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Afriel
Strain
Little
is
known
of
the
troops
created
by
a
shadowy
and
largely
experimental
program
that
developed
a
breed
of
soldiers
known
as
the
Afriel
Strain.
Imperial
scientists
harvested
genetic
material
from
a
number
of
the
Imperiums
greatest
heroes
in
an
attempt
to
capitalize
on
the
characteristics
that
made
such
men
and
women
truly
great.
It
is
rumored
that
even
the
legendary
Macharius
contributed
DNA
to
the
program.
However,
as
with
all
such
programs,
descriptions
of
the
donors
and
the
warriors
created
by
the
experiment
have
been
suppressed.
Though
the
Afriel
Strain
is,
or
was,
an
attempt
to
create
the
perfect
soldier,
it
failed.
For
no
reason
the
creators
can
ascertain,
the
Afriels
attract
the
animosity
of
other
warriors
and
suffer
from
the
most
appalling
bad
luck.
Each
time
soldiers
of
the
Afriel
Strain
have
taken
the
field,
they
have
met
with
some
success.
The
Afriels
are
undoubtedly
superior
to
normal
Guardsmen.
However,
these
initial
successes
are
inevitably
followed
by
a
rapid
decline
and
death
of
the
Afriel
regiment.
Nonetheless,
whoever
the
creators
of
the
Afriel
Strain
may
be,
they
continue
to
experiment
and
field
their
perfect
soldiers
across
the
countless
warzones
of
the
Imperium.
Afriels
are
identifiable
by
the
fact
that
they
are
universally
albino,
with
pale
hair,
alabaster
skin,
and
colorless
eyes.
Their
appearance
only
adds
to
the
air
that
something
just
isnt
right
with
these
warriors.
Cost:
2
Characteristic
Modifiers:
+10
to
any
two
of
the
following,
Weapon
skill,
Ballistic
Skill,
Willpower,
-6
to
Fellowship
Skills:
Linguistics
(Low
Gothic,
High
Gothic),
Scholastic
Lore
(Tactica
Imperialis)
Talents:
Fearless
Aptitudes:
Willpower
Horrid
Aura:
All
enemies
count
as
having
the
Hatred
(Afriel
Strain)
talent
when
they
are
within
50m
of
one
or
more
Afriel
Strain.
Condemned
by
the
Ecclesiarchy:
The
church
harbours
a
mistrust
for
these
experiments
and
many
priests
have
gone
out
to
explain
that
they
are
heretical.
An
Afriel
Strain
regiment
may
not
have
Ministorum
Priests
as
part
of
its
squads,
not
even
through
mixed
regiment
rules.
Genetic
Purity:
An
Afriel
Strain
character
may
not
play
an
Abhuman
specialisation
nor
can
they
choose
the
Slave
Levies
regiment
option.
Starting
Wounds:
Afriel
Strain
characters
begin
the
game
with
two
additional
wounds.
Starting
Fate:
Afriel
Strain
characters
begin
the
game
with
one
less
Fate.
Longshanks
The
homo
sapiens
elongatus,
or
longshanks
as
they
are
normally
called,
are
genetically
adapted
to
worlds
with
low
gravity
and
are
as
a
result
tall,
elongated
and
emaciated.
They
are
used
to
a
limited
degree
by
the
Astra
Militarum
as
troops
and
when
they
are
it
is
most
often
in
void
environs
or
low
gravity
worlds
since
they
tend
to
tire
quickly
and
be
most
weak
on
worlds
with
high
gravity.
Cost:
2
Characteristic
Modifiers:
+10
to
Agility,
-5
to
Toughness
Skills:
Linguistics
(Low
Gothic)
Talents:
Leap
up,
Hard
Target
Longshank:
When
a
longshank
is
on
a
low
gravity
world
it
has
unnatural
agility
(+2)
but
when
it
is
on
a
high
gravity
world
it
has
unnatural
Toughness
(-2).
On
other
worlds
no
extra
effect
is
given.
Abhumans:
Longshanks
are
a
unique
type
of
Abhumans
and
cannot
have
any
support
specialists
in
the
squad.
In
addition
the
Gland
Warrior
regiment
type
is
unavailable.
Starting
Wounds:
Longshanks
start
with
one
less
wound
at
character
creation
Nightsiders
The
populations
of
many
worlds
in
the
Imperium
live
their
lives
in
near,
or
sometimes
complete,
darkness.
Some
planets
are
inhabitable
only
on
their
night
side,
because
the
opposite
surface
is
exposed
to
the
full
force
of
the
systems
star.
Other
populations
exist
underground,
because
the
surface
of
their
world
is
entirely
uninhabitable.
Throughout
the
millennia,
technology
may
have
regressed
due
to
ignorance,
isolation,
or
natural
disaster,
and
the
population
may
have
changed
either
by
design
(unsanctioned
genetic
manipulation)
or
by
some
accident
of
nature.
Such
populations
are
considered
mutants
by
many,
for
they
may
sport
bulbous
eyes
adapted
to
the
dimmest
conditions,
or
they
may
in
fact
have
only
vestigial
eyes
and
enhanced
other
senses
that
compensate
for
near
or
total
darkness.
