Академический Документы
Профессиональный Документы
Культура Документы
Heretics
WORKING FOR THE INQUISITION IN THE GRIM FUTURE OF WARHAMMER 40,000
FOR FATE CORE - WRITTEN BY NDSKOU 2015
INTRODUCTION
15
Losing Purity
37
Adeptus Mechanicus
15
38
Adeptus Ministorum
16
38
Juno
Imperial Guard
17
39
Desoleum
Outcast
18
40
Enkidu
19
40
Academia Command
19
Starting Gear
41
Aventine
Contacts Influence
20
Weaponry
41
Cel
Insight Toughness
21
Protective Gear
42
Cerix Magnus
Warpweaving Willpower
22
Personal Items
43
Laran 9K
23
43
Port Aquila
Academia Alertness
23
Cybernetics
44
Port Lokhart
Assault Command
24
Vehicles
44
Terminus Prime
Contacts Drive
25
Improvements
44
Thaur
Engineering Influence
26
Improving Things
45
Vanth
Insight Intimidate
27
Equipment Tables
46
Investigate Medicae
28
CHAPTER X: WARFARE
51
Angel KZ-8
Presence Survival
29
Ammunition
51
Far Draconis
Toughness Willpower
30
Weapon Jam
51
Gamma Euclid 13
31
Explosions
51
Kul
Skill Drain
31
Size Matters
52
Nurn Delta
Supplemental Action
31
52
Combining Skills
31
52
Tuchulcha
33
Combat Moves
52
The Disciplines
33
Vehicles In Battle
53
Construction Process
33
56
Building Blocks
How It Works
34
56
Aspects
Sanctioned Powers
34
56
The Inquisitor
35
57
Background Aspects
10
36
57
Current Situation
11
36
61
12
Corruption Triggers
36
67
Adeptus Administratum
13
Chaos Ratings
36
Powers
74
Adeptus Arbites
14
37
INTRODUCTION
THANK YOU VERY MUCH!
I hope you like what you find in these pages, and that you will
have many hours of fun playing Warhammer 40,000 - Fate
style.
WHAT THIS IS
This book is meant to give you a quick and easy way to play
your Warhammer 40,000 game with Fate rules.
My focus on this conversion has been:
CHAPTER I
THE SETTING
A FATE OF HERETICS campaign isobviouslyset in the
Warhammer 40,000 universe in the 41st millenium, and the
players takes the roles as acolytes in the Inquisition.
JUNO
ABANDONED CITIES
ENKIDU
BLEEDING EXOSYSTEM
The original environment it destroyed and festered with toxic
sludge. The heavens rain acid and the planet is pock-marked
and decaying.
ACCESS DENIED
The entire feral world is forbidden to enter, enforced by a
sizable military presence in her orbit. What is hidden from
view, and why everybody is forbidden to land on the planet, is
a mystery.
DESOLEUM
ETERNAL STRIFE
The clans of Enkidu are constantly waging war against their
rivals, slaughtering, pillaging and burning villages to the
ground. Only the strongest survive for long.
A MILLION GANGS
AVENTINE
SHADY DEALS
CEL
PORT LOKHART
UNKNOWN ORIGINS
CERIX MAGNUS
TERMINUS PRIME
Terminus Prime is a world of gleaming oceans and low, rolling
grasslands, many of the latter turned over to the production
of an amasec varietal popular amongst the sectors
aristocracy.
As the centre of trade, goods from all over the sector is sold
here. Here youll find anything youll ever need. Legal, illegal,
banned or forbidden. You name it.
THAUR
LARAN 9K
PLANETARY GRAVEYARD
Imagine a planet functioning as the mausoleum for the fallen
for the whole sector. That is exactly what Thaur is. Here youll
find a lot of dusty and forgotten (or hidden) informations of old
families, saints or nobles. A treasure chamber of
informations and death.
VANTH
PORT AQUILA
DEADLY DANDELLIONS
The primary danger on Vanth is the plantlife, just waiting to
put your sorry ass to an early grave, becoming fertilizer for
the vegetation. Not a place to visit, if you arent exactly looking
for the rare and valuable gasses.
TUCHULCHA
ANGEL KZ-8
ANYTHING ELSE?
FAR DRACONIS
SUNKEN RUINS
But dont overdo it. 2-3 aspects per important place should
be more than sufficient. Too many will only seem messy and
they probably wont all be used.
If youre out if ideas or inspiration, its better to make them up
on the go than to create tons of aspects, thats not gonna be
used anyhow.
GAMMA EUCLID 13
THE EIGHT CLONES
The eight planets appear to be clones of one another. The
freaky nature of the planets and the fact that only few
survivor return after visiting one of them, makes these
planets a dreaded place to explore.
KUL
INTO THE WARP AND BACK AGAIN
The planet has been engulfed by the Warp in the mid-38th
millenium, and then spat out again. All of the surface is
covered in bones and destroyed vehicles of the Imperial
Guard. The place is quarantined but still visited by agents of
the Faceless Trade.
NURN DELTA
SAVAGE POPULATION
The population is truly savage and are barely able to speak.
That and the lack of any significant resources makes this
CHAPTER II
THE BASICS
BUILDING BLOCKS
8 points of refresh
CONSTRUCTION PROCESS
35 skill points
A skill cap at Superb (+5)
ASPECTS
PAST CAREER
Take a look at the next chapter (13). There youll find the
background careers converted from the original rulebook.
Pick one and note the refresh cost on a piece of paper. (Dont
worry about the cost just yet. You have plenty of stunt points
to pay for it.)
To make it easy for you, the aspects are divided into three
categories:
THE INQUISITOR
BACKGROUND
CURRENT SITUATION
THE INQUISITOR
The Inquisitor will be the foundation of your missions, and will
probably form the basis of the campaign.
Who is he anyway? Even if you dont answer directly to him,
its still important to think about this. A paranoid, brutal
authoritarian runs a very different organization than does an
xenofriendly radical. What kind of relationship do you have
with him? Are you a trusted ally, or simply another acolyte
ready for the funeral pyres? Does your Inquisitor inspire
respect? Are you the Inquisitor?
CONCEPT
Who is the Inquisitor? When deciding this, think about these
questions. What kind of person ends up as an Inquisitor in the
Inquisition?? What sort of past did this person have that got
him or her here? How did the Inquisitors past actions lead to
this? This first aspect should give a glimpse of the person
behind the office and describe the Inquisitor in a short
phrase.
ORDO
What Ordo does he or she belong to? Is he a dedicated witch
hunter from Ordo Hereticus? Or maybe an experienced
bughunter from Ordo Xenos? Or is he a hateful daemonslayer
from Ordo Malleus? He could also be from one of the minor
Ordos. And what fraction does he belong to? Is he a
unforgiving puritan or a liberal radical? The aspect you create
will have a great influence on the type of missions, you are
send to.
YOUR EDGE
What is your character really good at? Is he tough as nails?
Does he have a nose for rooting out traitors? Is he good with
flamers? Good with people? An ace pilot? Does he know the
Imperial Creed inside out? Choose one aspect based on your
personal strength.
TROUBLE
All Inquisitors cause problems for the acolytes. Intentionally or
not. How does the Inquisitor make life difficult for the
acolytes? Does the Inquisitor have personal habits or quirks
that cause trouble? Does the Inquisitors past come to haunt
the acolytes? This should be a very compellable aspect.
ALWAYS VIGILANT
Youre an unstoppable power, never giving up and never tiring
in your pursuit for the Inquisition. Some might find you a bit
conceited.
LEADERSHIP
EXTREMELY BRAVE
You are fucking brave and always looks danger in the eyes
and smile. Your uncompromising treatment of those around
you, can really piss them off though.
HARSH AND INTIMIDATING
You are a badass intimidator, using all kinds of harsh
methods to make people succumb to your way and will. No
wonder people sometimes wants you dead.
BACKGROUND ASPECTS
This category represent your characters life from birth right
up till he entered the Inquisition. A total of six background
aspects must be created.
HOMEWORLD
BREEDING COUNTS
YOUR HINDRANCE
KILL ADDICT
You like killing in His Name, and you do it a lot. Sometimes
overdoing it. A lot.
