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ASTARTES
Astartes Creation
Advances
Chapter Rules
Game Rules
Equipment
Vehicles
Notable NPCs
T
a b l e of
o f Contents
C o n te n ts
Table
Credits....................................................................... 3
Disclaimer.............................................................. 3
Introduction..................................................... 4
I: Astartes Creation..................................... 5
What Are Space Marines?................................ 5
Space Marine Character Creation......... 6
Implants...................................................................... 7
II: Advances............................................................. 8
Neophyte Advances................................................... 9
Scout Advances....................................................... 10
Brother Scout Advances....................................... 10
Marine Advances..................................................... 11
Brother Marine Advances..................................... 11
Assault Marine Advances....................................... 12
Assault Veteran Advances..................................... 12
Assault Sergeant Advances. .................................. 13
Tactical Marine Advances. ................................... 13
Tactical Veteran Advances................................... 14
Tactical Sergeant Advances................................. 14
Devastator Marine Advances................................ 15
Devastator Veteran Advances.............................. 15
Devastator Sergeant Advances............................. 16
Medicae Initiate Advances..................................... 16
Medicae Internist Advances.................................. 17
Field Medicae Advances......................................... 17
Chaplain ................................................................ 18
Chaplain-Novite Advances. ................................... 18
Chaplain-Priest Advances...................................... 19
Chaplain-Confessor Advances.............................. 19
Chaplain-Exorcist Advances................................. 20
Reclusiarch Advances. ........................................... 20
Librarian ............................................................... 21
Librarium Sanctionite Advances .......................... 21
Librarium Neonate Advances................................. 22
Librarium Militant Advances................................ 22
Librarium Savant Advances.................................... 23
Lexicanum Advances. .............................................. 23
Techmarine ......................................................... 24
Apprentum Advances............................................... 24
Weaponsmith Advances........................................... 25
Armorsmith Advances. ........................................... 25
Tech-Initiate Advances.......................................... 26
Tech-Wright Advances.......................................... 26
III: Chapter Rules.......................................... 27
Dark Angels. ........................................................... 28
White Scars............................................................. 30
Space Wolves. .......................................................... 31
Imperial Fists........................................................... 33
Blood Angels. ......................................................... 35
Iron Hands............................................................... 36
Ultramarines. .......................................................... 38
Salamanders............................................................. 39
Raven Guard............................................................ 40
Grey Knights........................................................... 40
Deathwatch.............................................................. 41
Khans Lightning. ................................................... 42
IV: Skills and Talents................................ 44
New Skills............................................................... 44
New Talents.......................................................... 45
V: Game Rules...................................................... 47
Corruption........................................................... 47
Insanity................................................................... 47
Criticals................................................................. 47
VI: Equipment..................................................... 49
Space Marine Standard Kits........................ 49
Gear............................................................................. 50
Armour..................................................................... 53
Melee Weapons..................................................... 56
Ranged Weapons................................................. 58
Weapon Upgrades ............................................. 59
Ammunition........................................................... 59
VII: Vehicles......................................................... 61
Rhino........................................................................ 61
Predator Destructor............................................. 62
Predator Annihilator............................................ 62
Baal Predator......................................................... 62
Razorback................................................................ 63
Vindicator................................................................ 63
Land Raider............................................................. 64
Land Raider Crusader............................................ 64
Bike. .......................................................................... 64
Attack Bike.............................................................. 65
Land Speeder............................................................ 65
Leman Russ Exterminator...................................... 65
Thunderhawk Gunship........................................... 66
Thunderhawk Transport....................................... 66
Dreadnought........................................................... 66
Furioso Dreadnought............................................ 67
Mortis Dreadnought............................................. 67
Siege Dreadnought................................................. 67
VIII: Psychology and Tips...................... 69
Space Marine Psychology........................... 69
Dark Angels. ........................................................... 71
White Scars............................................................. 71
Space Wolves. .......................................................... 71
Imperial Fists........................................................... 71
Blood Angels. ......................................................... 72
Iron Hands............................................................... 72
Ultramarines............................................................ 72
Salamanders............................................................. 72
Raven Guard............................................................ 73
Grey Knights........................................................... 73
Khans Lightning. ................................................... 73
IX: Notable NPCs.............................................. 74
Character Sheet........................................... 80
C redits
Credits
Writing CCredits
W
Art
A
Robban-O
ShadowedKnight
TeveshZhat
Da Boss
(Psychology and Role-Playing Tips)
Mudswimmer
(NPCs stats, background for Casticus)
ShadowedKnight
Voidstate
(Chapter colors)
DarkSandman
LLayout
DarthBane
Special T
Thanks
S
Hellebore, Mordheim,
Cynr, Jas, Dienekes00
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 Warhammer 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.
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 presenting 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.
Id like to thank my co-conspirator... err... co-author, DarthBane, because without him this book wouldnt 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. Heres 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 hes 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 Emperors 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 different, 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 wasnt 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
Y
Y
I: Astartes Creation
A
sta rte s Creation
C r ea ti o n
Astartes
I: Astartes Creation
Space Marine
Character
Creation
The rules for creating Space Marines are for Ultramarines and their successor chapters as a base for all Space
Marine characters that can be played.
All Space Marine characters are created as normal following the rules presented in Dark Heresy. Their basic
stats are all rolled as per Dark Heresy, but Space Marines
must have a minimum score in the following characteristics: Weapon Skill or Ballistic Skill, Strength, and
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), Navigation (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 decides which weapon
type to learn: Feral Worlds grant
primitive 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).
Talent or Skill
Secondary Heart
Ossmodula
Biscopea
Haemastamen
Larramans Organ
Autosanguine
Catalepsean Node
Light Sleeper
Preomnor
Resistance: Poisons
Omophagea
Learning by eating
Multi-lung
+5 Resistance: Poisons
Occulobe
Shadow Vision
Lymans Ear
Neuroglottis
Detect Poisons
Mucranoid
Sus-an Membrane
Suspended Animation
Melanochrome
Resistance: Radiation
Oolitic Kidney
+5 Resistance: Poisons
Betchers Gland
Progenoids
Brother Scouts will have available the following implants for activation: Melanochrome, Oolitic Kidney, Neuroglottis, Mucranoid, Betchers Gland,
Progenoids, and Black Carapace.
I: Astartes Creation
Implants
Spit Acid
Black Carapace
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
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
Imperial World
Void Born
II: Advances
A dva n c es
Advances
E
Other Marines will take different paths upon completing their time with the Scouts. Some will become
Chaplains, Apothecaries, Techmarines or even Librarians, if they show psychic abilities.
After more years of service, a Marine may be promoted to an officer rank, which means, he will perhaps lead
his own company, or, climbing the ladder even further
up, the Chapter Master. Other Marines do not long
for command, instead staying Marines until the end of
their days.
Should a Marine show extreme bravery and dedication, Terminator honours will be given to him. This
means the Marine is transferred to the First Company,
serving as honour guards for commanding officers, or
he becomes an elite warrior of the Empire, a Terminator.
Due to their altered physiology, Marines can live for
centuries. It is a rather rare occasion that a Space Marine dies of age, but it happens. If the Marines is deadly
wounded in battle, and deemed worthy, his remains are
entombed in a sarcophagus, thus becoming literally a
living war machine: a Dreadnought.
Designers Note
By taking the route we did, we understood the limitations of only having eight ranks of advances. The
Marines presented were intentionally left open for
future expansion as the core rules expand beyond
15,000 experience. This conscious decision resulted
in only presenting Marines from the line companies.
As the core game expands, so will the rank progression of a Marine from one of the line companies to
First Company veterans.
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
Neophyte
XP Level: 0-499
Scout
XP Level: 500-999
Brother Scout
XP Level: 1,000-1,999
Marine
XP Level: 2,000-2,999
Chaplain-Novite
XP Level: 2,000-2,999
Librarium Sanctionite
XP Level: 2,000-2,999
Apprentum
XP Level: 2,000-2,999
Brother Marine
XP Level: 3,000-5,999
Chaplain-Priest
XP Level: 3,000-5,999
Librarium Neonate
XP Level: 3,000-5,999
Weaponsmith
XP Level: 3,000-5,999
Assault Marine
XP Level: 6,000-7,999
Tactical Marine
XP Level: 6,000-7,999
Devastator Marine
XP Level: 6,000-7,999
Medicae Initiate
XP Level: 6,000-7,999
Chaplain-Confessor
XP Level: 6,000-7,999
Librarium Militant
XP Level: 6,000-7,999
Armoursmith
XP Level: 6,000-7,999
Assault Veteran
XP Level: 8,000-9,999
Tactical veteran
XP Level: 8,000-9,999
Devastator Veteran
XP Level: 8,000-9,999
Medicae Internist
XP Level: 8,000-9,999
Chaplain-Exorcist
XP Level: 8,000-9,999
Librarium Savant
XP Level: 8,000-9,999
Tech-Initiate
XP Level: 8,000-9,999
Assault Sergeant
XP Level: 10,000-14,999
Tactical Sergeant
XP Level: 10,000-14,999
Devastator Sergeant
XP Level: 10,000-14,999
Field Medicae
XP Level: 10,000-14,999
Reclusiarch
XP Level: 10,000-14,999
Lexicanum
XP Level: 10,000-14,999
Tech-Wright
XP Level: 10,000-14,999
NEOPHYTE
Advances
The most junior members
of a Chapter are Neophytes, who start to learn
their craft of death.
II: Advances
Space
Marines
Ranks
Cost
Type
Prerequisites
Awareness +10
100
Awareness
Climb
100
Concealment
100
100
100
100
100
100
T
Psy Rating 1
and Bencarius performed Minor Psychic Power
100
T
II: Advances
Scout
Advances
Scouts are officially part
of the Chapter performing
scouting missions for their
Battle Brothers.
Cost
Type
Prerequisites
Awareness +20
100
Awareness +10
Climb +10
100
Climb
Concealment +10
100
Concealment
100
100
100
100
Prerequisites
25
Trait
100
T
Brother
Scout
Advances
Brother Scouts have fought
in a few dozen combat operations to become tried
and true veterans.
Cost
Type
Acrobatics
100
Carouse +10
100
Carouse
Climb +20
100
Climb +10
Concealment +20
100
Concealment +10
100
100
100
Dodge +20
100
10
Dodge +10
25
Trait
100
Cost
Type
Acrobatics +10
200
Prerequisites
Acrobatics
Carouse +20
100
Carouse +10
100
100
100
100
100
Prerequisites
100
S
100
T
he would be temporarily
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 Khans 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...
II: Advances
Marine
Advances
Brother
Marine
Advances
After the short years of
temporary assignment as
a replacement in various
squads in different companies a Brother Marine
is allowed to finally join a
squad permanently.
Cost
Type
Acrobatics +20
200
Acrobatics +10
100
100
200
200
Literacy +10
200
Literacy
100
100
200
200
Combat Master
100
WS 30
Crack Shot
100
BS 40
Bencarius sat quietly as
Double Team
100
T
200
T
11
II: Advances
Assault
Marine
Advances
Assault Marines are trained
in the deadly close combat
arts while using a jump
pack.
Cost
Type
Prerequisites
100
Contortionist
200
Demolition
100
100
100
100
Literacy +20
200
Literacy +10
100
100
S
Scholastic Lore (Imperial Creed) +10
Brother Gregorius swo Scholastic Lore (Imperial Creed) +20
Scholastic Lore (Chymistry)
200
S
100
T
100
T
WS 30
auspex, he lined up a shot Sure Strike
100
T
WS 35
with his bolter pistol onto Swift Attack
Two Weapon Wielder (Melee)
200
T
WS 35, Ag 35
the lead traitor Marine and
depressed the trigger. The bolter rounds impacted upon the traitors armour, blowing out chunks of corrupted, mutated flesh from
the traitors 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
Veteran
Advances
After fighting on battlefields and surviving the
horrors of combat an Assault Veteran is a deadly
blend of Marine, weapons,
and equipment to truly become an angel of death.
Cost
Type
Prerequisites
Contortionist +10
200
Contortionist
Demolition +10
100
Demolition
100
100
100
200
100
Search +10
100
Search
Shadowing +10
100
Shadowing
Tracking +10
100
Tracking
Ambidextrous
200
Ag 30
12
Cost
Type
Command
100
Prerequisites
Contortionist +20
200
Contortionist +10
Demolition +20
100
Demolition
100
100
100
200
100
Search +20
100
Search +10
300
T
Tactical
Marine
Advances
A tactical marine is a jack
of all trades and a master
of none. They perform
jobs from fighting on the
ground to crewing the
numerous vehicles their
Company uses.
100
Shadowing +10
II: Advances
Assault
Sergeant
Advances
Cost
Type
Prerequisites
100
100
100
100
100
100
Literacy +20
200
Literacy +10
200
100
Pilot (Spacecraft)
200
100
100
S
200
S
Speak Language (High Gothic) +10
land raider he was assigned Speak Language (High Gothic) +20
200
T
Ag 30
to. Not the most glorious Ambidextrous
Die Hard
100
T
13
II: Advances
Tactical
Veteran
Advances
Due to his extensive training, a Tactical Veteran can
operate any number of
weapons and vehicles to
bolster a Companys potential.
Cost
Type
Prerequisites
100
100
100
200
100
200
Pilot (Spacecraft)
100
200
200
Security +10
100
Security
landscape with its engines Heavy Weapon Training (choose one: Flame, Launcher,
Melta, or Plasma)
echoing in the vast cavernJaded
100
T
WP 30
ous streets. Weapon turrets Melee Weapon Training (Chain)
200
T
100
T
BS 40
huge machine came to a Mighty Shot
100
T
Tactical
Sergeant
Advances
The start of the command
path for a Tactical Marine
is the culmination of years
of combat experience and
natural leadership.
Cost
Type
Prerequisites
Command
100
200
100
200
100
200
200
200
200
Security +10
Sitting high in the comBasic Weapon Training (choose one: Flame, Launcher,
300
T
14
100
Cost
Type
Prerequisites
100
100
100
100
100
100
Literacy +20
200
Literacy +10
100
100
100
100
100
100
200
200
200
100
100
100
100
100
S 45
100
WP 40
100
BS 40, Ag 40
100
BS 40
200
300
Devastator Marine Kellerica hefted the heavy Scholastic Lore (Communication Networks)
Scholastic Lore (Sensors)
bolter onto his shoulder Secret Tongue (Astartes Signage) +20
for additional support. He Speak Language (High Gothic) +20
used his armours target- Tech-Use (Communication Gear)
ing auspex to pick out a Tech-Use (Sensors)
Basic Weapon Training (Flame)
section of that damnable Basic Weapon Training (Launcher)
heretic governors defenses. Basic Weapon Training (Melta)
He depressed the trigger Basic Weapon Training (Plasma)
and a steady stream of bolts Bulging Biceps
screamed from his hidden Die Hard
Hip Shooting
position within the gardens Independent Targeting
of the governors palace. Quick Draw
Immediately, the heretic Sound Constitution
You may take this Talent up to three times at this Rank.