Cost:
4
Characteristic
Modifiers:
+3
to
Perception,
+3
to
any
one
other
characteristic
Skills:
Awareness,
Survival
Talents:
Heightened
Senses
(Hearing),
Blind
Fighting
Fluency:
On
a
world
with
lack
of
light
the
skill
of
reading
is
of
little
use
and
thus
very
few
Nightsiders
learn
to
read
and
write.
You
can
speak
Low
Gothic
as
if
you
had
Linguistics
(Low
Gothic)
but
need
to
gain
the
skill
if
you
desire
to
read
and
write
in
the
language.
Born
of
the
Night:
A
Nightsider
has
evolved
to
live
perfectly
in
total
darkness.
This
is
commonly
due
to
an
adaption
of
their
eyes
but
not
necessarily
so.
The
whole
regiment
chooses
one
of
the
following
options;
(the
whole
regiment
must
take
the
same
option)
Get
the
Blind
and
Sonar
Sense
traits
or
Get
the
Blind
and
Unnatural
Senses
(15)
traits
or
Get
the
Dark-Sight
and
Sensitive
eyes
Traits.
Abhumans:
Nightsiders
are
a
unique
type
of
Abhumans
and
other
types
of
Abhumans
on
the
world
are
almost
guaranteed
to
lack
the
mutations
of
the
Nightsiders.
Any
Abhuman
specialist
in
the
group
will
not
gain
the
Born
of
the
Night
trait.
Starting
Wounds:
Nightsiders
generate
starting
wounds
normally.
Scalies
Even
in
the
hellish
pits
of
an
underhive
waste
some
mutant
strains
stabilise
after
a
time
to
form
stable
sub-species.
In
Hive
Primus
of
Necromunda
such
a
sub-specie
was
found,
the
Scaly:
massive
reptilian
mutants
almost
as
broad
as
they
are
tall.
Their
durability
and
strength
are
legendary
amongst
the
underhive
scum
and
they
have
a
fearsome
reputation
to
match.
They
are
undoubtedly
intelligent
but
they
seldom
speak,
their
altered
necks
and
twisted
voice
boxes
have
changed
too
much
to
speak
human
languages
any
more.
This
means
that
little
is
known
about
their
origins
and
whether
hidden
clans
or
tribes
of
them
exist.
The
abhumans
have
now
spread
to
other
worlds
and
the
Imperium
has
tried
to
use
them
in
battle,
with
a
fair
degree
of
success.
Cost:
6
Characteristic
Modifiers:
+10
Strength,
+10
Toughness,
-10
Fellowship,
-10
Intelligence
Skills:
Linguistics
(Scalie),
Intimidate
o New
Skill
Linguistics
(Scalie):
This
skill
represents
the
crude
and
primitive
language
of
the
Scalies,
it
has
no
written
form.
Talents:
Bulging
Biceps
Reptile-Tongue:
While
you
cannot
speak
the
human
tongues
you
can
still
understand
what
others
say
to
you.
You
can
understand
Low
Gothic
as
if
you
had
Linguistics
(Low
Gothic),
however
you
can
never
speak
any
language
other
than
Scalie,
should
you
take
a
Linguist
skill
you
will
gain
the
ability
to
understand
the
language
when
spoken
and
to
read
and
write
with
it
but
you
will
still
lack
the
ability
to
speak
it.
Traits:
Regenerate
(1),
Unnatural
Strength
(+1),
Unnatural
Toughness
(+1),
Natural
Armour
(3).
Fear
(1)
Abhumans:
Scalies
are
a
unique
type
of
Abhumans
and
there
are
no
shown
case
of
their
mutations
mixing
with
that
of
other
abhumans.
A
Scaly
character
may
not
play
an
Abhuman
specialisation
nor
can
they
choose
the
Gland
Warrior
regiment
option.
Condemned
by
the
Imperium:
As
a
Scaly
the
Ministorum
Priest,
Tech-Priest
and
Commissar
specialisations
are
unavailable,
you
could
never
reach
such
a
high
rank.
Starting
Wounds:
Scalies
have
three
extra
wounds
at
character
creation.
Subs
There
are
mutants
at
large
within
the
Imperium
that,
although
of
stable
genetic
stock,
are
so
physically
abhorrent
that
they
are
forced
to
live
entirely
separate
from
mainstream
society
and
to
hide
their
swollen
faces
behind
filthy
shrouds.
These
creatures
form
an
underclass,
often
forced
to
live
in
the
unpopulated
wilds,
and
are
frequently
the
subject
of
brutal
pogroms
by
zealous
preachers.
Such
mutants
are
often
forced
into
criminality,
and
become
easy
prey
for
those
who
would
whisper
the
lies
of
the
Ruinous
Powers.
Though
rare,
the
Imperium
has
on
occasion
utilised
such
creatures
as
soldiers,
treating
them
as
expandable
and
caring
nothing
for
their
survival
past
their
first
engagement.
Little
wonder
then
that
such
beings
turn
to
Chaos,
for
Humanity
has
rejected
them
entirely.
