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ADEPTUS

ASTARTES

Astartes Creation

Advances

Chapter Rules

Skills and Talents

Game Rules

Equipment

Vehicles

Psychology and Tips

Notable NPCs
T a b l e of
Table o f Contents
C o n te n ts
Credits....................................................................... 3 Grey Knights........................................................... 40
Disclaimer.............................................................. 3 Deathwatch.............................................................. 41
Introduction..................................................... 4 Khan’s Lightning. ................................................... 42
I: Astartes Creation..................................... 5 IV: Skills and Talents................................ 44
What Are Space Marines?................................ 5 New Skills............................................................... 44
Space Marine Character Creation......... 6 New Talents.......................................................... 45
Implants...................................................................... 7 V: Game Rules...................................................... 47
II: Advances............................................................. 8 Corruption........................................................... 47
Neophyte Advances................................................... 9 Insanity................................................................... 47
Scout Advances....................................................... 10 Criticals................................................................. 47
Brother Scout Advances....................................... 10 VI: Equipment..................................................... 49
Marine Advances..................................................... 11 Space Marine Standard Kits........................ 49
Brother Marine Advances..................................... 11 Gear............................................................................. 50
Assault Marine Advances....................................... 12 Armour..................................................................... 53
Assault Veteran Advances..................................... 12 Melee Weapons..................................................... 56
Assault Sergeant Advances. .................................. 13 Ranged Weapons................................................. 58
Tactical Marine Advances. ................................... 13 Weapon Upgrades ............................................. 59
Tactical Veteran Advances................................... 14 Ammunition........................................................... 59
Tactical Sergeant Advances................................. 14 VII: Vehicles......................................................... 61
Devastator Marine Advances................................ 15 Rhino........................................................................ 61
Devastator Veteran Advances.............................. 15 Predator Destructor............................................. 62
Devastator Sergeant Advances............................. 16 Predator Annihilator............................................ 62
Medicae Initiate Advances..................................... 16 Baal Predator......................................................... 62
Medicae Internist Advances.................................. 17 Razorback................................................................ 63
Field Medicae Advances......................................... 17 Vindicator................................................................ 63
Chaplain ................................................................ 18 Land Raider............................................................. 64
Chaplain-Novite Advances. ................................... 18 Land Raider Crusader............................................ 64
Chaplain-Priest Advances...................................... 19 Bike. .......................................................................... 64
Chaplain-Confessor Advances.............................. 19 Attack Bike.............................................................. 65
Chaplain-Exorcist Advances................................. 20 Land Speeder............................................................ 65
Reclusiarch Advances. ........................................... 20 Leman Russ Exterminator...................................... 65
Librarian ............................................................... 21 Thunderhawk Gunship........................................... 66
Librarium Sanctionite Advances .......................... 21 Thunderhawk Transport....................................... 66
Librarium Neonate Advances................................. 22 Dreadnought........................................................... 66
Librarium Militant Advances................................ 22 Furioso Dreadnought............................................ 67
Librarium Savant Advances.................................... 23 Mortis Dreadnought............................................. 67
Lexicanum Advances. .............................................. 23 Siege Dreadnought................................................. 67
Techmarine ......................................................... 24 VIII: Psychology and Tips...................... 69
Apprentum Advances............................................... 24 Space Marine Psychology........................... 69
Weaponsmith Advances........................................... 25 Dark Angels. ........................................................... 71
Armoursmith Advances.......................................... 25 White Scars............................................................. 71
Tech-Initiate Advances.......................................... 26 Space Wolves. .......................................................... 71
Tech-Wright Advances.......................................... 26 Imperial Fists........................................................... 71
III: Chapter Rules.......................................... 27 Blood Angels. ......................................................... 72
Dark Angels. ........................................................... 28 Iron Hands............................................................... 72
White Scars............................................................. 30 Ultramarines............................................................ 72
Space Wolves. .......................................................... 31 Salamanders............................................................. 72
Imperial Fists........................................................... 33 Raven Guard............................................................ 73
Blood Angels. ......................................................... 35 Grey Knights........................................................... 73
Iron Hands............................................................... 36 Khan’s Lightning. ................................................... 73
Ultramarines. .......................................................... 38 IX: Notable NPCs.............................................. 74
Salamanders............................................................. 39 Character Sheet........................................... 80
Raven Guard............................................................ 40
C redits
Credits
Writing CCredits
W A
Art
Richard Littles (ThePatriot) Robban-O
DarthBane ShadowedKnight
(Vehicles, NPC chapter introduction, Space Wolves, (Chapter colors)
character sheet, overall editing) DarkSandman
TeveshZhat (Figthting Marine on page 60)
(Introductions for chapters 1-7)
Da Boss
(Psychology and Role-Playing Tips) LLayout
Mudswimmer DarthBane
(NPCs stats, background for Casticus)

Special T
S
ShadowedKnight
(Khan’s Lightning, backgrounds for Tiberius,
Kellerica, Varnius, and Darus)
Thanks
Hellebore, Mordheim,
Voidstate Cynr, Jas, Dienekes00
(Purity Seal rules, Rite of Purity, Confession Binding)

For more fan-created material visit the unofficial Dark Heresy website, Dark Reign, at
www.darkreign40k.com

Dis c laim er
Disclaimer
This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy
Flight Games..

40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos
logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War,
‘Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World,
Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One,
GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper
of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork
skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters,
Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo,
Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated
marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the War-
hammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2007, variably
registered in the UK and other countries around the world. Used without permission. No challenge to their
status intended. All Rights Reserved to their respective owners.

3
I n tr o d u c ti o n
Introduction
Contained within this book you will find all the information necessary to add a member of the Adeptus Astartes to
an existing Inquisition style game presented in Dark Heresy or you can run an Astartes only campaign. Each chapter
in the book covers information on how to create a Space Marine, Space Marine career advances, new talents and
skills, Space Marine Chapter specific rules, new equipment, new vehicles, and an in depth look at how to role play
a Space Marine as well as a look at the psychology of each Chapter presented.
This book is the culmination of over two months of work by a talented group of people that contributed to the
pages contained within. The debates were fierce, both publicly and privately, on how to achieve the goal of present-
ing a balanced Space Marine within the constraints of the Dark Heresy system. I believe that we have achieved this
goal. A lot of blood, sweat, tears, and love went into writing this and I do hope that you enjoy this book. Always
remember, “Duty and Honour are paramount in crushing the enemies of the Imperium.”
I’d like to thank my co-conspirator... err... co-author, DarthBane, because without him this book wouldn’t be
here. He kept me on track by suggesting changes, editing, further expansion, and just being an all around good
friend. Without him, I personally would have been lost in the vast labyrinth of creativity. Here’s to the next book
we do, DarthBane.
Another person that was really instrumental in this production and for being honest on what he saw that needed
to be changed requires his own paragraph. This very special thanks goes to T.S. Luikart for being a very supportive
person that is personable and helpful. He has my utmost respect for all the work he’s done on Dark Heresy and I can
think of no greater compliment to give him then to say a special thanks to him. I owe you big time T.S.

Sincerely,
Richard Littles(ThePatriot)

Space Marines. Adeptus Astartes. The Emperor’s Finest. They are among the most iconic characters when you think
of science-fiction combat. Advanced equipment, genetically engineered warriors, a somehow more “medieval” than
“futuristic” attitude. Hardened Battle-Sergeants, zealous Chaplains, powerful Librarians, indestructible Terminator
armour, all of this creates a great potential for role-playing, and a fantastic opportunity for trying something dif-
ferent, new and exciting.
I feel great pride at what I have contributed to. Together we were able to create a solid set of rules to portray Space
Marines in a balanced, playable way. It wasn’t always easy; as Space Marines are so iconic and so loved, the attempt
to put them into the frame of this role-playing game, of any role-playing game, sparked a lot of interest and a lot
of critics. We had heated arguments with detractors, useful brainstorming sessions, agreements and disagreements,
but we endured, and in the end managed to create something really good. Lots of effort and love went into this
supplement – I hope everyone will like it and find it useful at their gaming table.

DarthBane

4
A sta rte s Creation
Astartes C r ea ti o n

I: Astartes Creation
Y
Y
oung Bencarius stood anxiously in the cold, feeling
like an ant against the armoured giants around him.
He had long ago overcame his fear of these armoured
There are three main types of Space Marine in each
chapter force;

supermen, but that did little to remove his unease of what was The first, and usually largest, part is made up of the
awaiting him. He turned his thoughts inward what awaited him Tactical Squads. Each Squad consists of 5 to 10 Ma-
and what he was being ordered to do at his tender age of ten rines. Led by a Sergeant, these troops carry Bolters and
seasons. sometimes heavier weaponry, like Heavy Bolters and
“How could I be told to this,” he questioned in his mind. “Why Missile Launchers for integral heavy support.
did I get singled out while all the other children are allowed to
play?” The next type are the Assault Marines. Equipped with
His grim child-like thoughts played upon his mind until a dark Jump Packs, Bolter Pistols, and Chainswords, the jump
shadow loomed over him... into the middle of the enemy’s troops and start wreak-
ing havoc in close combat. If there are bigger things
to demolish, the Assault Marines make use of Melta
Bombs.

What Are Space The most specialized are the Marines of the Devasta-
Marines? tor Squads. With their heavy weapons, they are trained
to attack and destroy vehicles with missiles, plasma or
melta weapons. Their massive firepower gives them an
The Adeptus Astartes, more commonly known as the important role in every assault.
Space Marines, are the fist of the Emperor. While the
Imperial Guard claims victory by sheer size, the Adep- A special role within each Space Marine army is taken
tus Astartes uses superior firepower and advanced tac- by the Apothecaries. They do not only heal the wound-
tics to achieve its goals. ed in battle, but also have the sacred and important role
of retrieving the progenoid glands from their fallen
The Adeptus Astartes are organized into Chapters. Brothers, even in the most intense combat. The Narth-
Each Chapter has its origins in the Primarchs, one of ecium glove they wear can take samples of blood, inject
the twenty warriors that were created by the Emperor combat drugs or even give death to a foe in melee.
and his scientists. As every Chapter has existed for over
ten thousand years, there are some differences between Every Marine wears a badge on his right shoulder
them in fighting style, tactics and even the gene-seed guard according to the squad he is in. On his left shoul-
itself. There are many famous Chapters, like the Ul- der, the Chapter’s badge is painted. Depending on the
tramarines, the Imperial Fists, the Space Wolves or the mission, there maybe army badges somewhere on the
Blood Angels. Each Chapter has its own unique paint Power Armour. Many Marines add some personal style
scheme and insignia. to their armour, either by adding sigils, a special paint
or other marks.
Every single Marine is genetically modified by vari-
ous implants and equipped with the most sophisticated
weapons and armour, and becomes a mighty Angel
of Death. Only very select few of the enemies of the
Imperium can deal with them in a one-to-one fight.
Most notable is the Mark VII Power Armour, a piece
of equipment that is exclusively used by the Adeptus
Astartes, which gives the Space Marine his typical ap-
pearance. The second symbol is the Holy Bolter. This is
the main weapon, out of all the weapons in the Imperial
armoury, carried by Space Marines.

5
B
encarius laid upon the cold, unfeeling metal surface Librarian Specific Talents: Psy Rating 1, 1 Minor
I: Astartes Creation
of the table. The lights above the table blinded his eyes Psychic Power, 2 Insanity Points, 2 Corruption Points.
making it impossible for him to see. He could hear the Techmarine Specific Talents: Electro-Graft Use.
low chanting from all around him and he closed his eyes in a Techmarine Starting Traits: Mechanicus Implants
silent prayer. (see Dark Heresy, page 27).
Across his skin he could feel the cold metal of the Apothecary’s
mechadandrites searching for something on his his exposed stom- Starting Equipment: Robes of the Chapter, Flak
ach. The sound of steel against flesh joined the chorus of chants Jacket, Flak Helmet, Weapons based upon world type:
and his screams echoed as a counterpoint. The whirring of a Feral: Sword or Axe, Flintlock Pistol with 6 rounds of
bone saw replaced the notes produced by the flesh being cut... ammunition, and Musket with 6 rounds of ammunition.
Hive: Sword or Axe; Las Pistol and 1 charge pack or
Stub Revolver with 6 rounds of ammunition; Las Car-
bine and 1 charge pack or Autogun with 1 magazine of
ammunition.
Space Marine Imperial and Void Born: Knife; Las Pistol and 1 charge
Character pack or Stub Revolver with 6 rounds of ammunition;
Las Carbine with 1 charge pack or Autogun with 1
Creation magazine of ammunition.

Starting Rank: Neophyte


The rules for creating Space Marines are for Ultrama-
Throne Gelt: 50+1d10
rines and their successor chapters as a base for all Space
Starting Age: 1d5+10
Marine characters that can be played.
Advances Note: In certain paths it will say “choose
All Space Marine characters are created as normal fol-
one” and list off the allowed choices for weapon talents.
lowing the rules presented in Dark Heresy. Their basic
This talent can only be taken once and the player must
stats are all rolled as per Dark Heresy, but Space Marines
choose a specific weapon type. Once selected the talent
must have a minimum score in the following charac-
can never be chosen again from the list of advances for
teristics: Weapon Skill or Ballistic Skill, Strength, and
that Rank.
Toughness.

Prerequisites: Weapon Skill 30+ or Ballistic Skill


30+, Strength 30+ (only 25+ for Void Born
characters), and Toughness 30+ (only 25+ for
Hive World characters).

Starting Skills: Speak Language (Low


Gothic), Common Lore (Imperium), Naviga-
tion (Ground), Carouse, and Awareness.

Starting Talents: Training


is defined by the world the
Marine comes from, and in
the case there are multiple
types the player de-
cides which weapon
type to learn: Feral
Worlds grant primi-
tive only weapons
training for Melee,
Pistol, and Basic. All
other world types
grant Melee Weapon
Training (Primitive),
Pistol Weapon Training
(Primitive, Las, or SP), and
Basic Weapon Training (Primitive, Las, or SP).

6
Implants Due the relatively low cost of the implants, there will

I: Astartes Creation
What makes Marines different from normal humans is be a trade off for a chance that a critical hit will destroy
the implants they receive. All Space Marines will start the implant. Once the implant is destroyed, the Marine
with all the implants associated, but they must spend no longer gains the benefit for the talent. The only im-
experience in order to activate the organ. plants not affected by this are the Ossmodula, Biscopea,
and the Progenoids. See the Space Marine Critical Hit
Implants are a very important part of Space Marine Charts.
development. It is what makes a Space Marine what
he is. The implants are done in stages under the care-
ful supervision of the Chapter’s Apothecaries. Coupled
Table 1-1: Space Marine Implants
with the implantation procedures is hormonal therapy
and hypno-indoctrination and training. The Apothecar- Implant Talent or Skill
ies start implanting these implants into male children Secondary Heart Die Hard, Resistance: Low Oxygen
between the ages of 10-14 years of age and progresses Ossmodula Size Increase +1
until the final implant is put in between the ages of 16- Biscopea Unnatural Strength, Unnatural Toughness
18. The final implant is the black carapace which allows Haemastamen +1 healing of damage to Autosanguine
the Marine to fully interface with his armour.
Larraman’s Organ Autosanguine
Catalepsean Node Light Sleeper
Implants will be allowed to be purchased at certain
ranks, and a Marine must have bought all of the im- Preomnor Resistance: Poisons
plants his Chapter possesses in order to progress to the Omophagea Learning by eating
Marine Rank. Multi-lung +5 Resistance: Poisons
Occulobe Shadow Vision
Neophytes will have available the following implants Lyman’s Ear Heightened Senses: Hearing
for activation: Secondary Heart, Ossmodula, Bisco- Sus-an Membrane Suspended Animation
pea, Haemastamen, Larraman’s Organ, and Cata- Melanochrome Resistance: Radiation
lepsean Node.
Oolitic Kidney +5 Resistance: Poisons
Neuroglottis Detect Poisons
Scouts will have available the following implants for
activation: Preomnor, Omophagea, Multi-lung, Oc- Mucranoid Resistance: Heat and Cold
culobe, Lyman’s Ear, and Sus-an Membrane. Betcher’s Gland Spit Acid
Progenoids —
Brother Scouts will have available the following im- Black Carapace Enables advanced life support, targeting,
plants for activation: Melanochrome, Oolitic Kid- communication, and internal medic func-
tions of Power Armour.
ney, Neuroglottis, Mucranoid, Betcher’s Gland,
Progenoids, and Black Carapace.

Table 1-2: Space Marine Build


— Feral World — — Hive World —
Roll Description Result Description Result
01-20 Rangy 2.90 m/150 kg Runt 2.20 m/135 kg
21-50 Lean 2.35 m/145 kg Scrawny 2.30 m/145 kg
51-80 Muscular 2.85 m/165 kg Wiry 2.75 m/175 kg
81-90 Squat 2.25 m/160 kg Lanky 2.80 m/125 kg
91-00 Strappy 3.10 m/200 kg Brawny 2.35 m/165 kg

— Imperial World — — Void Born —


Roll Description Result Description Result
01-20 Slender 2.35 m/150 kg Skeletal 2.35 m/140 kg
21-50 Svelte 2.45 m/155 kg Stunted 2.25 m/140 kg
51-80 Fit 2.35 m/ 155 kg Gaunt 2.45 m/145 kg
81-90 Well-built 2.50 m/175 kg Gangling 2.65 m/165 kg
91-00 Stock 2.40 m/185 kg Spindly 2.75 m/160 kg

7
A dva n c es
Advances
II: Advances

E
ach Marine undergoes a very intense training, Other Marines will take different paths upon com-
which lasts for several years. From their time as pleting their time with the Scouts. Some will become
a Neophyte to the point where they reach the Chaplains, Apothecaries, Techmarines or even Librar-
status of a full Space Marine, their life is full of exercise, ians, if they show psychic abilities.
both mental and physical. After more years of service, a Marine may be promot-
The first step along the centuries long career of a ed to an officer rank, which means, he will perhaps lead
Space Marine always begins the same way. A young his own company, or, climbing the ladder even further
child or young teenager is selected as an Initiate based up, the Chapter Master. Other Marines do not long
upon his intelligence, perception, strength, and tough- for command, instead staying Marines until the end of
ness. At this stage the testing begins to weed out the their days.
weak while leaving only the strong. Failure for being Should a Marine show extreme bravery and dedica-
weak is death. No mercy is shown and none is asked tion, Terminator honours will be given to him. This
by the young recruits. Those that survive are implanted means the Marine is transferred to the First Company,
with their first organs and progress to becoming Neo- serving as honour guards for commanding officers, or
phytes. he becomes an elite warrior of the Empire, a Termina-
As the Neophyte progresses further on the way to tor.
eventually becoming a full fledged Space Marine, he Due to their altered physiology, Marines can live for
not only learns new fighting techniques, but also learns centuries. It is a rather rare occasion that a Space Ma-
about his Chapter, the Adeptus Astartes and the Impe- rine dies of age, but it happens. If the Marines is deadly
rium of Man. After that he is considered to be ready wounded in battle, and deemed worthy, his remains are
for action, and he is assigned to the Chapter’s Scout entombed in a sarcophagus, thus becoming literally a
Company. living war machine: a Dreadnought.
As a Scout, the warrior will undertake recon missions
or act as artillery spotter. After several years again, he
is considered a Scout Veteran. Once he completed his
assignment, he is granted the Black Carapace, and thus Designer’s Note
becomes a true Space Marine. His first assignments are
in various squads of different companies. Once his true By taking the route we did, we understood the limi-
capabilities are determined, each Marine is permanently tations of only having eight ranks of advances. The
assigned to a specific squad, be it Tactical, Assault or Marines presented were intentionally left open for
Devastator. future expansion as the core rules expand beyond
From this point on, the Marine will see the most in- 15,000 experience. This conscious decision resulted
tense battles mankind fights. After a time, he is consid- in only presenting Marines from the line companies.
ered a veteran. Some veterans show more courage and As the core game expands, so will the rank progres-
leadership abilities than others, and may be promoted sion of a Marine from one of the line companies to
to the Sergeant rank, thus gaining command of his own First Company veterans.
squad.

Table 2-1: Space Marine Characteristic Advances


Characteristic Simple Intermediate Trained Expert
Weapon Skill 100 250 500 750
Ballistic Skill 100 250 500 750
Strength 100 250 500 750
Toughness 100 250 500 750
Agility 250 500 750 1,000
Intelligence 500 750 1,000 2,500
Perception 500 750 1,000 2,500
Willpower 500 750 1,000 2,500
Fellowship 500 750 1,000 2,500

8
II: Advances
Space Neophyte
XP Level: 0-499

Marines
Ranks Scout
XP Level: 500-999

Brother Scout
XP Level: 1,000-1,999

Marine Chaplain-Novite Librarium Sanctionite Apprentum


XP Level: 2,000-2,999 XP Level: 2,000-2,999 XP Level: 2,000-2,999 XP Level: 2,000-2,999

Brother Marine Chaplain-Priest Librarium Neonate Weaponsmith


XP Level: 3,000-5,999 XP Level: 3,000-5,999 XP Level: 3,000-5,999 XP Level: 3,000-5,999

Assault Marine Tactical Marine Devastator Marine Medicae Initiate Chaplain-Confessor Librarium Militant Armoursmith
XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999

Assault Veteran Tactical veteran Devastator Veteran Medicae Internist Chaplain-Exorcist Librarium Savant Tech-Initiate
XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999

Assault Sergeant Tactical Sergeant Devastator Sergeant Field Medicae Reclusiarch Lexicanum Tech-Wright
XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999

NEOPHYTE Table 2-2: Neophyte Advances


Advances Advance Cost Type Prerequisites
Awareness +10 100 S Awareness
The most junior members Climb 100 S —
of a Chapter are Neo- Concealment 100 S —
phytes, who start to learn Common Lore (Imperial Creed) 100 S —
their craft of death. Common Lore (Chapter History) 100 S —
Common Lore (Imperium) +10 100 S Common Lore (Imperium)
Common Lore (War) 100 S —
Bencarius stood tall, wear- Dodge 100 S —
ing the robes of the Ultra- Navigation (Ground) +10 100 S Navigation (Ground)
marines with his blond hair Silent Move 100 S —
cropped close to his skull. Survival 100 S —
Swim 100 S —
He waited on patiently for
Activate Secondary Heart 25 Trait Must be bought with starting XP
his next assignment from Activate Ossmodula 25 Trait Must be bought with starting XP
Brother Sergeant Ulnirus. Activate Biscopea 25 Trait Must be bought with starting XP
He felt the cool breeze of Activate Haemastamen 25 Trait —

the summertime wind and Activate Larraman’s Organ 25 Trait —


Activate Catalepsean Node 25 Trait —
tried his best to ignore the Chem-Geld 100 T —
insects biting his face. Ul- Basic Weapon Training (SP) 100 T —
nirus appeared behind him Basic Weapon Training (Bolt) 100 T —
and Bencarius performed Minor Psychic Power 100 T Psy Rating 1

a smart, crisp about face. Pistol Weapon Training (SP) 100 T —


Pistol Weapon Training (Bolt) 100 T —
Ulnirus silently handed a Sound Constitution †
100 T —
sealed envelope to the young Technical Knack 100 T Techmarine, Int 30
neophyte and nodded his You may take this Talent up to three times at this Rank.

goodbye. Bencarius’s hands


were trembling as he opened the sealed envelope. Quickly, he read his new orders then headed to his barracks to gather up his gear.
“How can this be that I get pulled from training to serve with Ordo Xenos,” he questioningly thought.

9
Scout
II: Advances
Table 2-3: Scout Advances
Advances Advance Cost Type Prerequisites
Awareness +20 100 S Awareness +10
Scouts are officially part Climb +10 100 S Climb
of the Chapter performing Concealment +10 100 S Concealment
scouting missions for their Common Lore (Imperial Creed) +10 100 S Common Lore (Imperial Creed)
Battle Brothers. Common Lore (Chapter History) +10 100 S Common Lore (Chapter History)
Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10
Common Lore (War) +10 100 S Common Lore (War)
He slid the longlas onto Dodge +10 100 S Dodge
the windowsill and ensured Navigation (Ground) +20 100 S Navigation (Ground) +10
that he was well camou- Silent Move +10 100 S Silent Move
flaged inside the upper room Survival +10 100 S Survival
Swim +10 100 S Swim
of the ruined building. He
Activate Preomnor 25 Trait —
carefully sighted his weapon Activate Omophagea 25 Trait —
looking for the filthy xenos. Activate Multi-lung 25 Trait —
He quickly scanned the ru- Activate Occulobe 25 Trait —

ins of the small town ahead Activate Lyman’s Ear 25 Trait —


Activate Sus-an Membrane 25 Trait —
of him seeing the damage Basic Weapon Training (Las) 100 T —
the Tau had caused. His Heavy Weapon Training (Bolt) 100 T —
eye caught the movement Heavy Weapon Training (Launcher) 100 T —
of a tall battlesuit moving Pistol Weapon Training (Las) 100 T —

lithely through the debris. Deadeye Shot 100 T BS 30


Lumen Charge 100 T Techmarine
Tapping his micro-bead he Lumen Shock 100 T Techmarine
whispered to the rest of the Minor Psychic Power 100 T Psy Rating 1
team that he had sighted a Rapid Reload 100 T —
target and to move up into a Sound Constitution 100 T —

flanking position. The rest


of the squad moved forward with Chiana-ru, a Space Marine from the Khan’s Lightning Chapter, carrying the missile launcher.
A voice whispered into Bencarius’s ear and he depressed the trigger of his weapon...

Brother Table 2-4: Brother Scout Advances


Scout Advance Cost Type Prerequisites
Advances Acrobatics
Carouse +10
100
100
S
S

Carouse
Climb +20 100 S Climb +10
Brother Scouts have fought
Concealment +20 100 S Concealment +10
in a few dozen combat op- Common Lore (Imperial Creed) +20 100 S Common Lore (Imperial Creed) +10
erations to become tried Common Lore (Chapter History) +20 100 S Common Lore (Chapter History) +10
and true veterans. Common Lore (War) +20 100 S Common Lore (War)
Dodge +20 100 S Dodge +10
With great dread, Ben- Silent Move +20 100 S Silent Move +10

carius crept through the Survival +20 100 S Survival +10


Swim +20 100 S Swim +10
pitch black battlefield as si- Activate Melanochrome 25 Trait —
lently as he could. The ca- Activate Oolitic Kidney 25 Trait —
mo-cloak clung to his scout Activate Neuroglottis 25 Trait —
armour and salty sweat Activate Mucranoid 25 Trait —
Activate Betcher’s Gland 25 Trait —
dripped from his brow
Activate Progenoids 25 Trait —
into his eyes. He paused to Activate Black Carapace 25 Trait —
flick away the alien insects Blind Fighting 200 T Per 30
from his face and to listen Lumen Blast 200 T Techmarine

for any enemy nearby. Ex- Mechadendrite Use (Utility) 200 T Techmarine
Minor Psychic Power 100 T Psy Rating 1
plosions rippled across the Sound Constitution 200 T —
abandoned field that he was Two Weapon Wielder (Ballistic) 200 T BS 35, Ag 35
crossing and he dropped
into crouch to prevent being back lit by the light from the explosions. Tentatively, he moved in a crouch to get to a bomb crater
ahead of him. Tracer fire criss crossed across the Ultramarine lines and he silently hoped his brothers were alright. He slid down
into the bomb crater with his feet impacting into a gretchin cowering below. Quickly, Bencarius pulled out his knife...

10
Marine

II: Advances
Table 2-5: Marine Advances
Advances Advance Cost Type Prerequisites
Acrobatics +10 200 S Acrobatics
After completing their Carouse +20 100 S Carouse +10
scout training the scout Ciphers (Astartes War Cant) 100 S —
becomes a Marine awaiting Drive (Ground Vehicles) 100 S —
assignment to a squad. Drive (Hover Vehicles) 100 S —
Forbidden Lore (Chapter History) 100 S —
Forbidden Lore (Chaos) 100 S —
Bencarius stood at at- Forbidden Lore (Xenos) 100 S —
tention with the rest of his Literacy 100 S —
scout squad. A Deathwatch Scholastic Lore (Imperial Creed) 100 S —
emblem adorned the left Secret Tongue (Astartes Signage) 100 S —
Speak Language (High Gothic) 200 S —
shoulder of his new power
Arms Master 100 T —
armour. He was proud of Catfall 200 T —
his service in Ordo Xenos Lightning Reflexes 100 T —
and wondered what squad Meditation 100 T —

he would be temporarily Rapid Reaction 100 T —


Sound Constitution

200 T —
assigned to in the Fourth You may take this Talent up to two times at this Rank.

Company. He thought back


to those terrible dark days of his scout service and remembered too many battlefields to count. He remembered the Khan’s Lightning
Sergeant Chiana-ru and smiled on the inside. Chiana-ru was quick with a joke and had a zest for life as if each day was going to
be his last. Bencarius snapped back when he heard his name called...

Brother Table 2-6: Brother Marine Advances


Marine Advance Cost Type Prerequisites
Advances Acrobatics +20
Ciphers (Astartes War Cant) +10
200
100
S
S
Acrobatics +10
Ciphers (Astartes War Cant)
Forbidden Lore (Chapter History) +10 100 S Forbidden Lore (Chapter History)
After the short years of
Forbidden Lore (Chaos) +10 200 S Forbidden Lore (Chaos)
temporary assignment as Forbidden Lore (Xenos) +10 200 S Forbidden Lore (Xenos)
a replacement in various Literacy +10 200 S Literacy
squads in different com- Scholastic Lore (Imperial Creed) +10 100 S Scholastic Lore (Imperial Creed)
panies a Brother Marine Secret Tongue (Astartes Signage) +10 100 S Secret Tongue (Astartes Signage)
is allowed to finally join a Speak Language (High Gothic) +10 200 S Speak Language (High Gothic)
squad permanently. Speak Language (Low Gothic) +10 200 S Speak Language (Low Gothic)
Combat Master 100 T WS 30
Crack Shot 100 T BS 40
Bencarius sat quietly as
Double Team 100 T —
he listened to the brief- Leap Up 100 T Ag 30
ing from his squad leader. Resistance (Fear) 100 T —
The combat webbing of the Sound Constitution 200 T —

drop pod held him firmly in Unshakeable Faith 100 T —

place. Runes flashed across


his helmet as he ran various checks upon his armour’s systems. “Our objective is to remove the heretic governor inside of the palace.
When we touch down I want formation Gamma with Brother Marine Bencarius covering the rear,” the helmet vox rang into his
ears. His hands gripped the bolter tightly and he uttered the Litany of Calm to steady his nerves. A loud thump followed by be-
ing thrown forward into the webbing the drop pod was fired from the Battle Barge Sons of Ultramar. When the drop pod hit the
atmosphere it skipped a few times then punched its way through the resistance. Bencarius looked out through the view port in front
of him and could see the flames from the re-entry shading the bottom edge of the glass.

11
Assault
II: Advances
Table 2-7: Assault Marine Advances
Marine Advance Cost Type Prerequisites
Advances Ciphers (Astartes War Cant) +20
Contortionist
100
200
S
S
Ciphers (Astartes War Cant) +10

Demolition 100 S —
Assault Marines are trained
Forbidden Lore (Chapter History) +20 100 S Forbidden Lore (Chapter History) +10
in the deadly close combat Forbidden Lore (Chaos) +20 100 S Forbidden Lore (Chaos) +10
arts while using a jump Forbidden Lore (Xenos) +20 100 S Forbidden Lore (Xenos) +10
pack. Literacy +20 200 S Literacy +10
Pilot (Jump Pack) 100 S —
Brother Gregorius swo­ Scholastic Lore (Imperial Creed) +20 100 S Scholastic Lore (Imperial Creed) +10
Scholastic Lore (Chymistry) 200 S —
oped down onto the lone
Scholastic Lore (Spearhead Assaults) 100 S —
Emperor’s Children’s squad Search 100 S —
accompanied by his broth- Shadowing 100 S —
ers. Bolter fire screamed Tracking 100 S —
through the air towards Berserk Charge 100 T —
Disarm 100 T Ag 30
them and he deftly evaded
Furious Assault 100 T WS 35
the incoming missiles of Melee Weapon Training (Chain) 100 T —
death. Using the targeting Sound Constitution 200 T —
auspex, he lined up a shot Sure Strike 100 T WS 30

with his bolter pistol onto Swift Attack 100 T WS 35


Two Weapon Wielder (Melee) 200 T WS 35, Ag 35
the lead traitor Marine and
depressed the trigger. The bolter rounds impacted upon the traitor’s armour, blowing out chunks of corrupted, mutated flesh from
the traitor’s chest. The return fire was intensifying as other traitor squads joined in on the firefight. Gregorius heard the command
to charge in his helmet vox...

Assault Table 2-8: Assault Veteran Advances


Veteran Advance Cost Type Prerequisites
Advances Contortionist +10
Demolition +10
200
100
S
S
Contortionist
Demolition
Forbidden Lore (Warp) 100 S —
After fighting on battle-
Pilot (Jump Pack) +10 100 S Pilot (Jump Pack)
fields and surviving the Scholastic Lore (Reconnaissance) 100 S —
horrors of combat an As- Scholastic Lore (Chymistry) +10 200 S Scholastic Lore (Chymistry)
sault Veteran is a deadly Scholastic Lore (Spearhead Assaults) +10 100 S Scholastic Lore (Spearhead Assaults)
blend of Marine, weapons, Search +10 100 S Search
and equipment to truly be- Shadowing +10 100 S Shadowing
come an angel of death. Tracking +10 100 S Tracking
Ambidextrous 200 T Ag 30

He toggled the sight aus- Basic Weapon Training (choose one: Flame, Launcher,
Melta or Plasma)
300 T —

pex and zoomed in on the Counter-attack 100 T WS 40


chaos cultists hiding inside Dual Shot 200 T Two Weapon Wielder (Ballistic), Ag 40

a ruined building. Grego- Dual Strike 100 T Two Weapon Wielder (Melee), Ag 40
Frenzy 100 T —
rius turned his head to his Heavy Weapon Training (Flame) 300 T —
sergeant and waited for Jaded 100 T WP 30
the command to assault the Lightning Attack 100 T Swift Attack
cultist position. He felt the Melee Weapon Training (Power) 100 T —
Sound Constitution 300 T —
weight of the chainsword in
Step Aside 100 T Ag 40, Dodge
his left hand and toggled the
motor to idle. In his right hand held a bolter pistol. “Assault target now!” his vox howled into his ears. All ten of the Marines ignited
the massive thrusters of their jump packs and leapt free of the planet’s gravity. They emerged from the demolished upper floor of the
apartment complex to crash into the cultist squad. Chainswords, power fists, and bolter shells tore into the chaos filth to send them
to their damnation. Blood spewed forth from the cultists’ wounds and covered their armour.