10
CURRENT SITUATION
SIMPLETON
Youre very structured and organized, always planning ahead.
When things breaks your tidy patterns, you get stressed and
tend to freak out.
THE ENLISTMENT
FORMER ENDEAVOUR
Here you think about what you did before you entered the
Inquisition. What branch did you belong to, that made the
Inquisition interested in you? You must choose two from the
list presented with your chosen past career or make up two
past aspects yourself (13).
Looking back at your past, its time to think about the people
that who made a difference in your life. Who were they? A
former associate can be anyonea family member, a good
friend, an illicit contact, someone to whom you owe a great
deal of money, or that guy who wants you dead. Choose one
aspect based on your former associates.
YOUR ROLE
I DO THE TRACKING
You are the seeker, the tracker. Before the witch can be put
to trial for her heresies, she must be found, and thats your
specialty. You are also almost always the first to face the
enemy. Usually alone.
11
You are the mystic, the one with the knowledge of everything
esoteric. The one who read tarot cards, bones or whatever.
Also the one that most people fear and wishes to burn to
death.
Number
You are the chirurgeon, the healer. Theres not a bone you
cant set, a wound you cant mend and a bleeding you cant
stop. With all the wars going on, you can never rest.
The Inquisitor
Background
Current Situation
BROTHERS-IN-ARMS
Who do you spend your days with? What kind of people are
they? Who are the people above you, and who do you have
authority over? Do you work with lunatics and fanatics or pure
and honest folk? Do you like them? Think about the people you
interact with on a regular basis. Who are your teammates,
your friends and acquaintances, the people you avoid, and the
people who tell you what to do?
ALL UNDERHIVERS ARE SCUM
Underhivers makes your skin crawl. God knows what goes on
in the murky depths of the underhives. But are they all scum?I
I TRUST BROTHER CHARON WITH MY LIFE
You and brother Charon has been working together for many
years now, and the trust is ironclad. Maybe you are too
trustful in the old priest?
IS LIONUS A HERETIC?
What is Lionus the Sage doing alone in the forgotten library?
What was he reading? Maybe it was blasphemous, or maybe
not.
MERRI INSPIRES ME
When you look at the way Merri works, you get very inspired
and confident. But is she really that good?
12
CHAPTER III
PAST CAREER
ADEPTUS ADMINISTRATUM
KEEPER OF SECRETS
MASTER BROWSER
Once per scene you can spend a fate point (and a few
minutes of observation) to make a special Academia roll
representing a flash of insight. For each shift you make on
this roll you discover or create an aspect related to your field
of specialization, on either the scene or the target of your
observations, though you may only invoke one of them for
free.
13
ADEPTUS ARBITES
CYBER-MASTIFF
ASPECTS
Cyberenhanced kill-dog, Very limited brain capacity
Lex Imperialis
SKILLS
CONSEQUENCES
BACK TO BACK
STUNTS
Beast Senses: Whenever it seems reasonable that the rending
rover would have some sort of beast-born advantage of the
senses (for example, a keen sense of smell while making an
Alertness or Investigation roll), it gets a +1 on the roll.
CYNICAL ASSHOLE
Past experiences taught you that no one is to be trusted, and
that humanity is damned. Youre good at protecting your
sanity but tend to be somewhat callous.
LEX IMPERIALIS
You know the Imperial Law by heart, a quite useful tool. The
law is crystal clear - except when its not.
14
People fear you and your weird powers, and you are certainly
never part of the team. On the bright side, you learned to
trust no one but yourself.
Only the true resilient and strong minds survive the Trials of
Terra. You will never be able to avoid being corrupted, but you
are much better at regenerating your tainted soul again. The
time needed to recover purity boxes and purity thresholds
are lowered by two levels. (I.e. in general, a box recovers in a
day and a threshold in a few weeks.)
TESTED ON TERRA
You are among the few who survived the fearsome testing
and trails of the Adeptus Astra Telepathica on Terra, proving
you an able and competent psyker. One to respect and fear and the first one to take down in a fight.
Youve served time at the front with the Imperial Guard, and
have seen your share of horrors. In order to survive to
learned to attack recklessly and without remorse. When you
successfully make an attack with the Warpweaving skill, you
deal an additional +2 hits of damage.
TICKING TIMEBOMB
ADEPTUS MECHANICUS
WARPCHILD
BINARY MIND
The Discipline [-1]: You mind is able to use one of the five
disciplinesbiomancy, divination, pyromancy, telekinesis and
telepathy and are very potent in using it. This potency can
take one of two formseither as a power bonus, increasing
the casters Warpweaving score by one for any powers from
that discipline, or a control bonus, increasing the psykers
Willpower roll to control the power by one. One or the other
must be chosen, though the specialization does not need to
be defined at the time the ability is taken. Additional
specializations covering different disciplines of powers may be
taken by use of the Capacity stunt (30).
15
COMBAT SERVITOR
STRESS: 4 boxes
COST: Fantastic (+6).
SERVO SKULL
MECHADENDRITE [-1]
NOTE
ADEPTUS MINISTORUM
"There can be but one Emperor, one god, one saviour, one
deliverer. Without Him, a billion billion souls are nought but
fodder for the ever-thirsting evils of the warp.
PIOUS PILGRIM
You are fucking good at spreading the God Emperors word
and doctrine wherever you go. Sometimes it gets a bit too
much for those around you.
RELIGIOUS FANATIC
REPENT OR DIE!
Everybody is guilty of something, and you are destined to find
out what that something is, making you a very good
interrogator and an obnoxious companion.
THUG OF GOD
Knowing that you are backed up by God is a good thing for
your confidence - which sometimes lead to overconfidence.
16
IMPERIAL GUARD
"Men, we are the first, last and often only line of defense the
Imperium has against what is out there. You and that fine
piece of Imperial weaponry you hold in your hands is all that is
keeping humanity alive. Most of you will probably not live to
see your second year in the Guard and most of you will
probably never see your homeworlds again, but I can
guarantee you that when you do fall, with a prayer to the most
high and mighty God-Emperor on your lips, you will have
earned the right to call yourself a man!"
Your hatred toward Chaos and the defilers are soul deep,
giving you extra defenses against the Ruinous Powers. You
can use the Conviction skill instead of Willpower skill when
making corruption tests, and you also gain 2 extra boxes in
each of your purity threshold tracks.
MY BILLION BRETHREN
You are part of the biggest war-machine ever seen, and you
can count billions of soldiers as your brothers in arms. Men
who will help you in any way possible. Unfortunately they also
get into trouble and need help. Your help.
UNFAZEABLE
Youve seen so much carnage, that it is almost impossible to
scare you. All this death and destruction turned you bitter and
a bit reserved.
WAR VETERAN
17
When you give an order, people hop to it. If you spend a fate
point and command another character to perform a certain
action, he gains a +3 on his roll if he complies. The command
must be a specific use of one of the characters skills, such as
Fly behind the asteroid to lose them. You may do this once
per scene.
OUTCAST
WELL CONNECTED
You have gathered a big network of associates from all walks
of life. This makes you a very valuable contact, but also a
someone everybody knows.
TRUE SURVIVOR
Youve learned to survive the hard way. This makes you very
resilient but also suspicious, territorial and paranoid.
18
CHAPTER IV
THE SKILLS
ACADEMIA
ATHLETICS
ALERTNESS
You can use the skill to defend against physical attacks made
in close quarters or at range. It can also defend against
physical-based psychic attacks.
BURGLARY
ASSAULT
COMMAND
This is the ability to hold your own in a close quarters fight,
either with a melee weapon in hand of nothing at all.
You can use the skill to defend against physical attacks made
in close quarters.
19
CONTACTS
FORBIDDEN LORE
CONVICTION
The skill works differently than the other skills that characters
have, as it can only be used for knowledge.
Conviction measures the force of your characters
personality, self confidence and zeal. Inquisitors and members
of the Ecclesiarchy will typically have high Conviction to
represent the strength of their faith.
DECEIT
GUNS
Deceit is the ability to lie, simple as that. Whether through
word or deed, its the ability to convey falsehoods convincingly.