PDF opened fire, their lasguns stabbing towards him.
Kellerica ducked to the left and melted back into the hedges...
Scholastic Lore (Cryptology)
II: Advances
Devastator
Marine
Advances
Devastator
Veteran
Advances
Numerous battles later
the Devastator Marine has
gained experience and is
well versed in the litanies
of heavy weapons.
Cost
Type
Prerequisites
100
200
200
100
100
100
100
100
100
100
S
100
T
15
II: Advances
Devastator
Sergeant
Advances
Now responsible for his
own squad, the Devastator Marine begins to learn
the basics of command.
Cost
Type
Prerequisites
100
Command
100
100
100
100
100
100
100
100
S
Scholastic Lore (Artillery)
The sergeant insignia was Scholastic Lore (Artillery) +10
Tech-Use (Communication Gear) +20
200
S
Tech-Use (Communication Gear) +10
freshly painted by a TechTech-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
200
T
100
T
uttered the litany of command 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
Initiate
Advances
Marines that have shown
an aptitude for healing
and the arcane sciences
become Apothecaries by
starting out as a Medicae
Initiate.
Cost
Type
Chem-Use
100
Prerequisites
100
100
100
100
100
100
100
200
Literacy +20
100
Literacy +10
100
S
ing before him and watched Scholastic Lore (Space Marine Anatomy)
100
S
100
S
wound. The Marines clotting mechanism must had malfunctioned and in time he would die. Uttering a prayer, Tiberius placed the Reductor against the
Marines head and performed the Emperors Mercy upon his brother...
16
Cost
Type
Chem-Use +10
100
Prerequisites
Chem-Use
100
100
100
200
Medicae +10
100
Medicae
100
100
100
100
300
T
Field
Medicae
Advances
Field Medicaes assist Apo
thecaries back at the field
hospitals or in the operating theaters of the ships of
the Chapter fleet.
II: Advances
Medicae
Internist
Advances
Cost
Type
Chem-Use +20
100
Prerequisites
Chem-Use +10
100
100
100
200
Medicae +20
100
Medicae +10
100
100
100
100
S
Scholastic Lore (Chymistry) +10
Tiberius watched silently Scholastic Lore (Chymistry) +20
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
cess of turning this young Pistol, Web Pistol, Needle Rifle, or Webber)
child into a Space Marine. Furious Assault
200
T
WS 35
300
T
Tiberius held the boy down Heavy Weapon Training (choose one: Flame, Las,
Launcher, Melta, or Plasma)
and watched as Apothecary Independent Targeting
200
T
BS 40
Paulus begin cutting the Marksman
200
T
BS 35
300
T
boy open with the scal- Pistol Training (choose one: Flame, Launcher,
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
17
II: Advances
Chaplain
The Chaplain takes up a very special role within each
Chapter, although the exact role varies from Chapter to
Chapter. No matter which Chapter, Chaplains are the
spiritual leaders. They know all about each Chapters
cult of the Emperor. As these cults predate even the Ecclesiarchy, being more than ten thousand years old, the
Chaplains are the keepers of the holy cants and relics
the Chapter possesses. The main difference between the
Ecclesiarchy and the Space Marine cults is the worship
of the Primarch alongside the Emperor.
Every Chaplain carries a holy Rosarius around his
neck. The Rosarius is a symbol of his status, given to
him by the Ecclesiarchy, and thus forming a more or
less stable link to the Imperial Cult. A Rosarius appearance may change from Chapter to Chapter, but most
resemble an Aquila Imperialis or a Crux Terminatus.
Within the Rosarius, a small but powerful force field
generator is incorporated, protecting the Chaplain from
enemy bullets and strikes.
But a Chaplain is not anything like a imperial priest. In
battle, the Chaplain is found in the deepest and most vicious fights, where he excels even over the close combat
skills of all other Marines. No matter how intense the
fighting is, he sings his holy chants to inspire his Brothers to even higher levels of bravery. With his Crozius
ChaplainNovite
Advances
After their completion as
a Scout, a Marine is sent
to be trained in the role of
watcher and keeper of a
Marines faith and loyalty.
Cost
Type
Prerequisites
Blather
100
Charm
200
100
200
200
100
100
Inquiry
100
Literacy
100
Performer (Musician)
200
100
S
200
T
18
Cost
Type
Blather +10
100
Prerequisites
Blather
Carouse +20
100
Carouse +10
Command
200
Deceive
100
200
100
100
100
Trade (Copyist)
Ambidextrous
200
Ag 30
Die Hard
200
Dual Shot
200
was giving a rousing sermon that it was the faithfuls responsibility to bring the Emperors 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.
ChaplainConfessor
Advances
A confessor is brought
further into the secrets of
the Chapter and their cult.
Standing before their
brothers, they hear their
prayers and offer advice.
II: Advances
ChaplainPriest
Advances
Cost
Type
Charm +10
100
Prerequisites
Charm
100
100
100
200
Inquiry +10
100
Inquiry
Interrogation
100
100
Air of Authority
100
Fel 30
300
Darus heard the mans story 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
II: Advances
ChaplainExorcist
Advances
A Chaplain-Exorcist is
finally let into the inner
circle of the Chaplains.
They receive the beginning knowledge of their
Chapters darkest secrets.
Cost
Type
Prerequisites
Command +10
100
Command
Deceive +10
100
Deceive
Interrogation +10
100
Interrogation
100
200
100
Literacy +10
100
Literacy
200
Performer (Musician)
200
Performer (Singer)
100
100
Darus could hardly be- Basic Weapon Training (choose one: Flame,
300
T
focus hard. His breathing Heavy Weapon Training (choose one: Flame, Las,
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
Reclusiarch
Advances
Reclusiarchs lead their
brothers in combat, combining faith and command
into a fiercesome package.
Adorned in the black armour of the Chaplain
they embody the Angel of
Death.
20
Cost
Type
Prerequisites
Blather +20
100
Blather +10
Charm +20
100
Charm +10
100
Command +20
100
Command
Deceive +20
100
Deceive +10
100
200
200
100
100
Inquiry +20
100
Inquiry +10
100
S
Interrogation +10
Darus looked up from Interrogation +20
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
200
T
WS 30
command hatch. He felt Combat Master
Crippling
Strike
100
T
WS 50
the land raider maneuver
Hatred (Heretics)
200
T
100
T
While other Space Marines are famous for their martial skill, the Librarian is instead known for his mental
abilities. Like any other Marine, he is well trained with
Bolter and melee weapon, but the main power of a Librarian is his ability to use psychic might.
Many Librarians use the same powers like other psykers, but some have unique powers, making them more
dangerous than a Devastator Squad or even a Land
Raider. These powers not only devastate the enemy, but
they can also use them to enhance their own combat
skills.
Depending on the exact kind of psychic power the
Librarian has, his duties vary. Those who control fire,
lightning or even the pure, raw energy of Warp are
found in the second row of a combat formation, to provide effective heavy fire support for the other fighting
units. Others may be blessed with the power of divination, either long term or short term. If they can divine
the future for a longer period, they may be consultants
to the force commander and act as strategists. Librarians that can foresee a rather short period of time are
often acting as tactical advisors for field commanders.
No matter what power a Librarian has, from a sense of
Warp to massive destructive skills, he is a formidable
force on the battlefield.
Armed with Force Weapons, the Librarian use them
Librarium
Sanctionite
Advances
Selected from the Initiates
that have been chosen to
become Marines, a Librarium Sanctionite is culled
from the Chapter as soon
as they finish scout training. They have the ability
to wield the power of the
warp.
II: Advances
Librarian
Cost
Type
Prerequisites
100
200
200
Inquiry
100
100
100
100
Literacy
100
Logic
100
100
200
Tech-Use
200
Ambidextrous
200
Ag 30
Arms Master
100
100
T
200
T
21
II: Advances
Librarium
Neonate
Advances
A Librarium Neonate
learns to control his psychic abilities and to protect himself from the predations of the Warp.
Cost
Type
Prerequisites
Ciphers (Occult)
100
100
100
100
200
Inquiry +10
100
Inquiry
Invocation
100
200
100
Ambidextrous
200
Ag 30
200
T
Librarium
Militant
Advances
A Librarium Militant has
gained total control over
his abilities and begins
serving the Chapter in
one of the Companies.
Cost
Type
Prerequisites
100
Inquiry +20
200
Inquiry +10
100
100
100
Literacy +10
100
Literacy
Logic +10
100
Logic
100
200
200
22
Tech-Use
S 40
Psy Rating 3
Ag 40
WP 30
BS 40
Psy Rating 2
Psy Rating 2
Cost
Type
100
Prerequisites
Ciphers (Occult)
100
100
200
Invocation +10
100
Invocation
100
100
100
300
the weight of the jump pack Pistol, Web Pistol, Needle Rifle, or Webber)
200
T
WS 35
and waited for the order to Furious Assault
Heavy Weapon Training (choose one: Flame, Las,
300
T
100
T
Fel 30
Felstinius issued the com- Peer (Chapter)
100
T
Psy Rating 2
mand to attack a squad of Power Well
Psy Rating 4
100
T
Psy Rating 3
Emperors Children using Psychic Power
100
T
II: Advances
Librarium
Savant
Advances
Lexicanum
Advances
Type
Prerequisites
100
100
100
Command
200
100
100
100
200
Invocation +20
100
Invocation +10
100
100
100
He directed the servitors Scholastic Lore (Heraldry) +20
Scholastic Lore (Astromancy) +20
100
with little trouble as he
Speak Language (High Gothic) +20
200
sought out the information Tech-Use +20
200
concerning the foe they had Combat Master
200
200
fought previously. The an- Crippling Strike
Hatred
(Heretics)
100
cient tome was laid on his
Iron Discipline
100
desk and Varnius opened it Minor Psychic Power
100
carefully. With a pen, he Power Well
100
noted Third Companys ac- Psychic Power
100
100
tions against the Emperors Psy Rating 5
Sound Constitution
300
Children on the Imperial
Swift Attack
200
planet Nilnor. He furious- Talented (Scholastic)
100
ly scribbled his memories Total Recall
200
You may take this Talent up to two times at this Rank.
of the battles, hoping that
future generations of Marines would be able to learn from the actions of the Ultramarines fighting.
Tech-Use +10
WS 30
WS 50
Advance
WP 30, Command
Psy Rating 2
Psy Rating 4
WS 35
Int 30
23
II: Advances
Techmarine
A Techmarine, or Frater Astrotechnicus, is a special
kind of Space Marine. He has a deep affinity to technology. Although they are not directly part of the Adeptus Mechanicus, they are regarded as members of their
Chapter as well as of the Cult Mechanicus.
Due to an eon-old pact between the Adeptus Astartes
and the Adeptus Mechanicus, Techmarines spend about
thirty years on Mars, where they learn the rites necessary to invoke the spirit of the machine, to calm it, and
to repair and maintain the technological devices, weapons and armour of the Chapter. The first true Techmarine was Murchard Kite from the Thousand Sons before the Horus Heresy, who was chosen by the Adeptus
Mechanicus.
Techmarines usually live a life apart from their fellow Brothers. Nevertheless, they are highly regarded,
as they are the only ones who know the secrets of the
machines. Before each battle, they bless the weapons
and armour of their Brothers.
Once in battle, they heal damaged vehicles and armour, accompanied by a loyal host of servitors. They do
not only repair damaged items, but they also re-invoke
the rage of the Machine Spirit should it ever fade.
They are the reason why some of a Chapters equipment is over several thousand years old, especially ar-
Apprentum
Advances
After completing their
scout training, these mechanically inclined Marines are sent to Mars to
be trained by the Adeptus
Mechanicus.
mour and vehicles. A Techmarine is willing to undertake great risks on the battlefield to recover armour and
weapons, before they are lost forever.
To fulfill their duties, they are equipped with various
special gear. This ranges from a simple servo arm attached to the Power Armour to a complete Servo Harness. This magnificent armour bristles with additional
arms, each one equipped with tools like a laser cutter or
a power saw. As mentioned above, many Techmarines
are accompanied by servitors. This is because under enemy fire it can be difficult to repair a damaged vehicle.
Gun servitors and combat servitors protect the Techmarine from enemies, while a tech servitor helps his master
with the work.
Techmarines usually wear rust red armour, to honour
the bonds between them the Adeptus Mechanicus and
Mars, but not a single Techmarine would dare to cover
his Chapters insignia, as this would enrage the Machine Spirit within the armour. The sign of office for a
Techmarine is a Power Axe, which is not only used in
combat, but also serves as a tool.
Some Space Marines look at the Techmarines with
suspicion, because they act as if the equipment of the
Chapter would belong to the Techmarines and they
only borrow it. Without the Techmarines, every Chapter of the Astartes would depend on normal humans to
remain fully functional.
Cost
Type
Prerequisites
100
100
100
100
100
100
Literacy
100
200
200
200
S
100
T
Techmarine
him. Somehow the thought Feedback Screech
200
T
awe of Mars with the feelYou 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
Cost
Type
Prerequisites
200
100
200
Evaluate
100
100
100
100
Logic
100
100
S
200
T
WS 30
cover. The cover opened up Combat Master
100
T
100
T
Techmarine
tion. Reciting the Litany of Ferric Lure
200
T
Ag 30
Cleaning and Adjustment Leap Up
Mechadendrite Use (Manipulator)
100
T
Techmarine
his mechadandrites care- Sound Constitution
200
T
Armoursmith
Advances
Learning to care and
maintain the armour of a
Space Marine is another
fundamental that all Techmarines must master.
II: Advances
Weaponsmith
Advances
Cost
Type
Prerequisites
100
Literacy +10
100
Literacy
Navigation (Stellar)
200
100
200
200
Tech-Use +10
100
Tech-Use
100
Trade (Armoursmith)
100
Trade (Copyist)
100
Trade (Scrimshawer)
100
100
200
Ag 30
300
200
200
200
100
Techmarine
200
Ag 40
200
BS 40, Ag 40
200
BS 40
200
BS 35
100
Techmarine
200
200
100
200
Flame,
25
II: Advances
Tech-Initiate
Advances
Delving further into the
mysteries of the Cult of
Mechanicus, a Tech-Initiate begins to learn how
to maintain the large war
machines of the Space
Marines.
