Professional Documents
Culture Documents
AstArtes CreAtion AdvAnCes ChApter rules skills And tAlents GAme rules equipment vehiCles psyCholoGy And tips notAble npCs
C redits Credits
(Vehicles, npc chapter introduction, Space Wolves, character sheet, overall editing)
W Writing C redits C
robban-o Shadowedknight
(chapter colors) (Figthting Marine art)
A Art
DarkSandman
Da boss
(psychology and role-playing tips)
Mudswimmer
(npcs stats, background for casticus) (khans lightning, backgrounds for tiberius, kellerica, Varnius, and Darus) (purity Seal rules, rite of purity, confession binding) (black rage/curse of the Wulfen rules, chapter histories) (chapter histories)
L Ayout L
Darthbane
Shadowedknight Voidstate
throndhart regnirok
SpeCiAL T hAnks s t
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
oung Bencarius stood anxiously in the cold, feeling like an ant against the armoured giants around him. He had long ago overcame his fear of these armoured supermen, but that did little to remove his unease of what was awaiting him. He turned his thoughts inward what awaited him and what he was being ordered to do at his tender age of ten seasons. How could I be told to this, he questioned in his mind. Why did I get singled out while all the other children are allowed to play? His grim child-like thoughts played upon his mind until a dark shadow loomed over him...
there are three main types of Space Marine in each chapter force; the first, and usually largest, part is made up of the tactical Squads. each Squad consists of 5 to 10 Marines. led by a Sergeant, these troops carry bolters and sometimes heavier weaponry, like heavy bolters and Missile launchers for integral heavy support. the next type are the assault Marines. equipped with Jump packs, bolter pistols, and chainswords, the jump into the middle of the enemys troops and start wreaking havoc in close combat. if there are bigger things to demolish, the assault Marines make use of Melta bombs. the most specialized are the Marines of the Devastator Squads. With their heavy weapons, they are trained to attack and destroy vehicles with missiles, plasma or melta weapons. their massive firepower gives them an important role in every assault. a special role within each Space Marine army is taken by the apothecaries. they do not only heal the wounded in battle, but also have the sacred and important role of retrieving the progenoid glands from their fallen brothers, even in the most intense combat. the narthecium glove they wear can take samples of blood, inject combat drugs or even give death to a foe in melee. every Marine wears a badge on his right shoulder guard according to the squad he is in. on his left shoulder, the chapters badge is painted. Depending on the mission, there maybe army badges somewhere on the power armour. Many Marines add some personal style to their armour, either by adding sigils, a special paint or other marks.
I: ASTARTES CREATIon
5
encarius laid upon the cold, unfeeling metal surface of the table. The lights above the table blinded his eyes making it impossible for him to see. He could hear the low chanting from all around him and he closed his eyes in a silent prayer. Across his skin he could feel the cold metal of the Apothecarys mechadandrites searching for something on his his exposed stomach. The sound of steel against flesh joined the chorus of chants and his screams echoed as a counterpoint. The whirring of a bone saw replaced the notes produced by the flesh being cut...
librarian specific talents: psy rating 1, 1 Minor psychic power, 2 insanity points, 2 corruption points. techmarine specific talents: electro-graft Use. techmarine starting traits: Mechanicus implants (see Dark Heresy, page 27). starting equipment: robes of the chapter, Flak Jacket, Flak helmet, Weapons based upon world type: Feral: Sword or axe, bow with 6 arrows or crossbow with 6 quarrels. Hive or Forge World: Sword or axe; las pistol and a charge pack or Stub revolver with 6 rounds of ammunition; las carbine and a charge pack or autogun with a magazine of ammunition. Imperial, Void Born, and Mind-Cleansed: knife; las pistol and a charge pack or Stub revolver with 6 rounds of ammunition; las carbine with a charge pack or autogun with a magazine of ammunition. Noble Born: same as the other choices in the character world list for the chapter. For example, a Space Wolf character selects to be a noble born, but due to Fenris being classified as Feral he gets the same equipment choice for Feral World. the same applies to the Space Marine build (see table 1-2).