DRIVE
INFLUENCE
ENGINEERING
Influence Rank
20
Starting Assets
Fair or Good
+3
Great
+4
Superb
+5
INSIGHT
STEALTH
STRENGTH
INTIMIDATE
SURVIVAL
INVESTIGATE
TOUGHNESS
MEDICAE
PRESENCE
21
WARPWEAVING
Academia
Alertness
Assault
Athletics
Burglary
Command
Contacts
Conviction
Deceit
Drive
Engineering
Forbidden Lore
Guns
Influence
Insight
Intimidate
Investigate
Medicae
Presence
Stealth
Strength
Survival
Toughness
Warpweaving
Willpower
WILLPOWER
22
CHAPTER V
THE STUNTS
In this chapter, youll find all the cool rule breakers, the stunts,
that makes your character look badass and shine.
ALERTNESS STUNTS
If you need more stunts than the ones converted and included
above, youll find this webpage very, very useful.
ACADEMIA STUNTS
GIVE ME A MINUTE
HE COMMANDS, WE ACT!
Once per scene you can spend a fate point to use Academia
in place of any other skill for one roll.
KEEN INSTINCTS
Youre always laying a keen eye on your environment. You
gain a +2 on Alertness checks to Alertness important clues
or situations that others have overlooked.
ON YOUR TOES
INFUSED KNOWLEDGE
You dont ever have to spend a fate point to declare that you
have the proper tools for research using Academia, even in
extreme situations (like being imprisoned and unable to
access a library).
MASTERY
23
ASSAULT STUNTS
BURGLARY STUNTS
BLIND FIGHTING
BRING IT ON!
HIDDEN WEAKNESS
DEATHDEALER
MENTAL BLUEPRINTS
PILFER
No one can ever feel safe from your theft. After a physical
conflict has ended make a retrospective Burglary roll
contested by your opponents Alertness. If you are successful,
you stole some small valuables from him. This is treated as
an Asset aspect representing the trinkets.
DEVASTATING ASSAULT
After successfully attacking an opponent and dealing damage,
you may launch a second attack with Assault as a
supplemental action with the usual -1 penalty to the roll. Until
your next exchange, you are prohibited from making any
defense rolls though.
SPOILS OF WAR
Requires the Pilfer stunt.
SWIFT ATTACK
ATHLETICS STUNTS
COMMAND STUNTS
HARD TARGET
AIR OF AUTHORITY
LIGHTNING REFLEXES
PRETERNATURAL SPEED
You may move two zones for free in a conflict without rolling,
instead of one, provided there are no situation aspects
restricting movement and that you are charging toward your
opponents.
QUICKDRAW
DUTY PREVAILS
STEP ASIDE
Once per session you may re-roll a failed Athletics defense roll
for free with an additional +1 bonus to the roll.
24
HALO OF COMMAND
REDEMPTION OF BATTLE
For a fate point, you may use your Command skill instead of
Presence and Intimidate, provided those you are dealing with
are aware of your reputation and rank (a second fate point
will nearly always assure that they do).
IMPOSING RANK
RIGHTEOUS CRUSADE
The Light of the God Emperor never leaves you, guiding you to
victory in every battle against the tainted. When fighting
enemies of the Imperium, you may substitute Conviction for
Assault in physical conflicts.
CONTACTS STUNTS
UNSHAKABLE FAITH
COVER-UP
Blind faith is a just cause. You know, that He never leaves you
side. You may substitute Conviction for Willpower.
DECEIT STUNTS
INSIDER
COVERSTORY
NASTY REPUTATION
Once per scene, when you succeed on a Deceit roll, you may
choose to succeed with style instead.
INFILTRATOR
Once per scene, when you succeed on a Deceit roll to create
a disguise, you succeed with style instead.
PALMGREASING
MASTER OF IMITATION
PEERS
The Acolyte knows how to deal with a particular social group
or organisation, or even xenos race. +2 to Contacts when
dealing with your peers.
MIND GAMES
CONVICTION STUNTS
DRIVE STUNTS
LITANY OF HATE
Hate enriches. Armed with nothing but your faith and the
Imperial Creed, you are able to force enemies of His Empire
to flee in terror. You may substitute Conviction for Intimidate.
You are a skilled combat pilot, and as such may roll Drive
instead of Guns to attack in a dogfight.
25
TECHNICAL KNOCK
You can remove JAMMED aspects from weapons with a
Mediocre (+0) Engineering skill roll as long as you can
somehow touch the weapon. This is a supplemental action.
WEAPON-TECH
Once per conflict, at the cost of a fate point, you may increase
the damage of a weapon by +3. It has to be a melta, a plasma
or a power weapon for this to work.
LOCKED ON TARGET
GUNS STUNTS
DOUBLE TAP
RAM IT DOWN
EYE OF VENGEANCE
Once per scene, when you force an opponent to take a
consequence using Guns, you can spend a fate point to
increase the consequences severity. If your opponent was
already going to take a severe consequence, he must either
take a severe consequence and a second consequence or be
taken out.
SAFETY FIRST
Youre good at keeping your vehicle in one piece. When
attempting a Drive maneuver in a chase, you may treat the
difficulty as if it were one lower. The difficulty of the maneuver
itself isnt affected, however, for any vehicles that might be
chasing you.
HIP SHOOTING
ENGINEERING STUNTS
Once per scene, you may move one zone, attack with Guns,
and then move one additional zone, provided there are no
situation aspects restricting movement.
ARMOR-MONGER
PRECISION KILLER
TARGET SELECTION
INFLUENCE STUNTS
PLANETARY BOMBARDMENT
Requires Great (+4) Influence.
Sometimes you will face so much Chaos on a planet, that you
have no way of saving it. By paying a fate point and draining
your Influence of two points (33); recovery is a mission per
point), you will secure a planetary bombardment from the
nearest, available Imperial Navy Battalion. It usually takes a
week for the warships to arrive in orbit. This time is best
spend finding a way to get the hell off the planet. This use
functions like a concede to the rest of the mission, ending it
immediately. Use this power with extreme caution!
26
REINFORCEMENT
Local law enforcements will obey your orders, if you let them
know, that youre part of the Inquisition. Add +2 to Influence
when dealing with Imperial law enforcements. You can only
use this stunt on planets with an Imperial Planetary Governor.
Once per mission when you need it the most, you can call for
a reinforcement by spending a fate point and draining your
Influence of two points (33); recovery is one session per
point. The reinforcement will arrive by drop pod close to your
destination in a day. Give your temporary teammate a name
and write a brief sentence describing his personality and his
role in the team. The four reinforcement characters are:
DEATHWATCH SPACE MARINE
(64)
EVERSOR ASSASSIN
(65)
(65)
(66)
INSIGHT STUNTS
A PEEK INSIDE
Requires at least two other Insight stunts.
You achieve such a strong understanding of your subject that
you can start to make some fairly accurate guesses about his
behavior. After you have successfully read a person's
emotional state, you may immediately ask the GM a
hypothetical question about that persons motives, which the
GM must be able to answer with "yes", "no", or "maybe", to
the best of her ability. The question must speak to the kind of
person the target is, not things theyve done, though it may
ask if they are capable of doing such things. If the GM
answers with a "maybe", you may ask a second question to
get clarification. This second question may seek details,
rather than another one-word answer.
SUPREME FIREPOWER
When you buy weaponseither at character creation or later
onyou may distribute two points between Damage,
Accuracy and Range for free. Just add your choice after the
acquisition.
COLD READ
You can size people up in a glance. Normally, using Insight to
get a read on someone requires at least a few minutes of
conversation, if not more. You only need a few moments.
SOULTRACKER
Your understanding of people youve met is sufficiently strong
that it gives you an easy sense of how to find them. You can
anticipate their moves based on your knowledge of their
personality. In any situation where youre tracking down or
otherwise trying to find someone youve met before, you may
roll Insight instead of Investigate.
Note that this stunt only works against citizens of the Empire
of Man. Xenos, Chaos and some heretics are immune to this.
INTIMIDATE STUNTS
BRINGER OF DEATH
People of all walks of life fear the Inquisition, and with good
right. You may use Influence instead of Intimidate, when using
it to scare others.