Cost:
0
Characteristic
Modifiers:
+3
to
any
two
of
the
following;
Perception,
Toughness,
Strength.
-10
penalty
to
Fellowship
Skills:
Survival,
Intimidate,
Awareness
Talents:
Jaded
Fluency:
Education
is
not
for
Subs,
such
beings
can
thank
themselves
lucky
when
not
purged
by
the
Imperium
and
can
not
await
any
learning
from
their
institutions.
You
can
speak
Low
Gothic
as
if
you
had
Linguistics
(Low
Gothic)
but
need
to
gain
the
skill
if
you
desire
to
read
and
write
in
the
language.
Fear
the
Whip:
You
fear
the
ordinary
men
of
the
Imperium
for
you
know
the
zealous
hatred
they
harbour.
A
person
from
the
Imperium
has
a
+10
bonus
to
Intimidate
tests
made
towards
you.
Condemned
by
the
Imperium:
As
a
Sub
the
Ministorum
Priest,
Tech-Priest
and
Commissar
specialisations
are
unavailable,
you
could
never
reach
such
a
high
rank.
Starting
Wounds:
Subs
characters
begin
the
game
with
one
additional
wound.
Regiment
Types
What
follows
are
some
new
regiment
options
made
to
represent
different
abhuman
regiments,
players
should
discuss
with
the
Game
master
before
making
use
of
them.
Slave
Levies
Many
worlds
harbour
an
oppressed
underclass
of
mutant
workers,
beings
whose
continued
existence
is
only
justified
in
the
eyes
of
the
Imperium
by
their
ceaseless
toil.
Whatever
quirk
of
genetics
gave
rise
to
such
mutants
will
have
been
exacerbated
by
generations
of
backbreaking
labour,
exposure
to
hazardous
environments
and
filthy
living
conditions.
The
result
is
a
malformed
creature,
deemed
entirely
impure
by
the
authorities
of
the
Imperium
and
fit
only
to
serve
as
a
slave.
But
a
certain
level
of
natural
selection
is
often
at
work,
meaning
that,
though
misshapen,
the
mutants
are
tremendously
tough
and
resilient.
It
is
not
unknown
for
such
mutants
to
be
levied
by
the
Munitorum,
to
fight
for
the
Imperium
that
hates
them
so.
This
is
normally
an
act
bordering
on
desperation
on
the
part
of
the
Imperium,
for
the
teachings
of
the
Ecclesiarchy
hold
that
it
is
the
right
and
responsibility
of
the
pure
to
fight
the
foes
of
Mankind,
and
this
certainly
does
not
apply
to
mutants.
Such
a
force
will
often
be
accompanied
by
a
great
many
Preachers,
extolling
them
to
acts
of
sacrifice
in
order
to
atone
for
their
sin
of
imperfection
and
attain
a
measure
of
the
Emperors
forgiveness.
Cost:
2
Characteristics:
+3
Strength,
+3
Toughness,
-3
Fellowship,
-3
Willpower
Starting
Skills:
Intimidate
Starting
Talents:
Resistance
(Radiation)
or
Jaded
Starting
Traits:
One
of
the
following;
Amphibious,
Burrower
(1),
Hoverer
(2),
Multiple
Arms
(3),
Natural
Armour
(1),
Natural
Weapons,
Size
(3),
Size
(5),
Undying,
Unnatural
Senses
(6)
Starting
Corruption:
10+d10
Corruption
points
Starting
Equipment:
One
M36
Lasgun
with
one
chargepack
(Main
weapon)
The
worth
of
a
slave:
Slave
Levies
have
10
points
less
when
determining
standard
regimental
kit.
Specialists:
Commissars,
Ministorum
Priests,
Storm
Troopers
and
Tech-Priests
may
not
be
Slave
Levies
and
are
instead
available
through
another
regiment
as
per
the
rules
for
mixed
regiments.
Discuss
with
the
GM
which
regiment
should
be
used,
it
might
even
be
fitting
to
make
one
from
the
same
world
but
of
better
standing
to
represent
these.
Gland
Warriors
When
the
forge
world
of
Dantis
III
was
invaded
by
Tyranids,
Imperial
Guard
regiments
from
the
nearby
world
of
Lostok
were
drafted
to
combat
the
menace.
The
surface
of
Dantis
III
was
heavily
polluted,
and
the
infestation
of
deadly
Tyranid
organisms
made
fighting
outside
the
factory
complexes
almost
impossible.
A
few
companies
of
the
Lostok
23rd
were
modified
by
the
Tech-Priests
to
fight
in
the
hellish
warzone.
The
Tech-Priests
included
many
organs
and
drug-secreting
glands
that
enabled
the
Guardsmen
to
survive
unprotected
and
boost
their
combat
abilities
and
aggressiveness.
Only
a
handful
of
Gland
Warriors
are
believed
to
have
survived
the
conflict,
which
saw
the
Tyranid
swarm
repulsed
from
Dantis
III.
The
processes
by
which
the
companies
of
the
Lostok
23rd
became
Gland
Warriors
are
understood
only
by
a
few
Tech-Priests
and
used
only
rarely,
as
the
Inquisition
invariably
takes
an
interest
in
the
use
of
such
technologies.