12
Assault

II: Advances
Table 2-9: Assault Veteran Advances
Sergeant Advance Cost Type Prerequisites
Advances Command
Contortionist +20
100
200
S
S

Contortionist +10
Demolition +20 100 S Demolition
Only those Assault Ma-
Forbidden Lore (Warp) +10 100 S Forbidden Lore (Warp)
rines that have shown the Pilot (Jump Pack) +20 100 S Pilot (Jump Pack) +10
aptitude for command are Scholastic Lore (Reconnaissance) +10 100 S Scholastic Lore (Reconnaissance)
promoted to being a squad Scholastic Lore (Chymistry) +20 200 S Scholastic Lore (Chymistry) +10
leader. Scholastic Lore (Spearhead Assaults) +20 100 S Scholastic Lore (Spearhead Assaults) +10
Search +20 100 S Search +10
The ice frosted his visor Shadowing +20 100 S Shadowing +10

as he attempted to look out Tracking +20 100 S Tracking +10


Assassin Strike 200 T Ag 40, Acrobatics
across the barren ice flow Blademaster 100 T WS 30, Melee Weapon Training (any)
blocking his squad. Gre- Crippling Strike 100 T WS 50
gorius adjusted the heating Hard Target 100 T Ag 40

controls to defrost the visor. Iron Discipline 100 T Wp 30, Command


Melee Weapon Training (Shock) 200 T —
After a few moments the Peer (Chapter) 100 T Fel 30
ice crystals turned to water Precise Blow 100 T WS 40, Sure Strike
and evaporated. Carefully Quick Draw 100 T —
scanning the open space he Sound Constitution 300 T —
True Grit 100 T T 40
noticed the smoke from the
Wall of Steel 100 T Ag 35
Ork buggies hiding behind
a large ice formation on the far side of the flow. He toggled the vox caster, “Our target is hiding behind the ice crystal on the far
side of this flow. Hold your fire until we have engaged those filthy greenskins in melee.” As one his squad climbed into the air and
launched themselves at the Ork war buggies. The Ork engines masked their bounding approach and the full might of the squad was
brought to bear upon the greenskins.

Tactical Table 2-10: Tactical Marine Advances


Marine Advance Cost Type Prerequisites
Advances Ciphers (Astartes War Cant) +20
Drive (Ground Vehicles) +10
100
100
S
S
Ciphers (Astartes War Cant) +10
Drive (Ground Vehicles)
Drive (Hover Vehicles) +10 100 S Drive (Hover Vehicles)
A tactical marine is a jack
Forbidden Lore (Chapter History) +20 100 S Forbidden Lore (Chapter History) +10
of all trades and a master Forbidden Lore (Chaos) +20 100 S Forbidden Lore (Chaos) +10
of none. They perform Forbidden Lore (Xenos) +20 100 S Forbidden Lore (Xenos) +10
jobs from fighting on the Literacy +20 200 S Literacy +10
ground to crewing the Pilot (Civilian Craft) 200 S —
numerous vehicles their Pilot (Military Craft) 100 S —
Company uses. Pilot (Spacecraft) 200 S —
Scholastic Lore (Imperial Creed) +20 100 S Scholastic Lore (Imperial Creed) +10

Bencarius pulled himself Scholastic Lore (Tactica Imperialis) 100 S —


Scholastic Lore (Philosophy) 200 S —
free, by climbing out the Secret Tongue (Astartes Signage) +20 100 S Secret Tongue (Astartes Signage) +10
uppermost hatch, of the Security 100 S —
land raider he was assigned Speak Language (High Gothic) +20 200 S Speak Language (High Gothic) +10

to. Not the most glorious Ambidextrous 200 T Ag 30


Die Hard 100 T —
assignment in the Company, Dual Shot 100 T Two Weapon Wielder (Ballistic), Ag 40
but it was better then being Gunslinger 100 T Two Weapon Wielder (Ballistic), BS 40
stuck on board the Battle Hip Shooting 100 T BS 40, Ag 40
Barge when there was fight- Sound Constitution 200 T —
Thrown Weapon Training (Primitive) 100 T —
ing to do. He had spent the
past several hours cleaning and maintaining the ancient machine. He forgot how many times he had uttered the litanies of cleaning
as he worked. The crew had also loaded up the ammo bins and ensured that there were plenty of medicae supplies on board.

13
Tactical
II: Advances
Table 2-11: Tactical Veteran Advances
Veteran Advance Cost Type Prerequisites
Advances Drive (Ground Vehicles) +20
Drive (Hover Vehicles) +20
100
100
S
S
Drive (Ground Vehicles) +10
Drive (Hover Vehicles) +10
Forbidden Lore (Warp) 100 S —
Due to his extensive train-
Pilot (Civilian Craft) +10 200 S Pilot (Civilian Craft)
ing, a Tactical Veteran can Pilot (Military Craft)+10 100 S Pilot (Military Craft)
operate any number of Pilot (Spacecraft) +10 200 S Pilot (Spacecraft)
weapons and vehicles to Scholastic Lore (Tactica Imperialis) +10 100 S Scholastic Lore (Tactica Imperialis)
bolster a Company’s po- Scholastic Lore (Philosophy) +10 200 S Scholastic Lore (Philosophy)
tential. Scholastic Lore (Bureaucracy) 200 S —
Security +10 100 S Security

The land raider rumbled Basic Weapon Training (choose one: Flame, Launcher,
Melta, or Plasma)
300 T —

across the burned out city Hard Target 100 T Ag 40


landscape with its engines Heavy Weapon Training (choose one: Flame, Launcher, 300 T —
Melta, or Plasma)
echoing in the vast cavern-
Jaded 100 T WP 30
ous streets. Weapon turrets Melee Weapon Training (Chain) 200 T —
searched for targets as the Melee Weapon Training (Power) 100 T —
huge machine came to a Mighty Shot 100 T BS 40

grinding halt on a pile of Quick Draw 100 T —


Sound Constitution 300 T —
skulls. Its valuable cargo Sprint 100 T —
nestled below Bencarius’s
position in the lower command hatch. Ork rokket fire erupted from a building about 200 meters distant on the right hand side of
the large avenue. “Driver full reverse now!” Bencarius yelled. The giant’s engines growled heavily and threw the Marines forward
as it slid backward. The rokkets impacted in the space where the ancient machine was just moments before. The side sponson lascan-
nons opened fire and punched into the building destroying whatever it had contained. The building crumpled to the ground...

Tactical Table 2-12: Tactical Sergeant Advances


Sergeant Advance Cost Type Prerequisites
Advances Command
Common Lore (Administratum)
100
200
S
S


Forbidden Lore (Warp) +10 100 S Forbidden Lore (Warp)
The start of the command
Pilot (Civilian Craft) +20 200 S Pilot (Civilian Craft) +10
path for a Tactical Marine Pilot (Military Craft) +20 100 S Pilot (Military Craft) +10
is the culmination of years Pilot (Spacecraft) +20 200 S Pilot (Spacecraft) +10
of combat experience and Scholastic Lore (Tactica Imperialis) +20 200 S Scholastic Lore (Tactica Imperialis) +10
natural leadership. Scholastic Lore (Philosophy) +20 200 S Scholastic Lore (Philosophy) +10
Scholastic Lore (Bureaucracy) +10 200 S Scholastic Lore (Bureaucracy)
Sitting high in the com- Security +20 100 S Security +10
Basic Weapon Training (choose one: Flame, Launcher, 300 T —
mand hatch, Bencarius Melta, or Plasma)
watched his crew work on Exotic Weapon Training (choose one: Needle Pistol, 300 T —
the land raider. Several Web Pistol, Needle Rifle, or Webber)
Furious Assault 100 T WS 35
pulse lasers had punched Heavy Weapon Training (choose one: Flame, Las, 300 T —
through the heavy armoured Launcher, Melta, or Plasma)
machine and the machine Independent Targeting 100 T BS 40
Iron Discipline 100 T WP 30, Command
spirit wasn’t happy from
Marksman 100 T BS 35
the damage. It complained Pistol Training (choose one: Flame, Launcher, Melta, 300 T —
of several breaches that had or Plasma)
wreaked havoc upon its in- Sharpshooter 100 T BS 40, Deadeye Shot
Peer (Chapter) 100 T Fel 30
ternal systems. Sighing, he Sound Constitution 300 T —
slid down into the troop
bay and oversaw the repairs. He had never imagined all those decades ago that he would be a sergeant commanding one of the
mightiest Adeptus Astartes war machines.

14
Devastator

II: Advances
Table 2-13: Devastator Marine Advances
Marine Advance Cost Type Prerequisites
Advances Ciphers (Astartes War Cant) +20
Ciphers (War Cant)
100
100
S
S
Ciphers (Astartes War Cant) +10

Forbidden Lore (Chapter History) +20 100 S Forbidden Lore (Chapter History) +10
Devastator Marines are
Forbidden Lore (Chaos) +20 100 S Forbidden Lore (Chaos) +10
trained in the use of heavy Forbidden Lore (Xenos) +20 100 S Forbidden Lore (Xenos) +20
weapons and bolster up Forbidden Lore (Warp) 100 S —
the anti-tank firepower of Literacy +20 200 S Literacy +10
a Marine Company. Scholastic Lore (Imperial Creed) +20 100 S Scholastic Lore (Imperial Creed) +10
Scholastic Lore (Tactica Imperialis) 100 S —
Devastator Marine Kel- Scholastic Lore (Cryptology) 100 S —

lerica hefted the heavy Scholastic Lore (Communication Networks) 100 S —


Scholastic Lore (Sensors) 100 S —
bolter onto his shoulder Secret Tongue (Astartes Signage) +20 100 S Secret Tongue (Astartes Signage) +10
for additional support. He Speak Language (High Gothic) +20 200 S Speak Language (High Gothic) +10
used his armour’s target- Tech-Use (Communication Gear) 200 S —

ing auspex to pick out a Tech-Use (Sensors) 200 S —


Basic Weapon Training (Flame) 100 T —
section of that damnable Basic Weapon Training (Launcher) 100 T —
heretic governor’s defenses. Basic Weapon Training (Melta) 100 T —
He depressed the trigger Basic Weapon Training (Plasma) 100 T —
and a steady stream of bolts Bulging Biceps 100 T S 45

screamed from his hidden Die Hard 100 T WP 40


Hip Shooting 100 T BS 40, Ag 40
position within the gardens Independent Targeting 100 T BS 40
of the governor’s palace. Quick Draw 200 T —
Immediately, the heretic Sound Constitution †
300 T —
PDF opened fire, their las- †
You may take this Talent up to three times at this Rank.

guns stabbing towards him.


Kellerica ducked to the left and melted back into the hedges...

Devastator Table 2-14: Devastator Veteran Advances


Veteran Advance Cost Type Prerequisites
Advances Ciphers (War Cant) +10
Drive (Ground Vehicles) +10
100
200
S
S
Ciphers (War Cant)
Drive (Ground Vehicles)
Drive (Hover Vehicles) +10 200 S Drive (Hover Vehicles)
Numerous battles later
Forbidden Lore (Warp) +10 100 S Forbidden Lore (Warp)
the Devastator Marine has Scholastic Lore (Tactica Imperialis) +10 100 S Scholastic Lore (Tactica Imperialis)
gained experience and is Scholastic Lore (Cryptology) +10 100 S Scholastic Lore (Cryptology)
well versed in the litanies Scholastic Lore (Communication Networks) +10 100 S Scholastic Lore (Communication Networks)
of heavy weapons. Scholastic Lore (Sensors) +10 100 S Scholastic Lore (Sensors)
Scholastic Lore (Armoured Vehicles) 100 S —
Dark purple rain poured Scholastic Lore (Artillery) 100 S —
Tech-Use (Communication Gear) +10 200 S Tech-Use (Communication Gear)
down from the heavy over-
Tech-Use (Sensors) +10 200 S Tech-Use (Sensors)
cast clouds. Rain drops fil- Cleanse and Purify 100 T Basic Weapon Training (Flame)
tered from the jungle trees Heavy Weapon Training (Flame) 100 T —
splattered onto his armour Heavy Weapon Training (Launcher) 100 T —

and causing the visor’s glass Heavy Weapon Training (Melta) 100 T —
Heavy Weapon Training (Plasma) 100 T —
to be obscured. Kellerica Melee Weapon Training (Power) 100 T —
flipped his head to clear the Insanely Faithful 100 T —
water from the glass and Sound Constitution 300 T —
moved forward hauling the
heavy bolter in his left hand. He scanned the area for life signs, but due to the jungle’s natural wildlife there was too much interfer-
ence in determining human life forms. Muttering a curse, he slid out from the dark underbrush to run smack into the center of a
chaos cultist patrol. He dropped to his knees and fired....

15
Devastator
II: Advances
Table 2-15: Devastator Sergeant Advances
Sergeant Advance Cost Type Prerequisites
Advances Ciphers (War Cant) +20
Command
100
100
S
S
Ciphers (War Cant)

Forbidden Lore (Warp) +20 100 S Forbidden Lore (Warp) +10
Now responsible for his
Scholastic Lore (Tactica Imperialis) +20 100 S Scholastic Lore (Tactica Imperialis) +10
own squad, the Devasta- Scholastic Lore (Cryptology) +20 100 S Scholastic Lore (Cryptology) +10
tor Marine begins to learn Scholastic Lore (Communication Networks) +20 100 S Scholastic Lore (Communication Networks) +10
the basics of command. Scholastic Lore (Sensors) +20 100 S Scholastic Lore (Sensors) +10
Scholastic Lore (Armoured Vehicles) +10 100 S Scholastic Lore (Armoured Vehicles)
The sergeant insignia was Scholastic Lore (Artillery) +10 100 S Scholastic Lore (Artillery)
Tech-Use (Communication Gear) +20 200 S Tech-Use (Communication Gear) +10
freshly painted by a Tech-
Tech-Use (Sensors) +20 200 S Tech-Use (Sensors) +10
marine Armourer on board Iron Discipline 100 T WP 40, Command
the Battle Barge Sons of Iron Jaw 200 T T 40
Ultramar. Smiling, Kel- Marksman 200 T BS 35
lerica was in his spartan Melee Weapon Training (Chain) 200 T —
Mighty Shot 200 T BS 40
quarters preparing to pol-
Pistol Weapon Training (Flame) 100 T —
ish the armour to appease Pistol Weapon Training (Launcher) 100 T —
the machine spirit within. Pistol Weapon Training (Melta) 100 T —
Battle scars left silent tes- Pistol Weapon Training (Plasma) 100 T —

timony of the wounds he Peer (Chapter) 100 T Fel 30


Sharpshooter 200 T BS 40, Deadeye Shot
had suffered in battle. He Sound Constitution 300 T —
uttered the litany of com-
mand as he brought the power armour to a gleaming shine. After he had brought each piece to a bright shine he would set it down
and picked up the next. Content with how the armour looked, he prepared to gather his heavy bolter, but remembered that it had
been replaced by a plasma pistol and a power sword.

Medicae Table 2-16: Medicae Initiate Advances


Initiate Advance Cost Type Prerequisites
Advances Chem-Use
Ciphers (Astartes War Cant) +20
100
100
S
S

Ciphers (Astartes War Cant) +10
Forbidden Lore (Chapter History) +20 100 S Forbidden Lore (Chapter History) +10
Marines that have shown
Forbidden Lore (Chaos) +20 100 S Forbidden Lore (Chaos) +10
an aptitude for healing Forbidden Lore (Xenos) +20 100 S Forbidden Lore (Xenos) +10
and the arcane sciences Forbidden Lore (Gene-Seed) 100 S —
become Apothecaries by Forbidden Lore (Mutants) 100 S —
starting out as a Medicae Forbidden Lore (Space Marine Anatomy) 100 S —
Initiate. Forbidden Lore (Warp) 200 S —
Literacy +20 100 S Literacy +10

Tiberius plugged the Medicae 100 S —


Scholastic Lore (Imperial Creed) +20 200 S Scholastic Lore (Imperial Creed) +10
wounds of his brother ly- Scholastic Lore (Gene-Seed) 100 S —
ing before him and watched Scholastic Lore (Space Marine Anatomy) 100 S —
as more of his brothers were Scholastic Lore (Human Anatomy) 100 S —
cut down by Eldar shurik- Scholastic Lore (Chymistry) 100 S —
Scholastic Lore (Pharmacology) 100 S —
ens. Cursing silently, he
Tech-Use (Apothecary Tools) 100 S —
moved to the next casualty Trade (Apothecary) 100 S —
in the squad and assessed Ambidextrous 100 T Ag 30
the Marine’s condition. A Die Hard 200 T —
shuriken had grazed the Dual Shot 200 T Ag 40, Two Weapon Wielder (Ballistic)

Marine’s jugular vein and Gunslinger


Hip Shooting
200
200
T
T
BS 40, Two Weapon Wielder (Ballistic)
BS 40, Ag 40
blood poured from the Sound Constitution 200 T —
wound. The Marine’s clot-
ting mechanism must had malfunctioned and in time he would die. Uttering a prayer, Tiberius placed the Reductor against the
Marine’s head and performed the Emperor’s Mercy upon his brother...

16
Medicae

II: Advances
Table 2-17: Medicae Internist Advances
Internist Advance Cost Type Prerequisites
Advances Chem-Use +10
Forbidden Lore (Gene-Seed) +10
100
100
S
S
Chem-Use
Forbidden Lore (Gene-Seed)
Forbidden Lore (Mutants) +10 100 S Forbidden Lore (Mutants)
Given further medicae Forbidden Lore (Space Marine Anatomy) +10 100 S Forbidden Lore (Space Marine Anatomy)
training the Medicae In- Forbidden Lore (Warp) +10 200 S Forbidden Lore (Warp)
ternist is in charge of the Medicae +10 100 S Medicae
aid stations near the front Scholastic Lore (Gene-Seed) +10 100 S Scholastic Lore (Gene-Seed)
lines. Scholastic Lore (Space Marine Anatomy) +10 100 S Scholastic Lore (Space Marine Anatomy)
Scholastic Lore (Human Anatomy)+10 100 S Scholastic Lore (Human Anatomy)
Scholastic Lore (Chymistry) +10 100 S Scholastic Lore (Chymistry)
Checking the runes of his
Scholastic Lore (Pharmacology) +10 100 S Scholastic Lore (Pharmacology)
helmet display, he awaited Tech-Use (Apothecary Tools) +10 200 S Tech-Use (Apothecary Tools)
the orders from Brother Basic Weapon Training (choose one: Flame, 300 T —
Kellerica before charging Launcher, Melta, or Plasma)
Hard Target 200 T Ag 40
out into the jungle. Before Heavy Weapon Training (choose one: Flame, Las, 300 T —
Tiberius knew it, fire erupt- Launcher, Melta, or Plasma)
ed from the path ahead of Jaded 100 T WP 30
Melee Weapon Training (Chain) 300 T —
him and he heard the sound
Melee Weapon Training (Power) 100 T —
of the heavy bolter erupt in Mighty Shot 200 T BS 40
anger. Pushing himself out Quick Draw 200 T —
of the jungle undergrowth Sound Constitution 300 T —
he came onto the path and Sprint 100 T —

witnessed Kellerica slaugh-


ter the first few cultists. Tiberius saw a couple of cultists charging up from behind Kellerica. He screamed into the vox and brought
his bolter up to fire at the charging cultists....

Field Table 2-18: Field Medicae Advances


Medicae Advance Cost Type Prerequisites
Advances Chem-Use +20
Forbidden Lore (Gene-Seed) +20
100
100
S
S
Chem-Use +10
Forbidden Lore (Gene-Seed) +10
Forbidden Lore (Mutants) +20 100 S Forbidden Lore (Mutants) +10
Field Medicaes assist Apo­ Forbidden Lore (Space Marine Anatomy) +20 100 S Forbidden Lore (Space Marine Anatomy) +10
thecaries back at the field Forbidden Lore (Warp) +20 200 S Forbidden Lore (Warp) +10
hospitals or in the operat- Medicae +20 100 S Medicae +10
ing theaters of the ships of Scholastic Lore (Gene-Seed) +20 100 S Scholastic Lore (Gene-Seed)
the Chapter fleet. Scholastic Lore (Space Marine Anatomy) +20 100 S Scholastic Lore (Space Marine Anatomy) +10
Scholastic Lore (Human Anatomy) +20 100 S Scholastic Lore (Human Anatomy) +10

Tiberius watched silently Scholastic Lore (Chymistry) +20 100 S Scholastic Lore (Chymistry) +10
Scholastic Lore (Pharmacology) +20 100 S Scholastic Lore (Pharmacology) +10
as young Bencarius was Tech-Use (Apothecary Tools) +20 200 S Tech-Use (Apothecary Tools) +10
brought into the operating Basic Weapon Training (choose one: Flame, 300 T —
theater to begin the pro- Launcher, Melta, or Plasma)
Exotic Weapon Training (choose one: Needle 300 T —
cess of turning this young Pistol, Web Pistol, Needle Rifle, or Webber)
child into a Space Marine. Furious Assault 200 T WS 35
Tiberius held the boy down Heavy Weapon Training (choose one: Flame, Las, 300 T —
Launcher, Melta, or Plasma)
and watched as Apothecary Independent Targeting 200 T BS 40
Paulus begin cutting the Marksman 200 T BS 35
boy open with the scal- Pistol Training (choose one: Flame, Launcher, 300 T —
Melta, or Plasma)
pel. Tiberius held the boy Peer (Chapter) 100 T Fel 30
firmly down and let the Sharpshooter 200 T BS 40, Deadeye Shot
screams echo through his Sound Constitution 300 T —
mind. Thinking back the
many centuries before when he was in this boy’s position, he smiled at the thought that his reaction was identical to the boy’s. The
boy’s blood covered his operating gown and he watched Paulus work...

17
Chaplain Arcanum, a potent power weapon and also the symbol
II: Advances
of his office, his black Power Armour and his helmet’s
faceplate resembling the appearance of a grinning skull,
The Chaplain takes up a very special role within each he brings terror to the heart of his enemies.
Chapter, although the exact role varies from Chapter to Although a frightening figure, a Chaplain is always
Chapter. No matter which Chapter, Chaplains are the very close to his fellow Brothers. He is present when a
spiritual leaders. They know all about each Chapter’s Space Marine is just a Neophyte, during his indoctri-
cult of the Emperor. As these cults predate even the Ec- nation and every stage on their route to become a full
clesiarchy, being more than ten thousand years old, the fledged Space Marine. This bond extends over all times,
Chaplains are the keepers of the holy cants and relics and it is not unheard of that some Space Marines rather
the Chapter possesses. The main difference between the follow their Chaplain into battle than the original com-
Ecclesiarchy and the Space Marine cults is the worship mander.
of the Primarch alongside the Emperor. As mentioned above, the exact duties of a Chaplain
Every Chaplain carries a holy Rosarius around his vary in each Chapter. The Iron Hands for example, use
neck. The Rosarius is a symbol of his status, given to their Iron Fathers, as they are called, as Chaplain and
him by the Ecclesiarchy, and thus forming a more or Techmarine. Some of them are sent to Mars during
less stable link to the Imperial Cult. A Rosarius’ appear- their training. The Dark Angels have the Interrogator-
ance may change from Chapter to Chapter, but most Chaplains, whose sole purpose is hunting down the
resemble an Aquila Imperialis or a Crux Terminatus. Fallen and force them to repent. A very special role is
Within the Rosarius, a small but powerful force field the Chaplain within the Blood Angels Chapter. He is
generator is incorporated, protecting the Chaplain from the only one who can talk to the warriors of the Death
enemy bullets and strikes. Company, whose members suffer from the Black Rage.
But a Chaplain is not anything like a imperial priest. In Some famous Chaplains are Cassius of the Ultrama-
battle, the Chaplain is found in the deepest and most vi- rines, a veteran with a deep personal grudge against
cious fights, where he excels even over the close combat the Tyranids, Uzziel of the Dark Angels, who recovered
skills of all other Marines. No matter how intense the the Sword of Luthor, or Ulrik the Slayer of the Space
fighting is, he sings his holy chants to inspire his Broth- Wolves.
ers to even higher levels of bravery. With his Crozius

Chaplain- Table 2-19: Chaplain-Novite Advances


Novite Advance Cost Type Prerequisites
Advances Blather
Charm
100
200
S
S


Ciphers (Astartes War Cant) 100 S —
After their completion as Drive (Ground Vehicles) 200 S —
a Scout, a Marine is sent Drive (Hover Vehicles) 200 S —
to be trained in the role of Forbidden Lore (Heresy) 100 S —
watcher and keeper of a Forbidden Lore (Chapter History) 100 S —
Marine’s faith and loyalty. Inquiry 100 S —
Literacy 100 S —
Performer (Musician) 200 S —
Young Darus sat in
Performer (Singer) 200 S —
the training room of the Scholastic Lore (Imperial Creed) 100 S —
Chaplains, reading a book Scholastic Lore (Legend) 200 S —
detailing the tenets of the Scrutiny 100 S —

Dark Angels faith. He Trade (Copyist) 100 S —


Arms Master 100 T —
wolfed down the massive Catfall 200 T —
tome repeatedly, memoriz- Lightning Reflexes 100 T —
ing the ancient litanies and Meditation 100 T —
rituals. Holding in his Rapid Reaction 200 T —
Sound Constitution†
200 T —
hand the Aquila that he †
You may take this Talent up to two times at this Rank.
was given, he felt his faith
grow the more he read. The exploits of the Lion filled the ancient tome and his devotion to the Gods of Caliban. His eyes devoured
the text and he didn’t notice Reclusiarch Artithet come into the room. “Novite Darus, recite the Litany of Blessed Devotion for me,”
Artithet demanded. Slowly standing, unwilling to tear his gaze from the book, he began to recite the litany. Artithet reached down
and slammed the book shut...

18
Chaplain-

II: Advances
Table 2-20: Chaplain-Priest Advances
Priest Advance Cost Type Prerequisites
Advances Blather +10
Carouse +20
100
100
S
S
Blather
Carouse +10
Command 200 S —
As their training grows, Deceive 100 S —
they are allowed to finally Forbidden Lore (Cults) 200 S —
help with the proceedings Scholastic Lore (Legend) +10 100 S Scholastic Lore (Legend)
of their Chapter’s sermons Scholastic Lore (Occult) 100 S —
to prepare their Battle Trade (Copyist) +10 100 S Trade (Copyist)
Brothers for combat. Ambidextrous 200 T Ag 30
Die Hard 200 T —
Dual Shot 200 T Ag 40, Two Weapon Wielder (Ballistic)
Holding the ancient relic Fearless 100 T —
in his trembling hands, Gunslinger 200 T BS 40, Two Weapon Wielder (Ballistic)
Darus looked out at the sea Hip Shooting 200 T BS 40, Ag 40
of faces from his position Melee Weapon Training (Shock) 100 T —
Sound Constitution 200 T —
next to Artithet. Artithet
Thrown Weapon Training (Primitive) 200 T —
was giving a rousing ser-
mon that it was the faithful’s responsibility to bring the Emperor’s light to the worlds throughout the galaxy. Darus felt the ancient
chalice reverently removed from his hands by Artithet. The assembled company of Marines watched intently as Artithet recited the
Litany of Bravery, then they began to move single file to the pulpit, so they could receive the rites of battle.

Chaplain- Table 2-21: Chaplain-Confessor Advances


Confessor Advance Cost Type Prerequisites
Advances Charm +10
Ciphers (Astartes War Cant) +10
100
100
S
S
Charm
Ciphers (Astartes War Cant)
Forbidden Lore (Heresy) +10 100 S Forbidden Lore (Heresy)
A confessor is brought Forbidden Lore (Chapter History) +10 100 S Forbidden Lore (Chapter History)
further into the secrets of Forbidden Lore (Psykers) 200 S —
the Chapter and their cult. Inquiry +10 100 S Inquiry
Standing before their Interrogation 100 S —
brothers, they hear their Trade (Copyist) +20 100 S Trade (Copyist) +10
prayers and offer advice. Air of Authority 100 T Fel 30
Basic Weapon Training (choose one: Flame, 300 T —
Launcher, Melta, or Plasma)
Darus leaned close to Crushing Blow 100 T S 40
Brother Gunther to better Iron Discipline 100 T Wp 30, Command
hear the Marine’s questions. Hatred (Traitor Legions) 100 T —
Hard Target 200 T Ag 40
Darus held his hand on
Heavy Weapon Training (choose one: Flame, Las, 300 T —
Gunther’s wrist and helped Launcher, Melta, or Plasma)
him to recite the Litany of Jaded 100 T WP 30

Purity. Gunther had come Melee Weapon Training (Chain) 200 T —


Mighty Shot 200 T BS 40
to him seeking advice and Quick Draw 200 T —
absolution concerning the Sound Constitution 200 T —
death of a squad mate. Sprint 100 T —
Darus heard the man’s sto-
ry and whispered encouraging words to the Marine. Upon completing the litany, Darus reassured the Marine and made mental
notes to watch Gunther for further breaking in the spirit.

19
Chaplain-
II: Advances
Table 2-22: Chaplain-Exorcist Advances
Exorcist Advance Cost Type Prerequisites
Advances Command +10
Deceive +10
100
100
S
S
Command
Deceive
Interrogation +10 100 S Interrogation
A Chaplain-Exorcist is Forbidden Lore (Chaos) 100 S —
finally let into the inner Forbidden Lore (Cults) +10 200 S Forbidden Lore (Cults)
circle of the Chaplains. Forbidden Lore (Chapter History) +20 100 S Forbidden Lore (Chapter History) +10
They receive the begin- Literacy +10 100 S Literacy
ning knowledge of their Performer (Musician) +10 200 S Performer (Musician)
Chapter’s darkest secrets. Performer (Singer) +10 200 S Performer (Singer)
Scholastic Lore (Imperial Creed) +10 100 S Scholastic Lore (Imperial Creed)
Scholastic Lore (Occult) +10 100 S Scholastic Lore (Occult)
Darus could hardly be- Basic Weapon Training (choose one: Flame, 300 T —
lieve his ears when Ar- Launcher, Melta, or Plasma)
tithet told him about The Confession Binding 200 T Rite of Purity, Forbidden Lore (specific)
Exotic Weapon Training (choose one: Needle Pis- 300 T —
Fallen. He blinked back tol, Web Pistol, Needle Rifle, or Webber)
his amazement and tried to Furious Assault 100 T WS 35
focus hard. His breathing Heavy Weapon Training (choose one: Flame, Las, 300 T —
Launcher, Melta, or Plasma)
was irregular and shallow, Independent Targeting 200 T BS 40
as if he had been leveled Melee Weapon Training (Power) 100 T —
by a power fist. Artithet Pistol Training (choose one: Flame, Launcher, 300 T —
placed his hand on Darus’s Melta, or Plasma)
Peer (Chapter) 100 T Fel 30
shoulder and helped him to Resistance (Psychic Power) 100 T —
focus. Anger swelled within Rite of Purity 200 T Scholastic Lore (Imperial Creed), Peer (Chapter),
him at the betrayal of the Trade (Copyist)
Sound Contitution †
300 T —
Fallen and he clenched his †
You may take this Talent up to two times at this Rank.
fist. Slowly, his focus came
back and he listened intently to what Artithet had to say. He absorbed the information and uttered the Litany of Calming to bring
his frenzied emotions into balance...

Reclusiarch Table 2-23: Reclusiarch Advances


Advances Advance Cost Type Prerequisites
Blather +20 100 S Blather +10
Reclusiarchs lead their Charm +20 100 S Charm +10
brothers in combat, com- Ciphers (Astartes War Cant) +20 100 S Ciphers (Astartes War Cant) +10
Command +20 100 S Command
bining faith and command
Deceive +20 100 S Deceive +10
into a fiercesome package.
Forbidden Lore (Chaos) +10 100 S Forbidden Lore (Chaos)
Adorned in the black ar- Forbidden Lore (Cults) +20 200 S Forbidden Lore (Cults) +10
mour of the Chaplain Forbidden Lore (Psykers) +10 200 S Forbidden Lore (Psykers)
they embody the Angel of Forbidden Lore (Heresy) +20 100 S Forbidden Lore (Heresy) +10
Death. Forbidden Lore (Traitor Legions) 100 S —
Inquiry +20 100 S Inquiry +10
Darus looked up from Interrogation +20 100 S Interrogation +10
Literacy +20 100 S Literacy +10
the transport compartment
Scholastic Lore (Legend) +20 100 S Scholastic Lore (Legend) +10
and saw Tactical Veteran Scholastic Lore (Occult) +20 100 S Scholastic Lore (Occult) +10
Marcecius sitting in the Scholastic Lore (Imperial Creed) +20 100 S Scholastic Lore (Imperial Creed) +10
command hatch. He felt Combat Master 200 T WS 30

the land raider maneuver Crippling Strike 100 T WS 50


Hatred (Heretics) 200 T —
through the wrecked city Into the Jaws of Hell 100 T Iron Discipline
and come to a lurch. Yell- Litany of Hate 100 T Hatred
ing on the vox net told him Litany of Awe 100 T —
that they had contact with Litany of Pure Thought 100 T —
Master Orator 100 T Fel 30
the Eldar and he was sud-
Sound Contitution 300 T —
denly slammed to the front Strong Minded 100 T WP 30, Resistance (Psychic Powers)
as the land raider’s treads Swift Attack 100 T WS 35
grabbed purchase on the Talented (Scholastic) 100 T —
concrete road to go into re- Total Recall 200 T Int 30

verse. The impacts of the Dark Reaper launchers told Darus all he needed to know that they had a close call. Gripping his Crozius
in his left hand he recited the Litany of Protection for the Marines on board the land raider...
20
Librarian to deliver massive blows of channeled psychic energy.

II: Advances
Naturally, these blows are especially lethal to demons.
Another magnificent piece of equipment exclusive to
While other Space Marines are famous for their mar- Librarians is the Psychic Hood. The hood protects the
tial skill, the Librarian is instead known for his mental Librarian from enemy psychic powers and the dangers
abilities. Like any other Marine, he is well trained with of the Warp. Sadly, the arcane design is not perfectly
Bolter and melee weapon, but the main power of a Li- effective. Otherwise, there would not be so many Li-
brarian is his ability to use psychic might. brarians turning into Chaos Sorcerers.
Many Librarians use the same powers like other psyk- In the rare times of peace, Librarians watch over the
ers, but some have unique powers, making them more history and lore of their Chapter. They also act as advi-
dangerous than a Devastator Squad or even a Land sors for the Chapter Master, guiding him on his ways to
Raider. These powers not only devastate the enemy, but serve the Chapter best.
they can also use them to enhance their own combat Becoming a Librarian is not an easy task. First, one
skills. must be suitable to become a Space Marine after all.
Depending on the exact kind of psychic power the Second, he must possess a psychic potential. Third and
Librarian has, his duties vary. Those who control fire, final, he must be able resist the lure of Chaos and the
lightning or even the pure, raw energy of Warp are Warp. Most Chapters keep their Librarians away from
found in the second row of a combat formation, to pro- the other Brothers, mainly because a Librarian is some-
vide effective heavy fire support for the other fighting how unnatural, as his psychic abilities stand for many
units. Others may be blessed with the power of divina- things the Adeptus Astartes shun.
tion, either long term or short term. If they can divine While most Chapters have a rather small contingent
the future for a longer period, they may be consultants of Librarians, others, most notably the Black Templar
to the force commander and act as strategists. Librar- Chapter, completely exclude Librarians from their force.
ians that can foresee a rather short period of time are On the contrary, the Blood Raven Chapter has a very
often acting as tactical advisors for field commanders. high number of Librarians, due to a slight mutation in
No matter what power a Librarian has, from a sense of their gene-seed.
Warp to massive destructive skills, he is a formidable Not every Chapter calls a Librarian this way. The Space
force on the battlefield. Wolves for example call them Rune Priests, while oth-
Armed with Force Weapons, the Librarian use them ers call them Brother Scriptor.