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iMplantS
What makes Marines different from normal humans is the implants they receive. all Space Marines will start with all the implants associated, but they must spend experience in order to activate the organ. implants are a very important part of Space Marine development. it is what makes a Space Marine what he is. the implants are done in stages under the careful supervision of the chapters apothecaries. coupled with the implantation procedures is hormonal therapy and hypno-indoctrination and training. the apothecaries start implanting these implants into male children between the ages of 10-14 years of age and progresses until the final implant is put in between the ages of 1618. the final implant is the black carapace which allows the Marine to fully interface with his armour. implants will be allowed to be purchased at certain ranks, and a Marine must have bought all of the implants his chapter possesses in order to progress to the Marine rank. neophytes will have available the following implants for activation: secondary heart, ossmodula, biscopea, haemastamen, larramans organ, and Catalepsean node. Scouts will have available the following implants for activation: preomnor, omophagea, multi-lung, occulobe, lymans ear, and sus-an membrane.
Due the relatively low cost of the implants, there will be a trade off for a chance that a critical hit will destroy the implant. once the implant is destroyed, the Marine no longer gains the benefit for the talent. the only implants not affected by this are the ossmodula, biscopea, and the progenoids. See the Space Marine critical hit charts.
talent or skill
Die hard, resistance: low oxygen Size increase +1 Unnatural Strength, Unnatural toughness +1 healing of damage to autosanguine autosanguine light Sleeper resistance: poisons learning by eating +5 resistance: poisons Shadow Vision heightened Senses: hearing Suspended animation resistance: radiation +5 resistance: poisons Detect poisons resistance: heat and cold Spit acid enables advanced life support, targeting, communication, and internal medic functions of power armour.
description
rangy lean Muscular Squat Strappy
result
2.90 m/150 kg 2.35 m/145 kg 2.85 m/165 kg 2.25 m/160 kg 3.10 m/200 kg
result
2.20 m/135 kg 2.30 m/145 kg 2.75 m/175 kg 2.80 m/125 kg 2.35 m/165 kg
description
Slender Svelte Fit Well-built Stock
result
2.35 m/150 kg 2.45 m/155 kg 2.35 m/ 155 kg 2.50 m/175 kg 2.40 m/185 kg
result
2.35 m/140 kg 2.25 m/140 kg 2.45 m/145 kg 2.65 m/165 kg 2.75 m/160 kg
I: ASTARTES CREATIon
7
advances note: in certain paths it will say choose one and list off the allowed choices for weapon talents. this talent can only be taken once and the player must choose a specific weapon type. once selected the talent can never be chosen again from the list of advances for that rank.
brother Scouts will have available the following implants for activation: melanochrome, oolitic kidney, neuroglottis, mucranoid, betchers Gland, progenoids, and black Carapace.
A dva n c es Advances
E
ach Marine undergoes a very intense training, which lasts for several years. From their time as a neophyte to the point where they reach the status of a full Space Marine, their life is full of exercise, both mental and physical. the first step along the centuries long career of a Space Marine always begins the same way. a young child or young teenager is selected as an initiate based upon his intelligence, perception, strength, and toughness. at this stage the testing begins to weed out the weak while leaving only the strong. Failure for being weak is death. no mercy is shown and none is asked by the young recruits. those that survive are implanted with their first organs and progress to becoming neophytes. as the neophyte progresses further on the way to eventually becoming a full fledged Space Marine, he not only learns new fighting techniques, but also learns about his chapter, the adeptus astartes and the imperium of Man. after that he is considered to be ready for action, and he is assigned to the chapters Scout company. as a Scout, the warrior will undertake recon missions or act as artillery spotter. after several years again, he is considered a Scout Veteran. once he completed his assignment, he is granted the black carapace, and thus becomes a true Space Marine. his first assignments are in various squads of different companies. once his true capabilities are determined, each Marine is permanently assigned to a specific squad, be it tactical, assault or Devastator. From this point on, the Marine will see the most intense battles mankind fights. after a time, he is considered a veteran. Some veterans show more courage and leadership abilities than others, and may be promoted to the Sergeant rank, thus gaining command of his own squad. 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.
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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
100 100 100 100 250 500 500 500 500
intermediate
250 250 250 250 500 750 750 750 750
trained
500 500 500 500 750 1,000 1,000 1,000 1,000
expert
750 750 750 750 1,000 2,500 2,500 2,500 2,500
neophyte aDvanceS
the most junior members of a chapter are neophytes, who start to learn their craft of death.