Nonetheless,
a
number
of
regiments
have
been
subjected
to
the
process
and
can
be
found
in
the
most
hellish
of
war
zones
across
the
galaxy.
Cost:
6
Characteristics:
+6
Toughness,
-3
Fellowship
Starting
Skills:
Scholastic
Lore
(Chymistry)
Starting
Talents:
True
Grit,
Die
Hard
Lostok
Augumentation:
The
Lostok
process
introduces
a
series
of
new
organs
and
glands
to
a
Gland
Warriors
body,
allowing
it
to
survive
in
more
toxic
environments
as
well
as
fight
even
more
fiercely
than
before.
These
duplicate
the
effects
of
a
Respirator
and
make
them
immune
to
most
toxins
(including
the
extra
damage
caused
by
weapons
with
the
toxic
quality).
Their
new
glands
also
act
as
Injectors
containing
Frenzon,
Slaught,
Stimm
and
Spur.
The
user
may
activate
theur
implant
glands
to
produce
any
of
these
drugs
as
a
Free
Action
requiring
a
Routine
(+20)
Willpower
test
for
each
dosage.
A
failure
means
that
gland
has
malfunctioned
and
will
need
1d5
days
of
recovery.
Other
newly
added
organs
are
designed
to
filter
away
any
chemical
by-products
of
the
dosages,
so
the
user
does
not
need
to
take
any
tests
afterwards
for
ill
effects.
The
augmented
physiology
will
also
ward
off
any
effects
of
excessive
drug
use.
Starting
Equipment:
One
good
craftsmanship
low-tech
weapon
of
choice,
Laspistol
with
two
chargepacks,
Training
Doctrines
What
follows
are
some
new
Training
doctrines
made
for
use
with
abhumans
and
abhuman
regiments,
players
should
discuss
with
the
Game
master
before
making
use
of
them.
Feral
Ogryns
Many
high-gravity
worlds
within
the
Imperium
are
home
to
Abhumans
known
as
Ogryns
and
these
have
provided
front
line
troops
for
the
armies
of
Imperial
Guard
for
millennia.
The
populations
of
some
worlds,
however,
are
so
debased
and
primitive
as
to
be
of
no
other
use
than
as
vicious
assault
troops,
the
planet
having
little
else
to
offer
the
Imperium.
Ogryns
native
to
these
worlds
have
been
left
to
develop
their
own
warlike
society
that
many
view
as
little
better
than
that
of
the
orks
that
plague
the
galaxy.
In
times
of
crisis,
Imperial
landing
craft
will
descend
upon
these
feral
worlds
and
capture
several
tribes,
taking
the
Ogryns
to
fight
upon
battlefields
many
light
years
away
from
their
homes.
In
combat
feral
Ogryns
are
a
terrible
sight
to
behold.
Very
few
Imperial
Guard
officers
will
even
try
to
teach
them
the
relatively
complex
of
a
Ripper
gun.
Instead,
crude
but
deadly
close
combat
weapons
are
hastily
manufactured
for
newly
raised
regiments,
thus
allowing
the
Ogryns
to
perform
in
combat
as
they
know
best.
Once
in
battle,
the
Ogryns
are
almost
completely
uncontrollable
and
so
they
are
used
sparingly,
with
just
one
or
two
squads
being
assigned
to
any
one
action
alongside
existing
forces.
Requirement:
Regiment
must
be
from
a
Feral
or
Feudal
world.
Cost:
1
Ogryn
Tribes:
This
Training
Doctrine
only
affects
Ogryns
from
the
regiment.
Talents:
Ogryns
from
the
regiment
loses
Weapon
Training
(Solid
Projectile)
and
gains
Weapon
Training
(Low-tech)
and
Frenzy.
Equipment:
Ogryns
from
this
regiment
replaces
all
of
their
specialisation
equipment
for
the
following;
Greatweapon
or
pair
of
Truncheons
or
Warhammer
or
Flail
Warbikes
While
it
is
rare
for
the
Imperial
Guard
to
make
use
of
warbikes
it
is
not
unheard
of
and
especially
in
worlds
with
a
Squat
population
this
is
especially
common.
The
regiment
will
have
bikes
and
the
equipment
needed
for
them.
Cost:
5
Standard
Regimental
Kit:
1
Warbike
per
player
character
(Squats
may
replace
the
Warbike
with
a
Squat
Trike),
One
extra
Fuel
tank
per
player
character
Special:
The
Regiment
has
a
+10
bonus
to
Logistic
tests
to
acquire
fuel
for
bikes
or
trikes.
Specialisations
What
follows
are
some
new
Specialisations
made
to
represent
abhumans
that
can
be
found
fighting
on
various
worlds,
players
should
discuss
with
the
Game
master
before
making
use
of
them.
Unless
otherwise
stated
these
specialisations
are
Support
Specialists
rather
than
Guardsmen.
alike,
and
different
traits
can
manifest
themselves.