Librarium Table 2-24: Librarium Sanctionite Advances


Sanctionite Advance Cost Type Prerequisites
Advances Ciphers (Astartes War Cant)
Drive (Ground Vehicles)
100
200
S
S


Drive (Hover Vehicles) 200 S —
Selected from the Initiates Inquiry 100 S —
that have been chosen to Forbidden Lore (Heresy) 100 S —
become Marines, a Librar- Forbidden Lore (Chapter History) 100 S —
ium Sanctionite is culled Forbidden Lore (Mutants) 100 S —
from the Chapter as soon Literacy 100 S —
as they finish scout train- Logic 100 S —
Scholastic Lore (Astromancy) 100 S —
ing. They have the ability
Speak Language (High Gothic) 200 S —
to wield the power of the
Tech-Use 200 S —
warp. Ambidextrous 200 T Ag 30
Arms Master 100 T —
He stood in the darkened Catfall 200 T —
room and reached out with Fearless 100 T —

his psychic abilities to de- Ligthtning Reflexes 200 T —


Meditation 100 T —
tect any life forms in the Minor Psychic Power †
100 T —
room. Varnius saw the Psy Rating 2 100 T Psy Rating 1
glows of the other Sanc- Psychic Power †
100 T —
tionites in the room inside Rapid Reaction 200 T —
Sound Constitution†
200 T —
of his mind. Suddenly, a
Thrown Weapon Training (Primitive) 200 T —
cold feeling wrapped its †
You may take this Talent up to two times at this Rank.
talons across his mind and
he shut off the warp sight. He collapsed to the floor exhausted, blood dripping from his nose. Lexicanum Loganis approached him
and carefully placed his hand on Varnius’s shoulder. “Are you alright boy?” “I felt something claw at my mind,” he whispered, then
collapsed into unconsciousness.

21
Librarium
II: Advances
Table 2-25: Librarium Neonate Advances
Neonate Advance Cost Type Prerequisites
Advances Ciphers (Occult)
Common Lore (Librarium)
100
100
S
S


Forbidden Lore (Mutants) +10 100 S Forbidden Lore (Mutants)
A Librarium Neonate Forbidden Lore (Psykers) 100 S —
learns to control his psy- Forbidden Lore (Inquisition) 200 S —
chic abilities and to pro- Inquiry +10 100 S Inquiry
tect himself from the pre- Invocation 100 S —
dations of the Warp. Scholastic Lore (Legend) 200 S —
Scholastic Lore (Numerology) 100 S —
Ambidextrous 200 T Ag 30
His mind stretched out
Corpus Conversion 100 T Psy Rating 2
into the Warp and he Die Hard 200 T —
practiced the Rite of Anti- Dual Shot 200 T Ag 40, Two Weapon Wielder (Ballistic)
Possession. Blocks began Gunslinger 200 T BS 40, Two Weapon Wielder (Ballistic)

assembling in his mind and Hip Shooting 200 T BS 40, Ag 40


Melee Weapon Training (Shock) 200 T —
they were placed to cre- Minor Psychic Power †
100 T —
ate a wall to protect him. Power Well 100 T Psy Rating 2
Suddenly he sensed another Psychic Power 100 T —
presence in the Warp and Sound Constitution 200 T —

You may take this Talent up to two times at this Rank.
he started to turn off his
powers. The smell of burning flesh and sulfur filled the small chamber followed by Varnius’s scream. Loganis burst into the room
to catch the Neonate in his arms. Reciting the Litany of Calming, Loganis checked on his young charge to find that the Warp had
left a permanent mark on Varnius. Varnius’s eyes had been changed to a preternatural shade of orange and his eye sockets were
burned by the psychic wards to leave a permanent scar.

Librarium Table 2-26: Librarium Militant Advances


Militant Advance Cost Type Prerequisites
Advances Ciphers (Astartes War Cant) +10
Inquiry +20
100
200
S
S
Ciphers (Astartes War Cant)
Inquiry +10
Forbidden Lore (Heresy) +10 100 S Forbidden Lore (Heresy)
A Librarium Militant has Forbidden Lore (Chapter History) +10 100 S Forbidden Lore (Chapter History)
gained total control over Forbidden Lore (Mutants) +20 100 S Forbidden Lore (Mutants) +10
his abilities and begins Literacy +10 100 S Literacy
serving the Chapter in Logic +10 100 S Logic
one of the Companies. Scholastic Lore (Astromancy) +10 100 S Scholastic Lore (Astromancy)
Scholastic Lore (Heraldry) 200 S —
Speak Language (High Gothic) +10 200 S Speak Language (High Gothic) +10
Varnius pulled the psy-
Tech-Use +10 200 S Tech-Use
chic hood over his head Basic Weapon Training (choose one: Flame, 300 T —
and felt the systems come Launcher, Melta, or Plasma)
to life in his power armour. Crushing Blow 200 T S 40
Discipline Focus (choose one) 100 T Psy Rating 3
Finally, he was able to join Hatred (Traitor Legions) 200 T —
the Brothers of the Third Hard Target 200 T Ag 40
Company and hopefully Heavy Weapon Training (choose one: Flame, Las, 300 T —
will be able to protect them Launcher, Melta, or Plasma)
Jaded 100 T WP 30
from the abominations of Melee Weapon Training (Chain) 300 T —
the Warp. He carefully Mighty Shot 200 T BS 40
wrapped the belt contain- Minor Psychic Power †
100 T —
ing his force sword rest- Power Well 100 T Psy Rating 2
Psychic Power †
100 T —
ing in its scabbard and the Psy Rating 3 100 T Psy Rating 2
holster holding his bolter Quick Draw 200 T —
pistol. He ensured that his Sound Constitution 200 T —
Librarian robes were care- Sprint 100 T —

You may take this Talent up to two times at this Rank.
fully arranged before walk-
ing out of his room on the Battle Barge Sons of Ultramar to the landing bay for deployment.

22
Librarium

II: Advances
Table 2-27: Librarium Savant Advances
Savant Advance Cost Type Prerequisites
Advances Ciphers (Occult) +10
Common Lore (Librarium) +10
100
100
S
S
Ciphers (Occult)
Common Lore (Librarium)
Forbidden Lore (Psykers) +10 100 S Forbidden Lore (Psykers)
A Librarium Savant is held Forbidden Lore (Inquisition) +10 200 S Forbidden Lore (Inquisition)
strong with his command Invocation +10 100 S Invocation
of the Warp and able to Scholastic Lore (Legend) +10 100 S Scholastic Lore (Legend)
turn the tide of battle with Scholastic Lore (Numerology) +10 100 S Scholastic Lore (Numerology)
a single thought. Scholastic Lore (Heraldry) +10 100 S Scholastic Lore (Heraldry)
Basic Weapon Training (choose one: Flame, 300 T —
Launcher, Melta, or Plasm)
Varnius was reassured by Exotic Weapon Training (choose one: Needle 300 T —
the weight of the jump pack Pistol, Web Pistol, Needle Rifle, or Webber)
and waited for the order to Furious Assault 200 T WS 35
Heavy Weapon Training (choose one: Flame, Las, 300 T —
move out. On this Chaos- Launcher, Melta, or Plasma)
infested battlefield their op- Independent Targeting 100 T BS 40
ponents were their traitor- Minor Psychic Power †
100 T —
Pistol Training (choose one: Flame, Launcher, 300 T —
ous brothers, the Emperor’s Melta, or Plasma)
Children. Assault Sergeant Melee Weapon Training (Power) 100 T —
Felstinius issued the com- Peer (Chapter) 100 T Fel 30

mand to attack a squad of Power Well 100 T Psy Rating 2


Psy Rating 4 100 T Psy Rating 3
Emperor’s Children using Psychic Power †
100 T —
a low ridge as cover. The Sound Constitution 300 T —
entire squad lifted off and †
You may take this Talent up to two times at this Rank.
crossed the battlefield leav-
ing smoke and the sound of rushing wind behind them. Varnius could see the dancing form of Gregorius firing his bolter pistol at
the enemy...

Lexicanum Table 2-28: Lexicanum Advances


Advances Advance Cost Type Prerequisites
Ciphers (Astartes War Cant) +20 100 S Ciphers (Astartes War Cant) +10
A Lexicanum is a fierce- Ciphers (Occult) +20 100 S Ciphers (Occult) +10
some foe on the battle- Common Lore (Librarium) +20 100 S Common Lore (Librarium) +10
Command 200 S —
field and adept in dealing
Forbidden Lore (Heresy) +20 100 S Forbidden Lore (Heresy) +10
death. Off the battlefield,
Forbidden Lore (Chapter History) +20 100 S Forbidden Lore (Chapter History) +10
they help maintain the re- Forbidden Lore (Psykers) +20 100 S Forbidden Lore (Psykers) +10
cords of the Chapter and Forbidden Lore (Inquisition) +20 200 S Forbidden Lore (Inquisition) +10
adding to the vast stores Invocation +20 100 S Invocation +10
of information. Scholastic Lore (Legend) +20 100 S Scholastic Lore (Legend) +10
Scholastic Lore (Numerology) +20 100 S Scholastic Lore (Numerology) +10
He directed the servitors Scholastic Lore (Heraldry) +20 100 S Scholastic Lore (Heraldry) +10
Scholastic Lore (Astromancy) +20 100 S Scholastic Lore (Astromancy) +10
with little trouble as he
Speak Language (High Gothic) +20 200 S Speak Language (High Gothic) +10
sought out the information Tech-Use +20 200 S Tech-Use +10
concerning the foe they had Combat Master 200 T WS 30
fought previously. The an- Crippling Strike 200 T WS 50

cient tome was laid on his Hatred (Heretics) 100 T —


Iron Discipline 100 T WP 30, Command
desk and Varnius opened it Minor Psychic Power †
100 T —
carefully. With a pen, he Power Well 100 T Psy Rating 2
noted Third Company’s ac- Psychic Power †
100 T —
tions against the Emperor’s Psy Rating 5 100 T Psy Rating 4
Sound Constitution 300 T —
Children on the Imperial
Swift Attack 200 T WS 35
planet Nilnor. He furious- Talented (Scholastic) 100 T —
ly scribbled his memories Total Recall 200 T Int 30
of the battles, hoping that †
You may take this Talent up to two times at this Rank.
future generations of Ma-
rines would be able to learn from the actions of the Ultramarines fighting.

23
Techmarine mour and vehicles. A Techmarine is willing to under-
II: Advances
take great risks on the battlefield to recover armour and
weapons, before they are lost forever.
A Techmarine, or Frater Astrotechnicus, is a special To fulfill their duties, they are equipped with various
kind of Space Marine. He has a deep affinity to technol- special gear. This ranges from a simple servo arm at-
ogy. Although they are not directly part of the Adep- tached to the Power Armour to a complete Servo Har-
tus Mechanicus, they are regarded as members of their ness. This magnificent armour bristles with additional
Chapter as well as of the Cult Mechanicus. arms, each one equipped with tools like a laser cutter or
Due to an eon-old pact between the Adeptus Astartes a power saw. As mentioned above, many Techmarines
and the Adeptus Mechanicus, Techmarines spend about are accompanied by servitors. This is because under en-
thirty years on Mars, where they learn the rites neces- emy fire it can be difficult to repair a damaged vehicle.
sary to invoke the spirit of the machine, to calm it, and Gun servitors and combat servitors protect the Techma-
to repair and maintain the technological devices, weap- rine from enemies, while a tech servitor helps his master
ons and armour of the Chapter. The first true Techma- with the work.
rine was Murchard Kite from the Thousand Sons be- Techmarines usually wear rust red armour, to honour
fore the Horus Heresy, who was chosen by the Adeptus the bonds between them the Adeptus Mechanicus and
Mechanicus. Mars, but not a single Techmarine would dare to cover
Techmarines usually live a life apart from their fel- his Chapter’s insignia, as this would enrage the Ma-
low Brothers. Nevertheless, they are highly regarded, chine Spirit within the armour. The sign of office for a
as they are the only ones who know the secrets of the Techmarine is a Power Axe, which is not only used in
machines. Before each battle, they bless the weapons combat, but also serves as a tool.
and armour of their Brothers. Some Space Marines look at the Techmarines with
Once in battle, they “heal” damaged vehicles and ar- suspicion, because they act as if the equipment of the
mour, accompanied by a loyal host of servitors. They do Chapter would belong to the Techmarines and they
not only repair damaged items, but they also re-invoke only borrow it. Without the Techmarines, every Chap-
the rage of the Machine Spirit should it ever fade. ter of the Astartes would depend on normal humans to
They are the reason why some of a Chapter’s equip- remain fully functional.
ment is over several thousand years old, especially ar-

Apprentum Table 2-29: Apprentum Advances


Advances Advance Cost Type Prerequisites
Ciphers (Astartes War Cant) 100 S —
After completing their Common Lore (Machine Cult) 100 S —
scout training, these me- Common Lore (Tech) 100 S —
Drive (Ground Vehicles) 100 S —
chanically inclined Ma-
Drive (Hover Vehicles) 100 S —
rines are sent to Mars to
Forbidden Lore (Chapter History) 100 S —
be trained by the Adeptus Literacy 100 S —
Mechanicus. Scholastic Lore (Imperial Creed) 200 S —
Secret Tongue (Astartes Signage) 200 S —
He looked out of the ob- Speak Language (High Gothic) 200 S —
servation deck on the large Trade (Copyist) 100 S —
Trade (Scrimshawer) 100 S —
Adeptus Mechanicus trans-
Arms Master 200 T —
port and gazed in wonder Binary Chatter 100 T —
at the sight of Mars below Catfall 200 T —
him. Somehow the thought Feedback Screech 100 T Techmarine

of his former squad mates Lightning Reflexes 200 T —


Meditation 100 T —
tugged at his mind and he Rapid Reaction 200 T —
struggled to balance the Sound Constitution †
200 T —
awe of Mars with the feel- †
You may take this Talent up to two times at this Rank.
ings of separation. Casticus
turned from the window and picked up his gear. He headed down to the landing bay for transport to the surface and his future.

24
Weaponsmith

II: Advances
Table 2-30: Weaponsmith Advances
Advances Advance Cost Type Prerequisites
Ciphers (Astartes War Cant) +10 200 S Ciphers (Astartes War Cant)
This is the first of many Common Lore (Tech) +10 100 S Common Lore (Tech)
tasks a Techmarine must Common Lore (War) 200 S —
Evaluate 100 S —
learn, which is the careful
Forbidden Lore (Archeotech) 100 S —
maintenance of the weap-
Forbidden Lore (Adeptus Mechanicus) 100 S —
ons of the Space Marines. Forbidden Lore (Chapter History) +10 100 S Forbidden Lore (Chapter History)
Logic 100 S —
He used the mechadan- Scholastic Lore (Astromancy) 200 S —
drites to open up the cover Scholastic Lore (Chymistry) 100 S —

of the lascannon on the Scholastic Lore (Numerology) 100 S —


Security 200 S —
right side sponson of the Secret Tongue (Tech) 100 S —
land raider. Casticus’s arms Tech-Use 100 S —
were too short to reach the Trade (Armoursmith) 100 S —
cover. The cover opened up Combat Master 200 T WS 30

to reveal the internal com- Concealed Cavity 100 T —


Crack Shot 200 T BS 40
ponents that allowed the Double Team 200 T —
ancient weapon to func- Fearless 100 T —
tion. Reciting the Litany of Ferric Lure 100 T Techmarine
Cleaning and Adjustment Leap Up 200 T Ag 30
Mechadendrite Use (Manipulator) 100 T Techmarine
his mechadandrites care- Sound Constitution 200 T —
fully adjusted the lenses
and deftly cleaned the dust from the inside of the weapon. Satisfied that the weapon had been adjusted and cleaned to the exacting
standards of the Mechanicus he closed the cover then went to the other lascannon.

Armoursmith Table 2-31: Armoursmith Advances


Advances Advance Cost Type Prerequisites
Common Lore (Machine Cult) +10 100 S Common Lore (Machine Cult)
Learning to care and Literacy +10 100 S Literacy
maintain the armour of a Navigation (Stellar) 200 S —
Scholastic Lore (Imperial Creed) +10 100 S Scholastic Lore (Imperial Creed)
Space Marine is another
Secret Tongue (Astartes Signage) +10 200 S Secret Tongue (Astartes Signage)
fundamental that all Tech-
Speak Language (High Gothic) +10 200 S Speak Language (High Gothic)
marines must master. Tech-Use +10 100 S Tech-Use
Trade (Armoursmith) +10 100 S Trade (Armoursmith)
The heavy tactical dread- Trade (Copyist) +10 100 S Trade (Copyist)
nought armour sat on the Trade (Scrimshawer) +10 100 S Trade (Scrimshawer)

workbench in front of him Trade (Miner) 100 S —


Trade (Smith) 100 S —
and he pulled out a spanner Ambidextrous 200 T Ag 30
to begin the long process of Basic Weapon Training (choose one: Flame, 300 T —
disassembling the venerable Launcher, Melta, or Plasma)
armour. Reciting the Litany Die Hard 200 T —
Dual Shot 200 T Ag 40, Two Weapon Wielder (Ballistic)
of Cleaning, he loosened Gunslinger 200 T BS 40, Two Weapon Wielder (Ballistic)
the first of the many hun- Gun Blessing 100 T Techmarine
dreds of thousands of nuts Hard Target 200 T Ag 40

holding the armour togeth- Hip Shooting 200 T BS 40, Ag 40


Independent Targeting 200 T BS 40
er. He peered intently at Marksman 200 T BS 35
the newly revealed circuitry Mechadendrite Use (Gun) 100 T Techmarine
and checked the solders to Sharpshooter 200 T BS 40, Deadeye Shot
ensure they still had a good Sound Constitution 200 T —

connection. After his in- Sprint 100 T —


Thrown Weapon Training (Primitive) 200 T —
spection, Casticus resealed
the panel and went to work on the next access panel.

25
Tech-Initiate
II: Advances
Table 2-32: Tech-Initiate Advances
Advances Advance Cost Type Prerequisites
Ciphers (Astartes War Cant) +20 200 S Ciphers (Astartes War Cant) +10
Common Lore (Tech) +20 100 S Common Lore (Tech)
Delving further into the
Common Lore (War) +10 200 S Common Lore (War)
mysteries of the Cult of
Evaluate +10 100 S Evaluate
Mechanicus, a Tech-Ini- Forbidden Lore (Archeotech) +10 100 S Forbidden Lore (Archeotech)
tiate begins to learn how Forbidden Lore (Adeptus Mecanicus) +10 100 S Forbidden Lore (Adeptus Mechanicus)
to maintain the large war Forbidden Lore (Chapter History) +20 100 S Forbidden Lore (Chapter History)+10
machines of the Space Logic +10 100 S Logic
Marines. Scholastic Lore (Astromancy) +10 100 S Scholastic Lore (Astromancy)
Scholastic Lore (Chymistry) +10 100 S Scholastic Lore (Chymistry)
Scholastic Lore (Numerology) +10 100 S Scholastic Lore (Numerology)
Casticus used his mecha- Security +10 200 S Security
dendrites to pull the dam- Secret Tongue (Tech) +10 100 S Secret Tongue (Tech)
aged armour plating from Trade (Miner) +10 100 S Trade (Miner)
Trade (Smith) +10 100 S Trade (Smith)
the chassis of the Rhino.
Heavy Weapon Training (choose one: Flame, Las, 300 T —
He carefully inspected the Launcher, Melta, or Plasma)
plates and saw the numer- Jaded 100 T WP 30
Maglev Grace 100 T Techmarine
ous scorchs of bolter fire
Mechadendrite Use (Optical) 100 T Techmarine
mixed with the impacts Melee Weapon Training (Chain) 300 T —
of rokkets. He muttered a Melee Weapon Training (Power) 100 T —
prayer to the Omnissiah to Mighty Shot 200 T BS 40
Quick Draw 200 T —
soothe the machine spirit Sound Constitution 300 T —
nestled within the body of
the Rhino. He carefully laid the armour plating down onto a nearby trolley and picked up a new armour plating section. With
his welder he welded the new armour plate into place. Satisfied with the results he picked up another armour plate and repeated the
procedure.

Tech-Wright Table 2-33: Tech-Wright Advances


Advances Advance Cost Type Prerequisites
Command 200 S —
Common Lore (War) +20 200 S Common Lore (War) +10
Fully trained, a Tech-
Evaluate +20 100 S Evaluate +10
Wright returns to his Forbidden Lore (Archeotech) +20 100 S Forbidden Lore (Archeotech) +10
Chapter to begin his ser- Forbidden Lore (Adeptus Mechanicus) +20 100 S Forbidden Lore (Adeptus Mechanicus) +10
vice among his Battle Logic +20 100 S Logic +10
Brothers both on and off Scholastic Lore (Astromancy) +20 100 S Scholastic Lore (Astromancy) +10
the field of battle. Scholastic Lore (Chymistry) +20 100 S Scholastic Lore (Chymistry) +10
Scholastic Lore (Numerology) +20 100 S Scholastic Lore (Numerology) +10
Security +20 200 S Security +10
Casticus relaxed on the Secret Tongue (Tech) +20 100 S Secret Tongue (Tech) +10
observation deck of the Tech-Use +20 100 S Tech-Use +10
Battle Barge Sons of Ul- Trade (Armoursmith) +20 100 S Trade (Armoursmith) +10
tramar and contemplated Trade (Miner) +20 100 S Trade (Miner) +10
Trade (Smith) +20 100 S Trade (Smith) +10
the 20 years that had Trade (Technomat) 100 S —
passed since he was just a Basic Weapon Training (choose one: Flame, 300 T —
young scout. He reflected Launcher, Melta, or Plasma)
Disturbing Voice 100 T —
upon these memories and Energy Cache 100 T Techmarine
felt the twinge of loneliness Exotic Weapon Training (choose one: Needle
300 T —
because the bond that had Pistol, Web Pistol, Needle Rifle, or Webber)
Ferric Summons 100 T Techmarine, Ferric Lure
been forged in the trials of Furious Assault 200 T WS 35
combat had been lost due Heavy Weapon Training (choose one: Flame, Las,
300 T —
to his separation from the Launcher, Melta, or Plasma)
Iron Discipline 200 T WP 30, Command
Chapter. The door to the Maglev Transcendence 100 T Techmarine, Maglev Grace
observation deck opened Pistol Training (choose one: Flame, Launcher,
300 T —
and Casticus turned to see Melta, or Plasma)
Peer (Chapter) 200 T Fel 30
who had entered into this Rite of Awe 100 T Techmarine
beautiful place. Tactical Rite of Fear 100 T Techmarine
Sergeant Bencarius entered Rite of Pure Thought 100 T Techmarine
calmly and approached the Sound Constitution 300 T —

Techmarine with a warm smile. “That was an excellent job on repairing my land raider,” Bencarius said as he offered his hand.
Casticus took it and thought, “Old bonds may be gone, but new bonds can always be forged if the Omnissiah wills it.”
26
CChapter
hap te r R u l es
Rules

III: Chapter Rules


T
T
he origin of the Adeptus Astartes lies millennia
in the past. The Emperor developed a special
breed of warriors. The first of these individu-
Some Chapters have special units or companies which
are remarkable. The best known are the Deathwing of
the Dark Angel Chapter, the Death Company of the
als are now known as the Primarchs. Once, there were Blood Angels or the Thirteenth Company of the Space
twenty Primarchs. During the so-called First Founding, Wolves.
twenty Space Marine Legions were created, each one
with the gene-seed of its Primarch. Today, only nine Another point of difference are the battle tactics em-
Legions of the First Founding remain. Two vanished ployed by the various Chapters. Some excel in melee
without any trace, the other nine Legions became the combat, others are siege specialists, while others are
cursed Traitor Legions, more commonly known as the specialized in strike-and-vanish tactics. Although there
Chaos Space Marines. are many differences between the Chapters, one thing
remains the same: they all follow the Codex Astartes,
After the Horus Heresy, the nine Loyalist Legions written by Roboute Guilliman of the Ultramarines af-
were broken up into 1,000 Marine strong Chapters. ter the Horus Heresy. It this Codex general tactics are
This was called the Second Founding, as the Marine defined, as well as the fact that every Chapter should
Legions were broken apart to form hundreds of indi- only have about 1,000 Space Marines. Due to the in-
vidual Chapters that could trace their gene-seed back tense combat the Legio Astartes see, this number is only
to their Primarch. nominal.

The nine Chapters are the Dark Angels, the White Although most Chapters can be traced back to a Chap-
Scars, Space Wolves, Imperial Fists, Blood Angels, ter of the First Founding, the origins of others remain
Iron Hands, Ultramarines, Salamanders and the Raven a mystery, like the Blood Ravens, whose origins were
Guard. From these Chapters, others were formed later. rumored to be of Blood Angel and Raven Guard.
For example, the Crimson Fists and Black Templars are
descendants of the Imperial Fists, while Blood Drinkers Sadly, some of the Chapters from the later foundings
and Lamenters are of Blood Angel origin. This are only either turned renegade or were declared Excommuni-
a few of the now existing Chapters. cate Traitoris. Examples are the Soul Drinkers, who are
of Imperial Fist origin, or the Relictors, that were cre-
Over time, the gene-seed of some Chapters began to ated from the Dark Angel and Ultramarine gene-seed.
mutate and thus change from its original form. For ex- Needless to say, these former Space Marines are sworn
ample, the Space Wolves suffer from the so-called Canis enemies of the Imperium.
Helix, which invokes the more feral aspects of each
Marine. Another notable example is the genetic defect Certain Chapters are divergent from Codex: Astart-
which is called the Red Thirst and is only found in the es or lacking certain gene-seed or suffer from various
Blood Angel Chapter and its successors. Other changes maladies that the Ultramarines do not have. The rules
are not as grave as these mutations. The Imperial Fist presented in this section are for modeling these Chap-
Chapter for example lacks both the Sus-an Membrane ters in Dark Heresy.
and Betcher’s Gland.

27
Dark Angels
III: Chapter Rules

History
The Dark Angels have the honour of being the first
Legion created by The Emperor. Like the others, Lion
El’Jonson was lost while he was still in his infancy. He
later turned up on the distant planet of Caliban, which
bore some resemblance to early medieval Terra. Luther,
who discovered El’Jonson and prevented his death at
the hands of his fellow knights, was a member of the
Order, an organization of knights, and the two become
close friends. The Primarch eventually became the lead-
er of the Order and the whole of Caliban.
Meanwhile, unknown to the people of Caliban, the
Emperor was waging his Great Crusade across the gal-
axy, reuniting humanity and purging entire star systems it was that Jonson and many of the Dark Angels contin-
of their alien oppressors. As the Imperium’s wave of ued on the Emperor’s Crusade for the reunification of
conquest advanced across the galaxy, Imperial scouts humanity while Luther was left behind in charge of the
rediscovered the isolated world of Caliban. It was remainder of the Legion on Caliban. Despite the im-
not long before the Emperor was at last reunited with portance of Luther’s position, it was not one that suited
El’Jonson and was filled with joy as would be a father his ambitious personality.
on finding his lost son. The Emperor’s first action was Lion El’Jonson and his Legion performed well during
to give Lion El’Jonson control of his First Legion. This the Great Crusade, although during a particular battle,
legion of Space Marines had been created by the Em- he and Leman Russ, Primarch of the Space Wolves Le-
peror from its Primarch’s DNA samples and had fought gion, came to blows over the latter’s action during the
alongside the other Imperial forces as the Great Cru- siege of the Crimson Fortress. This event began a feud
sade was waged across the galaxy. which still continues strong in the 41st millennium,
The First Legion was thereafter named as the Dark usually taking the form of a ritualistic duel between
Angels, in reference to a Caliban legend that told of two elected champions, although it has been known to
great, righteous heroes who held back monsters. An- manifest itself in a very violent manner.
nounced by the Primarch, the connotation was in fact As Jonson’s fame spread throughout the galaxy and
first drawn by Luther, who quoted a section from the reports of his great deeds and prowess in battle reached
legend upon first seeing Astartes descending using the Legion’s home world, Luther felt robbed of his
jump-packs: “And the angels of darkness descended upon pin- share of the glory. He wanted the fame and recogni-
ions of fire and light...the great and terrible dark angels.” tion that he felt he deserved as Jonson’s equal. His role
Caliban was made the homeworld of the Dark Angels as planetary governor of some half-forgotten backwater
and the whole of the Order moved to join the ranks world seemed more and more to him like an insult. The
of the Astartes. Those knights who were still young seed of jealousy and dissension that had been planted
enough had the Legion’s gene-seed implanted within within Luther when Jonson was made the Grand Mas-
them. Those too old for this process underwent surgery ter of the Order now began to grow and rankle within
to transform them into elite warriors of the Imperium. his heart as the Primarch became more and more cel-
Although they were not full Space Marines, their en- ebrated and famous.
hancements granted them abilities and a lifespan be-
yond those of normal men. The first to be brought into
the Legion in this way was Luther, who became Jon-
The Horus Heresy
During the Horus Heresy, the Dark Angels were far
son’s second-in-command, just as he always had been
from Terra, campaigning on the shield worlds, and
within the Order. However, the Dark Angel’s contribu-
were unable to participate directly in the events taking
tions to the Great Crusade had barely begun when the
place there. It is known that Warmaster Horus ordered
Lion sent Luther and a small contingent of Dark Angels
the Night Lords to intercept them on the Eastern Fringe
back to Caliban, purportedly to garrison the world and
and stop them from aiding the Emperor. The Dark An-
increase the speed and quality of the training given to
gels were eventually able to set course for Terra after the
the Legion’s recruits. Whatever the reason, the force
siege began. Their impending arrival, closely following
sent back felt disgraced and rejected.
that of the Ultramarines and Space Wolves legions (who
The Great Crusade had to go on: there were count-
had overcome similar obstacles), forced Horus to gam-
less human worlds that were still under the influence of
ble everything on a duel with the Emperor, his former
Chaos or oppressed by the harsh rule of alien races. So
master. Horus was defeated by the Emperor, although

28
the Emperor himself was fatally wounded and had to The Aftermath of Caliban

III: Chapter Rules


be entombed within the life-preserving mechanism of Caliban was destroyed during the Betrayal, shattered
the Golden Throne. El’Jonson was stricken with grief by the warp rift and orbital bombardment. The remains
over the fact that he had not been able to protect the now form a sizable asteroid field. The largest piece,
Emperor against Horus. which survived due to the massive void shields in op-
After the Heresy, the Dark Angels helped restore order eration around the largest fortress-monastery, called the
to the Imperium. However, during this time, the Dark Tower of Angels, was hollowed out and became a gigan-
Angels who had been left behind on Caliban became tic spaceship/monastery which is now the home of the
agitated at being forced to essentially babysit a backwa- Dark Angels. This ship is known simply as The Rock.
ter planet. This led to the leader of the garrison, Luther, Sometime after the Betrayal, the Dark Angels changed
turning to the dark gods of Chaos, who had just been their primary heraldry color from black to dark green.
defeated with the death of their champion Horus dur- This story of treachery and betrayal is the Dark An-
ing the Heresy. gels’ secret shame. None know of it other than some of
the Dark Angels, their Successor Chapters and, maybe,
The Great Betrayal the Emperor on his Golden Throne. Within the Chap-
The Dark Angels returned to Caliban after the war, but ter itself very few Brother-Marines know exactly what
they were fired upon by the planetary defenses. They happened during those fateful days.
were forced to assault their own homeworld, where The organization of the Dark Angels Chapter has
they found their brethren had betrayed them. In a last been shaped primarily by events in its history. As a re-
stand which mirrored that of the Emperor and Horus, sult it is different from that of any other. The Chapter
Luther and Lion El’Jonson fought, which resulted in is monastic in nature with much time being given over
Luther mortally wounding his friend. Luther went in- to worship and prayer. There are also many different
sane upon realizing he had struck down his close friend levels within the Chapter which individuals may gradu-
and was captured; and in a fit of rage at being defeated ally rise through. On attaining each level, they find out
once again, the Chaos Gods opened a warp rift in the a little more about the truth behind the Dark Angels’
planet which scattered the traitorous “Fallen Angels” origins. Most Dark Angels themselves know nothing
throughout the galaxy. One of the “Fallen Angels” who about the beginnings of the Chapter. It is only those at
escaped is Cypher, who reportedly took with him the the very top who have learned the whole truth.
Lion Blade, the sword of El’Jonson, when he was sent The bulk of the Dark Angels Chapter is organized
through the warp. along strict Codex lines, as laid down in the Codex
The Dark Angel space fleet also bombarded the planet Astartes. However, the First Company and the Second
mercilessly, and this caused the structure of the plan- Company both have special organizations. The Second
et to collapse. The bombardment, combined with the Company is known as the Ravenwing, and is trained as
newly formed warp rift, broke the planet up; it is now a special mobile formation equipped completely with
an asteroid field. either bikes or land speeders.
This betrayal has tainted their honour in the eyes of The First Company is the famous Deathwing, and al-
the Dark Angels themselves. Given that the event was though it appears superficially to be the same as any
purely within the Legion itself, and was on a world other Chapter’s First Company, it is actually a highly
far from Terra, nobody outside of the Legion knows specialized formation. It is only when Dark Angels
it occurred. Within the Chapters itself, only the elite reach the Deathwing that they learn the story of Lu-
veterans are permitted this knowledge – in the modern ther’s betrayal. More terrible still they learn that many
Dark Angels Chapter, only the Deathwing and senior of the Dark Angels that followed Luther are still alive.
officers know this secret. The Chapter leadership will These damned warriors are known as the Fallen Angels,
go to great lengths to ensure that this knowledge does or simply “the Fallen”, and it is the eradication of this
not reach the Imperium at large, even at times going stain on the Chapter’s honour which drives and moti-
so far as to disobey direct orders from Inquisitors and vates the Chapter to this day. As long as still one of the
cause overly curious individuals to “disappear”. Fallen stays alive, the honour of the Chapter will never
Only the most senior members, known as the Inner be restored. Even within the Deathwing company there
Circle, know the greatest secret – that Luther, the great are various levels of admission, and with these come
traitor, is still alive and insane, living in a cell deep with- gradually increasing levels of knowledge.
in the Rock. Lion El’Jonson’s body was never found;
Luther claims, in his near-senseless mutterings, that the
Lion is near and will return and forgive him.