Advance
Ciphers (Astartes War Cant) +20
Common Lore (Tech) +20
Common Lore (War) +10
Evaluate +10
Forbidden Lore (Archeotech) +10
Forbidden Lore (Adeptus Mecanicus) +10
Forbidden Lore (Chapter History) +20
Logic +10
Scholastic Lore (Astromancy) +10
Scholastic Lore (Chymistry) +10
Scholastic Lore (Numerology) +10
Security +10
Secret Tongue (Tech) +10
Trade (Miner) +10
Trade (Smith) +10
Heavy Weapon Training (choose one: Flame, Las,
Launcher, Melta, or Plasma)
Jaded
Maglev Grace
Mechadendrite Use (Optical)
Melee Weapon Training (Chain)
Melee Weapon Training (Power)
Mighty Shot
Quick Draw
Sound Constitution
Cost
Type
Prerequisites
200
100
200
100
100
100
100
100
100
100
100
200
100
100
100
300
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
T
Cost
Type
Prerequisites
200
200
100
100
100
100
100
100
100
200
100
100
100
100
100
100
300
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
T
Casticus used his mechadendrites to pull the damaged armour plating from
the chassis of the Rhino.
He carefully inspected the
100
T
WP 30
plates and saw the numer100
T
Techmarine
ous scorchs of bolter fire
100
T
Techmarine
mixed with the impacts
300
T
of rokkets. He muttered a
100
T
200
T
BS 40
prayer to the Omnissiah to
200
T
Tech-Wright
Advances
Fully trained, a TechWright returns to his
Chapter to begin his service among his Battle
Brothers both on and off
the field of battle.
26
T
T
CChapter
hap te r R
u l es
Rules
Although most Chapters can be traced back to a Chapter of the First Founding, the origins of others remain
a mystery, like the Blood Ravens, whose origins were
rumored to be of Blood Angel and Raven Guard.
Sadly, some of the Chapters from the later foundings
either turned renegade or were declared Excommunicate Traitoris. Examples are the Soul Drinkers, who are
of Imperial Fist origin, or the Relictors, that were created from the Dark Angel and Ultramarine gene-seed.
Needless to say, these former Space Marines are sworn
enemies of the Imperium.
Certain Chapters are divergent from Codex: Astartes or lacking certain gene-seed or suffer from various
maladies that the Ultramarines do not have. The rules
presented in this section are for modeling these Chapters in Dark Heresy.
27
Dark Angels
History
The Dark Angels have the honour of being the first
Legion created by The Emperor. Like the others, Lion
ElJonson 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 ElJonson 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 leader of the Order and the whole of Caliban.
Meanwhile, unknown to the people of Caliban, the
Emperor was waging his Great Crusade across the galaxy, reuniting humanity and purging entire star systems
of their alien oppressors. As the Imperiums wave of
conquest advanced across the galaxy, Imperial scouts
rediscovered the isolated world of Caliban. It was
not long before the Emperor was at last reunited with
ElJonson and was filled with joy as would be a father
on finding his lost son. The Emperors first action was
to give Lion ElJonson control of his First Legion. This
legion of Space Marines had been created by the Emperor from its Primarchs DNA samples and had fought
alongside the other Imperial forces as the Great Crusade was waged across the galaxy.
The First Legion was thereafter named as the Dark
Angels, in reference to a Caliban legend that told of
great, righteous heroes who held back monsters. Announced by the Primarch, the connotation was in fact
first drawn by Luther, who quoted a section from the
legend upon first seeing Astartes descending using
jump-packs: And the angels of darkness descended upon pinions of fire and light...the great and terrible dark angels.
Caliban was made the homeworld of the Dark Angels
and the whole of the Order moved to join the ranks
of the Astartes. Those knights who were still young
enough had the Legions gene-seed implanted within
them. Those too old for this process underwent surgery
to transform them into elite warriors of the Imperium.
Although they were not full Space Marines, their enhancements granted them abilities and a lifespan beyond those of normal men. The first to be brought into
the Legion in this way was Luther, who became Jonsons second-in-command, just as he always had been
within the Order. However, the Dark Angels contributions to the Great Crusade had barely begun when the
Lion sent Luther and a small contingent of Dark Angels
back to Caliban, purportedly to garrison the world and
increase the speed and quality of the training given to
the Legions recruits. Whatever the reason, the force
sent back felt disgraced and rejected.
The Great Crusade had to go on: there were countless human worlds that were still under the influence of
Chaos or oppressed by the harsh rule of alien races. So
it was that Jonson and many of the Dark Angels continued on the Emperors Crusade for the reunification of
humanity while Luther was left behind in charge of the
remainder of the Legion on Caliban. Despite the importance of Luthers position, it was not one that suited
his ambitious personality.
Lion ElJonson and his Legion performed well during
the Great Crusade, although during a particular battle,
he and Leman Russ, Primarch of the Space Wolves Legion, came to blows over the latters action during the
siege of the Crimson Fortress. This event began a feud
which still continues strong in the 41st millennium,
usually taking the form of a ritualistic duel between
two elected champions, although it has been known to
manifest itself in a very violent manner.
As Jonsons fame spread throughout the galaxy and
reports of his great deeds and prowess in battle reached
the Legions home world, Luther felt robbed of his
share of the glory. He wanted the fame and recognition that he felt he deserved as Jonsons equal. His role
as planetary governor of some half-forgotten backwater
world seemed more and more to him like an insult. The
seed of jealousy and dissension that had been planted
within Luther when Jonson was made the Grand Master of the Order now began to grow and rankle within
his heart as the Primarch became more and more celebrated and famous.
29
Character Creation:
Due to the destruction of Caliban the Dark Angels recruit from any Imperial planet or Space bound community. Characters can pick one of the homeworld types
when creating their character.
White Scars
History
The White Scars have a long history dating before the
Horus Heresy. Though their history has never been
fleshed out in the way other Space Marine chapters
such as the Ultramarines have been, it is known that the
White Scars fought at the Siege of Terra where their
Primarch, Jaghatai Khan, led his legion into battle on
the back of a Rhino vehicle.
During the first Tyrannic War, they played a
role in the destruction of the Hive Fleet Behemoth.
Character Creation:
White Scars characters must choose to be from an Imperial world for starting characteristics.
History
Primarch Leman Russ, like all other Primarchs, mysteriously vanished from the Emperors laboratories in
his infancy. He turned up on the distant planet of Fenris, a snow-covered world inhabited by primitive, warlike 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 Thengir, 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
man into his care, giving him the name Leman Russ.
Leman learned the ways of man quickly, and many legends sprung up about him, such as how he could defeat
a hundred men in only three minutes, or consume an
entire ox. Upon his adopted fathers death, the leadership of the Russ passed to Leman. Leman became a
mighty leader, winning many victories, often fighting
alongside packs of Fenrisian Wolves, led by two of his
Wolf-brothers who escaped Thengirs hunters.
Eventually, word of his exploits reached beyond Fenris, and to the ears of the Emperor. He traveled to Fenris, realizing that the exploits could only be the work
of a Primarch. Leman Russ refused to pay him homage,
boasting that he was far greater than the Emperor. He
then proceeded to challenge the Emperor. He consumed
three whole oxen, and drained the royal cellars dry. He
then boasted that he could easily defeat the Emperor
in a fight.
The Emperor raised his Power Fist, and knocked him
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.
He fought well during the Great Crusade, gaining the
reputation as a cunning and fierce, as well as slightly
unstable, warrior and leader. During a particular battle,
he let his rage get the better of him, and wound up in a
fist fight with Lion ElJonson the Primarch of the Dark
Angels. This led to a bitter feud between the Legions
(and subsequent Chapters), which lasts to this day
although recent events may finally have led to an end
to the rivalry, though it is still customary for selected
champions from both sides to engage in a (usually) nonlethal duel.
Space Wolves
Post Heresy
Leman Russ was devastated by his inability to save the
Emperor. After the war was fully completed, and all resistance was crushed, Russ held a great feast, at which
he declared he would be leaving, and would return for
the final battle. He then vanished, and is said to have
gone into the Eye of Terror to continue hunting down
the traitorous Marines who fought against the Emperor
during the Horus Heresy. A large portion of the Legion
followed him, and became marooned in the Eye until
only recently; this lost contingent is known as the 13th
Great Company. Another tale has it that the 13th went
into the Eye on their own (disobeying orders) or were
sent there by Russ, and that Russ himself vanished after
chasing a Kabal of Dark Eldar who had raided Fenris
right into their city of Commorragh.
Harek Ironhelm was the chapters Great Wolf during
M32. Ironhelm sought for many years to bring Magnus
to battle. Several times Magnus appeared to him in visions among the ruins of devastated cities and taunted
31
the Great Wolf for his inability to stop him. After many
fruitless efforts to catch up with the raiders Harek became obsessed, and took to searching worlds along the
edge of the Eye of Terror itself. Eventually he found
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
their homeworld, leaving it undefended; Gangava was
held by a Chaos force allied to Magnus but it served
only as a distraction, allowing a massive Thousand
Sons Fleet to besiege Fenris.
The Fang was held by only a small force of Space
Wolves and their servitor-thralls. For forty days and
forty nights the Thousand Sons assaulted the citadel.
Bjorn the Fell-handed, most ancient of the Space Wolves
dreadnoughts, was woken from his long sleep and took
charge of the defense The assault was held at bay as
a force of scouts under Haakon Blackwing escaped to
Gangava to locate Harek. Shamed and furious, Harek
Ironhelm returned to meet Magnus in battle on the
slopes of the Fang itself. Although Magnus was terribly
wounded, Harek, a Marine, could not stand against a
Primarch exalted to Daemonhood. Harek was slain, but
the Thousand Sons were defeated and scattered.
Notable Battles
Third War for Armageddon. The Space Wolves
fielded five Great Companies in the defense of Armageddon.
Thirteenth Black Crusade. The Space Wolves committed twelve Great Companies against this Black Crusade.
Space
Wolves
Ranks
Character Creation:
Space Wolves must choose Feral World for their starting
characteristics. They lack the Betchers Gland and Susan Membrane, but gain the Canis Helix mutation. The
Canis Helix grants the Space Wolf character the ability
to grow fangs, fur, and claws.
Neophyte
XP Level: 0-499
Bloodclaw
XP Level: 500-999
Bloodclaw Veteran
XP Level: 1,000-1,999
32
Grey Hunter
XP Level: 2,000-2,999
Pack Healer
XP Level: 2,000-2,999
Skald Initiate
XP Level: 2,000-2,999
Forge Initiate
XP Level: 2,000-2,999
Spirit Guard
XP Level: 3,000-5,999
Skald
XP Level: 3,000-5,999
Fire Keeper
XP Level: 3,000-5,999
Wolf Scout
XP Level: 6,000-7,999
Long Fang
XP Level: 6,000-7,999
Spirit Hunter
XP Level: 6,000-7,999
Lore Keeper
XP Level: 6,000-7,999
Smith
XP Level: 6,000-7,999
Wolf Initiate
XP Level: 8,000-9,999
Rune Carver
XP Level: 8,000-9,999
Forge Veteran
XP Level: 8,000-9,999
Wolf Priest
XP Level: 10,000-14,999
Rune Priest
XP Level: 10,000-14,999
Iron Priest
XP Level: 10,000-14,999
come out as a balance to their civilized self by reinforcing survival instincts and granting abilities to track
by scent or taste. However, due to this unlocking, the
Space Wolf is susceptible to being overwhelmed by
their feral side losing their civilized side forever and
becoming part of the Wulfen packs roaming the surface
of Fenris.
All beginning characters start with 3d10 Insanity
Points. For every 10 points of Insanity add a +1 difficulty to all rolls for Insanity checks. If a character
gains Insanity Points during the course of adventuring it increases the amount of the Curse of the Wulfen
instead of conferring normal psychological changes.
Once a character receives 80 points of Insanity they are
removed from the game as player characters by the GM
and can be used as an NPC.
To counteract the effects the Curse of the Wulfen, a
character can spend 10 experience to buy down the
amount of Curse of the Wulfen they currently have by
5. This must be done in conjunction with in-game play
of the character trying to purge themselves of the taint
whether through meditation or castigation or other
methods. A character can remove all of the original
rolled amount of Insanity they started with.
A Space Wolf s claws and fangs begin to grow out
when they receive 40 points of Curse of the Wulfen and
do 1d5+SB points of damage.
When a Space Wolves character gets into melee they
must make a Willpower check modified by the amount
of Curse of the Wulfen theyve accumulated. If they fail
the roll the Curse consumes them and they will ignore
using weapons in combat resorting to using their barehands and teeth. If the character uses any of the melee
combat talents they incur an additional -10 to the roll.
Wolf Scout: Can choose advances from both Tactical Marine and Brother Scout, plus Catfall (T, 200
XP, Prerequisite: Ag 30), and Crack Shot (T, 200 XP,
Prerequisite: BS 40).
Wolf Scout Veteran: As Tactical Veteran.
Wolf Scout Sergeant: As Tactical Sergeant, plus
Into the Jaws of Hell (T, 200 XP, Prerequisite: Iron Discipline).
Imperial Fists
History
The Imperial Fists were first formed on Terra, as shown
by their earliest battle honour, Roma. The legion had
heavily recruited from Inwit with over 70% of the legions strength as aspirant Space Marines when Rogal
Dorn joined them. This means that the Legion was relatively young when it was united with its Primarch, allowing them to form an unbreakable bond, based upon
similar desires for self-discipline and total commitment
to order. The few battle brothers who originated on
Terra brought with them a tradition of honour duels, practiced even to this day. No one knows where
or when this form of combat originated, but it served
to bond the warriors together by giving and receiving
honour while maintaining their Terran heritage.
33
34
Character Creation:
Imperial Fists recruit from many Imperial planets or
Space bound community. Characters can pick one of
the homeworld types when creating their character.
Skills:
All Imperial Fist characters gain the skill Trade (Scrimshawer) as a starting skill. They can improve the skill
to +10 at rank 4 and +20 at rank 8.
Gene-Seed Mutation:
The Imperial Fists gene-seed has been somewhat corrupted over the millennia, so two traits have emerged.
One is the loss of two of the special organs produced
by Space Marines: the Betchers Gland, which allows
the Marine to produce poisonous/acidic spittle, and the
Sus-an Membrane, which allows a Marine to enter a
state of suspended animation.
Imperial Fists characters cannot spend experience to
gain the Betchers Gland and the Sus-an Membrane.
Self-Castigation:
The second is the Imperial Fists over-zealous self-castigation. They often make use of a device called the Pain
Glove, which encases the whole body and stimulates
pain neurons. The Imperial Fists constantly feel the
need to punish themselves for the smallest inadequacy,
failure or infraction.
An Imperial Fists character start with a pain glove.
While suffering under the punishment of the pain glove
all rolls made by the Imperial Fists character suffer a
-10 modifier unless they pass a successful Willpower
test of Difficult difficulty.
