2 Corrupted Pattern: Common Craftmanship versions of this weapon count as being
Poor Craftmanship instead.
2 Imprecise: This weapon gains the Inaccurate quality. If it already has the Inaccurate
quality, it gains the Unwieldy quality instead.
3 Awkward: If this weapon has the Balanced quality, it loses it. Otherwise, it gains the
Unbalanced quality. If it already has the Unbalanced quality, it gains the Unwieldy
quality instead. If it already has the Unwieldy quality, it can no longer be used for Swift
Attacks.
3 Brittle: Whenever the attack fails a Weapon Skill Test by a number of Degrees of
Failure greater than his Weapon Skill Bonus, roll 1d10. On a result of 1, the weapon
shatters.
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Armor Pattern Positives


Cost Pattern Modification
1 Light Weight: This armor pattern is made with superior materials and design
philosophies, and therefore weighs three kilograms less than a typical model would.
2 Elegant Design: This armor pattern is cleverly designed and fits like a glove on its
wearer, during a Downtime Activity slot someone can attempt to fit the armor to it’s
intended wearer with a Challenging (+0) Trade (Armourer) Check, on a success the
wearer can treat this armor pattern as if it were one craftsmanship level higher than it
actually is. On a failure they will require an additional Downtime Activity slot to
automatically complete this task. This only needs to be done once per individual per
armor piece or full set.
1 Devotional Engravings: With doctrinal writings and religious scripture adorning this
piece, a guardsmen can easily recite all twelve canticles of strength. Once per
Session, the bearer of such an armor piece can re-roll a failed Willpower Test to resist
Fear or Pinning.
2 Inspirational: Bearing designs harkening to various imperial figures of myth and
legend such as Adeptus Astartes, the bearer of this armor piece gains a +5 Bonus to
all Command or Intimidate checks they make against friendly Imperial forces.
3 Up Armored: Like the Astra Militarum itself, sometimes more is just what you need.
Additional plating is attached to key areas that the governing Tech-Priest has deemed
of insufficient protective capabilities. This pattern increases the AP to a single location
by 1.
2 Sealed: Despite being a bit of a squeeze, this armor is completely sealed from
external airborne threats. This armor contains an integrated rebreather system, and
count as an equivalent quality Gasmask while worn.
6 Integrated Refractor: Typically, only found on high-ranking officers and the
Commissariat, this armor contains a hidden integrated Refractor Field located inside it.
2 Terror Mask: The wearer of this upgrade gives enemies (and friendlies not within the
squad structure) a -5 Penalty to willpower. This can stack but only up to -10 Penalty.
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Armor Pattern Negatives


Cost Pattern Modification
1 Fixed: The forges that produce this pattern of armor produces very little variation,
having been mathematically proven to be the most efficient choice. The logistics tests
to acquire this armor pattern at Good or Best Craftsmanship are at an additional -10
Penalty.
1 Heavy: Redundant panels, inferior materials, or lack of proper design philosophies
have made this armor pattern heavier than needed, and as such this pattern weighs
an extra three kilograms more than it should.
2 Delicate: This armor uses many smaller panels and relatively delicate materials in its
construction. Whenever this armor breaks or suffers damage, the Tech-Use or Trade
(Armourer) test required to fix it is at an additional -20 Penalty.
1 Shoddy: This armor pattern is produced on mass, and it shows. Common
Craftsmanship versions of this pattern count as Poor Craftsmanship.
2 Corrupted Pattern: The forges producing this armor are prone to error and are
calcitrant, always seemingly introducing new problems into the construction. This item
always counts as one tier of craftsmanship lower than whatever was requested.
1 Stuffy: This armor is overly insulated and is uncomfortable to wear in any but the most
pristine environments. The wearer of such an armor receives a -1 Penalty to all
Checks they make while wearing this armor.
2 Ceramite Plates: This armor counts as Best Craftsmanship until it suffers its first
Righteous Fury, then it counts as Poor Craftsmanship until the plates are replaced.
They can be replaced for free the next time you can make a Requisition.
1 Inflexible: This armor just doesn't bend like it should, the parts don't move and the
clothes are overly starched. While wearing this armor you suffer a -2 penalty to all
Strength and Agility Based Skills.
1 Brightly Colored: Like the Adeptus Astartes, your armor is meant to be seen,
witnessed. Unfortunately, you lack the mythical toughness of such figures, and you
suffer -5 Penalty to Stealth checks while wearing this armor.
| 59

Expanded Modifications and Upgrades


The section for all the modifications and upgrades available to weapons, after-market style.

Weapon Modifications
Name Test Modifier Applies To
Exposed Coils -20 Tech-Use Any Plasma Weapon
Jagged -10 Tech-Use Any Low-Tech Weapon
Ogryn Resistant Modifications and Child Proofing -10 Tech-Use Any Weapon
Overclocked Coils -30 Tech-Use Any Plasma Weapon
Shotlas Conversion -10 Tech-Use Any Basic or Pistol Las Weapon
Towed Weaponry Special Any non-superheavy vehicle
class weapon

Exposed Coils (-20 Tech Use Test)


Permanently exposing the cooling coils of a plasma gun allows the weapon to cycle through
shots at an increased rate without sacrificing the user in the process, but potentially opening the
weapon to undue damage. This is typically the opposite of the intention of any adherent of the
Cult Mechanicus and is therefore not a standard nor typically approved modification.
This modification locks the weapon into the Maximal firing mode, but the weapon only overheats
on a roll of 96+, but otherwise follows all the standard rules for the Overheats quality.
Applies to: Any Plasma Weapon

Jagged (-10 Tech Use Test)


Common amongst Feral and Death Worlders, and especially those more commonly aligned with
khornate forces, adding jagged lacerations either by physically scoring them into the weapon, or
by adding vicious hooks and barbs to the exterior is a cheap and easy way to inflict additional
pain onto the enemy, at the cost of the weapons balance.
When this weapon deals damage to an enemy, they must make an Ordinary (+10) Toughness
Check, with a penalty equal to the amount of damage they took, reduced by Armor and
Toughness Bonus. On a failure they gain the Blood Loss condition. This check does not happen
if the only damage received is from a Righteous Fury.
If this weapon has the Balanced quality, it loses it. If it wasn’t Balanced it becomes Unbalanced,
or Unwieldy if it was already Unbalanced.
Applies to: Any Low-Tech Weapon

Ogryn Resistant Modifications and Child Proofing (-10 Tech Use Test)
This weapon’s internal mechanisms have been significantly strengthened, along with various
options being either simplified or removed to prevent accidental use by the intended ogryn. The
weapon is given a once over and reinforced along the outer casing as well. The weapon’s
weight is increased by 30%, and it gains the Ogryn-Proof trait.
Applies to: Any weapon
| 60

Overclocked Coils (-30 Tech Use Test)


Those with an in-depth knowledge of the workings of their plasma gun might know that although
the weapon is already noted to have an unsafe fire rate in relation to the longevity of their
wielders, this can be increased even further to produce a truly deliriously dangerous weapon.
This modification locks the weapon into the Maximal firing mode, but the weapon does not gain
the recharge quality, and lowers the Overheat threshold down to 81+, but otherwise follows all
the standard rules for the Overheats quality.
Applies to: Any Plasma Weapon

Shotlas Conversion (-10 Tech Use Test)


A popular conversion, if you are an honourless ruffian, scofflaw, or underhive menace, or
recruited from one of the above. This modification is available laser based Pistol-class, Basic-
class weapon, or Multi-Laser. While the weapon is cosmetically indistinguishable from its
standard base form, a trained individual, such as a Quartermaster or Mechanicus Tech-Priest,
may be to tell the difference.
The player may make a Routine (+20) Trade (Armourer) Check or a Challenging (+0) Tech-
Use Check, competed by the investigating party making an Ordinary (+10) Scrutiny Check. If
the investigating party wins, they’ll typically confiscate the weapon (without issuing another
replacement) and the individual in question will temporarily lose five logistics rating. Other
penalties may apply depending on the severity of the transgression, and how often the
individual in question has been reprimanded over such events.
The chosen weapon loses 3/4ths of its total range, gains the Scatter quality, and loses the
Reliable quality if it possessed it before, and the Unreliable quality if it did not.
Applies to: Any Basic or Pistol Las Weapon

Towed Weaponry (Varies on primary armament)


A hulking weapon platform that carries on it any typically vehicle mounted weapon. While the
weight varies by armament, it is far too much for even an Ogryn to carry and move an
appreciable distance alone. The weapon has two modes, Ready and Towed.
While in Towed mode the weapon is unable to be fired but may be towed by any suitable
vehicle (Chimera, Trojan, Salamander, etc). Doing so will impose a -20 to the maneuverability of
the towing vehicle.
While in Ready mode, the weapon counts as a braced heavy weapon with a 90 Degree firing
arc. The weapon may be rotated on its wheels or moved short distances with an Ordinary (+10)
Athletics Check. The aptitudes required for the weapon are Heavy and whichever weapon
domain is typically used for such weapons.
Switching between the Towed and Ready mode requires four full actions. Ammo is assumed to
be carried in the carriage assembly, and enough for four magazines can be carried with the
weapon. Further rounds may be carried in the towing vehicle.
Applies to: Any non-superheavy vehicle class weapon
| 61

Weapon Upgrades
Name Availability Applies To
Alternate Flamer Nozzle Scarce Any Spray Weapon
Asmodeus Generator Very Rare Any Power Weapon
Auxiliary Flamer Rare Any Basic Weapon, or Two-
Handed Weapon
Auxiliary Lasgun Scarce Any Basic Weapon, or Two-
Handed Weapon
Bipod Average Any Basic Weapon
Hathcock-Harrison Hit Confirmation Package Extremely Rare Any Ranged Weapon
High Speed Motor Scarce Any Chain Weapon
High-Capacity Magazine Average Any Non-Low Tech Ranged
Weapon
Improved Power Generator Very Rare Any Power Weapon
Inferior Power Generator Lowers Rarity by Any Power Weapon, Force
One Weapon, or Force Field
Internal Heating Coil Very Rare Any Melee Weapon without the
Primitive, Power Field, or Force
Lightened Armor Common Any Armor
Master-Crafted Near Unique Anything with Craftsmanship
Master-Crafted Adamantium Teeth Rare Any Chain Weapon
Morning Star Generator Extremely Rare Any Power Weapon
Suppressor Package Very Rare Any Non-Low Tech Ranged
Weapon without a Full-Auto

Alternate Flamer Nozzles [Scarce Availability]


An easy modification to make to any flamethrower or other spray weapons, alternate nozzles
can be installed to adjust how the weapon behaves, either restricting or enhancing its cone of
fire.
Concentrated Nozzle – The weapon receives half of its current range as bonus range, but
restricts the weapon to only firing in a 15-degree cone
Diffuse Nozzle – The weapon loses half of its current range, but fires in a 90-degree cone.
Applies to: Any Spray Weapon

Asmodeus Generator (Very Rare)


This generator is a favourite of pyromaniacs, Inquisitors and questionably rich ecclesiarchy
members. This has been designed for the power field to have a slight fluctuation as to allow it to
burn the enemies of the Imperium. When attached to a weapon on any attack that scores three
or more Degrees of Success on an attack, the weapon gains the Flame quality, the minor
degradation of the power field lowers penetration by 1.
Applies to: Any Power Weapon
| 62

Auxiliary Flamer [Rare Availability]


The preachers of the Adeptus Ministorum are often faced with a challenging theological and
technical problem. To carry in to combat a blessed chain weapon, to render the enemies of the
God-Emperor to fine viscera, or to carry in a flame weapon, to reduce His enemies to naught
but ash. Some of the more technically savvy, or friends with those that are decided, why not
both. With sufficient fervour, faith, and some extra muscles, they can combine their two favourite
weapons together into one holy bundle. The Auxiliary Flamer adds 4 kg to the weight of
whatever weapon it is attached to and can be fired instead of whatever it is attached to, but both
can not be utilized in the same turn.
Auxiliary Flamer (Basic; 20m; S/-/-; 1d10+4 E; Pen 2; Clip 3; Reload 2 Full)
Applies to: Any Basic Weapon, or Two-Handed Melee Weapon

Auxiliary Lasgun [Scarce Availability]


With the existence of Underbarrel Shotguns, Grenade Launchers, and Flamethrowers, it would
be inevitable that someone would also want to stick a Lasgun underneath something else in an
inversion of the typical. This Auxiliary Lasgun uses standard Laspistol batteries, but in a highly
modified Lascarbine shell, which negatively affects its magazine potential. The Auxiliary Lasgun
adds 2 kg to the weight of its fitted weapon and can be fired instead of shooting with the weapon
as normal but both cannot be fired in the same turn.
Auxiliary Lasgun (Basic; 50m; S/-/-; 1d10+3; Pen 0; Clip 15; Reload 1 Half)
Applies to: Any Basic Weapon, or Two-Handed Melee Weapon

Bipod [Average Availability]


While not traditional for most lasguns, the introduction of a bipod to a normal rifle does has its
benefits. The wielder can secure their weapon and get a steadier shot and can help combat the
recoil involved in firing a full-auto burst from their weapon. While popular with Regiments who
specialize in longer ranged combat, CQB oriented regiments tend not to issue them as it’s
additional frontal weight may throw off the wielder at key moments.

This lets you brace the weapon as if it were a Heavy Weapon with a Half Action, while the
weapon is braced it gains a +5 Bonus to Ballistic Skill Tests and reduces the penalty for Full-
Auto Bursts to a -5 Penalty.
The Bipod adds an additional 0.5 kg to the weight of the weapon it’s attached to, and while
performing an attack at the same time as another character due to the Delay or Overwatch
Actions, you suffer a -10 Penalty on the Test to determine who acts first.
Applies to: Any Basic Weapon

Hathcock-Harrison Hit Confirmation (HHHC, HECK) Package (Extremely Rare)


The HHHC upgrade involves a modified breach, longer barrel, delicate and sophisticated
internal upgrades and typically the mounting of a telescopic sight. These upgrades are not
typical and thus add an additional (-20) to all Tech-Use checks to repair these weapons, due to
their new delicate and technical sophisticated internal components. This weapon gains the
Accurate quality according to its weapon class and loses any Full-Auto or Semi-Auto stat it
possessed and gains the Single Shot setting if it did not posses it before.
Applies to: Any Ranged Weapon
| 63

High Speed Motor (Scarce)


Adding a stronger motor to the driveshaft of the chain weapon allows it to spin even faster,
clearing debris (typically heretics) out of the way of the machinery’s internal operations. This
increases fuel consumption, but the users typically find advantage outweighs the downside of
carrying slightly more promethium on them. When applied to a weapon this increases its
Penetration value by two.
Applies to: Any Chain Weapon

High-Capacity Magazine (Average)


There is a simple maxim to be found in the Guard. “Where one is good, ten is better!” This
simple quote can be applied to guardsmen, weapons, ammunition and many other objects to
which you wish you simply had more of. A simple upgrade to requisition is to simply get a larger
magazine for your weapon to allow you to dispense the Emperor’s Judgement for longer before
reloads. Pistol and Basic class weapons with this upgrade increase their Clip Size by half and
adds a half action to it’s reload. A heavy weapon with this upgrade increases its Clip Size by
Double, adds a Full Action to it’s reload, and increases it’s weight by one quarter.
Applies to: Any non-Low Tech Ranged Weapon

Improved Power Generator (Very Rare)


There are many patterns of power weapon generators, and some are of higher quality and
make then others. This upgrade fits a higher quality power generator on to your weapon, and
once per combat with a free action you may activate its high-performance mode. All your
attacks on this turn gain an additional +5 Damage and +2 Penetration.
Applies to: Any Power Weapon

Inferior Power Generator (Lowers Rarity by one)


Power weapon fields are an advanced technology not often perfected by the many small forge
worlds that populate the Imperium of Man. But many people will say that even a power sword
that only works half the time is better than not having one at all. Just make sure you leave
yourself some time to turn it back on before something comes to test your weapon.
When you first activate the power field with a Half Action, it lasts for 1d5 rounds, before it
automatically shuts off, and must spend 1d5-1 rounds recharging itself.
Applies to: Any Power Weapon, Force Weapon, or Force Field

Internal Heating Coils (Very Rare)


In a rare show of cooperation between Tech Priests from differing planets, the Tech Priests of
Ryza have generously offered their leftover and substandard plasma coils to be used for other
purposes. When integrated into a Melee weapon, the weapon gains the Flame quality on any
attacks with six or more Degrees of Success.
Applies to: Any Melee Weapon without the Primitive quality, Power Field quality or Force
quality
| 64

Lightened Armor (Common)


There are many different styles and materials for the Astra Militarums ubiquitous Flak Armor,
but there is nearly always one constant. It weighs a lot. Your officer will say it builds character,
strengthens the body like war toughens the mind, never mind that he is already not carrying his
standard kit and has a hat instead of a helmet. But for the chosen few there is a better
alternative.
Any Armor with this upgrade weighs half as much as usual, this upgrade does not stack with the
Best Craftsmanship upgrade, such armor already has these upgrades.
Applies to: Any Armor

Master-Crafted (Near Unique)


There is a fourth Craftsmanship tier, one that a Guardsman has no right to ever have an item
with such quality. This kind of work is typically reserved for heroes of a crusade, chapter
masters of the Adeptus Astartes, and other people you’d likely never even be authorized to see.
Any item that has been Master-Crafted is automatically Near Unique availability.
A Master-Crafted Ranged weapon never Jams or Overheats, and gains a +10 Bonus to Ballistic
Skill, +1 to Damage, and +1 to Penetration.
A Master-Crafted Melee weapon gives a +20 Bonus to Weapon Skill, +2 to Damage, and +1 to
Penetration.
A Master-Crafted Armor weighs half as much as listed, and gives a +2 Bonus to its Armor
Points.
Master-Crafted Wargear’s effect varies upon the item but it should generally as helpful as
possible, and the item should be able to function in nearly any situation.
Applies to: Anything with Craftsmanship Tiers

Master-crafted Adamantium Teeth (Rare)


Painstakingly replacing every individual tooth on a chain weapon is often left to the Tech-Adepts
that have faulted, or particularly abused Technical Assistants, but the results are often quite
impressive for their intended users. This weapon gains the Razor-Sharp quality, but on a roll of
91 or higher the teeth have become damaged enough that this upgrade no longer applies and
requires another poor abused soul to replace and resharpen the teeth again.
Applies to: Any Chain Weapon
| 65

Morning Star Generator (Extremely Rare)


This ancient and infamous pattern takes the instability of the Asmodeus Pattern generators, and
with the gentle ministrations of an expert or insane Tech-Priest, turns it even more erratic. It also
greatly amplifies the weapon’s fluctuations to potentially catastrophic levels of self harm. It is
frowned upon by more “honorable” swordsmen and sane members of the Adeptus Mechanicus.
However, those that master it claim its wild nature makes them a devastating swordsman, at
least until their own blade claims them.
When equipped, the weapon gains the Flame and Razor-Sharp qualities. If this weapon is used
to parry a weapon that also has the Power Field quality, roll 1d10 for each combatant, on a roll
of 5-10, the weapon’s power field is disabled, and requires a Hard (-20) Tech-Use check to
reactivate it, as the weapons generator backfires, dealing 1d10+5 Energy damage ignoring
armor to the user, this can also trigger the weapon’s Flame quality against the wielder. This
weapon also gains the Overheats quality and the Unbalanced quality, if it had the Balanced
quality, it loses it.
Applies to: Any Power Weapon

Suppressor Package (Very Rare)


The Suppressor Package involves an improved fire control system, more robust internal
modifications and typically a larger Clip Size for whatever weapon it is being added to. These
types of upgrades are preferred by regiments facing down Orks or the living tide of the Tyranid.
When applied to a Weapon, take its Semi-Automatic stat and double it for its new Full-Auto stat,
the weapon loses Reliable if it had it.
Applies to: Any Non-Low Tech Ranged Weapon without a Full-Auto stat and with a Semi-Auto
stat
| 66

Expanded Talents
Table 1-1: Tier 1 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
All-Consuming Hatred (Any) Willpower General Gain more benefits (and
Hatred penalties) from Hatred
Ammunition Commerce Fellowship General Gain a free bonus mag,
Surplus make some funny ammo.
Fateful - Willpower General Gain DoS and DoF
Fire Control - Finesse General Limit expending ammo
Holy Hot Starch - General Finesse Throw an overheating
weapon at something
Horseshoes and STR 30 Strength Offence Throw any kind of explosive
Hand Grenades
Pitcher Str 35 Strength General Toss things far
Regimental - Ballistic Skill General Know how to use your
Orthodoxy Weapon Skill Regiment’s favored
weapons.
Stop Drop and - Willpower General Put out fire as a half action
Roll
The Gang’s All 2 or More Fellowship Leadership Get the boys to assist your
Here Comrades intimidate checks

Tier One Talents


All-Consuming Hatred
Tier: 1
Prerequisites: Hatred (Any)
Aptitudes: Willpower, General
It’s not enough to merely hate, you hate with your entire being. Your very soul turned towards
the cause of hate. The thought that anything you specifically hate gets to enjoy another moment
in this universe is an affront to the God-Emperor and more damningly, to you.
You gain a +5 Bonus on all characteristics and skills that Hatred provides a bonus for and for
any talent that requires Hatred as a prerequisite. You also suffer a -5 Penalty on all Willpower
Tests to retreat or surrender when fighting against the targets of your Hatred, or any other
negative downside to any talent that requires Hatred as a prerequisite.
You may select this talent a number of times equal to your Willpower Bonus, and each purchase
also gives you one Insanity Point.

Ammunition Surplus
Tier: 1
Prerequisites: Commerce
Aptitudes: Fellowship, General
The player can add a single pack of Unusual Ammunition of Scarce availability or less to their
Standard Kit, they can change what it is each time they fill out a Requisition form. In addition,
they gain a +10 Bonus to crafting any Unusual Ammunition.
| 67

Fateful
Tier: 1
Prerequisites: -
Aptitudes: Willpower, General
Some say the God-Emperor himself watches you, others say you’re cursed by the Dark Gods
themselves. Either way, whatever happens with you, it always seems to be a bit worse or better
than what happens to other people.
A character with this talent gains one extra Degree of Success on all successful tests, and one
extra Degree of Failure on all failed test.

Fire Control
Tier: 1
Prerequisites: -
Aptitudes: Finesse, General
Guardsmen are taught that ammunition is cheaper than lives, but any trip to a quartermaster
might dissuade you of that notion given the amount of effort and problems requesting more
munitions causes sometimes.
Whenever you fire a Ranged Weapon on a Semi-Automatic Burst or Full-Automatic Burst, if
your shots would overkill the target you can choose to stop firing and not expend any more
bullets than necessary to kill your target.

Holy Hot Starch!


Tier: 1
Prerequisites: -
Aptitudes: General, Finesse
In spite of the various doctrines given by the Munitorum and the nearest Enginseer, you have
devised an ad-hoc means of both felling an enemy and minimizing self harm when using certain
weapons.
If you are about to take damage from a weapon with the Overheat quality that is a Pistol or
Basic class weapon, you can use your reaction to throw it as if it were a grenade with a range of
SBx3. Make a new Ballistic Skill check, on a failure you take the damage as normal, on a
success the weapon is thrown at the target. If the target is a creature, it takes the damage that
you would have. Regardless of a pass or failure, the weapon lands adjacent to the target.

Horseshoes and Hand Grenades


Tier: 1
Prerequisites: STR 30
Aptitudes: Strength, Offence
Sometimes desperate times call for desperate measures. Other times someone thinks its funny
to give the ogryn missiles to throw like a football. Regardless of your reason or lack of, your
character has figured out how to deactivate the safety features of proper munitions to use them
like impromptu grenades.
You may throw any Missile or Mortar round like a grenade with a range of SBx3, but on any
jams the weapon explodes in your hands.
| 68

Pitcher
Tier: 1
Prerequisites: STR 35
Aptitudes: Strength, General
You’d be the upcoming star of any baseball team you took part in. You can throw like no one’s
business and got the techniques to throw any small roundish objects far. Unfortunately, you’re in
the Astra Militarum instead, so you’ll mostly be throwing Frag Grenades to save your life.
You treat your Strength Bonus as being two higher for the purposes of calculating throwing
distance, and you increase the range of any Thrown weapon with a static range by your
Strength Bonus.