You are the terror of all those who oppose you. Others are
often at a loss to describe what exactly about you is so
unsettling; regardless, it has the effect of rooting them to the
spot and believing the threats you make. Once per scene per
27
KEEN INTUITION
MEDICAE STUNTS
FIELD MEDIC
INFURIATE
You have a real talent for making people very angry. When
deliberately trying to get someone angry at you, you receive a
+2 bonus. If this results in an attack or other action against
you by your target, you may use Intimidate to complement the
skill you use on the first exchange, no matter the
circumstanceafter all, you made it happen, so you were
ready for it.
PROMISES OF PAIN
You make a promisereally, a threatto a target, and make
an attack using Intimidate. If you successfully hit for one or
more mental stress, you may spend a fate point to
immediately force a mild psychological consequence instead.
The consequence must represent an appropriate response
to the threat such as FOLDING UP IN FEAR or A BROKEN SPIRIT.
The target may choose to concede rather than take the
consequence.
SUPERIOR CHIRURGEON
You arent just a chirurgeon; youre a miracle worker. You can
bring back those that others think are beyond hope. If you
treat someone whos been taken out, you can revive him if you
spend a fate point. All his injuries remain, but hes no longer
taken out. This ability can even be used to revive people who
are apparently dead, so long as most of their vital parts are
relatively intact.
INVESTIGATE STUNTS
COORDINATED INTERROGATION
When providing assistance to other characters in
interrogations, you supply an additional +1 bonus for a total of
+2.
DELICATE INTERROGATION
You can use Deceit in place of Investigate when performing
interrogations.
28
PRESENCE STUNTS
CENTER OF ATTENTION
TWILIGHT STALKER
STRENGTH STUNTS
Once per scene, you may identify yourself in order to get your
way and add +2 to a Contacts, Deceit, Intimidate, or
Command roll.
RENOWNED HERO
Your reputation has reached great proportions, and people
are willing to believe all sorts of things about you. For a fate
point, you may use your Presence skill instead of Deceit,
Intimidate or Willpower, provided those you are dealing with
are aware of your reputation (a second fate point will nearly
always assure that they are).
BULGING BICEPS
You can use heavy weapons as though they are merely
sidearms.
HAMMER BLOWS
UNBOUND
TRUE INSPIRATION
VICIOUS BASTARD
STEALTH STUNTS
SURVIVAL STUNTS
You move silently and almost imperceptibly through wild
areas. You can conceal your movements and hide easily in a
natural environment. When attempting to hide or sneak in
the wild, you may substitute your Survival skill for Stealth.
ASSASSIN STRIKE
When you can surprise an enemy or attack from a place of
hiding, you can attack with Stealth. If you succeed, you create
a boost. If you succeed with style, you get to invoke that boost
for free twice. This is in addition to the actual outcome of the
attack roll.
CHILD OF DARKNESS
TRACKER
At the cost of a fate point, you may exit a scene, passing from
sight.
SHADOWY EXIT
29
TOUGHNESS STUNTS
HARDY
WARP CONDUIT
When taking psychic backlash, you can cross out two boxes
of stress instead of only one.
Once per session, at the cost of a fate point, you can reduce
the severity of a moderate consequence thats physical in
nature to a mild consequence (if your mild consequence slot
is free), or erase a mild consequence altogether.
WARP LOCK
Requires the Favored by the Warp stunt.
IRON JAW
WARP SENSE
LAST LEG
WILLPOWER STUNTS
ADAMANTIUM FAITH
You have become so inured to horrors that would cripple
lesser men. Add +2 to Willpower when defending against
fear and terror.
NEVER DIE
BATTLE RAGE
TRUE GRIT
When you take physical stress, and the stress box with a
value equal to the shift value of the hit is already checked, you
may instead mark the next lowest value box that is
unchecked. Very simply, this means that you dont start
picking up consequences unless someone hits you for more
than your highest value box or all of your boxes are filled up.
DISCIPLINED FOCUS
You willpower helps you maintain a very strict discipline,
keeping your mind clear and focused. You may use Willpower
instead of Alertness.
FRENZY
WARPWEAVING STUNTS
Once per scene, after taking physical stress, you may spend a
fate point to add the shift value of the attack (after any
reduction by consequences) as a bonus to an action in the
next exchange taken against the person who inflicted the
stress.
CAPACITY
You may add an extra discipline to your arsenal. You also get
one specialization for that new discipline.
IRON DISCIPLINE
STRONG MINDED
PUPPET MASTER
The stunt costs 3 refresh. Requires that your a telepath.
In the ultimate expression of telepathic power, you utterly
crushes your targets will, locking him away in a dark corner
of his own mind and taking complete control of his body.
When a victim is taken out from mental telepathic attack, you
may fully possess him. Once youve taken possession, you may
control your victim completely and gain access to all his
physical abilities and many of his mental ones. Once someone
30
CHAPTER VI
DOING STUFF
In addition to the normal rules in FATE CORE, the following
three optional rules is also available in FATE OF HERETICS.
SKILL DRAIN
Regaining lost ranks varies with each skill and sometimes the
situation.
COMBINING SKILLS
COMPLIMENTING SKILLS
SUPPLEMENTAL ACTIONS
31
RESTRICTING SKILLS
If the secondary skill comes into play only to hold the primary
skill back, it restricts the skillit can only provide a penalty or
nothing at all.
A restricting skill never applies a +1, even if its higher than
the primary skill. Often skills like Toughness or Willpower are
restrictive skillsas you get more tired, you wont get better;
but if youre resolute, you may not get worse.
Note that combining skills can never be done to perform two
full actions at onceif thats the goal, it should take two
exchanges. When skills are used in combination, one skill
almost always serves a passive role; its the thing the
character needs to do in order to be able to perform the
other skill.
The difference between a supplemental action and an action
that combines skills isnt always obvious. In general, if both
components of the action are something youd expect to roll
for if they were done separately, then its time to combine
skills. If the lesser part of the action is something that
normally doesnt require a roll, handle it as a supplemental
action.
32
CHAPTER VII
PSYCHICS
This short chapter is used to break down the psychic power
of the Warhammer 40,000 into Fate elements.
TELEPATHY
THE DISCIPLINES
BIOMANCY
HOW TO DO IT
DIVINATION
Practitioners of this discipline are known as diviners or
fortune tellers. Diviners are Psykers who seek to discern the
hidden past of the galaxy and know the course of events yet
to come. These abilities allow diviners to look into the twisting
strands of the Immaterium in search of answers they seek,
sometimes even influencing the outcome of future events
themselves.
PYROMANCY
Pyromancy is the discipline that allows the psyker to create
and manipulate fire. The practitioners of pyromancy are
known as pyromancers.
TELEKINESIS
Psykers who utilize telekinesis are known as telekines and are
able to manipulate the material world with the power of their
minds, converting their mental energies into a physical force.
33
MANEUVER
ATTACK
HOW IT WORKS
GATHERING POWER
To do a psychic power, you must gather power for the ability.
The stronger your connection to the Warp is, the more
powerful your abilities can be; this is represented by your
Willpower skill.
INSTEAD
The targeting result is also split up, and not necessarily in the
same portions. If you rolled a Fantastic (+6) result to target
your 5 shifts of power, you might split the power as detailed
above, but make the Damage 2 attack a Great (+4) for
targeting and the Damage 3 attack a Fair (+2).
BLOCK
Shielding effects are another very common application of
psychic powers; the next best thing to causing damage to
others is avoiding it yourself. In game terms, this is a block
action. Shifts of power on the block can be allocated as
follows:
CONTROLLING POWER
Activating a psychic ability boils down to controlling the
release of the psychic power that the psykers gathers so that
it takes the shape he envisioned. For everything to go
smoothly, your Warpweaving roll must match or exceed the
number of power shifts that have been gathered. This roll
also controls the targeting and sets the difficulty for
defending against it.
1 ADDITIONAL EXCHANGE OF
shifts of power create a block
that lasts for 3 exchanges total (allowing the shield to
continue to work while you do other thingslike throw fire
back at the enemy).
You get to make this roll only once, at the instant that the
psychic energy is released.
If you fail the Warpweaving roll, the excess shifts are released
as uncontrolled power, which manifests as either backlash or
fallout (35). Fortunately, you have a number of tools available
to keep that from happening. You can invoke aspects to raise
the Warpweaving roll and can also take backlash as stress or
corruption to try to cover the margin of failure.