Otherwise,
however,
phenotypes
of
Homo
Sapiens
Variatus
are
genetically
fairly
stable
and
are
considered
to
be
forms
of
Abhumans
rather
than
isolated
examples
of
unpredictable
mutations.
In
temperament
as
well
as
appearance,
degens
are
often
bestial
and
have
a
reputation
for
aggression
and
lack
of
discipline.
Units
of
beasts
in
the
Imperial
Guard
are
regarded
as
useful
fighters
and
are
ideal
for
suicidal
assaults
were
brawn
rather
than
brains
is
required.
Other
warriors
dislike
degens,
as
they
are
rowdy
and
unsanitary.
Many
beasts
serving
in
the
Imperial
Guard
are
forced
to
proclaim
their
loyalties
by
wearing
purity
seals
and
devotional
scripts,
so
as
to
avoid
being
taken
for
servants
of
the
Ruinous
Powers.
It
is
known
that
the
more
extreme
of
mutants
in
the
service
of
the
Great
Enemy
tend
toward
gross
physical
mutations
and
sometimes
have
horns,
cloven
feet,
and
even
the
faces
of
goats.
Such
mutants
are
destroyed
on
sight,
for
they
are
considered
beyond
the
pale
of
acceptable
variation
Characteristic
Bonus:
+5
Weaponskill,
+5
Strength,
+5
Toughness,
-5
Ballistic
Skill,
-5
Intelligence,
-5
Fellowship
Starting
Aptitudes:
Agility,
Fieldcraft,
Offence,
Strength,
Toughness,
Weaponskill,
Starting
Skills:
Athletics,
Navigate
(Surface),
Common
Lore
(War),
Intimidate,
Parry
Starting
Talents:
Berserk
Charge,
Weapon
Training
(Las,
Low-tech)
Starting
Traits:
Brutal
Charge
(2)
Equipment:
Sword
or
Axe
or
Spear,
Laspistol
with
two
chargepacks
or
Shield,
Devotional
script
or
Purity
Seal
Wounds:
8+1d5
Comrade
Advances
These
are
Advances
that
may
be
purchased
by
the
Homo
Sapiens
Variatus
to
enhance
the
ability
of
his
comrade.
Charge!
Type:
Order
(half-action)
Cost:
300exp
Effect:
Your
beastmaster
comrade
waits
for
the
right
moment
and
orders
a
charge
with
his
whip-enforced
encouragement.
You
may
take
one
wound
ignoring
armour
and
toughness
to
make
a
charge
action
counting
your
AB
as
one
higher.
Comrade Advances
These
are
Advances
that
may
be
purchased
by
the
Pelager
to
enhance
the
ability
of
his
comrade.
Submerged
Sabotage
Type:
Passive
Cost:
250exp
Effect:
Your
Pelager
comrade
is
ready
to
help
you
with
the
demolition
charge
and
time
the
sabotage
so
that
you
can
better
serve
the
Imperium.
If
your
comrade
helps
you
he
grants
you
a
+10
bonus
to
all
tech-use
tests
to
deal
with
demolitions
or
similar
(Up
to
GMs
approval)
and
such
tests
are
finished
in
half
the
time
they
would
normally
take.
Drown
him!
Type:
Order
(Full-action)
Cost:
300exp
Effect:
Your
Pelager
comrade
grabs
on
to
an
unfortunate
victim
swimming
around
and
drags
him
beneath
the
waves.
As
part
of
this
action
choose
an
enemy
adjacent
to
your
comrade
who
is
swimming
or
who
is
standing
next
to
the
water
and
is
your
size
category
or
smaller.
That
target
must
take
a
Strength
test
or
be
considered
grappled
and
under
the
effects
of
suffocation
for
as
long
as
the
grapple
lasts.
Tests
to
escape
this
grapple
are
not
opposed
but
instead
simply
succeed
if
the
target
succeeds.
Squat
Guildmember
Like
much
of
ancient
Squat
culture,
the
Engineers
Guild
traces
its
origins
back
to
the
Age
of
Isolation.
Squats
as
a
whole
developed
a
considerable
technical
expertise
in
order
to
survive
without
support
from
Terra,
and
there
was
a
regular
traffic
between
strongholds
in
mechanical
supplies
and
techniques.
From
this
traffic
arose
a
distinct
class
of
travelling
engineers,
moving
constantly
between
strongholds,
spreading
knowledge
ans
solving
technical
problems.
The
Guild
arose
to
protect
these
individuals
who
often
found
themselves
caught
up
in
inter-stronghold
wars
a
long
way
from
their
native
strongholds.
The
Guild
soon
developed
into
a
real
power
throughout
Squat
society,
and
Engineers
enjoyed
a
considerable
prestige.
The
most
gifted
offspring
of
each
stronghold
were
inducted
into
the
Guild
at
an
early
age,
and
intensively
trained
in
all
aspects
of
technology,
engineering
and
machine
maintenance.
This
was
aeons
ago
but
the
Guild
did
not
fall
with
the
fall
of
the
Homeworlds.
The
society
lived
on
with
the
refugees
and
it
has
become
a
secret
society
within
the
Imperium.