Regimental Orthodoxy
Tier: 1
Prerequisites: -
Aptitudes: Ballistic Skill OR Weapon Skill, General
Regiments across the galaxy fall into particular patterns and means of warfare. Even if the
guardsmen do not fully know the intricacies of a particular class of weapon, they’ll know the
particulars of their Regiments chosen tool of war.
You count as Trained in your Regiments favored weapons, and while using one of them they
count as having the Reliable quality. If the weapon was already Reliable, it instead never jams.

Stop Drop and Roll


Tier: 1
Prerequisites: -
Aptitudes: Willpower, General
You’ve been taught in the ancient techniques of fire suppression and had them drilled in your
head until perfected.
You may attempt to put out fire as a half action instead of a full action.

The Gang’s All Here


Tier: 1
Prerequisites: 2 or More Comrades
Aptitudes: Fellowship, Leadership
Being intimidating by yourself can be difficult, but its easier when the whole crew is backing you
up. This character can add +10 to an Intimidate check for every comrade that is currently in
cohesion.
| 69

Table 1-2: Tier 2 Talents


Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
Ain’t got time to Die Hard Defence Toughness Automatically resist Blood
Bleed Loss for a bit
Armor of Resistance Toughness Willpower Resist Psyker powers and
Contempt (Psychic) Non- corruption
Psyker
Artillerist Navigate Intelligence Fellowship Call for Fire more efficiently
(Surface) +10
Bolt Weapon BS 35, Weapon Ballistic Skill Offence Cause pinning on non-
Expertise Training (Bolt) overwatch shots
Champion Pitcher Pitcher, STR 40 Strength Fieldcraft Toss things really far
Combination Tech-Use +10, Intelligence Tech Combine grenades and
Munitions Modify Payload missiles for greater effect
Contempt Hatred (Any) Defense Willpower Resist your hated targets
Low-Tech WS 35, Weapon Weapon Skill General Improve Low-Tech weapons,
Weapon Expertise Training (Low- making them deadlier
Tech)
Marching Fire Hip Shooting OR Fieldcraft General Move out then suppress
Ripper Charge targets
Push on Through! Special Fellowship Leadership Enhance various orders with
bonus movement
Rapid Reposition FEL 40, Snap out Fellowship Leadership Move a Half Action after
of it! breaking Pinning
Regimental Motto Command +10 Fellowship Leadership Improve inspire with the boys
Shock and Awe BS 40 Ballistic Skill Offense Blast shots can trigger
pinning
Solid Projectile BS 35, Weapon Ballistic Skill General Solid Projectile weapons gain
Weapon Expertise Training (Solid Proven (X), equal to half of
Projectile) their Ballistic Skill
Stand Tall Air of Authority Leadership Willpower Resist pinning without cover
Steady Aim BS 35 Ballistic Skill Finesse Fire out of vehicles better
Zealous Hatred (Any) Leadership Willpower Hatred bonuses for Orders

Tier Two Talents


Ain’t got time to Bleed
Tier: 2
Prerequisites: Die Hard
Aptitudes: Defence, Toughness
Blood loss is a fact of life (and frequently death) in the Astra Militarum. Maybe you’ve got an iron
will, a hardened body, or maybe some Magos made your blood thicker, regardless of the
reasoning you’re just that much hard to bleed to death.
When suffering from the Blood Loss status, you automatically pass the Toughness Check to
resist increasing the severity of Blood Loss for a number of turns equal to your Toughness
Bonus. You still take the starting one damage each turn, until cured by a Medicae check.
| 70

Armor of Contempt
Tier: 2
Prerequisites: Resistance (Pyschic Powers), Non-Psyker
Aptitudes: Toughness, Willpower
The idea that humanity, through sheer hatred, can resist the ruinous powers is hotly debated by
much high ranked individuals of the Imperium than you are likely to meet. However, you are an
example of one who proves such a thing true for neither witches nor the dwellers of the warp
can easily touch you. You gain an additional plus +10 to resist Psychic Powers. When you gain
corruption, you can reduce the total amount you gain by your Willpower Bonus, to a minimum of
one.

Artillerist
Tier: 2
Prerequisites: Navigate (Surface) +10
Aptitudes: Intelligence, Fellowship
Having received the specialty training required to coordinate indirect fire, you’ve become a more
valuable member of your regiment, the Astra Militarum’s mightiest guns require their finest
directors, and also incidentally are now the perfect person to blame if the Basilisk blows up a
friendly.
When making use of the expanded “Call for Fire” rules, the number of rounds before the
munitions land is 5-DoS rounds instead of the typical 10-DoS rounds.

Bolt Weapon Expertise


Tier: 2
Prerequisites: BS 35, Weapon Training (Bolt)
Aptitudes: Ballistic Skill, Offence
When properly utilized, even the missed shots from a bolter will cause the enemy to keep their
head down, lest they lose it in a gory display to their fellows.
When you fire a Bolt weapon, all enemies of your attacks must take an Ordinary (+10) Pinning
Test or become Pinned. If you make an Overwatch action, everyone that makes a Pinning Test
suffer an additional -10 to the test.

Champion Pitcher
Tier: 2
Prerequisites: Pitcher, STR 40
Aptitudes: Strength, Fieldcraft
In another time, another place, you can imagine the crowds cheering your name, adoration,
praise, an actual salary. But when you snap back to reality it’s your Sargeant yelling at you to
chuck that Krak grenade at the sentinel that’s charging your position. At least you’ve gotten
really good at this by now.
You can add one to the multiplier for any weapon that calculates throwing distance based on
your Strength Bonus, or add your Strength Bonus again for any Thrown weapon with a static
distance. While throwing an object inside its Short Range, enemies receive a -10 Penalty to
Dodge tests when you try to directly hit them. For instance, you can now throw a Frag Grenade
Strength Bonus times four, instead of times three.
| 71

Combination Munitions
Tier: 2
Prerequisites: Tech-Use +10, Modify Payload
Aptitudes: Intelligence, Tech
With a bit of creative interpretation of the rules of the Departmento Munitorum, and a near
callous disregard for your own safety by dismantling explosives or being dismantled by an
Adeptus Mechanicus tech-priest for borderline tech-heresy, you can increase the potency of
your explosives via a bit of borrowing of parts.
When preparing a grenade, missile, mortar or other explosive, you may make a Difficult (-10)
Tech-Use Test using the Demolitions Special Use of the Skill. If he succeeds, you combine the
base effect of any grenade, missile, mortar, or other explosive by cannibalizing another similar
round. This lowers the effective range of the attack by 1/4 th due to the increased weight of the
new device. If he fails by a number of Degrees of Failure greater than his Intelligence Bonus,
however, he accidently triggers the device causing it to detonate immediately.

Contempt
Tier: 2
Prerequisites: Hatred (Any)
Aptitudes: Defense, Willpower
You have turned your own hatred into a shield to protect yourself. You’ll never allow the vile
machinations of traitors and xenos to get one over on you, even if that means you’d rather stand
tall and be struck down, than to take cover from a barrage of foul xenos gunfire.
You receive half the effects, rounded up, of your Hatred talent on any checks meant to resist a
status inflicted by a target of your Hatred. For example to resist being pinned by a gretchin when
you have Hatred (Orks), or to resist Toxic from a wyches blade when you have Hatred (Dark
Eldar).

Low-Tech Weapon Expertise


Tier: 2
Prerequisites: WS 35, Weapon Training (Low-Tech)
Aptitudes: Weapon Skill, General
Remove the Primitive quality from any Low-Tech weapon you are using, weapons with the
Mono upgrade instead give +1 Damage and +2 Penetration.

Marching Fire
Tier: 2
Prerequisites: Hip Shooting OR Ripper Charge
Aptitudes: Fieldcraft, General
Marching fire is an age-old (if debatably useful) method of approaching enemy positions, one
that may yet see use. While not every regiment can advance in unison with the mighty vehicles
of the Astra Militarum, or just some Ogryns to absorb fire, every guardsman carries a weapon
capable of laying down suppressing fire for their allies.
When making a Suppressive Fire action, you can choose to move up to your Agility Bonus x
Two in meters before you fire. If you do move further than your Agility Bonus, the test to hit
anything with Suppressing Fire suffers an additional -10 Penalty.
| 72

Push on Through!
Tier: 2
Prerequisites: One of the orders listed in the talent
Aptitudes: Fellowship, Leadership
A firm voice, a shouted command, and the will to survive. A good commander can give at least
two of those, and getting your troops to reposition under fire should substitute for the third.
When using the Snap Out Of It!, Eyes Up, Forward To Glory! and Tactical Repositioning Orders,
if you succeed on the test by more than four Degrees of Success, everyone who took part in the
order may move your Agility Bonus in meters as a Free Action.

Rapid Reposition
Tier: 2
Prerequisites: Fellowship 40, Snap out of it!
Aptitudes: Fellowship, Leadership
When pinned under fire the Tactica Imperialis states the best way to deal with it, is to stand
back up and kill them back. Any seasoned commander will tell you, it’s probably better to
reposition somewhere first, then kill them back. When using Snap out of It! If you have four or
more Degrees of Success, you can have all those affected make a Free Action to Half Move.

Regimental Motto
Tier: 2
Prerequisites: Command +10
Aptitudes: Fellowship, Leadership
By invoking a regiment’s traditional call and response, a skilled leader can rally their troops to
further glory in the name of esprit de corps.
When a character with this talent makes use of the inspire use of the Command skill, any
character effected may use their reaction to give the response. In doing so, the effects of inspire
will apply to their next two rolls instead of just their next one. If anyone other than the inspirer
participated, than the inspirer gains this bonus as well.

Shock and Awe


Tier: 2
Prerequisites: BS 40
Aptitudes: Ballistic Skill, Offence
Weapons with an area of effect are sometimes dubbed “To whom it may concern” weapons as
they are indiscriminate. They can either raise or destroy the morale of guardsmen depending on
who and where they hit. Those who specialise in such weapons can often place their rounds in
such a way to just as surely pin down hordes as kill them, with only a few rounds. When a
weapon with the Blast Quality hits the enemy, after determining whether the weapon has killed
anyone, everyone else in the radius must make a Routine (+20) Pinning Test, with a -5 penalty
for every ally killed by the blast.
| 73

Solid Projectile Weapon Expertise


Tier: 2
Prerequisites: BS 35, Weapon Training (Solid Projectile)
Aptitudes: Ballistic Skill, General
Some troopers hone their skills with solid projectile weapons despite their apparently primitive
construction, becoming as well-versed in their use as their most adept lasgun wielding
counterparts are with their own firearms, and as a bonus the quartermaster will happily toss
them a few specialist mags to get them out of their inventory.
When this character uses a Solid Projectile Weapon, they treat it as if it were one craftsmanship
tier higher than it actually is, to a maximum of Best, all Unusual Ammunition they purchase
costs -5 points fewer in Requisition Points or gains +5 Bonus in Logistics Tests, and gain
Proven (X) where X is equal to their Ballistic Skill Bonus.

Stand Tall
Tier: 2
Prerequisites: Air of Authority
Aptitudes: Leadership, Willpower
It is a famous idiom on certain worlds that “An Officer will not duck.” when faced with danger as
to inspire the men. Though the actual number of officers that follow this motto is expectably low,
this character most certainly does.
While the character is not receiving the benefits of cover, they gain a +20 Bonus to resist
Pinning Checks, and temporarily gain Unnatural Toughness (2), but can not take the Dodge
reaction. All allies that can see this character gain a +10 Bonus to resist Pinning so long as the
character stands.

Steady Aim
Tier: 2
Prerequisites: BS 35
Aptitudes: Ballistic Skill, Finesse
Firing a weapon isn’t just about hands and eyes, the entire body is used to carefully prepare the
shot, no matter the conditions. Players with this talent may fire Pistol and Basic weapons out of
an open topped vehicle with a Challenging (+0) modifier if the vehicle moves half of its tactical
speed and a Difficult (-10) modifier if it moved twice or more of its tactical speed.

Zealous
Tier: 2
Prerequisites: Hatred (Any)
Aptitudes: Leadership, Willpower
There are people under your command that, although full of the appropriate amount of passion
and violence for the enemies of the God-Emperor, are not quite enough for your tastes. Inspire
them with an impassioned speech about the enemies faults… or just yell really loudly and
charge!
You gain the bonus from Hatred to your Command and any Orders that require passing a
check, so long as they are directly against harming the target of your Hatred talent. For
instance, you do gain the benefit to the Get Them! advance, but you do not gain the benefit for
the Covering Fire advance.
| 74

Table 1-3: Tier 3 Talents


Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
Bastion of Armor of Toughness Willpower Grant bonuses to your squad
Contempt Contempt, WP 40 against Psykers
Batter Up! Parry +10 Defense Weapon Skill Knockback explosives with a
swing
Blessings of Any three Hatreds Willpower Offence Hatred (Everything)
Intolerance
Blitz WS 45, Swift Weapon Offence Let’s you use Swift Attacks
Attack, Skill on the charge
Bolt Weapon BS 45, Bolt Ballistic Skill Offence Add additional Damage die
Mastery Weapon Expertise for Tearing with Bolt
Weapons
Chain Weapon WS 50, Chain Weapon Offense Put a chain weapon into an
Mastery Weapon Expertise Skill overdrive state
Contempt for Stand Tall Defense Willpower Ignore damage while using
Danger Stand Tall
Coupon Hunter Ammunition Fellowship General Get a lot of Unusual Ammo
Surplus
Dodge This! Counter Attack, Ballistic Skill Defense Counter Attack with a pistol
Dodge +10 or
Parry +10
Experienced Steady Aim Ballistic Skill Fieldcraft Suffer no penalties when
Outrider firing out of vehicles
Experimental Tech-Use +20, Intelligence Tech Tinker with bombs for bonus
Payload Combination damage, range, or
Munitions penetration.
Horrific Weapon Chain Weapon Weapon Strength Terrifying with a kill
Expertise, Skill
Intimidate +10, 25
Insanity Points or
Commissar
Low-Tech WS 45, Low-Tech Weapon General Further improve low-tech
Weapon Mastery Weapon Expertise Skill weaponry, depending on use
Master of Flame Psy Rating 5, Intelligence Psyker Protect yourself and your
Controller of teammates from flames
Flame
Miraculous Master Chirugeon, Intelligence Fieldcraft Repair people so good they
Recovery Medicae +30 get permanent buffs
Mordian Greeting Disarm, AGI 40 Weapon Offense Use a disarmed individuals
Skill weapon against them
Overwhelming BS 50, Shock and Ballistic Skill Offense Pinning tests with Blast
Blast Awe weapons might cause Fear
Pinpoint Accuracy BS 50, Deadeye Ballistic Skill Finesse Add half of BS to Pen on
Shot, called shots
Sharpshooter
Pitching Machine Champion Pitcher, Ballistic Skill Strength Throw multiple thrown
AGI 35 weapons at once
Repeat! Artillerist Intelligence Fellowship Call in another barrage
Scoot and Shoot Marching Fire Ballistic Skill General Move and then Shoot for
cheaper
Solid Projectile BS 45, Solid Ballistic Skill General Solid Projectile weapons gain
Weapon Mastery Projectile Felling (X), equal to half of
Expertise their Ballistic Skill
| 75

Table 1-3: Tier 3 Talents Continued


Talent Talent Talent Talent Talent
Supercharger Weapon Tech, Weapon Knowledge Supercharge your power
Weapon Training Skill weapons for fun effects
(Power)
Suppression Sharpshooter Ballistic Skill Finesse Suppress enemies by taking
Through Precision someone’s head off
True Contempt Bastion of Toughness Willpower Deal damage back to
Contempt, psykers for their trouble
Willpower 50
Where the Feth Fellowship 40, General Fellowship Acquire goods you shouldn’t
did you get that?! Commerce +10,
2nd Milestone

Tier Three Talents


Bastion of Contempt
Tier: 3
Prerequisites: Armor of Contempt, WP 40
Aptitudes: Weapon Skill, Offence
Your contempt for the vile forces of the immaterium radiates off you helping your allies in
defence of their ruinous touch. Anyone within 10m gains a +10 to Willpower checks to oppose
Psychic Powers. Additionally, when a Psychic power is cast, you may spend a fate point to have
every member of the squad test using your Willpower at a -10.

Batter Up!
Tier: 3
Prerequisites: Parry +10
Aptitudes: Defense, Weapon Skill
Grenades are a near universal threat on the Battlefield, be they monofilament Eldari flaying
grenades or Ork stick stikkbombs. The standard defense is to dive out of the way, but there is
an alternative.
While wielding a melee weapon, if targeted by a grenade you may make a Challenging (+0)
Parry Check instead of a typical Dodge Check. On a success you swat the explosive a number
of meters equal to your Degrees of Success in a direction of your choice.

Blessings of Intolerance
Tier: 3
Prerequisites: Any three Hatreds
Aptitudes: Willpower, Offence
The Ecclesiarchy recommends your blessed hatred as a true exemplar of the creed. Your
hatred spreads to everything not up to your impossible standards, and you can find fault with
anyone. Some may say this level of insane hostility is actively detrimental to the cause, but
they’re just heretics, you just need to examine them closer.
You gain half the benefits, rounded up, of your Hatred Talents against everything they do not
specifically cover. For example, if you have Hatred (Dark Eldar), but not Hatred (Eldar) you still
gain half the effects of Hatred against Eldar.
| 76

Blitz
Tier: 3
Prerequisites: WS 45, Swift Attack
Aptitudes: Weapon Skill, Offence
When size is not on your side, speed and ferocity will have to make do. Where one hit might not
finish off your enemy, many will have to make do. You’ve learned to turn your momentum during
a charge into a series of swift attacks.
When you make the Charge action to make an attack, you may make a Swift Attack instead of a
normal Attack action, with a -10 to the Test.

Bolt Weapon Mastery


Tier: 3
Prerequisites: BS 45, Bolt Weapon Expertise
Aptitudes: Ballistic Skill, Offence
From the mighty Heavy Bolter typically wielded by the heavy weapon teams or mounted to
vehicles, to the Bolt Pistol favoured by the Commissariat, bolt weapons are not an uncommon
sight amongst the armouries of the Imperial Guard. The character has extensive experience
using Bolt weapons and knows how to use them to full and terrifying effect, ripping bodies apart
from afar.
When using a Bolt weapon with the Tearing Quality, this character rolls two additional dice for
Damage (rather than the usual one die that the Tearing Quality grants) and discards the two
lowest Damage dice results.

Chain Weapon Mastery


Tier: 3
Prerequisites: WS 50, Chain Weapon Expertise
Aptitudes: Weapon Skill, Offense
As a free action, you may place your weapon into an overdrive state, adding +1d10 Damage
and +2 Penetration, but on a roll of 91+ your weapon backfires in your hand dealing Explosive
damage equal to the weapon’s Damage, with a Penetration of 0 to the arm location (the arm
holding the weapon if it was one-handed, or a random arm if the weapon was being used with
two hands). The wielder may choose to drop the weapon and potentially damage it to avoid
taking the Damage, and a weapon that backfires in this way must spend a round afterwards
cooling down.

Contempt for Danger


Tier: 3
Prerequisites: Stand Tall
Aptitudes: Defense, Willpower
Some officers show such blatant disregard for their own safety, that they’ll keep standing in the
open even when there is a fusillade of fire around them. While this doesn’t tend to lend them a
long life it can be surprising how long they do last, sometimes it seems fortune does favour the
bold.
After you calculate damage, you may spend a Fate Point if the bonuses from “Stand Tall” were
in effect, if you do so you can ignore half the wounds you would have taken.
| 77

Coupon Hunter
Tier: 3
Prerequisites: Ammunition Surplus
Aptitudes: Fellowship, General
You have managed whether through finding the correct form or having an exacerbated clerk just
give you a green light to change your standard ammo for more esoteric rounds. You may
change all your standard ammo to a different Unusual Ammunition type as long as its availability
is Rare or lesser.

Dodge This!
Tier: 3
Prerequisites: Counter Attack, Dodge +10 OR Parry +10
Aptitudes: Ballistic Skill, Defence
Some fighters in close combat are swift enough to not just counter with a blade, but with
anything on hand. After the character successfully blocks or dodges a melee attack, you can
choose to attack with a readied Pistol or Melee Weapon, this suffers a -20 penalty, you can
attack with Swift Attack, Semi-Auto Burst, or Two-Weapon Fighting. This ability can only be
used once per Turn, even if the character can make more than one Parry attempt.

Experienced Outrider
Tier: 3
Prerequisites: Steady Aim
Aptitudes: Ballistic Skill, Fieldcraft
Innumerable experiences firing at the foe while on the move has taught this servant of the
Emperor how to properly dispense fury while moving. The character no longer takes any penalty
when firing a Pistol or Basic weapon from an open topped vehicle. Further, using a vehicle
mounted weapon doesn’t resolve with a penalty if the vehicle moved its tactical speed or less
and the penalty for moving up to twice the tactical speed is only a (-10) penalty.

Experimental Payload
Tier: 3
Prerequisites: Tech-Use +20, Combination Munitions
Aptitudes: Intelligence, Tech
In many squads, there’s always the one guy who is tinkering with their bombs and somehow
doesn’t kill themselves. Then there’s the occasional Tech Priest or very technically inclined
guardsman who knows what they’re doing and adjusts their explosives with a more technical
touch. These modifications are typically not blessed by the Adeptus Mechanicus, but what they
don’t know can’t anger them.
When preparing a grenade, missile, mortar, item, or round that has the Blast or Smoke Quality,
this character may make a Hard (-20) Tech-Use Test using the Demolitions Special Use of the
Skill. If he succeeds, you may spend two Degree of Success on increasing its damage by 1 OR
it’s Blast Quality by 1 OR it’s Penetration by 1. If he fails by a number of Degrees of Failure
greater than his Intelligence Bonus, however, he accidently triggers the device causing it to
detonate immediately.
| 78

Horrific Weapon
Tier: 3
Prerequisites: Chain Weapon Expertise, Command +10 OR Intimidate +10, 25 Insanity Points
or Commissar
Aptitudes: Weapon Skill, Strength
Chainswords and their kin are known for being messy and terrifying weapons especially once
they’ve gotten their teeth wet with the blood of the enemy. The sheer amount of blood and
viscera thrown everywhere as the user swings can be best referred to as horrific. This may be
why chainswords are so popular among Commissars. Once per combat, after you have killed an
enemy with a chain weapon, you may do a free action Ordinary +10 Intimidate or command
(terrify) test against enemies in sight. The character also gains fear (1), this is Cumulative with
any other fear source or talents the character has.

Low-Tech Weapon Mastery


Tier: 3
Prerequisites: WS 45, Low-Tech Weapon Expertise
Aptitudes: Weapon Skill, General
Woe betides any one that thinks just because the weapon isn’t on fire, crackling with electricity
or connected to a Psyker means that the simple sword they wield is any less deadly.
One-handed Low-Tech weapons gain the Threshing Quality, two-handed weapons gain the
Proven Quality equal to half your Weapon Skill Bonus (Rounded Up).

Master of Flame
Tier: 3
Prerequisites: Psy Rating 5, Controller of Flame
Aptitudes: Intelligence, Psyker
You’ve furthered you training in pyromancies and can protect yourself and your allies from heat
and fire of all types. As a reaction when you cast Controller of Flame you may have it affect an
ally within 5 Meters x Psy Rating instead of yourself. If you reduce the damage to zero, you can
spend a Fate Point and have the enemy who made the attack attempt another attack but
against themselves.

Miraculous Recovery
Tier: 3
Prerequisites: Master Chirugeon, Medicae +30
Aptitudes: Intelligence, Fieldcraft
Well I'll be, it looks like them bullets did your brain some good! Whenever a character with this
talent uses the first aid use of the Medicae skill on an ally and succeeds by 10 or more degrees
of success, roll on the beneficial side effects table found in the M.A.C.H. book by Konigstein.