34
SANCTIONED POWERS
You get to choose how much backlash you absorb, with the
rest going to the GM as fallout.
35
CHAPTER VIII
CORRUPTION
The Ruinous Powers is by no comparison the biggest enemy
of the Empire of Mankind. It is all around you, hidden in the
mind and hearts of heretics and shrouded by the thin veil
between you and the Warp.
purity boxes (each has a value of one you cross off as many
as required), starting from the first box on Tainted and not
starting on the second track until the first is completely
crossed out.
GETTING STARTED
A few new terms that are the backbone of the system are
introduced to the game:
THRESHOLDS AS AN ASPECT
Corruption triggers
Chaos ratings
The corruption test
CORRUPTION TRIGGERS
SOILED
CHAOS RATINGS
Situations involve a character either experiencing Chaos by
happenstance or by accident, or by deliberately inviting it in
through research and experimentation.
PROFANE
ETERNALLY DAMNED
CURRENT MALIGNANCIES
Characters start with none of these boxes checked, which
means that their souls are perfectly pure of any Chaos taint.
But as they suffer assaults to their souls, they will check off
36
Chaos Rating
+1 to +2
+2 to +3
+3 to +4
+4 or more
Type of Situation
LOSING PURITY
When you fail a corruption test, you suffer purity loss. That
means checking off one or more purity boxes. Each time you
lose a purity box, cross one off on your highest available purity
threshold track in the following order:
THRESHOLD LOSS
37
CONCEDING
38
39
CHAPTER IX
GEARING UP
Fighting the Ruinous Powers demands cooloften deadly
gear. Weapons, armor, personal gadgets, drugs, cybernetics
and cool vehicles all brings you closer to success.
Failure: Youre faced with a choice. You may still get the item
by reducing your Assets by one step for every shift the roll
failed by. This means you drained your assets, or ran out of
favors. If you dont want to reduce Assets based on the failed
roll, the GM can offer you the following options:
You cant find the item at a price you can pay. You may
not try to acquire it again until youve gone to a
completely new region or planet.
ASSETS
MAKING A REQUISITION
All items have a cost ratingyoull find tables with costs later
on, where gear is listed. When you want to acquire an item,
its cost sets the difficulty for an Assets roll.
ASSET ASPECTS
When you successfully complete an unusually tough mission,
or come across some loot, you can gain an Assets aspect.
Assets aspects are things like Tons of Thrones, Favors in the
Ministorum, I Saved the Gangboss Life or Salvaged Parts.
40
GETTING IN DEBT
When youre attempting to purchase items that cost
significantly more than your current Assets, things get a bit
more interesting. To buy an item that costs more than your
current Assets score, favors must be bargained for or loans
must be made.
Each player gets only one roll per item and must accept the
results. Failing the roll doesnt reduce Assets, but it cant be
re-rolled.
WEAPONRY
The value of the loan is equal to the value of the item being
purchased less oneyou need a Good (+3) loan to buy a
Great (+4) item. This assumes youre covering part of the
cost yourself from your own Assets. If your Assets is
Mediocre (+0) or less, no one will give you a loan.
To pay back your favor or loan make an Asset roll against the
value.
Success: The value of the loan is reduced by 1. (At Mediocre
value the loan is considered paid off.) You can only attempt
one such repayment per session.
Failure: Either your Asset score drops by one or the value of
the loan increases by one. You choice.
Failure: Adjust your Asset score down one level. You can
invoke other Assets aspects if youre failing the roll. Like
always, Assets aspects are lost once you invoke them.
STARTING GEAR
41
RANGED WEAPONS
EXPLOSIVES
Want to deal death from afar, then this is the choice for you.
ADD-ON IMPROVEMENT
MELEE WEAPONS
PROTECTIVE GEAR
42
FRENZON
PERSONAL ITEMS
And just for the record: Most items have 2 points of stress
and no consequences.
Addiction value: 2
ADD-ON IMPROVEMENT
LHO-STICKS
OBSCURA
Effect: This is why the user bought the drug in the first place.
Addiction value: 3
RECAF
Effect: This beverage immediately clears all mental stress
and removes a mild mental consequence.
Duration: Instantaneous
Addiction value: 0 (non-addictive)
Just like all other stuff, drugs also have a Cost of course.
DRUGS
SLAUGHT
Effect: The user immediately gains +2 to Alertness for
determining initiative and when creating advantages based on
combat awareness. When the drug wears off, he suffers the
mild Neural Burnout consequence.
DESOLUM FUNGUS
Effect: Once during the duration you can re-roll a skill test and
add +1 as an extra bonus to the roll. The user also becomes
Really Dizzy until the effect wears off. (The GM can compel
this aspect once for free.)
SPOOK
DE-TOX
Effect: This drug immediately cancels all effects from other
drugsboth good and bad. It also leaves the user Seriously
Sick until the drug wears off. (The GM can compel this aspect
once for free.)
Duration: 15 minutes or a scene
43
STIMM
VEHICLES
Addiction value: 1
Cost: Fair (+2)
GETTING HOOKED
Nothing lasts forever, and when the effect wears off, its time
to pay the bill. If the drug has an addiction value of 1 or more,
proceed to the addiction test.
IMPROVEMENTS
DEPRIVATION ASPECTS
CYBERNETICS
Cybernetics have the same attributes as personal equipment,
and only differs in, that it must actually be installed in your
body.
44
IMPROVING THINGS
45
RANGED WEAPONS
IMPROVEMENTS
COST
Bolt pistol
+4
Boltgun
32
+5
Heavy bolter
32
Ammo, Aspect: Fearsome!, Autofire, High Explosive, Specialized: Dam. +2 vs. armor
+7
Storm bolter
32
+6
Hand flamer
-1
+3
Flamer
32
+4
Heavy flamer
-1
32
+5
Laspistol
31
+2
Lasgun
31
32
+3
Laslock
31
32
Ammo
+2
Long las
31
42
Ammo
+3
Hot-shot laspistol
41
Ammo
+2
Hot-shot lasgun
41
32
Ammo
+3
Grenade launcher
32
+5
Missile launcher
32
+4
Inferno pistol
+2
Meltagun
32
+3
Plasma pistol
+2
Plasma gun
32
+3
Autopistol
33
Ammo, Autofire
+1
Autogun
33
22
Ammo, Autofire
+2
Autocannon
32
+3
Hand cannon
43
Ammo
+1
Heavy stubber
43
32
+4
Shotgun
33
Ammo, Scattershot
+2
Sniper rilfe
42
+3
Stub automatic
33
+2
Stub revolver
33
+1
Grav pistol
+3
Gravitation gun
32
+4
Needle pistol
33
+3
Needle rifle
33
32
+4
Web pistol
+1
Webber
32
+2
1: The Damage is reduced by -2 against force fields. 2: The rifle cannot be used in close combat (Range 0). 3: The Damage is reduced by -2 against armor.