29
The Fallen Dark Angels Character Creation:
III: Chapter Rules
In the eyes of the Dark Angels Space Marines, the only Due to the destruction of Caliban the Dark Angels re-
way that they can rid themselves totally of their shame, cruit from any Imperial planet or Space bound commu-
and restore their honour and trust in the Emperor’s nity. Characters can pick one of the homeworld types
eyes, is if all the Fallen are found and either made to when creating their character.
repent or are slain. However, since the Fallen were cast
through the warp to all corners of space and time, this Hunt the Fallen:
is no mean task for the Dark Angels to achieve. Un- If a Dark Angels character finds out information on a
like the Inquisitors and Grey Knights of the Imperium, member of The Fallen they will drop whatever they are
whose role it is to root out the agents of Chaos at work doing and bring The Fallen to atonement. Deceit and
within the galaxy, in this regard the Dark Angels are subterfuge is an option for the character if they wish
only concerned with finding the Fallen of their Chap- to keep the non-Dark Angels of the group in the dark.
ter. Although the Dark Angels will be called upon for Under no circumstances will the Dark Angels character
many different missions for the Imperium, the search will let outsiders know of this secret shame and if they
for their Fallen comrades is a constant quest that they do find out the Dark Angels character will be forced to
can never relinquish. kill any outsider to prevent anyone from knowing this
Not all of the Dark Angels’ damned brethren have secret shame.
succumbed to the power of Chaos to the same degree.
Some of the Fallen have embraced the ways of the Dark
Gods totally, becoming true Chaos Space Marines.
These Fallen do not belong to a Chapter of their own,
like Angron’s World Eaters. Instead they are dispersed
throughout space and time as either isolated individuals
or in small bands. White Scars
However, most of the Fallen realize that their actions
prior to the fall of Caliban were wrong. Disgusted by History
the corrupting influence of the Chaos gods, and un- The White Scars have a long history dating before the
able to reconcile themselves with their order, they lead Horus Heresy. Though their history has never been
a solitary existence. Many of them become mercenaries fleshed out in the way other Space Marine chapters
or pirates, roaming the galaxy as masterless men. Oth- such as the Ultramarines have been, it is known that the
ers are willing to atone for their sins and in an attempt White Scars fought at the Siege of Terra where their
to do so have integrated themselves back into human Primarch, Jaghatai Khan, led his legion into battle on
societies taking on the role of any ordinary person. This the back of a Rhino vehicle.
only makes the Dark Angels’ task of finding the Fallen During the first Tyrannic War, they played a
much more difficult, as they are not easy to identify role in the destruction of the Hive Fleet Behemoth.
as such. But it is still the Dark Angels’ duty to try and
track them down. In order to do so, they must investi-
gate any rumor or story relating to the Fallen, in case it Character Creation:
should lead them to one of their corrupted brethren. White Scars characters must choose to be from an Im-
The Dark Angels can go for years without hearing perial world for starting characteristics.
any rumors that might lead them to one or more of the
Fallen. When they do however, and their mission is a
success, those Fallen that are captured are taken back
to the Fortress-Monastery. Deep inside its dungeons,
Interrogator-Chaplains attempt to make the Fallen re-
pent. Occasionally they do, and in return for their con-
fession, their deaths are made quick and painless. More
often than not, though, the captured Fallen refuses
to acknowledge their wrongdoing, and so their souls
are purified by extreme suffering, before an agonizing
death at the hands of the Interrogator-Chaplains.

30
Space Wolves

III: Chapter Rules


History
Primarch Leman Russ, like all other Primarchs, mys-
teriously vanished from the Emperor’s laboratories in
his infancy. He turned up on the distant planet of Fen-
ris, a snow-covered world inhabited by primitive, war-
like tribes of humans. He was raised by a pack of the
massive Fenrisian Wolves that prowl the snowy lands.
Among them, he grew to adulthood in only a few short
years.
He was eventually discovered by a man named Then-
gir, King of the Russ. Thengir had organized a party of
hunters to clear the wolf pack from his lands. Most of
the wolves were slaughtered, and the young man was
captured and brought to Thengir. Thengir took the then ordered by the Emperor to Bring Magnus before
man into his care, giving him the name Leman Russ. the him to answer for this. Russ, however, decided to
Leman learned the ways of man quickly, and many leg- launch an attack on the Thousand Sons rather than at-
ends sprung up about him, such as how he could defeat tempt to negotiate. The surprise assault upon the Sons’
a hundred men in only three minutes, or consume an home world of Prospero was furious, and rather suc-
entire ox. Upon his adopted father’s death, the lead- cessful; however, many of the Sons, including Magnus
ership of the Russ passed to Leman. Leman became a himself, escaped into the wild region of space known as
mighty leader, winning many victories, often fighting the Eye of Terror. A blood feud still exists between the
alongside packs of Fenrisian Wolves, led by two of his survivors of the Thousand Sons, who are now dedicated
Wolf-brothers who escaped Thengir’s hunters. to the Chaos God Tzeentch, and the Space Wolves.
Eventually, word of his exploits reached beyond Fen- During the Horus Heresy, the Space Wolves were far
ris, and to the ears of the Emperor. He traveled to Fen- from Earth, alongside the Dark Angels, and were un-
ris, realizing that the exploits could only be the work able to assist their loyalist brethren in the fighting at
of a Primarch. Leman Russ refused to pay him homage, the capital world, Terra. Knowledge of the imminent
boasting that he was far greater than the Emperor. He arrival of the two Legions, which would tip the balance
then proceeded to challenge the Emperor. He consumed in favour of the loyalists, pushed Horus into allowing
three whole oxen, and drained the royal cellars dry. He the Emperor to personally attack him in a gamble to
then boasted that he could easily defeat the Emperor swiftly end the war. The two Legions arrived just after
in a fight. the battle concluded, with Horus dead and the Emperor
The Emperor raised his Power Fist, and knocked him mortally wounded.
out with a single blow that would have killed a lesser
man. After coming to consciousness (and his senses),
Russ admitted defeat and swore fealty to the Emperor.
Post Heresy
Leman Russ was devastated by his inability to save the
He fought well during the Great Crusade, gaining the
Emperor. After the war was fully completed, and all re-
reputation as a cunning and fierce, as well as slightly
sistance was crushed, Russ held a great feast, at which
unstable, warrior and leader. During a particular battle,
he declared he would be leaving, and would return for
he let his rage get the better of him, and wound up in a
the ‘final battle’. He then vanished, and is said to have
fist fight with Lion El’Jonson the Primarch of the Dark
gone into the Eye of Terror to continue hunting down
Angels. This led to a bitter feud between the Legions
the traitorous Marines who fought against the Emperor
(and subsequent Chapters), which lasts to this day –
during the Horus Heresy. A large portion of the Legion
although recent events may finally have led to an end
followed him, and became marooned in the Eye until
to the rivalry, though it is still customary for selected
only recently; this lost contingent is known as the 13th
champions from both sides to engage in a (usually) non-
Great Company. Another tale has it that the 13th went
lethal duel.
into the Eye on their own (disobeying orders) or were
sent there by Russ, and that Russ himself vanished after
The Horus Heresy chasing a Kabal of Dark Eldar who had raided Fenris
Just prior to the Horus Heresy, the Space Wolves came right into their city of Commorragh.
into conflict with their brother Space Marines once Harek Ironhelm was the chapter’s Great Wolf during
again. The Primarch of the Thousand Sons Space Ma- M32. Ironhelm sought for many years to bring Magnus
rines, Magnus the Red, had ignored the Emperor’s com- to battle. Several times Magnus appeared to him in vi-
mand to not dabble in sorcery. The Space Wolves were sions among the ruins of devastated cities and taunted

31
the Great Wolf for his inability to stop him. After many Note: The Space Wolves are one of only four Space
III: Chapter Rules
fruitless efforts to catch up with the raiders Harek be- Marine Chapters to have fought in both the Third War
came obsessed, and took to searching worlds along the for Armageddon and against the Thirteenth Black Cru-
edge of the Eye of Terror itself. Eventually he found sade.
what he believed to be the Thousand Sons’ secret base
on Gangava and launched a full-scale attack against it.
This was a deception to draw the Space Wolves from Character Creation:
their homeworld, leaving it undefended; Gangava was Space Wolves must choose Feral World for their starting
held by a Chaos force allied to Magnus but it served characteristics. They lack the Betcher’s Gland and Sus-
only as a distraction, allowing a massive Thousand an Membrane, but gain the Canis Helix mutation. The
Sons’ Fleet to besiege Fenris. Canis Helix grants the Space Wolf character the ability
The Fang was held by only a small force of Space to grow fangs, fur, and claws.
Wolves and their servitor-thralls. For forty days and
forty nights the Thousand Sons assaulted the citadel. Career Path Changes:
Bjorn the Fell-handed, most ancient of the Space Wolves The following ranks can choose different advances, as
dreadnoughts, was woken from his long sleep and took noted below:
charge of the defense The assault was held at bay as Neophyte: As “Neophyte”, plus add Wrangling (S, 100
a force of scouts under Haakon Blackwing escaped to XP).
Gangava to locate Harek. Shamed and furious, Harek Bloodclaw: Can choose advances from the “Scout”
Ironhelm returned to meet Magnus in battle on the list, plus Talents (not Skills) from the “Assault Marine”
slopes of the Fang itself. Although Magnus was terribly list.
wounded, Harek, a Marine, could not stand against a Bloodclaw Veteran: Can choose Skills (not Talents)
Primarch exalted to Daemonhood. Harek was slain, but from the “Assault Marine”, plus Talents (not Skills) from
the Thousand Sons were defeated and scattered. the “Assault Veteran” list.
Grey Hunter: As “Marine”, plus Wrangling +10 (S,
Notable Battles 100 XP, Prerequisite: Wrangling).
Third War for Armageddon. The Space Wolves Grey Hunter Veteran: As “Brother Marine”, plus
fielded five Great Companies in the defense of Arma- Wrangling +20 (S, 100 XP, Prerequisite: Wrangling
geddon. +10), and Hatred (Traitor Legions) (T, 200 XP).
Thirteenth Black Crusade. The Space Wolves com-
mitted twelve Great Companies against this Black Cru-
sade.

Space Neophyte
XP Level: 0-499

Wolves
Ranks Bloodclaw
XP Level: 500-999

Bloodclaw Veteran
XP Level: 1,000-1,999

Grey Hunter Pack Healer Skald Initiate Forge Initiate


XP Level: 2,000-2,999 XP Level: 2,000-2,999 XP Level: 2,000-2,999 XP Level: 2,000-2,999

Grey Hunter Veteran Spirit Guard Skald Fire Keeper


XP Level: 3,000-5,999 XP Level: 3,000-5,999 XP Level: 3,000-5,999 XP Level: 3,000-5,999

Wolf Scout Long Fang Spirit Hunter Lore Keeper Smith


XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999

Wolf Scout Veteran Long Fang Veteran Wolf Initiate Rune Carver Forge Veteran
XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999

Wolf Scout Sergeant Long Fang Sergeant Wolf Priest Rune Priest Iron Priest
XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999

32
Wolf Scout: Can choose advances from both “Tacti- come out as a balance to their civilized self by rein-

III: Chapter Rules


cal Marine” and “Brother Scout”, plus Catfall (T, 200 forcing survival instincts and granting abilities to track
XP, Prerequisite: Ag 30), and Crack Shot (T, 200 XP, by scent or taste. However, due to this unlocking, the
Prerequisite: BS 40). Space Wolf is susceptible to being overwhelmed by
Wolf Scout Veteran: As “Tactical Veteran”. their feral side losing their civilized side forever and
Wolf Scout Sergeant: As “Tactical Sergeant”, plus becoming part of the Wulfen packs roaming the surface
Into the Jaws of Hell (T, 200 XP, Prerequisite: Iron Dis- of Fenris.
cipline). All beginning characters start with 3d10 Insanity
Points. For every 10 points of Insanity add a +1 dif-
Long Fang: As “Devastator Marine”. ficulty to all rolls for Insanity checks. If a character
Long Fang Veteran: As “Devastator Veteran”. gains Insanity Points during the course of adventur-
Long Fang Sergeant: As “Devastator Sergeant”. ing it increases the amount of the Curse of the Wulfen
instead of conferring normal psychological changes.
Pack Healer: Can choose advances from both the Once a character receives 80 points of Insanity they are
“Medicae Initiate” and “Chaplain-Novite” lists. removed from the game as player characters by the GM
Spirit Guard: Can choose advances from both the and can be used as an NPC.
“Medicae Internist” and “Chaplain-Priest” lists. To counteract the effects the Curse of the Wulfen, a
Spirit Hunter: Can choose advances from both “Field character can spend 10 experience to buy down the
Medicae” and “Chaplain-Confessor”. amount of Curse of the Wulfen they currently have by
Wolf Initiate: As “Chaplain Exorcist”. 5. This must be done in conjunction with in-game play
Wolf Priest: As “Reclusiarch”. of the character trying to purge themselves of the taint
whether through meditation or castigation or other
Skald Initiate: As “Librarium Sanctionite”, plus Scho- methods. A character can remove all of the original
lastic Lore (Beasts) (S, 100 XP). rolled amount of Insanity they started with.
Skald: As “Librarium Neonate”, plus Scholastic Lore A Space Wolf ’s claws and fangs begin to grow out
(Beasts) +10 (S, 100 XP, Prerequisite: Scholastic Lore when they receive 40 points of Curse of the Wulfen and
(Beasts)), and Scholastic Lore (Archaic) (S, 100 XP). do 1d5+SB points of damage.
Lore Keeper: As “Librarium Militant”, plus Scholastic When a Space Wolves’ character gets into melee they
Lore (Beasts) +20 (S, 100 XP, Prerequisite: Scholastic must make a Willpower check modified by the amount
Lore (Beasts) +10), and Scholastic Lore (Archaic) +10 of Curse of the Wulfen they’ve accumulated. If they fail
(S, 100 XP, Prerequisite: Scholastic Lore (Archaic)). the roll the Curse consumes them and they will ignore
Rune Carver: As “Librarium Savant”, plus Scholastic using weapons in combat resorting to using their bare-
Lore (Archaic) +20 (S, 100 XP, Prerequisite: Scholastic hands and teeth. If the character uses any of the melee
Lore (Archaic) +10), and Mental Rage (T, 200 XP, Pre- combat talents they incur an additional -10 to the roll.
requisite: Frenzy).
Rune Priest: As “Lexicanum”

Forge Initiate: As “Apprentum”, plus Trade (Miner)


(S, 100 XP), and Trade (Smith) (S, 100 XP).
Fire Keeper: As “Weaponsmith”, plus Trade (Miner)
+10 (S, 100 XP, Prerequisite: Trade (Miner)), and Trade
(Smith) +10 (S, 100 XP, Prerequisite: Trade (Smith)).
Imperial Fists
Smith: As “Armoursmith”, plus Trade (Miner) +20 (S,
100 XP, Prerequisite: Trade (Miner) +10), and Trade
History
The Imperial Fists were first formed on Terra, as shown
(Smith) +20 (S, 100 XP, Prerequisite: Trade (Smith)
by their earliest battle honour, ‘Roma’. The legion had
+10).
heavily recruited from Inwit with over 70% of the le-
Forge Veteran: As “Tech-Initiate”.
gion’s strength as aspirant Space Marines when Rogal
Iron Priest: As “Tech-Wright”.
Dorn joined them. This means that the Legion was rela-
tively young when it was united with its Primarch, al-
Curse of the Wulfen:
lowing them to form an unbreakable bond, based upon
Due to all Space Wolves
similar desires for self-discipline and total commitment
altering their DNA with
to order. The few battle brothers who originated on
the Canis Helix, they suf-
Terra brought with them a tradition of honour du-
fer from a terrible curse.
els, practiced even to this day. No one knows where
The Canis Helix unlocks
or when this form of combat originated, but it served
portions of the Marine’s
to bond the warriors together by giving and receiving
brain that allows the fe-
honour while maintaining their Terran heritage.
ral side of themselves to
33
After the Imperial Fists won a major victory against the
III: Chapter Rules
Orks on the ash wastes of Necromunda, the Hive Lords
consented to recruits being drawn from their popula-
tion in gratitude. A Fortress-Chapel was duly consecrat-
ed but the Imperial Fists were there as esteemed guests,
not masters. Rogal Dorn asked no special rights on the
worlds where the Fists recruited. Some Primarchs, such
as the increasingly mercurial Perturabo, took every op-
portunity to garrison a world and claim its tithes. Dorn
is famously recorded as saying “I want recruits not vassals,”
and was always satisfied to keep his Legion as a military
unit with none of the civil responsibilities that came
with having a home world.
During the Great Crusade, the Imperial Fists acted
as the strategic reserve of the Emperor’s forces due to
their ability to rapidly redeploy to battlefields aboard
Phalanx. They made use of detailed planning and as
such were soon found to be supreme city fighters and After the Heresy
siege specialists. After several campaigns and thousands After the Heresy, the Imperial Fists were broken up, as
of conquered worlds, the Emperor returned to Terra to were the other chapters, and their more notable succes-
build a capital from which he could run his new empire. sor chapters include the Crimson Fists and the Black
He took the Imperial Fists with him, set them up as his Templars. The Imperial Fists, however, were among the
praetorians and charged Dorn with the construction of slowest of the Chapters to co-operate with the tenets of
the Imperial Palace, something that didn’t go unnoticed the Codex Astartes.
by the other Primarchs. Perturabo flew into a rage upon
hearing that Dorn thought the Imperial Palace would
be proof against assault by even as mighty siege-masters
The Iron Cage
The Imperial Fists, like the Iron Warriors, were siege
as the Iron Warriors and unleashed a torrent of vitriol
masters and as such rely greatly on artillery and heavy
and accusations so unfounded that the onlookers were
weapons, although not to the extent of their traitorous
dumbstruck. After this the two rarely spoke, neither Le-
former brethren. Their shared specialization led to great
gion serving in the same campaign again. The Imperial
rivalry and eventually hatred between the two chapters
Fists were ever at the Emperor’s side and the Iron War-
and their Primarchs, and after the Heresy the Imperial
riors were part of Horus’ vanguard.
Fists continued to pursue the Iron Warriors for some
time, culminating in the incident of the “Iron Cage”.
The Horus Heresy Perturabo was a master of fortification whose writings
Along with the White Scars and the Blood Angels, the had been retained by Guilliman in his Codex. Dorn
Imperial Fists put up a heroic defense of the Imperial had always been his match though and, what was more,
Palace that has since passed into legend. Then, when his honest warrior’s soul was indignant. The Iron War-
all hope seemed lost, they accompanied the Emperor in riors had rebelled and lost. Their master was dead and
his last battle aboard Horus’ battle barge. It fell to Dorn the Emperor still ruled. Yet still they dared raise their
to discover the bodies of the Emperor, Horus and San- heretical banners over another Imperial world as if
guinius after the final drama had run its course. His grief they had some right to be there. Dorn would not toler-
was immense. Until that point Dorn had been true, no- ate this. Without his customary caution and planning,
ble and enduring, but now he became an avenging son. Dorn led his men into the heart of the Iron Warrior de-
While the Ultramarines maintained order within the fenses The battle should have favoured the treacherous
Imperium, the Imperial Fists hunted down the traitors, trench-fighters, but the Imperial Fists endured. They
leveling fortress after fortress. Dorn led them, dressed countered every ambush and fought their way out of
in the black of mourning, his customary mercy set aside every trap. Rogal Dorn was a colossus who personally
until the guilty were punished. While others shaped the turned back attack after attack. Ammunition expended,
new Imperium, Dorn immersed himself in implacable Brothers fought in half-flooded trenches with combat
justice. It was rumored that he saw the Emperor’s death knives, giving and expecting no quarter. Eventually it
as his personal failure and his crusade as penance. After became apparent that the Iron Warriors could not finish
all, were the Traitors not his brothers? Whatever the them. For all their skill and ferocity, the Iron Warriors
cause, Rogal Dorn was absent from the highest councils lacked the faith to make the ultimate sacrifice that vic-
until he was summoned back to Terra when Roboute tory demanded. While they paused, the Ultramarines
Guilliman, Primarch of the Ultramarines presented his intervened; Guilliman had decided that Perturabo’s de-
Codex Astartes as the future of the Space Marines. struction was not worth the loss of Rogal Dorn and had

34
brought his Chapter to drive off the Iron Warriors.
Blood Angels

III: Chapter Rules


Cleansed by their sacrifice, the Imperial Fists immedi-
ately began their reorganization For the next two de-
cades they went into retreat, their successor Chapters History
taking to the field in their stead. Dorn used this time to The Blood Angels were created from the genetic mate-
retrain the Chapter to embrace all aspects of the Codex rial of their Primarch Sanguinius. As with all of the Pri-
Astartes. When they later emerged, their adherence to marchs, Sanguinius was genetically engineered to be a
the Codex was matched only by the Ultramarines. supreme super-soldier but was cast into the warp during
his infancy along with his brothers, and found on the
nuclear-blasted world of Baal Secundus. Sanguinius was
Character Creation: affected by the warp, and when he was found by one of
Imperial Fists recruit from many Imperial planets or the few unmutated human tribes on Baal, he had a pair
Space bound community. Characters can pick one of of angelic wings growing from his back. As he matured
the homeworld types when creating their character. quickly, he was able to use his superhuman powers and
abilities to unite the humans of Baal against the mutants
Skills: and become their leader.
All Imperial Fist characters gain the skill Trade (Scrim- When the Emperor found Baal in his search for the
shawer) as a starting skill. They can improve the skill twenty Primarchs, Sanguinius immediately recognized
to +10 at rank 4 and +20 at rank 8. him for who he was and bent down on his knee, pledg-
ing his service. In this, Sanguinius was one of the few
Gene-Seed Mutation: Primarchs who did not challenge the Emperor upon
The Imperial Fists’ gene-seed has been somewhat cor- their reunion. The Emperor then took Sanguinius and
rupted over the millennia, so two traits have emerged. a number of his best warriors and placed him in com-
One is the loss of two of the special organs produced mand of the Blood Angels Space Marine Legion.
by Space Marines: the Betcher’s Gland, which allows During the Great Crusade, the Blood Angels became
the Marine to produce poisonous/acidic spittle, and the known as being excellent shock assault troops, and
Sus-an Membrane, which allows a Marine to enter a formed a rivalry with the similarly assault-oriented
state of suspended animation. World Eaters Legion. Sanguinius was said to have had
Imperial Fists characters cannot spend experience to psychic powers, notably the gift of foresight.
gain the Betcher’s Gland and the Sus-an Membrane.
The Horus Heresy
Self-Castigation: During the Horus Heresy, the Blood Angels were one
The second is the Imperial Fists’ over-zealous self-casti- of the few Legions who fought alongside the Emperor
gation. They often make use of a device called the Pain during the Battle of Terra. When Horus lowered the
Glove, which encases the whole body and stimulates shields of his battlebarge, and the Emperor teleported
pain neurons. The Imperial Fists constantly feel the aboard the ship, Sanguinius was with him.
need to punish themselves for the smallest inadequacy, The noble Primarch became separated from the Em-
failure or infraction. peror, and came across Horus alone. The Warmaster
An Imperial Fists character start with a pain glove. tried to sway Sanguinius, to turn him to Chaos, but
While suffering under the punishment of the pain glove the Angel-winged warrior refused, and attacked Horus.
all rolls made by the Imperial Fists character suffer a The daemonically strengthened Horus slew Sanguinius,
-10 modifier unless they pass a successful Willpower as the Primarch knew he would. He had foreseen his
test of Difficult difficulty. death, and yet still engaged the Arch-Heretic, knowing
he would die. This has endowed many of the Blood
Angel’s beliefs with a deeply mystical streak. Sanguin-
ius’ violent death left a strong psychic imprint on his
Legion, since they partially share his DNA. However,
this was a willing sacrifice that was made in order to
buy the Emperor time and to give Him a weakness in
Horus’s armour, which was key in bringing about the
traitor’s defeat.
After the Heresy, as with all other loyal Legions, the
Blood Angels were forced to split into many smaller
Chapters.

35
Red Thirst:
III: Chapter Rules
The Red Thirst is one of the two genetic flaws in
the gene-seed of the Blood Angels and their succes-
sor Chapters. This causes warriors to suffer an unusual
blood lust, instilling them with a thirst for the blood of
their enemies. Those who succumb to the Red Thirst or
Black Rage are either formed into the Death Company
or locked away in the Tower of the Lost on Baal, until
they change completely, going insane. These traits have
also been passed on to their successor chapters, such as
the Flesh Tearers, Blood Drinkers, and Angels Sanguine.
One successor chapter, the Lamenters, managed by un-
known means to eliminate the flaws from Sanguinius’
gene-seed, but has been stricken by extraordinary bad
luck in battle and as such has been nearly annihilated.
A Blood Angel’s claws and fangs begin to grow out
when they receive 40 points of Black Rage and do
1d5+SB points of damage.
Character Creation: When a Blood Angels character gets into melee, he
The Blood Angels’ homeworld is classified as Feral. All must make a Willpower check modified by the amount
Blood Angel characters are to be created following the of Black Rage he has accumulated. If he fails, the roll
Feral world path. blood lust consumes him and he will try to drink the
blood of his enemy, even if the enemy is still alive. If
Black Rage: the character uses any of the melee combat talents they
All of the Chapters derived incur an additional -10 to the roll.
from the Blood Angels still
suffer from the psychic imprint
left by Sanguinius’s death.
This can cause them to go in-
sane prior or during a battle, Iron Hands
and they believe that they are
Sanguinius himself during the History
Battle of Terra. The condition is irrecoverable (except The early history of Ferrus Manus is chronicled in the
for one case, where the victim was largely able to con- folklore of Medusa. The most popular of these tales is
trol it), and victims are locked away in the “Tower of the Canticle of Travels, which details the trials of Fer-
the Lost” on the Blood Angels’ home world until they rus Manus and his ordeal with the Great Silver Wyrm
finally die. This insanity is known as the Black Rage. known as Asirnoth. The Canticle is the only tale that
All beginning characters start with 1d10 Insanity even attempts to explain the mystery of how Ferrus
Points. For every 10 points of Insanity add a +1 dif- Manus came by his living metal hands. Ferrus Manus
ficulty to all rolls for Insanity checks. If a character never united the people of his homeworld in the way
gains Insanity Points during the course of adventuring other Primarchs had, on the basis that competition
it increases the amount of Black Rage instead of con- grew greater strength. When the Emperor took Manus
ferring normal psychological changes. Once a character to become the leader of the Iron Hands Space Marine
receives 80 points of Insanity, he is removed from the Legion, the Primarch altered his position and became
game as player character by the GM and can be used an avid believer in and ruthless practitioner of the Em-
as a NPC. peror’s Great Crusade to unite Mankind.
To counteract the effects of Black Rage, a character
can spend 10 experience to buy down the amount of
Black Rage they currently have by 5. This must be The Horus Heresy
done in conjunction with in game play of the character The best known contribution the Iron Hands Legion
trying to purge himself of the taint whether through made towards the Horus Heresy was the death of their
meditation or castigation. A character can never go be- Primarch and his entire retinue in the Isstvan Drop Site
low the original rolled amount of Insanity they started Massacre. Rumors persist that Ferrus Manus’s corpse was
with. taken to Mars; the Iron Hands deny any such claims.
The Iron Hands bear a slight grudge against all the
participants of the Heresy: the traitors, for being weak
enough to become corrupted, and the other loyalists,
for not being strong enough to protect the Emperor.

36
III: Chapter Rules
Iron Neophyte
XP Level: 0-499

Hands
Ranks Scout
XP Level: 500-999

Brother Scout
XP Level: 1,000-1,999

Marine Iron Initiate Librarium Sanctionite


XP Level: 2,000-2,999 XP Level: 2,000-2,999 XP Level: 2,000-2,999

Brother Marine Iron Guardian Librarium Neonate


XP Level: 3,000-5,999 XP Level: 3,000-5,999 XP Level: 3,000-5,999

Assault Marine Tactical Marine Devastator Marine Medicae Initiate Iron Keeper Librarium Militant
XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999

Assault Veteran Tactical veteran Devastator Veteran Medicae Internist Iron Priest Librarium Savant
XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999

Assault Sergeant Tactical Sergeant Devastator Sergeant Field Medicae Iron Father Lexicanum
XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999

selves even stronger so that they would be fit for serv-


ing under Manus again at the end of times. To this end
they have made it a practice to make extensive use of
bionic modifications, going so far that there are rumors
of some battle brothers being wholly mechanical. The
Iron Hands also eschew the traditional office of Chap-
lain in favour of their Iron Fathers, specially trained
Techmarines who serve to protect the faith of their
brethren; some outsiders view this as well as the Iron
Hands’ ties to the Adeptus Mechanicus as an unhealthy
relationship.

Character Creation:
Iron Hands characters must select the Imperial World
homeworld for deciding stats. They start the game with
their left hand replaced with a cybernetic implant.
Reputation
The Iron Hands have a reputation for being relatively
straightforward and incredibly harsh. In the Battle of Career Path Changes:
Thranx, for example, the resources of several depleted The following ranks can choose different advances, as
clan-companies were pooled for a full frontal assault noted below:
using five Land Raiders against a facility bristling with Iron Initiate: Can choose advances from both the
anti-tank defenses that had made a mockery of previous “Apprentum” and “Chaplain-Novite” lists.
attempts with whole armoured companies; in the retak- Iron Guardian: Can choose advances from both the
ing of the Contqual Subsector, one third of the popu- “Weaponsmith” and “Chaplain-Priest” lists.
lation was summarily executed after a successful cam- Iron Keeper: Can choose advances from both “Ar-
paign simply to demonstrate the price of weakness. moursmith” and “Chaplain-Confessor”.
Additionally, the Iron Hands are infamous for their Iron Priest: Can choose advances from both “Tech-
extensive use of bionics. After the Heresy, when the Le- Initiate” and “Chaplain-Exorcist”.
gions were reorganized into Chapters, the Iron Hands Iron Father: Can choose advances from both “Tech-
became recluses, attempting to find ways to make them- Wright” and “Reclusiarch”.

37
the Imperium together against aliens and Chaos forces.
III: Chapter Rules
During this time, the Ultramarines recruited heavily
from their homeworld and eventually counted for over
half of the Loyalist Marines. Around a decade after the
Heresy ended, the Imperium finally reached a point of
stability.

Creation of the Codex


After the Horus Heresy, Roboute Guilliman set him-
self to create the Codex Astartes, which would define
the tactics and organization of all Space Marines, from
battlefield strategies to squad markings. Most important
of these changes was the division of the Legions into
1,000-strong Chapters. One of the Chapters would re-
tain the heraldry of the original Legion, but the others
would be given a new name and symbol. In doing so,
Guilliman hoped to divide the power of the Space Ma-
Ultramarines rines to ensure that something like the Horus Heresy
could never occur again.

History
Being a First Founding Chapter, the Ultramarines have Against the Tyranids
a long history dating back to before the Horus Her- The Ultramarines were the first Space Marine Chapter
esy. After the Emperor landed on Macragge and met to successfully repel a Tyranid invasion. With the help
Roboute Guilliman, Roboute quickly took command of of Ultramar’s PDF, a Titan Legion, and ships from Bat-
his Ultramarines. During the Great Crusade, the Ultra- tlefleet Tempestus, Hive Fleet Behemoth was defeated
marines won countless victories, expanding the realm at the Battle of Macragge in 745.M41. Since then the
of the Imperium. Due to Roboute’s tactical genius, he Ultramarines have tirelessly hunted down the Tyranids
ensured that all worlds that he took were left more to honour and avenge the fallen at the Battle for Mac-
prosperous than before and thus able to contribute to ragge. The Ultramarines were instrumental in defeating
the Imperium. the Tyranid invasion of Ichar IV by Hive Fleet Kraken
and to this day the Ultramarines seek out and destroy
all Tyranid infestations they can find.
The Horus Heresy
When Horus finally declared his treachery against the
Emperor, he had ordered the Ultramarines Legion to go Character Creation:
to the Veridan System in Segmentum Tempestus far to Ultramarines can only recruit from Imperial worlds or
the galactic south, claiming that the system was under Hive Worlds.
attack by an Ork invasion force from the Ghaslakh Em-
pire. Roboute Guilliman ordered his troops to depart at
once and set course for Ultramar, so he could meet up
with more of his forces and get supplies. Ultramar was
close enough for an assault against Veridan, so Roboute
ordered his Legion to assemble in the Calth System.
As Roboute and his fleets arrived at Calth, they in-
stantly knew something was wrong, because none of
their Astropaths could get messages through the warp
and storms were interfering with the navigation of their
ships; they were blocked from the rest of the Imperium.
It was at this moment that the traitor forces of the Word
Bearers Legion attacked, rendering the Ultramarines
unable to participate in much of the Battle for Terra.
Upon learning of the treachery, Roboute immediately
set course for Terra, destroying Chaos reinforcements
along the way, but arrived after the war had already
been won. Because of this, the Ultramarines were one
of the few Legions at full strength; thus, Roboute and
his Ultramarines bore much of the burden of holding

38
Salamanders by dehydration. Although the hive eventually fell, their

III: Chapter Rules


efforts allowed it to be evacuated before the Orks could
capture the hive.
The Horus Heresy The Salamanders have been involved in many magnif-
The Salamanders’ role during the Horus Heresy is not icent conquests and wars, but in recent times even these
well known to Imperial Scholars; what is for certain is great achievements have been eclipsed by their stalwart
that the legion, along with the Iron Hands and Raven fighting during the Second Armageddon War while the
Guard, was part of the first wave of attackers during the Blood Angels set about destroying the Ork horde, and
battle of Isstvan V. the Ultramarines bent their strength to the defense of
After the announcement of Horus’s treachery and the the surviving hive cities, the Salamanders took upon
destruction of Isstvan III, the Emperor ordered seven themselves the essential but neglected task of protecting
Legions of Space Marines to attack the forces serving the supply convoys, fighting rearguard actions against
his former son and friend. But among those seven Le- the Ork advances and escorting refugee columns. So
gions, four were already traitors. unstinting were they in these arduous but unsung du-
The initial landing force fell into a trap and, despite ties, that the Salamanders were to earn the gratitude
their martial skills, the three loyal Legions were forced and respect of thousands of Imperial Guardsmen and
to begin a tactical withdrawal toward their landing site, civilians. The Salamanders have become renowned as
which had been fortified by the four traitor legions sturdy and dependable allies, a reputation which is not
forming the second wave. At this moment the second shared by other, more unpredictable, Chapters.
wave opened fire on the retreating Marines, crushing
them between the hammer of Horus’s forces and the Third War for
anvil of the fortified drop site. Despite a heroic defense,
the three loyal Legions were practically destroyed; all Armageddon
but a handful of battle brothers fell on that fateful day. When Ghazghkull launched his new offensive against
After this awesome defeat the Salamanders, as well as the Imperial forces on Armageddon, the Salamanders
the other two betrayed Legions, were unable to per- were one of the first Chapters to respond, sending a full
form any tasks the Emperor had planned for them and six Companies to combat the Orks, including Chapter
spent the rest of the time of the Heresy rebuilding their Master Tu’Shan personally leading his Firedrakes. The
forces. Salamanders launched several counter-attacks against
the rock-forts landed by the Orks along the Hemlock
river. Preferring the close-quarter fighting within the
maze of crudely carved tunnels within the Rocks to the
long-range duels in the desert, the Salamanders made
the Orks pay a high price for their audacity. At least
three Rocks were destroyed by the Salamanders’ attacks,
slaughtering untold thousands of filthy greenskins.

Character Creation:
Salamanders characters must choose to be from an Im-
perial world for starting characteristics. They can also
learn Trade skills as a basic advance at every rank, re-
gardless of the Career Path.

Second War for


Armageddon
Led by Chapter Master Tu’Shan, whose tenure as Chap-
ter Master had only begun 3 years before, the Salaman-
ders fought with distinction. Among other feats, they
managed to defend the bridge over the River Stygies
from a thousand strong Speed Freeks Army, and pre-
vented the Orks from destroying a water purification
plant, thus saving Hive Tempestora from a slow death

39
Raven Guard Character Creation:
III: Chapter Rules
A Raven Guard character can choose to be from an Im-
perial world or a Hive World.
History Raven Guard characters cannot spend experience to
The Raven Guard was all but annihilated in the Drop gain the Mucranoid and Betcher’s Gland. As the char-
Site Massacre during the Horus Heresy. It is rumored acter ages their skin grows paler due to the mutation of
that Corax used cloning technology to replenish the the Melanochrome Organ. For the remaining implants,
Chapter’s numbers. Many of these clones resulted in except Black Carapace, the Raven Guard character must
degenerated and inhuman creatures. Being so depleted make a Toughness roll to see if the implant functions
in strength the Legion was forced to put these monsters properly. If the character fails the roll, for every Degree
into combat, where they proved brutally efficient. There of Failure the organ loses 10% effectiveness.
is one documented incident where a Raven Guard force
appeared herding huge bestial creatures ahead of it to
defeat the defenders of an Iron Warriors held fortress.