Cost
100 100 100 100 100 100 100
type
S S S S S S S
prerequisites
awareness common lore (imperium)
Bencarius stood tall, wear- Dodge 100 S ing the robes of the Ultra- navigation (ground) +10 100 S navigation (ground) 100 S marines with his blond hair Silent Move 100 S cropped close to his skull. Survival Swim 100 S He waited on patiently for activate Secondary heart 25 trait Must be bought with starting Xp his next assignment from activate ossmodula 25 trait Must be bought with starting Xp Brother Sergeant Ulnirus. activate biscopea 25 trait Must be bought with starting Xp 25 trait He felt the cool breeze of activate haemastamen activate larramans organ 25 trait the summertime wind and activate catalepsean node 25 trait tried his best to ignore the chem-geld 100 t insects biting his face. Ul- basic Weapon training (Sp) 100 t nirus appeared behind him basic Weapon training (bolt) 100 t 100 t psy rating 1 and Bencarius performed Minor psychic power 100 t a smart, crisp about face. pistol Weapon training (Sp) pistol Weapon training (bolt) 100 t Ulnirus silently handed a Sound constitution 100 t sealed envelope to the young technical knack 100 t techmarine, int 30 neophyte and nodded his You may take this Talent up to three times at this Rank. goodbye. Bencariuss hands were trembling as he opened the sealed envelope. Quickly, he read his new orders then headed to his barracks to gather up his gear. How can this be that I get pulled from training to serve with Ordo Xenos, he questioningly thought.
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Scout aDvanceS
Scouts are officially part of the chapter performing scouting missions for their battle brothers.
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Cost
100 100 100 100 100 100 100
type
S S S S S S S
prerequisites
awareness +10 climb concealment common lore (imperial creed) common lore (chapter history) common lore (imperium) +10 common lore (War)
He slid the longlas onto Dodge +10 100 S Dodge the windowsill and ensured navigation (ground) +20 100 S navigation (ground) +10 100 S Silent Move that he was well camou- Silent Move +10 100 S Survival flaged inside the upper room Survival +10 Swim +10 100 S Swim of the ruined building. He activate preomnor 25 trait carefully sighted his weapon activate omophagea 25 trait looking for the filthy xenos. activate Multi-lung 25 trait 25 trait He quickly scanned the ru- activate occulobe activate lymans ear 25 trait ins of the small town ahead activate Sus-an Membrane 25 trait of him seeing the damage basic Weapon training (las) 100 t the Tau had caused. His heavy Weapon training (bolt) 100 t eye caught the movement heavy Weapon training (launcher) 100 t 100 t of a tall battlesuit moving pistol Weapon training (las) 100 t bS 30 lithely through the debris. Deadeye Shot lumen charge 100 t techmarine Tapping his micro-bead he lumen Shock 100 t techmarine whispered to the rest of the Minor psychic power 100 t psy rating 1 100 t team that he had sighted a rapid reload Sound constitution 100 t target and to move up into a flanking position. The rest of the squad moved forward with Chiana-ru, a Space Marine from the Khans Lightning Chapter, carrying the missile launcher. A voice whispered into Bencariuss ear and he depressed the trigger of his weapon...
Cost
100 100 100 100 100 100 100 100 100
type
S S S S S S S S S
prerequisites
carouse climb +10 concealment +10 common lore (imperial creed) +10 common lore (chapter history) +10 common lore (War) Dodge +10 Silent Move +10
With great dread, Ben100 S Survival +10 carius crept through the Survival +20 Swim +20 100 S Swim +10 pitch black battlefield as si- activate Melanochrome 25 trait lently as he could. The ca- activate oolitic kidney 25 trait mo-cloak clung to his scout activate neuroglottis 25 trait 25 trait armour and salty sweat activate Mucranoid activate betchers gland 25 trait dripped from his brow activate progenoids 25 trait into his eyes. He paused to activate black carapace 25 trait flick away the alien insects blind Fighting 200 t per 30 200 t techmarine from his face and to listen lumen blast Mechadendrite Use (Utility) 200 t techmarine for any enemy nearby. ExMinor psychic power 100 t psy rating 1 plosions rippled across the Sound constitution 200 t abandoned field that he was two Weapon Wielder (ballistic) 200 t bS 35, ag 35 crossing and he dropped into crouch to prevent being back lit by the light from the explosions. Tentatively, he moved in a crouch to get to a bomb crater ahead of him. Tracer fire criss crossed across the Ultramarine lines and he silently hoped his brothers were alright. He slid down into the bomb crater with his feet impacting into a gretchin cowering below. Quickly, Bencarius pulled out his knife...