Mordian Greeting
Tier: 3
Prerequisites: Disarm, AGI 40
Aptitudes: Intelligence, Fieldcraft
When a character using the “Disarm” talent succeeds on the check with three Degrees of
Success and takes control of an enemy’s weapon, so long as it is a Melee or Pistol weapon,
they may make a standard attack with it as a Free Action. If they attack someone who isn’t the
individual they took the weapon from, they count as Surprised.
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Overwhelming Blast
Tier: 3
Prerequisites: BS 50, Shock and Awe
Aptitudes: Ballistic Skill, Offence
Some specialists can land hits on the enemy so effectively that even a single hit can induce
great fear in the enemy. Many commanders would trade the entire unit’s amasec rations just for
one such expert. When any enemy fails the Pinning Test from Shock and Awe by three or more
Degrees of Failure, they must also roll for Shock, this is counted as a fear effect.

Pinpoint Accuracy
Tier: 3
Prerequisites: BS 50, Deadeye Shot, Sharpshooter
Aptitudes: Ballistic Skill, Finesse
Good marksmen can regularly hit whatever part of the enemy they wish. Expert marksmen have
learned to spot and utilize weak points in the enemy’s armour to further push their shots
effectiveness. When you preform the Called Shot action, add half your Ballistic Skill Bonus
(rounded down) as Penetration to the attack.

Pitching Machine
Tier: 3
Prerequisites: Champion Pitcher, AGI 35
Aptitudes: Ballistic Skill, Strength
The rest of the squad just hands their grenades off to you now, you're better with them than the
entire squad combined it seems. You've even learned how to toss with your off-hand just as
good so you can go twice as fast. If only Ma could see you now.
A character with this talent can make a Semi-Auto Burst attack with Thrown weapons, with a
Rate of Fire equal to their Agility Bonus -1, to a minimum of 2. When you roll for Scatter, after
the first location is determined, you can choose to place any other attacks around the edges of
the first Blast radius.

Repeat!
Tier: 3
Prerequisites: Artillerist
Aptitudes: Intelligence, Fellowship
After supporting fire successfully strikes a location, you or your Comrade can as a Full Action
call for “Repeat!”. This will repeat the exact same fire mission again, and the next shots will land
in the exact same place as the previous munitions. These rounds will land at the beginning of
your next turn.

Scoot and Shoot


Tier: 3
Prerequisites: Marching Fire
Aptitudes: Ballistic Skill, General
The Tactica Imperialis will drone on about the benefits of suppressive fire, cover to cover
maneuvers, and entrenched positions. But you know better by now, the best defense is to not
be where you were six seconds ago. You’ve done enough training that you can comfortably
shoot your weapon while moving, and still have time to aim first.
When you spend a Half Action to use a Single Shot, Semi-Auto Burst, or Full-Auto Burst, you
can move your Agility Bonus as a free action before drawing line of sight.
| 80

Solid Projectile Weapon Mastery


Tier: 3
Prerequisites: BS 45, Solid Projectile Weapon Expertise
Aptitudes: Ballistic Skill, General
Solid projectiles are described as reliable in many analyses given it is hard for a projectile
travelling at several times the speed of sound to cause no damage even to the largest of
biological targets. Some users of these ballistic weapons can always ensure they hit an area
they are likely to cause damage.
Any solid projectile weapon wielded by this character gains the Felling (X) quality, where X is
equal to half your Ballistic Skill bonus, rounded up. In addition, the trooper can always request
one modification for their weapon, and receive a Rare or less Unusual Ammunition magazine for
free while doing their requisitions.
| 81

Supercharger
Tier: 3
Prerequisites: Weapon Tech, Weapon Training (Power)
Aptitudes: Weapon Skill, Knowledge
A power weapon is more than merely a nice sword or hammer. It is a divine instrument of the
Omnissiah’s will, capable of rending steel and iron, as easily as flesh and bone. And like most
technologies of the Adeptus Mechanicus, those with the knowledge and willpower can
frequently squeeze out a bit power out of by supercharging the weapon.

When you wish to Supercharge your Power Weapon, you must first pass a free Hard (-10)
Tech-Use Check, with a bonus or penalty of 10 equal to the craftsmanship tier of your weapon.
On a success the weapon gains the Supercharged status for a number of rounds equal to your
Degrees of Success. The effects of being Supercharged are listed below, by weapon.

If you fail the check the power field generator turns off and requires a restart. The weapon loses
its Power Field quality until it’s restarted. If you fail the check by more than your Intelligence
bonus, the weapon backfires as well and deals its base damage and penetration to the user’s
arm.
Poor Craftsmanship Power Weapons require a Full Action to restart, while anything better only
requires a Half Action to restart.
Best Craftsmanship Power Weapons will never backfire.

Omnissian Axe – The Power Axe – The Power Mace - The weapon Lightning Claws -
weapon loses the weapon reduces gains Concussive (2) The weapon gains 4
Unbalanced quality. target’s Armor by 1d5. penetration and
loses Razor Sharp

Power Fists – Gain a Power Flail – The Executioners Axe - On a Power Dagger - The
bonus of 10 Damage, 5 weapon gains Snare miss, you may automatically weapon gains the
Penetration, and (1) make a second attack Threshing quality
Tearing against against a different enemy
Structures within reach

Power Spear – The Power Maul – An Power Greatsword - The Power Flamberge -
weapon gains a +10 enemy suffers a -10 weapon gains the Balanced The weapon gains
Bonus to hit when Penalty to Toughness quality Crippling (5)
Charging or being Tests to resist
Charged Shocking.

Power Sword – The Cavalry Saber – The Power Hammer - On a Storm Shield - The
weapon gains Tearing weapon causes the Righteous Fury, gain Blast shield gains +2 AP
Blood Loss effect. (1) against the first
attack to hit it each
turn
| 82

Suppression Through Precision


Tier: 3
Prerequisites: Sharpshooter
Aptitudes: Ballistic Skill, Finesse
Not every member of a squad has the kit or weapons to keep an enemy’s head down through
sheer volume of fire, but ask any marksman and they’ll tell you, the threat of losing one’s head
to a sniper can keep a squad down just as easily.
If you successfully kill a creature with a Called Shot, all intelligent creatures within your Ballistic
Skill Bonus meters of the target must make a Routine (+20) Pinning Check, with a penalty
equal to -5 times for every extra point of damage that overkilled the target.

True Contempt
Tier: 3
Prerequisites: Bastion of Contempt, Willpower 50
Aptitudes: Toughness, Willpower
You’ve honed your contempt for the sorcerous powers until it’s as sharp as a knife. The psychic
backlash that happens when one attempts to interfere with you can physically harm the Psyker,
or even kill a weakened one.
When you resist a Psykic power, you may spend a Fate Point to inflict a number of wounds
equal to the Degrees of Success + your Willpower Bonus, ignoring their Armor and Toughness.

Where the Feth did you get that?!


Tier: 3
Prerequisites: Fel 40, Commerce +10, 2nd Milestone
Aptitudes: General, Fellowship
This guardsman has lasted long on the fields of battle, and established a deep and wide
network of contacts, allowing them to obtain truly obscure pieces of equipment, especially
good’s he really shouldn’t have.
When requisitioning gear, a player with this talent may “bank” a Fate Point. Upon doing so, they
may make a request for a single item that would normally be far too rare to obtain, or a specific
variant of a more common piece of kit. The GM has final say on what counts but is encouraged
to offer alternatives before outright declining. At the end of the session, if the character is able
to, in a fit of self-preservation, they will return the item from whence it came, so as to not get
executed by the Commissariat. If they are unable to return the item for whatever reason, such
as still being on deployment and not anywhere near a reputable quartermaster, they will have to
continue to “bank” their first Fate Point, until such a time as they can return the gear.
Afterwards, they may not “requisition” that particular item again until a suitable time has passed.
Suggested items include anything from the "exotic" categories, weapons from the "Wrath of
Mars" books, or specialized pieces of wargear like rosarius generators.
| 83

Comrade Specialisms
Working with your Comrade, you’ve gotten them some extra training, either to further help you
in your chosen field, or to help cover some inadequacy you’ve noticed in yourself, or the Squad.
A Comrade can only have one specialism but does gain a benefit once they are a Veteran.

Medical Comrade – 400 EXP


Your comrade has been trained how to apply emergency medical aid, and while they may lack
most tools and in-depth training, you’ll be happy when they can pull out a shuriken or tyrranid
bio-bullet from your body without killing you.
Your Comrade becomes trained in the Medicae skill, they have a Intelligence Characteristic of
30, with an Intelligence Bonus of 3.
A Veteran Medical Comrade gains the Medicae Skill at +10, with a Intelligence Characteristic of
40, and an Intelligence Bonus of 4.

Heavy Gunner Comrade – 500 EXP


Your Comrade has received further training in heavy weapon handling and operations. They
can help you manage your weapon even better now.
Your Comrade can spend a Full Action to help you reload a Heavy Weapon. This count’s as
reducing the reload time by 1 Half Action.
A Veteran Heavy Gunner Comrade can spend their Full Action to reduce the reload time of a
Heavy Weapon by 1 Full Action.

Melee Comrade – 400 EXP


Your comrade has received more than the recommended amount of melee training. But they
are now a pretty helpful and proficient melee fighter.
Your Comrade can spend a Half Action to count as an additional person while fighting, either
granting you an additional +10 bonus to overwhelming the enemy or reducing the bonus the
enemy gains.
A Veteran Melee Comrade also adds +3 Damage bonus to the first attack to hit someone you
are both fighting in melee.

Gunner Comrade – 400 EXP


Your comrade has been trained how to manage a wide variety of basic guardsmen issued
weaponry. While they aren’t actually given any of their own, they can help you manage yours
now much more efficiently.
Your Comrade can spend a Half Action so you can swap to a single weapon they are carrying
as a Free Action for you.
A Veteran Gunner Comrade can spend a Half Action so you can swap to a single weapon they
are carrying as a Free Action for you, the Comrade can then spend their actions to reload the
weapon.
| 84

Driver Comrade – 500 EXP


Your comrade has been trained in the use of vehicles, able to competently follow your orders as
you yell them, but not quite as good as you maybe.
Your Comrade can use their Full Action to either operate a weapon using your Ballistic Skill with
a -10 Penalty or drive the vehicle using your relevant skill with a -10 Penalty.
A Veteran Driver Comrade can user their Full Action to operate a weapon using your Ballistic
Skill with no penalty, or drive the vehicle using your relevant skill with no penalty.

Servoskull Comrade – 250 EXP


Perhaps your Comrade has suffered a critical existence error, and you were assigned the servo-
skull due to a lack of personnel available on hand, or you could not be trusted with handling
another human being. Regardless of how you’ve gotten there you’ve replaced your Comrade
with a monotask servoskull.
When you first receive this comrade choose one order that you can receive or be issued and
double its effectiveness on you. During downtime you can change which order is knows with a
Hard (-20) Tech-Use Check, if successful this only takes an hour, if failed it requires an
additional hour. Your Comrade-Skull always knows the Move Actions.
A Veteran Servoskull Comrade can learn two orders and change which order’s it knows with a
Challenging (-10) Tech-Use check.
| 85

Expanded Orders
I Didn’t Give You Permission to Die!
Type: Order (Reaction)
Cost: 200 EXP
It is a common joke in the Astra Militarum that before you die you need to gain signed
permission from your officer. Sometimes those officers even believe this and will encourage
guardsmen to hold firm from critical wounds, at least until the paperwork is sorted.
When you issue this order spend a Fate Point and choose a single person within
communications range that can hear you. If a Player Character would die due to Blood Loss,
they instead remain at -9 HP for a number of rounds equal to their Toughness Bonus, or can re-
roll any other dice-based check that results in their instant death, but can not be used against an
enemy damage roll that would kill them. A Comrade that would die as a result of an attack, can
miraculously dodge or otherwise avoid their death. They then spend the rest of the combat
encounter trying to recenter themselves and are unable to assist their PC for the rest of the
encounter.

Apply Pressure!
Type: Order (Reaction)
Cost: 300 EXP
As a reaction, you can yell instructions to a single person within communications range who is
currently suffering from Blood Loss a series of orders that basically amount to you telling them
to hold their guts in a bit longer. A Player Character can choose to spend a Full Action holding
their guts in, and doesn’t need to roll for Blood Loss or other lethal effect so long as they
continue using their Full Action.

Hold Firm!
Type: Order (Half Action)
Cost: 400 EXP
Through righteous oratory, inspirational command, or fear, the humble guardsmen can hold the
line against innumerable threats. Sometimes they just need someone to remind them of this.
Make an Arduous (-40) Command Test, if successful, you can affect a number of targets
equal to ten times your Fellowship Bonus, or one hundred times your Fellowship Bonus if you
possess Air of Authority. Everyone affected gains the Degrees of Success on the test as a
bonus to their Toughness Bonus for the next attack that hits them.
| 86

Three Rounds Rapid


Type: Sweeping Order (Full Action)
Cost: 500 EXP
In firefights, it is often the side that can put down the most fire that wins. You can give the order
to unleash a flurry of gunfire to quickly put down anything down range. You must make an
Ordinary (+10) Command Test, as a Full Action, and if successful you can affect a number of
targets equal to ten times your Fellowship Bonus, or one hundred times your Fellowship Bonus
if you possess Air of Authority. Each individual then may immediately act as if it were their turn,
and spend a Full Action and their Comrade’s Full Action to perform the following.
Anyone firing a Basic or Pistol Las, Solid Projectile, Bolt, or Launcher Weapon with a Single
Shot function may instead make a Full Action Attack to fire it three times. The weapon loses the
Reliable Quality if it has it or gains the Unreliable Quality if it doesn’t.
If the weapon is a Basic or Pistol Plasma, Melta, or Flame Weapon, then it gains the Overheats
quality. If the weapon already possessed the Overheats quality, it triggers on a roll of 75+
instead due to the intense heat it generates.

Grenadiers!
Type: Order (Free Action)
Cost: 250 EXP
With a boisterous shout and the pulling of pins, you and your Comrade go to throw as many
grenades as humanly possible at once.
You may spend a Fate Point and a Full Action to have you and your Comrade throw up to your
Agility Bonus in grenades all at once. These do not need to be the same type of grenade. For
every Comrade beyond the first, you may automatically throw an additional grenade for free
during this action.
Your Comrades use your stats, modifiers, and talents during this action.
| 87

Expanded Armoury
Here’s the section for all the brand-new Armours, Weapons, and Wargear choices.

Armours
Name Locations Covered AP Weight Availability
Ballistic Cloth Surcoat Head, Arms 1 1 kg Rare
Enforcer Riot Gear All 3 9 kg Scarce
EOD Suit All 2 20 kg Scarce
Improved Armor Panels All 4 13 kg Rare
Nomex Flame Suit All 1 6 kg Scarce
Parade Armor All 4 11 kg Scarce
Ryza-pattern Stormtrooper All 6 20 kg Very Rare
Carapace Armor
Saturnyne Void Armour All 6 20 kg Near Unique
Servo-Assisted Armor All 4 20 kg Rare
Solar-pattern Void Armour All 5 18 kg Extremely Rare
Tyson-pattern Flak Armor All 4 7 kg Scarce

Ballistic Cloth Surcoat


A favourite of the Adeptus Arbites, these tough wearing and hardy surcoats are worn overtop
other armors and help protect your arms and heads from stray knives, bullets, teeth and other
dangers.
When worn, this armor confers 1 AP to the Head and Arms that can stack with other armors.

Enforcer Riot Gear


Found in the lockers of Military Police, Enforcers, and suspiciously wealthy gangs, the Enforcer
Riot Gear is everything needed to comfortably beat back any uprising of rabble. Padded and
made with alternating layers of flakweave and hardened ceramite plates in key locations, or for
the financially challenged, simply adding layers of chainmail under or over a standard flak coat.
This armor gives +2 AP against Rending and Impact, removes the Tearing quality from melee
attacks against the user, and doubles the required successes to trigger the Razor Sharp quality.
Good craftsmanship versions give an additional AP against Rending and Impact, while Best
craftsmanship versions remove the Tearing quality from all attacks that target the user.
Poor craftsmanship versions only provide the bonus AP against Rending and Impact.

Explosive Ordnance Disposal (EOD) Suit


While some commanders would declare such a suit to be a waste of useful resources,
especially when they have penal battalions on hand for such duties, more experienced
commanders or those of less “disposable” nature appreciate having a dedicated team
experienced in handling, defusing, and disposing of explosives the enemy has left for them.
While wearing the EOD Suit, you gain +4 AP against Explosive damage, gain a +20 Bonus to
resisting the effects of the Concussive quality, and half the damage you receive from anything
with the Blast quality or that uses Explosive damage before applying armor points.
Good craftsmanship EOD suits give an additional +2 AP against Explosive damage, while Best
craftsmanship give a further +10 Bonus to resist the effects of the Concussive quality.
Poor craftsmanship versions only provide +4 AP against explosives and none of the bonus to
resisting the effects of the Concussive quality.
| 88

Improved Armor Panels


Not all flak armor is made equal, as bluntly evidenced by varying craftsmanship, but this can be
even further differentiated by finding armor inserts or patterns that specialize in defending the
user against particular dangers.
When the buyer requisitions this armor, choose from Rending, Impact, Explosive and Energy.
The armor protects its user against that particular type far more efficiently than others, and they
gain a +2 AP to guard against attacks from that damage type.
Good Craftsmanship IAP’s provide +3 AP against the chosen damage type
Best Craftsmanship IAP’s can provide +3 AP against two different damage types.
Poor Craftsmanship IAP’s are designed only for their chosen damage types and reduce the AP
provided against damage types other than the chosen type by one.

Nomex Flame Suit


Typically assigned to Hellhound vehicle crews or anyone operating in a heavy flamer team, the
Nomex Flame Suit is well beloved by individuals who have experienced their own weapons
loving touch one time too many.
A Nomex Flame Suit can be worn under armor and provides a +20 bonus to Agility tests to
prevent being caught on fire, or to put out fire if caught aflame. The armor does not stack with
others, but the flame protection benefits do.

Parade Armor
This Imperial Guard standard Flak Armor is more designed for life on the parade grounds than
on the battlefield, with its brightly polished surfaces, gem encrusted decorations, ostentatious
feathers, and other ill-conceived attention grabbing features.
This armor provides a +10 Bonus on any Fellowship-based tests, but also a -20 Penalty to all
Stealth Checks.

Ryza-pattern Stormtrooper Carapace Armour


Ryza-pattern Stormtrooper Carapace Armour is the standard armour worn by the Tempestus
Scions, also known as “Stormtroopers”. This armor comes with a number of integrated features
such as the Dextera-pattern Monitron, a device that allows a Scion to monitor his lifesigns, or
those of his subordinates in the case of a Temepstor.

The helmet is an Omnishield Helm that feature an integrated Respmask, which when sealed
and actively engaged allows the individual wearing the suit to operate in an airless environment
for a limited time, the Occulum Array which compenstates for low-lighting and occluded visual
conditions, and the Monoscope, which functions as both a focused light beam projector and a
Vid-Relay, used to feedback visual information to the Scion’s superiors. It is a common practice
for a Scion who intentionally obscures the view of his Monoscope to be subjected to intensive
electro whipping.

This armor is sealed against the void and oxygen-less environments and can function in such
places for six hours of average use. It also contains an integrated Photo-Visor, Vid Relay, and
Flashlight.
| 89

Saturnyne Void Armour


This relic of the 30th Millennium still shines and holds up as well as the day it was made,
hopefully you still bring pride to the memory of the Solar Auxilia.
When worn, this armor confers 6 AP to the entire body, and reduces all critical damage received
by 2. While wearing this armour you may spend a fate point to force the GM to re-roll any
damage roll and take the lower of the two results.

Servo-Assisted Armor
A more technologically advanced suit of armor, the Servo-Assisted Armor (SAA) is just a basic
servo arm mounted along the spinal process of the armor. This allows the armor to help bear
the weight of larger tools of war, with the cost of having an awkward third arm constantly getting
in the way.

Any ranged weapon can be attached or detached to the servo with an hour of work, some basic
tools and requires a Routine (+20) Trade (Armourer) Check or a Challenging (+0) Tech-Use
Check.

While a ranged weapon is attached, its weight is halved, but the armor imposes a -10 Penalty
on all Weapon Skill checks, and on Ballistic Skill Checks using a two-handed weapon that isn’t
mounted to it. You are also unable to fire the attached weapon while prone.

Poor Craftsmanship versions require three hours of work to attach or detach.


Good Craftsmanship versions allow the user to use a one-handed melee weapon with no
penalty.
Best Craftsmanship versions come with a recoil dampener which give a +10 Bonus to Full-Auto
and Burst attacks made with the attached weapon.

Solar-pattern Void Armour


Still produced in small numbers by a few specialist forge worlds, these ancient and exotic space
armours can still hold up when compared to other carapace type armours and comes with many
features and utilities to make it useful and convenient in the void.
When worn, this armor confers 5 AP to the entire body, acts as a good quality void suit, contains
magboots, and gives a +20 bonus to any Tests against the effects of extreme environments.

Tyson-pattern Flak Armour


Made with lighter and more advanced materials than deemed strictly necessary for the standard
guardsman, the Tyson-Pattern stays tight to the body and doesn’t interfere with the natural
movements of a man trying his best to not get shot or stabbed to death.
When worn this armor confers 4 AP to the entire body and grants a +5 Bonus to Dodge or Parry
tests but does not give an additional AP against the Blast quality.
| 90

Weaponry
Bolt Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail
Hephaestus Basic 200m S/-/- 1d10+6 5 18 Full Tearing, 10 Extremely
Stalker Bolter X Accurate kg Rare
Aris-Pattern Pistol 40m S/-/- 1d10+5 4 4 Half Tearing, 3 kg Very
Bolt Pistol X Reliable Rare
Aris-Pattern Basic 125m S/2/- 1d10+5 4 18 Full Tearing, 8 kg Very
Bolt Rifle X Reliable Rare
Thunderer Basic 80m S/2/- 1d10+5 4 2 Half Tearing 5 kg Scarce
Bolt Rifle X

Hephastus Stalker Bolter


A pattern of the famous Astartes Stalker Bolter that a mere mortal can use. A rare sight for it to
be found in the hands of a guardsman, its more often seen in the heads of inquisitorial troops
and stormtrooper squads. However, those marksmen that can get hold of one often love it for its
reliable stopping power which makes it popular amongst veterans, despite its loud report.

Aris-Pattern Bolt Pistol


As the Hand Cannon is to a Stub Revolver, this could be said to be the same to a Bolt Pistol. An
extremely upscaled revolver firing bolt rounds, with a long barrel and a hearty mechanism. This
pistol has a noted history of dependency and lower maintenance compared to a traditional bolt
weapon, and keeps its accuracy out further, with the biggest downsides being its slower rate of
fire and its significantly smaller amount of ammunition kept in the weapon. While the recoil has
been tamed somewhat with clever engineering they still kick with a strong recoil and, unless
used with both hands or a Recoil Glove, they impose a -15 penalty to Ballistic Skill Tests.

Aris-Pattern Bolt Rifle


A peculiar variation of the standard Godwyn pattern Bolters, the Aris-Pattern is closer in length
to the more recent Mk2 Cawl Pattern Bolt Rifles, but with an integrated magazine and slower
rate of fire. It forgoes the typical firing rate and loading system for an unusual lever action
loading mechanism, which is mechanically simpler and less prone to jamming and other
complications. This allows the weapon to maintain a steady rate of fire and accuracy out to a
further distance than a typical boltgun.