Blood Angels
History
The Blood Angels were created from the genetic material of their Primarch Sanguinius. As with all of the Primarchs, Sanguinius was genetically engineered to be a
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
affected by the warp, and when he was found by one of
the few unmutated human tribes on Baal, he had a pair
of angelic wings growing from his back. As he matured
quickly, he was able to use his superhuman powers and
abilities to unite the humans of Baal against the mutants
and become their leader.
When the Emperor found Baal in his search for the
twenty Primarchs, Sanguinius immediately recognized
him for who he was and bent down on his knee, pledging his service. In this, Sanguinius was one of the few
Primarchs who did not challenge the Emperor upon
their reunion. The Emperor then took Sanguinius and
a number of his best warriors and placed him in command of the Blood Angels Space Marine Legion.
During the Great Crusade, the Blood Angels became
known as being excellent shock assault troops, and
formed a rivalry with the similarly assault-oriented
World Eaters Legion. Sanguinius was said to have had
psychic powers, notably the gift of foresight.
35
Red Thirst:
Character Creation:
The Blood Angels homeworld is classified as Feral. All
Blood Angel characters are to be created following the
Feral world path.
Black Rage:
All of the Chapters derived
from the Blood Angels still
suffer from the psychic imprint
left by Sanguiniuss death.
This can cause them to go insane prior or during a battle,
and they believe that they are
Sanguinius himself during the
Battle of Terra. The condition
is irrecoverable (except for one
case, where the victim was largely able to control it),
and victims are locked away in the Tower of the Lost
on the Blood Angels home world until they finally die.
This insanity is known as the Black Rage.
All beginning characters start with 1d10 Insanity
Points. For every 10 points of Insanity add a +1 difficulty to all rolls for Insanity checks. If a character
gains Insanity Points during the course of adventuring
it increases the amount of Black Rage instead of conferring normal psychological changes. Once a character
receives 80 points of Insanity, he is removed from the
game as player character by the GM and can be used
as a NPC.
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
done in conjunction with in game play of the character
trying to purge himself of the taint whether through
meditation or castigation. A character can never go below the original rolled amount of Insanity they started
with.
36
Iron Hands
History
The early history of Ferrus Manus is chronicled in the
folklore of Medusa. The most popular of these tales is
the Canticle of Travels, which details the trials of Ferrus Manus and his ordeal with the Great Silver Wyrm
known as Asirnoth. The Canticle is the only tale that
even attempts to explain the mystery of how Ferrus
Manus came by his living metal hands. Ferrus Manus
never united the people of his homeworld in the way
other Primarchs had, on the basis that competition
grew greater strength. When the Emperor took Manus
to become the leader of the Iron Hands Space Marine
Legion, the Primarch altered his position and became
an avid believer in and ruthless practitioner of the Emperors Great Crusade to unite Mankind.
Neophyte
XP Level: 0-499
Scout
XP Level: 500-999
Brother Scout
XP Level: 1,000-1,999
Marine
XP Level: 2,000-2,999
Iron Initiate
XP Level: 2,000-2,999
Librarium Sanctionite
XP Level: 2,000-2,999
Brother Marine
XP Level: 3,000-5,999
Iron Guardian
XP Level: 3,000-5,999
Librarium Neonate
XP Level: 3,000-5,999
Assault Marine
XP Level: 6,000-7,999
Tactical Marine
XP Level: 6,000-7,999
Devastator Marine
XP Level: 6,000-7,999
Medicae Initiate
XP Level: 6,000-7,999
Iron Keeper
XP Level: 6,000-7,999
Librarium Militant
XP Level: 6,000-7,999
Assault Veteran
XP Level: 8,000-9,999
Tactical veteran
XP Level: 8,000-9,999
Devastator Veteran
XP Level: 8,000-9,999
Medicae Internist
XP Level: 8,000-9,999
Iron Priest
XP Level: 8,000-9,999
Librarium Savant
XP Level: 8,000-9,999
Assault Sergeant
XP Level: 10,000-14,999
Tactical Sergeant
XP Level: 10,000-14,999
Devastator Sergeant
XP Level: 10,000-14,999
Field Medicae
XP Level: 10,000-14,999
Iron Father
XP Level: 10,000-14,999
Lexicanum
XP Level: 10,000-14,999
Iron
Hands
Ranks
selves even stronger so that they would be fit for serving 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
Chaplain in favor 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:
Reputation
The Iron Hands have a reputation for being relatively
straightforward and incredibly harsh. In the Battle of
Thranx, for example, the resources of several depleted
clan-companies were pooled for a full frontal assault
using five Land Raiders against a facility bristling with
anti-tank defenses that had made a mockery of previous
attempts with whole armoured companies; in the retaking of the Contqual Subsector, one third of the population was summarily executed after a successful campaign simply to demonstrate the price of weakness.
Additionally, the Iron Hands are infamous for their
extensive use of bionics. After the Heresy, when the Legions were reorganized into Chapters, the Iron Hands
became recluses, attempting to find ways to make them-
37
Ultramarines
History
Being a First Founding Chapter, the Ultramarines have
a long history dating back to before the Horus Heresy. After the Emperor landed on Macragge and met
Roboute Guilliman, Roboute quickly took command of
his Ultramarines. During the Great Crusade, the Ultramarines won countless victories, expanding the realm
of the Imperium. Due to Roboutes tactical genius, he
ensured that all worlds that he took were left more
prosperous than before and thus able to contribute to
the Imperium.
38
After the Horus Heresy, Roboute Guilliman set himself 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 retain 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 Marines to ensure that something like the Horus Heresy
could never occur again.
Character Creation:
Ultramarines can only recruit from Imperial worlds or
Hive Worlds.
Salamanders
Character Creation:
Salamanders characters must choose to be from an Imperial world for starting characteristics. They can also
learn Trade skills as a basic advance at every rank, regardless of the Career Path.
39
Raven Guard
History
The Raven Guard was all but annihilated in the Drop
Site Massacre during the Horus Heresy. It is rumored
that Corax used cloning technology to replenish the
Chapters numbers. Many of these clones resulted in
degenerated and inhuman creatures. Being so depleted
in strength the Legion was forced to put these monsters
into combat, where they proved brutally efficient. There
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
The gene-seed of the Raven Guard is far from stable,
and a great deal of their gene-stock has become irreparably damaged, perhaps as a side effect of the accelerated gene-harvesting techniques employed many
millennia ago. As a result, much of their genetic material has to come from Terra and therefore the cycle of
recruitment for the Raven Guard is much slower than
other Chapters. Few candidates for the Chapter prove
able to sustain the transformation from a normal human
being to a Space Marine and many die early in training,
further limiting the Chapter in numbers.
Further deterioration has meant that several of the
unique organs of the Space Marines no longer function
as they should among the Sons of Corax, while others
are not as effective as they once were. For example, the
zygote cultures required to grow the Mucranoid and
Betchers Gland do not exist within the Raven Guard
and the Melanochrome Organ has a unique mutation
that, over the years of service, causes the skin of the
Space Marine to grow paler. Eventually they will be
as white as their Primarch and their hair and eyes will
darken, becoming black as coal.
Character Creation:
A Raven Guard character can choose to be from an Imperial world or a Hive World.
Raven Guard characters cannot spend experience to
gain the Mucranoid and Betchers Gland. As the character ages their skin grows paler due to the mutation of
the Melanochrome Organ. For the remaining implants,
except Black Carapace, the Raven Guard character must
make a Toughness roll to see if the implant functions
properly. If the character fails the roll, for every Degree
of Failure the organ loses 10% effectiveness.
Grey Knights
History
The Grey Knights are the legendary Chapter 666 and
although nominally a Chapter of the Astartes, they are
in fact part of the Inquisitions Ordo Malleus, serving
as the Ordos elite military forces. They were founded
in mystery somewhat before the Second Founding, and
are rumored to have the most pure of all gene-stock.
Each member of the chapter undergoes a grueling and
torturous selection process, and even once inducted,
their harsh training regime is without equal. In battle,
they move as an army of silver ghosts, surrounded by
awe, and equipped to the teeth to deal with the worst
foes that Chaos can raise to meet them.
The Grey Knights hold a unique honour among the
chapters of the Adeptus Astartes in over ten thousand
years of service, not a single one of their number has
ever defected to Chaos.
Their armour is left unpainted, leaving the silver-grey
of the ceramite exposed. This tradition is thought to
have originated from their desire to lead lives of absolute purity. In contrast to this, their armour is highly
decorated, encrusted with protective symbols and engraved 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: chapter 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.
Character Creation:
Grey Knights are selected from any Imperial planet or
Space bound community. Characters can pick any of
the homeworld types when creating their character.
Due to the mind wipes a Neophyte goes through Grey
Knight characters suffer from amnesia of their life prior
to becoming a Grey Knight.
Grey Knight characters can only be used when the
game is centered around Ordo Malleus. A solitary Grey
Knight can be employed with a group of acolytes working for Ordo Malleus or the entire group can be Grey
Knights.
Cost
100
Cost
Psy Rating 2
200
100
Cost
Psy Rating 3
200
100
Cost
Psy Rating 4
200
100
Psychic Power
100
Psychic Discipline
100
Cost
100
Psychic Power
100
Deathwatch
41
Khans Lightning
History
The Khans Lightning Space Marine chapter was
founded during the 13th Founding. They are a successor chapter to the White Scars Space Marine chapter.
The Chapter was founded following the battle on Sozomens Last Stand.
Character Creation:
Since Deathwatch uses Marines from all different Chapters and is not a Chapter itself characters must be created using the Chapter rules in this section.
Deathwatch Marines can only be used when the game
is centered around Ordo Xenos. A solitary Deathwatch
Marine can be employed with a group of acolytes
working for Ordo Xenos or the entire group can be
Deathwatch.
42
Cost
Type
Prerequisites
100
100
100
Litany of Hate
200
Hatred
Gene-Seed Mutation
The Khans Lightning Marines have a defect in the Occulobe organ, which causes the eyes to lose its color
(sometimes resulting in completely white eyes), but this
doesnt cause them to become blind or lose the ability
to see color. The Khans Lightning also have a defect
in their black carapace, in which the organ causes tiny,
harmless needle like points to slightly poke out from
the flesh, and the process can be particularly painful for
the Marine as he receives the implant.
Character Creation:
A Khans Lightning character can choose to be from
any of the homeworlds.
43
S
k i l lsand
a n d Talents
T a le nts
Skills
A
A
New Skills
Forbidden Lore
(Traitor Legions)
Secret knowledge of the Traitor Legions and their heresy against the Emperor.
Used by members of the Adeptus Astartes to communicate with special codes and phrases.
Common Lore
(Chapter History)
Understanding of the Chapters hierarchy, its ranks,
structure, greetings, and general practices.
Forbidden Lore
(Chapter History)
Secret knowledge of the Chapter, of its rites, initiations,
and combat doctrines.
44
Scholastic Lore
(Armoured Vehicles)
An understanding of an armoured vehicle, its features,
strengths, weaknesses, and how to best attack this kind
of vehicles.
Forbidden Lore
(Space Marine Anatomy)
Scholastic Lore
(Communication Networks)
An understanding of communication networks to transmit coded signals and to breach enemy networks.
Scholastic Lore
(Human Anatomy)
Tech-Use (Sensors)
Scholastic Lore
(Pharmacology)
Scholastic Lore
(Reconnaissance)
New Talents
In-depth knowledge on how to perform reconnaissance, collect data, and tactics on operating behind enemy lines.
Activate Implant
Confession Binding
Scholastic Lore
(Space Marine Anatomy)
In-depth knowledge of the Space Marine anatomy and
known illnesses. It also encompasses how the body
died and what was used to kill it.
Scholastic Lore
(Spearhead Assaults)
In-depth tactical and strategic knowledge on performing spearhead assaults. The skill also covers logistics
and other support for operations.
Secret Tongue
(Astartes Signage)
Used by the Adeptus Astartes to communicate with
each other using hand signals and other signs.
Tech-Use
(Communications Gear)
This is a specialized form of Tech-Use, in that it only
grants the ability to repair Communications Gear. It
Prerequisites: Rite of Purity, Forbidden Lore (Daemonology, Heresy, Psykers, Warp or Xenos) as appropriate.
Available at Heirophant and Redemptionist rank or
to Chaplains of the Chaplain-Exorcist rank, this talent
grants these powerful clerics the ability to invert Purity
Seals, trapping away taint that has already manifested
upon a valued servant of the Imperium. The process is
long, arduous, and not without risk to the cleric, who
must hear a full confession from the tainted character.
And even if completed successfully, it not sure to contain the subjects corruption indefinitely.
It takes three days of constant prayer, purifiction, mortification of the corrupted ones flesh and frank confession 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
experience. He gains a number of Corruption Points
equal to the tens digit of his charges Corruption Points
(minimum one).
Good and Excellent quality Repression Seals can be
made, but are more dangerous for the cleric. Good seals
require nine days of purging, Excellent ones thirty days.
Moreover, the number of points gained on failing the
Willpower Test at the end of this period is doubled for
a Good seal and tripled for an Excellent one.
Wearers of better quality seals find the darkness better contained and so only suffer a -3% penalty to their
Mental Trauma roll for Good seals and only a -1% penalty for Excellent ones.
also allows for a character with the skill to build replacement communicators. Furthermore, the skill allows the character to understand how communications
gear work.
45
Detect Poisons
Rite of Purity
Learning By Eating
By eating part of any creature you can learn something
about them and their environment. To learn you must
make an Intelligence Test at Challenging difficulty, and
for every Degree of Success you learn one bit of information.
Litany of Awe
You recite the ancient Litany of Awe to inspire the
troops around you and strike fear into your enemies.
Functions identically to Rite of Awe, except that the
references to infrasonic sound is ignored.
Spit Acid
Due to you having a Betchers Gland you can spit poison. The poison does 1d5 damage and has an effective
range of 2m.
Suspended Animation
Peer (Chapter)
Resistance: Radiation
You gain a +10 bonus when making a test to resist the
effects of Radiation.
46
Shadow Vision
Corruption
Criticals
Insanity
Marines are very resistant to the effects of insanity due
to the nature of their indoctrination and training. If
they fail a Willpower test they gain 1d5 insanity points.
For every degree of failure on the test they gain an additional point of insanity.