Gene-Seed Mutation Grey Knights


The gene-seed of the Raven Guard is far from stable,
and a great deal of their gene-stock has become ir- History
reparably damaged, perhaps as a side effect of the ac- The Grey Knights are the legendary Chapter 666 – and
celerated gene-harvesting techniques employed many although nominally a Chapter of the Astartes, they are
millennia ago. As a result, much of their genetic mate- in fact part of the Inquisition’s Ordo Malleus, serving
rial has to come from Terra and therefore the cycle of as the Ordo’s elite military forces. They were founded
recruitment for the Raven Guard is much slower than in mystery somewhat before the Second Founding, and
other Chapters. Few candidates for the Chapter prove are rumored to have the most pure of all gene-stock.
able to sustain the transformation from a normal human Each member of the chapter undergoes a grueling and
being to a Space Marine and many die early in training, torturous selection process, and even once inducted,
further limiting the Chapter in numbers. their harsh training regime is without equal. In battle,
Further deterioration has meant that several of the they move as an army of silver ghosts, surrounded by
unique organs of the Space Marines no longer function awe, and equipped to the teeth to deal with the worst
as they should among the Sons of Corax, while others foes that Chaos can raise to meet them.
are not as effective as they once were. For example, the The Grey Knights hold a unique honour among the
zygote cultures required to grow the Mucranoid and chapters of the Adeptus Astartes – in over ten thousand
Betcher’s Gland do not exist within the Raven Guard years of service, not a single one of their number has
and the Melanochrome Organ has a unique mutation ever defected to Chaos.
that, over the years of service, causes the skin of the Their armour is left unpainted, leaving the silver-grey
Space Marine to grow paler. Eventually they will be of the ceramite exposed. This tradition is thought to
as white as their Primarch and their hair and eyes will have originated from their desire to lead lives of abso-
darken, becoming black as coal. lute purity. In contrast to this, their armour is highly
decorated, encrusted with protective symbols and en-
graved litanies.
Just before the Second Founding, the Imperium was
still reeling in shock from the recent galactic civil war,
and very vulnerable. The Emperor ordered the creation
of a “secret chapter” of the Adeptus Astartes: chap-
ter six-hundred-and-sixty-six. The gene-seed for this
chapter is strongly suspected to have been taken from
the Emperor directly. After their creation, the chapter
was assigned to the Ordo Malleus as their Chamber
Militant. The name of this chapter has become legend,
feared throughout the galaxy by those it opposes, and
whispered in reverence by all those it protects: the Grey
Knights.

40
Deathwatch

III: Chapter Rules


The Deathwatch are a unique and specially trained
Space Marine Chapter that dedicates its every hour to
xenos hunting. They form the Chamber Militant of the
Ordo Xenos, charged with serving the Inquisition to
study, contain and, mainly, destroy xeno cultures.
Rather than following the standard Codex Astartes
organization, the Space Marines themselves are drawn
from many different chapters. These chapters have
sworn sacred oaths to raise an unit of Space Marines
specifically for this task. The warriors are then gathered
together to fight where and when they are needed.
Giant fortresses orbit desolate worlds at the edge of
the galaxy, keeping constant vigil over possible xe-
nos forces. There are also several secret bases spread
Character Creation: throughout the Imperium, which provide a launch site
Grey Knights are selected from any Imperial planet or for their crusades.
Space bound community. Characters can pick any of The warriors who fight are given the honour of paint-
the homeworld types when creating their character. ing their armour black (to show their service to the
Due to the mind wipes a Neophyte goes through Grey Emperor), while leaving one shoulder pad with the
Knight characters suffer from amnesia of their life prior original insignia of the Chapter from which the marine
to becoming a Grey Knight. came. Although the armour is painted black, it is never
Grey Knight characters can only be used when the all painted black as this action would dishonour the
game is centered around Ordo Malleus. A solitary Grey armour’s Machine Spirit. They also paint the symbol
Knight can be employed with a group of acolytes work- of Deathwatch onto their other shoulder pad. Once in
ing for Ordo Malleus or the entire group can be Grey the employ of the Deathwatch, there is no set length of
Knights. time for service, rather it is as long as the commander
deems necessary. Each Space Marine may serve a dis-
Career Path Changes: crete amount of time, or for the duration of a mission,
Grey Knights cannot follow the Techmarine or Devas- which may be a number of years. Once the mission is
tator Career Paths. complete, the Space Marine is allowed to return to his
All Grey Knight characters start with Psy Rating 1. chapter, under an oath of silence, as their honour has
See the following chart for the advances: been fulfilled.
The orders of the Deathwatch are not merely the
cleansing of xenos cultures. They also include the re-
Table 3-1: Grey Knights Psychic Talents covery and study of alien devices and artifacts. Some-
Neophyte Talents Cost times it is necessary to use a weapon against the enemy
Minor Psychic Power† 100
who created it, although this is not taken lightly. The
Deathwatch are constantly vigilant for sabotage, or to
Brother Scout Talents Cost
Psy Rating 2 200
advise if it is truly safe to use a weapon of xenos origin.
Minor Psychic Power† 100 The Adeptus Mechanicus are always on the lookout
for alien technology, and for example the C’tan Phase
Brother Marine Talents Cost Sword, used by the Callidus assassin, was recovered
Psy Rating 3 200
from a Necron tomb world and successfully integrated
Minor Psychic Power† 100
into the arsenal of the Imperium.
Tactical/Assault Veteran Talents Cost Usually, a Deathwatch team is led by an Inquisitor,
Psy Rating 4 200 but in extreme circumstances, a Deathwatch Captain or
Minor Psychic Power† 100 Librarian may take command of the unit. Their word is
Psychic Power† 100
law, and can requisition anything they desire to get the
Psychic Discipline 100
job done. They are the best armed and trained units in
Tactical/Assault Sergeant Talents Cost the Imperium. They might be deployed in areas where
Minor Psychic Power† 100 conventional methods are insufficient or if the troops
Psychic Power† 100 available are not properly equipped or trained for the

You may take this Talent up to two times at this Rank. task. The presence of a Deathwatch team is always wel-
comed, even though they are feared by all those who
know of them.

41
Khan’s Lightning
III: Chapter Rules

History
The Khan’s Lightning Space Marine chapter was
founded during the 13th Founding. They are a succes-
sor chapter to the White Scars Space Marine chapter.
The Chapter was founded following the battle on So-
zomen’s Last Stand.

Sozomen’s Last Stand


An unnamed planet in the Calixis sector had a special
plant which was found to make an excellent pain reliev-
er when ground up right, but a group of Chaos cultists
had taken hold of the planet, so that the Chaos Lords
had a grasp in the Calixis Sector. The Imperial Guard
Character Creation: sent in regiments from nearby planets under the com-
Since Deathwatch uses Marines from all different Chap- mand of Sozomen Zuriel.
ters and is not a Chapter itself characters must be cre- Sozomen landed in full force with his troops, and be-
ated using the Chapter rules in this section. gan to fan out from his landing zone in search of the
Deathwatch Marines can only be used when the game cultists who for several days did not show any sign of
is centered around Ordo Xenos. A solitary Deathwatch actually being there. On the third day of search for the
Marine can be employed with a group of acolytes cultists, Sozomen and his band of Imperial Guards had
working for Ordo Xenos or the entire group can be found an abandoned warehouse which showed signs
Deathwatch. of previous cultist activity, and they proceeded to enter
to investigate. The warehouse was a trap however, and
Career Path Changes: the moment the Imperial Guard entered into the ware-
Deathwatch can recruit any Marine from Neophyte on house, they were attacked from all sides by their own
up. During a Marine’s service to Deathwatch they gain tanks, which had fallen to the cultist while Sozomen
access to the following skills, which can be bought up had been exploring.
to +20 at any time: Sozomen and his sixty Imperial Guard troops were
trapped inside the warehouse, and were able to hold out
for five days before they started to show signs of fall-
Table 3-2: Deathwatch Advances ing. In a last ditch effort to turn the tide in their favour,
Advance Cost Type Prerequisites Sozomen had a majority of his troops stand and fight
Forbidden Lore (Xenos) 100 S — inside the warehouse while he went to wreak havoc on
Exotic Weapon Training (any) 100 T — the enemy with a few selected soldiers.
Hatred (specific Xeno) 100 T —
Sozomen’s band of nine snuck behind the enemy
Litany of Hate 200 T Hatred
lines using a series of tubes and pipes, and proceeded
to use the sewers to make hit-and-run tactics on the en-
emy. Sozomen began to realize that his guerrilla tactics
wouldn’t work much longer, because they were starting
to quickly run out of ammo. On the eighth day of the
siege on the planet, Sozomen decided on a last ditch
effort for a Baneblade, and knew it would be his last
stand the moment he got it. The small band of soldiers
snuck up on the tank using the tunnels they had found
to get behind it, and before the people in the tank real-
ized what was happening, the band landed in through
the top hatch and began killing the crew in close com-
bat.
After the crew of the Baneblade was killed off, Sozo-
men began attacking the other tanks that were there,
but it was futile considering the sheer amount of tanks.
Sozomen’s tank was soon surrounded and out-num-
bered by several smaller tanks, and at the moment as
they were surrounding his tank, a company of White

42
Scar Space Marines landed on the planet to come to the in the honour of the fallen commander, and became the

III: Chapter Rules


aid of Sozomen. However, Sozomen was out-numbered agri-world of Sozomen’s Last Stand. The final act that
and there was no chance the Space Marines would ar- all Marines must do to hold the honour of Sozomen’s
rive in time, so as a last ditch effort to make it easier for devotion to the Emperor is to have the symbol of the
the Space Marines, Sozomen detonated his Baneblade Aquila branded into their right shoulder.
in an attempt to take out the other tanks. A message
was received just before the tank exploded, which said
“I have done my duty for the Emperor, and my last stand was on
Gene-Seed Mutation
The Khan’s Lightning Marines have a defect in the Oc-
soil that will belong to humanity.”
culobe organ, which causes the eyes to lose its color
The White Scars chapter took the offensive the mo-
(sometimes resulting in completely white eyes), but this
ment they received the message from Sozomen, and
doesn’t cause them to become blind or lose the ability
worked their way through the enemy lines. The cap-
to see color. The Khan’s Lightning also have a defect
tain of the White Scars company at the time has lost
in their black carapace, in which the organ causes tiny,
his name to the winds of time, but he had managed to
harmless needle like points to slightly poke out from
lead the White Scars heroically to the fallen remains of
the flesh, and the process can be particularly painful for
Sozomen’s tank, and in the honour of the fallen com-
the Marine as he receives the implant.
mander, took up his name as his own. The new Sozo-
men became the first Chapter Master for the Khan’s
Lightning, which was formed after the planet was com-
pletely taken over.
Character Creation:
A Khan’s Lightning character can choose to be from
The Khan’s Lightning, in memory of Sozomen’s brav-
any of the homeworlds.
ery, have their Chapter Master forego his birth name for
the name “Sozomen”. Their home world was also named

43
S k i l lsand
Skills a n d Talents
T a le nts
IV: Skills and Talents

A
A
lthough a Space Marine lives a life of constant Another thing to learn for a Marine are the various
battle, he is not only trained in martial skills. litanies of the Chapter. Be it the Litany of Awe, with
The Adeptus Astartes makes use of many dif- which enemies can be demoralized, or the Litany of the
ferent skills, ranging from the basic skills of a warrior, Machine, which is used by Techmarines to bless equip-
to other skills, not only abilities to drive a tank or to ment, each Chapter has its own variant litanies.
pilot a Thunderhawk, but also the knowledge of the Finally, some Chapters have special skills that the re-
Chapter’s battle language, its history or skills specific to cruits can learn. The Imperial Fists’ engraving tradition
the assignment. is one of these special skills. The Space Wolves’ Iron
Another point that needs training is the use of the Priests for example learn smithing and mining in order
implants a Marine acquires during his life. The Cata- to be well rounded.
lepsean Node, for example, requires some training, as
only one half of the brain will sleep. The main diffi- This section contains new skills for Space Marine
culty is to distinguish between true sensory input and characters. They can be added to any career as an elite
the dreams of the sleeping half. Another implant that advance if the character has spent significant amount of
requires special training is the Omophagea. Sorting out time with Space Marines.
useful information is not easy, as only acute thoughts
can be recognized.

New Skills Forbidden Lore


(Traitor Legions)
Secret knowledge of the Traitor Legions and their her-
Ciphers (Astartes War Cant) esy against the Emperor.
Used by members of the Adeptus Astartes to communi-
cate with special codes and phrases.
Pilot (Jump Pack)
This skill allows a character to use a jump pack. Tests
Common Lore are not needed under normal conditions. However,
(Chapter History) Tests will be necessary during combat, storms, or at-
Understanding of the Chapter’s hierarchy, its ranks, tempting a dangerous maneuver.
structure, greetings, and general practices. Existing careers that get a Pilot advance can choose to
gain Pilot (Jump Pack) in addition to the regular Pilot
Common Lore (Librarium) advances. Normal experience costs apply.
Knowledge of the inner workings, data storage systems,
rites, and practices of the Librarium. Scholastic Lore
(Armoured Vehicles)
Forbidden Lore An understanding of an armoured vehicle, its features,
(Chapter History) strengths, weaknesses, and how to best attack this kind
Secret knowledge of the Chapter, of its rites, initiations, of vehicles.
and combat doctrines.
Scholastic Lore (Artillery)
Forbidden Lore (Gene-Seed) An understanding of how to operate and crew artillery
Secret knowledge of the Chapter’s gene-seed, known weapons. This also includes how to lay down various
mutations, implantation procedures, and tithing rituals. types of fire and firing solutions.

Forbidden Lore Scholastic Lore


(Space Marine Anatomy) (Communication Networks)
Specialized knowledge of a Space Marines biological, An understanding of communication networks to trans-
chemical, and neural composition. mit coded signals and to breach enemy networks.

44
Scholastic Lore (Gene-Seed) also allows for a character with the skill to build re-

IV: Skills and Talents


An understanding of the Space Marine gene-seed, its placement communicators. Furthermore, the skill al-
maintenance, and removal from dead Space Marines. lows the character to understand how communications
gear work.
Scholastic Lore
(Human Anatomy) Tech-Use (Sensors)
This is a specialized form of Tech-Use, in that it only
In-depth knowledge of the human anatomy and known
grants the ability to repair Sensors. It also allows for a
illnesses. It also encompasses how the body died and
character with the skill to build replacement sensors.
what was used to kill it.
Furthermore, the skill allows the character to under-
stand how Sensors work.
Scholastic Lore
(Pharmacology)
In-depth knowledge of drugs, their composition, and
interaction with various organisms.

Scholastic Lore New Talents


(Reconnaissance)
In-depth knowledge on how to perform reconnais- Activate Implant
sance, collect data, and tactics on operating behind en- Activates a specific implant to grant the bonuses the
emy lines. implant contains.

Scholastic Lore (Sensors) Confession Binding


An understanding of sensors and how to understand Prerequisites: Rite of Purity, Forbidden Lore (Dae-
their readings. monology, Heresy, Psykers, Warp or Xenos) as appro-
priate.
Scholastic Lore Available at Heirophant and Redemptionist rank or
to Chaplains of the Chaplain-Exorcist rank, this talent
(Space Marine Anatomy) grants these powerful clerics the ability to invert Purity
In-depth knowledge of the Space Marine anatomy and Seals, trapping away taint that has already manifested
known illnesses. It also encompasses how the body upon a valued servant of the Imperium. The process is
died and what was used to kill it. long, arduous, and not without risk to the cleric, who
must hear a full confession from the tainted character.
Scholastic Lore And even if completed successfully, it not sure to con-
(Spearhead Assaults) tain the subject’s corruption indefinitely.
In-depth tactical and strategic knowledge on perform- It takes three days of constant prayer, purifiction, mor-
ing spearhead assaults. The skill also covers logistics tification of the corrupted one’s flesh and frank con-
and other support for operations. fession for the cleric to apply this seal. At the end of
the three days, the cleric must make a Willpower Test.
Failure means he has has been corrupted himself by the
Secret Tongue
experience. He gains a number of Corruption Points
(Astartes Signage) equal to the tens digit of his charge’s Corruption Points
Used by the Adeptus Astartes to communicate with (minimum one).
each other using hand signals and other signs. Good and Excellent quality Repression Seals can be
made, but are more dangerous for the cleric. Good seals
Tech-Use (Apothecary Tools) require nine days of purging, Excellent ones thirty days.
This is a specialized form of Tech-Use, in that it only Moreover, the number of points gained on failing the
grants the ability to repair Apothecary Tools. It also Willpower Test at the end of this period is doubled for
allows a character with the skill to build replacement a Good seal and tripled for an Excellent one.
tools. Furthermore, the skill allows the character to un- Wearers of better quality seals find the darkness bet-
derstand how Apothecary Tools work. ter contained and so only suffer a -3% penalty to their
Mental Trauma roll for Good seals and only a -1% pen-
Tech-Use alty for Excellent ones.
(Communications Gear)
This is a specialized form of Tech-Use, in that it only
grants the ability to repair Communications Gear. It

45
Detect Poisons Rite of Purity
IV: Skills and Talents
By tasting food you can figure out what poisons are Prerequisites: Peer (Ecclesiarchy or Chapter), Trade
present in it. To successfully find out what poison is in (Copyist), Scholastic Lore (Imperial Creed).
the food make an Intelligence Test at +10. This Talent is available to clerics of Confessor or Ex-
orcist ranks or to Chaplains of Chaplain-Exorcist rank,
Hatred (Traitor Legions) allowing them to craft Purity Seals. Crafting a purity
Extends the Hatred talent to encompass the Traitor Le- seal is a draining business. It takes three full days of
gions. devotions and half the seal’s cost in raw ingredients to
create a Common quality seal of Scarce or better rarity.
Both rarity and quality increase this time. Rare seals
Learning By Eating double and Very Rare ones quadruple the number days
By eating part of any creature you can learn something
spent on its preparation.
about them and their environment. To learn you must
Only characters possessing Scholastic Lore 50 or more
make an Intelligence Test at Challenging difficulty, and
can make Good Quality seals, which take three times as
for every Degree of Success you learn one bit of infor-
long to fashion. Excellent quality seals require Scholas-
mation.
tic Lore 60 or more and take ten times as long.
Obviously few clerics are willing to give up long pe-
Litany of Awe riods to the manufacture of Purity Seals except for the
You recite the ancient Litany of Awe to inspire the most worthy (or well-paying) or causes.
troops around you and strike fear into your enemies. When first taking this Talent, a character learns how
Functions identically to Rite of Awe, except that the to make all the Scarce quality seals. Taking it again al-
references to infrasonic sound is ignored. lows the character to choose two Rare types of Purity
Seal to add to his repertoire.
Litany of Pure Thought
You recite the ancient Litany of Pure Thought to clear Shadow Vision
your mind and to center yourself in the Emperor’s grace. Shadow Vision allows you to see normally in Shadow
All humans and Space Marines, regardless of their abil- level light without penalty. You can see as if it were still
ity to hear, within a 50 meter radius are immune to Bright Lighting out.
Pinning, Fear, and any effects that cause emotional dis-
turbance.
Spit Acid
Due to you having a Betcher’s Gland you can spit poi-
Peer (Chapter) son. The poison does 1d5 damage and has an effective
Extends the Peer to talent to Space Marine Chapters. range of 2m.

Resistance: Low Oxygen Suspended Animation


You gain a +10 bonus when making a test to resist the By making a Difficult Toughness test you can slip your
effects of Low Oxygen. body into suspended animation. To wake up from the
sleep you must make an Ordinary Toughness test.
Resistance: Radiation While in suspended animation your body will heal at
You gain a +10 bonus when making a test to resist the double the normal rate.
effects of Radiation.

46
G am e Rules
Game R u les

V: Game Rules
Corruption Criticals
Due to their indoctrination, a Marine is very resistant Due to the nature of Space Marines and the fact they
to the effects of the Warp and corruption. However, if are tougher then normal humans due to their implants,
they fail in their resistance, their indoctrination begins Space Marines have a chance of losing their implants
to unravel. Marines, unlike humans, suffer the effects of to compensate for the low experience cost they pay
corruption worse. If a Marine fails his Willpower test for them. Not all implants can be affected from critical
he receives 1d10+2 base corruption points. For every damage, like the Ossmodula and Biscopea due to their
degree of failure on the test he gains 1d5 additional passive nature.
corruption points. When a Space Marine character suffers critical damage
Due to his progenoids, a Space Marine is highly re- use the rules in Dark Heresy (page 201) and the standard
sistant to the effects of mutations. Whenever a Marine Critical Hits tables as normal. Then roll 1d10 on the
is forced to roll on the Mutations Table he gains a +10 following tables to determine if an implant is damaged
characteristic bonus for each progenoid. If he has two or destroyed. When an implant suffers a “damaged” re-
progenoids he gains a +20, if he has one he gains +10, sult the Space Marine character loses the talent(s) as-
and if he doesn’t have either of the progenoids he sociated with it until it is repaired by an Apothecary.
doesn’t gain a bonus. When implants are destroyed the character loses the
talent(s) permanently.
If the Marine’s actions were the result of not following
the tenets of being a Marine, their Chapter will give
Insanity him time to contemplate his actions that caused the or-
gan to be damaged beyond repair before they replace
Marines are very resistant to the effects of insanity due the organ. The cost for replacing an organ is 500 XP
to the nature of their indoctrination and training. If per Talent. Thus for the secondary heart to be replaced
they fail a Willpower test they gain 1d5 insanity points. it will cost 1,500 XP.
For every degree of failure on the test they gain an ad- If his actions were within the result of following the
ditional point of insanity. tenets of being a Marine in their Chapter, they will re-
place the organ immediately with either a replacement
organ or a cybernetic implant. The cost for replacing an
organ is 200 XP per Talent. Thus for the Ossmodula it
will cost 400 XP for it to be replaced.

Table 5-1: Energy Critical Effects - Head Table 5-2: Energy Critical Effects - Body
Roll Added Result Roll Added Result
1 No additional damage 1 No additional damage
2 No additional damage 2 No additional damage
3 No additional damage 3 No additional damage
4 No additional damage 4 No additional damage
5 Inside the skull, the Melanochrome is damaged by the 5 The shock of the attack affects the Secondary heart,
heat damaging it
6 The intense heat spreads to the throat, and damages the 6 The Larraman’s Organ shuts down, damaged, due to the
Omophagea and Betcher’s Gland excessive heat
7 The Occulobe is completely destroyed by the fiery 7 The Multi-lung is burned to a crisp and destroyed by the
conflagration intense heat
8 The Progenoid in the throat can still be harvested 8 The Mucranoid is overloaded by the heat and gives in,
9 The Progenoid in the throat can still be harvested completely destroyed
10+ The flames destroy both Progenoid Glands. Not even the 9 The flames cook and destroy both Progenoid Glands.
most competent Apothecary can harvest them Not even the most competent Apothecary can harvest
them
10+ The flames cook and destroy both Progenoid Glands.
Not even the most competent Apothecary can harvest
them

47
V: Game Rules
Table 5-3: Impact Critical Effects - Head Table 5-4: Impact Critical Effects - Body
Roll Added Result Roll Added Result
1 No additional damage 1 No additional damage
2 No additional damage 2 No additional damage
3 No additional damage 3 No additional damage
4 No additional damage 4 No additional damage
5 The Lyman’s Ear is damaged 5 The Mucranoid is affected by the violent impact and
6 The force of the blow damages the Sus-an Membrane considered damaged
7 Fragments of the skull destroy the Catalepsean Node 6 The force of the blow damages the Preomnor
8 The Progenoid in the throat can still be harvested 7 The Black Carapace is cracked and damaged
9 The Progenoid in the throat can still be harvested 8 The violence of the impact shatters and destroys the
10+ The Progenoid in the throat can still be harvested Oolitic Kidney
9 Both Progenoids can still be harvested
10+ The Progenoid in the chest cavity can still be harvested

Table 5-5: Explosive Critical Effects - Head Table 5-6: Explosive Critical Effects - Body
Roll Added Result Roll Added Result
1 No additional damage 1 No additional damage
2 No additional damage 2 No additional damage
3 No additional damage 3 No additional damage
4 No additional damage 4 No additional damage
5 The force of the explosion damages the Neuroglottis 5 The Oolitic Kidney is damaged by the explosion’s pres-
6 The explosion destroys the Lyman’s Ear and damages the sure waves in the body
Betcher’s Gland 6 The concussive shock damages the Black Carapace
7 The Progenoid in the throat can still be harvested 7 The violence of the shock destroys the Haemastamen
8 The explosion destroys both Progenoid Glands. Not even and damages the Larraman’s Organ
the most competent Apothecary can harvest them 8 The explosion destroys both Progenoid Glands. Not even
9 The explosion destroys both Progenoid Glands. Not even the most competent Apothecary can harvest them
the most competent Apothecary can harvest them 9 The explosion destroys both Progenoid Glands. Not even
10+ The explosion destroys both Progenoid Glands. Not even the most competent Apothecary can harvest them
the most competent Apothecary can harvest them 10+ The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them

Table 5-7: Rending Critical Effects - Head Table 5-8: Rending Critical Effects - Body
Roll Added Result Roll Added Result
1 No additional damage 1 No additional damage
2 No additional damage 2 No additional damage
3 No additional damage 3 No additional damage
4 No additional damage 4 No additional damage
5 The rending affects the throat area as well, damaging the 5 The wound reaches the Multi-lung and damages it
Neuroglottis in the process 6 The Haemastamen is damaged and rendered inert by the
6 The Melanochrome implant is damaged violent shock
7 The Occulobe and Omophagea are ripped apart and 7 The Preomnor is damaged from the tears running
destroyed by the violence of the hit through it
8 The Progenoid in the throat can still be harvested 8 The Secondary Heart is ripped out and destroyed
9 The Progenoid in the throat can still be harvested 9 The Progenoid in the chest cavity can still be harvested
10+ The Progenoid in the throat can still be harvested 10+ The Progenoid in the chest cavity can still be harvested

48
Equip m ent
Equipment

VI: Equipment
E
E
ven though a naked Space Marine is a match for Apart from their combat specialized gear, the Adeptus
nearly every opponent, it is the equipment that Astartes also use other sophisticated equipment. Most
makes him that lethal. of this equipment is either hand held, or in case of sen-
sors, directly connected to the Marine’s Power Armour.
The major difference between normal equipment and
the one of the Adeptus Astartes is the fact that Astartes
equipment is designed to work under extreme condi-
tions. Thus every piece is well protected, if not thor-
oughly armoured, and heavier than usual equipment.
Space Marine
The center piece of a Space Marine is his power ar-
Standard Kits
mour. After centuries of development, the Mark VII Space Marines are issued their equipment based upon
“Eagle” Power Armour is the standard battlesuit and their job. These are not hard and fast rules concern-
gives a Space Marine his typical look. It enhances ing their equipment, but rather guidelines on what each
strength, senses and durability. Although the Adepta type of Marine should carry. These guidelines should
Sororitas and some Inquisitors make use of the device, also be applied to other careers in order to maintain
no one will be able to use it as effectively as a Space balance.
Marine. This is because each Marine receives the Black Brother Scout: Storm Trooper Carapace; Long Las
Carapace as his final implant, allowing him to establish and Bolt Pistol; or Heavy Bolter and Las Pistol; or Mis-
a direct neural connection to his suit. sile Launcher and Las Pistol. All ranged weapons in-
clude 10 clips or reloads.
There is only one other armour that is more powerful Marine: Power Armour or Storm Trooper Carapace;
than the Mark VII. The Tactical Dreadnought Armour Bolter, one choice of primitive melee weapon, and Bolt-
Mark IV is the best armour that can be worn by a Space er Pistol; or Heavy Bolter and Bolter Pistol; or Missile
Marine. Only the best Marines of each Chapter are is- Launcher and Bolter Pistol. All ranged weapons include
sued with this formidable armour. It enhances strength 10 clips or reloads.
even more than the Mark VII, and its protection comes Assault Marine: Power Armour and Jump Pack;
close to that of an armoured vehicle. Bolter, one choice of primitive melee weapon, and
Bolter Pistol; or Missile Launcher, one choice of primi-
But not only the armour defines a Space Marine. The tive melee weapon, and Bolter Pistol; or Bolter Pistol
most recognizable feature of each member of the Le- and Chainsword; or Bolter Pistol and Chain Axe. All
giones Astartes is the Bolter. Although a civil version ranged weapons include 10 clips or reloads. Assault
exists, the Astartes Bolter is not beaten by anything Marines also get two Demolition Charges.
else. It packs massive firepower and is well armoured. Assault Veteran: Power Armour and Jump Pack; Bolt-
In fact, it is better armoured than some people ever er, one choice of Primitive Melee Weapon, and Bolter
wear in their whole life. Pistol; or Missile Launcher, one choice of Chain Weap-
on, and Bolter Pistol; or Bolter Pistol and Chainsword;
But the Adeptus Astartes not only use Bolters as weap- or Bolter Pistol and Chain Axe; or Hand Flamer and
ons. Their arsenal is bolstered by plasma, flamer, and one Chain or Primitive Melee weapon; Flamer and one
melta guns in every size, missile and rocket launchers, Chain or Primitive Melee Weapon. All ranged weapons
and even heavier gear. Should combat come close, chain include 10 clips or reloads.
weapons enter the fray. The Chainsword is the weapon Assault Sergeant: Identical to Assault Veteran, ex-
of choice for Assault Marines. Chainaxes are often used cept the Marine can choose to take a Power Weapon for
by veterans. Higher ranking officers make use of power all combinations of weaponry.
swords and axes. Terminator Assault Squads use the Devastator/Tactical Marine: Power Armour;
Thunder Hammer and the Storm Shield, which they Bolter, Bolt Pistol, and one choice of Primitive Melee
wield with extreme efficiency. This heavy firepower can Weapon; or one choice of Heavy Weapon, Bolt Pistol,
be varied by making use of different kinds of ammuni- and one choice of Primitive Melee Weapon. All ranged
tion, like Hellfire Rounds of Kraken Penetrator Shells. weapons include 10 clips or reloads. Devastators also
get an Auspex.