Thunderer Bolt Rifle


From a planet blessed enough to have the technologies to produce bolt gun ammo, but without
the blessed Boltguns to shoot them from, they’ve adapted the widespread STC compliant
double-barreled shotguns to instead fire a single bolt with each trigger pull. An interesting case
where the ammunition itself is harder to get than the weapon that fires it.
| 91

Solid Projectile Weapons


Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail
Arbites Pistol 20m S/-/- 1d10+3 I 0 6 Full Tearing, 3 kg Scarce
Shotpistol Scatter
Kaldorian- Heavy 250m S/2/- 3d10+6 I 5 20 2 Silenced, 45 Very
Pattern Full Reliable kg Rare
Autocannon
Krieg Heavy Basic 150m S/-/- 3d10 I 8 1 Half Accurate, 16 Scarce
Sniper Rifle Proven (2) kg
Light Stubber Basic 100m -/4/12 1d10+3 I 2 72 Full Ogryn-Proof 20 Scarce
kg
M2-303 Heavy 150m S/-/8 1d10+6 I 5 200 2 Ogryn-Proof 35 Rare
Heavy Full kg
Stubber
M31 Basic 150m S/4/- 2d10+6 I 6 10 Full - 30 Very
Autocannon kg Rare
Orthos Basic 80m S/-/6 1d10+3 I 0 48 Full Twin-Linked 8 kg Scarce
Autogun
Starling SMG Basic 50m S/5/10 1d10+3 I 0 20 Half Scatter, 2 kg Common
Unreliable
Storm Heavy 75m -/-/10 1d10+4 I 3 150 3 Ogryn-Proof, 40 Rare
Stubber Full Storm kg
U-90 Light Heavy 100m S/3/5 1d10+4 I 2 60 Half Felling (2) 6 kg Very
Assault Rare
Cannon

Arbites Shotpistol
A “small” handheld revolver style pistol commonly found amongst the Adeptus Arbites, the
Shotpistol utilizes slightly smaller shells than typically found in most shotguns providing the
means to very quickly, and messily, deal with law-breakers in extreme close quarters fighting.

Kaldorian-Pattern Autocannon
An unusual design based on the typical M34 Autocannon involving an almost humorously large
integrated silencer, numerous gaskets, and other smaller technical modifications of the
internals. Awareness Tests to hear shots made with this silenced weapon suffer an -20 penalty
and can only be attempted at half the normal distance.

Krieg Heavy Sniper Rifle


Affectionately dubbed the Panzerknacker, the Krieg Heavy Sniper Rifle is deployed in the field
for hunting light armor, walkers, logistic vehicles, and particularly unfortunate high value targets.
This weapon has no internal magazine necessitating the user to reload after every single shot.

Light Stubber
Occupying a tactical niche between an autogun and the heavy stubber, the uncreatively named
Light Stubber can fulfill a squads suppression and automatic fire need while being light enough
to keep up with infantry. As most squads employed with the Astra Militarum are using lasguns,
these weapons are more often found in the hands of Planetary Defense Forces.
| 92

M2-303 Heavy Stubber


One of the more common variants of the standard Heavy Stubber, the M2-303 uses a larger
calibre comparatively, but pays for this by the entire frame being thickened to compensate
leading to a notoriously heavy weapon becoming even heavier. Most often found on vehicle
pintle mounts and bunker positions, instead of more mobile heavy weapon teams.

M31 Autocannon
A variant of the more typical tripod mounted autocannons found amongst the Solar Auxilia, the
M31 is modeled after patterns typically used by Adeptus Astartes and is instead a shoulder fired
“lightened” bullpup autocannon using an obscure toggle-lock firing system. Operators of the
weapon remark that it just barely meets the criteria for “man-portable” and that attempting to fire
the weapon on it’s dubious “full-auto” mode is mostly just a recipe for wasting a lot of ammo.
You can use a half action instead of a full action to reload half of this weapons magazine
instead of the usual full action for a full magazine. This reload maneuver can’t be affected by
Rapid Reload.

Orthos Pattern Autogun


Made to provide suppressing fire at the point of contact, the Orthos Pattern Autogun is a scaled
down version of the twin-linked heavy stubbers often used by Ogryn Gunluggers. This pattern of
autogun can accept any ammunition, special or otherwise, that a normal autogun can use.

Starling-Pattern Autogun
The Starling-Pattern Autogun, or as it’s also known as the Starling Submachine Gun is cheap to
produce and replace being little more that a pipe with a trigger, stock, and magazine. The most
common variants are notoriously unreliable and have a bad habit of going off if knocked when
loaded. However, it is popular weapon for troops that are overloaded with other equipment or
those who are fighting CQB as at close range it is capable of deadly sprays of gun fire.

Storm Stubber
An uncreatively named weapon with a very simple purpose. The Storm Stubber operator is to
charge into a trench position and unleash a double-barreled spray of high caliber bullets into it.
With two shortened barrels compared to a normal heavy stubber, the weapon is slightly less
accurate for it, and also has a bad habit of causing undue amounts of flash when firing, leading
to it’s other nickname “Mag Light”.

U-90 Light Assault Cannon


An older pattern autogun manufactured on Urdeshi Hive, the U-90 is a formidable weapon with
a series of drawbacks that have left it behind when competing with other weapons. The heavy
caliber in a light frame means the weapon is nearly impossible to control, and as such firing it on
Semi or Full auto imposes a further -10 penalty.
| 93

Launcher Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail
D.M.L. Type- Basic 250m S/-/- 2d10+2 2 1 - Inaccurate, 15 Scarce
F X Blast (5), kg
Tearing
D.M.L. Type- Basic 250m S/-/- 3d10+8 8 1 - Inaccurate, 15 Scarce
K X Concussive kg
(3), Proven
(2)
Double Gee Basic 60m S/2/- † † 2 Full † 8 kg Average
Grenadier Basic 45m S/-/- † † 3 Full Ogryn-Proof, 20 Average
Gauntlet † kg
Harpoon Heavy 350m S/-/- † † 1 2 Guided (6), † 40 Very
Missile Full kg Rare
Launcher
Humvy AGL Heavy 80m S/3/5 † † 20 2 † 32 Rare
Full kg
Iron Hail Basic 75m S/-/- † † 1 Half Indirect, † 6 kg Average
† Weapon stats are dependant on munition fired

D.M.L.
Created for Light Anti-Tank operations, the D.M.L. (Disposable Missile Launcher) is a cheap
expendable rocket in a tube made with ease of use in mind, allowing even an unskilled operator
to accomplish something. A D.M.L. can be fired by someone not trained in Launchers with only
a -10 penalty instead of the typical -20. These weapons are one-use and can not be reloaded.

Double Gee
Alternatively available as a Side by Side and Over/Under configuration, the Double Gee is a
twin-barreled grenade launcher. While it lacks in capacity compared to the standard Cadian-
pattern Grenade Launcher, the Double Gee is able to quickly and accurately launch and land
two grenades with the same trigger pull.
Anytime you need to roll scatter for this weapon, you only roll Scatter once, both shells land in
the same area.

Grenadier Gauntlet
A modified grenade launcher that fits around a user’s forearm, its firing mechanism is limited to
prevent the user from firing off all the grenades in the span of a few seconds. It is also
reinforced to allow the user to bludgeon anyone that gets close to them with the weapon. A
Grenadier Gauntlet is a one-handed weapon that also counts as a Truncheon when used in
melee combat.

Harpoon Missile Launcher


Found in use with more technologically advanced guard regiments, the Harpoon is a wire-
guided missile launcher with the operator capable of making adjustments midflight ensuring a
positive hit on target. Such operators tend to be given the more specialist missile types, with
their commanders knowing that they’re less likely waste those precious resources.

Humvy Automatic Grenade Launcher


The “Humvy” Automatic Grenade Launcher is seen as an excessive use of Munitorum issued
grenade belts by those who not used them yet, and an excellent wave breaker and stand off
weapon by those lucky enough to have them issued to their units or regiments.
| 94

Iron Hail
Popular with Catachan and other light infantry regiments, the Iron Hail has greater than typical
range and accuracy, and comes standard with a ranging sight to operate the weapon as a (very)
light mortar system. What it lacks in magazine size, it makes up for utility and speed of reload.

Plasma Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail
Aris-Pattern Basic 100m S/-/- 1d10+10 8 10 5 Maximal, 16 Very
Plasma Gun E Full Overheats, kg Rare
Reliable,
Recharge

Aris-Pattern Plasma Gun


An archaic Plasma Gun from the Industrial World of Aris. A bit more fanciful when compared to
its peers and is often a Collectors piece given its unique design. It has a higher power setting by
default but always requires a cooldown period between each shot. It’s an enigma when it comes
to maintenance as the plasma coils themselves require less maintenance but it’s unique lever
action styling requires more expert mechanical maintenance

Melta Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail
Beamer Basic 25m S/-/- 1d10+12 12 5 Full Melta 18 Very
Meltagun E kg Rare
Daedalus- Basic 18m S/-/- 2d10+5 10 3 Full Flame, 15 Very
pattern E Melta, LVS kg Rare
Meltagun
Daedalus- Heavy 55m S/-/- 2d10+11 10 8 Full Flame, 40 Extremely
pattern Multi- Melta, Blast kg Rare
Melta (1), Maximal,
Overheats
Melta-Cutter Basic 10m S/-/- 2d10+4 10 5 3 Melta 30 Scarce
/Melee E Full kg
Thermal Heavy 10m S/-/- 2d10+10 12 2 2 Accurate, 35 Very
Lance E Full Melta kg Rare
Vulcanus Basic 40m S/-/- 2d10+10 14 2 2 Blast (1), 20 Near
Meltagun E Full Recharge, kg Unique
Melta,
Deflagarate
Vulcanus Heavy 100m S/2/- 2d10+10 14 6 3 Blast (2), 45 Near
Multi-Melta E Full Recharge, kg Unique
Melta,
Deflagarate

Beamer Meltagun
The Beamer Meltagun is a one of the other typical pattern types for the Meltagun. While it lacks
the same instant power as the more typical Mars-pattern Meltagun, it makes up for it by
projecting a searing hot beam of energy on target that can reliably dig through anything it has
been pointed at.
When making an attack with this weapon, the initial shot does the listed damage, but if the
character strikes the same target next turn, and has not made any evasive reactions,
movement, or switched to any other target for any reason, their next attack deals an additional
1d10 Damage and gains the Felling (2) quality. This effect is cumulative with every turn spent
firing at the same target.
| 95

Daedalus-pattern Melta Weaponry


Providing a slightly more unfocused beam, the Daedalus-pattern melta weapons have a
tendency to rapid ignite their targets and everything around them into a flaming conflagration.
Sometimes this also includes the user. While the modification to the beam reduces its outright
instantaneous killing power on low, most things that aren’t dead will have burst into flame, and
there are scant few enemies that aren’t significantly less effective while burning.
When firing the Daedalus-pattern Meltagun on Overload settings, it also gains the Blast (1)
quality.

Melta Cutter
Used to cut and weld sheet metal in macrofactories, the melta cutter is extremely large and
cumbersome and not designed as a weapon, but takes very little imagination to turn it into one.
The melta beam produced by this cutter is very short ranged but can quickly breach most
sealed bulkheads, walls, and intervening Enforcers.
This weapon has a maximum range of 10 meters and does not extend past this, does not
receive any bonuses to hitting closer targets, and requires a Strength Bonus of four to operate
without a penalty, weaker characters suffer a -10 Penalty to Ballistic Skill and Weapon Skill
while operating it.

Thermal Lance
The Thermal Lance is a rare weapon, as large as a standard multi-melta but with significantly
shorter range. Originally designed as a tool for shipbreaking and other strenuous jobs involving
the precise deconstruction of large armored vehicles or buildings, it’s use in destroying the
enemies of the God-Emperor was probably found very quickly the second someone pointed it a
less hardened object or person.

Vulcanus Melta Weaponry


Created millennia ago, by a long-destroyed forge world Vulcanus Melta weaponry combined the
arcane technologies of Volkite together with the raw power of Melta weaponry to produce a
weapon capable of truly obscene levels of destructive powers. They have significantly longer
range than a typical meltagun, with an explosive blast of power that has been known to ignite
the foe if they weren’t outright removed from our reality.
| 96

Las Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail
Heavy Vehicle 450m S/-/- 6d10+15 15 5 3 Proven (4) 175 Extremely
Lascannon E Full kg Rare
Hellfell Rifle Basic 125m S/-/- 1d10+6 7 5 Full Felling (2), 8 kg Rare
E Unreliable,
Overheats
Hot-Shot Basic 100m S/-/- 1d10+5 8 10 2 Accurate, 7 kg Very
Long Las E FullFelling (5) Rare
Hot-Shot Basic 90m S/3/6 1d10+5 7 60 2 - 15 Very
Volleygun E Full kg Rare
Ludee Las Basic 60m S/4/8 1d10+2 0 40 Half Cascade 2.5 Average
SMG E kg
Lyonfell Rife Basic 125m S/-/- 1d10+4 2 10 Full Felling (1), 5 kg Scarce
E Reliable
Mk3-O Basic 80m S/3/- 1d10+4 0 30 Full Reliable, 7 kg Scarce
Lasgun E Ogryn-Proof
Olympian Basic 150m S/-/- 1d10+3 4 10 Half - 5 kg Near
Lasrifle E Unique
Recon Basic 80m S/3/10 1d10+3 0 60 Full - 4 kg Scarce
Lasgun E
Shotlas Basic 30m S/3/- 1d10+4 0 30 Half Scatter 4.5 Average
E kg
Tanith Basic 75m S/2/- 1d10+3 0 60 Half Reliable, 2 kg Near
Lascarbine E Proven (3) Unique
Vaticano Las- Basic 40m S/2/- 1d10+3 0 60 3 Reliable 6 kg Scarce
Halberd E Half
Vostroyan Basic 125m S/3/- 1d10+3 1 60 Half Reliable 5 kg Extremely
Relic Rifle E Rare
Wren Las Basic 100m -/5/10 1d10+3 0 200 2 Reliable 15 Rare
LSW E Full kg
† The Damage, Penetration, and Special Qualities of these weapons are dependant on the ammunition being
used.

Heavy Lascannon
Often called the "Hot shot lascannon" by guardsmen (and, frankly, anyone at all familiar with las
weapon naming conventions), this weapon is an upscaled version of the venerable lascannon.
While no vehicles are currently in service to mount such a weapon, field experiments with towed
variations have proven incredibly effective, with teams of these specialist anti-tank
emplacements able to reap a considerable toll on the armored foes of the Emperor.

Hellfell-Pattern Hotshot Lasrifle


An infamous rifle based on the rugged Lyonfell pattern. It has tried to increase the already
overpowered shot of the Lyonfell and succeeded quick handily. However, it comes at the cost of
the already heavy rifle becoming heavier and the weapon systems already strained reliability
has been utterly ruined. It also has an overheating problem despite the additional heatsinks.
This weapon comes with a Red-Dot Sight already permanently installed.

Hot-Shot Long Las


While it may not have the effective range of the standard Long Las, its increased power and
punch makes up for any short-ranged deficiencies and makes it an excellent trade when dealing
with any tougher enemies of the Imperium.
| 97

Hot-Shot Volleygun
A favourite of the Tempestus Scions and other elite formations. It’s ability to deliver overcharged
las bolts rapidly are very appreciated in close range encounters. It tends to drain through its
associated charge cells very quickly, necessitating the need for a even heavier backpack to
ensure its continued use in long last operations. Despite these problems it’s still a sought-after
weapon for being able to pour lasfire out and help pin enemies.

Ludee-Pattern Las SMG


A significant pattern variation of the typical Lascarbine, the Ludee has a full auto fire rate and
the ability to pepper laser shots down range at a significant speed, closer in function to a scaled
down Multi-laser. Designed to suppress and eliminate enemies in CQB situations, the sheer fire
rate of the Ludee, mixed with how close one needs to be to use it correctly leads it to be rather
hard for an enemy to avoid being hit, even when the operator isn’t trying to actively hit people.

Lyonfell-Pattern Lasrifle
An antiquated pattern of Lasrifle as it operates much like an old bolt action rifle, which is
required to realign the focusing crystals after each shot or else the weapon will quickly
malfunction and fail. The beam relative to other standard lasguns is overpowered, and is
popular amongst regiments that prefer the accuracy and killing power of a single shot, then the
suppressing power of many lasgun rounds. This weapon comes with a Red-Dot Sight already
permanently installed.

Mk3-O Type Lasgun


The Mk3-O Type Lasgun is a modification of the standard M36 Lasgun that has been made
more robust and had it’s Lasgun Variable Settings locked to Overcharge. This is already
represented in it’s stat line. This is intended to make it easier for it’s intended users, Ogryns, by
minimizing extraneous details for them. This lock can be removed with an Easy (+10) Tech-Use
Test, allowing the user to change the LVS settings themselves. When this lock is removed use
the stats for a M36 Lasgun for Damage and Clipsize. This is typically only done for humans
using the same weapon as their Ogryn charges, as they can be expected to accurately hit
enough shots that the reduction in magazine size from Overcharging it may be considered
unnecessary.
This weapon can be used as a Truncheon by default but can also accept a bayonet mount to
turn it into a very thick spear.

Olympian-Pattern Lasrifle
The Olympian-Pattern Lasrifle fires a continuous beam that so long as the user remains on
target, can slowly burn its way through layers of armor or tissue.
When making an attack with this weapon, the initial shot does the listed damage, but if the
character strikes the same target, and has not made an evasive reactions, movement, or
switched to any other target, their next attack will deal an additional 1d10 Damage, and gains
the Felling (2) Quality. This effect is cumulative with every turn spent firing at the same target.
| 98

Recon Lasgun
A favourite of drop troop regiments, CQB fighters, or any regiments with more laspacks than
common sense. The Recon Lasgun is a carbine, typically a variant of the Accatran, with its
standard limiter removed to allow the weapon to operate on a fully automatic basis. While this
does make the weapon more prone to incidental damage, and lowers its reliability, the ability for
a single user to lay down half a squad’s worth of withering lasfire is seen as an advantage that
makes up for its threatening consumption of laser battery packs.

Shotlas
An illegal modification popular amongst hive gangs and those raised from them, despite the
admonishment of the Mechanicus and the Munitorum. Typically based upon the ubiquitous M36
Pattern Lasgun, the shotlas is made by decreasing the distance between the 4th and 5th focusing
array, while overloading the carbo-cyclic power input. The result is a lasgun with less reliability,
accuracy, and range, but the capability to decimate armor-less foes at close range.

Tanith Lascarbine
With a foregrip and buttstock made of Nalwood from the now gone planet of Tanith, these
lascarbines were issued to the Tanith First and Only and are now incredibly sought after pieces
of Imperial History.
These weapons always count as Best Craftsmanship, the attached Bayonet counts as Best
Craftsmanship with the Mono Upgrade, and you gain a +10 Bonus to interaction tests with any
member of the Astra Militarum, or any interested and knowledgeable citizens, while it is visible.

Vaticano Las-Halberd
A weapon used by the faithful, particularly by the Vaticano Templaris Fraternis, this is a weapon
built mimicking the blessed Castellan Axe used by the Adeptus Custodes. While not nearly as
elegant, it does mean that the wielder always has both a Lasgun and a Halberd on hand and is
able to respond to most threats with adequate zeal. This weapon can also be used as a Melee
weapon with the following profile. (Melee; 1d10+5 Rending; Pen 2; Primitive (8); Two-Handed)

Vostroyan Relic Rifle


Passed down through hundreds of generations on the wickedly cold world of Vostroya, this
weapon bears on it the marks of nearly a thousand dutiful years of service.
When the bearer of this weapon makes a Full Aim action, this weapon gains the Accurate
quality.

Wren Las Light Support Weapon


The Vren-Pattern LLSW is remarked on by some as a poor man’s Multi-laser. However, they
have never been on the receiving end of one. It is well liked by its operators and their parent
regiments that wish for more suppressing fire than a typical lasgun can provide, but don’t need
the added logistical complexity of attaching a Heavy Stubber section to a squad. The fact that it
is also lighter than a Heavy Stubber is a small mercy for its selected gunners.
| 99

Low-Tech Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Avail
Kinetic Sling Heavy 5– S/-/- 1d10+4 I 2 1 1 Silenced, 37 Rare
30+SB*2 Full Ogryn-Proof kg
m
Scorpius Heavy 60m S/-/- 1d10+6 I 4 1 1 Accurate, 28 Scarce
Launcher Full Silenced, kg
Primitive (8),
Ogryn-Proof

Kinetic Sling
Also humorously called the Shoulder or Portable Trebuchet, found amongst Feudal and Feral
world regiments, it is simultaneously very clever and very stupid, being typically a scaled down
version of the larger catapult or trebuchet.
This weapon requires a Full Action to fire, but this can be combined with the effects of a Half
Action Aim for the cost of a Reaction. The presented stats are for loading it with any suitably
large chunk of rock or steel to fling, but it can also be loaded with any grenade and uses its
Damage, Penetration, and gains any Weapon Qualities. This weapon can fire one to three shots
at a time and must roll scatter for each shot fired.

Scorpius Launcher
A compact shoulder-mounted version of the ancient ballista, the Scorpius Launcher fires
specially crafted bolts with surprising force. It’s combination of simplicity and lethality makes it
ideal for light infantry regiments needing a quiet “heavy weapon” of sorts, and with Feral and
Feudal Worlds who can understand how this weapon functions much easier than a Lascannon.
The stats presented are for its default Broadhead Arrow bolt, but these can be swapped out for
other bolts and with Hunting Lance heads.
| 100

Low-Tech Melee Weapons


Name Range Dam Pen Special Wt. Avail
Bullgryn Maul Melee/One- 1d10+4 I 2 Ogryn-Proof 6 kg Scarce
Handed
Shock Baton Melee/One- 1d10+1 E 0 Shocking 5 kg Scarce
Handed
Slab Shield Melee/One- 1d10+2 I 0 Ogryn-Proof, 10 kg Average
Handed Defensive

Bullgryn Maul
To account for the potential of a veteran ogryn in melee combat, the Bullgryn Maul was created.
These weapons have typically started life as a variant pattern of a Power Maul that has been
reinforced and had all non-essential and complicated options removed for the sake of their
intended users. A Bullgryn Maul counts as a Power Weapon for the sake of resisting the Power
Field trait, but otherwise counts as a Low-Tech Melee Weapon.

Shock Baton
The lesser version of the Power Maul, the Shock Baton is found amongst local enforcers and
shipboard security teams looking to maybe sometimes, take someone in alive. This can be
either to throw them in jail, sentence them to penal legions, or for interrogation purposes.

Slab Shield
A Slab Shield is a one-handed weapon, and grants +4 APs to the wielder’s torso, and to
whatever leg and arm are on the side they are holding it on. Good and Best Craftmanship Slab
Shields have a weapon lock that lets the wielder brace a ranged weapon against the edge of the
shield, that allows you to fire a normally two-handed weapon without penalty for only using one
hand. Best Craftmanship Slab Shields give an additional +1 AP.
| 101

Power Melee Weapons


Name Range Dam Pen Special Wt. Avail
Executioners Melee/Two- 3d10 R 8 Razor Sharp, 11 kg Very Rare
Axe Handed Unwieldy
Lightning Melee/One- 2d5+2 E 4 Razor Sharp 3.5 kg Very Rare
Claws Handed
Power Melee/Thrown 1d5+5 E 4 Power Field 2 kg Very Rare
Dagger 5m/One
Handed
Power Melee/Two- 2d10+1 R 7 Crippling (3), 10 kg Extremely
Flamberge Handed Power Field Rare
Power Melee/Two- 2d10+3 E 8 Power Field 10 kg Very Rare
Greatsword Handed
Power Melee/ Two- 2d10+4 I 10 Concussive 12 kg Very Rare
Hammer Handed (2), Power
Field,
Unbalanced
Power Mace Melee/One- 1d10+5 I 8 Concussive 4 kg Very Rare
Handed (0), Power
Field
Storm Shield Melee/One- 1d10+3 2 Defensive, 8 kg Very Rare
Handed Power Field

Executioners Axe
This two-handed power axe is a brutal weapon, designed to cleave through armor and bone
alike. Known for it’s punishing strikes, the Executioners Axe is as unreliable as it deadly, with its
immense weight and unwieldy size making precision a secondary concern to destructive force.

Lightning Claws
A far cry from the traditionally Astartes only weapon, these human grade ones are none the less
still quite deadly weapons. When you have one in each hand, the weapon gains the Threshing
quality.

Power Dagger
Typically gifted to skilled commanders and storm trooper who have shown an aptitude for
wetwork, this small powerful dagger can be mounted on the end of a weapon like a standard
dagger, or used to quickly and silently dispatch many different foes.

Power Flamberge
A variant of a more typical Power Greatsword, the Power Flamberge is a masterpiece of cruelty.
Its undulating blade, wreathed in a lethal energy field tears through flesh leaving gruesome
jagged wounds that are as agonizing as they are lethal. Designed to terrify as much as kill, the
Power Flamberge is popular with those who revel in the spectacle of battle.