1
2
3
4
5
No additional damage
No additional damage
No additional damage
No additional damage
Inside the skull, the Melanochrome is damaged by the
heat
6 The intense heat spreads to the throat, and damages the
Omophagea and Betchers Gland
7 The Occulobe is completely destroyed by the fiery
conflagration
8 The Progenoid in the throat can still be harvested
9 The Progenoid in the throat can still be harvested
10+ The flames destroy both Progenoid Glands. Not even the
most competent Apothecary can harvest them
No additional damage
No additional damage
No additional damage
No additional damage
The shock of the attack affects the Secondary heart,
damaging it
6 The Larramans Organ shuts down, damaged, due to the
excessive heat
7 The Multi-lung is burned to a crisp and destroyed by the
intense heat
8 The Mucranoid is overloaded by the heat and gives in,
completely destroyed
9 The flames cook and destroy both Progenoid Glands.
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
V: Game Rules
G
am e Rules
R u les
Game
1
2
3
4
5
47
V: Game Rules
1
2
3
4
5
6
7
8
9
10+
No additional damage
No additional damage
No additional damage
No additional damage
The Lymans Ear is damaged
The force of the blow damages the Sus-an Membrane
Fragments of the skull destroy the Catalepsean Node
The Progenoid in the throat can still be harvested
The Progenoid in the throat can still be harvested
The Progenoid in the throat can still be harvested
No additional damage
No additional damage
No additional damage
No additional damage
The Mucranoid is affected by the violent impact and
considered damaged
6 The force of the blow damages the Preomnor
7 The Black Carapace is cracked and damaged
8 The violence of the impact shatters and destroys the
Oolitic Kidney
9 Both Progenoids can still be harvested
10+ The Progenoid in the chest cavity can still be harvested
1
2
3
4
5
6
No additional damage
No additional damage
No additional damage
No additional damage
The force of the explosion damages the Neuroglottis
The explosion destroys the Lymans Ear and damages the
Betchers Gland
7 The Progenoid in the throat can still be harvested
8 The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
9 The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
10+ The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
No additional damage
No additional damage
No additional damage
No additional damage
The Oolitic Kidney is damaged by the explosions pressure waves in the body
6 The concussive shock damages the Black Carapace
7 The violence of the shock destroys the Haemastamen
and damages the Larramans Organ
8 The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
9 The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
10+ The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
1
2
3
4
5
No additional damage
No additional damage
No additional damage
No additional damage
The rending affects the throat area as well, damaging the
Neuroglottis in the process
6 The Melanochrome implant is damaged
7 The Occulobe and Omophagea are ripped apart and
destroyed by the violence of the hit
8 The Progenoid in the throat can still be harvested
9 The Progenoid in the throat can still be harvested
10+ The Progenoid in the throat can still be harvested
48
1
2
3
4
5
1
2
3
4
5
1
2
3
4
5
6
No additional damage
No additional damage
No additional damage
No additional damage
The wound reaches the Multi-lung and damages it
The Haemastamen is damaged and rendered inert by the
violent shock
7 The Preomnor is damaged from the tears running
through it
8 The Secondary Heart is ripped out and destroyed
9 The Progenoid in the chest cavity can still be harvested
10+ The Progenoid in the chest cavity can still be harvested
E
E
Space Marine
Standard Kits
Space Marines are issued their equipment based upon
their job. These are not hard and fast rules concerning their equipment, but rather guidelines on what each
type of Marine should carry. These guidelines should
also be applied to other careers in order to maintain
balance.
Brother Scout: Storm Trooper Carapace; Long Las
and Bolt Pistol; or Heavy Bolter and Las Pistol; or Missile Launcher and Las Pistol. All ranged weapons include 10 clips or reloads.
Marine: Power Armour or Storm Trooper Carapace;
Bolter, one choice of primitive melee weapon, and Bolter Pistol; or Heavy Bolter and Bolter Pistol; or Missile
Launcher and Bolter Pistol. All ranged weapons include
10 clips or reloads.
Assault Marine: Power Armour and Jump Pack;
Bolter, one choice of primitive melee weapon, and
Bolter Pistol; or Missile Launcher, one choice of primitive melee weapon, and Bolter Pistol; or Bolter Pistol
and Chainsword; or Bolter Pistol and Chain Axe. All
ranged weapons include 10 clips or reloads. Assault
Marines also get two Demolition Charges.
Assault Veteran: Power Armour and Jump Pack; Bolter, one choice of Primitive Melee Weapon, and Bolter
Pistol; or Missile Launcher, one choice of Chain Weapon, and Bolter Pistol; or Bolter Pistol and Chainsword;
or Bolter Pistol and Chain Axe; or Hand Flamer and
one Chain or Primitive Melee weapon; Flamer and one
Chain or Primitive Melee Weapon. All ranged weapons
include 10 clips or reloads.
Assault Sergeant: Identical to Assault Veteran, except the Marine can choose to take a Power Weapon for
all combinations of weaponry.
Devastator/Tactical Marine:
Power Armour;
Bolter, Bolt Pistol, and one choice of Primitive Melee
Weapon; or one choice of Heavy Weapon, Bolt Pistol,
and one choice of Primitive Melee Weapon. All ranged
weapons include 10 clips or reloads. Devastators also
get an Auspex.
VI: Equipment
Equip
m ent
Equipment
49
VI: Equipment
Narthecium/Reductor
The Narthecium is the Space Marine Apothecarys version of a medi-pack, consisting of a medical field kit
including anti-venoms, stim-packs and healing agents
to get a wounded Marine back into the battle quickly. The associated Reductor is a tool for retrieving the
Progenoid organs (gene-seed) from the body of a fallen
Marine. The Reductor is a solid spring-loaded piston
of metal. An Apothecary places the Reductor against a
wounded Marines temple and the Reductor hurls the
hunk of metal into the Marines skull killing him instantly. This is called The Emperors Peace or The
Emperors Mercy.
A Marine that is on the Medicae career path has both
the Narthecium and the Reductor. The Narthecium
grants a skill bonus of +20 to their test against the
Gear
Jump Pack
The Jump Pack is part of the standard kit that Assault
Marines carry. The jump pack allows the Marine to
quickly cross the battlefield and to engage enemies.
The stats and movement rates for jump packs remain
the same for all models of jump packs produced by the
Adeptus Mechanicus.
A jump pack grants the Flyer trait to the character.
Due to the design of the jump pack the character can
Half Move
Full Move
Charge
Assault
Cost
Availability
1m8m
9m16m
17m24m
25m48m
1,500
Rare
50
Difficulty
Collision Damage
No damage
Half Move
+10
1d5
Full Move
+0
1d10
Charge
-10
2d10
Assault
-20
3d10
Psychic Hood
The Psychic Hood is used by Space Marine Librarians
to protect themselves from enemy psychic powers. Often distinguished by a metal hood that rises from the
backplate of their Power Armour, it uses a set of interwoven intricately aligned crystals to nullify an opponents psychic attacks; however they are of a very arcane design and are likely not to have been produced
perfectly, and so are not one hundred percent effective.
This was demonstrated when various Space Marine
Librarians turned to Chaos during the Horus Heresy,
becoming Chaos Sorcerers. Psychic hoods are also occasionally employed by Inquisitors.
A character equipped must make a Psychic Test against
a Psychic Threshold of 25 to nullify any psychic power
that targets the character or the party they are with.
When using a psychic hood, the character doesnt suffer
from Psychic Phenomena or Perils of the Warp when
rolling 9s.
Purity/Repression Seals
It is the lot of the Adeptus Terra, the Ecclesiarchy and
the Inquisition to work tirelessly to protect humanity
form its legion enemies; enemies who have the power to destroy not only the bodies of those who stand
against them but their minds and souls. Many a young
and idealistic servant sets foot on the path of duty only
to find it slowly darkening into the road of corruption.
The Emperor, in His wisdom, knows even faith is not
always enough, and so grants his priests the ability to
bless His servants so that they may face the darkness
with His light at their side. Any bishop has sufficient
standing within the Cult of the Emperor to create the
physical benedictions known as Purity Seal; strips of
parchment, carefully inscribed with prayers to the Emperor or His saints, anointed in holy oils and unguents
and affixed with wax colored with the pure blood of
martyred pilgrims, which guard those who wear them,
strengthening their faith and driving off those who
would lead them into darkness.
Purity Seals can be thought of as armor for the soul.
Acolytes have a long way to travel before they reach the
point where they might become Interrogators and then
VI: Equipment
Aegis Seals
The most common forms of Purity Seal are those designed to protect the wearer. Known as Aegis Seals
within the Ministorum, they provide protection against
the Corrupting Powers.
These wards vary in how they protect the wearer as
well as what level of protection they provide. Just as
with other equipment, both Good and Excellent versions of these seals can be made, although they are
generally restricted to servants who have proved their
worth to the Imperium. Most seals grant a +5% bonus
to a specific test. Increase this to +10% for Good quality seals and to +15% for rare Excellent quality ones.
Purity Seals with other types of benefits include the
effects of higher qualities in their descriptions.
Poor quality seals can also be found. Mostly they are
the work of charlatans or clerics who skimped on the
necessary ritual ingredients. Poor quality seals are effectively Charms, providing no other in-game benefit
to the wearer.
51
VI: Equipment
52
Cost
Availability
75
Scarce
Fides Validus
100
Scarce
100
Scarce
250
Rare
Sancta Eruditio
250
Rare
Dignare, Domine
250
Rare
250
Rare
Ad Dexteram Imperatorum
250
Rare
De Mortalitate, Gloriae
250
Rare
Repression Seal
Cost
Availability
Custodia Flematicus
Very Rare
Custodia Sanguineus
Very Rare
Custodia Colericus
Very Rare
well on the bishop who spends it. Moreover, the ability to create these blessings shows that Emporers light
shines upon the creator, bringing prestige many are unwilling to share.
In game terms, this means that Purity Seals have a rarity just as other items do, as well as a price that must
be donated to the cult. Finding a particular type of Seal
requires an Inquiry roll,with a bonus if the seeker has
a relevant Peer Talent. Peer (Adeptus Arbites) grants
+10%, Peer (Inquisition) or Peer (Adeptus Astartes)
grants +20% and Peer (Ecclesiarchy) grants +30%.
Each seal is crafted to best protect the soul of he who
will wear it, and as such they may not be transferred
between characters. And if the blessed wax affixing the
seal is ever broken, not only is the protection of the
seal destroyed, but there are those who whisper that the
Emperor himself becomes displeased, withdrawing his
favor from the servant who failed to protect his benediction.
Men declared excommunicate by the Ecclesiarchy or
the Inquisition are unfit to wear the Emperors seals. Although being excommunicated does not prevent existing seals working, clerics who know of the declaration
will refuse to create Purity Seals for such characters and
many will see it as their holy duty to bring down those
who do not immediately cast off their symbols of purity
and seek atonement for their sins.
VI: Equipment
Repression Seals
Armour
Adeptus Astartes
MKVII Eagle Power Armor
Adeptus Astartes power armor is a more advanced version of power armor containing many enhancements
that can only be used due to the implantation of black
carapace. Adeptus Astartes Power Armor has the following qualities and stats: Dark Light Vision, Heightened Senses (Hearing), Enhanced Communications
Gear, Red-Dot Laser Sight, Sealed Environment, Advanced Life Support, Recoil Gloves, HUD Tactical Map,
Internal Medicae Functions, and Strength +20. The
Strength bonus is unaffected by the Unnatural Strength
trait, so it grants a +2 bonus instead of +4.
Dark Light Vision: Allows the Space Marine to see
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
up to 50m radius and follows the rules for Heightened
Senses (Hearing).
Sight Auspex: Allows the Space Marine to zoom in
onto targets 300m away and fire without penalty. It
follows the rules for Telescopic Sight.
Enhanced Communications Gear: Allows a Space
Marine to communicate to ships up in the upper atmo-
53
VI: Equipment
Location(s) Covered
Weight
Cost
Availability
All
65 kg
Very Rare
All
12
130 kg
Very Rare
Adamantine Mantle
All
Special
2.5 kg
Very Rare
Combat Shield
Arm
5 kg
Very Rare
Iron Halo
All
2 kg
Very Rare
Rosarius
All
2 kg
Very Rare
Storm Shield
Arm
7 kg
Very Rare
Artificer Armor
When a Marine player gets Best Quality armour, it is
classified as Artificer Armor.
54
AP
Adeptus Astartes
Terminator Armor MkIV
Terminator Armor, or Tactical Dreadnought armor as
it is properly called, is the toughest and most powerful
form of personal armor humanity has ever developed.
The scarcity and expense to maintain Terminator suits
means they are available only to the elite troops from
the veteran companies of the Adeptus Astartes Space
Marine Chapters.
Adeptus Astartes Terminator Armor has the following
qualities and stats: Dark Light Vision, Infra-red Goggles,
Heightened Senses (Hearing), Enhanced Communications Gear, Red-Dot Laser Sight, Sealed Environment,
Advanced Life Support, Recoil Gloves, HUD Tactical
Map, Internal Medicae Functions, and Strength +30.
The Strength bonus is unaffected by the Unnatural
Strength trait, so it grants a +3 bonus instead of +6.
Dark Light Auspex: Allows the Space Marine to see
in total darkness up to 100m and follows the rules for
Dark Light Vision.
Infra-red Auspex: Allows the Space Marine to see
into the infra-red spectrum up to 100m and follows the
rules for Infra-Red Goggles.
Hearing Auspex: Allows the Space Marine to hear
up to 50m radius and follows the rules for Heightened
Senses (Hearing).
Sight Auspex: Allows the Space Marine to zoom in
onto targets 400m away and fire without penalty. It follows the rules for Telescopic Sight.
Enhanced Communications Gear: Allows a Space
Marine to communicate to ships up in the upper atmosphere in a tight beam and to communicate over land
distances of 2 kilometers.
Targeting Auspex: Functions identically to a RedDot Laser Sight.
Adamantine Mantle
Adamantine Mantles are cloaks made from threads of
Adamantine, a tough and resistant material that can
provide excellent protection for its wearer. The cloak
often protects the wearer from high strength attacks,
allowing the wearer to survive very heavy firepower
which would normally fell any other warrior. On any
attack that does critical damage, re-roll the amount of
damage taken and take the lowest. When rolling on the
critical hits chart it adds a -2 to the roll.
Combat Shield
A Combat Shield is a lighter and more maneuverable
version of the Storm Shield. A character carrying a
Combat Shield can carry a second weapon. The shield
may be used to block incoming attacks and functions
like a parry with a power weapon. The Combat Shield
can only be used with Terminator Armor.
VI: Equipment
Iron Halo
The Iron Halo is a special reward given to Space Marines who show exceptional bravery and initiative on
the battlefield. It is a power field that encompasses the
body of the character wearing it and grants additional
protection to attacks. An Iron Halo cannot be combined
with either a Combat Shield or a Storm Shield.