The
Adeptus
Mechanicus
is
jealous
of
the
technological
knowledge
of
the
Guild
and
have
branded
them
hereteks
and
traitors
for
their
refusal
to
share
it
with
non-Squats.
These
days
the
guildmembers
are
wise
to
hide
their
membership
lest
they
find
themselves
hunted
down
by
the
Inquisistion.
Characteristic
Bonus:
+10
Toughness,
+10
Intelligence,
-10
Agility
Starting
Aptitudes:
Ballistic
Skill,
Fieldcraft,
Knowledge,
Tech,
Toughness,
Intelligence
Starting
Skills:
Common
Lore
(Tech),
Forbidden
Lore
(Archeotech),
Linguistics
(Squat,
Lodge
Dialect),
Operate
(Surface),
Trade
(Armourer),
Tech-Use,
Scholastic
Lore
(Squats).
Starting
Talents:
Hatred
(Tyranids,
Orks,
Gretchin)
Weapon
Training
(Las),
Weapon
Training
(Chain
or
Solid
Projectile
or
Plasma
or
Bolt
or
Flame
or
Needlepistol),
Enemy
(Adeptus
Mechanicus,
Inquisition)
Starting
Traits:
Size
(Weedy)
Equipment:
Two
Laspistols
with
two
chargepacks
each,
Squat
trike,
Squat
Leathers,
Tough
Monkey
Boots,
Bandana,
Mirror
Shades
or
Goggles
Wounds:
8+1d5
Comrade
Advances
These
are
Advances
that
may
be
purchased
by
the
Squat
Guildmember
to
enhance
the
ability
of
his
comrade.
Trike
Platform
Type:
Passive
Cost:
400exp
Effect:
Your
trike
holds
a
weapon
platform
where
your
comrade
can
stand
and
utilise
the
weapons
at
your
disposal.
When
you
spend
a
full
turn
driving
you
may
also
make
a
Ranged
Attack
Action
using
a
laspistol
(your
comrades)
or
a
heavy
weapon
you
have
mounted
on
the
trike.
This
uses
the
Comrades
Full
Action
for
that
Turn.
Repairs
Type:
Order
(Full
action)
Cost:
250exp
Effect:
You
can
order
your
comrade
to
help
with
reapairs
in
order
to
give
you
a
+10
bonus
to
a
repair
test
you
do
this
turn.
Squat
Hearthguard
In
the
ancient
realm
of
the
squats
the
Hearthguard
was
a
warrior
elite
and
their
status
was
reflected
in
their
fondness
for
lavishly-ornamented
gold
jewellery.
Belts,
buckles,
chains,
pieces
of
armour
and
even
weapon
were
decorated
with
traditional
designs
in
gold
and
other
precious
metals,
and
a
Hearthguards
prowess
was
displayed
in
the
form
of
these
decorative
items.
It
was
traditional
for
a
Lord
to
present
a
Hearthguard
with
a
gift
in
recognition
of
valour
and
loyalty,
which
was
nearly
always
specially
made
sometimes
by
the
hand
of
the
Lord
himself,
the
highest
of
honours
and
was
often
decorated
with
scenes
of
the
event
which
it
commemorated.
These
archaic
trophies
was
passed
down
from
father
to
son
and
so
is
still
the
case
for
the
Squats
are
not
quick
to
abandon
tradition
and
although
these
lines
are
disappearing
there
are
still
some
Hearthguards
left
although
they
now
serve
the
Imperium
as
best
they
can
for
there
are
no
warlords
left
to
serve.
Characteristic
Bonus:
+10
Toughness,
+5
Willpower,
+5
Weaponskill,
+5
Ballistic
Skill,
-10
Agility
Hearthguard
Advances
The
Hearthguard
are
dwindling
and
there
are
not
enough
left
for
them
to
serve
in
pairs.
A
Hearthguard
has
no
comrade
and
the
following
advances
instead
let
him
aid
his
squad
with
his
elite
training
and
skill.
Defender
Type:
Passive
Cost:
300exp
Effect:
The
Hearthguard
are
trained
to
protect,
their
ancient
duty
was
after
all
to
defend
the
warlord.
Once
per
battle
when
an
ally
within
10
metres
of
the
Hearthguard
would
take
a
hit
the
Hearthguard
may
take
the
hit
instead,
rolling
damage
as
normal.
resilience,
along
with
certain
psychic
powers.
The
fact
that
psychic
powers
are
practically
unknown
amongst
other
Squats
makes
the
Living
Ancestors
even
more
unique
and
venerated.
These
psychic
powers
come
from
their
spiritual
closeness
to
the
dead
ancestors
of
their
clan,
which
they
tap
as
a
source
of
psychic
energy.
This
connection
can
however
unfortunately
be
broken
as
the
Squats
learned
the
hard
way
during
the
fall
of
the
homeworlds,
the
Shadow
in
the
Warp
created
by
tyranids
breaks
a
Living
Ancestors
connection
to
his
clans
dead
ancestors
which
was
one
of
the
reasons
for
the
Squats
defeat
at
the
hands
of
these
beasts.