Power Greatsword
Surprisingly well balanced for how large they typically are, the Power Greatswords channel their
deadly energy along its length enabling its wielders to cleave down even the most heavily
armored foes. Those massive and demanding of its user, its renowned for its reliability and
precision, capable of dealing clean decisive strikes in the hands of a skilled warrior.
| 102

Power Hammer
The scaled down version of the mighty Thunderhammer designed for use by mortal soldiers
instead of superhuman Astartes. Despite it’s reduced size the Power Hammer retains its
devastating impact, capable of crushing through a Tauros or the rear armor of a Chimera. With
a blast of energy released with every hit, even a glancing blow is enough to knock the senses
out of any enemy.

Power Mace
A one-handed weapon often taking the form of a flanged or spiked mace, the Power Mace is a
brutish tool designed to crush the enemy inside their own armor. Far from the elegant flow of
battle a sword provides, the Power Mace simply beats the enemy senseless until all that
remains is the battered and broken remains of its enemies.

Storm Shield
A massive barely one-handed shield equipped with a powerful energy generator, the Storm
Shield is a defensive tool designed to protect its bearer from even the deadliest attacks. This
weapon can withstand enemy power weapons, and easily turn aside lesser weapons.
This weapon provides +4 AP to the arm holding it and the wielder’s torso. Good Craftsmanship
versions protect the leg on the same side, and Best Craftsmanship provide +5 AP instead.
| 103

Archeotech
The items presented in this section are for the weird items. Strange patterns of weapons and
gear, advanced archeotech, and one-offs. For the most part these items shouldn’t be available
to just request, they’re too uncommon for that. They’re mostly presented to here for GMs to
have players find, give out as rewards from side objectives players voluntarily took on, or
whatever reason the GM thinks of.

Saying that, nothing in this section should be game-breakingly dangerous to just let the players
have. Even if the players don’t want it, any proper (any many improper!) Adeptus Mechanicus
personnel would gladly take it off their hands.

Clothing, Tools, Cybernetics


Name Weight
Adjutant-class Auspex 1.5 kg

Adjutant-class Auspex
The machine spirit of these unusual types of Auspex devices are unusually cordial to their
operators, and are capable of advanced cogitation parallel to its wielder to give prospective and
retrospective information to assist in data gathering.
After a successful Tech-Use check to operate the Auspex, it gives a +10 Bonus to the next
Logic, Security, Common Lore (War) or Scholastic Lore (Tactica Imperialis) check to assess the
information obtained from the scan.
| 104

Ammunition
Missiles and Grenades
Name Damage Pen Special Wt. Avail
Airburst Missile 2d10+2 I 2 Airburst, Blast (6), Tearing 1 kg Scarce
Airburst Round 2d10 I 0 Airburst, Blast (4), Tearing 0.5 kg Scarce
Anti-Plant Missile 4d10 E 0 Blast (5) 0.5 kg Scarce
Balelight Grenade 1d10+4 E 0 Blast (4), Radium (4) 1.5 kg Very Rare
Balelight Missile 2d10+6 E 0 Blast (4), Radium (6) 2 kg Very Rare
Balelight Round 1d10+6 E 0 Blast (4), Radium (6) 1.5 kg Very Rare
Bee-Hive Rounds 2d10+3 R 3 Spray, Tearing 1 kg Scarce
Gas Grenade 1d10 R Special Smoke (3), Toxic (3) 1 kg Rare
Gas Missile 2d10+2 R Special Smoke (6), Toxic (4) 1.5 kg Rare
Gas Round 2d10 R Special Smoke (6), Toxic (3) 1 kg Rare
Hallucinogen Missile - - Blast (8), Hallucinogenic 1 kg Rare
Hallucinogen Round - - Blast (7), Hallucinogenic 0.5 kg Rare
Incendiary Missile 1d10+5 E 8 Blast (5), Flame 0.5 kg Average
Incendiary Round 1d10+3 E 6 Blast (5), Flame 0.5 kg Average
Iron-Eater Missile 2d10+2 E 5 Blast (4), Corrosive 1 kg Very Rare
Iron-Eater Round 2d10 E 5 Blast (3), Corrosive 0.5 kg Very Rare
Melta Missile 2d10+15 E 10 Blast (1), Melta 1 kg Very Rare
Melta Round 2d10+10 E 10 Melta 0.5 kg Very Rare
Mk2b Grenade † † † 1 kg †
Scatter Rounds 1d10+5 I 4 Scatter, Tearing 0.5 kg Average
Signal Grenade - - Smoke (1) 0.5 kg Common
Missiles are to be fired from Missile Launchers and derivates, Rounds are for Grenade Launchers and Mortars.
† Stats are dependant on the upgraded grenade type

Airburst Ammunitions
Designed to explode before hitting the target, these munitions are excellent when facing lightly
armored opponents where it’s more important to hit them with anything then to land a round
directly upon them.

Anti-Plant Missile
A larger variant of the Anti-Plant munitions, ready to be fired from any number of missile
launching systems. Despite popular belief, Anti-Plant munitions do not work against Orks, as
they are Fungoids.

Balelight Ammunitions
Only begrudgingly provided by the adepts of mars to certain members of the Astra Militarum,
those with the dubious honor of wielding the highly radioactive death-balls known as Balelight
weapons will find them to be efficient weapons at scything down any under-armored troops they
might face. The itching you feel while wielding them is only temporary. Anytime you deal
damage to a target with this weapon, you automatically deal the weapon’s listed Radium value
as damage, ignoring Armor and Toughness, but only if the target possesses a Toughness
Characteristic.
| 105

Bee-Hive Rounds
An alternative design to the Scatter around, the Bee-Hive is instead a densely packaged
collection of metal flechettes fired with a typical fragmentation round primer. This accelerates
the tiny projectiles incredibly fast ensuring a good saturation, but they quickly run out of energy
rendering it ineffective at long ranges.
When this Round is used, treat the weapons normal range as half as long as it typically is.
These Rounds can’t be fired through a mortar.

Gas Ammunitions
Chemical weaponry is a unpopular, but highly effective weapon to be found on the battlefields of
the 42nd millennium. Its primary tactical problem is making sure the wind doesn’t blow the deadly
gas back toward your own lines. When calculating damage with these weapons, ignore the
Armor of the target, but not their Toughness. A respirator gives it’s benefits against these
weapons.

Hallucinogen Ammunitions
Not typically given to guardsmen except in extenuating circumstances where a target (or entire
crowd) needs to be managed in a relatively non-lethal manner in the shortest possible
timeframe.

Incendiary Ammunitions
The Adeptus Ministorum recognized a flaw in the standard variety of missiles and rounds
typically offered to the Astra Militarum, that being there was no offered incendiary weapon for
the Launcher systems. They have leaned on their connections to various important people to
rectify this flaw and start getting these produced and offered via their connections.

Iron-Eater Ammunitions
Given the usefulness of the smaller Iron-Eater grenade, it was to be expected that they would
scale them up in size for use in various Launcher systems. While the ingredients have not
increased in potency, the larger size of the munitions allow larger payloads.

Melta Ammunitions
A little produced deviation of the typical Meltabomb, these Melta Munitions feature strong
electromagnets to help orient the projectile towards the enemy and ensure proper adherence
before detonation.

Mark 2b Grenades
An alternative mark for grenades found across the imperium, the Mark 2b are grenades affixed
to a handle designed to assist troopers by giving them a stronger grip point to toss these
weapons further. They can also serve as impromptu clubs in case of dire emergency, and use
the Truncheon profile as their melee profile, but if the wielder rolls a 91 or higher, the weapon
explodes instantly from the abuse it is suffering.
The Mark 2b Grenade has a throwing distance of Strength Bonus x 5 Meters instead of their
standard throwing distance, and typically weigh an additional 0.5 kg over their normal variants,
but otherwise use all the same statistics as standard.
| 106

Scatter Rounds
Designed as a close-range deterrent option for troopers assigned a grenade launcher, Scatter
Rounds are functionally giant shotgun shells in a brass coating. Typically, more popular with
breachers with auxiliary grenade launchers who’d rather use them like big shotguns.
When this Round is used, treat the weapons normal range as half as long as it typically is.
These Rounds can’t be fired through a mortar.

Signal Grenade
Though cosmetically similar to smoke grenades, Signal Grenades aren’t intended to provide
concealment for operations but to provide visible markers for indirect fire and air strikes to
centre on or avoid, as dictated by operational guidelines. They’re available in many different
colours.
When used as part of an indirect fire mission or airstrike, these grenades provide a +10 Bonus
to the check, and the first shot can’t scatter more than 5 meters from the grenades impact.

Specialist Ammo
Name Used With Special Wt. Avail
Alchem Fuel Spray Weapon Toxic (0), Overheats 1 kg Rare
Barbed Bolts Scorpius Weapon gains Crippling (3) 1 kg Average
Bodkin Bolts Scorpius Weapon loses Primitive, Gains 2 Pen 1 kg Average
Energetic Rounds Solid Projectile Flame, Energy Damage 0.5 kg Scarce
Explosive Bolts Scorpius 2d10 X; Pen 3; Blast (3), Tearing 1.5 kg Average
Gelatinous Fuel Spray Weapon Template gains Smoke quality, loses fuel 1 kg Rare
High Explosive Ammo Solid Projectile +2 Pen, Felling (1), Explosive Damage 0.5 kg Rare
Low Power Packs Laser Weapon Primitive (3) 0.5 kg Common
LTL Rounds Solid Projectile Knockdown, Primitive (3) 0.5 kg Common
Magnesium Fuel Spray Weapon Flash 1 kg Rare
Shredder Fuel Spray Weapon Crippling (2), Overheats, Unreliable 1 kg Average
Shredder Rounds Solid Projectile Causes Blood Loss, Rending Damage 0.5 kg Scarce
Water “Fuel” Spray Weapon Loses Flame, Gains Knockdown 1 kg Abundant

Alchem Fuel
Scaling down the fuel additives typically found in a Banewolf, Alchem Fuels are not typically
found in the average Astra Militarum fuel depot due to its toxic nature and tendency for rapid
vaporization and low boiling point. Not to mention that most guardsmen aren’t of the proper
demeanour to handle such weapons against anything but the most horrific enemies.
The weapon gains the Toxic (0), and the Overheats quality. Each time the target suffers
damage from the weapon’s lingering Flame quality, the damage is not reduced by Armor or
Toughness, as per the Toxic weapon quality.

Barbed Bolts
Swapping out the standard smooth ridges on the Broadhead Bolt with more jagged and
lacerated variants helps ensure that even if the weapon doesn’t kill the target, the simple act of
removing it from themselves will ensure further damage. The weapon gains the Crippling (3)
Weapon Quality.
| 107

Bodkin Bolts
Using carbon-steel alloys and sharping them to a finer point, the Bodkin is a mostly smooth
metal tube with a point. This helps it pierce targets more efficiently and is equivalent an “anti-
armor” version of a medieval weapon. The weapon loses the Primitive (8) Weapon Quality and
gains two additional Penetration.

Energetic Rounds
Adding just the tiniest bit of leftover material from the creation of Melta Bombs and Melta ammo
allows the Adeptus Mechanicus to pack a little more punch into a standard autogun round than
strictly needed. The weapon gains the Flame property when fired at Point-Blank in place of
gaining the bonus to hit and damage (If applicable) and the weapon changes its damage type to
Energy.

Explosive Bolts
Takes the standard shell of the typical Hunting Lance and replaces their innards with most of a
Fragmentation Grenade. Turns the Scorpius into a bootleg grenade launcher with impressive
accuracy rating.
This replaces the default Damage, Penetration and Special Qualities with the following statline;
2d10 X; Pen 3; Blast (3), Tearing

Gelatinous Fuel
With the introduction of a few separate chemicals into the fuel mixture, it’s density and
stickiness can be greatly improved, resulting in the great gouts of flame laying on the field,
continuing to burn anything that was in the original path.
The weapons template gains the Smoke quality, leaving the fire lingering in the path of fire for
1d10+10 rounds, or less in adverse weather conditions. The density of the required components
reduces the weapon’s Clip by half.

High Explosive Ammo


Taking design cues from the blessed Bolt rounds, albeit in smaller scale. This special armor
piercing ammunition is available for Solid Projectile weapons. This gives the loaded weapon two
additional Penetration, the weapon gains Felling (1) or increases an existing Felling quality by
one, and finally the weapon changes its damage type to Explosive.

Low Power Packs


Used in live fire exercises for training guardsmen and planetary defense force members, Low
Power Packs are designed to minimize the amount of pointless damage suffered during training.
The best training is as stressful as the real thing, but with less missing limbs after all, and the
nice side benefit of training other guardsmen on how to shoot moving targets that respond
realistically.
The weapon gains the Primitive (3) quality.
| 108

LTL Rounds
Found in Enforcer and Military Police lockers, LTL (Less-Than-Lethal) Rounds typically take the
form of wooden and rubber slugs and bullets, designed to cause maximum pain, but without risk
of serious harm. Using LTL rounds to slowly execute someone is considered cruel and unusual
punishment, and more damningly, a waste of material.
Solid Projectile weapons all receive Primitive (3), Solid Projectile Pistols receive Knockdown (1),
Solid Projectile Basic weapons receive Knockdown (2), and Ripper Guns receive Knockdown
(3).

Magnesium Fuel
Adding just a bit of powered Magnesium and Phosphor into the fuel doesn’t negatively impact its
flow characteristics while also providing a scintillating visual show to anyone watching. Each
time this weapon fires, everyone who is under the weapon’s template, is operating the weapon,
or is within visual range and has some form of enhanced vision, must pass an Ordinary (+10)
Agility Test or be blinded for a number of rounds equal to their Degrees of Failure.
Anyone suffering from the lingering effects of the Flame quality is also even more brightly lit up
than normal, and anyone targeting them suffer no penalties for darkness.

Shredder Rounds
Designed to fragment after breaching a target’s armor, Shredder Rounds are typically only
assigned when facing down traitorous Astra Militarum regiments, or by particularly ornery
Adeptus Arbites officers. When fired at a target, this weapon gains an additional two points of
Penetration, or gains Penetration (2) if it did not possess any before, gains the Razor Sharp
quality, this also changes the weapons damage type to Rending.

Shredder Fuel
A strictly un-sanction fuel “modification”, named entirely because of the Munitorum approved
Shredder Ammo is roughly equivalent to it’s purpose, Shredder Fuel instead adds small
amounts of metal, acids, or other delirious compounds into the fuel to produce an antagonizing
mixture.
This weapon gains the Crippling (2), Overheats, and Unreliable quality. It can never lose the
Unreliable quality, regardless of Craftsmanship or other rules that might typically remove it.

Water “Fuel”
A replacement “fuel” for Flamer weapons assigned to Arbites, Enforcers, Military Police, and
hazmat teams. This is just a tank of pressurized water for less-lethal control of riots for those of
a generous mind, or more typically, because the area the event is happening in is too precious
to risk flame destroying the sector. The final use by hazmat teams is in the cleansing of infected
zones by high pressure water, sometimes even sanctified by the supporting Ecclesiarchy
priests.
The weapon loses the Flame quality but gains the Knockdown quality instead. Hand Flamers
receive Knockdown (0), Flamers receive Knockdown (1), and Heavy Flamers receive
Knockdown (2), Inferno Cannons receive Knockdown (5).
| 109

Party Magazine

Party Magazine † † † 0.5 kg Rare


† The Damage, Penetration, and Special Qualities of these weapons are dependant on the ammunition being
fired.

The PARTY MAGAZINE is not so much a “type” of ammunition as a certain way to pack and
handle magazines, this ammunition type will fit in any weapon with a magazine greater than 1.
These are typically produced by bored Technical Assistants and Quartermasters attempting to
flush out their system of various small amounts of munitions onto unsuspecting guardsmen.
Whenever you fire this weapon roll on the relevant tables below to find out what has been fired
out from your weapon. If fired on Semi-Auto, or Full-Auto, only roll for the first shot to see what
flies out in a burst. If the result is a Dud, the first round in the burst is a dud, and the rest of the
shots are standard.

Roll Solid Projectile Shotguns Launchers


1 Dud! Dud! Anti-Plant
2 Tracer Tracer Starflare
3 Tracer Tracer Blind
4 Tracer Amputator Frag
5 Amputator Amputator Minefield
6 Bleeder Inferno Photon Flash
7 Dumdum Inferno Smoke
8 Expander Solid Slugs Incendiary
9 Man-Stoppers Solid Slugs Scatter
10 High Explosive High Explosive Melta
| 110

Wargear
Clothing, Tools, Cybernetics
Name Weight Availability
Bionic Spine - Scarce
Door Charge 1 kg Scarce
Fornax-Pattern Flame Suppression Device 1 kg Scarce
Pariah Regulator Collar 1 kg Near Unique

Bionic Spine
The standard Common Craftsmanship model of the Bionic Spine cybernetic is intended to allow
an individual with a damaged spine to walk again, by connecting the nerves at the nape of their
neck with the cybernetic externally outside their body, over whatever damaged section they
have, and back down again, reconnecting the nerves.
Poor Craftsmanship models reduce your Movement characteristics by one.
Good Craftsmanship models give you the Brute of Burden Talent.
Best Craftsmanship models grant you a +5 Bonus to Strength and Toughness, and the Brute of
Burden Talent.

Door Charge
A specially modified version of the typical Demolition Charge, the Door Charge is used by
Arbites, Enforcers, and Jager regiments in breaching and room clearing operations. This
weapon can not be stuck together for a more significant effect like typical Demolition Charges.

This weapon requires a Full Action and an Easy (+30) Tech-Use (Demolitions) Check to
successfully set up. Once ready, it automatically deals enough damage to blow apart any non-
reinforced doors or light walls, or deals 3d10 Explosive Damage, with the Tearing weapon
quality, and with a Penetration equal to the Degrees of Success on the Tech-Use check, to
reinforced doors and thicker walls.
If this triggers a combat encounter, then everyone gains a bonus of two to the following Initiative
Check. If anyone in the Squad taking part in the breach has the Breaching Drill veteran comrade
order, they can confer it’s benefits to everyone in the squad.

Fornax-Pattern Flame Suppression Device


An unfortunately rare pattern of what should be a common device, the Fornax-Pattern Flame
Suppression Device is safe in all conditions and fire types, and has enough material preloaded
in concentrated bursts to be used 4 times. It can be used to handle sudden fires very quickly,
from either standard activities or enemy action. This device gives the user a +30 to Tests to put
out fires.

Pariah Regulator Collar


An advanced but esoteric piece of technology that can regulate a Pariah and their null field
making them able to interact regularly with strangers or acquaintances. There are rumours
within certain circles that there is a version that can amplify the pariah gene, though unless you
start befriending inquisitors they shall remain rumours. As a Half Action you can activate the
collar, and when active you count as having pariah (0). A Pariah can requisition this gear as if it
were Rare, instead of Near Unique.
| 111

Drugs and Consumables


Addictive (X) is a new Quality found with certain consumables. At the end of any scene in which
a material with this Quality was used, you need to make an Easy (+30) Willpower Check, with
a penalty equal to five times the Quality.

If you fail this check your character is considered Addicted to whatever triggered this check.
You need to take a dose of whatever your character is Addicted to at least once per Mission
(Effectively once per Requisition). If you fail to do this, you suffer a -5 Penalty to your Willpower
until you receive another dose, this can stack but can’t reduce your Willpower below one. Other
effects may apply depending on which item you are Addicted to.

To break your Addiction, you need to pass Challenging (+0) Toughness and Willpower
Check a number of times equal to the item’s Addictive Quality +2. You can only make this
check once per Mission at the end of it, or as a Downtime Activity. A Hard (-20) Medicae Check
or a Challenging (+0) Scholastic Lore (Chymistry) Check can give you a bonus to the check
equal to five times the Degrees of Success to the attempt.

These rules are used over the rules found in the Core Rulebook on page 199. Some of the
drugs found on the page are also found there but may have been reworked slightly as well.

Drugs and Consumables


Name Special Availability
Amasec Addictive (0) Scarce
Bulk Addictive (1) Average
Clarity Addictive (1) Scarce
Deionizing Unguents - Scarce
De-Tox - Rare
Frenzon - Very Rare
Lho-Sticks Addictive (0) Common
Liquid Fervor Addictive (0) Average
Obscura Addictive (2) Rare
Recaf - Abundant
Slaught Addictive (1) Scarce
Spook Addictive (1) Rare
Still Addictive (1) Scarce
Stimm Addictive (0) Average
Storm Addictive (2) Rare
Thunder Addictive (0) Scarce
Tranq Addictive (0) Abundant
Vitae Addictive (0) Scarce
| 112

Amasec
While generically dubbed “Amasec”, this is a catchall term for a wide array of popular alcoholic
drinks. Amasec itself is a popular alcoholic drink that is distilled from wine. It can range from
lesser quality brews that are barely fit for firebombs to well-aged and flavourful brands that have
the tendency to get confiscated by higher ranked officers due to the fact that they are suitable
for only the finest of the Emperor’s Servants.

You gain a +1 Bonus to your Strength, Toughness, and Fellowship for one hour, and lose one
Fatigue each time you imbibe. If you drink more than your Toughness Bonus, for every drink
past that you need to pass an Ordinary (+10) Toughness Check with a -5 Penalty for each
drink you’ve had, or you gain a Fatigue level instead of losing one and suffer a -2 Penalty to
your Agility, Intelligence, and Fellowship. While Addicted you suffer a -2 Penalty to your Agility
and Intelligence.

Bulk
Typically found throughout the Imperium wherever a society of “large buff workers” would help,
be it metal foundries, mining colonies, and agri-worlds. Sometimes sold as sanctioned materials
to increase muscle mass and promote “healthy” bodies, the drugs commonly known as Bulk
tend to be mixtures of protein powders, steroids, and other chemicals of dubious nature.

Gain Three Temporary Wounds, and a +10 Bonus to your Strength and Toughness
Characteristics, for 1d10+Toughness Bonus Minutes. When this effect ends you need to pass a
Challenging (+0) Toughness Check or gain a level of Fatigue. If you are Addicted you suffer a
-5 Penalty to your Strength and Toughness Characteristics, in addition to normal effects.

Clarity
A favourite amongst scribes, nobles, and Adeptus Mechanicus personnel, Clarity provides a
keen boost to one’s mental faculties, bringing the world into sharp relief and helping the
individual recall information they might have learned or even just overheard. Addictions to
Clarity are incredibly common in the higher echelons of society.

Gain a +15 to Intelligence, Perception, and Fellowship. This lasts for 2d10+Toughness Bonus
Minutes. When this effect ends you need to pass a Routine (+20) Willpower Check or gain a
level of Fatigue. If you are addicted you also suffer a -1 Penalty to your Intelligence, Perception,
and Fellowship Bonuses, in addition to normal effects.

Deionizing Unguents
Found in many emergency kits near reactors, generators, and anywhere the servants of the
Omnissiah operate. For those less blessed in the machine the baleful energies of a ship’s
reactor may, in fact, be killing you. Also frequently provided to Astra Militarum regiment’s that
are expected to operate closely with any Adeptus Mechanicus skitarii maniples.

Restores all Characteristics damage received from radiation sources and weapons with the
Radium Quality. Reduces damage from the Radium weapon quality by two, to a minimum of
zero. This lasts for 2d10+Toughness Bonus Minutes.
| 113

De-Tox
A common pharmaceutical distributed by the Departmento Munitorum to squads likely to face
chemical warfare, this drug can negate the effect of most dangerous effects of a biological
nature, if administered quickly enough. Using it, however, is both painful and debilitating and
can cause several unpleasant side effects such as vomiting, nose bleeds, and a great voiding of
the bowels.

Upon using this drug, the character is Stunned for a number of rounds equal to 1d10-
Toughness Bonus, to a minimum of zero rounds. They immediately clear any Poisons, Toxins,
Gases, and Positive or Negative Drugs that are affecting them.

Frenzon
A generic name for a wide variety of combat drugs, stimulants, and enhancing chemicals, most
often used with Penal Legions. Once administered the subject becomes fanatical and fearless,
an excellent choice for those of less than stellar reputations and fervor.