Rosarius
A Rosarius is an amulet worn by officials of the Ecclesiarchy for both protection and as sign of office. The
Rosarius takes the form of an amulet, often displaying
the Imperial Eagle or an ornate cross. It is actually an
advanced device, containing a tiny conversion field
generator, which emits a protective energy field around
the wearer. The fields effect is to convert the energy
of an impact into light. When the field stops a shot, a
blinding flash of light is produced. The field is capable
rendering even plasma gun shots harmless. The Rosarius is often referred to as the souls armor.
Storm Shield
The Storm Shield is used by the Space Marines and
Daemonhunters and is a more advanced and bulky version of the Combat Shield, providing better defense.
It is, however, much larger and requires the use of one
hand and so prevents the use of two combat weapons.
The shield itself incorporates a small energy field generator which is too small for use against ranged weaponry but is useful in combat. The shield may be used to
block incoming attacks and functions like a parry with
a power weapon, but grants a +10 to the parry roll. The
Storm Shield can only be used with Terminator Armor.
55
VI: Equipment
Class
Dam
Pen
Special
Wt
Cost
Avail
Frost Blade
Melee
1d10+6 R
Balanced, Tearing
6 kg
20,000
Very Rare
Name
Class
Dam
Pen
Special
Wt
Cost
Avail
Chainfist
Melee
1d10+8 R
14
80 kg
5,000
Very Rare
Crozius Arcanum
Melee
1d10+3 E
15 kg
5,000
Very Rare
Lightning Claw
Melee
1d10+6 R
70 kg
5,000
Very Rare
Power Fist
Melee
1d10+6 E
10
60 kg
5,000
Very Rare
Thunder Hammer
Melee
2d10+1 E
14
70 kg
5,000
Very Rare
Name
Class
Dam
Pen
Special
Wt
Cost
Avail
Force Weapons
Melee
Psychic Weapon, *
150,000
Very Rare
Power Weapons
Force Weapons
Melee Weapons
Chainfist
The Chainfist is a variant of the Power Fist equipped
with a small chainsword blade. This powerful but cumbersome (and so slow moving) weapon is often used
by Space Marine Terminators, especially by tank hunter
specialists or boarding parties because of the great capacity of the weapon to cut through the thickest armor,
both vehicles and buildings included.
It is essentially a power glove with a built-in chainsword
with the cutting edge encased in a glowing energy field.
When the weapon impacts, the energy field leaps across
to the target, shattering anything it comes across and
then the teeth of the blade cut through the remaining
flesh and armor with ease.
A Chainfist can only be carried by Marines in terminator armor. If the Marine spends two full round actions,
double the damage from the weapon when trying to go
through an immobile object like a bulkhead. Normal
humans can carry a version of the chainfist.
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
suffers a -6 to their Agility.
Crozius Arcanum
The Crozius Arcanum serves as both a sacred staff of
office and a weapon for Space Marine Chaplains. This
duality is perceived as only natural to a Space Marine,
who see battle as the most glorious form of worship to
the Emperor.
56
Designers Note
You will notice that Adeptus Astartes equipment has
a price tag attached. This wasnt an oversight by
the designers, because in the background stories for
Warhammer 40k there are plenty of examples of
private citizens of the Imperium owning Adeptus
Astartes equipment as show pieces to their collections.
Example
Frost Blade
The Frost Blade is a chainblade which uses the diamond-sharp fangs of the Fenrisian Ice Kraken as the
teeth of its chainsaw blade. It is of Best craftsmanship,
and thus adds +10 to the wielders WS.
Lightning Claw
A Lightning Claw is a specialized type of Power Weapon. It consists of a power gauntlet and four blades that
crackle with matter-disruptive energy. These blades are
Power Fist
A Power Fist (or Power Glove) is a large metal gauntlet
surrounded by an energy field that disrupts solid matter.
It is large and slow in combat, and so the bearer must be
willing to take damage before they can strike back.
The power fist follows the rules power fields with a
variation. The character cannot use any other weapon
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 like a bulkhead. Normal humans can carry a power
fist.
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
suffers a -6 to their Agility.
VI: Equipment
Thunder Hammer
Thunder Hammers are weapons of ancient design, utilizing a power field similar to a power sword or fist, and
used by Space Marines and Daemonhunters, primarily
by Terminator Assault Squads and characters with access to the relevant armory. Where other power weapons emit a constant energy field, the Thunder Hammer
is designed to energize the power field only upon impact, enabling it to conserve energy until it is actually
needed, and allowing the weapon to deliver a particularly devastating blow. Between impacts the Hammer
builds up the power it generates ready to destroy the
next opponent. Upon impact, a blue energy field explodes with a thunderous crack, more often than not
smashing through armor, and leaving a smoking hole
that crackles with blue sparks.
A thunder hammer follows the rules power fields.
When used against a vehicle, unless the crew can pass a
Toughness test the crew of the vehicle are stunned for
one round. A vehicle with stunned crew will continue
in a straight line at its current speed.
Recharge: Due to its slow charging nature of the
power cells the thunder hammer can only be used every
other round.
57
VI: Equipment
Class
Range
RoF
Dam
Assault Cannon
Heavy
100m
-/-/10
2d10+2 I
Pen Clip
Rld
Special
Wt
Cost
Avail
100
Full
Overheats
50 kg
5,000
Very Rare
Pen Clip
Launcher Weapons
Name
Class
Range
RoF
Dam
Rld
Special
Wt
Cost
Avail
Missile Launcher
Heavy
120m
S/-/-
Full
15 kg
1,200
Rare
Cyclone Missile
Launcher
Heavy
120m
S/-/-
2 Full
75 kg
5,000
Very Rare
* 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
Pistol
30m
S/3/-
1d10+8 X
Pen Clip
4
Rld
Special
Wt
Cost
Avail
Full
5 kg
Very Rare
Astartes Boltgun
Basic
90m
S/3/-
1d10+8 X
**
Full
14 kg
Very Rare
Heavy
120m
-/-/10
2d10+3 X
60
2 Full
60 kg
Very Rare
Basic
90m
S/3/6
1d10+8 X
48
2 Full
25 kg
Very Rare
Psycannon
Heavy
100m
-/-/10
2d10+3 X
100
3 Full
50 kg
Very Rare
Flame Weapons
Name
Class
Range
RoF
Dam
Heavy Flamer
Heavy
40m
S/-/-
1d10+6 E
Name
Class
Range
RoF
Dam
Multi-Melta
Heavy
40m
S/-/-
2d10+8 E
Name
Class
Range
RoF
Dam
Plasma Cannon
Heavy
150m
S/-/-
2d10+6 E
Pen Clip
4
Rld
Special
Wt
Cost
Avail
2 Full
Flame
15 kg
1,000
Rare
Rld
Special
Wt
Cost
Avail
2 Full
40 kg
8,000
Rare
Rld
Special
Wt
Cost
Avail
12 Full
Recharge, Blast(3),
Overheats
40 kg
7,000
Very rare
Melta Weapons
Pen Clip
12
10
Plasma Weapons
Ranged Weapons
Assault Cannon
The assault cannon is a heavy, automatic anti-personnel
weapon with an incredible rate of fire, commonly used
by Terminator armored Space Marines. It is a medium
caliber rotary autocannon, with 6 barrels cycled by an
electric motor past a single chamber. The autocannon
can only be used by a Marine in terminator armor.
58
Pen Clip
6
10
Astartes Boltgun
The iconic weapon of the Space Marines, the holy Bolter is to its wielder more than a weapon. It represents
the Emperors holy wrath against His enemies, and is
treated with an almost-religious devotion even in its
mundane maintenance operations.
Missile Launcher
It is a basic launcher tube, which can fire either Krak or
Frag missiles.
Psycannon
Psycannons are a specialized form of bolt weapon used
almost exclusively by the Grey Knights. This weapon
can only be used by a Marine in Terminator armor, or
mounted on Inquisition vehicles.
Their psychically impregnated and consecrated bolts
do double damage against daemons and psykers, with
normal armor protection allowed.
Weapon Upgrades
Suspensor Unit
Incinerator
Heavy Flamer
Multi-Melta
The multi-melta is a larger, longer-ranged version of
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.
Plasma Cannon
The plasma cannon is a heavy weapon that relies on
plasma technology to deliver lethal energy balls but
also has another setting to allow direct shots against
tanks and other large targets which are sure to move out
of the way before it hits. It is much longer-ranged than
the plasma gun, and has a wider blast radius.
VI: Equipment
Wt
Cost
Avail
Suspensor Unit
5 kg
1,000
Very Rare
1 kg
1,000
Very Rare
Ammunition
Hellfire Rounds
Explosive core replaced with thousands of needles impregnated with mutagenic acid for use against Tyranids.
A Heavy Bolter variant (blast effect) is available.
A Hellfire round adds an additional +5 damage if there
isnt any armor in the path of the shell. If there is armor
in the way half damage is taken. In the case 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
VI: Equipment
60
Psycannon Bolts
Standard charge and detonator replaced with fragmentation shell and a proximity sensor detonator.
The Metal Storm Frag Shell does -5 damage and gains
the special trait Scattering.
Kraken Pattern
Penetrator Rounds
Deuterium core replaced by solid adamantine core,
heavier propulsive charge.
The Kraken Pattern Penetrator Round does normal
bolter damage, but halves the armor protection of the
location hit.
Cost/Amount
Availability
Hellfire Rounds
35/1
Very Rare
30/1
Very Rare
30/1
Very Rare
50/1
Very Rare
Psycannon Bolts
80/1
Very Rare
T
T
VII: Vehicles
V e hi c l es
Vehicles
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
Armor: 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 Armor (+5 armor to all locations).
61
VII: Vehicles
Predator Destructor
The Predator was first designed for Space Marines as a cavalry tank, appropriate for the Marines rapid-strike tactics. It is based on the Rhinos chassis.
Type: Ground Vehicle
Size: Enormous
Armor: 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 Armor (+5 armor 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
Armor: 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 Armor (+5 armor 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 successor Chapters.
Type: Ground Vehicle
Size: Enormous
Armor: 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 Armor (+5 armor 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
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
Armor: 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 Armor (+5 armor to all locations).
VII: Vehicles
Razorback
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
Armor: 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 Armor (+5 armor to all locations).
Vindicator
The Vindicator is an armored, short-ranged siege tank. Space Marines attacking heavily fortified positions often
rely on Vindicators to break through.
Type: Ground Vehicle
Size: Enormous
Armor: 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 Armor (+5 armor to all locations).
63
VII: Vehicles
Land Raider
The Land Raider is the most powerful tank in the Space Marines arsenal, used for spearhead assaults or as a mobile
bunker. It is heavily armed for anti-tank and anti-personnel, with all-around thick armor, and able to transport at
least 10 marines in power armor or 5 terminators.
Type: Ground Vehicle
Size: Massive
Armor: 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 Raiders 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 Armor (+5 armor to all locations).
Bike
The Space Marine Bike is a relatively common two-wheeled vehicle.
Type: Ground Vehicle
Size: Hulking
Armor: 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
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
Armor: 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.
VII: Vehicles
Attack Bike
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 Speeders STC was discovered after the Horus Heresy, its is not available to the forces of the Chaos Space Marines.
Type: Hover
Size: Hulking
Armor: 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.
65
VII: Vehicles
Thunderhawk Gunship
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
Armor: 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 Bolters 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
Armor: 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
Armor: 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
Launcher, or the Assault Cannon with twin-linked Lascannons or a Multi-Melta. May take Extra Armor (+5 armor).
66
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
Armor: 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 Armor (+5 armor).
VII: Vehicles
Furioso Dreadnought
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
Armor: 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 Armor (+5 armor).
Siege Dreadnought
Siege Dreadnoughts are equipped for breaking through fortified enemy positions. Their favorite 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
Armor: 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)
Access Points:
Special: The Dreadnough has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armor (+5 armor).
Passengers: 0
67
VII: Vehicles
Class
Range
RoF
Dam
Rld
Special
Autocannon
Heavy
180m
-/-/6
2d10+6 I
Pen Clip
5
120
3 Full
Autocannon, twin-linked
Heavy
180m
-/-/12
2d10+6 I
240
3 Full
Assault Cannon
Heavy
100m
-/-/10
2d10+2 I
100
Full
Overheats
Heavy
100m
-/-/20
2d10+2 I
200
Full
Overheats
Demolisher Cannon
Heavy
100m
S/-/-
7d10 I
10
2 Full
Battle Cannon
Heavy
800m
S/-/-
7d10 I
10
2 Full
Blast (10)
Name
Class
Range
RoF
Dam
Rld
Special
Lascannon
Heavy
300m
S/-/-
5d10+10 E
10
2 Full
Lascannon, twin-linked
Heavy
300m
-/-/2
5d10+10 E
10
10
2 Full
Turbo Laser
Heavy
700m
S/-/-
8d10 E
10
2 Full
Blast (10)
Name
Class
Range
RoF
Dam
Rld
Special
Bolter, twin-linked
Basic
90m
S/4/4
1d10+8 X
48
Full
Hurricane Bolter
Basic
90m
S/6/6
1d10+8 X
72
Full
Storm Bolter
Basic
90m
S/2/6
1d10+8 X
48
2 Full
Heavy Bolter
Heavy
120m
-/-/10
2d10+3 X
60
2 Full
Heavy
120m
-/-/20
2d10+3 X
120
2 Full
Class
Range
RoF
Dam
Pen Clip
Rld
Special
Flamer
Basic
20m
S/-/-
1d10+4 E
2 Full
Flame
Heavy Flamer
Heavy
40m
S/-/-
1d10+8 E
2 Full
Flame
Inferno Cannon
Heavy
120m
S/-/-
2d10+8 E
10
2 Full
Name
Class
Range
RoF
Dam
Rld
Special
Meltagun
Basic
20m
S/-/-
2d10+4 E
12
2 Full
Multi-Melta
Heavy
40m
S/-/-
2d10+8 E
12
10
2 Full
Name
Class
Range
RoF
Dam
Rld
Special
Plasma Gun
Basic
90m
S/2/-
1d10+6 E
20
8 Full
Recharge, Overheats
Heavy
300m
S/-/-
2d10+5 X
10
2 Full
Blast (10)
Vengeance Missile
Heavy
300m
S/-/-
2d10+5 X
3 Full
Blast (10)
Castellan Missile
Heavy
300m
S/-/-
3 Full
Heavy
300m
S/-/-
2d10+4 X
3 Full
Blast (4)
Las Weapons
Pen Clip
Bolt Weapons
Pen Clip
Flame Weapons
Name
Melta Weapons
Pen Clip
Plasma Weapons
Pen Clip
Launcher Weapons
* 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
Primitive
2d10+10 R
**
** 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
W
W
hat is a Space Marine exactly? This question is answered different by different people. One answer is that a Space Marine is a
hero of the Imperium. Except, there are many heroes
who are not Space Marines, like soldiers of the Imperial
Guard who hold a position against overwhelming odds.