46
MELEE WEAPONS
IMPROVEMENTS
COST
Chainaxe
-1
+3
Chainblade
-1
None
+0
Chainsword
Accurate, Powerful
+2
Eviscerator
+4
Force Sword
Accurate (x2)
+2
Force Staff
+2
Omnissian Axe
+4
Power Fist
+3
Power Sword
+4
Power Axe
Powerful (x2)
+2
Power Maul
+2
Shock Maul
+2
Shock Whip
+3
Great Weapon
31
+3
Hunting Lance
+3
Knife
11
None
+0
Spear
11
+2
Staff
21
Powerful
+1
Sword
11
Accurate
+1
Truncheon
11
Non-Lethal
+0
Warhammer
21
+2
Whip
11
+1
DRUGS
AV
UPSIUDE
DOWNSIDE
COST
Desolum Fungus
+2
De-Tox
+2
Frenzon
+3
Lho-Sticks
None
+1
Obscura
+2
Recaf
None
+2
Slaught
+2
+2
+2
Spook
2*
Stimm
47
ARMORS
IMPROVEMENTS
COST
Heavy Leather
None
+1
Imperial Robes
None
+1
Armored Bodyglove
None
+2
Chainmail Suit
None
+3
None
+5
None
+6
None
+2
Flak Cloak
None
+3
None
+4
Mesh Cloak
None
+4
None
+5
None
+6
Powered
+8
Synskin
Stealth Field
+3
FORCE FIELDS
IMPROVEMENTS
COST
Refractor Field
+2
+4
Conversion Field
+3
Concealable, Flare
+6
Displacer Field
+4
+7
Power Field
+5
+6
GRENADES
IMPROVEMENTS
COST
Blind
+3
Choke
+3
Fire Bomb
+3
Frag
None
+2
Hallucinogen
+3
Haywire
+4
Krak
+3
Photon Flash
+3
Smoke
+2
Stun
Non-Lethal
+1
Web
+4
BOMBS
IMPROVEMENTS
COST
Melta
48
+5
PERSONAL GEAR
IMPROVEMENTS
COST
Auspex/Scanner
+1
Chameleon Cloak
Camouflage
+1
Combi-Tool
+1
Comm Leech
+1
Concealed Holster
+1
Deadspace Earpiece
+1
Diagnostor
+1
Disguise Kit
None
+0
Excruciator Kit
+1
Field Suture
+1
Filtration Plugs
+1
Grav Chute
+1
Lascutter
Aspect: Extremely Heavy, Upgrade: +2 to roll when overcoming barriers made of steel
+2
Magboots
+1
Medi-Kit
None
+0
Multikey
+1
Null Rod
Special Effect: All difficulties for using Warpweaving is at an extra +3 in the zone as the null rod
+2
Photo-Visors/Contacts
+1
Preysense Goggles
+1
Psy Fokus
Concealable, Special Effect: +1 to either Warpweaving (power) or Willpower (control) when using
psychic powers from a single discipline for a single purpose (attack, block, maneuver)
+2
Rebreather
+1
Sacred Unguents
Special Effect: Adds the Reliable improvement to a ranged weapon for one conflict
+1
Screamer
Independent: Alertness at +2, Upgrade: +2 to Alertness to detect sound, motion and odor
+2
Stummer
+2
Survival Suit
+1
Void Suit
+1
CYBERNETICS
IMPROVEMENTS
COST
Augur Array
+1
Autosanguine
Special Effect: Rolls to start a healing process against you are made at +2 and consequences heal one time
increment faster, Tech-Priests Only
+2
Baleful Eye
Alternate Usage: Alertness in place of Guns, Armed (las pistol), Special Effect: Installed weapon is miniaturized
+4
Bionic Arms
Armored, Rugged
+2
Bionic Legs
Armored, Rugged
+2
+1
49
CYBERNETICS
IMPROVEMENTS
COST
Bionic Heart
Aspect: Armored Superheart, Special Effect: Grants a +1 Armor rating to the owner
+2
Bionic Eyes
None
+0
Bionic Ears
Special Effect: Ignores aspects limiting sound, Upgrade: +2 to tests based on sound
+2
Bionic Nose
Special Effect: Ignores aspects limiting smell, Upgrade: +2 to tests based on smell
+2
Special Effect: Browsing and sifting through tons of data and lore are done two time-increments faster than normal
+1
Cranial Armor
+1
Special Effect: You can use Engineering to attract small metal objects up to a zone away to your hand as a
supplemental action, Tech-Priests Only
+1
Interface Port
Upgrade: +2 to Investigate when looking for informations while connected to relevant mechanism or data spool
+1
Internal Resevoir
+1
Locator Matrix
+1
Luminen Capacitator
Alternate Usage: Engineering in place of Guns and Assault, Armed (hot-shot laspistol and shock maul), Aspect:
Built-In Battery Charger, Tech-Priests Only
+7
Maglev Coils
Aspect: Feather Fall, Special Effect: Can levitate and thereby ignore up to 3 points worth of borders and ignores
gravitational aspects, Tech-Priests Only
+3
Ballistic Mechadendrite
Alternate Usage: Engineering in place of Guns, Armed (las pistol), Armored, Rugged, Tech-Priests Only
+4
Manipulator Mechadendrite
Armed (warhammer), Armored, Rugged, Tech-Priests Only, Upgrade: +2 to Strength when lifting and shoving
+4
Medicae Mechadendrite
Armed (knife), Armored, Independent: Medicae at +2, Tech-Priests Only, Rugged, Upgrade: +2 to Intimidate when
torturing
+5
Optical Mechadendrite
Armored, Rugged, Special Effect: Ignore vision-limiting aspects,Tech-Priests Only, Upgrade: +2 to Investigate for
perception-based tests
+4
Utility Mechadendrite
Armed (knife), Armored, Aspect: Smokes a Lot, Tech-Priests Only, Upgrade: +2 to Engineering when modifying or
repairing machines
+4
Memorance Implant
Aspect: Living Videocamera, Upgrade: +2 to Connecting when using your recorded memory to show off
+2
+2
Upgrade: +2 to Guns when using implanted weaponry such as the ballistic mechadendrite
+1
Upgrade: +2 to Toughness to defend against inhaled poisons, gas weapons, or atmospheric toxins
+1
Scribe-Tines
+1
Subskin Armor
+1
Synthmuscle
Aspect: Unnaturally Strong, Upgrade: +2 to Strength when smashing through barriers, bending bars and lifting
stuff
+2
Vocal Implant
+1
Volitor Implant
+1
VEHICLES
SP
ST
IMPROVEMENTS
Glassteed
-1
+5
+4
Hectin Autocarriage
+1
+3
+4
Veloxic Bike
+2
+3
Armed2
+3
+1
+2
+7
1: Armed with Dagger Teeth (Damage: 5, Cost +3). 2: The armament (autogun) is optional (Costs increased to +4). 3: Choose a heavy weapon.
50
COST
CHAPTER X
WARFARE
WEAPON JAM
AMMUNITION
EXPLOSIONS
You can invoke your guns AMMO aspect for free with the
normal benefits, but it can only be used once. Then its gone.
Furthermore, if your gun can autofire, you can empty the clip
and attack everyone in a zone by invoking the AMMO aspect
This benefit replaces the +2 or re-roll option.
RELOADING
When your gun runs dry, you can try to reload it. When you
reload your gun, youre creating a special advantage on it,
trying to put the AMMO aspect back on the gun.
51
SIZE MATTERS
For ease of use, there are only three sizes in FATE OF HERETICS.
Person size: Human-sized creatures
Roll
Short
Medium
Long
+2
Explode
Explode
Explode
+1
Explode
Explode
No explosion
+0
Explode
No explosion
No explosion
-1
No explosion
No explosion
No explosion
-2
Fizzle
Fizzle
Fizzle
Each time the turn comes back to the person who set the
timer, a full exchange has passed and the timers length
drops by one step. If its a short timer explosive, then it goes
off right then and there.
+3 stress boxes
+1 to attack and defense rolls
Armor: 1
COMBAT MOVES
In my humble experience, some players find it hard to invent
aspects in the heat of combat and often choose the easy
and bit dullway by simply attacking.
To prevent this from happening in a roleplaying game where
combat is so crucial, Ive decided to make a list of the most
normal combat moves, that can easily be made with the
CREATE ADVANTAGE option.
52
This list is not a list of rules or made in stone. Its only meant
to make the ball roll and the inspirations to flow.
LIGHTNING ATTACK
Make an Assault roll against either the targets Assault or
Athletics skill to place the fragile HAIL OF BLOWS aspect on
him.
AIMING
Make a Guns roll to create the fragile IN MY SIGHT aspect.
OVERWATCHING
BRACING
STUNNING
CALLING A SHOT
TACTICAL ADVANCING
CHARGING
DELAYING ACTION
Make an Alertness roll to create the temporary WAITING
THE SIGNAL aspect.
VEHICLES IN BATTLE
FOR
DISENGAGING
Make an Athletics roll to create the fragile TACTICAL
WITHDRAWAL aspect.
FEINTING
Make a Deceit roll against either the targets Assault or
Athletics skill to place the fragile YOU DIDNT SEE THAT ONE
COMING! aspect on him.
FIRING FULL AUTO BURSTS
Chase scenes works like other conflicts and are broken down
into a number of exchanges. There are two basic roles in a
chase scenethe fleeing vehicle and the pursuer.
GETTING BACK UP
Make an Athletics roll either against Mediocre (+0) difficulty
or against an active opponents Strength to remove an aspect
symbolizing your horizontal position.