Once used, the character gains the Frenzy talent, and may choose to instantly enter Frenzy.
They also become immune to the effects of Fear for the duration of the drug. A single dose lasts
for 1d10+Toughness Bonus minutes.

Lho-Sticks
Lho-sticks are common with Astra Militarum troopers, menial workers, administratum officials,
and anyone with more work than time in the day. Each tube contains a scented mildly narcotic
plant-derived substance which is then lit, and the resulting smoke is inhaled for it’s effects.

Each lho-stick reduces Fatigue by one. While Addicted, users suffer a -2 to Fellowship Checks.

Liquid Fervor
Although a common joke amongst regiments where this is used, Liquid Fervor is not just alcohol
provided to the spineless. It’s a mixture of alcohol, depressants, stimulants, and very mild
combat drugs to enhance their willingness to fight for the God-Emperor, for the spineless.

Gain a +20 Bonus to your Willpower Characteristics, and reduce all sources of Fear by one, to a
minimum of zero. This lasts for 2d10-Perception Bonus Minutes, to a minimum of Three
Minutes. When this effect ends you need to pass an Ordinary (+10) Fear Check with a penalty
equal to the highest Fear rating you faced. While Addicted to this you suffer a +10 Bonus to the
results of any Fear check you make.
| 114

Obscura
Though the drug is prohibited and the subject of widespread crackdowns in the ranks of the
Astra Militarum, obscura remains a widely used narcotic among Imperial subjects. Smugglers
can make a good living importing and selling the drug to all classes of civilian and military
personnel.

Obscura-users enter a dream-like euphoric state for 1d5 hours upon use. For 1d10 hours after
the effects have worn off, the enter a deep depression, which can be cured with another dose.
While Addicted, anytime the user fails a Willpower Check by more than their Willpower Bonus,
they increase the penalty they receive from the Addictive quality as if as a mission had passed
and they did not use Obscura.

Recaf
Recaf is a popular hot beverage that is either brewed from crushed leaves or smashed beans.
There have long been groups within the Astra Militarum that will argue forever that their
preferred beans or leaves is the correct choice for all Recaf. The exact composition can and
does vary from planet to planet, but most blends incorporate some form of stimulant such as
caffeine or detoxified pharamoxine compounds. The perfect companion for a sentry’s long
watch at night.

Recaf removes 1d3 Levels of Fatigue when used and gives a +5 Bonus to Perception for 3d10
Minutes. You can only receive these effects once per twelve hours.

Slaught
Also known as “onslaught” this drug heightens awareness and improves reaction time, literally
speeding up the user but causing Fatigue and neural damage with prolonged use. Typically only
assigned to Penal Legions, it also has a long history with scouting and guerilla units.

Taking a dose increases the user’s Agility Bonus and Perception Bonus by three for
2d10+Toughness Bonus minutes. When the drug runs its course, the user must pass a
Challenging (+0) Toughness Test or suffer a level of Fatigue and a -10 Penalty to Agility Tests
and Perception Tests for 1d5 hours. When Addicted, you suffer a -1 Penalty to your Intelligence
and Agility Bonuses, but not your Movement characteristics.
| 115

Spook
This drug can augment and even produce short-term psychic abilities in the user. Saying that
foreign drugs such as Spook are frowned upon is a grave understatement. Anyone caught with
this drug would soon find themselves on the wrong end of a Commissar’s bolt pistol, but addicts
will be addicts, and it’s not uncommon to hear tales of Guardsmen fighting under the influence
of Spook. The only question he must ask himself is if the risk of being caught is worth the
benefits of such unwholesome power?

If a character without any Psy Rating takes a dose of Spook, he must successfully make a
Challenging (+0) Willpower Test or gain 1d5 Insanity Points due to his mind being filled with
terrifying visions of the Warp. Pass or fail, he gains a Psychic Power from Table 6-22: Spook
Effects as found on page 199 of the Core Rulebook. The power lasts for 1d3+Willpower Bonus
hours, and the user makes all Focus Power Tests as if he has a Psy Rating of one.

If a character with a Psy Rating of one or more uses Spook, he must make a Challenging (+0)
Willpower Test. On a failure, he gains 1d3 Insanity Points and increases his Psy Rating by
one. On a success, he gains one Insanity Point, increases his Psy Rating by two and may roll
on Table 6-22: Spook Effects to gain that power as a bonus for the next 1d3+Willpower Bonus
hours. Regardless of outcome, the Psyker adds +25 to any Psychic Phenomena rolls they
make.

Still
Officially listed as a combat muscle relaxant this short acting and short lasting injectable slows
the heart and forces reduced muscular activation in the limbs, helping steady aim and provide
focus to sharpshooters.

When used, the character reduces their Agility and Strength Bonus by One and increases their
Ballistic Skill and Perception Bonus by two. This lasts for 2d5+Toughness Bonus minutes. While
Addicted, they suffer a -5 Penalty to their Agility, and Ballistic Skill Characteristics.

Stimm
Stimm is a powerful analgesic that works to mask pain and drive fighters on when their bodies
would otherwise give up. A note from the Officio Medicae is that this doesn’t actually fix any
issues, just masks them long enough to get the subject to proper medical care.

A single dose of Stimm lasts 3d10+Toughness Bonus rounds. While under its effects, a
character ignores any negative effects to their Characteristics from Damage or Critical Damage,
ignore movement penalties from Critical Damage, and cannot be Stunned. When the effect
wears off, they must pass a Hard (-20) Toughness Check, on a failure they suffer a -20
Penalty to your Strength, Toughness, and Agility Characteristics.
While Addicted, you suffer a -5 Penalty to your Strength, Toughness, and Agility Characteristics.
| 116

Thunder
A hallucinogenic chemical that stimulates the central nervous system and brain, triggering a
rush of energy and endorphins. This state only lasts for a few minutes for the user, but their
altered state of consciousness may may it seem subjectively longer to the user.

When used you gain the effects of the Rapid Reaction talent and can use a free Half Action Aim
every turn. This lasts for 1d5+Perception Bonus Minutes. When this effect ends you need to
pass an Ordinary (+10) Toughness Check or gain a level of Fatigue. If you are addicted any
weapons you use lose their Accurate quality, and you suffer -1 to your Initiative, in addition to
normal effects.

Tranq
The term tranq covers an array of artificial, alcoholic chem-distillates made by the low-hive
masses, deep deck scummers, and other disreputable sorts. The techniques for producing this
substance have been carried far and wide by crew-scum, criminals, and most importantly,
Guardsmen. Drinking Tranq numbs the body and mind, which provides a very different feeling
than being drunk on amasec, rotgut, or other spirits. Though similar in the end result, the effects
of tranq are unpleasant, depressive, and require an acquired taste.

After imbibing, the user can suppress any effects they’ve gained from their Insanity Points for
1d5+Toughness Bonus hours. After the effects pass you need to pass an Ordinary (+10)
Willpower Test or suffer a -5 Penalty to your Fellowship. While Addicted, you suffer a -5
Penalty to Intelligence and Perception Characteristics.

Storm
A far more concentrated version of Thunder, Storm provides a deliriously large amount of the
same chemical straight to the brain and nervous system of an individual, along with doses of
combat drugs and stimulants. The end result is a individual who feels like they’re about to
transcend time, and moves and reacts at a dangerous enough rate that they may destroy
themselves with unintentional damage.

When used you gain the effects of the Rapid Reaction talent, and you occupy two initiative slots,
your typical result, and Initiative -5. This lasts for one Encounter. When this effect ends you
need to pass a Challenging (+0) Toughness Check or gain a 1d3 levels of Fatigue. If you are
addicted all your weapons gain the Inaccurate quality, and you suffer -3 to your Initiative, in
addition to normal effects.

Vitae
Uncommonly found amongst frontline units but frequently in field hospitals, a dose of Vitae
contains everything a dying soldier needs. Analgesics to numb the pain, antipyretics to reduce
inflammation, vitamins to promote health, and other such wonderous chemicals you’d wonder
why they aren’t standard equipment.

When used a dose instantly restores 1d5+Toughness Bonus wounds but can not restore Critical
Damage. If you are addicted you suffer -1 to your Wound Max, in addition to normal effects.
| 117

Expanded Qualities
Airburst
Some weapons are designed to burst before hitting the target. This helps ensure contact is
made with some degree of success and makes them extremely difficult to dodge.
Any weapon with this Quality causes the target to suffer a -10 Penalty to Dodge rolls, but all
damage is rolled against the target’s Body. Additionally, the weapon causes Righteous Fury on
a roll of 9 or 10, but suffers a -1 to the Righteous Fury roll.

Guided (X)
Whether controlled by trailing wires, beam riding technologies, or an inbuilt cogitator, this
weapon is capable of minute adjustments to its trajectory midflight.
Any weapon with this Quality can re-roll failed hit rolls against anything as big or larger than the
weapon’s Guided value.

Cascade
When a weapon with this quality is used to make a Suppressing Fire action, you gain a +5
Bonus to your Ballistic Skill Test to randomly hit a creature for every creature that is within short
range of the weapon. Creatures that are within Short Range of the user are prioritized first when
using a weapon with this quality.

Knockdown (X)
When a weapon with this quality successfully hits a target, the target must make an Ordinary
(+0) Strength or Agility Test. They receive a penalty to this test equal to ten times the
weapons quality. On a failure they are knocked prone and lose a half action on their next turn.

Deflagarate
When this weapon scores a Righteous Fury, it gains the Flame quality and can roll for an
additional 1d10 for Damage, ignoring Armor and Toughness.
| 118

Expanded NPC’s
Beast (Minion)

WS BS Str Tou Agi Int Per Wil Fel


40 - 40 40 45 10 31 25 15

Movement: 8/16/24/48 Wounds: 10


Armour: None Total TB: 4
Skills: Athletics, Awareness, Dodge, Stealth, Survival
Talents: None
Traits: Bestial, Bred for War, Loyal, Natural Weapons, Quadruped, Size (3)
Weapons: Natural Weapon (Melee; 1d10+4 I; Pen 0; Primitive (7))
Gear: Identification Collar
Availability: Rare

This is considered the “baseline” for any Beast, Comrade or NPC. If you’d like to customize
them further to make them closer in idea to any particular creature, feel free to go to page 143 in
the Hammer of the Emperor book for more guidelines on creating new mounts, they can be
easily adapted to these stats. The original stats are modified from the Guardsman entry on page
372 of the Only War Core Rulebook.

Comrade Rules: These stats are meant to be used when a Beast isn’t currently acting as a
Comrade. They should still follow the rules for normal Comrades when they are but consider
letting a player with a Beast Comrade use its stats and training for Awareness, or Survival for
tracking or hunting, if they’re greater than the Players.

Barding: All armor that is available for man is available for a Beast as well. Typically
requisitioning such armor is the same difficulty as getting it for a person, though it will need to be
fitted to them with a Trade (Armourer) check to fit on their individual frame comfortably.
| 119

Expanded Vehicle Upgrades

Improved Stabiliser (Rare)


Contrary to the belief of some guardsmen, all Imperial vehicles have some kind of stabiliser.
However, not all are created equal leading to the idea that many vehicles lack this necessity so
it’s not uncommon for vehicle crews to requisition a better pattern of stabiliser.
Once requisitioned, it takes six hours to install on a single weapon in a suitable workshop, and a
Challenging (+0) Tech-Use Check. Once successfully installed, all ballistic skill penalties as a
result from movement by the vehicle are halved.
Applies to: Any non-pintle mounted vehicle weapon.

Advance Stabiliser (Extremely Rare)


While incredibly rare, they are prized amongst combat vehicle crews for their incredible
stabilisation. Though a guardsman needs dedication in duty, diligence in paperwork and a bit of
luck to get one. The ability to fire on the move unhindered is unparalleled.
Once requisitioned, it takes twelve hours to install on a single weapon in a suitable workshop,
and a Hard (-20) Tech-Use Check. Once successfully installed, this removes all ballistic skill
penalties caused by movement of the vehicle.
Applies to: Any non-pintle mounted vehicle weapon

Integrated Boiling Vessel (Scarce)


An atypical but well-beloved upgrade for many fighting vehicles of the Imperium, the Bee-Vee
as it’s sometimes known is naught more than a combat resistant large kettle for the crew. As it
is primarily a morale boosting device rather than combat boosting upgrade, explains its
unfortunate scarcity amongst vehicular regiments.
A vehicle with a Bee-Vee comes with one week of Recaf and Soup-based rations, and grants a
+10 Bonus to Trade (Cook) checks, or any checks that could be improved with the use of a
kettle. Eating a hot meal provides a +10 Bonus to the first Willpower check you receive after
eating it.

Aegis Lumina (Very Rare)


A sanctified piece of machinery and an example of the Omnissiah’s ingenuity, the Aegis Lumina
is deployed on vehicles and fortifications of value to the Imperium, typically command structures
and vehicles. Through the manipulation of esoteric frequences and advanced cogitator logic, the
system emits a constant light shimmering veil of machine-spirit guided countermeasures,
designed to counter missile locks, auspex scans, and guidance systems.

Activating or Deactivating the Aegis Lumina requires a Half Action.


This is a “Soft” active protection system that functions as if it were a Refractor Field with a
Protection Rating of 20. This system only works against Missiles, any weapons with the Cognis
or Guided quality, or used by a being with the Machine trait.
While active, the vehicle suffers a -10 Penalty to Stealth Tests, and conspicuously shows up as
a lack of information on most devices capable of detecting such things.
| 120

Martyr’s Halo (Rare)


When the Marty’s Halo activates, it is a glorious moment of wrath and sacrifice, typically of
anyone unfortunate enough to be standing near the tank as it turns on. A series of cogitator-
launched auto-ordnance launchers discharge payloads into the air, detonating in a series of
blinding flashes and explosions, designed to intercept incoming munitions.

Activating or Deactivating the Martyr’s Halo requires a Half Action.


A “Hard” active protection system that functions as if it were a Refractor Field with a Protection
Rating of 50, but only functions against Missiles, Grenade Launcher and Mortar Rounds. It has
a Clip of 10, and one shot is used regardless of whether or not it was successful.
When activated it deals 2d10 Explosive damage with a Penetration value of three, in a Blast (3)
area on whichever side of the vehicle the munition was intercepted on, with one edge of the
blast touching the vehicle, and the other end towards the direction the munition came from.

Additional reloads for the Martyr’s Halo are only Scarce, and it is two full actions to reload it.
| 121

Expanded Vehicles
Vehicle Qualities and Universal Special Rules
Radar Systems
The vehicle mounts a reconnaissance system, able to track enemy flyers and show them to the
operator. Every Awareness and Perception based test made to discover possible aerial threats
gain a +20 bonus. The radar does not give any other information about the target, marking it on
the vehicles system only as a small dot.

Advanced Radar Systems


The vehicle mounts an advanced reconnaissance system, able to track enemy flyers and show
them to the operator. Every Awareness and Perception based test made to discover possible
aerial threats gain a +20 bonus.
• One Degree of Success reveals the Enemy aircraft’s location
• Three Degrees of Success gives broad information about the target, such as Size and
rough classification (e.g., Flyer, Skimmer, Hover), if the type of enemy aircraft was
already encountered it can also show a detailed image of such an aircraft
• Four Degrees of Success tracks the enemy flight patterns, granting a +20 Bonus to all
manoeuvres performed against that enemy

S/VTOL
The aircraft has some way to reduce both time and space needed for landing and take off. An aircraft with
the S/VTOL trait does not need more space than its physical body to take off or land. Additionally, an
aircraft with this trait that does not also possess the Hover Type may as a full action attempt a Hard (-20)
Operate Test to give it the Hover Type for a number of rounds equal to it’s Degrees of Success and may
leave this mode at any time. If this test is failed the aircraft stalls.

Anti-Air (A-A)
Weapons with this quality ignore the negative penalties generated from the special rules of the Flyer type.
Weapons with A-A Only, can only target vehicles with the Flyer type

Anti-Ground (A-G)
Weapons with this quality ignore the negative penalties generated from the special rules of the Flyer type
when targeting ground-based units. Weapons with the A-G Only quality can only target vehicles or
creatures without the Flyer type.

Searchlight
Many vehicles mount powerful searchlights in an effort to discover the hidden foes of the God-Emperor.
Any crew member can activate a searchlight as a Half Action by making a Challenging (+0) Perception
Test to find his targets, ignoring any penalties for darkness. If he succeeds, he illuminates them and as
long as they keep the Searchlight active, attacks made against these targets (and the vehicle with the
Searchlight) suffer no penalties for darkness.
Pilot MIU
Vehicles with this quality can fire their armaments as a Free Action by a linked Pilot or Co-Pilot.
| 122

Tauros Rapid Assault Vehicle


Type: Wheeled Vehicle Tactical Speed: 20 m
Cruising Speed: 120 kph Maneuverability: +15
Structural Integrity: 20 Size: Enormous
Armor: Front 16, Side 14, Rear 14
Vehicle Traits: Enhanced Motive Systems, Open-Topped, Rugged, Wheeled Vehicle
Crew: 1 Driver, 1 Gunner
Carrying Capacity: 3 Passengers

Weapons
Turret-mounted weapon (Full 360 Degree fire arc)(choose one of the following):
• Heavy flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• Tauros grenade launcher (90m; S/2/–; Clip 20; Reload 2 Full; Damage/Damage
Type/Penetration depends on the type of grenade)
• Heavy Bolter (150m; -/-/6; 1d10+8 X; Pen 5; Clip 120; Reload 1 Full; Tearing)
• Twin-Linked Heavy Stubber (100m; -/-/16; 1d10+4 I; Pen 3; Clip 300; Reload 4 Full; Ogryn-
Proof, Twin-Linked)
• Multi-laser (150m; -/-/5; 2d10+10 E; Pen 2; Clip 200; Reload 2 Full; Reliable)

OR

Pintle-mounted weapon (Front 180 Degree fire arc)(choose one of the following):
• Autocannon (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Ogryn-Proof, Reliable)
• Missile Launcher (300m; S/-/-; Clip 1; Reload 1 Full; Damage/Damage Type/Penetration
depends on the type of missile)
• Harpoon Missile Launcher (350m; S/-/-; Clip 1; Reload 2 Full; Guided (6); Damage/Damage
Type/Penetration depends on the type of missile)
• Multi-Missile Launcher (300m; S/-/-; Clip 5; Reload 1 Full; Inaccurate; Damage/Damage
Type/Penetration depends on the type of missile)

Special Rules
Although it is a Wheeled Vehicle, Tauros Assault Vehicles are treated as Tracked Vehicles for
the purposes of Tests involving Difficult Terrain and when determining how much slower they
get when suffering critical damage. Additionally they ignore the usual penalties to Operate Tests
that Wheeled Vehicles normally suffer when taking Motive Systems Damage.
| 123

Tauros Venator
Type: Wheeled Vehicle Tactical Speed: 20 m
Cruising Speed: 110 kph Maneuverability: +10
Structural Integrity: 25 Size: Enormous
Armor: Front 18, Side 15, Rear 15
Vehicle Traits: Enhanced Motive Systems, Open-Topped, Rugged, Wheeled Vehicle
Crew: 1 Driver (hunter-killer missiles), 1 Gunner (turret)
Carrying Capacity: 0

Weapons
• Two Fixed hunter-killer missiles (Front Facing; 350m; S/–/–; 3d10+6 X; Pen 6; Clip 1)

AND

Turret-mounted weapon (360 Degree Firing Arc)(choose one of the following):


• Twin-linked Multi-lasers (150m; -/-/10; 2d10+10 E; Pen 2; Clip 400; Reload 4 Full; Reliable,
Twin-Linked)
• Twin-linked Lascannons (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3],
Twin-Linked)
• Twin-Linked Heavy Bolter (150m; -/-/12; 1d10+8 X; Pen 5; Clip 240; Reload 2 Full; Tearing,
Twin-Linked)
• Twin-Linked Autocannon (300m; S/6/-; 3d10+8 I; Pen 6; Clip 80; Reload 4 Full; Ogryn-Proof,
Reliable, Twin-Linked)
• Multi-Melta (60m; S/-/-; 2d10+16 E; Pen 12; Clip 24; Reload 1 Full; Melta, Blast [1])

Special Rules
The Venator follows the same special rules for its motive systems as the Tauros Rapid Assault Vehicle
Although it is a Wheeled Vehicle, Tauros Assault Vehicles are treated as Tracked Vehicles for the
purposes of Tests involving Difficult Terrain and when determining how much slower they get when
suffering critical damage. Additionally they ignore the usual penalties to Operate Tests that Wheeled
Vehicles normally suffer when taking Motive Systems Damage.
| 124

Tauros Maximus
Type: Wheeled Vehicle Tactical Speed: 20 m
Cruising Speed: 120 kph Maneuverability: +15
Structural Integrity: 20 Size: Enormous
Armor: Front 16, Side 15, Rear 15
Vehicle Traits: Enhanced Motive Systems, Open-Topped, Rugged, Wheeled Vehicle
Crew: 1 Driver
Carrying Capacity: 4 Passengers

Weapons
Turret-mounted Weapon (360 Degrees fire arc):
• Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 150; Reload 2 Full)

Rear Mount Options (choose one of the following):


• Extra Seats (Adds two more Passenger space and minor amounts of additional storage)
• Flat bed (Adds flatbed storage space, for carrying large objects)
• Light Recovery Arm (Add 1 Operator, Gains the Light Recovery special rule)
• Early Warning System (Adds 1 Operator, Gain the Advanced Radar System special rule)

Special Rules
The Maximus follows the same special rules for its motive systems as the Tauros Rapid Assault Vehicle
Although it is a Wheeled Vehicle, Tauros Assault Vehicles are treated as Tracked Vehicles for the
purposes of Tests involving Difficult Terrain and when determining how much slower they get when
suffering critical damage. Additionally they ignore the usual penalties to Operate Tests that Wheeled
Vehicles normally suffer when taking Motive Systems Damage.

Light Recovery
The Light Recovery Vehicle may tow a single vehicle up to Enormous in size. Towing another vehicle
halves the Maximus’s Tactical and Cruising Speed and reduces its Maneuverability to 0. Winching a
vehicle into position takes 2 minute (24 Full Actions) and the Maximus must remain stationary whilst this
process is completed.
If used for field repairs, the presence of a Maximus lifting a vehicle into a better position for repairs
decreases the difficulty of the Repair Test by +10 (eg. a Hard (–20) Repair Test becomes a Difficult (–10)
Repair Test). Hits to the vehicle’s rear that also strike the Weapon Location hit the heavy-duty winch
(count ammunition explosions as the winch’s power source exploding). The heavy-duty winch is treated
like any other weapon for the purposes of Critical Damage, repairing and replacement, so a Weapon
Disabled Damage Condition means the winch cannot be used until repaired or replaced.
| 125

Angel Light Tank


The Angel Light Tank, though a novelty in M41, in late M37 to mid M39 was a vehicle much loved by
crews and commanders alike. As it was fast, manoeuvrable in ways a Leman Russ is not and just as
deadly, given the wide variety of weaponry possible to be mounted in its roomy turret.

It served with distinction during its prime when every Forge World in and near the Avalon system was
producing some pattern of it. However, no tank is without its flaws and the Angel is certainly no exception
as the most common pattern of engine for a vehicle of its class, the Calmor-pattern, is known to have
major seal problems, its reduced interior space made it impossible for anyone over 5’11 to man the tank
and the drivers have always noted issues with gears. The Shiefell-pattern from Forge World Albion was
noted to be a superior pattern and didn’t have nearly any of these problems while sporting more
advanced armour.

Though the vehicle can fit a surprising variety of turret weapons, two variants, the Inferno Cannon and
Halo Plasma Cannon are known to have an incredibly high risk of catching fire earning them the
nickname “Crematorium for 4 siblings.” So great is that it is not unknown for crews to refuse to man the
vehicles when ordered.

Its popularity waned during Mid M39 as the Followers of the Omnissiah had a disagreement on its
production causing production to slow on many worlds pretty much to halt. Though production would get
back to full speed come late M39 many of the factories had already been repurposed leading to only a
few Forge Worlds such as Albion still producing them in big enough quantities to outfit regiments with as
more than a novelty. While reduced in numbers, it is still seen as an admirable tank to Commanders and
crews who wish for Rapid Manoeuvre Warfare.