Another answer might be that he is a devoted and loyal
follower of the Emperor. On the other hand, this also
applies to the Adepta Sororitas and the members of the
Ecclesiarchy.
You may get the answer that a Space Marine is a efficient war machine, able to stand against every foe. Others might be even better killers, like the operatives of
the Eversor Shrine, who can rip a Space Marine into
shreds, or Vindicare Assassins, who can take out a Space
Marine with a single, well aimed shot from kilometers
away.
It is also possible that the reply is that a Space Marine is an elite warrior. Go ask a Cadian Kasrkin about
this topic, the answer will not be very surprising. Their
weapons and armour doesnt qualify either, as the Sisters of Battle also wield Bolters and are clad in Power
Armour.
The conclusion is more complicated, yet simple. A
Space Marine is all of the above. During his training,
he is taught many skills, both combative and non-combative, he is equipped with the best gear the Imperium
can provide, and due to the harsh, sometimes brutal
methods of the Adeptus Astartes, he is also one of the
Emperors finest.
No other fighting force in the Imperium, be it Guard,
Sororitas, PDF or else, inspires as much as the Adeptus
Astartes. The sight of only a handful Space Marines can
turn the morale of entire regiments, either to good or to
bad. They keep fighting where others would flee in terror. On the other hand, Space Marines are not suicide
troops. They retreat if the tactical situation requires it,
only to strike harder moments later.
If you can call a Space Marine your friend, you will
never have to worry any danger again. If he is your foe,
run faster and further than ever before. The mind of a
Space Marine only has enough room for a few things:
the Emperor, the Primarch and crushing the enemy.
Anything other is not suited or necessary.
Space Marine
Psychology
Sir, my men are almost ready to move out. Are you ready to
depart, Sir?
We have been ready all day, thought Raphael. It seemed best
not to demoralize the man by telling him this. His warriors
lacked the superhuman hardiness of a Space Marine. There was
nothing to be gained by rubbing this fact home. The Guard
were true soldiers of the Emperor even if they were only men.
Only Men, thought Raphael and caught himself. Yes, to be
a Space Marine was to be more than an ordinary man. It was
to have keener senses, and stronger muscles, faster reflexes and
deadlier weapons. It was to have a life many times longer than
an ordinary man, for Space marines shared some of the generunes of the immortal Primarchs. Yes indeed, being a Space Marine was to be more than a man, but it was also to be a man.
That was never to be forgotten. Space Marines were drawn
from the ranks of men, and it was their duty to serve Man.
Many generations ago entire Chapters had forgotten that and
fallen into heresy and worship of Chaos.
The thoughts of Sergeant Raphael, Blood Angel
In many ways Space Marines are both more and less
than the teeming mass of humanity physically they
appear to be perfect, if enlarged, versions of common
humanity and their intellect, whilst necessarily focused
is formidable and yet...
They lack or at least have modified versions of some
of the baser emotions such as Love and Fear. In addition, having been taken from the normal population
at a young age, they usually have problems relating to
normal human wants and needs. They mix and train
with other superhuman giants and often the only humans they see are Chapter serfs or vassals.
Powerful emotions are not unknown to Space Marines... they feel good honest Hatred, often cited as one
of the foundation stones of the Imperium and although
They shall know no fear it is evident that they can feel
intimidated and recognize superior opponents or untenable odds. Fear of Failure and the resulting Shame can
be damaging to the mental state of a Marine and even
a whole chapter has been committed to rash and foolish 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.
PPsychology
sy c ho lo g y aand
n d TTips
ip s
69
You dare to demand that we the Black Templers of the Adeptus Astartes, elite warriors of humanity, the chosen of the Emperor and His strong right arm in battle account for our
actions. As a Chapter, we have undertaken the greatest quest
in the ten thousand year-long history of the Imperium to rid
the Emperors immortal realm of the alien, the heretic and the
thrice-damned servants of Chaos.
70
Prayer and Faith can help this but there can come
a point when they will take action as they see fit to
address any apparent deviancy or mistakes of the Inquisitor, even Chapter Masters have spoken out against
Exterminatus and apparently unnecessary sacrifices. At
the end of the war against Chaos on Armageddon the
brave human defenders were betrayed by the Inquisition much to the disgust and outrage of the Marine
Commanders.
A questioning nature is not usually encouraged in a
Space Marine indeed in some can be mark of insolence and the first step on the road to heresy. Once
without the confines of the Chapter, a Marine may well
question the rightness of task set by other Imperial servants, something they might never consider doing to a
senior member of their own Chapter.
Like the men who become Marines, every Chapter
is very different, and even successor Chapters can be
strange and uncanny places to Marines as unsettling
as the most bizarre Imperial world.
In keeping with this diversity, each Chapter chooses
the inheritors of their heritage in different ways some
take those that are about to die in battle like the Space
Wolves, others set great tasks to select the most worthy like the Blood Angels. The more divergent from
the Codex Astartes the Chapter is, the more bizarre or
arcane the rituals of rebirth into the Chapter can be.
Like any form of childhood, these are powerful periods
in a Marines life and help to transform the remaining
personality into something more fitting to the culture
of the Chapter.
Some Chapters consider the past life of the neophyte
is irrelevant and to be erased treating their ascension
into the ranks of Space Marines as a complete rebirth.
They require only the skills of the supplicant and will
reshape his mind and beliefs to their own requirements.
Yet the majority of Marines retain memories, however
faint, of their former life.
Dark Angels
I alone bear these most terrible burdens, for on my shoulders sit
the sins of the Dark Angels Legion and I cannot rest whilst they
still remain to stain our honour
Grand Master Ezekiel
The actions of the Dark Angels in a number of campaigns as they seek redemption have earned the brethren an unenviable reputation. Secretive, unpredictable,
considered suspicious and untrustworthy by powerful
members of the Imperium hierarchy, including many
Inquisitors and other Space Marines. Like the Chaos
Cults they fight, as one advances in the Chapter the
Brother becomes aware of and responsible for the Dark
Secrets at the Chapters heart. Driven and considering
all but their quest to recover the Fallen secondary, the
brethren of the Dark Angels have little time for other
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
their great task and be he in the depths of combat he
must abandon his present comrades to serve a greater
purpose. This veil of secrecy can grate upon the soul of
even a Dark Angel, gnaw at his certainty and conviction as he deserts those who need him and conceals
evidence to better guard the secrets of the Chapter.
White Scars
For the Khan and the Emperor!
White Scars battle cry
A Chapter renowned for its lightning attacks and having much in common with the Space Wolves indeed it
is said the two respective Primarchs had much in common and were the best of brothers. Like the homeworld
of Russ, Fenris, the White Scars homeworld, Chogoris,
is a land of warring tribes, whose strongest warriors
are selected to join the ranks of the White Scars. The
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.
Space Wolves
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.
His sword hungers for red flesh. His guns thirst for battle. He
laughs amidst the battle-din. Logan Grimnar, father of wolves.
His sons hunt his enemies. Slay them where they falter and bring
their pelts to Fenris.
Proud and direct, with earthy appetites for food and
drink one wonders exactly how effective their Chem
Geld actually is. Those of the Wolves are more conscious
of omens than other Chapters, but are more likely to
disdain those who follow the Imperial Cult, venerating
the Emperor in their own unique way. This Chapter is
unusual in that the neophytes or Bloodclaws fight as
front line troops rather than Scouts who are veterans.
More numerous than many of the other Chapters, the
men of Fenris change through their lifetime from hot
blooded and aggressive Bloodclaws eager to gain honour and recognition to sombre and experienced Long
Fangs.
Imperial Fists
The Chapters mold and indoctrinate their recruits, immersing them in thousands of years of heritage. Some,
like the Space Wolves, Blood Angles and Salamanders,
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
and when it is deemed necessary to do so.
71
Blood Angels
In moments it was all over, and all that was left was a scene
of devastation and carnage. Sergeant Mordax waited uneasily
in the deathly silence that followed the battle as the Blood Angels Captain strode towards him. Over the corpses of Varleks
troops. It required all of the Guardsmans will power not to
cower before the seven foot warrior. He could imagine the captains eyes burning with barely-suppressed blood lust behind the
visors of his helmet. The urge to kill was still on him.
Space Marines of the Blood Angels Chapter are angelic in visage but conceal a ravening thirst for carnage
and like the Dark Angels, the Blood Angels are a cultlike Chapter with dark secrets. They are devastating in
combat, but their methods can be horrific to many Imperials who witness them fighting. A warrior from this
Chapter is the epitome of the Angel without, the Beast
within having been transformed from a scarred, brutal
scavenger into a tall, proud and handsome warrior. The
Black Rage and those who survive in body, but not in
mind, are a constant reminder to Blood Angels of what
they could and probably will turn into. Long-lived by
Space Marine standards, they have the time and inclination to turn their hands to craftsmanship and arts at
which they excel. Perfection in all things is often their
stated aim but tragically most know they will end their
days as snarling beasts lusting for the blood and flesh
of others. A Blood Angel knows this and in his heart
fears and hates it...
Iron Hands
His Mark IV armor was polished a lustrous black, and a 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 arms were
heavy augmetics of burnished iron, but Balhaan welcomed his
new mechanized limbs, for flesh, even Astartes flesh, was weak
and would eventually fail. To receive the Blessing of Iron was
a boon, not a curse.
72
The marines of the Iron Hands do not resemble Angels like the Blood Angels although they share their
skill in craftsmanship, they retain their original form.
Practical and aware of the weakness of flesh, they seek
to improve themselves both in battle skill and physically, being able to draw upon their unusual relationship
with the Cult of Mars. Straightforward in nature, they
are as often seen as direct as the Space Wolves. They
still retain their ancient clan structure (Karakul, Terrawatt are named together with the Elite Oarlocks), rather
than companies again much like the Great Companies
of the Wolves. A Great Council, rather than one Commander also lead the Chapter, with a single member of
each Clan serving on the Council. The links with the
Adeptus Mechanicus, much stronger than with the normal ancient pacts, mean that the arcane art of technology is less mysterious to them than is normal amongst
the men of the Imperium. A respect for the customs
and beliefs of the Cult of Mars is also more likely to be
encountered in an Iron Hands Marine. Scarification is
common among the Chapters warriors.
Ultramarines
Know this, son of Guilliman. The father of our Chapter
watches over us always. He knows your soul, your strength,
and aye, even your doubts. The chain of command must not be
broken or we are nothing. Discipline and order are everything
on the battlefield and the army that lives by the credo will always triumph.
Marneus Calgar, Chapter Master of the Ultramarines
In many ways the most respected and well known of
the Great Chapters, they deal with mortals directly and
more often than other Chapters, as they govern and
administer their own sector of Space. Rigid adherence
to the Codex can make them inflexible and somewhat
predictable. The recent devastation of their home and
those they were sworn to protect has twisted elements of
the Chapter make up with many of the survivors seeking vengeance on the Tryanid menace, perhaps setting
them on a darker path. Others have begun to question
the Codex itself, at least in their own minds, even as the
Chapter Master himself has had to formulate non- Codex reactions to deal with the Xenos threat. Any Ultramarine at this time stands at a crossroads, will they and
the Chapter evolve and grow stronger or fracture and
shatter under this unforeseen internal pressure?
Salamanders
Into the fires of battle, unto the anvil of war!
Like the Raven Guard, the Salamanders suffered grievously on Isstvan V and have never reached the numbers of the other Great Chapters. They remain solid
and steadfast, refusing to admit defeat even against the
greatest odds. Recruiting mainly from the high gravity world of Nocturne, they are perhaps the most integrated into Imperial Society, with much of the Chapter
living and working alongside the population. This relationship gives a Salamander a unique (for a Marine)
insight into the life of humans and helps foster their
resolute defense of the people of the Imperium, even
against the actions of their peers. In this regard they are
most akin to the Ultramarines. The disdain that many
Space marines hold for mere humans is less likely to be
manifest in a Salamander, and even if it should be so is
likely to be punished by his brethren or superiors.
From the darkness we strike, fast and lethal, and by the time
our foes can react... darkness there and nothing more.
The Raven Guard never recovered fully from the tragedy of Isstvan V and like many of the Great Chapters
they have dark secrets that must be guarded from outsiders. They are masters of guerrilla warfare tactics behind enemy lines, but less well known is the use of
genetic research and experiments to rebuild following
the Horus Heresy. Adaptable and less constrained by
the Codex Astartes than other Marines, Raven Guard
Marines are perhaps more conscious of their own mortality more than most Marines, aware that their Chapter
is still weaker and less able to replace loses than others.
Like the Dark Angels they have secrets that outsiders
must not be aware of, and provoke suspicion by the
Inquisition as their methods and actions are often covert. A Raven Guard is usually more familiar and comfortable with ambushes and misdirection of the enemy
through surgical strikes. The Raven Guards can provide
a powerful resource to an Inquisitor, and even individuals can provide a more useful ally to an Inquisitor than
a more orthodox Marine. Sadly, some Chapters actually consider their methods cowardly and unworthy of
a true Marine, little realizing their actions can be more
productive with less loss of valuable resources.
Grey Knights
There is nothing in the arcane and blasphemous arsenal of the
forces of Chaos that can compare to faith. With the power of
faith our blades become shining instruments of deliverance that
can cleave the mightiest daemon in twain. With the power of
faith, our minds appear as slivers of pure agony to the daemon,
driving into the wretched forms of those who dare to stand before 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 undertaken in the Emperors 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 challenge 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
Khans Lightning
Bravery is stronger than adamantium. One is the stuff of the
soul-forges, the other an illusion of safety created by fools. Adamantium walls cannot keep us out! We have the courage of the
Emperor! And in the Emperors name... Attack! Attack!! No
prisoners!!
The Khans Lightning are a recently founded Chapter who must live up to the bravery of their honoured
founder all the brethren are conscious of this example
and seek to prove the worth of this young Chapter. This
can mean that they are somewhat impetuous and eager
to take the battle to the enemy, even compared to their
ancestor Chapter. The brands that they all have are witness 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
Chapter, reminding them of the need for self-sacrifice.
A competitive nature courses through the veins of the
brethren, which can manifest when they encounter suitable opponents or when they feel the need to outdo
others on the field of conflict. The spirit of the hunter is
strong within the Marines of the Khans Lightning and
they hone their skills against powerful and challenging
prey whenever possible.
Raven Guard
73
N ota b le NNPCs
PCs
Notable
A
A
74
Brother Neophyte
Bencarius
Young Bencarius was born on the planet of Iax in the
realm of Ultramar. At a very early age, Apothecaries
tested his intelligence and willpower to see if he could
possibly be a future recruit for the Ultramarines. He was
different from the other children, and his parents forced
him to work and study hard, for it was a great honour to
be called to serve as an Ultramarine. Work on the family farm helped to build up his muscles and increase his
tolerance for pain. It wasnt an easy childhood for him,
but he managed. His younger siblings were supportive
of him and tried to make up for his lack of friends.