GRAPPLING
Set a difficulty
KNOCKING DOWN
THE PURSUER
53
THE TECHNICIAN
VEHICLE ACTIONS
The more neck breaking and daring you try to maneuver away
from your pursuer, the more difficult it will be for him to keep
up.
REPAIRING VEHICLEDAMAGE
TEMPORARY REPAIRS
THE ROLES
THE DRIVER/PILOT
The driver controls the vehicle, doing the maneuvering. Its
possible for two people to assume this role on a single ship,
though one of them is technically the co-pilot.
THE GUNNER
REPAIR
54
Diff.
Time
Cost
Stress
+0
A few days
+1
Mild
+1
A week
+2
Moderate
+2
A few weeks
+3
Severe
+4
A month
+5
55
CHAPTER XI
RECOVERY
With all the strife, war and carnage going on around you as
an acolyte, you will eventually get badly beaten and seriously
damaged.
MILD CONSEQUENCES
MODERATE CONSEQUENCES
SEVERE CONSEQUENCES
Every two shifts thereafter lets you remove the next stress
box and so forth.
MODIFIERS
EXTREME CONSEQUENCES
56
CHAPTER XII
NPCS
In this chapter, youll find the converted non-player characters
from the original game.
CITIZEN
ASPECTS
LIKE MY BILLIONS OF BROTHERS
SKILLS
Presence (+1)
STRESS
GEAR
ASPECTS
CLEANSE THE UNRIGHTEOUS
Knife
COMBAT SERVITOR
SKILLS
Assault (+1), Intimidate (+2), Willpower (+1)
STRESS
ASPECTS
DEADLY IMPLANTS
REMORSELESS KILL-CYBORG
GEAR
SKILLS
STRESS
1
GEAR
Implanted heavy stubber, implanted chainaxe, implanted
hardened armor plates (Armor: 3)
57
DREG
ASPECTS
ASPECTS
SKILLS
SKILLS
STRESS
STRESS
GEAR
GEAR
Knife
GILDED PERFORMANCER
ASPECTS
ASPECTS
FREE SPIRIT
WELL-EQUIPPED
SKILLS
SKILLS
STRESS
STRESS
GEAR
GEAR
Obscura
DEVOUT
HEAVY
ASPECTS
ASPECTS
DEVOTED SELF-MUTILATOR
HYPER-MUSCLED HEAVY
A FEARSOME SIGHT
SKILLS
SKILLS
STRESS
STRESS
GEAR
GEAR
Flail
58
INSURRATI OILER
PESTILENTANT
ASPECTS
ASPECTS
SMOOTH TALKER
SKILLS
SKILLS
STRESS
STRESS
GEAR
GEAR
Laspistol
Sword
MANUFACTORUM WORKER
PILGRIM
ASPECTS
ASPECTS
HEAT RESISTANCE
SKILLS
SKILLS
STRESS
STRESS
GEAR
GEAR
Staff
RATING
MERCHANT
ASPECTS
ASPECTS
MASTER HAGGLER
SKILLS
SKILLS
STRESS
STRESS
GEAR
Autopistol
GEAR
Mesh cloak, laspistol
59
REPAIR SERVITOR
STRAIN INFECTOR
ASPECTS
ASPECTS
MAINTENANCE WORKER
REPROGRAMMABLE DUTY
SKILLS
SKILLS
STRESS
STRESS
GEAR
GEAR
Autogun
STRAIN INITIATE
ASPECTS
ASPECTS
SKILLS
SKILLS
STRESS
STRESS
0
1
GEAR
GEAR
Stub revolver
THUG
SERVITOR DRONE
ASPECTS
ASPECTS
HARD TO KILL
LOBOTOMISED CYBORG
SKILLS
SKILLS
STRESS
STRESS
1
0
GEAR
GEAR
60
WARP-CALLER
APEX NOBLE
ASPECTS
ASPECTS
SKILLS
SKILLS
STRESS
STUNT
GEAR
Staff (Damage: 2, Accuracy: 1)
NOTE
STRESS
GEAR
Mesh armor, bolt pistol
APEX PRINCE
ASPECTS
ASPECTS
ZEALOUS ENFORCER
UTTERLY RUTHLESS
SKILLS
SKILLS
STUNT
STUNT
STRESS
1
STRESS
GEAR
GEAR
61
ASTROPATH
CONTAGION DEMAGOGUE
ASPECTS
ASPECTS
CORRUPTED APOSTATE
SOUL BOUND
SKILLS
VOIDSPEAKER
SKILLS
STUNT
STUNTS
STRESS
1
STRESS
3
GEAR
GEAR
Laspistol, chainsword
SANCTIONED POWERS
CRIME LORD
ASPECTS
HATES THE SANTIONARIES
Psychic Shriek: The Warp blast tears the soul and mind of
the victims. This attack power is cast at power +6, making it
a Damage 4 attack that hits everyone in a single zone. It
costs the astropath 3 points of stress.
SKILLS
STUNT
ASPECTS
STRESS
SKILLS
STUNT
SOCIALLY RESILIENT: One per social conflict, when defending
against an attack, he may re-roll for free
STRESS
2
GEAR
GEAR
Mesh armor, bolt pistol
62
ASPECTS
ASPECTS
SKILLS
STUNT
SKILLS
STRESS
STUNT
DIG IN: +2 to Command when creating defensive advantages
STRESS
GEAR
GEAR
NOTE
DISSOLUTE NOBLE
ASPECTS
INDULGES IN EVERY IMAGINABLE VICE
UNFATHOMABLE WEALTH
SKILLS
ASPECTS
STUNT
OATH HUNTER
SKILLS
STRESS
STUNT
STRESS
2
GEAR
GEAR
Combat armor, hand cannon, chainsword
63
EVERSOR ASSASSIN
POX MAGISTER
ASPECTS
ASPECTS
DESTROYER OF REALITY
SKILLS
STUNT
SKILLS
STRESS
STUNTS
GEAR
Synskin, bolt pistol, needle pistol, power sword, melt bombs
NOTE
As reinforcement: In a physical conflict, he only works as a
bonus of +3 to combat rolls made by his attached leader. He
also grants him an extra mild consequence as long as hes
present. Finally he can also act independently, being send on
smaller tasks suited to his skills.