Since
no
rite
of
sanctioning
is
made
for
a
Living
Ancestor
they
are
not
approved
by
the
Imperium
and
many
find
them
hunted
down
and
destroyed.
Characteristic
Bonus:
+15
Willpower,
+15
Intelligence,
-10
Agility,
-10
Strength
Starting
Aptitudes:
Knowledge,
Tech,
Fieldcraft,
Psyker,
Intelligence,
Willpower
Starting
Skills:
Common
Lore
(Imperium,
War,
Tech),
Linguistics
(Squat),
Logic,
Psyniscience
,Scholastic
Lore
(Squats,
Legends,
any
three),
Tech-Use
Starting
Talents:
Hatred
(Tyranids,
Orks,
Gretchin)
Weapon
Training
(Las),
Enemy
(Inquisistion,
Adeptus
Astra
Telepathica)
Starting
Traits:
Size
(Weedy),
Psyker,
Psy
Rating
(2)
Equipment:
High
Collar
Robe,
Ornate
neck-chain
Wounds:
6+1d5
Special:
A
Living
Ancestor
chooses
his
powers
from
the
Ancestral
Calling
Discipline
and
cannot
learn
more
disciplines.
The
Living
Ancestor
is
an
unbound
psyker.
Squat
Trooper
The
Squats
once
had
a
huge
realm
allied
with
the
Imperium
where
whole
Brotherhoods
of
Squats
went
to
war
for
Lord
and
Stronghold,
this
changed
when
the
Tyranids
came
for
the
great
devourer
destroyed
their
once
proud
realm.
In
the
old
days
the
bulk
of
a
Brotherhoods
troops
where
those
who
were
referred
to
simply
as
Brotherhood
or
Brotherhood
troopers.
These
troops
lacked
the
individuality
of
the
hearthguard,
the
strongholds
elite,
and
wore
the
colours
and
insignia
of
the
Brotherhood
as
a
uniform.
Squats
have
always
preferred
muted
colours
reminiscent
of
the
rocks
and
sand
of
their
now
lost
Home
Worlds;
browns,
greys
and
greens
are
popular
in
varying
shades
as
are
black,
white
and
deep
red.
Brotherhood
troops
were
generally
armed
with
lasguns
but
the
Squats
have
a
characteristic
fondness
for
heavy
firepower,
and
heavy
bolters
were
a
favourite
of
many
strongholds.
Back
then
most
squads
tended
to
have
at
least
one
heavy
weapon
and
often
more,
now
a
Squat
is
lucky
to
meet
another
of
his
kin
and
bringing
a
heavy
weapon
with
the
required
platform
is
a
hard
job
for
a
lone
trooper.
Today
the
Squats
can
no
longer
amass
brotherhoods
but
there
are
still
troopers
who
continue
the
way
of
their
ancestors
in
war,
taking
up
service
amongst
their
old
allies
standing
in
the
ranks
of
the
Imperial
Guard.
Since
no
Squat,
past
or
present,
would
consider
himself
fully
dressed
without
at
least
one
sidearm,
it
is
not
unusual
for
Squats
to
go
about
armed
to
the
teeth.
Characteristic
Bonus:
+10
Toughness,
+5
Willpower,
+5
Weaponskill,
-10
Agility
Starting
Aptitudes:
Ballistic
Skill,
Defence,
Tech,
Toughness,
Weapon
Skill,
Willpower
Starting
Skills:
Scholastic
Lore
(Squats).
Linguistics
(Squat),
Tech-Use
Starting
Talents:
Hatred
(Tyranids,
Orks,
Gretchin)
Weapon
Training
(Chain,
Las,
Heavy)
Starting
Traits:
Size
(Weedy)
Equipment:
Laspistol
with
two
chargepacks
Wounds:
8+1d5
Comrade
Advances
These
are
Advances
that
may
be
purchased
by
the
Squat
Trooper
to
enhance
the
ability
of
his
comrade.
Squat
Resilience
Type:
Passive
Cost:
250exp
Effect:
While
your
comrade
might
not
be
a
Squat
he
stays
close
to
you
and
learns
from
you,
gritting
his
teeth
when
hit
by
shrapnel
and
stubbornly
refusing
to
die
when
he
holds
his
intestines
in.
Your
comrade
gains
an
extra
Wound
State.
He
can
now
be
Healthy,
Heavily
Wounded,
All
but
dead,
or
Dead.
New
Weapons
What
follows
are
new
weapons
specialised
for
use
by
the
Abhuman
regiments.
New
Weapons
Solid
Projectile
Name
Class
Range
RoF
Dam
M32
Basic
Speargun
15m
S/-
/-
D10+2
2
R
Full
Wt
Availability
New
Vehicles
What
follows
are
new
vehicles
for
use
by
the
Imperial
Guard
and
their
Abhumans.
Squat
Trike
Type:
Ground
Vehicle
Cruising
Speed:
90kph
Structural
Integrity:
12
Armour:
Front
15,
Side
13,
Rear
13
Carrying
Capacity:
One
passenger,
Personal
gear
in
side-mounted
saddlebags
Tactical
Speed:
18m
Manoeuvrability:
+6
Size:
Hulking
Crew:
Driver
Weapons:
Twin-linked
Lasguns
Targeter
Array:
The
driver
of
this
vehicle
gains
the
Auto-stabilized
trait
for
firing
this
vehicles
weapons.