Upon his tenth birthday, Apothecary Paulus arrived
and gave him a medical exam. Once the exam was finished, Paulus sent the young boy out to play with his
younger brother while he talked to the parents. Paulus informed them that it was his duty to remove the
boy from the home to begin training as an Ultramarine.
From this day forward his parents could not have further contact with him and they would never see him
again. The Emperor had called Bencarius for a higher
duty than being a grain farmer on Iax, and it was Pauluss job to ensure that the boy was able to fulfill that
sacred duty.
His departure from his family was a painful one, and
he was brought to the ancient city of First Landing to
begin the long process of becoming a Marine. He stood
outside in the courtyard of the Ultramarine headquarters while waiting to begin...
Brother Bencarius, Neophyte
WS
BS
Ag
Int
Per WP Fel
34
33
44
39
30
28
30
29
31
Weight: 155 kg
Age: 12
Movement: 3/6/9/18
Wounds: 11
Skills: Awareness, Carouse, Common Lore (Imperium),
Common Lore (Chapter History), Navigation (Ground),
Speak Language (Low Gothic).
Talents: Autosanguine, Basic Weapon Training (Las),
Diehard, Light Sleeper, Melee Weapon Training (Primi-
BS
Ag
Int
Per WP Fel
44
43
54
49
40
28
35
29
31
Weight: 125 kg
Age: 40
Movement: 4/8/12/24
Wounds: 18
Skills: Acrobatics +10, Awareness +20, Carouse,
Common Lore (Imperium), Common Lore (Chapter
History), Dodge +20, Forbidden Lore (Chaos) +10,
Forbidden Lore (Xenos) +10, Navigation (Ground)
+10, Pilot: Jump Pack, Speak Language (Low Gothic),
Survival +10.
Talents: Autosanguine, Basic Weapon Training (Las),
Combat Master, Deadeye Shot, Detect Poison, Diehard,
Heightened Senses (Hearing), Learn By Eating, Light
tive), Pistol Training (Bolt), Pistol Training (Las), Resistance: Low Oxygen, Resistance: Poisons, Unnatural
Strength, Unnatural Toughness .
Implants: Secondary Heart, Ossmodula, Biscopea,
Haemastame, Larramans Organ, Catalepsean Node.
Armour: Flak Helmet, Flak Jacket.
Weapons: Las Carbine, Bolt pistol, Las pistol, Axe.
Gear: 56 throne gelt, 2 las clips, 1 bolt magazine, and
Ultramarine Robes.
75
BS
Ag
Int
Per WP Fel
36
58
40
45
30
29
28
35
30
Weight: 175 kg
Age: 26
Movement: 4/8/12/24
Wounds: 19
Skills: Awareness +10, Carouse, Common Lore (Imperium), Common Lore (Chapter History), Common Lore
(War) +20, Dodge, Forbidden Lore (Xenos) +10, Navigation (Ground), Speak Language (Low Gothic), Secret
Tongue (Astartes Signage).
Talents: Autosanguine, Basic Weapon Training (SP),
Basic Weapon Training (Bolt), Basic Weapon Training
(Flame), Bulging Biceps, Detect Poison, Diehard, Hip
Shooting, Heavy Weapon Training (Bolt), Heavy Weapon Training (Launcher), Heightened Senses (Hearing),
Learn By Eating, Light Sleeper, Lightening Reflexes,
Melee Weapon Training (Primitive), Pistol Training
(SP), Rapid Reaction, Resistance: Fear, Resistance: Low
Oxygen, +10 Resistance: Poisons, Resistance: Radiation, Resistance: Heat and Cold, Shadow Vision, Spit
Acid, Sound Constitution (6), Suspended Animation,
Unnatural Strength, Unnatural Toughness.
Implants: Secondary Heart, Ossmodula, Biscopea,
Haemastame, Larramans Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lymans
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betchers Gland, Progenoids,
Black Carapace.
Armor: Adeptus Astartes Terminator Armor MkIV,
Storm Shield.
Weapons: Heavy Bolter, Cyclone Missie Launcher,
Flamer.
Gear: 3 bolt magazines, 1 fuel, 4 krak missiles, 4 frag
missiles, Ultramarine Robes.
76
BS
Ag
Int
Per WP Fel
39
45
40
45
40
45
30
35
30
Weight: 135 kg
Age: 26
Movement: 5/10/15/30
Wounds: 12
Skills: Acrobatics, Awareness +20, Carouse, ChemUse, Common Lore (Imperium), Common Lore (Chapter History), Dodge +20, Forbidden Lore (Xenos)+20,
Forbidden Lore (Gene-Seed), Forbidden Lore (Space
Marine Anatomy), Navigation (Ground), Scholastic
Lore (Space Marine Anatomy), Scholastic Lore (Human Anatomy), Speak Language (Low Gothic), Survival
+10, Tech-Use (Apothecary Tools).
Talents: Ambidextrous, Autosanguine, Basic Weapon
Training (Las), Chem Geld, Detect Poison, Diehard,
Dual Shot, Gunslinger, Heightened Senses (Hearing),
Learn By Eating, Light Sleeper, Medicae, Melee Weapon Training (Primitive), Pistol Training (Las), Pistol
Training (Bolt), Rapid Reload, Resistance: Low Oxygen, +10 Resistance: Poisons, Resistance: Radiation,
Brother Chaplain-Priest
Darus
Brother Darus was born on the battle cruiser The Lions
Angel Feather. His father was a serf security officer and
his mother was a clerical officer on board the battle
cruiser. He was trained by his father in combat tactics
and his mother taught him to love the great Emperor
who protected all of humanity. A big part of his daily
life was the worship of the Emperor, unwaveringly, and
to protect it with his life if there was need for it. He was
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 influence with the Chaplains on board the vessel. Darus
was rapidly pulled into the teachings of the Chaplains
because he enjoyed worshiping of the Emperor more so
than the true constraints of battle. The day cycle after
Darus became a Chaplain, The Lions Angel Feather came
under attack by a rogue Chaos vessel and during the
ensuing battle Darus spent the whole time preaching to
the ship security under his command.
He became a chaplain for the Dark Angels on that
day, and proved his unwavering loyalty to the Emperor
of Mankind. Darus swore to forever serve the Emperor
and the Chapter Master of the Dark Angels. There are
no such thing as heroes in the world any more, but Darus swears by his life that he will attempt to be a hero.
Brother Darus, Chaplain-Priest
WS
BS
Ag
Int
Per WP Fel
48
33
53
37
33
30
28
35
40
Height: 2.75m
Build: Spindly
Weight: 160 kg
Age: 32
Movement: 4/8/12/24
Wounds: 13
Skills: Awareness, Carouse, Charm, Ciphers (Astartes War Cant), Common Lore (Imperium), Common
Lore (Chapter History), Common Lore (War)+10,
Dodge+10, Forbidden Lore (Heresy), Navigation
(Ground), Scholastic Lore (Legend), Speak Language
(Low Gothic).
Talents: Arms Master, Autosanguine, Basic Weapon
Training (Las), Detect Poison, Diehard, Heightened
Senses (Hearing), Learn By Eating, Light Sleeper, Lightening 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
Acid, Sound Constitution (3), Suspended Animation,
Unnatural Strength, Unnatural Toughness.
Implants: Secondary Heart, Ossmodula, Biscopea,
Haemastame, Larramans Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lymans
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betchers Gland, Progenoids,
Black Carapace.
Armour: Adeptus Astartes MkVII Eagle Power Armor.
Weapons: Mono Great Weapon, Las Carbine, Las Pistol.
Gear: 4 Las clips, Dark Angels Robes, Holy Symbol.
77
BS
Ag
Int
Per WP Fel
41
41
41
42
27
45
31
48
35
Weight: 155 kg
Age: 45
Movement: 3/6/9/18
Wounds: 15
Skills: Awareness, Carouse, Ciphers (Astartes War Cant),
Ciphers (Occult), Common Lore (Chapter History) +20,
Common Lore (Imperium) +20, Common Lore (Imperial Creed) +20, Common Lore (Librarium) +10, Common Lore (War) +20, Forbidden Lore (Heresy) +10,
Forbidden Lore (Chapter History) +10, Forbidden Lore
(Psykers) +10, Forbidden Lore (Inquisition), Forbidden
Lore (Mutants) +10, Literacy, Navigation (Ground),
Scholastic Lore (Astromancy), Speak Language (Low
Gothic), Speak Language (High Gothic).
Talents: Autosanguine, Basic Weapon Training (Las),
Basic Weapon Training (Bolter), Detect Poison, Diehard, Fearless, Heightened Senses (Hearing), Learn By
Eating, Light Sleeper, Melee Weapon Training (Primitive), Melee Weapon Training (Shock), Minor Psychic
Power (5), Pistol Training (Las), Psy Rating 1, Psy
Rating 2, Psy Rating 3, Psy Rating 4, Psychic Power
(6), Power Well, Resistance: Low Oxygen, +10 Resistance: Poisons, Resistance: Radiation, Resistance: Heat
and Cold, Resistance: Fear, Shadow Vision, Spit Acid,
Sound Constitution (5), Suspended Animation, Unnatural Strength, Unnatural Toughness.
Implants: Secondary Heart, Ossmodula, Biscopea,
Haemastame, Larramans Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lymans
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betchers Gland, Progenoids,
Black Carapace.
Armour: Adeptus Astartes MkVII Eagle Power Armor.
Weapons: Shock Maul, Bolter, Las Pistol.
Minor Psychic Powers: Chameleon, Dj Vu, Dull
Pain, Fearful Aura, Healer, Inspiring Aura, Lucky, Psychic Stench, Staunch Bleeding, Torch, Trick, Wall Walk,
Warp Howl, Weaken Veil, Weapon Jinx, White Noise.
78
Psychic Powers: Biomancy: Bio-Lightening, Constrict, Seal Wounds. Telekinetics: Fling, Force Bolt,
Precision Telekinesis, Psychic Crush, Telekinesis.
Gear: 3 bolter magazines, 2 las clips, Ultramarine
Robes.
BS
Ag
Int
Per WP Fel
39
50
43
56
35
50
32
40
30
Weight: 155 kg
Age: 60
Movement: 3/6/9/18
Wounds: 20
Skills: Awareness, Carouse, Common Lore (Imperium),
Common Lore (Chapter History) +10, Common Lore
(Tech) +20, Dodge, Forbidden Lore (Archeotech) +20,
Logic +10, Navigation (Ground), Speak Language
(Low Gothic), Secret Tongue (Tech) +20, Tech-Use
+20, Trade (Amorsmith) +10, Trade (Wright).
Talents: Ambidextrous, Autosanguine, Basic Weapon
Training (Las), Basic Training (Bolt), Detect Poison,
Diehard, Energy Cache, Feedback Screech, Gun Blessing, Heightened Senses (Hearing), Learn By Eating,
Light Sleeper, Lumen Blast, Lumen Charge, Lumen
Shock, Maglev Grace, Maglev Transcendence, Meditation, Melee Weapon Training (Chain), Melee Weapon
Training (Primitive), Mechadendrite Use (Gun), Mechadendrite Use (Manipulator), Mechadendrite Use (Optical), Mechadendrite Use (Utility), Pistol Training (Las),
Resistance: Low Oxygen, +10 Resistance: Poisons,
79
MELEE WEAPONS
MISSILE WEAPONS
CHARACTERISTICS
Weapon
Weapon
Class
Damage
Type
Special Rules
Pen
Class
Wt
Range
Class
Damage
Type
Clip
Rld
Wt
Class
Wt
Range
Strength (S)
Weapon
Damage
RoF
Type
Clip
Damage
Type
Pen
Wt
Special Rules
Wt
Weapon
Toughness (T)
Class
Range
Weapon
Class
Damage
Type
Wt
Damage
RoF
Agility (Ag)
Clip
Pen
Rld
Wt
Weapon
Class
Handedness:. ........................................
Range
Intelligence (Int)
ARMOUR
Type
Special Rules
Pen
Special Rules
Pen
Rld
Special Rules
Class
Pen
Weapon
Pen
Special Rules
RoF
Type
Special Rules
Weapon
Damage
Damage
RoF
Type
Clip
Pen
Rld
Wt
Special Rules
Weight:...................
HEAD
(01-10)
Perception (Per)
................................
BODY
(31-70)
RIGHT ARM
(11-20)
................................
................................
LEFT ARM
(21-30)
Willpower (WP)
................................
RIGHT LEG
LEFT LEG
................................
................................
(71-85)
(86-00)
Fellowship (Fel)
GEAR
Weight
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Total CarriedWeight:............................
Current Wounds
FATE POINTS
Critical Damage
Fatigue
Total
Current
(Max. Fatigue = TB)
MOVEMENT
Walk (Half Action)
WEALTH
Throne Gelt:
..........................................................
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Charge
Monthly Income:
Run
..........................................................
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XP
to Spend
EXPERIENCE
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Advancements Taken
(............)
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(............) . .............................................................. (............) ...............................................................
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(............) . .............................................................. (............) ...............................................................
(............) . .............................................................. (............) ...............................................................
XP
spent
Next Rank
BASIC SKILLS
CHARACTERISTICS
ADVANCED SKILLS
Strength (S)
Toughness (T)
Agility (Ag)
Intelligence (Int)
TALENTS
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(............).
(............).
(............).
(............).
(............).
(............).
Insanity
Points
TRAITS
Perception (Per)
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Willpower (WP)
MUTATIONS
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Tested
c WS c BS c S
c T
c Ag
Against:
c Int c Per c WP c Fel
Fellowship (Fel)
INSANITY
Degree of Madness:.........................................
Trauma Modifier:..............................................
Disorders Severity
............................................................................................. (.......................)
............................................................................................. (.......................)
............................................................................................. (.......................)
CORRUPTION
Degree of Corruption:...............................
Malignancy Test:...........................................
Corruption
Points
Malignancies
....................................... ....................................... . ..................................
....................................... ....................................... . ..................................
....................................... ....................................... . ..................................
IMPLANTS
c Secondary Heart
c Haemastamen
c Omophagea
c Sus-an Membrane
c Mucranoid
c Ossmodula
c Larraman's Organ
c Catalepsean Node
c Multi-lung
c Occulobe
c Melanochrome
c Oolitic Kidney
c Betcher's Gland
c Progenoids
Psy Rating:
c Biscopea
c Preomnor
c Lyman's Ear
c Neuroglottis
c Black Carapace
Discipline:
PSYCHIC POWERS
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