49
Devastator/Tactical Veteran: Identical to Tactical only achieve Low Altitude for movements up to Full
VI: Equipment
Marine, but can choose to take a Chain Weapon as a Move. High Altitude can only be achieved for Charge
melee choice. and Assault moves. A character using a jump pack can
Devastator/Tactical Sergeant: Identical to Tactical stay in the air for three rounds of movement. At the end
Veteran, but can choose to take a Power Weapon as a of the third movement phase the character must land
melee choice. or suffer falling damage. The heavy armoured design
Medicae Initiate: Power Armour, Bolter Pistol and grants an AP of 8 for any attacks coming from behind
one choice of Primitive Melee Weapon, and Narthe- the character that hit the body location.
cium/Reductor. Jump packs can only fly in a straight line without
Medicae Internist: Identical to Medicae Initiate, but incurring a penalty. Changing direction in mid-flight
can choose to take a Chain Weapon as a melee choice. suffers a penalty based upon the movement of the char-
Field Medicae: Identical to Medicae Internist, but acter. Acrobatic maneuvers also incur a penalty based
can choose to take a Power Weapon as a choice. upon the movement of the character.
Chaplain-Confessor/Librarium Militant/Ar- A character landing into the equivalent of Light Woods
moursmith: Power Armour, Bolter Pistol and one incurs a -10 to a Pilot (Jump Pack) Test and landing
choice of Primitive Melee Weapon. All ranged weap- into the equivalent of Heavy Woods incurs a -20 pen-
ons include 10 clips or reloads. alty. Failure of the Test results in the character taking
Chaplain-Exorcist/Librarium Savant/Tech-Ini- damage as per landing into buildings or impassable ter-
tiate: Identical to Chaplain-Confessor/Librarium Mili- rain. Landing into a building or other impassable ter-
tant/Armoursmith, but can take a Chain Weapon as a rain causes damage to the character upon impact. Refer
melee choice. to the Movement, Maneuvers, and Collision Damage
Reclusiarch/Lexicanum/Tech-Wright: Identical Table to figure the damage based upon the speed of
to Chaplain-Exorcist/Librarium Savant/Tech-Initiate, the character. The damage incurred is not softened by
but can take a Power Weapon as a melee choice. Re- the armour of the character and takes the full damage
clusiarch’s are restricted to taking the Crozius Arcanum listed.
as their Power Weapon. Lexicanum’s can take a Force
Weapon as a melee choice. Narthecium/Reductor
The Narthecium is the Space Marine Apothecary’s ver-
sion of a medi-pack, consisting of a medical field kit
including anti-venoms, stim-packs and healing agents
Gear to get a wounded Marine back into the battle quick-
ly. The associated Reductor is a tool for retrieving the
Jump Pack Progenoid organs (gene-seed) from the body of a fallen
The Jump Pack is part of the standard kit that Assault Marine. The Reductor is a solid spring-loaded piston
Marines carry. The jump pack allows the Marine to of metal. An Apothecary places the Reductor against a
quickly cross the battlefield and to engage enemies. wounded Marine’s temple and the Reductor hurls the
The stats and movement rates for jump packs remain hunk of metal into the Marine’s skull killing him in-
the same for all models of jump packs produced by the stantly. This is called “The Emperor’s Peace” or “The
Adeptus Mechanicus. Emperor’s Mercy”.
A jump pack grants the Flyer trait to the character. A Marine that is on the Medicae career path has both
Due to the design of the jump pack the character can the Narthecium and the Reductor. The Narthecium
grants a skill bonus of +20 to their test against the

Table 6-1: Jump Pack


Armour Protection Half Move Full Move Charge Assault Cost Availability
8 1m–8m 9m–16m 17m–24m 25m–48m 1,500 Rare

Table 6-2: Movement, Maneuvers, and Collision Damage Table


Movement Difficulty Collision Damage
On the Ground No special maneuvers are possible, No damage
except attacks or ground movement
Half Move +10 1d5
Full Move +0 1d10
Charge -10 2d10
Assault -20 3d10

50
Medicae skill. It comes with 8 doses of stimm, which Inquisitors themselves. Without this armour, especially

VI: Equipment
must be replaced separately when used. It takes a Full for those in the retinue of an Ordo Malleus inquisitor,
Action to use the Narthecium. few would last long before corruption or inanity took
A Reductor is used to retrieve the progenoid glands them.
from a Marine after he has been killed, which takes a For most characters the Willpower test made to re-
Full Round action and a successful Medicae skill roll. If sist these forces is only passed around a third of the
a Marine is too badly wound the Medicae must spend a time. Purity Seals add bonuses similar to other types of
Full Round action in order to give the Emperor’s Peace. equipment – between +5% and +20% – to the various
A to-hit roll is not necessary, nor is a damage roll if the rolls made against mental and spiritual trauma, boosting
wounded Marine isn’t fighting it, but a Medicae roll is the average character’s pass rate to near 50%. Not much,
necessary to find the right spot on the target Marine. and by no means an infallible defense, but every ma-
At the end of the action the target Marine is dead re- lignancy, mutation and disorder that can be avoided is
gardless of wounds and Toughness Bonus. one victory denied the enemies of mankind, one more
stretch that the character can remain on the road.
Psychic Hood
The Psychic Hood is used by Space Marine Librarians Wearing Purity Seals
to protect themselves from enemy psychic powers. Of- Seals can be attached to clothing, armour or weapons.
ten distinguished by a metal hood that rises from the For many the location is not important. What matters
backplate of their Power Armour, it uses a set of in- is that the Purity Seal is displayed prominently, for it
terwoven intricately aligned crystals to nullify an op- is not the way of the Emperor to hide His power from
ponents psychic attacks; however they are of a very ar- those he opposes.
cane design and are likely not to have been produced Purity Seals have no power unless they are displayed
perfectly, and so are not one hundred percent effective. as symbols of faith, clear for all to see.
This was demonstrated when various Space Marine Regardless of a Purity Seal’s type, GMs may grant
Librarians turned to Chaos during the Horus Heresy, wearers of these potent symbols of faith bonuses to
becoming Chaos Sorcerers. Psychic hoods are also oc- Fellowship-based rolls among suitably fervent Imperial
casionally employed by Inquisitors. subjects.
A character equipped must make a Psychic Test against Only those with faith can benefit from wearing a Pu-
a Psychic Threshold of 25 to nullify any psychic power rity Seal. Unless the character has either Common Lore
that targets the character or the party they are with. (Imperial Creed) or Scholastic Lore (Imperial Creed),
When using a psychic hood, the character doesn’t suffer the seals they wear remain empty of power.
from Psychic Phenomena or Perils of the Warp when Those of exceptional faith find that Purity Seals are
rolling 9s. even more potent. Any character with the Unshakable
Faith Talent increases the quality of seals they wear by
one step (Common to Good, Good to Excellent). Excel-
Purity/Repression Seals
lent quality seals gain an additional +5% to any bonus
It is the lot of the Adeptus Terra, the Ecclesiarchy and
they grant when worn by those of Unshakable Faith.
the Inquisition to work tirelessly to protect humanity
form its legion enemies; enemies who have the pow-
er to destroy not only the bodies of those who stand Aegis Seals
against them but their minds and souls. Many a young The most common forms of Purity Seal are those de-
and idealistic servant sets foot on the path of duty only signed to protect the wearer. Known as Aegis Seals
to find it slowly darkening into the road of corruption. within the Ministorum, they provide protection against
The Emperor, in His wisdom, knows even faith is not the Corrupting Powers.
always enough, and so grants his priests the ability to These wards vary in how they protect the wearer as
bless His servants so that they may face the darkness well as what level of protection they provide. Just as
with His light at their side. Any bishop has sufficient with other equipment, both Good and Excellent ver-
standing within the Cult of the Emperor to create the sions of these seals can be made, although they are
physical benedictions known as Purity Seal; strips of generally restricted to servants who have proved their
parchment, carefully inscribed with prayers to the Em- worth to the Imperium. Most seals grant a +5% bonus
peror or His saints, anointed in holy oils and unguents to a specific test. Increase this to +10% for Good qual-
and affixed with wax colored with the pure blood of ity seals and to +15% for rare Excellent quality ones.
martyred pilgrims, which guard those who wear them, Purity Seals with other types of benefits include the
strengthening their faith and driving off those who effects of higher qualities in their descriptions.
would lead them into darkness. Poor quality seals can also be found. Mostly they are
Purity Seals can be thought of as armour for the soul. the work of charlatans or clerics who skimped on the
Acolytes have a long way to travel before they reach the necessary ritual ingredients. Poor quality seals are ef-
point where they might become Interrogators and then fectively Charms, providing no other in-game benefit
to the wearer.
51
Speravi In Te, Imperator
VI: Equipment
Table 6-3: Purity/Repression Seals
A seal commonly worn by those who must take to the
Imperium’s many battlefields to fight in the Emperor’s Purity Seal Cost Availability
name, it grants +5% to Willpower Tests to avoid the Speravi in Te, Imperator 75 Scarce
effects of Pinning. Fides Validus 100 Scarce
Per Orben Terrarum 100 Scarce
Fides Validus (3 Varieties) Tutela Obviam Veneficus 250 Rare
The most common seal is said to draw the Emperor’s Sancta Eruditio 250 Rare
gaze towards the wearer. Bathed in His glory, his faith is Dignare, Domine 250 Rare
strengthened and he stands firm against all who would
Humanus Statua Aeternum 250 Rare
oppose him. The wearer gains +5% to Willpower rolls
Ad Dexteram Imperatorum 250 Rare
to resist Fear caused by one of the Imperium’s three
major enemies. The Fides Validus Xenos seal protects De Mortalitate, Gloriae 250 Rare
against Fear-causing aliens, the Fides Validus Dae-
monica protects against Fear from Warp and daemonic Repression Seal Cost Availability
sources, and the Fides Validus Hereticus protects against Custodia Flematicus — Very Rare
Fear-inducing psychic powers and particularly horrific Custodia Sanguineus — Very Rare
mutants. Custodia Colericus — Very Rare

Per Orbem Terrarum


The High Gothic of this seal begins “From Holy Terra, due to accrued Corruption Points. Wearing any version
benighted Earthly Sphere, did Man set forth, and only to that of this Purity Seal provides +5% to resist mutation from
dominion shall his allegiance flow...” Wearers are protected other sources (exposure to the Warp, daemonic powers,
against the sweet words of corruption, gaining +5% on and so on).
Willpower and Scrutiny rolls to resist the false charms
and seductive lies of Mankind’s enemies. Ad Dexteram Imperatorum
By putting his fate in the hands of the Emperor, the
Tutela Obviam Veneficus wearer protects himself from others who would manip-
Much sought after by those who must face down psyk- ulate his being. He gains a +5% bonus on Malignancy
ers who refuse their duty to face either sanctioning or rolls.
holy sacrifice at the feet of the Emperor’s throne, this
seal grants +5% to any test to resist psychic powers. De Mortalitate, Gloriae
A martyr’s death is the greatest gift a servant can bestow
Sancta Eruditio upon his Emperor. Wearers of this Purity Seal have ac-
It is the duty of some to fight Mankind’s enemies not cepted that their life is but a small sacrifice to ask for
on the battlefield but in the depths of dusty libraries. the ceaseless wars against Humanity’s enemies. Instead
The Sancta Eruditio seal girds their souls as they seek of burning a Fate Point to survive death, the wearer of
to discover the weaknesses of those who would destroy this seal may burn one to ensure he takes his enemies
them. Wearers may test Willpower to reduce the num- with him. Whether it means he lives a few more mo-
ber of Corruption Points inflicted by reading corrupt- ments, allowing him to set his lasgun’s power pack to
ing tomes by 1 for common Seals or 2 for Good or self-destruct or crash his vehicle into the ranks of this
Excellent seals. Only Excellent quality Purity Seals can enemies, or whether the enemies will suffer misfortune
reduce the number of points received below 1. in less direct ways, the character’s life will not have
been given in vain. Good quality seals of this type allow
Dignare, Domine the martyr to take down many more enemies, inflict-
The Emperor’s own cult has vouchsafed the character’s ing around ten times the casualties. Excellent quality
purity. The character may test Willpower to reduce the seals are truly awesome. The Emperor himself seems to
number of Corruption Points inflicted by Warp Shock intercede, punishing those who would take from him a
by 1 for common Seals or 2 for Good or Excellent seals. valued servant with just and furious wrath.
Only Excellent quality Purity Seals can reduce the num-
ber of points received below 1.

Humanus Statua Aeternum (8 Varieties)


The image of man is perfect. In mutation lies corrup-
tion. This seal locks the form of the wearer, making
them more resistant to mutation. There is one version
of this seal for each statistic, each granting the wearer
+5% when testing that Characteristic to resist mutation
52
Repression Seals well on the bishop who spends it. Moreover, the abil-

VI: Equipment
For some the Emperor’s blessings come too late. When ity to create these blessings shows that Emporer’s light
darkness has already laid a hand upon a once-trusted shines upon the creator, bringing prestige many are un-
servant of the Imperium, there are only two courses: willing to share.
the pyre or a Repression Seal. This rare version of the In game terms, this means that Purity Seals have a rar-
Purity Seal has had the divine power within it inverted ity just as other items do, as well as a price that must
so that the taint within the wearer is held in check, in- be donated to the cult. Finding a particular type of Seal
carcerated by the blessed power of the Lord of Man. requires an Inquiry roll,with a bonus if the seeker has
Only available to those in whom the Imperium has a relevant Peer Talent. Peer (Adeptus Arbites) grants
invested too much to lose or who must walk further on +10%, Peer (Inquisition) or Peer (Adeptus Astartes)
their path for the greater good of Mankind, Repression grants +20% and Peer (Ecclesiarchy) grants +30%.
Seals reduce the effects of Madness, Malignancy and Each seal is crafted to best protect the soul of he who
Mutation... but at great cost. will wear it, and as such they may not be transferred
Repression seals cannot be bought. They are reserved between characters. And if the blessed wax affixing the
for the greatest and most valuable servants of the Im- seal is ever broken, not only is the protection of the
perium – Inquisitors, Sisters of Battle, Space Marines, seal destroyed, but there are those who whisper that
and others who fight on the front lines of Mankind’s the Emperor himself becomes displeased, withdrawing
constant war against degeneration and corruption. And his favour from the servant who failed to protect his
once applied, must be worn prominently every hour of benediction.
the day and night or their power fades. Men declared excommunicate by the Ecclesiarchy or
The application of Repression Seals does not mean the Inquisition are unfit to wear the Emperor’s seals. Al-
that the taint to soul, body or mind has been removed, though being excommunicated does not prevent exist-
merely turned inwards, which, in the the long term can ing seals working, clerics who know of the declaration
prove almost as much of a burden as the original mala- will refuse to create Purity Seals for such characters and
dy. At the end of each week, a character wearing one or many will see it as their holy duty to bring down those
more of these seals should make a Willpower Test with who do not immediately cast off their symbols of purity
a -5% penalty for each Repression Seal he wears. Treat and seek atonement for their sins.
a failure on this roll as a failed Mental Trauma roll (see
Dark Heresy, page 234).

Custodia Fleumaticus
Exposure to the Warp and the foul entities that spring
forth from that realm can corrupt the soul of a man,
Armour
giving them strange drives and debauched habits. The Adeptus Astartes
application of this Repression Purity Seal counteracts a
Malignancy inflicted upon a character. While worn the MKVII “Eagle” Power Armour
Malignancy has no hold over the character. They auto- Adeptus Astartes power armour is a more advanced ver-
matically succeed in any rolls to resist it’s influence and sion of power armour containing many enhancements
any losses caused by the Malignancy are returned. that can only be used due to the implantation of black
carapace. Adeptus Astartes Power Armour has the fol-
Custodia Sanguineus lowing qualities and stats: Dark Light Vision, Height-
A single bodily change caused by exposure to daemons ened Senses (Hearing), Enhanced Communications
and the Warp are contained by these seals. The wearer Gear, Red-Dot Laser Sight, Sealed Environment, Ad-
immediately reverts to their previous form. vanced Life Support, Recoil Gloves, HUD Tactical Map,
Internal Medicae Functions, and Strength +20. The
Custodia Colericus Strength bonus is unaffected by the Unnatural Strength
For maladies of the mind, the Custodia Colericus seal trait, so it grants a +2 bonus instead of +4.
must be applied, each seal preventing the manifestation Dark Light Vision: Allows the Space Marine to see
of one Mental Disorder. in total darkness up to 50m and follows the rules for
the trait of the same name.
Hearing Auspex: Allows the Space Marine to hear
Receiving Purity Seals
up to 50m radius and follows the rules for Heightened
Although the rites and techniques used to make the most
Senses (Hearing).
common Purity Seals is known to most ranking clerics,
Sight Auspex: Allows the Space Marine to zoom in
many others jealously guard the secrets to manufactur-
onto targets 300m away and fire without penalty. It
ing the more esoteric protections. Selling benedictions
follows the rules for Telescopic Sight.
is an important source of revenue for the Imperial Cult
Enhanced Communications Gear: Allows a Space
and the money gained from sought after Purity Seals
Marine to communicate to ships up in the upper atmo-
when used to fund missions and new buildings reflects
53
VI: Equipment
Table 6-4: Armour
Armour Type Location(s) Covered AP Weight Cost Availability
Adeptus Astartes Power Armour All 8 130 kg — Very Rare
Adeptus Astartes Terminator Armour All 12 260 kg — Very Rare
Adamantine Mantle All Special 2.5 kg — Very Rare
Combat Shield Arm 2 5 kg — Very Rare
Iron Halo All 4 2 kg — Very Rare
Rosarius All 4 2 kg — Very Rare
Storm Shield Arm 4 7 kg — Very Rare

sphere in a tight beam and to communicate over land Resistance (Psychic Powers): The armour confers a
distances of 2 kilometers. +10 resistance against psychic powers.
Targeting Auspex: Functions identically to a Red- Resistance (Fear): The armour confers a +10 resis-
Dot Laser Sight. tance against fear tests. This does not stack with other
Sealed Environment: The suit is sealed completely resistances that have a Fear component.
and allows a Space Marine to survive in a vacuum. Resistance (Corruption): The armour confers a
Advanced Life Support: The suit contains the +10 resistance against corruption tests. This does stack
equipment to produce a breathable atmosphere for up not with other resistance that have a Corruption com-
to 5 days. ponent.
Recoil Gloves: As per the rules for the equipment of
the same name in the Dark Heresy rulebook. Adeptus Astartes
HUD Tactical Map: The helmet contains the ability
to project a tactical map into the visor to give a Space
Terminator Armour MkIV
Terminator Armour, or Tactical Dreadnought armour as
Marine combat awareness of the surrounding area. This
it is properly called, is the toughest and most powerful
helps them coordinate their attacks by showing the po-
form of personal armour humanity has ever developed.
sition of every squad member in power armour, as well
The scarcity and expense to maintain Terminator suits
as their life sign status. The map is downloaded via the
means they are available only to the elite troops from
communications gear from orbiting satellites or pre-
the veteran companies of the Adeptus Astartes Space
downloaded before the mission begins. Grants a +1
Marine Chapters.
bonus to Initiative.
Adeptus Astartes Terminator Armour has the follow-
Internal Medicae Functions: This equipment au-
ing qualities and stats: Dark Light Vision, Infra-red
tomatically dispenses medication to injured areas. It
Goggles, Heightened Senses (Hearing), Enhanced Com-
also can seal injuries by applying foam bandages to the
munications Gear, Red-Dot Laser Sight, Sealed Envi-
injured area to stop blood loss. It has a Medicae and
ronment, Advanced Life Support, Recoil Gloves, HUD
Chem-Use skills of 30 and all attempts to apply drugs
Tactical Map, Internal Medicae Functions, and Strength
or to stop blood loss must test against it. Failure means
+30. The Strength bonus is unaffected by the Unnatu-
that the suit has malfunctioned and no further rolls can
ral Strength trait, so it grants a +3 bonus instead of +6.
be made until the suit is repaired. The equipment al-
Dark Light Auspex: Allows the Space Marine to see
ways tests at routine.
in total darkness up to 100m and follows the rules for
Dark Light Vision.
Artificer Armour Infra-red Auspex: Allows the Space Marine to see
When a Marine player gets Best Quality armour, it is into the infra-red spectrum up to 100m and follows the
classified as Artificer Armour. rules for Infra-Red Goggles.
Hearing Auspex: Allows the Space Marine to hear
Aegis Power Armour up to 50m radius and follows the rules for Heightened
Aegis Power Armour has the same abilities as standard Senses (Hearing).
Marine Power Armour, but has the inclusion of several Sight Auspex: Allows the Space Marine to zoom in
Talents. It comes with a built-in Storm Bolter as a stan- onto targets 400m away and fire without penalty. It fol-
dard weapon. lows the rules for Telescopic Sight.
Resistance (Daemons): The armour confers a +10 Enhanced Communications Gear: Allows a Space
resistance against daemon powers and special abilities, Marine to communicate to ships up in the upper atmo-
including all Fear and Corruption Tests. sphere in a tight beam and to communicate over land
Resistance (Warp): The armour confers a +10 resis- distances of 2 kilometers.
tance against Warp based effects, including all Fear and Targeting Auspex: Functions identically to a Red-
Corruption Tests. Dot Laser Sight.

54
Sealed Environment: The suit is sealed completely Adamantine Mantle

VI: Equipment
and allows a Space Marine to survive in a vacuum. Adamantine Mantles are cloaks made from threads of
Advanced Life Support: The suit contains the Adamantine, a tough and resistant material that can
equipment to produce a breathable atmosphere for up provide excellent protection for its wearer. The cloak
to 5 days. often protects the wearer from high strength attacks,
Recoil Gloves: As per the rules for the equipment of allowing the wearer to survive very heavy firepower
the same name in the Dark Heresy rulebook. which would normally fell any other warrior. On any
HUD Tactical Map: The helmet contains the ability attack that does critical damage, re-roll the amount of
to project a tactical map into the visor to give a Space damage taken and take the lowest. When rolling on the
Marine combat awareness of the surrounding area. This critical hits chart it adds a -2 to the roll.
helps them coordinate their attacks by showing the
position of every squad member in power armour, as
Combat Shield
well as their life sign status. The map is downloaded
A Combat Shield is a lighter and more maneuverable
via the communications gear from orbiting satellites or
version of the Storm Shield. A character carrying a
pre-downloaded before the mission begins. Grants a
Combat Shield can carry a second weapon. The shield
+1 bonus to Initiative.
may be used to block incoming attacks and functions
Internal Medicae Functions: This equipment au-
like a parry with a power weapon. The Combat Shield
tomatically dispenses medication to injured areas. It
can only be used with Terminator Armour.
also can seal injuries by applying foam bandages to the
injured area to stop blood loss. It has a Medicae and
Chem-Use skills of 30 and all attempts to apply drugs Iron Halo
or to stop blood loss must test against it. Failure means The Iron Halo is a special reward given to Space Ma-
that the suit has malfunctioned and no further rolls can rines who show exceptional bravery and initiative on
be made until the suit is repaired. The equipment al- the battlefield. It is a power field that encompasses the
ways tests at routine. body of the character wearing it and grants additional
Massive Strength: Due to the armour’s massive protection to attacks. An Iron Halo cannot be combined
strength, firing any heavy weapon does not incur a with either a Combat Shield or a Storm Shield.
penalty since the Space Marine is always classified as
being braced. Rosarius
Sensorium: Allows all of the squad members to see A Rosarius is an amulet worn by officials of the Eccle-
exactly what the Marine in terminator armour sees. If siarchy for both protection and as sign of office. The
the entire squad is outfitted with terminator armour Rosarius takes the form of an amulet, often displaying
they gain a +1 bonus to Initiative since they are able to the Imperial Eagle or an ornate cross. It is actually an
coordinate uncannily. advanced device, containing a tiny conversion field
Slow: Terminator armour is bulky and slow. As such, generator, which emits a protective energy field around
terminator armour halves the movement of the character the wearer. The field’s effect is to convert the energy
to a minimum of 1m and makes running impossible. of an impact into light. When the field stops a shot, a
blinding flash of light is produced. The field is capable
Aegis Terminator Armour rendering even plasma gun shots harmless. The Rosari-
Aegis Terminator Armour has the same abilities as stan- us is often referred to as the soul’s armour.
dard Marine Terminator Armour, but has the inclusion
of several Talents. It comes with a built-in Storm Bolter Storm Shield
as a standard weapon. The Storm Shield is used by the Space Marines and
Resistance (Daemons): The armour confers a +10 Daemonhunters and is a more advanced and bulky ver-
resistance against daemon powers and special abilities, sion of the Combat Shield, providing better defense.
including all Fear and Corruption Tests. It is, however, much larger and requires the use of one
Resistance (Warp): The armour confers a +10 resis- hand and so prevents the use of two combat weapons.
tance against Warp based effects, including all Fear and The shield itself incorporates a small energy field gen-
Corruption Tests. erator which is too small for use against ranged weap-
Resistance (Psychic Powers): The armour confers a onry but is useful in combat. The shield may be used to
+10 resistance against psychic powers. block incoming attacks and functions like a parry with
Resistance (Fear): The armour confers a +10 resis- a power weapon, but grants a +10 to the parry roll.
tance against fear tests. This does not stack with other The Storm Shield can only be used with Terminator
resistances that have a Fear component. Armour.
Resistance (Corruption): The armour confers a +10
resistance against corruption tests. This does not stack
with other resistances that have a Corruption compo-
nent.
55
VI: Equipment
Table 6-5: Melee Weapons
Chain Weapons
Name Class Dam Pen Special Wt Cost Avail
Frost Blade Melee 1d10+6 R 5 Balanced, Tearing 6 kg 20,000 Very Rare

Power Weapons
Name Class Dam Pen Special Wt Cost Avail
Chainfist Melee 1d10+8 R 14 Cumbersome, Power Field, 80 kg 5,000 Very Rare
Tearing, Unwieldy
Crozius Arcanum Melee 1d10+3 E 6 Power Field, Unbalanced 15 kg 5,000 Very Rare
Lightning Claw Melee 1d10+6 R 6 Power Field, Balanced, Tearing 70 kg 5,000 Very Rare
Power Fist Melee 1d10+6 E 10 Cumbersome, Power Field, 60 kg 5,000 Very Rare
Unwieldy
Thunder Hammer Melee 2d10+1 E 14 Cumbersome, Power Field, 70 kg 5,000 Very Rare
Shocking, Recharge

Force Weapons
Name Class Dam Pen Special Wt Cost Avail
Force Weapons Melee * * Psychic Weapon, * * 150,000 Very Rare
* See the specific entry for rules

Melee Weapons The Crozius Arcanum itself is a staff of medium length,


topped with either an Imperial eagle or a winged skull.
A few versions use iconography from the Chapter they
Chainfist belong to, such as the the blacksmith’s hammer-version
The Chainfist is a variant of the Power Fist equipped used by some Chaplains from the Salamanders Chapter.
with a small chainsword blade. This powerful but cum- Cassius, Master of Sanctity of the Ultramarines Chap-
bersome (and so slow moving) weapon is often used ter has fashioned his Crozius Arcanum after a Tyranid
by Space Marine Terminators, especially by tank hunter head, in remembrance of the invasion of Macragge.
specialists or boarding parties because of the great ca- Incorporated within the staff is a powerful energy field
pacity of the weapon to cut through the thickest ar- capable of disrupting matter much in the same way as
mour, both vehicles and buildings included. a Power Weapon.
It is essentially a power glove with a built-in chainsword A crozius arcanum can only be carried by Chaplains.
with the cutting edge encased in a glowing energy field.
When the weapon impacts, the energy field leaps across Force Weapons and
to the target, shattering anything it comes across and
then the teeth of the blade cut through the remaining
Nemesis Force Weapons
Force weapons are powerful close combat weapons that
flesh and armour with ease.
are only effective in the hands of a trained psyker. Force
A Chainfist can only be carried by Marines in termi-
weapons effectively act as deadly, psychic extensions of
nator armour. If the Marine spends two full round ac-
the wielder’s own powers. They are designed to allow
tions, double the damage from the weapon when try-
a psyker to channel deadly Warp energies into their
ing to go through an immobile object like a bulkhead.
victim, acting as a conduit between the wielder’s mind
The human version of the chainfist only weighs 40 kg.
and the flesh of his target. Large alien monstrosities
Cumbersome: A weapon with this special quality
suffers a +10 to all rolls for blocking and parrying by
opponents. A character carrying a cumbersome weapon Designer’s Note
suffers a -6 to their Agility.
You will notice that Adeptus Astartes equipment has
Crozius Arcanum a price tag attached. This wasn’t an oversight by
The Crozius Arcanum serves as both a sacred staff of the designers, because in the background stories for
office and a weapon for Space Marine Chaplains. This Warhammer 40k there are plenty of examples of
duality is perceived as only natural to a Space Marine, private citizens of the Imperium owning Adeptus
who see battle as the most glorious form of worship to Astartes equipment as show pieces to their collec-
the Emperor. tions.

56
and daemons that are resilient to conventional weapons the equivalent of small power weapons which carve

VI: Equipment
can be slain outright by a single wound, as their bod- through armour and flesh with ease. They are most
ies and minds are destroyed by the unearthly powers commonly used by Space Marine Terminator Assault
of the Immaterium. Force weapons take the forms of Squads; the entire squad can be armed with them,
swords, spears or other close combat weapons. Within but can also be used by anyone with access to the ar-
the structure of the weapon is interwoven a powerful moury.
psi-convector, formed into a precise serpentine shape Lightning claws can be wielded in pairs and can be
which concentrates and directs psychic energy. This carried by Marines in Power Armour. They follow the
sometimes appears as a pattern on the blade. rules for power fields and power weapons. The char-
Psychic Weapon: A weapon with this special quality acter cannot use any other weapon in the hand that
on a successful opposed Psy roll adds additional damage has the lightning claw. When used in a pair, lightning
on any successful attack. The target rolls his WP, while claws gain the Balanced trait.
the psyker can roll up to the number of dice in his Psy
Rating. If the psyker’s dice total beats the margin the Power Fist
target made their WP roll, the target is hit by a spike of A Power Fist (or Power Glove) is a large metal gauntlet
psychic energy that causes an addition 1d10 of damage surrounded by an energy field that disrupts solid matter.
for every two levels in Psy Rating. If the psyker’s dice It is large and slow in combat, and so the bearer must be
total doesn’t beat the margin the target made his WP willing to take damage before they can strike back.
roll, the target takes the force weapon’s regular damage The power fist follows the rules power fields with a
as normal. The psyker is subject to the rules concerning variation. The character cannot use any other weapon
Psychic Phenomena and Perils of the Warp. in the hand that has the power fist. If the Marine spends
two full round actions, double the damage from the
weapon when trying to go through an immobile object
Example like a bulkhead. Normal humans can carry a power fist,
which only weighs half as much (30 kg).
Josef, a Librarian, attacks Jolee, a scum, with his force Cumbersome: A weapon with this special quality
sword and hits. Jolee has a WP of 35 and rolls a 22, suffers a +10 to all rolls for blocking and parrying by
which makes the roll by 13. Josef has a Psy Rating of opponents. A character carrying a cumbersome weapon
3 and rolls 3d10 getting a 6, 3, and a 9, for a total of suffers a -6 to their Agility.
18. This beats Jolee’s roll by 5, so Jolee takes 2d10+5
of damage. Due to Josef rolling a 9 on 1d10 he must
make a Psychic Phenomena check. Thunder Hammer
Thunder Hammers are weapons of ancient design, uti-
lizing a power field similar to a power sword or fist, and
To build a Force Weapon, select a weapon from the
used by Space Marines and Daemonhunters, primarily
Melee Weapons Table in the Dark Heresy rulebook.
by Terminator Assault Squads and characters with ac-
This will give the weapon its base damage and special
cess to the relevant armoury. Where other power weap-
qualities. Add Psychic Weapon to the special qualities.
ons emit a constant energy field, the Thunder Hammer
In the hands of a non-psyker treat the force weapon as
is designed to energize the power field only upon im-
a normal weapon unless the base weapon is a power
pact, enabling it to conserve energy until it is actually
weapon.
needed, and allowing the weapon to deliver a particu-
Force Rods and Staffs also operate as psy-focuses and
larly devastating blow. Between impacts the Hammer
follow the rules concerning a psy-focus.
builds up the power it generates ready to destroy the
Nemesis Force Weapons add 1d10 damage per Psy
next opponent. Upon impact, a blue energy field ex-
Rating instead of the normal 1d10 damage per two
plodes with a thunderous crack, more often than not
Psy Ratings. If the Nemesis Force Weapon is a halberd,
smashing through armour, and leaving a smoking hole
it has a Storm Bolter built into it.
that crackles with blue sparks.
A thunder hammer follows the rules power fields.
Frost Blade When used against a vehicle, unless the crew can pass a
The Frost Blade is a chainblade which uses the dia- Toughness test the crew of the vehicle are stunned for
mond-sharp fangs of the Fenrisian Ice Kraken as the one round. A vehicle with stunned crew will continue
teeth of its chainsaw blade. It is of Best craftsmanship, in a straight line at it’s current speed.
and thus adds +10 to the wielder’s WS. Recharge: Due to its slow charging nature of the
power cells the thunder hammer can only be used every
Lightning Claw other round.
A Lightning Claw is a specialized type of Power Weap-
on. It consists of a power gauntlet and four blades that
crackle with matter-disruptive energy. These blades are

57
VI: Equipment
Table 6-6: Ranged Weapons
Solid Projectile Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail
Assault Cannon Heavy 100m -/-/10 2d10+2 I 5 100 Full Overheats 50 kg 5,000 Very Rare

Launcher Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail
Missile Launcher Heavy 120m S/-/- * * 1 Full * 15 kg 1,200 Rare
Cyclone Missile Heavy 120m S/-/- * * 6 2 Full * 75 kg 5,000 Very Rare
Launcher
* Damage, Penetration, and Special Qualities are determined by the ammunition fired. Can only fire standard Krak or Frag missiles. See Dark Heresy page 131 for the stats

Bolt Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail
Astartes Bolt Pistol Pistol 30m S/3/- 1d10+8 X 4 8 Full — 5 kg — Very Rare
Astartes Boltgun Basic 90m S/3/- 1d10+8 X 4 ** Full — 14 kg — Very Rare
Astartes Heavy Bolter Heavy 120m -/-/10 2d10+3 X 5 60 2 Full — 60 kg — Very Rare
Astartes Storm Bolter Basic 90m S/3/6 1d10+8 X 4 48 2 Full — 25 kg — Very Rare
Psycannon Heavy 100m -/-/10 2d10+3 X 5 100 3 Full — 50 kg — Very Rare
** Clip capacity varies, see the description below

Flame Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail
Heavy Flamer Heavy 40m S/-/- 1d10+6 E 4 5 2 Full Flame 15 kg 1,000 Rare

Melta Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail
Multi-Melta Heavy 40m S/-/- 2d10+8 E 12 10 2 Full — 40 kg 8,000 Rare

Plasma Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail
Plasma Cannon Heavy 150m S/-/- 2d10+6 E 6 10 12 Full Recharge, Blast(3), 40 kg 7,000 Very rare
Overheats

Ranged Weapons signs of the Cyclone missile launcher had the sensor
array hand-carried by the Terminator, thus taking away
the option of a power fist but making it more accurate.
Assault Cannon Firing the Cyclone Missile Launcher does not consti-
The assault cannon is a heavy, automatic anti-personnel tute a half action when a terminator wishes to fire a
weapon with an incredible rate of fire, commonly used storm bolter in the same combat round. Can only be
by Terminator armoured Space Marines. It is a medium used by a Marine in terminator armour.
caliber rotary autocannon, with 6 barrels cycled by an
electric motor past a single chamber. The autocannon Astartes Bolt Pistol
can only be used by a Marine in terminator armour. This is the Adeptus Astartes version of the civilian Bolt
Pistol. It is a rather short-ranged weapon, but more
Cyclone Missile Launcher than capable of dealing damage to the enemies of the
The Cyclone Missile Launcher is specially designed to Imperium.
be fit on a Terminator Armour. Loaded with Krak or
Frag Missiles, the Cyclone consists of two cube-shaped Astartes Boltgun
missile boxes twin-linked by a targeter and sensors ar- The iconic weapon of the Space Marines, the holy Bolt-
ray. The unit is fixed on the back of a standard Termina- er is to its wielder more than a weapon. It represents
tor armour; this fitting allow the Space Marine to use a the Emperor’s holy wrath against His enemies, and is
Storm Bolter and Power Fist with the Missile Launcher, treated with an almost-religious devotion even in its
so he can fire both firearms simultaneously. Older de- mundane maintenance operations.
58
The weapon accepts different magazines: typically it Missile Launcher

VI: Equipment
can use straight magazines (15 rounds), a belt feed (30 It is a basic launcher tube, which can fire either Krak or
rounds), sickle magazines (20 rounds), or drum maga- Frag missiles.
zines (40 rounds).
Psycannon
Astartes Heavy Bolter Psycannons are a specialized form of bolt weapon used
A larger, heavier version of the Boltgun, the Heavy almost exclusively by the Grey Knights. This weapon
Bolter is an impressive weapon capable of devastat- can only be used by a Marine in Terminator armour, or
ing firepower, deadly even to armoured vehicles. The mounted on Inquisition vehicles.
Astartes version fires mass-reactive rounds considerably Their psychically impregnated and consecrated bolts
larger than the ones used in Bolt Pistols and Bolters. do double damage against daemons and psykers, with
normal armour protection allowed.
Astartes Storm Bolter
A Storm Bolter is the current development of the Com-
bi-Bolter that was used before the Horus Heresy. It is
essentially a dual chamber linked Boltgun. Its higher
rate of fire makes it a devastating weapon in close quar- Weapon Upgrades
ters. It is the standard weapon of the Terminators, while
the “civilian” version is often used as a pintle-mounted
weapon on Imperial vehicles. Firing a storm bolter does Suspensor Unit
not require bracing. A Suspensor Unit is a large harness which allows certain
heavy weapons to be fired more effectively on the move.
The weapon weight is halved for encumbrance and may
Heavy Flamer be fired without bracing, but the weapon range is also
Heavy flamers are larger, more powerful versions of the halved. Additionally, the weapon gains the Inaccurate
standard flamer, projecting hotter and denser flames. trait. Ammo is also quadrupled, due to backpack feed.

Incinerator M40 Targeting System


The Incinerator is a specially designed Heavy Flamer The M40 Targeting System is often employed by the
weapon created specifically for the Grey Knights. It is Deathwatch Kill-teams of the Ordo Xenos. When
fueled by a special mix of consecrated promethium and equipped, a bolt weapon gains the Accurate trait and
blessed oils which are especially effective against dae- ignores penalties for long and extreme range as long as
mons as the fire burns brilliant white with pure faith. the shooter takes a full round action to aim.
It functions identically to a Heavy Flamer, but against
Daemons and Psychic creatures it ignores their Armour
Protection. Table 6-7: Weapon Upgrades
Name Wt Cost Avail
Multi-Melta Suspensor Unit 5 kg 1,000 Very Rare
The multi-melta is a larger, longer-ranged version of M40 Targeting System 1 kg 1,000 Very Rare
the meltagun. Unlike their smaller cousins, multi-meltas
are not commonly carried by infantry. The only foot
infantry known to carry them include Sisters of Battle,
Space Marine Devastators and Servitors. It is more often
found mounted on vehicles, such as Space Marine Land
Speeders and Sisters of Battle Immolators.
Ammunition
Hellfire Rounds
Plasma Cannon Explosive core replaced with thousands of needles im-
The plasma cannon is a heavy weapon that relies on pregnated with mutagenic acid for use against Tyranids.
plasma technology to deliver lethal energy balls but A Heavy Bolter variant (blast effect) is available.
also has another setting to allow direct shots against A Hellfire round adds an additional +5 damage if
tanks and other large targets which are sure to move out there isn’t any armour in the path of the shell. If there
of the way before it hits. It is much longer-ranged than is armour in the way half damage is taken. In the case
the plasma gun, and has a wider blast radius. of being used against Tyranids the target takes double
damage. If the round if fired by a Heavy Bolter the
round has a splash radius of 5m centered around the
target.