Type: Tracked Vehicle Tactical Speed: 18 m


Cruising Speed: 80 kph Maneuverability: +5
Structural Integrity: 40 Size: Enormous
Armor: Front 32, Side 27, Rear 16
Vehicle Traits: Enclosed, Tracked, Enhanced Motive Systems
Crew: 1 Commander, 1 Driver, 1 Gunner, 1 Radio Operator/Hull Gunner
Carrying Capacity: 4 Passengers (On Top)

Weapons
Turret-Mounted Weapon (360 Degrees fire arc):
• Sword Light Cannon (500m; S/-/-; 3d10+5 X; Pen 6; Clip 1; Reload 1 Full; Blast (5),
Concussive (2))
• Spear Autocannon (400m; S/3/6; 3d10+8 I; Pen 6; Clip 60; Reload 2 Full; Reliable)
• Scythe Assault Cannon (250m; -/-/20; 1d10+4 I; Pen 3; Clip 300; Reload 2 Full; Storm,
Tearing)
• Hurricane Missile Pods (300m; S/2/4; 2d10+2 X; Pen 2; Clip 2x8; Reload 2 Full (Per Pod);
Blast (5); Each pod may be loaded with separate ammunition types)
• Inferno Cannon (50m; S/-/-; 2d10+10 E; Pen 8; Clip 50; Reload 5 Full; Flame, Spray, Volatile)
• Halo Plasma Cannon (180m; S/3/-; 3d10+15 E; Pen 9; Clip 50; Reload 5 Full; Accurate, Blast
(2), Overheat, Maximal, Volatile)
| 126

Hull Mounted Weapons (90 Degrees fire arc):


• Heavy Bolter (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload 1 Full; Tearing)
• Heavy flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• Multi-Melta (60m; S/-/-; 2d10+16 E; Pen 12; Clip 12; Reload 1 Full; Melta, Blast [1])(Extremely
Rare)

Pintle Mounted Weapons (360 Degrees fire arc):


• Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 75; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload 1 Full; Storm, Tearing)

Sword Light Cannon Alternate Ammo Types


• Smoke (500m; S/-/-; 1d10+5 I; Pen 0; Clip 1; Reload 1 Full; Smoke (10)) (Rare)
• Krak (500m; S/-/-; 2d10+15 X; Pen 16; Clip 1; Reload 1 Full; Accurate, Concussive (3))
(Uncommon)
• Flechette (50m; S/-/-; 1d10+5 I; Pen 2; Clip 1; Reload 1 Full; Spray, Scatter, Tearing, Toxic (1),
Cannister) (Very Rare)
• Full Choke (75m; S/-/-; 1d10+5 I; Pen 4; Clip 1; Reload 1 Full; Blast (10), Cannister, Tearing,
Razor Sharp, Toxic (1)) (Very Rare)

Cannister Quality
Point Blank range is from 1 – 10 Meters for this weapon, and it gains a +10 to hit at this range, and gains
+5 Damage. At normal range this weapon gains +10 to hit. At any longer ranges this weapon suffers -10
to hit and -5 Damage.

Flawed Engine Design


The commonly equipped Calmor-pattern engine are known for having numerous fuel and oil seals that,
under combat conditions, can come loose. Whenever you need to roll to prevent gaining the On Fire!
condition, the difficulty is a Hard (-10) Agility Test instead. Whenever you roll on the On Fire! table add 1
to the result.

Variable Production
When requisitioning this vehicle, it is considered a Rare Item (Unless the regiment has them as standard
vehicles, then they are only Uncommon).
Poor Quality: Vehicles lose 3 armor all around, manoeuvrability goes to -5, tactical speed
decreases to 14m, cruising speed decreases to 70 kph.
Good Quality: Loses Flawed Engine Design rule.
Best Quality: Loses Flawed Engine Design rule, gains 3 armor all around, Tactical Speed
increases to 20m, and Cruising Speed increases to 100 kph.

Volatile Quality
Adding these weapons to your vehicle gives them the Extremely Volatile trait.
The vehicle possesses an unstable power plant, large ammunition bays, or great quantities of explosive
fuel. Extremely Volatile vehicles double their chance of exploding whenever they catch fire. Additionally,
when an Extremely Volatile vehicle explodes, all those caught in the blast must make a Difficult (–10)
Agility Test or catch fire.
| 127

Taurox Assault Vehicle


A beloved, or bemoaned depending on design, vehicle, the Taurox Armored Vehicle is a stellar example
of the worst of imperial designs. The most conservative models, those based entirely on the STC with no
modifications, sport 4 independent tracks earning it the nickname “Shop Decoration” due to the amount of
maintenance this requires. There are also fixed weapon mountings on the sides of the vehicle,
conveniently firing past the side exit door, meaning crew and passengers can only exit the rear door while
it is firing. To top it all off the TAV has a notoriously high silhouette, with righting the vehicle after it has
rolled over a recurring problem to solve.

However, more lenient Enginseers have made modifications according to other STC examples, including
adding a separate cupola turret, replacing the tracks with wheels, and advising the drivers to practice the
canticles of safe driving while under way.

Regardless of design, the TAV excels at rapidly deploying squads of guardsmen through potential
ambushes thanks to its speed and up-armored undercarriage. The TAV is frequently used in large
formations, complementing other motorized forces and acting as a middle ground between the Tauros
and the Chimera.

Type: Tracked Vehicle Tactical Speed: 20 m


Cruising Speed: 100 kph Maneuverability: +0
Structural Integrity: 25 Size: Massive
Armor: Front 28, Side 20, Rear 12
Vehicle Traits: Enclosed, Rugged, Enhanced Motive Systems, Tracked Vehicle
Crew: 1 Driver, 1 Gunner
Carrying Capacity: 10 Passengers

Weapons
Side-mounted Weapon (Forward facing fire arc):
• Twin-Linked Autocannons (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 4 Full; Twin-Linked,
Reliable)
• Twin-Linked Volley Guns (90m; S/3/6; 1d10+5 E; Pen 7; Clip 120; Reload 4 Full; Twin-Linked)

Alternative Turret-mounted Weapon (360 Degrees fire arc):


• Light Battlecannon (300m; S/3/-; 3d10+5 X; Pen 6; Clip 1; Reload 1 Full; Blast (5), Concussive
(2))
• Gatling Cannon (250m; -/-/20; 1d10+4 I; Pen 3; Clip 200; Reload 2 Full; Twin-Linked, Storm)
• Missile Racks (300m; S/3/6; 2d10+2 X; Pen 2; Clip 6; Reload -; Blast (5), Reliable)

Special Rules
Tauroxes are designed brilliantly as a mine resistant armored personnel carrier, or more like a toaster on
tracks. The Taurox can be fielded with the Alternative Turret system, and can be either wheeled or
tracked, if it is wheeled it gains +10 to its maneuverability and loses the Tracked Vehicle trait and gains
the Wheeled Vehicle trait instead.

Mine Resistant

Attacks that target the bottom of the vehicle count as having struck the side armor instead of the rear
armor.
| 128

Olm Reconnaissance Vehicle


A variant of the Salamander Reconnaissance Vehicle, the Olm strips out many of the command modules
and a frontal autocannon to simply have more space for more troopers. Considered a bit of an oddball
vehicle, the Olm nonetheless has its fans and can keep up easily with any other Salamander, providing
increased operational effectiveness by simply carrying more people and gear.

Type: Tracked Vehicle Tactical Speed: 20 m


Cruising Speed: 100 kph Maneuverability: +10
Structural Integrity: 35 Size: Enormous
Armor: Front 30, Side 18, Rear 16
Vehicle Traits: Amphibious, Enhanced Motive Systems, Open-Topped, Tracked Vehicle
Crew: 1 Commander, 1 Driver, 1 Gunner
Carrying Capacity: 3 Passengers

Weapons
Casemate-Mounted Weapon (45 Degree fire arc)(choose one of the following):
• Heavy flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• Heavy Grenade Launcher (90m; S/2/–; Clip 20; Reload 2 Full; Damage/Damage
Type/Penetration depends on the type of grenade)
• Heavy Bolter (150m; -/-/6; 1d10+8 X; Pen 5; Clip 120; Reload 1 Full; Tearing)
• Twin-Linked Heavy Stubber (100m; -/-/16; 1d10+4 I; Pen 3; Clip 300; Reload 4 Full; Ogryn-
Proof, Twin-Linked)

Special Rules
There is space on the backstep outside of the Olm at the rear for two additional passengers to
ride in relative discomfort. Better than walking though!
| 129

Leman Russ Illuminator


A variant of the Leman Russ, the Illuminator saves on space from internal ammunition racks to instead fill
half the hull back up with a giant battery to power its numerous laser-based weapon systems. While this
saves significantly on logistics for refilling munitions, most crew members might not be particularly happy
to be sharing space with a battery that can very easily electrocute them and are known to produce
excessive amounts of heat while in use.

Type: Tracked Vehicle Tactical Speed: 12 m


Cruising Speed: 35 kph Maneuverability: -10
Structural Integrity: 55 Size: Massive
Armor: Front 40, Side 32, Rear 20
Vehicle Traits: Enclosed, Reinforced Armor, Rugged, Tracked Vehicle
Crew: 1 Commander, 1 Driver, 1 Main Gunner, 1 Loader/Hull Gunner, 2 Sponson Gunners
Carrying Capacity: None

Weapons

Turret-Mounted Weapon (360 Degree fire arc):


• Heavy Lascannon (450m; S/-/-; 6d10+15 E; Pen 15; Clip Special; Reload Special; Proven (4))

Sponson-Mounted Weapons (90 Degree fire arc; per side)( Choose one per sponson):
• M41 Multi-Laser (150m; -/-/5; 2d10+10 E ; Pen 2 ; Clip Special ; Reload -; Reliable)
• Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip Special; Reload -; Proven (3))

Hull-Mounted Weapon (90 Degree fire arc; front):


• M41 Multi-Laser (150m; -/-/5; 2d10+10 E ; Pen 2 ; Clip Special ; Reload -; Reliable)
• Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip Special; Reload -; Proven (3))

Pintle-Mounted Weapon (360 Degree fire arc)(Choose one of the following):


• Long Las (150m; S/-/-; 1d10+3 E; Pen 1; Clip Special; Reload -; Accurate, Reliable, Felling (4))
• Wren Las LSW (100m; -/5/10; 1d10+3 E ; Pen 0 ; Clip Special ; Reload -; Reliable)
• Hot-Shot Volleygun (90m; S/3/6; 1d10+5 E; Pen 7; Clip Special; Reload -)

Integrated Battery System


All the weapons on this Leman Russ variant are supplied from the same battery located inside
the vehicle. This battery has a capacity of 200 Shots, each Multi-Laser shot consumes two
uses, the Lascannon shot consumes 10 uses, and the Heavy Lascannon shot consumes 20
uses.

In order to reload the internal armament battery, the driver must remain stationary for a turn and
attempt a Full Action Easy (+30) Operate (Surface) Test. On a success you refill the armament
batteries to full. On a failure, you’ll have to spend a Full Action next turn to finish filling the
armament batteries.
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Expanded Psychic Powers


A new section for all new psychic powers, broken down into their relevant psychic disciplines.

There is a new optional mechanic for Pyskers to specialize into a single Psychic Discipline. If
you choose to only select psychic powers from a single discipline you gain a bonus effect
related to your discipline, and all Powers and Psy Ratings cost 50 EXP less to purchase.

Biomancy
Psykers who choose to specialize in Biomancy are called Biomancers. All Biomancers gain a
Bonus to their Medicae Checks equal to two times their Psy Rating, and a bonus to their
wounds equal to their Psy Rating.

Living Lightning
Value: 500 EXP
Prerequisites: Psy Rating 5
Action: Full Action
Focus Power: Hard (-20) Willpower Test
Range: 10 Meters x Psy Rating
Sustained: Half Action
Subtype: Attack, Concentration
Description: The Psyker looks inward and directs the lightning within to strike his foes without.
While the Psyker sustains this power, each turn he must make a Difficulty (-10) Willpower
Test with a bonus equal to 5 x Psy Rating. If he is successful, he may direct a bolt of lightning
against any target within range. If they fail, they instead must target any random target that is
within range. Living Lightning is a Pyschic Barrage that deals 1d10+(2 x Psy rating) Energy
damage with a Pen of 6, with the Shocking quality.

Wings of Sanguinius
Value: 400 EXP
Prerequisites: Psy Rating 6
Action: Full Action
Focus Power: Very Hard (-30) Willpower Test
Range: Self
Sustained: Free Action
Subtype: Concentration
Description: The Psyker sprouts a pair of blood red wings of psychic energy from his back that
can bear him aloft. While this power is in effect, the Psyker gains the Flyer Trait with a
Movement equal to his Psy Rating -2.
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Healing Touch
Value: 300xp
Prerequisites: Endurance
Action: Half Action
Focus Power: Difficult (-10) Willpower Test
Range: 5 meters x Psy Rating
Sustained: No
Subtype: Concentration
Description: One of the best uses of a Biomancer is channeling the warp to heal their allies,
and while greatly effective it is not unknown for people to actively refuse to get healed in such a
way, less the corruption of the warp leech in. The Psyker may heal one of his allies in range
equal to his Psy Rating + Degrees of Success in wounds. You can use this power a total
number of times equal to your Willpower Bonus per session.

Healing Aura
Value: 400xp
Prerequisites: Healing Touch, Psy Rating 4
Action: Full Action
Focus Power: Hard (-20) Willpower Test
Range: 5 meters x Psy Rating
Sustained: No
Subtype: Concentration
Description: When one can reach into the empyrean and pull out energies to reknit flesh and
mend broken bones, applying that to multiple people at once is not that much further of a step to
take. The Psyker may heal each of his allies within range of this power for a total of Willpower
Bonus x Psy Rating + Degrees of Success, the total amount spread out amongst each person
according to the Psyker’s will. You can only use this power for a total number of times equal to
half your Willpower Bonus, rounded up, per session.
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Divination
Psykers who choose to specialize in Divination are called Diviners. All Diviners gain a bonus to
their Aim actions and Evasion Checks, equal to their Psy Rating.

Mark of Scorn
Value: 300 EXP
Prerequisites: Psy Rating 4
Action: Half Action
Focus Power: Difficult (-10) Willpower Test
Range: 5 Meters x Psy Rating
Sustained: Half Action
Subtype: Concentration
Description: The Psyker casts a curse upon one of his foes, marking him for death at the
hands of the righteous. This power only works on a single target at a time. The target becomes
Marked, and all successful melee attacks against him gain a bonus to damage equal to the
Psyker’s Psy Rating.

Mark of Hate
Value: 400 EXP
Prerequisites: Psy Rating 6, Mark of Scorn
Action: Half Action
Focus Power: Hard (-20) Willpower Test
Range: 5 Meters x Psy Rating
Sustained: Half Action
Subtype: Concentration
Description: A more advanced version of the Mark of Scorn, the psyker twists fate itself ever so
lightly to ensure the destruction of one singular foe. This power only works on a single target at
a time. The target becomes Marked, and all successful attacks against him gain a bonus to
damage equal to half of the Psyker’s Psy Rating, rounded up.
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Pyromancy
Psykers who choose to specialize in Pyromancy are called Pyromancers. All Pyromancers gain
a bonus to the check to resist the Flame quality equal to their Psy Rating, and can add half of
their Psy Rating, rounded up, to their Armor to resist Melta, Plasma, and Flame weaponry.

Controller of Flame
Value: 300 EXP
Prerequisites: Psy Rating 3, Fire Shield
Action: Reaction
Focus Power: Hard (-10) Willpower Test
Range: Self
Sustained: No
Subtype: -
Description: Many forget that Pyromancers don’t just create flame but can control it as well.
They are soon reminded when the Psyker walks through a fire without so much as a singe.
Whenever the Psyker would suffer damage from a weapon or effect with the Flame quality, they
may attempt to cast this power, and if successful they reduce the damage equal to 2 x Degrees
of Success.

Master of Flame
Value: 300 EXP
Prerequisites: Psy Rating 5, Controller of Flame
Action: Half Action
Focus Power: Hard (-10) Willpower Test
Range: 10 meters x Psy Rating
Sustained: No
Subtype: -
Description: Accidents happen, and pyromancers are ironically enough, very commonly on fire.
It takes a steely mind and some rotes to attempt to psychically manipulate flame while on fire,
even if the attempt is to put yourself out. At that point putting out someone else while you aren’t
on fire is child’s play.
This ability can be cast even when you are on Fire and does not require the usual check to do
things besides run around on fire, but when cast on yourself you suffer a -10 Penalty to the
Focus Check. Whenever you or a friendly target within range take damage from the Flame
quality, you may attempt to put the flame out psychically. On a Success you can automatically
add the Degrees of Success to the check to put out the flame.
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Telekinesis
Psykers who choose to specialize in Telekinesis are called Telekines. All Telekines gain a
bonus to any Cover they take equal to their Psy Rating, and can add half their Psy Rating,
rounded down, to their Armor to resist weapons with the Impact damage type.

Telekine Barrage
Value: 400 EXP
Prerequisites: Psy Rating 3, Assail
Action: Half Action
Focus Power: Challenging (+0) Willpower Test
Range: 2 meters x Psy Rating
Sustained: No
Subtype: Attack, Concentration
Description: Sometimes a Psyker must use their power with reckless abandon. Telekines can
be terrifying when called upon as they lift up all the loose objects near them and send them at
speed towards an unfortunate individual. This attack counts as having the spray quality with a
range equal to two times Psy Ratung. Any individual in the area affected take 1d10+2+(2*Psy
Rating). In addition, the targets suffer a -5 times Psy Rating to dodge this attack.

Greater Assail
Value: 300xp
Prerequisites: Assail, Psy Rating 3
Action: Half Action
Focus Power: Challenging (+0) Willpower Test
Range: 20 meters x Psy Rating
Sustained: No
Subtype: Attack
Description: This power is a Psychic Barrage that deals 1d10 + Psy Rating Impact Damage,
with a Penetration of 2. If the Psyker scores at least two more Degrees of Success than the
target’s Strength Bonus, it is thrown 1d5 + Psy Rating meters away and knocked prone.

Assail Storm
Value: 400xp
Prerequisites: Greater Assail, Psy Rating 5
Action: Half Action
Focus Power: Difficult (-10) Willpower Test
Range: 10 meters x Psy Rating
Sustained: No
Subtype: Attack
Description: This power is a Psychic Storm that deals 1d10 + Psy Rating Impact Damage, with
a Penetration of 2. If the target suffers more damage than their Strength Bonus they
automatically get knocked back equal to the Psykers Psy Rating in meters, and are knocked
prone. Each turn the Psyker successfully casts this action in a row, you can add +2 to the
Damage of the cast, but you must choose a new target that is within the caster’s Willpower
Bonus x 2 meters of a target, dead or alive, from the previous casting.
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Seeker’s Stones
Value: 250xp
Action: Half Action
Focus Power: Easy (+10) Willpower Test
Range: 20 meters x Psy Rating
Sustained: No
Subtype: Attack, Concentration
Description: This power is a Psychic Storm that deals 1d10+3 Impact Damage, with a
Penetration of 1. The amount of hits generated may exceed the Psykers effective Psy Rating.
Every hit must be assigned to a unique individual, and each target can be up to the Psykers
Willpower Bonus x 2 in meters away from the original target.
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Telepathy
Psykers who choose to specialize in Telepathy are called Telepath. All Telepaths gain a bonus
equal to two times their Psy Rating for all Logic, Common Lore, and Scholastic Lore Checks,
and a bonus equal to their Psy Rating for all Forbidden Lore checks, so long as someone in the
scene has the skill Trained.

Short-Range Telepathy
Value: 150 EXP
Prerequisites: -
Action: Half Action
Focus Power: Routine (+20) Willpower Test
Range: 5 meters x Psy Rating
Sustained: Half Action
Subtype: Concentration
Description: The psyker can send his thoughts into the minds of those around him, touching a
number of targets equal to his Psy Rating. The targets can be a select group, either individuals
the psyker can see or minds he is familiar with within the power’s range. Alternatively, the
psyker can choose to make a generalized broadcast to every mind within range indiscriminately.
An affected mind’s processes are still affected by the structure of language, and if telepathy is
attempted without a shared language, the power suffers a –20 penalty. Targets who do not wish
to be open to such a communication can resist with an Opposed Willpower test.

Long-Range Telepathy
Value: 300 EXP
Prerequisites: Psy Rating 3, Short-Range Telepathy
Action: Full Action
Focus Power: Ordinary (+10) Willpower Test
Range: 5 Kilometers x Psy Rating
Sustained: Full Action
Subtype: Concentration
Description: The psyker has furthered their Telepathic communication skills and can reach out
much further with more concentration and effort. This power effects only a single individual that
the psyker can see or whose mind he is familiar with and is within the range of the power.
Alternatively, the Psyker can attempt a Challenging (+0) Pyscience Test to find a specific
individual he knows about, but is not familiar with. If the target does not share a language with
the psyker, the power suffers a -20 penalty to the test. The psyker can increase the range as if it
were a weapon and suffers range penalties accordingly to their Willpower Test.
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Astrotelepathy
Value: 400 EXP
Prerequisites: Psy Rating 4, Long-Range Telepathy
Action: Special
Focus Power: Hard (-20) Willpower Test
Range: Special
Sustained: No
Subtype: Concentration
Description: This is the ultimate form of telepathic communication, but the abilities required to
interpret messages at such impossibly large distances requires both the sender and the receiver
to have this power, but not necessarily at the same power rating. This power requires one full
round of actions per ten words or single image that the user wishes to send.

Psy Rating Distance


4-5 The message can reach out to a recipient in the same system.
6-7 The message can reach out to a recipient in the same sub-sector.
8-9 The message can reach out to a recipient in the same sector.
10 The message can reach out to a recipient in an adjacent sector.

DoS Result
1 The message reaches someone similar or nearby to the original target within range, or
is nearly entirely garbled and hard to interpret, it can also be detected and intercepted
by anyone who may have been watching.
2 The message reaches a someone similar or nearby to the original target within range
or is potentially garbled or hard to interpret.
3+ The message reaches the intended recipient without issues.
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Santic Daemonlogy
Santic Daemonlogy is the knowledge and ability to cast wards and fight the forces of the Warp.
Psykers who choose to specialize in Santic Daemonlogy are called Purifiers. All Purifiers gain
the Sanctified quality on all their weapons and psychic abilities and deal an additional +Psy
Rating damage to anything corrupted by Chaos or with the Daemonic trait.

Hammer of the Emperor


Value: 500 EXP
Prerequisites: Psy Rating 7
Action: Extended Action (10)
Focus Power: Arduous (-40) Willpower Test
Range: 1 Kilometers x Psy Rating
Sustained: No
Subtype: Attack, Concentration
Description: With the power of an orbital barrage, the Psyker calls down a mighty hammer of
psychic energy with the power to lay waste to entire towns. The Psyker chooses a point within
range and calls down the Hammer. While the psyker is casting this power a beam of light glows
into the sky, anyone within the range may make a Challenging (+0) Awareness Test or an
Easy (+30) Psyniscience Test to locate the Psyker and understand the danger of what he is
attempting. The Hammer has a radius of 100 metres x Psy Rating. Anything structure within the
area of effect is subjected to a moderate earthquake, inflicting 3d10 x Psy Rating damage on all
structures, possibly causing them to collapse. Creatures within the area must make a Hard (-20)
Agility Test to remain standing. This power must be used at maximum push and requires a
clear line of sight to the sky. This power is extraordinarily taxing and inflicts 1d5 levels of Fatigue
on the psyker. In addition, the psyker may not attempt to use any power again for at least 24
hours. At the GM’s discretion, falling buildings and raining debris may inflict 3d10 I damage on
those in the area of effect who fail a Challenging (+0) Agility Test. A Challenging (+0)
Psyniscience Test can be made by any psykers near the impact zone within 72 hours to learn
the location of the caster.
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Malefic Daemonlogy
The power to engage in warp-based shenanigans and cavort with daemons. All powers in this
discipline are incredibly heretical. Your unit’s Commissar will absolutely shoot you on the spot
for even suspecting you having any of these powers.