Squat
Sized:
Only
creatures
with
size
(Weedy)
can
drive
this
vehicle.
Open-topped:
Enemies
may
target
the
crew
and
passengers
of
the
vehicle
by
using
a
Called
Shot
Attack
Action.
Availability:
Very
Rare
Ancestral
Calling
Squats
do
not
call
upon
their
powers
in
the
same
way
as
humans,
their
living
ancestors
instead
call
upon
the
ancestors
of
their
hold
to
grant
them
power
and
this
is
represented
by
the
following
discipline.
Example
Minor
Manifestation:
Make
a
ghostly
whisper
in
the
air,
temporarily
show
an
ancestor,
show
a
small
vision
from
the
Strongholds
past
Special
Rules:
Ancestral
Calling
follows
some
special
rules.
Safety
and
Wisdom:
When
using
the
powers
on
Fettered
strength
add
+10
to
focus
tests.
When
using
powers
on
Unfettered
strength
add
+5
to
focus
tests.
The
Shadow
of
the
Devourer:
When
under
the
effects
of
Shadow
in
the
Warp
you
may
not
use
psychic
powers
of
any
kind
and
suffer
a
-10
penalty
to
willpower.
Ancestors
Warnings
Value:
400
exp
Prerequisite:
N/a
Action:
Half
action
Focus
Power:
Challenging
(-10)
Willpower
test
Range:
3
metres
x
Psy
rating
Sustained:
Free
action
Subtype:
Concentration
Description:
The
psyker
calls
the
ancestors
to
warn
him
and
his
companions
of
dangers
and
lead
them
to
safety.
For
the
duration
of
this
power
all
squats
within
range
and
a
number
of
other
allies
equal
to
half
the
psykers
psy
rating
gain
a
bonus
to
all
evasion
tests
equal
to
twice
the
psykers
psy
rating.
Allies
under
this
effect
lose
it
if
they
move
out
of
range.
Ancestral
Shield
Value:
200
exp
Prerequisite:
N/a
Action:
Reaction
Focus
Power:
Difficult
(-10)
willpower
test
Range:
Self
Sustained:
No
Subtype:
Concentration
Description:
The
Psyker
projects
an
arcane
shield
before
him
blocking
an
incoming
attack.
In
any
situation
where
the
psyker
would
be
called
upon
to
make
an
Evasion
test,
he
may
instead
attempt
to
use
this
power.
If
the
power
is
successful,
the
psyker
avoids
the
attack
fully
as
if
he
had
passed
an
Evasion
test.
Dome
of
Steel
Value:
300
exp
Prerequisite:
Power
of
Iron,
Psy
Rating
4
Action:
Half
Action
Focus
Power:
Challenging
(+0)
Willpower
test
Range:
5
metres
x
Psy
rating
Sustained:
Free
Action
Subtype:
Concentration
Description:
The
Psyker
calls
upon
the
steel
of
the
homeworlds
to
create
a
mighty
shield
for
protection.
The
psyker
chooses
a
point
in
range
and
line
of
sight,
and
creates
a
dome
of
psychic
steel
centered
on
that
point
with
a
radius
equal
to
half
the
psykers
psy
rating
rounded
up.
The
dome
confers
cover
with
a
value
of
twice
the
psykers
psy
rating.
The
dome
must
be
broken
down
in
order
to
pass
through
it
or
fire
out
of
it.
Description:
The
psyker
sends
the
light
of
his
ancestors
to
burn
his
foes.
This
power
is
a
psychic
barrage
which
causes
hits
dealing
D10+2
Energy
damage
with
0
Pen.
Power
of
Iron
Value:
400
exp
Prerequisite:
Ancestral
Shield
Action:
Half
action
Focus
Power:
Hard
(-20)
Willpower
test
Range:
1
metres
x
Psy
rating
Sustained:
Free
action
Subtype:
Concentration
Description:
The
psyker
hardens
the
flesh
of
a
Squat
with
the
power
of
Iron
from
the
homeworlds.
The
psyker
chooses
one
Squat
within
range
(which
may
be
the
Psyker
himself)
that
gets
the
Natural
Armour
trait
with
a
value
equal
to
the
psykers
psy
rating.
Vengeful
Spirits
Value:
300
exp
Prerequisite:
Light
of
the
Ancestors
Action:
Half
Action
Focus
Power:
Challenging
(+0)
Willpower
test
Range:
20
metres
x
Psy
rating
Sustained:
Free
Action
Subtype:
Concentration
Description:
The
Psyker
calls
upon
the
Ancestors
to
guard
him
and
avenge
any
damage
caused
upon
him.
While
this
power
is
in
effect,
any
creatures
in
range
and
line
of
sight
that
successfully
hit
the
Psyker
with
an
Attack
immediately
suffer
Energy
damage
equal
to
twice
the
Psykers
Psy
Rating
with
a
Pen
of
three
times
the
Psykers
psy
rating.