59
Metal Storm Frag Shells Psycannon Bolts
VI: Equipment
Standard charge and detonator replaced with fragmen- Psychically impregnated solid slug for tracking targets.,
tation shell and a proximity sensor detonator. available not only for the Psycannon, but also for any
The Metal Storm Frag Shell does -5 damage and gains bolt weapon, from the Bolt Pistol to the Heavy Bolter.
the special trait Scattering. A Psycannon Bolt does double damage against daemons
and psykers, with normal armour protection allowed.
Stalker Silenced Shells
Propellant and explosive replaced by gas cartridges,
detonator cap replaced with solidified mercury slug.
Table 6-8: Ammunition
The Stalker Silenced Shell does -5 damage, but offers
a -10 to Perception and Awareness Rolls for sight and Name Cost/Amount Availability
hearing for detecting the shots beyond 10 meters. Hellfire Rounds 35/1 Very Rare
Metal Storm Frag Shells 30/1 Very Rare
Kraken Pattern Starker Silenced Shells 30/1 Very Rare

Penetrator Rounds Kraken Pattern Rounds 50/1 Very Rare


Deuterium core replaced by solid adamantine core, Psycannon Bolts 80/1 Very Rare
heavier propulsive charge.
The Kraken Pattern Penetrator Round does normal
bolter damage, but halves the armour protection of the
location hit.

60
V e hi c l es
Vehicles

VII: Vehicles
T
T
here are times when even the massive firepower
of a Devastator Squad does not bring down the
enemy and a squad of Assault Marines is too
while the Gunship carries Space Marines into battle
while providing fire support.
Although every vehicle above is a dangerous oppo-
slow. Should this happen, the Adeptus Astartes rely on nent, the pinnacle of the Adeptus Astartes war machines
a wide array of combat and support vehicles. is the Land Raider. In addition to the crew of three
Rhino and Razorback APCs carry the Marines into Marines, each Land Raider is inhabited by an old, pow-
battle. The Rhino is lightly armed, well armoured and erful Machine Spirit. This spirit can replace the crew
can provide safe transport for a full squad of ten Space to a limit, maneuvering and firing on its own. Each
Marines. The Razorback doesn’t have the transport ca- Land Raider is a gigantic fortress on tracks, extremely
pabilities of the Rhino, but is better armed. heavily armed and armoured. In addition to its stun-
Fast assault is supported by various attack bikes and ning combat capabilities, it can even transport ten Space
land speeders. Both kind of vehicles and their respec- Marines with full equipment or five Terminators. The
tive variants are built for speed and maneuverability. Land Raider Crusader, developed by the Black Templar
Attack bikes can have sidecars for additional firepower. Chapter, is even better armed and can transport more
When fire support is needed, the Predator Destruc- troops.
tor and the Predator Annihilator are the weapons of In addition to the different variants of each vehicle,
choice. Heavily armoured and armed, they are a devas- there are various options to make some useful upgrades.
tating force on the battlefield. Long range fire support For example, if it is likely that combat will take place in
is provided by the Whirlwind Artillery Missile Rhino a wooded area or city ruins, dozer blades are mounted
variant and the Vindicator Artillery Rhino variant with to clear the vehicle’s path from bushes or rubble. An-
its Demolisher Cannon. other favoured upgrade is adding additional armour
Air superiority is provided by the Thunderhawk. As to increase protection. During night fights, spot- and
most of Astartes vehicles, it comes in different patterns. searchlights are added. Finally, firepower can be in-
The Thunderhawk Transport can carry battle vehicles, creased by adding pintle mounts or even missile racks.

Rhino
Originally derived from the Rh1N0 Standard Template Construct pattern, the ubiquitous Rhino is basically a
transport vehicle for squads of Space Marines.

Type: Ground Vehicle


Size: Enormous
Armour: Hull 21, Top 18, Rear 18
Traits: –
Narrative Speed: 35 kph/70 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Storm Bolter
Crew: 1 (Driver) Passengers: 10
Access Points: Hatches on both sides, several on the roof, ramp at the rear
Special: Robust: Tests to repair a Rhino have a +10 bonus
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations).

61
Predator Destructor
VII: Vehicles
The Predator was first designed for Space Marines as a cavalry tank, appropriate for the Marines’ rapid-strike tac-
tics. It is based on the Rhino’s chassis.

Type: Ground Vehicle


Size: Enormous
Armour: Front 26, Hull 21, Rear 18
Traits: –
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Autocannon
Crew: 2 Passengers: 0
Access Points: Two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations), two side-sponson mounted Heavy Bolters or two side-sponson mounted Lascannons. If the sponson
option is applied, the side hatches are unavailable.

Predator Annihilator
Type: Ground Vehicle
Size: Enormous
Armour: Front 26, Hull 21, Rear 18
Traits: -
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicles): +0
Armaments: Turret-mounted Twin-linked Lascannons
Crew: 2 Passengers: 0
Access Points: Two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations), two side-sponson mounted Heavy Bolters or two side-sponson mounted Lascannons. If the sponson
option is applied, the side hatches are unavailable.

Baal Predator
The Baal Predator is an infantry support tank used only by the Blood Angels Space Marine Chapter and their suc-
cessor Chapters.

Type: Ground Vehicle


Size: Enormous
Armour: Front 26, Hull 21, Rear 18
Traits: –
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Twin-Linked Assault Cannon
Crew: 2 Passengers: 0
Access Points: Two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations), two side-sponson mounted Heavy Bolters or two side-sponson mounted Heavy Flamers. If the sponson
option is applied, the side hatches are unavailable.

62
Razorback

VII: Vehicles
The Razorback was developed as a more-heavily-armed variant of the Rhino chassis that sacrifices a portion of its
troop capacity for additional firepower.

Type: Ground Vehicle


Size: Enormous
Armour: Hull 21, Rear 18
Traits: –
Narrative Speed: 35 kph/70 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicles): +0
Armaments: Twin-linked Heavy Bolter or Twin-linked Lascannon
Crew: 1 Passengers: 6
Access Points: Hatches on both sides, two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations).

Whirlwind
The Whirlwind is essentially an artillery-support vehicle, based on the Rhino template. It is a post-Heresy design,
and so is not found among the Traitor Legions.

Type: Ground Vehicle


Size: Enormous
Armour: Hull 21, Rear 18
Traits: –
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Whirlwind multiple missile launcher, with either Vengeance or Castellan missiles
Crew: 2 Passengers: 0
Access Points: Hatches on both sides, one on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations).

Vindicator
The Vindicator is an armoured, short-ranged siege tank. Space Marines attacking heavily fortified positions often
rely on Vindicators to break through.

Type: Ground Vehicle


Size: Enormous
Armour: Front 26, Hull 21, Rear 18
Traits: –
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Storm Bolter and Demolisher Cannon
Crew: 2 Passengers: 0
Access Points: One on top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations).

63
Land Raider
VII: Vehicles
The Land Raider is the most powerful tank in the Space Marine’s arsenal, used for spearhead assaults or as a mobile
bunker. It is heavily armed for anti-tank and anti-personnel, with all-around thick armour, and able to transport at
least 10 marines in power armour or 5 terminators.

Type: Ground Vehicle


Size: Massive
Armour: Hull 43
Traits: Interface Controls
Narrative Speed: 30 kph/55 kph
Combat Speed: 5/20/40/60/80
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Hull-mounted twin-linked Heavy Bolters, two side sponsons with twin-linked Lascannons
Crew: 3 Passengers: 10 (or 5 Terminators)
Access Points: Hatches on both sides, two on top, front assault ramp
Special: Machine Spirit: The Land Raider’s Machine Spirit is able to rudimentarily drive the vehicle and fire by
itself. Consider a BS of 25 and Drive (Ground vehicles) skill of 25.
Options: Extra Armour (+5 armour to all locations).

Land Raider Crusader


Originally developed by the Black Templars Space Marine Chapter, the Crusader was eventually approved by the
Adeptus Mechanicus as an authorized design, allowing other Space Marine chapters to field them in abundance.

Type: Ground Vehicle


Size: Massive
Armour: Hull 48
Traits: Interface Controls
Narrative Speed: 30 kph/55 kph
Combat Speed: 5/20/40/60/80
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Hull-mounted twin-linked Assault Cannon,hull-mounted Multi-Melta, two side sponsons with Hur-
ricane Bolters
Crew: 3 Passengers: 15 (or 8 Terminators)
Access Points: Hatches on both sides, two on top, front assault ramp
Special: Machine Spirit: The Land Raider’s Machine Spirit is able to rudimentarily drive the vehicle and fire by
itself. Consider a BS of 25 and Drive (Ground vehicles) skill of 25. Explosive Charges: The front ramp is studded
with explosive charges, which deal the damage of a Frag Grenade when disembarking.

Bike
The Space Marine Bike is a relatively common two-wheeled vehicle.

Type: Ground Vehicle


Size: Hulking
Armour: Hull 9
Traits: Open, All-Terrain
Narrative Speed: 50 kph/150 kph
Combat Speed: 15/50/100/150/200
Handling Modifier: Drive (Ground Vehicle): +10
Armaments: Twin-linked Bolters
Crew: 1 (Driver) Passengers: 0
Access Points: Open-topped
Options: Instead of the twin-linked Bolters, the Bike can mount a Flamer, Melta Gun, or Plasma Gun.

64
Attack Bike

VII: Vehicles
The Attack Bike is a bulkier, more heavily-armed version of the Bike, with a second rider in a sidecar and a mount
for heavier weapons.

Type: Ground Vehicle


Size: Hulking
Armour: Hull 12
Traits: Open, All-Terrain
Narrative Speed: 50 kph/110 kph
Combat Speed: 15/35/70/105/140
Handling Modifier: Drive (Ground Vehicle): +10
Armaments: Twin-linked Bolters, plus sidecar-mounted Heavy Bolter or Multi-Melta
Crew: 1 (Driver) Passengers: 1
Access Points: Open-topped
Options: Instead of the twin-linked Bolters, the Bike can mount a Flamer, Melta Gun, or Plasma Gun.

Land Speeder
The Land Speeder is a light flying vehicle, often used as fast-response unit, quickly dropping down from orbiting
transports to add its firepower to the Space Marine forces on the ground. As the Land Speeder’s STC was discov-
ered after the Horus Heresy, its is not available to the forces of the Chaos Space Marines.

Type: Hover
Size: Hulking
Armour: Hull 18
Traits: Open, Anti-Grav
Narrative Speed: 200 kph/350 kph
Combat Speed: 20/125/250/375/500
Handling Modifier: Pilot (Military Craft): +0
Armaments: Heavy Bolter or Multi-Melta
Crew: 1 (Pilot) Passengers: 1
Access Points: Open-topped
Options: Tornado Pattern: Add an Assault Cannon or a Heavy Flamer. Typhoon Pattern: Add a Typhoon Multiple
Missile Launcher.

Leman Russ Exterminator


The Leman Russ Exterminator is a common and prolific variant of the Leman Russ Battle Tank used by the Impe-
rial Guard. It mounts a twin-linked Autocannon instead of the more common Battle Cannon, making it more of an
infantry hunter all-round battle tank.

Type: Ground Vehicle


Size: Enormous
Armour: Hull 30, Front 40, Rear 20
Traits: –
Narrative Speed: 25 kph/40 kph
Combat Speed: 5/15/30/40/60
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Twin-Linked Lascannon, plus hull-mounted Lascannon or Heavy Bolter
Crew: 4 (Commander, Gunner, Loader, Driver), plus optionally 2 sponson Gunners Passengers: 0
Access Points: Turret hatch
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 15/30 kph narrative and 5/10/20/30/40
combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all locations), 2 side spon-
sons with Heavy Bolters.

65
Thunderhawk Gunship
VII: Vehicles
The Thunderhawk is a massive, heavily-armoured spacecraft used for a variety of missions. The Gunship variation
is heavily armed.

Type: Military Craft


Size: Massive
Armour: Hull 35
Traits: Void Capable, Interface Controls
Narrative Speed: 1000 kph/2000 kph
Combat Speed: 50/700/1400/2100/2800
Handling Modifier: Pilot (Military Craft): +0
Armaments: Dorsal mounted Turbo Laser or Battle Cannon, 2 Lascannons on wings, 4 Twin-linked Heavy Bolt-
ers on front fuselage, 4 Twin-linked Heavy Bolters under the wings
Crew: 3
Passengers: 30 Space Marines (or a combination, considering a Terminator as 2 Marines, a Bike as 3 Marines, an
Attack Bike as 4 Marines, and a Dreadnought as 5 Marines)
Access Points: Several hatches and an extendable ramp

Thunderhawk Transport
The Transport variation of the Thunderhawk is used to transport vehicles to the battlefield.

Type: Military Craft


Size: Massive
Armour: Hull 35
Traits: Void Capable, Interface Controls
Narrative Speed: 1000 kph/2000 kph
Combat Speed: 50/700/1400/2100/2800
Handling Modifier: Pilot (Military Craft): +0
Armaments: 4 Twin-linked Heavy Bolters on front fuselage
Crew: 3
Passengers: 0, but can transport either two Rhinos or one Land Raider
Access Points: Several hatches

Dreadnought
When a Marine is mortally wounded in battle, crippled beyond the cure of the Apothecaries, sometimes he is given
the great honour of continuing to serve the Emperor as a walking instrument of furious destruction, a Dreadnought.
Interred into its sarcophagus, a Marine can continue to fight the endless battle to defend humanity against its many
enemies. Some of the oldest Dreadnought are so ancient that their memories go back several millennia, like Bjorn
the Fell-Handed of the Space Wolves, who fought in the Great Crusade before the Emperor was placed on the
Golden Throne. When not actively fighting, Dreadnoughts are kept asleep and maintained by Techmarines.

Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/14
Handling Modifier: –
Armaments: Dreadnought Close-Combat Weapon with built-in Storm Bolter and Assault Cannon
Crew: 1 (Driver) Passengers: 0
Access Points: –
Special: The Dreadnough has its own WS and BS scores. Use WS 65 and BS 65.
Options: May replace the Storm Bolter with a Heavy Flamer, or the whole Combat Weapon with a Missile Launch-
er, or the Assault Cannon with twin-linked Lascannons or a Multi-Melta. May take Extra Armour (+5 armour).

66
Furioso Dreadnought

VII: Vehicles
The Blood Angels preference for close-combat tactics is reflected in the Furioso Pattern Dreadnought they often
employ on the field of battle, which features two close-combat weapons instead of heavier ranged weapons.

Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/14
Handling Modifier: –
Armaments: 2 Close Combat Weapons, one with a Storm Bolter or Heavy Flamer, the other with a Meltagun
Crew: 1 (Driver) Passengers: 0
Access Points: –
Special: The Dreadnough has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armour (+5 armour).

Mortis Dreadnought
The Mortis Pattern Dreadnought is a unique build employed by the Dark Angels Chapter, and has the particular
feature of sporting two identical ranged arm weapons.

Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/14
Handling Modifier: –
Armaments: 2 twin-linked Lascannons, or 2 twin-linked Autocannons, or 2 twin-linked Heavy Bolters, or 2
Missile Launchers
Crew: 1 (Driver) Passengers: 0
Access Points: –
Special: The Dreadnough has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armour (+5 armour).

Siege Dreadnought
Siege Dreadnoughts are equipped for breaking through fortified enemy positions. Their favourite tactics is to
breach enemy installations with their Assault Drill, and then douse in flames everyone inside using the attached
Heavy Flamer.

Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/14
Handling Modifier: –
Armaments: Inferno Cannon and Assault Drill with Heavy Flamer
Crew: 1 (Driver) Passengers: 0
Access Points: –
Special: The Dreadnough has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armour (+5 armour).

67
VII: Vehicles
Table 7-1: Vehicle Weapons
Solid Projectile Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Autocannon Heavy 180m -/-/6 2d10+6 I 5 120 3 Full —
Autocannon, twin-linked Heavy 180m -/-/12 2d10+6 I 5 240 3 Full —
Assault Cannon Heavy 100m -/-/10 2d10+2 I 5 100 Full Overheats
Assault Cannon, twin-linked Heavy 100m -/-/20 2d10+2 I 5 200 Full Overheats
Demolisher Cannon Heavy 100m S/-/- 7d10 I 10 1 2 Full —
Battle Cannon Heavy 800m S/-/- 7d10 I 10 1 2 Full Blast (10)

Las Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Lascannon Heavy 300m S/-/- 5d10+10 E 10 5 2 Full —
Lascannon, twin-linked Heavy 300m -/-/2 5d10+10 E 10 10 2 Full —
Turbo Laser Heavy 700m S/-/- 8d10 E 10 1 2 Full Blast (10)

Bolt Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Bolter, twin-linked Basic 90m S/4/4 1d10+8 X 4 48 Full —
Hurricane Bolter Basic 90m S/6/6 1d10+8 X 4 72 Full —
Storm Bolter Basic 90m S/2/6 1d10+8 X 4 48 2 Full —
Heavy Bolter Heavy 120m -/-/10 2d10+3 X 5 60 2 Full —
Heavy Bolter, twin-linked Heavy 120m -/-/20 2d10+3 X 5 120 2 Full —

Flame Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Flamer Basic 20m S/-/- 1d10+4 E 3 3 2 Full Flame
Heavy Flamer Heavy 40m S/-/- 1d10+8 E 4 5 2 Full Flame
Inferno Cannon Heavy 120m S/-/- 2d10+8 E 6 10 2 Full Flame, Blast (3)

Melta Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Meltagun Basic 20m S/-/- 2d10+4 E 12 5 2 Full —
Multi-Melta Heavy 40m S/-/- 2d10+8 E 12 10 2 Full —

Plasma Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Plasma Gun Basic 90m S/2/- 1d10+6 E 6 20 8 Full Recharge, Overheats

Launcher Weapons
Typhoon Missile Launcher Heavy 300m S/-/- 2d10+5 X 6 10 2 Full Blast (10)
Vengeance Missile Heavy 300m S/-/- 2d10+5 X 4 6 3 Full Blast (10)
Castellan Missile Heavy 300m S/-/- * * 6 3 Full Blast (10), Minefield*
Dreadnought Missile Launcher Heavy 300m S/-/- 2d10+4 X 6 8 3 Full Blast (4)
* Minefield: All the area of the blast is considered covered in Frag Grenades, dealing 2d10 X damage (Pen 0) to anyone stepping on them

Melee Weapons
Dreadnought Close Combat Weapon Primitive — — 2d10+10 R 8 — — —
Dreadnought Assault Drill Primitive — — 2d10+10 R 8 — — **
** If the Dreadnought spends two full round actions, double the damage from the weapon when trying to go through an immobile object like a bulkhead

68
PPsychology
sy c ho lo g y aand
n d TTips
ip s

VIII: Psychology and Tips


W
W
hat is a Space Marine exactly? This ques-
tion is answered different by different peo-
ple. One answer is that a Space Marine is a
Space Marine
hero of the Imperium. Except, there are many heroes Psychology
who are not Space Marines, like soldiers of the Imperial
Guard who hold a position against overwhelming odds. “Sir, my men are almost ready to move out. Are you ready to
Another answer might be that he is a devoted and loyal depart, Sir?”
follower of the Emperor. On the other hand, this also We have been ready all day, thought Raphael. It seemed best
applies to the Adepta Sororitas and the members of the not to demoralize the man by telling him this. His warriors
Ecclesiarchy. lacked the superhuman hardiness of a Space Marine. There was
You may get the answer that a Space Marine is a effi- nothing to be gained by rubbing this fact home. The Guard
cient war machine, able to stand against every foe. Oth- were true soldiers of the Emperor even if they were only men.
ers might be even better killers, like the operatives of Only Men, thought Raphael and caught himself. Yes, to be
the Eversor Shrine, who can rip a Space Marine into a Space Marine was to be more than an ordinary man. It was
shreds, or Vindicare Assassins, who can take out a Space to have keener senses, and stronger muscles, faster reflexes and
Marine with a single, well aimed shot from kilometers deadlier weapons. It was to have a life many times longer than
away. an ordinary man, for Space marines shared some of the gene-
It is also possible that the reply is that a Space Ma- runes of the immortal Primarchs. Yes indeed, being a Space Ma-
rine is an elite warrior. Go ask a Cadian Kasrkin about rine was to be more than a man, but it was also to be a man.
this topic, the answer will not be very surprising. Their That was never to be forgotten. Space Marines were drawn
weapons and armour doesn’t qualify either, as the Sis- from the ranks of men, and it was their duty to serve Man.
ters of Battle also wield Bolters and are clad in Power Many generations ago entire Chapters had forgotten that and
Armour. fallen into heresy and worship of Chaos.
The conclusion is more complicated, yet simple. A — The thoughts of Sergeant Raphael, Blood Angel
Space Marine is all of the above. During his training,
he is taught many skills, both combative and non-com- In many ways Space Marines are both more and less
bative, he is equipped with the best gear the Imperium than the teeming mass of humanity – physically they
can provide, and due to the harsh, sometimes brutal appear to be perfect, if enlarged, versions of common
methods of the Adeptus Astartes, he is also one of the humanity and their intellect, whilst necessarily focused
Emperor’s finest. is formidable and yet...
No other fighting force in the Imperium, be it Guard, They lack or at least have modified versions of some
Sororitas, PDF or else, inspires as much as the Adeptus of the baser emotions – such as Love and Fear. In ad-
Astartes. The sight of only a handful Space Marines can dition, having been taken from the normal population
turn the morale of entire regiments, either to good or to at a young age, they usually have problems relating to
bad. They keep fighting where others would flee in ter- normal human wants and needs. They mix and train
ror. On the other hand, Space Marines are not suicide with other superhuman giants and often the only hu-
troops. They retreat if the tactical situation requires it, mans they see are Chapter serfs or vassals.
only to strike harder moments later. Powerful emotions are not unknown to Space Ma-
If you can call a Space Marine your friend, you will rines... they feel good honest Hatred, often cited as one
never have to worry any danger again. If he is your foe, of the foundation stones of the Imperium and although
run faster and further than ever before. The mind of a “They shall know no fear” it is evident that they can feel
Space Marine only has enough room for a few things: intimidated and recognize superior opponents or unten-
the Emperor, the Primarch and crushing the enemy. able odds. Fear of Failure and the resulting Shame can
Anything other is not suited or necessary. be damaging to the mental state of a Marine and even
a whole chapter has been committed to rash and fool-
ish decisions to regain their honour or make amends.
Pride in their work, their actions and the deeds of their
fellows and Chapter in general are always a powerful
force to a Marine but can make it difficult for them to
accept advice or criticism from “lesser beings.”

69
“You dare to demand that we – the Black Templers of the Adep- is not unknown – at least in many chapters, and decades,
VIII: Psychology and Tips
tus Astartes, elite warriors of humanity, the chosen of the Em- even centuries of life can provide an unique insight into
peror and His strong right arm in battle – account for our the workings of the Universe – or contribute to make
actions. As a Chapter, we have undertaken the greatest quest even a Space Marine become insular and callous. Each
in the ten thousand year-long history of the Imperium to rid marine, like any man, is different, retaining elements of
the Emperor’s immortal realm of the alien, the heretic and the their original personality after their transformation into
thrice-damned servants of Chaos.” a Space Marine.

— Marshal Brant, Black Templers Crusade Fleet Solemnus Chaplains are the heart of any Chapter and if a Marine
is without their sage advice, inspiration and words of
Friendship and Brotherhood is ingrained into them comfort and resolve, the universe can seem a strange
and the bonds between squad mates are often very and unstable place. Far from the certainty of the com-
powerful, lasting as they may for decades. Perhaps giv- pany of like minded brethren questions can arise in a
en their Spartan style existence this is another reason Marines mind of the worthiness of his task, especially if
for the Chem Geld? Anger is a emotion to be used and in the service to Inquisitor of questionable modus ope-
unleashed upon an enemy – although this can fester randi.
and gnaw at a Marine, especially when they have no
outlet, and a enraged Marine can cause problems to his Prayer and Faith can help this but there can come
brothers as much as his enemies. a point when they will take action as they see fit to
Faith varies in its nature from Chapter to Chapter; address any apparent deviancy or mistakes of the In-
some, like the Dark Angels, are monastic and mysteri- quisitor, even Chapter Masters have spoken out against
ous devotees, whereas the Space Wolves show their de- Exterminatus and apparently unnecessary sacrifices. At
votion in feats of arms and glory. To the irritation of the the end of the war against Chaos on Armageddon the
Ecclesiarchy, the majority of Space Marines do not fol- brave human defenders were betrayed by the Inquisi-
low the Imperial Cult – many within that organization tion much to the disgust and outrage of the Marine
actually consider the belief of many Chapters heresy Commanders.
whilst many of the Chapters consider the Imperial Cult A questioning nature is not usually encouraged in a
as little more than fawning superstitions much removed Space Marine – indeed in some can be mark of inso-
from the reality of the Emperor and his Primarchs. lence and the first step on the road to heresy. Once
Other emotions are less important to a Marine – com- without the confines of the Chapter, a Marine may well
passion and mercy are neither encouraged nor natural question the rightness of task set by other Imperial ser-
to a Marine – they have difficulty understanding what it vants, something they might never consider doing to a
is like to be as weak as a human. It is true that Compas- senior member of their own Chapter.
sion and Mercy in the Imperium is often best expressed
by the following phrase: Like the men who become Marines, every Chapter
is very different, and even successor Chapters can be
“We are at war with forces too terrible to comprehend. We strange and uncanny places to Marines – as unsettling
cannot afford mercy for any of its victims too weak to take the as the most bizarre Imperial world.
correct course. Mercy destroys us; it weakens us and saps our In keeping with this diversity, each Chapter chooses
resolve. Put aside all such thoughts. They are not worthy of the inheritors of their heritage in different ways – some
inquisitors in the service of Our Emperor. Praise His name for take those that are about to die in battle – like the Space
in our resolve we only reflect His purpose of will.” Wolves, others set great tasks to select the most wor-
— Inquisitor Enoch, Castigation’s on the Last Days thy – like the Blood Angels. The more divergent from
the Codex Astartes the Chapter is, the more bizarre or
Love, except for the Chapter, his brothers and the Em- arcane the rituals of rebirth into the Chapter can be.
peror, is not usually within the ability of a Space Ma- Like any form of childhood, these are powerful periods
rine. Happiness is something perhaps beyond a Marine in a Marine’s life and help to transform the remaining
– they can feel joy and contentment in a task completed, personality into something more fitting to the culture
the Emperor well satisfied, but do not seek either a per- of the Chapter.
fect life or eternal happiness. They are created for, and
content in, their task and whilst they may feel weary of Some Chapters consider the past life of the neophyte
battle on occasion – they do not seek another path. is irrelevant and to be erased – treating their ascension
If they should do so, they are more than likely to fall into the ranks of Space Marines as a complete rebirth.
into heresy and damnation... They require only the skills of the supplicant and will
reshape his mind and beliefs to their own requirements.
In short they are not mere killing machines, they feel Yet the majority of Marines retain memories, however
and think, perhaps differently – they hurt and consider faint, of their former life.
the world around them – especially as they age. Humor
70
The Chapters mold and indoctrinate their recruits, im- Usually scornful of more civilized Imperial worlds and

VIII: Psychology and Tips


mersing them in thousands of years of heritage. Some, citizens, they believe that they are already one step on
like the Space Wolves, Blood Angles and Salamanders, the path to indolence and Chaos.
recruit from home worlds whose history is part of the
Chapters own inherent culture. Others, such as the Dark
Angels, take recruits with little or no knowledge of the
history of their Chapter who are given knowledge as
Space Wolves
and when it is deemed necessary to do so.
Logan Grimnar, bloody handed warrior. He piles the skulls of
his enemies. He builds a mound of the fallen. His foes weep
rivers of woe. Logan Grimnar, the strong wolf of the pack.
Dark Angels His sword hungers for red flesh. His guns thirst for battle. He
laughs amidst the battle-din. Logan Grimnar, father of wolves.
“I alone bear these most terrible burdens, for on my shoulders sit His sons hunt his enemies. Slay them where they falter and bring
the sins of the Dark Angels Legion and I cannot rest whilst they their pelts to Fenris.
still remain to stain our honour”
— Grand Master Ezekiel Proud and direct, with earthy appetites for food and
drink – one wonders exactly how effective their Chem
The actions of the Dark Angels in a number of cam- Geld actually is. Those of the Wolves are more conscious
paigns as they seek redemption have earned the breth- of omens than other Chapters, but are more likely to
ren an unenviable reputation. Secretive, unpredictable, disdain those who follow the Imperial Cult, venerating
considered suspicious and untrustworthy by powerful the Emperor in their own unique way. This Chapter is
members of the Imperium hierarchy, including many unusual in that the neophytes or Bloodclaws fight as
Inquisitors and other Space Marines. Like the Chaos front line troops rather than Scouts – who are veterans.
Cults they fight, as one advances in the Chapter the More numerous than many of the other Chapters, the
Brother becomes aware of and responsible for the Dark men of Fenris change through their lifetime from hot
Secrets at the Chapter’s heart. Driven and considering blooded and aggressive Bloodclaws eager to gain hon-
all but their quest to recover the Fallen secondary, the our and recognition to sombre and experienced Long
brethren of the Dark Angels have little time for other Fangs.
Marines, never mind humans. A Dark Angel amongst
others may strive to prove himself worthy of their trust,
or ignore their suspicions. Yet he knows that at any
time his Chapter may call upon him to assist them in
Imperial Fists
their great task and be he in the depths of combat he
“Do not ask me to approach he battle meekly, to creep through
must abandon his present comrades to serve a greater
the shadow, or to quietly slip on my foes in the dark. I am Rogal
purpose. This veil of secrecy can grate upon the soul of
Dorn, Imperial Fist, Space Marine, Emperor’s Champion. Let
even a Dark Angel, gnaw at his certainty and convic-
my enemies cower at my advance and tremble at the sight of
tion as he deserts those who need him and conceals
me.”
evidence to better guard the secrets of the Chapter.
Like the Ultramarines, the Imperial Fists now adhere
strongly to the Codex Astartes laid down by the Ul-
White Scars tramarine’s Primarch Roboute Guilliman. Through-
out their long and glorious history they have proved
“For the Khan and the Emperor!” themselves dedicated but extremely stubborn, difficult
— White Scars battle cry to convince to abandon a task, a position or a battle
once joined. This has proven an advantage to their en-
A Chapter renowned for its lightning attacks and hav- emies on a number of different occasion and can make a
ing much in common with the Space Wolves – indeed it brother of the Chapter difficult to integrate into a team.
is said the two respective Primarch’s had much in com- The Codex is so heavily ingrained that deviation from
mon and were the best of brothers. Like the homeworld its wide ranging tenants can be difficult and confusing
of Russ, Fenris, the White Scars’ homeworld, Chogoris, for an Imperial Fist. They usually dislike and mistrust
is a land of warring tribes, whose strongest warriors guile and stealth, seeing in it the works of the Great
are selected to join the ranks of the White Scars. The Enemy, and prefer a straight fight.
squads are made up of differing tribes who form great
brotherhoods. A fierce and straightforward chapter, they
are more receptive to outsiders, once they have proved
themselves. Words mean little to a White Scar – deeds
speak as the character and soul of a man or woman.

71
Blood Angels Adeptus Mechanicus, much stronger than with the nor-
VIII: Psychology and Tips
mal ancient pacts, mean that the arcane art of technol-
In moments it was all over, and all that was left was a scene ogy is less mysterious to them than is normal amongst
of devastation and carnage. Sergeant Mordax waited uneasily the men of the Imperium. A respect for the customs
in the deathly silence that followed the battle as the Blood An- and beliefs of the Cult of Mars is also more likely to be
gels Captain strode towards him. Over the corpses of Varlek’s encountered in an Iron Hands Marine. Scarification is
troops. It required all of the Guardsman’s will power not to common among the Chapter’s warriors.
cower before the seven foot warrior. He could imagine the cap-
tain’s eyes burning with barely-suppressed blood lust behind the
visors of his helmet. The urge to kill was still on him. Ultramarines
Space Marines of the Blood Angels Chapter are an- “Know this, son of Guilliman. The father of our Chapter
gelic in visage but conceal a ravening thirst for carnage watches over us always. He knows your soul, your strength,
and like the Dark Angels, the Blood Angels are a cult- and aye, even your doubts. The chain of command must not be
like Chapter with dark secrets. They are devastating in broken or we are nothing. Discipline and order are everything
combat, but their methods can be horrific to many Im- on the battlefield and the army that lives by the credo will al-
perials who witness them fighting. A warrior from this ways triumph.”
Chapter is the epitome of the Angel without, the Beast — Marneus Calgar, Chapter Master of the Ultramarines
within – having been transformed from a scarred, brutal
scavenger into a tall, proud and handsome warrior. The In many ways the most respected and well known of
Black Rage and those who survive in body, but not in the Great Chapters, they deal with mortals directly and
mind, are a constant reminder to Blood Angels of what more often than other Chapters, as they govern and
they could and probably will turn into. Long-lived by administer their own sector of Space. Rigid adherence
Space Marine standards, they have the time and incli- to the Codex can make them inflexible and somewhat
nation to turn their hands to craftsmanship and arts at predictable. The recent devastation of their home and
which they excel. Perfection in all things is often their those they were sworn to protect has twisted elements of
stated aim but tragically most know they will end their the Chapter make up with many of the survivors seek-
days as snarling beasts lusting for the blood and flesh ing vengeance on the Tryanid menace, perhaps setting
of others. A Blood Angel knows this and in his heart them on a darker path. Others have begun to question
fears and hates it... the Codex itself, at least in their own minds, even as the
Chapter Master himself has had to formulate non- Co-
dex reactions to deal with the Xenos threat. Any Ultra-
Iron Hands marine at this time stands at a crossroads, will they and
the Chapter evolve and grow stronger or fracture and
His Mark IV armour was polished a lustrous black, and a shatter under this unforeseen internal pressure?
white, wool cloak embroidered with silver thread hung to his
knees. A greenskin had taken his left arm three decades ago and
a Deuthrite flenser his right barely a year later. Now both his Salamanders
arms were heavy augmetics of burnished iron, but Balhaan wel-
comed his new mechanized limbs, for flesh, even Astartes flesh, “Into the fires of battle, unto the anvil of war!”
was weak and would eventually fail. To receive the Blessing of
Iron was a boon, not a curse. Like the Raven Guard, the Salamanders suffered griev-
ously on Isstvan V and have never reached the num-
The marines of the Iron Hands do not resemble An- bers of the other Great Chapters. They remain solid
gels like the Blood Angels – although they share their and steadfast, “refusing to admit defeat even against the
skill in craftsmanship, they retain their original form. greatest odds.” Recruiting mainly from the high grav-
Practical and aware of the weakness of flesh, they seek ity world of Nocturne, they are perhaps the most inte-
to improve themselves both in battle skill and physical- grated into Imperial Society, with much of the Chapter
ly, being able to draw upon their unusual relationship living and working alongside the population. This re-
with the Cult of Mars. Straightforward in nature, they lationship gives a Salamander a unique (for a Marine)
are as often seen as direct as the Space Wolves. They insight into the life of humans and helps foster their
still retain their ancient clan structure (Karakul, Terra- resolute defense of the people of the Imperium, even
watt are named together with the Elite Oarlocks), rather against the actions of their peers. In this regard they are
than companies – again much like the Great Companies most akin to the Ultramarines. The disdain that many
of the Wolves. A Great Council, rather than one Com- Space marines hold for mere humans is less likely to be
mander also lead the Chapter, with a single member of manifest in a Salamander, and even if it should be so is
each Clan serving on the Council. The links with the likely to be punished by his brethren or superiors.