Cost
200 100 100 100 100 100 100
type
S S S S S S S
prerequisites
acrobatics carouse +10
after completing their scout training the scout becomes a Marine awaiting assignment to a squad.
Bencarius stood at at- Forbidden lore (Xenos) 100 S tention with the rest of his literacy 100 S 100 S scout squad. A Deathwatch Scholastic lore (imperial creed) 100 S emblem adorned the left Secret tongue (astartes Signage) Speak language (high gothic) 200 S shoulder of his new power arms Master 100 t armour. He was proud of catfall 200 t his service in Ordo Xenos lightning reflexes 100 t 100 t and wondered what squad Meditation rapid reaction 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...
Cost
200 100 100 200 200 200 100 100 200 200 100 100
type
S S S S S S S S S S t t
prerequisites
acrobatics +10 ciphers (astartes War cant) Forbidden lore (chapter history) Forbidden lore (chaos) Forbidden lore (Xenos) literacy Scholastic lore (imperial creed) Secret tongue (astartes Signage) Speak language (high gothic) Speak language (low gothic) WS 30
bS 40 Bencarius sat quietly as Double team 100 t he listened to the brief- leap Up 100 t ag 30 ing from his squad leader. resistance (Fear) 100 t 200 t The combat webbing of the Sound constitution Unshakeable Faith 100 t drop pod held him firmly in place. Runes flashed across his helmet as he ran various checks upon his armours systems. Our objective is to remove the heretic governor inside of the palace. When we touch down I want formation Gamma with Brother Marine Bencarius covering the rear, the helmet vox rang into his ears. His hands gripped the bolter tightly and he uttered the Litany of Calm to steady his nerves. A loud thump followed by being thrown forward into the webbing the drop pod was fired from the Battle Barge Sons of Ultramar. When the drop pod hit the atmosphere it skipped a few times then punched its way through the resistance. Bencarius looked out through the view port in front of him and could see the flames from the re-entry shading the bottom edge of the glass.
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Marine aDvanceS
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Cost
100 200 100 100 100 100 200 100
type
S S S S S S S S
prerequisites
ciphers (astartes War cant) +10 Forbidden lore (chapter history) +10 Forbidden lore (chaos) +10 Forbidden lore (Xenos) +10 literacy +10
100 S Scholastic lore (imperial creed) +10 Brother Gregorius swo- Scholastic lore (imperial creed) +20 Scholastic lore (chymistry) 200 S oped down onto the lone Scholastic lore (Spearhead assaults) 100 S Emperors Childrens squad Search 100 S accompanied by his broth- Shadowing 100 S ers. Bolter fire screamed tracking 100 S 100 t through the air towards berserk charge Disarm 100 t ag 30 them and he deftly evaded Furious assault 100 t WS 35 the incoming missiles of Melee Weapon training (chain) 100 t death. Using the targeting Sound constitution 200 t 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...
Cost
200 100 100 100 100 200 100 100 100 100 200
type
S S S S S S S S S S t
prerequisites
contortionist Demolition pilot (Jump pack) Scholastic lore (chymistry) Scholastic lore (Spearhead assaults) Search Shadowing tracking ag 30
300 t He toggled the sight aus- basic Weapon training (choose one: Flame, launcher, Melta or plasma) pex and zoomed in on the counter-attack 100 t WS 40 200 t two Weapon Wielder (ballistic), ag 40 chaos cultists hiding inside Dual Shot 100 t two Weapon Wielder (Melee), ag 40 a ruined building. Grego- Dual Strike Frenzy 100 t rius turned his head to his heavy Weapon training (Flame) 300 t sergeant and waited for Jaded 100 t Wp 30 the command to assault the lightning attack 100 t Swift attack Melee Weapon training (power) 100 t cultist position. He felt the Sound constitution 300 t weight of the chainsword in Step aside 100 t ag 40, Dodge his left hand and toggled the motor to idle. In his right hand held a bolter pistol. Assault target now! his vox howled into his ears. All ten of the Marines ignited the massive thrusters of their jump packs and leapt free of the planets gravity. They emerged from the demolished upper floor of the apartment complex to crash into the cultist squad. Chainswords, power fists, and bolter shells tore into the chaos filth to send them to their damnation. Blood spewed forth from the cultists wounds and covered their armour.