Psykers who choose to specialize in Malefic Daemonlogy are called Diabolists. All Diabolists
can gain a bonus to any check equal to twice their Psy Rating, but on a roll of doubles must roll
for Psychic Phenomena.

- THIS SECTION LEFT BLANK ON THE ORDER OF HIS MOST HOLY INQUISITION -
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Frequently Asked Questions and House Rules


Chameleoline Cloaks
If the wearer of a Chameleoline cloak or paint stands still, they no longer gain the -30 penalty to be hit,
instead you now only receive a -20 penalty to enemy awareness tests, and count as a single range band
further out then you actually are.

Master of Ordnance(s)
Two sperate but equal Advanced Specialties, take them both if you want to, go wild.

Comrade-less Specialities
If your Specialty or Advanced Specialty does not come with a comrade, buy yourself a Veteran Comrade
to gain one, that automatically starts as Veteran as well.

Blademaster
Blademaster applies to all melee weapons, regardless of sharpness.

Fragmentation Devices
Frag Grenades, Frag Missiles and Frag Rounds have all gained the Tearing Quality.

The Flesh is Weak


The character gains the Cyborg (X) trait in place of the Machine (X) trait.
The Cyborg (X) trait gives you Armor Points equal to the value in parentheses, which also applies
towards fire damage, it gives you +20 to resist the extremes of cold temperature, and you can test your
Logic Skill against mind-influencing psychic effects. While you still need to breathe, you can safely recycle
air from internal containers and hold your breath for as many hours equal to half your Toughness Bonus.

Fate Points
All Player Characters start with Three Fate Points always.
Spending a Fate Point to give a bonus, now gives you a +30 bonus instead of the +10 bonus. This can
still only be done before the roll is made.

Strength in the Creed


When you get this talent, it now gives you a +30 bonus to the roll and One Degree of Success, two Fate
Point expenditures for the price of one!

Flawed Characters
A player may assign a flaw to their character. If they do so they may “invoke a flaw” to act in a
disadvantageous manner. The exact nature of the flaws may be broad, such as “addict”, “petty”, “strict” or
otherwise, but are subject to GM approval. The same can be said for when you wish to “invoke a flaw”. If
approved, you may regenerate a Fate Point that you have previously spent.

Devil’s Price
The GM may, after a player has succeeded a roll, ask the player if they would like to reroll that for a
regenerated Fate Point. If the Player accepts, they roll again with all the same modifiers, taking the 2 nd
outcome regardless. The Player can of course, refuse with no penalty.
| 141

Area of Expertise
Each character may choose a single Common Lore or Scholastic Lore to act as if you had both Aptitudes
for. This doesn’t need to be made at character creation but can not be changed once made. This is
subject to GM approval.

Mag Dump
When you are engaging in a Full Auto Ballistic Skill check, you may elect to fire your weapon normally but
convert possible additional hits into a bonus to your Ballistic Skill Check. For each possible hit you
remove from the Full Auto check, you may add +5 to your Ballistic Skill as a bonus.

Actually Mixed Regiments


At regiment creation, you may elect to create your regiment as a combined regiment. If so, then make
another separate regiment. These regiments must have the same drawbacks (if any) but are not required
to have the same typing, you can mix and match Infantry and Armor to your hearts content. Both
regiments will receive an additional trait called “Combined Regiment”. Players can choose to be from
either of the two regiments that have been combined.

Combined Regiment: While the Astra Militarum is bound to have social groups, cliques, and at times
even outright gangs within its midst, very rarely do these problems rear their heads as much when task
forces of two regiments are assigned to the same warfront together. Members of a Combined regiment
receive a -10 penalty to interaction tests with members of their sister regiment. This applies to comrades.
In addition, when gaining a comrade at character creation or in the course of the game roll a d10. On a 5+
the comrade is of your regiment, 1-4 they are of the sister regiment.

Let’s Go Practice Medicine


Skilled doctors can do more than just patch up your wounds once per day and say good luck. Every rank
a character has in Medicae allows them to treat an individual one more time per day. For instance, if you
had the Veteran (+30) Medicae Skill, you would be able to treat an individual four times throughout the
day. Each individual is tracked and treated separately, and Extended Care does not count against the
limit for an individual.

Five Foot Step


As long as your character has made no other movement related actions on their turn, they can make a
half move as a free action. This triggers all relevant movement penalties, such as losing bracing, and can
trigger attacks of opportunity.

Inspired By Sacrifice
Whenever a player character dies, all other player characters regenerate an expended Fate Point,
inspired by the heroic sacrifice of their ally (or, more likely, galvanized by fear of random, violent death).
Similarly, the dead player may spend any of their Fate Points their character had left on anyone they wish
to.

Flailing About
Both the Chain Flail and the Power Flail can be wielded in one hand instead of two by default. The user
can wield it in both hands to gain +2 Penetration to the weapon.
| 142

Blood Loss Sucks So We Changed It


Blood Loss has been changed from doing nothing but maybe actually just killing you on a roll of 1 on a
1d10, to a more nuanced problem now.

When Blood Loss is applied to a Player Character, they are said to be suffering from the Blood Loss
status. At the end of each of their turns they take damage equal to their Blood Loss status, by default that
starts at one, ignoring toughness and armor. Each turn after the first-round suffering from Blood Loss,
they need to make a Challenging (+0) Toughness Check. On a success, nothing happens. On a failure,
they increase the severity of their Blood Loss status by one. This status can increase indefinitely, and
lasts until death or someone patches them up. In a narrative timescale, this check happens at the end of
every minute.

Player Characters will expire from Blood Loss when they take damage from the Blood Loss Status when
they are at -10 Wounds. Lowering your wounds from Blood Loss doesn’t trigger a new Critical Effect, but
would increase the severity if you somehow got shot and survived again at such low thresholds.
Curing Blood Loss is by default, a Free Action Difficult (-10) Medicae Check, which becomes a Very
Hard (-30) Medicae Check if the character is engaging in any strenuous activity, such as running from
whatever gutted him in the first place. This can be changed to a Half Action Challenging (+0) Medicae
Check, or a Full Action Ordinary (+10) Medicae Check, assuming you’ve found someplace safe to sit.

Jams and Butterfingers


Player characters have been taught proper jamming procedures and the canticles of ammunition
conservation. When a weapon jams you can perform a Half Action Ballistic Skill Test, if successful, you
unjam the weapon and lose half the magazine. You can instead perform a Full Action Ballistic Skill Test, if
successful, you unjam the weapon and only lose a single round from the magazine instead. On a failure
with either of these checks, your weapon still becomes unjammed, but you either lose the entire
magazine on a Half Action, or half the magazine on a Full Action.
If you have the Technical Knock talent, you automatically succeed on either check of your choice instead
of attempting a Ballistic Skill Test.

Abhuman Regiments
Player characters from Abhuman worlds (Ogryns, and Ratlings) or from the Psykana Project, can not play
as the base character of their own world. In effect, you can not play an Ogryn from an Ogryn world to play
the Ultra Ogryn. You can select the appropriate standard specialist equipment package, and you can
always select from the base Comrade Advancements available to them.

You don’t Hate enough


Hatred now applies to Ballistic Skill Checks and Willpower-based Tests with the Attack subtype for
Psykers. Basically if it’s meant to engage in glorious violence with your Hatred target, you gain the bonus
from it. This also means that so long as you can fight them, you’ll also have a harder time backing down
from fighting them now. So, you do get the benefit of Hatred (Orks) for shooting at them with a Long-Las,
but you’ll also now have to fight against that compulsion to not just shoot them in the head whenever you
can.
| 143

Milestone Leveling Packages


Whenever you reach a new milestone, you can gain a bonus listed below. If you do not swap specialties,
you can gain two of the listed bonuses instead of one, but they must be two different ones.
- Gain a +2 Bonus to any Characteristic
- Gain a Good Craftsmanship Scarce Cybernetic OR A Common Craftsmanship Rare Cybernetic
except for the MIU Weapon Interface
- Gain the Peer talent with a group you’ve positively interacted with, at GM’s discretion
- Gain three bonus wounds
- Add two to your Fatigue Capacity and one to your Fatigue Threshold
- Increase your Requisition score by 5 Points, or a +5 Logistics Bonus

Bolt Weapon Adjustments


Bolt Weapons were relatively underperforming compared to the LORE of Warhammer 40k. A simple
solution is presented below to make them deadlier for people that can reliably hit and use them. Append
the following line to any weapon that belongs in the Bolt Weapon family.

“Bolt Weapons can trigger Righteous Fury on a 9 or 10, if you hit with 4+ Degrees of Success”
| 144

Credits
I want to start this section with an explanation and a personal note.

Originally this was just a place for me and my friends to collate various homebrews from various sources
into one big file, for ease of use. It was only after two years of mashing it all together did I decide that it
should be released to the wider internet (and also serve as a convenient place to put updates). So, I’d ask
forgiveness in advance if you notice anything in here that you know comes from a different original
source. Please let me know with a comment and I’ll touch up the credits to reflect.

For anyone that’s downloaded this file and given it a perusal with your own peepers, I appreciate you
greatly. This has been a very long-term project starting “officially” two years ago in 2022 with an internal
release of a v0.1 amongst my friends, but having parts been written for it from years before that have
been lost to time (and edits). It’s been a labour of love and something that keeps my mind busy while
whittling away the day, and while the official product itself may not have received any new books since
2014, its community has been more than happy to plug the gap with new material and adventures. I just
wanted to say thanks for looking, and hope you enjoy all the love and work we’ve poured into this book.

Okay but like Actual Credits now.

So, the original core of this document (and its title!) is originally from a user from the now defunct Fantasy
Flight Games forum by a user who went by SgtLazarus. The following items were brought forth by his
mind, and then we’ve only touched them up over time.

Tempestus Commissar Lord Commissar Exemplar


Primaris Pysker Battlemind Sage
Tempestor Sabotuer Assault
Hephaestus Stalker Boltgun Ryza Stormtrooper Armor Hotshot Volleygun

I’d hope that if he ever stumbles across this out in the wilds, he’d be happy to see it’s not lost forever.

The other incredibly major inspiration is the work of Konigstein, who very generously gave us his blessing
to post the remixed versions of his work we’ve made over time.

Forward Observer Grenadier Junior Officer Tactical Air Controller


Standard Bearer Field Intelligence Officer Pleasure World Scrap World
Called to Duty Omnisisan Allies Siegemasters Adsecularis
Fateful Pitcher Champion Pitcher Pitching Machine

All that stuff? He made it first, all I’ve done is remix and rename it, to a lesser or greater extent. Seriously
he’s made some absolutely incredible work, and as far as I can tell is still making more work. I’d highly
recommend checking out his own itch.io page at (https://konigstein.itch.io/) for all his work, especially the
Trisdekan Primer which is where the vast majority of this stuff is found, support him as well if you can the
man deserves it.
| 145

Everyone in the list below has been working with me in our discord, contributing time, effort, and sanity in
trying their best to create a balanced homebrew designs for Only War, a herculean and sisyphean effort.
Listed in no particular order.

Jehovakiin (Me!) Sweatyhams Merrick2003 Bananas360


Arch Magos Ajax Gordo the Deacon

Special thanks to everyone on our discord server for putting up with our insanity and providing helpful
feedback, support, and gameplay testing.

All this work is based on the Warhammer 40k, created by Games Workshop, and more specifically
Fantasy Flight Games (Now Cubicle 7’s) Warhammer 40,000 Roleplay: Only War. This supplement is an
unofficial fan project and is not endorsed by Games Workshop, Fantasy Flight Games, or Cubicle 7. All
trademarks and copyrights belong to their respective owners.
| 146

Other Works
This is the part where I show off the other stuff I’ve been working on.

Ascension Day
A significantly smaller booklet with a focus on
making rules for the Genestealer Cults. Currently
it’s mostly intended as a GM resource with stats
for enemies, weapons, and traits.

(https://jehovakiin.itch.io/acension-day)

Wrath of Mars
Another booklet, this one focuses on the adepts of
mars, the Adeptus Mechanicus, and the Skitarii
Legions. With new Origins, Commanding Magos,
Maniples, Doctrines, Weapons, Armour, Talents,
Orders, Vehicles, and even adjustments to the
standard guardsmen specialities and support
choices. Should be literally everything you’d need
to run an Only War as if it were intended for the
Adeptus Mechanicus.

(https://jehovakiin.itch.io/wrath-of-mars)
| 147

Changelog
V0
- Added Tempestus Commissar, Lord Commissar, Exemplar (Commissar Advanced Specialties)
- Added Primaris Psyker, Battlemind, Sage (Psyker Advanced Specialties)
- Added Tempestor, Saboteur, Assault (Stormtrooper Advanced Specialties)
- Added Hephaestus-Pattern Stalker Bolter, Hotshot Volleygun (Expanded Weapons)
- Added Ryza-Pattern Stormtrooper Carapace (Expanded Armours)

V1
- Cleaned up document from original source

V2
- Added Psykana Project Origin, Updated Scholastica Origin
- Added Motorized Infantry, Heavy Motorized Reconnaissance (Regiment Types)
- Updated rules for Tauros and Venator, Added Tauros Maximus (Vehicles)
- Added Bolt Weapon Expertise and Mastery, Mad Minute (Talents)

V3
- Added a nice title page, please appreciate it thanks
- Added the changelog so you know what’s changing or being added between updates
- Added Warden (Ogryn Advanced Specialty)
- Added Angel Light Tank, Valkyrie, Vendetta, Vulture, Skytalon (Vehicles)
- Updated Tauros Venator and Maximus (Vehicles)
- Added Fornax-Pattern Flame Suppression Device (Expanded Wargear)
- Added Aris-Pattern Bolt Pistol, Kaldorian-Pattern Autocannon, DML Type-F/K, “Humvy”
Automatic Grenade Launcher, Krieg-Pattern Heavy Sniper Rifle, Vren-Pattern LLSW, Grenadier
Gauntlet, Slab Shield, Bullgryn Maul, Shotlas (Expanded Weapons)
- Added Ballistic Cloth Surcoat, Nomex Flame Suit, Saturnyne Void Armour, Solar-Pattern Void
Armour, Tyson-Pattern Flak Armour (Expanded Armours)
- Added Stop Drop and Roll, Horseshoes and Hand Grenades, Combination Munitions, Steady
Aim, Blitz, Experimental Payload, Experienced Outrider (Expanded Talents)

V4
- Updated Shotlas, DMLs (Expanded Weapons)
- Added Rapid Hover, Evasive Maneuvering, Flyby Fire, Hard Stop, Go Evasive! Go Evasive!, CAS
Specialist, Chaff Mastery, Shock and Awe, Overwhelming Blast, Pinpoint Accuracy, Horrific
Weapon (Expanded Talents)
- Added Requisition Points rules system
- Added Weapon Creation rules system
- Added Expanded Weapon Modifications
- Added Expanded Ammunitions
- Added PARTY MAGAZINE
- Added Regimental Drawback (Ill-Fated)
- Added Pegasus, Courser, Destrier, Watcher, Lancer vehicles
| 148

V5
- Added damage types to weapons
- Added Power Dagger (Expanded Weapons)
- Added High-Capacity Magazine, Suppressor Package, HHHC Package, High Speed Motor,
Master-Crafted Adamantium Teeth, Internal Heating Coils, Towed Weapon, Improved Power
Generator, Asmodeus-Pattern Generator, Morning Star-Pattern Generator (Expanded
Modifications)
- Adjusted The Flesh is Weak, Fate Points, Strength in the Creed (FAQs)
- Added Military Police (Regiment Type)
- Added Medicae Auxilia (Training Doctrine)
- Added Quick Response Element (Special Equipment Doctrine)
- Adjusted Angel Light Tank (Expanded Vehicles)
- Added Solar-Pattern Medium Bomber, Specter Ground-Attack Gunship (Expanded Vehicles)
- Added Comrade Specialisms
- Added Expanded Orders
- Added Dodge This!, Rapid Reposition, Apply Pressure! (Expanded Talents)
- Unified Font (It’s all Arial now, if you are wondering why it looks different now)
- Added Beast Handler, Scrounger (Expanded Specialties)

V5.1
- Added Recon Lasgun, Starling SMG (Expanded Weapons)
- Added No Cowards (Regimental Drawback)

V6
- Separated weapons into Ranged and Melee
- Added Lyonfell, Hellfell, Hot-Shot Long Las, Aris-Pattern Plasma Gun (Expanded Weapons)
- Added Knight Air Superiority Fighter (Expanded Vehicles)
- Added Three Rounds Rapid (Expanded Orders)
- Added Expanded Qualities
- Added Expanded Psychic Powers
- Added Servoskull Comrade (Expanded Comrades)
- Added Inferior Power Generator, Exposed Coils, Overclocked Coils (Expanded Modifications)
- Adjusted Bolt Weapon Expertise, Armor of Contempt, Bastion of Contempt (Expanded Talents)
- Added Miraculous Recovery, The Gang’s All Here, Master of Flame, Low-Tech Expertise and
Mastery, Chain Weapon Mastery (Expanded Talents)
- Added Airburst Missile and Airburst Round (Expanded Ammunition)
- Added Pariah (Expanded Specialties)
- Added Pariah Regulator Collar (Expanded Wargear)
- Sorted talents into relevant tiers, and then alphabetically
| 149

V7
- Added Faulty Patterns, Civilian Soldiers, Meat for the Grinder, Fatal Happenings, Overflowing
Logistics (Expanded Regimental Options)
- Added notes about Fate Points, making Flawed Characters, Devil’s Price, Area of Expertise,
Battlefield Medicine, and Five Foot Step
- Added some more fluff about Comrade Specialisms
- Added Lore Tidbitstm for Pariah Collar, various weapons, vehicles
- Culled headings a bit
- Added Olympian, Tanith, and Vostroyan, pattern las weapons, Heavy Lascannon (Expanded
Weapons)
- Added Mark 2b Grenades (Expanded Ammo)
- Added Where the Feth did you get that?! (Expanded Talents)
- Added Grenadiers! (Expanded Orders)
- Lightly reworked Scrounger, it’s Gunsmith now (Expanded Specialities)
- Cleared up wording on Stabilizers (Expanded Vehicle Options)

V8
- Added Taurox Assault Vehicle, Olm Recon Tank (Expanded Vehicles)
- Added Hexorcist, Infiltrator (Expanded Advanced Specialities)
- Adjusted Battlemind, Pariah, Sage, Primaris Psyker, Gunsmith (Expanded Advanced Specialities)
- Adjusted Steady Aim and Experienced Outrider (Expanded Talents)
- Changed Solid Projectile Weapon Expertise and Mastery (Expanded Talents)
- Added Ammunition Surplus, Coupon Hunter (Expanded Talents)
- Added Permanent Crusade (Expanded Homeworlds)
- Added Large Infantry, Anti-Air Regiment, Towed Anti-Tank, (Expanded Regiments)
- Removed Heavy Motorized Reconnaissance (Expanded Regiments)
- Added Mk3-O Type Lasgun, U-90, Orthos, Aris-Pattern Bolt Rifle, Thunderer, M31 Autocannon
(Expanded Weapons)
- Added Pawns of the Powerful, Overconfident (Expanded Drawbacks)
- Adjusted Solo Operators (Expanded Drawbacks)
- Added the Expanded Ammunitions section
- Adjusted lore for a few weapons
- Changed the layout of the book slightly
- Adjusted PARTY MAGAZINE so it’s a bit less tedious to use (Expanded Ammunitions)
- Added Flailing About, The Blood Loss Rule, Jams and Butterfingers (House Rules)
- Added Auxiliary Flamer (Expanded Modifications)
- Adjusted Morning-Star Pattern Generator, Auxiliary Lasgun, HECK Package, Shotlas Modification
(Expanded Modifications)
- Adjusted Servoskull, Melee Comrade (Comrade Specialisms)
- Adjusted all the Orders (Expanded Orders)
- Added Improved Armor Panels, EOD Suit, Enforcer Riot Armor (Expanded Armors)
- Adjusted Nomex Flame Suit, Ryza Stormtrooper (Expanded Armors)
- Removed all the Plane stuff, it’s in their own book now (The Whirlwind)
- Added Armor Positive and Negative qualities (Variant Patterns)
- Basically touched up every single part of the book slightly
| 150

V9
- Added Pleasure World, Scrap World, Grenadiers 2.0 (Expanded Homeworlds)
- Adjusted Towed Anti-Tank (It’s now Towed Field Guns) (Expanded Regiments)
- Added Called to Duty, Adsecularis, Omnissian Allies, Siegemasters, Heavy Shock Troopers
(Expanded Training Doctrines)
- Added Obvious Superiority (Expanded Drawbacks)
- Adjusted Gunsmith’s Concerted Tinkerer, Beast Handler, Assault (Expanded Specialities)
- Added Forward Observer, Grenadier, Standard Bearer, Tactical Air Controller, Field Intelligence
Officer (Expanded Specialities)
- Added Lightened Armor (Expanded Modifications)
- Added Guided (Expanded Weapon Qualities)
- Added Light Stubber, M2-303 Heavy Stubber, Harpoon Missile Launcher, Gas
Grenade/Round/Missile, Balelight Grenade/Round/Missile, Ludee Las SMG, Lightning Claws
(Expanded Weapons)
- Added Artillerist, Repeat!, Stand Tall, Contempt for Danger, Regimental Motto, Batter Up!,
Marching Fire, Scoot and Shoot, Suppression Through Precision, Supercharger, Push on
Through!, Mordian Greeting, Ain’t got time to Bleed, Pitcher, Champion Pitcher, Pitching Machine,
Fateful, True Contempt (Expanded Talents)
- Adjusted Three Rounds Rapid, Mad Minute (Expanded Talents)
- Moved Apply Pressure! To (Expanded Orders)
- Adjusted I Didn’t Give You Permission to Die! to better account for the changes to Blood Loss
- Added Still (Expanded Wargear)
- Adjusted the wording on basically every class, tidOveried most of them up
- Added Flame Weapon Righteous Fury table
- Adjusted Tauros Rapid Assault Vehicle (Expanded Vehicles)

V1.0
- Adjusted Mk3-O Type Lasgun (Expanded Weapons)
- Added Vaticano Las-Halberd, Kinetic Sling, Scorpius Launcher, Power Mace, Power Hammer,
Executioners Axe, Power Greatsword, Power Flamberge, Storm Shield, Shock Baton, Signal
Grenade, Double Gee, Iron Hail, All Melta Weapons, Arbites Shotpistol (Expanded Weapons)
- Adjusted the weapon tables slightly, split melee into individual tables based on training groups
- Added Moritus, Death Cult Initiate (Expanded Specialities)
- Added Alternate Flamer Nozzles, Master-Crafted, Bipod (Expanded Modifications)
- Split Modifications and Upgrades into two separate tables
- Added Flamer alternate fuel types, Scorpius Ammo, Scatter Rounds, Bee-Hive Rounds
(Expanded Ammunitions)
- Adjusted Overconfident (Expanded Drawbacks)
- Added Support Regiment, Jagers, Furtive Officer, Fastidious Officer, Decksweepers, Burning
Bridges, Feral Companions, Forge World Treatsies (Expanded Regiments)
- Added Drugs and Consumables, Door Charge, Servo-Assisted Armor, Parade Armor, Bionic
Spine, Everything in the Archeotech Section (Expanded Wargear)
- Adjusted Supercharger (Expanded Talents)
- Added Zealous, All-Consuming Hatred, Blessings of Intolerance, Contempt (Expanded Talents)
- Finally added a credits section
- New houserule for You don’t Hate enough, Milestone Leveling Packages, Bolt Weapon
Adjustments (FAQ’s and House Rules)
- Added Integrated Boiling Vessel, Aegis Lumina, Martyr’s Halo (Expanded Vehicle Upgrades)
- Added Leman Russ Illuminator (Expanded Vehicles)
- Cleaned up the Psyker section (Expanded Psychic Powers)
- Added Mark of Hate, Master of Flame (Expanded Psychic Powers)
- Added Expanded NPC section

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