72
Raven Guard equipment, and can use their inherent talents to smite

VIII: Psychology and Tips


their enemies perhaps more freely than any other Impe-
“From the darkness we strike, fast and lethal, and by the time rial psyker. A Grey Knight must be able to witness the
our foes can react... darkness there and nothing more.” atrocities of both the enemy they face and the Imperial
response, indeed they must on occasion perform atroci-
The Raven Guard never recovered fully from the trag- ties so that others can be protected. Even amongst other
edy of Isstvan V and like many of the Great Chapters Marines they are elite and recognized as such by their
they have dark secrets that must be guarded from out- brethren – but more than other Marines they are truly
siders. They are masters of guerrilla warfare tactics be- alone and separated from humanity, lacking even the
hind enemy lines, but less well known is the use of memories of a previous life before the Chapter.
genetic research and experiments to rebuild following
the Horus Heresy. Adaptable and less constrained by
the Codex Astartes than other Marines, Raven Guard Khan’s Lightning
Marines are perhaps more conscious of their own mor-
tality more than most Marines, aware that their Chapter “Bravery is stronger than adamantium. One is the stuff of the
is still weaker and less able to replace loses than others. soul-forges, the other an illusion of safety created by fools. Ada-
Like the Dark Angels they have secrets that outsiders mantium walls cannot keep us out! We have the courage of the
must not be aware of, and provoke suspicion by the Emperor! And in the Emperor’s name... Attack! Attack!! No
Inquisition as their methods and actions are often co- prisoners!!”
vert. A Raven Guard is usually more familiar and com-
fortable with ambushes and misdirection of the enemy The Khan’s Lightning are a recently founded Chap-
through surgical strikes. The Raven Guards can provide ter who must live up to the bravery of their honoured
a powerful resource to an Inquisitor, and even individu- founder – all the brethren are conscious of this example
als can provide a more useful ally to an Inquisitor than and seek to prove the worth of this young Chapter. This
a more orthodox Marine. Sadly, some Chapters actu- can mean that they are somewhat impetuous and eager
ally consider their methods cowardly and unworthy of to take the battle to the enemy, even compared to their
a true Marine, little realizing their actions can be more ancestor Chapter. The brands that they all have are wit-
productive with less loss of valuable resources. ness to the depth of their devotion to the Emperor and
the lengths they will go to prove it. The slight mutation
of the black carapace seems almost tailor-made for the
Grey Knights Chapter, reminding them of the need for self-sacrifice.
A competitive nature courses through the veins of the
“There is nothing in the arcane and blasphemous arsenal of the brethren, which can manifest when they encounter suit-
forces of Chaos that can compare to faith. With the power of able opponents or when they feel the need to outdo
faith our blades become shining instruments of deliverance that others on the field of conflict. The spirit of the hunter is
can cleave the mightiest daemon in twain. With the power of strong within the Marines of the Khan’s Lightning and
faith, our minds appear as slivers of pure agony to the daemon, they hone their skills against powerful and challenging
driving into the wretched forms of those who dare to stand be- prey whenever possible.
fore us... I could meet my enemies unarmed without a shred of
fear in my chest, for I know that the Emperor watches over me
and guides my hand. So let them come. We shall show them
what the powers of faith can do.”
— Justicar Stern

A truly unique Chapter where all the brethren are


psykers – a proud Chapter where few, if any, will ever
recall their names or the heroic deeds that are under-
taken in the Emperor’s name. A Chapter where the
gene-seed is said to be taken from the Emperor himself.
To be a Grey Knight is to face sights that would chal-
lenge and overcome the sanity of even a Space Marine
but know, be absolutely certain, that no Grey Knight
has ever succumbed to the blandishments of Chaos. It
is both a source of pride and comfort to know this,
but also an unyielding pressure for each Grey Knight
to ensure that the are not the first. They are protected
against the perils of the warp, both by their training and

73
N ota b le NNPCs
Notable PCs
IX: Notable NPCs

A
A
Game Master’s job is a hard one. Not only he Brother Neophyte
or she has to create a compelling adventure,
Bencarius
a tapestry of facts, motives, subtle hints, game
balance, tone, pacing to keep the players entertained
Young Bencarius was born on the planet of Iax in the
and enthralled, but he has the task of populating the
realm of Ultramar. At a very early age, Apothecaries
game world with compelling, memorable characters for
tested his intelligence and willpower to see if he could
the players to interact with.
possibly be a future recruit for the Ultramarines. He was
different from the other children, and his parents forced
A NPC is a critical piece of the suspension of dis-
him to work and study hard, for it was a great honour to
belief the Game Master is creating, and his success is
be called to serve as an Ultramarine. Work on the fam-
based on how “real” and interesting it can be. A trite,
ily farm helped to build up his muscles and increase his
two-dimensional NPC, be it an Acolyte’s contact or a
tolerance for pain. It wasn’t an easy childhood for him,
villain, a recurring figure or a walk-on, rarely leave the
but he managed. His younger siblings were supportive
players satisfied, and is soon forgotten as an undefined,
of him and tried to make up for his lack of friends.
blurry, unfocused face.
Upon his tenth birthday, Apothecary Paulus arrived
and gave him a medical exam. Once the exam was fin-
Space Marines, described in this supplement, can be
ished, Paulus sent the young boy out to play with his
tricky to be created as good, realistic NPCs. Genetically
younger brother while he talked to the parents. Pau-
engineered supermen, wielding an array of devastating
lus informed them that it was his duty to remove the
weapons, safe in their almost-impenetrable hyper-tech-
boy from the home to begin training as an Ultramarine.
nological hauberks, they risk to become a stereotype.
From this day forward his parents could not have fur-
But this would be a pity, as Space Marines can be much,
ther contact with him and they would never see him
much more than the sum of their implant bonuses and
again. The Emperor had called Bencarius for a higher
their powerful equipment.
duty than being a grain farmer on Iax, and it was Pau-
lus’s job to ensure that the boy was able to fulfill that
When creating NPC Astartes, keep in mind that they
sacred duty.
are human beings, albeit engineered to be preternatu-
His departure from his family was a painful one, and
rally strong, fast, resilient. They have their individuality,
he was brought to the ancient city of First Landing to
their stories to be told. Two “stock” Tactical Marines
begin the long process of becoming a Marine. He stood
can have very different approaches to life, different
outside in the courtyard of the Ultramarine headquar-
thoughts about their diversity from the rest of humani-
ters while waiting to begin...
ty, different ways to interact with others, different views
of the Holy Ordos of the Inquisition and their Acolytes. Brother Bencarius, Neophyte
It is the Game Master’s job to transform cold numbers,
hard statistics and a few jotted-down notes into real, WS BS S T Ag Int Per WP Fel
breathing allies (or antagonists) which will be remem- 34 33 44 39 30 28 30 29 31
bered by the players.
Career Path: Tactical Marine
This final chapter offers a few example NPCs, detail-
Rank: Neophyte
ing the iconic characters appeared throughout the book
Adeptus Astartes Chapter: Ultramarines
– Bencarius the Tactical Marine, Varnius the aspirant
Origin: Imperial World
Librarian, Gregorius the Assault Marine, as well as the
other characters who frequently appeared in the previ-
Height: 2.45m Weight: 155 kg
ous pages. They are presented as fully fleshed NPCs,
Build: Svelte Age: 12
with their stories, motivation, quirks. They can be in-
troduced directly in a game, or just used as the spring-
Movement: 3/6/9/18 Wounds: 11
board to design good NPCs for any campaign featuring
Skills: Awareness, Carouse, Common Lore (Imperium),
Space Marines which are much more than cardboard
Common Lore (Chapter History), Navigation (Ground),
figures.
Speak Language (Low Gothic).
Talents: Autosanguine, Basic Weapon Training (Las),
Diehard, Light Sleeper, Melee Weapon Training (Primi-

74
tive), Pistol Training (Bolt), Pistol Training (Las), Re- Sleeper, Lightening Reflexes, Melee Weapon Training

IX: Notable NPCs


sistance: Low Oxygen, Resistance: Poisons, Unnatural (Primitive), Melee Weapon Training (Chain), Pistol
Strength, Unnatural Toughness . Training (Bolt), Pistol Training (Las), Rapid Reload,
Implants: Secondary Heart, Ossmodula, Biscopea, Resistance: Low Oxygen, +10 Resistance: Poisons,
Haemastame, Larraman’s Organ, Catalepsean Node. Resistance: Radiation, Resistance: Heat and Cold, Re-
Armour: Flak Helmet, Flak Jacket. sistance: Fear, Shadow Vision, Spit Acid, Sound Con-
Weapons: Las Carbine, Bolt pistol, Las pistol, Axe. stitution (6), Suspended Animation, Sure Strike, Swift
Gear: 56 throne gelt, 2 las clips, 1 bolt magazine, and Attack, Two Weapon Wielder (Ballistic), Unnatural
Ultramarine Robes. Strength, Unnatural Toughness, Unshakable Faith.
Implants: Secondary Heart, Ossmodula, Biscopea,
Haemastame, Larraman’s Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s
Brother Assault Marine Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids,
Gregorius Black Carapace.
Armour: Adeptus Astartes MkVII Eagle Power Armour.
Brother Assault Marine Gregorius has a long and proud
Weapons: Chainsword and 2 Bolt pistols.
history of serving the Ultramarines. He fought during
Gear: Jump pack, 4 bolt magazines.
the Tyranid invasion by Hive Fleet Behemoth and he
earned several honours. He originally was born in one
of the major hive cities on the desert planet Masali. Like
all children born in the realm of Ultramar, he was tested
by the Ultramarine Apothecaries and found to be an ex- Brother Devastator Marine
cellent candidate. His training was tough and rigorous Kellerica
with many of his Neophyte squad killed. Upon comple-
tion of his Neophyte training he was sent as a Scout to He was born on the planet of Macragge to a family
work with the Deathwatch. of 12. He has 4 sisters and 5 brothers as well as his
For several decades he fought on various worlds pro- mother and father. He was a natural trouble maker that
tecting human settlers from xenos incursions. Among was constantly getting into territorial fights with his
the foes he fought were Orks, Eldar, and Tau. His ser- brothers in regards to toys and rooms. When he turned
vice was exemplary and he eventually returned back to 8 it was decided by his mother that he would be sent to
the Ultramarines. There he found his place within Sec- Parmenio for military training. His time at the Parmen-
ond Assault Squad of the Third Company. In the future io academy was filled with danger and violence as he
continually kept getting in fights with the other recruits
Brother Gregorius, Assault Marine over who was the top dog.
WS BS S T Ag Int Per WP Fel Kellerica was picked to become a Space Marine due
to his excellent record in the training regiments when
44 43 54 49 40 28 35 29 31 he was 10. He was almost denied full Space Marine
status at the age of 14 because of his inability to follow
he hopes that he can lead Second Assault Squad. the orders and for almost getting into a fight with his
Career Path: Assault Marine commanding officer. The captain approved his accep-
Rank: Assault Marine tance as a full fledged Space Marine however, because
Adeptus Astartes Chapter: Ultramarines of his ability to improvise and his ability to learn how
Origin: Hive World to use a weapon shortly after picking it up. Kellerica
was declared Devastator material due to the previously
Height: 2.80m Weight: 125 kg mentioned ability to learn a weapon in a short time.
Build: Lanky Age: 40 He was assigned to his first mission as a Devastator
to quell a heretic uprising on the hive world of Rad-
Movement: 4/8/12/24 Wounds: 18 mar. During that battle, Kellerica proved his skill with
Skills: Acrobatics +10, Awareness +20, Carouse, a missile launcher and his ability to adapt to mitigating
Common Lore (Imperium), Common Lore (Chapter circumstances. He assisted in the downing of three en-
History), Dodge +20, Forbidden Lore (Chaos) +10, emy bombers and two enemy tanks. Kellerica and his
Forbidden Lore (Xenos) +10, Navigation (Ground) squad were fully capable of quelling the uprising. He
+10, Pilot: Jump Pack, Speak Language (Low Gothic), has a shining future ahead of him as a Devastator squad
Survival +10. member.
Talents: Autosanguine, Basic Weapon Training (Las),
Combat Master, Deadeye Shot, Detect Poison, Diehard,
Heightened Senses (Hearing), Learn By Eating, Light

75
childhood Tiberius began to develop a loving rivalry
IX: Notable NPCs
Brother Kellerica, Devastator Marine with his own father.
WS BS S T Ag Int Per WP Fel Tiberius was enrolled into the medical field at one of
Calth’s many training facilities, but also trained physi-
36 58 40 45 30 29 28 35 30
cally in an attempt to be strong enough for the selec-
tion into the Ultramarines. At the age of 11, Tiberius
Career Path: Devastator was picked to be taken to the Ultramarines facility to
Rank: Devastator Marine be tested by the apothecaries for his ability to become
Adeptus Astartes Chapter: Ultramarines a Space Marine. He was eventually selected at the age
Origin: Imperial World of 12 to begin the process of becoming a full blown
Space Marine. Tiberius started Apothecarium training
Height: 2.50m Weight: 175 kg instead of training to be a Tactical Marine or Devastator
Build: Well-Built Age: 26 or Assault Marine.
He was sent on a mission shortly after he became a
Movement: 4/8/12/24 Wounds: 19 Medicae Initiate, and the mission was to a planet be-
Skills: Awareness +10, Carouse, Common Lore (Impe- lieved to be containing a genestealer cult. On the planet
rium), Common Lore (Chapter History), Common Lore of Nyranin, his company of Space Marines were am-
(War) +20, Dodge, Forbidden Lore (Xenos) +10, Navi- bushed by corrupted PDF soldiers who quickly took
gation (Ground), Speak Language (Low Gothic), Secret down several of Tiberius’s battle brothers around him.
Tongue (Astartes Signage). Tiberius’s mind shattered as he watched his brothers
Talents: Autosanguine, Basic Weapon Training (SP), being mowed down by the soldiers and that was more
Basic Weapon Training (Bolt), Basic Weapon Training than he could take on his first mission. Tiberius started
(Flame), Bulging Biceps, Detect Poison, Diehard, Hip to withdraw his emotions towards his other brothers
Shooting, Heavy Weapon Training (Bolt), Heavy Weap- while he was working on them, because he didn’t want
on Training (Launcher), Heightened Senses (Hearing), to become attached to any one he worked on in case
Learn By Eating, Light Sleeper, Lightening Reflexes, they died. Near the end of the battle, Tiberius began to
Melee Weapon Training (Primitive), Pistol Training re-open to his battle brothers as they started to prove
(SP), Rapid Reaction, Resistance: Fear, Resistance: Low victorious on the planet.
Oxygen, +10 Resistance: Poisons, Resistance: Radia-
tion, Resistance: Heat and Cold, Shadow Vision, Spit Brother Tiberius, Medicae Initiate
Acid, Sound Constitution (6), Suspended Animation,
Unnatural Strength, Unnatural Toughness. WS BS S T Ag Int Per WP Fel
Implants: Secondary Heart, Ossmodula, Biscopea, 39 45 40 45 40 45 30 35 30
Haemastame, Larraman’s Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s Career Path: Apothecary
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney, Rank: Medicae Initiate
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids, Adeptus Astartes Chapter: Ultramarines
Black Carapace. Origin: Hive World
Armour: Adeptus Astartes Terminator Armour MkIV,
Storm Shield. Height: 2.20m Weight: 135 kg
Weapons: Heavy Bolter, Cyclone Missie Launcher, Build: Runt Age: 26
Flamer.
Gear: 3 bolt magazines, 1 fuel, 4 krak missiles, 4 frag Movement: 5/10/15/30 Wounds: 12
missiles, Ultramarine Robes. Skills: Acrobatics, Awareness +20, Carouse, Chem-
Use, Common Lore (Imperium), Common Lore (Chap-
ter History), Dodge +20, Forbidden Lore (Xenos)+20,
Forbidden Lore (Gene-Seed), Forbidden Lore (Space
Brother Medicae Initiate Marine Anatomy), Navigation (Ground), Scholastic
Tiberius Lore (Space Marine Anatomy), Scholastic Lore (Hu-
man Anatomy), Speak Language (Low Gothic), Survival
Tiberius was born on the planet of Calth in the Realm +10, Tech-Use (Apothecary Tools).
of Ultramar. His parents were Klightus and Castella, Talents: Ambidextrous, Autosanguine, Basic Weapon
who were miners in the caves. He was exceptionally Training (Las), Chem Geld, Detect Poison, Diehard,
devoted to his parents throughout his young life and Dual Shot, Gunslinger, Heightened Senses (Hearing),
showed signs of superior skill in the area of medicine Learn By Eating, Light Sleeper, Medicae, Melee Weap-
and surgery. Klightus constantly goaded him into doing on Training (Primitive), Pistol Training (Las), Pistol
things better and faster, and over the course of his early Training (Bolt), Rapid Reload, Resistance: Low Oxy-
gen, +10 Resistance: Poisons, Resistance: Radiation,
76
Resistance: Heat and Cold, Resistance: Fear, Shadow Height: 2.75m Weight: 160 kg

IX: Notable NPCs


Vision, Spit Acid, Sound Constitution (3), Suspended Build: Spindly Age: 32
Animation, Two Weapon Wielder (Ballistic), Unnatural
Strength, Unnatural Toughness. Movement: 4/8/12/24 Wounds: 13
Implants: Secondary Heart, Ossmodula, Biscopea, Skills: Awareness, Carouse, Charm, Ciphers (Astart-
Haemastame, Larraman’s Organ, Catalepsean Node, es War Cant), Common Lore (Imperium), Common
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s Lore (Chapter History), Common Lore (War)+10,
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney, Dodge+10, Forbidden Lore (Heresy), Navigation
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids, (Ground), Scholastic Lore (Legend), Speak Language
Black Carapace. (Low Gothic).
Armour: Adeptus Astartes MkVII Eagle Power Armour. Talents: Arms Master, Autosanguine, Basic Weapon
Weapons: Bolt pistol, Bolt pistol, mono knife. Training (Las), Detect Poison, Diehard, Heightened
Gear: 4 bolt magazines, Ultramarine Robes, Apoth- Senses (Hearing), Learn By Eating, Light Sleeper, Light-
ecary Tools. ening Reflexes, Melee Weapon Training (Primitive),
Pistol Training (Las), Resistance: Low Oxygen, +10
Resistance: Poisons, Resistance: Radiation, Resistance:
Heat and Cold, Resistance: Fear, Shadow Vision, Spit
Brother Chaplain-Priest Acid, Sound Constitution (3), Suspended Animation,
Unnatural Strength, Unnatural Toughness.
Darus Implants: Secondary Heart, Ossmodula, Biscopea,
Haemastame, Larraman’s Organ, Catalepsean Node,
Brother Darus was born on the battle cruiser The Lion’s
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s
Angel Feather. His father was a serf security officer and
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
his mother was a clerical officer on board the battle
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids,
cruiser. He was trained by his father in combat tactics
Black Carapace.
and his mother taught him to love the great Emperor
Armour: Adeptus Astartes MkVII Eagle Power Armour.
who protected all of humanity. A big part of his daily
Weapons: Mono Great Weapon, Las Carbine, Las Pis-
life was the worship of the Emperor, unwaveringly, and
tol.
to protect it with his life if there was need for it. He was
Gear: 4 Las clips, Dark Angels Robes, Holy Symbol.
also trained by his father to kill and defend.
Darus was selected by the Space Marine Captain on
board the ship at the age of 10 and quickly rose in in-
fluence with the Chaplains on board the vessel. Darus
was rapidly pulled into the teachings of the Chaplains Brother Librarium Savant
because he enjoyed worshiping of the Emperor more so Varnius
than the true constraints of battle. The day cycle after Brother Varnius was born on the planet of Tallassar to
Darus became a Chaplain, The Lion’s Angel Feather came a family of nobles who ran a small village several miles
under attack by a rogue Chaos vessel and during the from the capital. Varnius trained skillfully in the arts of
ensuing battle Darus spent the whole time preaching to physical hand-to-hand combat as a recreational activity.
the ship security under his command. This was because his parents didn’t seem particularly
He became a chaplain for the Dark Angels on that interested in indulging their son with attention.
day, and proved his unwavering loyalty to the Emperor At the age of 10, Varnius was requested by several
of Mankind. Darus swore to forever serve the Emperor Space Marines with strange glowing hoods to ac-
and the Chapter Master of the Dark Angels. There are company them off planet, so that he could be tested.
no such thing as heroes in the world any more, but Dar- However, en route to Macragge, Varnius’s latent psy-
us swears by his life that he will attempt to be a hero. chic powers manifested itself in a blast of sound that
burst the ears of a security serf on the shuttle which
Brother Darus, Chaplain-Priest resulted in the death of the serf. Varnius has learned to
WS BS S T Ag Int Per WP Fel live in horror of his abilities because of this tragic event
and was immediately pressed into training to become
48 33 53 37 33 30 28 35 40 a Space Marine. This was done so that way they could
keep an eye on him.
Career Path: Chaplain At the age of 20, Varnius was fully inducted into the
Rank: Chaplain-Priest order of the Librarium of the Ultramarines. He spent
Adeptus Astartes Chapter: Dark Angels several months on Macragge after his induction as the
Origin: Void Born Chief Librarian thought him too dangerous to be let
out just yet. During his stay on Macragge, he continued
his old recreational activity of hand-to-hand combat to

77
steady his mind and hopefully stave off insanity. Every Psychic Powers: Biomancy: Bio-Lightening, Con-
IX: Notable NPCs
year in order to seek penitence for the death of the serf strict, Seal Wounds. Telekinetics: Fling, Force Bolt,
Varnius sits down in prayer to the Emperor to ask that Precision Telekinesis, Psychic Crush, Telekinesis.
the serf ’s spirit be protected for yet another year. Var- Gear: 3 bolter magazines, 2 las clips, Ultramarine
nius has lived his current 45 years as a shining beacon Robes.
on the battlefield for his brothers and will continue to
do so in order to repay the debt he owes to that long
dead serf. Brother Tech-Wright Casticus
Brother Varnius, Librarium Savant
Casticus moves among the unmanned Rhinos, Dread-
WS BS S T Ag Int Per WP Fel noughts and other vehicles of the Ultramarine armoury,
41 41 41 42 27 45 31 48 35 the gleaming armour plates that coat the spirit of their
machines bright in his eyes. In all his training under the
Omnissiah, Casticus has never had such an honour. He
Career Path: Librarian came to the most holy of all the relics on the Battle Barge
Rank: Librarium Savant Sons of Ultramar, a holy artifact in its own right. At
Adeptus Astartes Chapter: Ultramarines the end of the vehicle bay stands a warlord battle titan.
Origin: Imperial World He mouthed the name of the metal giant into his
beautiful mechanical lungs. No matter how beautiful,
Height: 2.45m Weight: 155 kg his mere vox casters did not compare to the titan. He
Build: Svelte Age: 45 steps to the Miles Incendia and carefully removes the
glove from his fleshy hand. Long ago he removed his
Movement: 3/6/9/18 Wounds: 15 weak limbs and replaced them with the finest bionic
Skills: Awareness, Carouse, Ciphers (Astartes War Cant), appendage that was available, except his right arm. That
Ciphers (Occult), Common Lore (Chapter History) +20, way he could feel the cold hard skin of the sacred to
Common Lore (Imperium) +20, Common Lore (Impe- the Omnissiah. He closes his eyes and prays to the great
rial Creed) +20, Common Lore (Librarium) +10, Com- machine spirit of the titan that he will be housed inside.
mon Lore (War) +20, Forbidden Lore (Heresy) +10, He would be housed inside, like the spirit of the ma-
Forbidden Lore (Chapter History) +10, Forbidden Lore chine itself. Casticus lets out a long breath and leans his
(Psykers) +10, Forbidden Lore (Inquisition), Forbidden head back. He stares at the ceiling. Millions of tons of
Lore (Mutants) +10, Literacy, Navigation (Ground), ancient steel and iron between him and the endless void
Scholastic Lore (Astromancy), Speak Language (Low made the Omnissiah’s power even more impressive. He
Gothic), Speak Language (High Gothic). closes his eyes and spreads his right hand across the
Talents: Autosanguine, Basic Weapon Training (Las), armour plating of the titan’s foot. He feels every nut
Basic Weapon Training (Bolter), Detect Poison, Die- and bolt that keep the carapace plate on its canvas. Cas-
hard, Fearless, Heightened Senses (Hearing), Learn By ticus draws his hand away slowly and his fingers re-
Eating, Light Sleeper, Melee Weapon Training (Primi- gretfully leave the glory of the Omnissiah before him.
tive), Melee Weapon Training (Shock), Minor Psychic He sits down before the behemoth and begins to pray
Power (5), Pistol Training (Las), Psy Rating 1, Psy and incant the Litany of Protection. This great force of
Rating 2, Psy Rating 3, Psy Rating 4, Psychic Power technology would fight against hordes of xenos, blas-
(6), Power Well, Resistance: Low Oxygen, +10 Resis- phemous heretics, and the foulest of daemons. Not only
tance: Poisons, Resistance: Radiation, Resistance: Heat fight, but it would survive, if the Omnissiah wills it.
and Cold, Resistance: Fear, Shadow Vision, Spit Acid,
Sound Constitution (5), Suspended Animation, Unnatu- Brother Casticus, Tech-Wright
ral Strength, Unnatural Toughness.
Implants: Secondary Heart, Ossmodula, Biscopea, WS BS S T Ag Int Per WP Fel
Haemastame, Larraman’s Organ, Catalepsean Node, 39 50 43 56 35 50 32 40 30
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney, Career Path: Techmarine
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids, Rank: Tech-Wright
Black Carapace. Adeptus Astartes Chapter: Ultramarines
Armour: Adeptus Astartes MkVII Eagle Power Armour. Origin: Imperial World
Weapons: Shock Maul, Bolter, Las Pistol.
Minor Psychic Powers: Chameleon, Déjà Vu, Dull Height: 2.35m Weight: 155 kg
Pain, Fearful Aura, Healer, Inspiring Aura, Lucky, Psy- Build: Fit Age: 60
chic Stench, Staunch Bleeding, Torch, Trick, Wall Walk,
Warp Howl, Weaken Veil, Weapon Jinx, White Noise.

78
Movement: 3/6/9/18 Wounds: 20 Resistance: Radiation, Resistance: Heat and Cold, Rite

IX: Notable NPCs


Skills: Awareness, Carouse, Common Lore (Imperium), Of Awe, Rite of Fear, Rite of Pure Thought, Shadow
Common Lore (Chapter History) +10, Common Lore Vision, Spit Acid, Sound Constitution (8), Suspended
(Tech) +20, Dodge, Forbidden Lore (Archeotech) +20, Animation, Technical Knock, Unnatural Strength, Un-
Logic +10, Navigation (Ground), Speak Language natural Toughness.
(Low Gothic), Secret Tongue (Tech) +20, Tech-Use Traits: Mechanicus Implants.
+20, Trade (Amorsmith) +10, Trade (Wright). Implants: Secondary Heart, Ossmodula, Biscopea,
Talents: Ambidextrous, Autosanguine, Basic Weapon Haemastame, Larraman’s Organ, Catalepsean Node,
Training (Las), Basic Training (Bolt), Detect Poison, Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s
Diehard, Energy Cache, Feedback Screech, Gun Bless- Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
ing, Heightened Senses (Hearing), Learn By Eating, Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids,
Light Sleeper, Lumen Blast, Lumen Charge, Lumen Black Carapace.
Shock, Maglev Grace, Maglev Transcendence, Medita- Armour: Adeptus Astartes MkVII Eagle Power Armour.
tion, Melee Weapon Training (Chain), Melee Weapon Weapons: Chain Axe, Bolter, Las pistol.
Training (Primitive), Mechadendrite Use (Gun), Mecha- Gear: 2 las clip, 4 bolter magazines, Ultramarine
dendrite Use (Manipulator), Mechadendrite Use (Opti- Robes, Best Craftsmanship Bionic Legs (Right, Left),
cal), Mechadendrite Use (Utility), Pistol Training (Las), Best Craftsmanship Bionic Arm (Left), Mechadendrite
Resistance: Low Oxygen, +10 Resistance: Poisons, (Gun, Manipulator, and Utility).

79
Character Name:..................................................................................... Player Name:...............................................................................................
Chapter:. ......................................................................................................... Rank:...................................................................................................................
Divination:......................................................................................................................................................................................................... Quirk:. ...........................................................................
Home World:.......................................................... Build:......................................................................... Height:........................................................ Weight:.......................................
Skin Colour:........................................................... Hair Colour:..................................................... Eye Colour:........................................... Age:................................................

MELEE WEAPONS CHARACTERISTICS MISSILE WEAPONS


Weapon Weapon
Weapon Skill (WS)

Class Damage Type Pen Class Damage Type Pen

Special Rules Wt Range RoF Clip Rld

Special Rules Wt
Ballistic Skill (BS)
Weapon
Weapon
Class Damage Type Pen
Class Damage Type Pen
Special Rules Wt
Strength (S) Range RoF Clip Rld

Weapon Special Rules Wt

Class Damage Type Pen


Weapon
Special Rules Wt Toughness (T) Class Damage Type Pen

Weapon Range RoF Clip Rld

Class Damage Type Pen Special Rules Wt

Agility (Ag)
Special Rules Wt Weapon

Class Damage Type Pen


Handedness:. ........................................
Range RoF Clip Rld
ARMOUR Intelligence (Int)
Special Rules Wt
Weight:...................
HEAD GEAR
(01-10) Weight
..........................................................................................................................
Perception (Per) ..........................................................................................................................
................................
..........................................................................................................................
..........................................................................................................................
BODY ..........................................................................................................................
(31-70)
..........................................................................................................................
RIGHT ARM LEFT ARM ..........................................................................................................................
(11-20) ................................ (21-30) Willpower (WP) ..........................................................................................................................
..........................................................................................................................
................................ ................................ ..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
RIGHT LEG LEFT LEG ..........................................................................................................................
(71-85) (86-00) Fellowship (Fel) ..........................................................................................................................
..........................................................................................................................
................................ ................................ Total CarriedWeight:............................

LIFTING Carry:............. Lift:. ............... Push:.................

DAMAGE FATE POINTS MOVEMENT WEALTH


Total Wounds Critical Damage Total Walk (Half Action) Throne Gelt:
..........................................................
Walk (Full Action) ..........................................................
Current Wounds Fatigue Current Charge Monthly Income:
..........................................................
(Max. Fatigue = TB) Run ..........................................................
XP EXPERIENCE Advancements Taken XP
to Spend ............................................................... (............) ............................................................... (............). spent
............................................................... (............) . .............................................................. (............) ............................................................... (............).
............................................................... (............) . .............................................................. (............) ............................................................... (............).
............................................................... (............) . .............................................................. (............) ............................................................... (............).
............................................................... (............) . .............................................................. (............) ............................................................... (............). Next Rank
............................................................... (............) . .............................................................. (............) ............................................................... (............).

BASIC SKILLS CHARACTERISTICS ADVANCED SKILLS


Tot. Sk. +10 +20 Weapon Skill (WS) Tot. Sk. +10 +20
Awareness (Per)............................... . ......... c c c Speak Language (Low Gothic). . ......... c c c
Barter (Fel)......................................... . ......... c c c ........................................................................ . ......... c c c
Carouse (T)......................................... . ......... c c c ........................................................................ . ......... c c c
Charm (Fel). ....................................... . ......... c c c ........................................................................ . ......... c c c
Climb (S)................................................ . ......... c c c ........................................................................ . ......... c c c
Command (Fel). ............................... . ......... c c c Ballistic Skill (BS) ........................................................................ . ......... c c c
Concealment (Ag)........................ . ......... c c c ........................................................................ . ......... c c c
Contorsionist (Ag)...................... . ......... c c c ........................................................................ . ......... c c c
Deceive (Fel)...................................... . ......... c c c ........................................................................ . ......... c c c
Disguise (Fel)..................................... . ......... c c c ........................................................................ . ......... c c c
Dodge (Ag).......................................... . ......... c c c Strength (S) ........................................................................ . ......... c c c
Evaluate (Int). ................................. . ......... c c c ........................................................................ . ......... c c c
Gamble (Int)........................................ . ......... c c c ........................................................................ . ......... c c c
Inquiry (Fel)....................................... . ......... c c c ........................................................................ . ......... c c c
Intimidate (S)..................................... . ......... c c c ........................................................................ . ......... c c c
Logic (Int)............................................ . ......... c c c ........................................................................ . ......... c c c
Toughness (T)
Scrutiny (Per)................................... . ......... c c c ........................................................................ . ......... c c c
Search (Per)........................................ . ......... c c c ........................................................................ . ......... c c c
Silent Move (Ag)........................... . ......... c c c ........................................................................ . ......... c c c
Swim (S).................................................. . ......... c c c ........................................................................ . ......... c c c
........................................................................ . ......... c c c ........................................................................ . ......... c c c
........................................................................ . ......... c c c Agility (Ag) ........................................................................ . ......... c c c
........................................................................ . ......... c c c ........................................................................ . ......... c c c
........................................................................ . ......... c c c ........................................................................ . ......... c c c
........................................................................ . ......... c c c ........................................................................ . ......... c c c
........................................................................ . ......... c c c ........................................................................ . ......... c c c
........................................................................ . ......... c c c
Intelligence (Int)
Unskilled Basic Skills can still be used, but at half ........................................................................ . ......... c c c
the Characteristic for that skill ........................................................................ . ......... c c c

TALENTS TRAITS
Perception (Per)
............................................................................................................... ...............................................................................................................
............................................................................................................... ...............................................................................................................
............................................................................................................... ...............................................................................................................
............................................................................................................... ...............................................................................................................
............................................................................................................... ...............................................................................................................
............................................................................................................... Willpower (WP) ...............................................................................................................
............................................................................................................... ...............................................................................................................
...............................................................................................................
............................................................................................................... MUTATIONS
...............................................................................................................
............................................................................................................... ...............................................................................................................
Fellowship (Fel)
............................................................................................................... ...............................................................................................................
............................................................................................................... ...............................................................................................................
............................................................................................................... Tested c WS c BS c S c T c Ag

............................................................................................................... Against: c Int c Per c WP c Fel

Insanity INSANITY CORRUPTION Corruption


Points Points
Degree of Madness:......................................... Degree of Corruption:...............................
Trauma Modifier:.............................................. Malignancy Test:...........................................
Disorders Severity Malignancies
............................................................................................. (.......................) ....................................... ....................................... . ..................................
............................................................................................. (.......................) ....................................... ....................................... . ..................................
............................................................................................. (.......................) ....................................... ....................................... . ..................................
IMPLANTS
c Secondary Heart c Ossmodula c Biscopea
c Haemastamen c Larraman's Organ c Catalepsean Node c Preomnor
c Omophagea c Multi-lung c Occulobe c Lyman's Ear
c Sus-an Membrane c Melanochrome c Oolitic Kidney c Neuroglottis
c Mucranoid c Betcher's Gland c Progenoids c Black Carapace

Psy Rating: PSYCHIC POWERS Discipline:


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Minor Powers Threshold Focus Time Sustain Range Effect


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Discipline Powers Discipline Threshold Focus Time Sustain Range Effect


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CHAPTER INFO, BACKGROUND & NOTES


PORTRAIT
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