STRESS
ASPECTS
SKILLS
PREACHER
STUNT
ASPECTS
OATH-BOUND
STRESS
2
GEAR
SKILLS
GEAR
STUNT
NOTE
STRESS
GEAR
Decorated flak robes (Armor: 2), chainsword
64
ASPECTS
ASPECTS
STRONG PERSONALITY
SKILLS
SKILLS
STUNT
STUNT
STRESS
GEAR
STRESS
NOTE
GEAR
ROGUE TRADER
ASPECTS
SKULKER
ASPECTS
FUCKING SNEAKY
SKILLS
SHADOW KILLER
SKILLS
Alertness (+3), Assault (+4), Athletics (+4), Stealth (+5),
Guns (+3)
STUNT
STUNT
STRESS
1
STRESS
GEAR
GEAR
Hive leathers (Armor: 1), autopistol, chainblade
65
TECH-PRIEST
WARP-PRIEST
ASPECTS
ASPECTS
DEVOTEE OF CHAOS
MASTER CRAFTSMAN
SKILLS
SKILLS
STUNT
STUNT
STRESS
1
STRESS
GEAR
GEAR
Force staff
TEMPLE REVELATIONST
ASPECTS
DEALER OF HIS JUDGEMENT
RELIGIOUS BADASS
SPREADER OF HIS WORD
SKILLS
Academia (+5), Guns (+3), Presence (+4), Toughness (+4)
STUNT
DIVINE PROTECTION: When attacking with Guns using flamers,
the attack only strikes his foes inside the zone
STRESS
1
GEAR
Flak armor, flamer
66
CORPSE CRAWLER
ASPECT
SKILLS
CHAOS FURY
ASPECT
STUNT
POWERS
SKILLS
Alertness (+5), Assault (+3), Athletics (+4), Forbidden Lore
(+2), Toughness (+2), Willpower (+2)
STUNT
STRESS
POWERS
COMBAT STATISTICS
INITIATIVE (+6)
STRESS
10
ATTACK (+1)
DEFENSE (+4)
11
COMBAT STATISTICS
INITIATIVE (+9)
ATTACK (+3; smashing inanimat objects, +3)
WEAPON (Claws and fangs, Damage: 4)
DEFENSE (+5; Armor: 3 against all physical damage)
67
DIRE AVENGER
ASPECT
ASPECT
SKILLS
SKILLS
STUNT
STUNT
POWERS
POWERS
Supernatural Speed
Supernatural Speed
STRESS
STRESS
1
1
3
GEAR
GEAR
COMBAT STATISTICS
COMBAT STATISTICS
ATTACK (+1)
68
ELDAR GUARDIAN
ELDAR RANGER
ASPECT
ASPECT
BATTLE FOCUS
MASTER OF STEALTH
SKILLS
VENGEFUL GHOST
SKILLS
STRESS
STUNT
GEAR
POWERS
NOTE
Supernatural Speed
STRESS
ELDAR PATHFINDER
GEAR
ASPECT
MASTER OF STEALTH
UNDERTAKER OF THE PATH OF THE OUTCAST
COMBAT STATISTICS
UNPARALLELED MARKSMAN
SKILLS
STUNT
POWERS
Supernatural Speed
STRESS
1
GEAR
Eldar mesh armor (Armor: 4), chameleon cloak, eldar long
rifle (Damage: 3, Accuracy: 2, Range: 4, Specialized: +2
against armored targets)
COMBAT STATISTICS
INITIATIVE (Always goes first in a physical exchange)
ATTACK (+2; in melee, +1)
WEAPONS (Eldar long rifle or fists)
DEFENSE (+5; protected by mesh armor)
69
ELDAR WARLOCK
FLESHBENT
ASPECT
ASPECT
DEADLY SWORDSMAN
SKILLS
SKILLS
STUNT
STUNT
POWERS
POWERS
STRESS
STRESS
1
1
COMBAT STATISTICS
GEAR
INITIATIVE (+1)
ATTACK (+1)
COMBAT STATISTICS
GROX
ASPECT
BIG, DUMB HERBIVORE
SKILLS
Alertness (+2), Assault (+1), Athletics (+1), Strength (+2),
Toughness (+2)
POWERS
Deadly Natural Weapons (horns), Hulking Size, Inhuman
Strength, Quadruped, Supernatural Toughness
STRESS
1
COMBAT STATISTICS
INITIATIVE (+2)
ATTACK (+1; smashing inanimate objets, +7)
WEAPON (Horns, Damage: 4)
DEFENSE (+1; Armor: 2 against all physical attacks)
70
MALATANT
NECROPHAGE
ASPECT
ASPECT
CANNIBAL MUTANT
NECROTIC APPEARANCE
SKILLS
SKILLS
STUNT
STUNT
POWER
POWERS
Hulking Size
STRESS
STRESS
COMBAT STATISTICS
COMBAT STATISTICS
INITIATIVE (+1)
INITIATIVE (+2)
ATTACK (+1)
NURGLING
Nameless NPC of average quality fighting in mobs of 6
nurglings
ASPECT
JAGGED CLAWS, POINTED TEETH
MANIFESTATION OF DISEASE AND FILTH
VULGAR AND MISCHIEVOUS
SKILLS
Assault (+1), Toughness (+1)
STRESS
0
71
PLAGUEBEARER
PUTRICIFEX
ASPECT
ASPECT
ARCH-CORRUPTOR
HERALD OF NURGLE
SKILLS
SKILLS
POWERS
STUNT
STRESS
1
10
11
12
13
POWERS
COMBAT STATISTICS
INITIATIVE (+2)
STRESS
10
11
12
13
COMBAT STATISTICS
INITIATIVE (+2)
ATTACK (+3; psychic attack, +5; smashing inanimate
objets, )
WEAPON (Rotgifter sword, Damage: 5)
DEFENSE (+5; Armor: 3 against all physical damage)
72
SKARGAUL
SMELT-RAT KING
ASPECT
ASPECT
SKILLS
SKILLS
STUNT
STUNT
POWERS
POWERS
STRESS
1
STRESS
3
1
COMBAT STATISTICS
COMBAT STATISTICS
INITIATIVE (+6)
INITIATIVE (+3)
ATTACK (+1)
DEFENSE (+2)
SMELT-RAT SWARM
ASPECT
SKELETAL, CYBERNETICS-EATING VERMIN
SWARMING MASS OF MECHANIZED DEATH
SKILLS
Assault (+1), Athletics (+3), Alertness (+2), Toughness (+1)
POWERS
Dark-Sight, Deadly Natural Weapons (mechanized claws),
Diminutive Size, Unnatural Sense (can smell cybernetic
implants with Alertness)
STRESS
1
COMBAT STATISTICS
INITIATIVE (+2)
ATTACK (+1)
WEAPON (Mechanized claws, Damage: 2)
DEFENSE (+4)
73
SPAWN OF CHAOS
TOXER
ASPECT
ASPECT
NO ORGANS
SKILLS
SKILLS
STUNT
STUNT
POWERS
POWERS
STRESS
STRESS
1
1
COMBAT STATISTICS
COMBAT STATISTICS
INITIATIVE (+2)
INITIATIVE (+3)
ATTACK (+3)
POWERS
Below you will find all the unnatural abilities making the
creatures, daemons and xenos very dangerous and deadly
adversaries.
AMPHIBIOUS
The creature is a an underwater creature, with the benefits
that come from that.
CANT DROWN: It never take stress or consequences from
drowning (this is not the same as an immunity to choking or
other means of suffocation).
GOOD SWIMMER: It may ignore all water-based borders while
swimming, making its underwater sprints all the more
effective.
BANEFUL PRESENCE
Once per scene, as a supplemental action, the creature
forces his nearby (in his or the adjacent zone) opponents
Willpower to drain two points. A night spend in prayer and
flagellation restores one point.
74
BURROWER
FEAR
CRAWLER
While climbing, you may treat any surface, no matter the
angle, as no more difficult than climbing up a vertical surface
with plenty of handholds. Ceilings? No problem.
FLYER
DAEMONIC
FROM BEYOND
DARK-SIGHT
HULKING SIZE
The creature is larger than a human, gaining the following
advantages and disadvantages:
DIMINUTIVE SIZE
EASY TO HIT, HARD TO HURT: Its a pretty big target, giving any
attacker a +1 to hit it when target size is a factor. But that
increase in body mass means it can soak up more
punishment, adding two boxes to the length of its stress
track.
75
INHUMAN STRENGTH
MYTHIC RECOVERY
HA! YOU CALL THAT A HIT?: Three times per scene, it may
clear away a mild physical consequence as a supplemental
action.
INHUMAN SPEED
NAUSEATING
QUADRUPED
SUPERNATURAL RECOVERY
INHUMAN TOUGHNESS
MULTIPLE ARMS
The creature has extra arms, gaining the following
advantages:
76
SUPERNATURAL SPEED
The creature is insanely fast and nimble, gaining the following
benefits:
SUPREME INITIATIVE: It always go first in initiative order in a
conflict, regardless of its Alertness rating. If there are other
entities present who share this ability, it must then use
Alertness to resolve initiative order among itself.
SUPERIOR ATHLETIC ABILITY: All its Athletics checks are made
at +2, including dodging. When sprinting, this bonus is
increased to +4.
EFFORTLESS MOVEMENT: Whenever moving as part of another
physical activity, it may move two zones without taking the 1
penalty for a supplemental action.
FASTER THAN THE EYE: Difficulty factors due to moving are
reduced by four when rolling Stealth.
SUPERNATURAL TOUGHNESS
The creature is supernaturally tough, gaining the following
advantages:
HARDER TO HURT: It naturally has Armor: 2 against all physical
stress.
HARDER TO KILL: It has four additional boxes of physical stress
capacity.
UNNATURAL SENSE
In situations where the creature might be penalized or
otherwise told that its impossible to sense something, it can
nevertheless attempt to sense the thing its defined, without
penalty.
WARP INSTABILITY
The creatures presence is blasphemous and simply wrong in
the material world. Once per scene the power can be
compelled as an aspect by its opponents. Refusing the
compel costs two fate points.
77