Cost
100 200 100 100 100 100 200 100 100 100
type
S S S S S S S S S S
prerequisites
contortionist +10 Demolition Forbidden lore (Warp) pilot (Jump pack) +10 Scholastic lore (reconnaissance) Scholastic lore (chymistry) +10 Scholastic lore (Spearhead assaults) +10 Search +10 Shadowing +10
only those assault Marines that have shown the aptitude for command are promoted to being a squad leader.
The ice frosted his visor 100 S tracking +10 as he attempted to look out tracking +20 assassin Strike 200 t ag 40, acrobatics across the barren ice flow blademaster 100 t WS 30, Melee Weapon training (any) blocking his squad. Gre- crippling Strike 100 t WS 50 100 t ag 40 gorius adjusted the heating hard target 100 t Wp 30, command controls to defrost the visor. iron Discipline Melee Weapon training (Shock) 200 t After a few moments the peer (chapter) 100 t Fel 30 ice crystals turned to water precise blow 100 t WS 40, Sure Strike and evaporated. Carefully Quick Draw 100 t 300 t scanning the open space he Sound constitution true grit 100 t t 40 noticed the smoke from the Wall of Steel 100 t ag 35 Ork buggies hiding behind a large ice formation on the far side of the flow. He toggled the vox caster, Our target is hiding behind the ice crystal on the far side of this flow. Hold your fire until we have engaged those filthy greenskins in melee. As one his squad climbed into the air and launched themselves at the Ork war buggies. The Ork engines masked their bounding approach and the full might of the squad was brought to bear upon the greenskins.
Cost
100 100 100 100 100 100 200 200 100 200 100
type
S S S S S S S S S S S
prerequisites
ciphers (astartes War cant) +10 Drive (ground Vehicles) Drive (hover Vehicles) Forbidden lore (chapter history) +10 Forbidden lore (chaos) +10 Forbidden lore (Xenos) +10 literacy +10 Scholastic lore (imperial creed) +10
100 S Bencarius pulled himself Scholastic lore (tactica imperialis) Scholastic lore (philosophy) 200 S free, by climbing out the Secret tongue (astartes Signage) +20 100 S Secret tongue (astartes Signage) +10 uppermost hatch, of the Security 100 S 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 assignment in the Company, Dual Shot 100 t two Weapon Wielder (ballistic), ag 40 but it was better then being gunslinger 100 t two Weapon Wielder (ballistic), bS 40 stuck on board the Battle hip Shooting 100 t bS 40, ag 40 200 t Barge when there was fight- Sound constitution thrown Weapon training (primitive) 100 t ing to do. He had spent the past several hours cleaning and maintaining the ancient machine. He forgot how many times he had uttered the litanies of cleaning as he worked. The crew had also loaded up the ammo bins and ensured that there were plenty of medicae supplies on board.
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14
Cost
100 100 100 200 100 200 100 200 200 100
type
S S S S S S S S S S
prerequisites
Drive (ground Vehicles) +10 Drive (hover Vehicles) +10 pilot (civilian craft) pilot (Military craft) pilot (Spacecraft) Scholastic lore (tactica imperialis) Scholastic lore (philosophy) Security
300 t The land raider rumbled basic Weapon training (choose one: Flame, launcher, Melta, or plasma) across the burned out city hard target 100 t ag 40 300 t 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 searched for targets as the Melee Weapon training (power) 100 t 100 t bS 40 huge machine came to a Mighty Shot 100 t grinding halt on a pile of Quick Draw Sound constitution 300 t skulls. Its valuable cargo Sprint 100 t nestled below Bencariuss position in the lower command hatch. Ork rokket fire erupted from a building about 200 meters distant on the right hand side of the large avenue. Driver full reverse now! Bencarius yelled. The giants engines growled heavily and threw the Marines forward as it slid backward. The rokkets impacted in the space where the ancient machine was just moments before. The side sponson lascannons opened fire and punched into the building destroying whatever it had contained. The building crumpled to the ground...
Cost
100 200 100 200 100 200 200 200 200 100
type
S S S S S S S S S S
prerequisites
Forbidden lore (Warp) pilot (civilian craft) +10 pilot (Military craft) +10 pilot (Spacecraft) +10 Scholastic lore (tactica imperialis) +10 Scholastic lore (philosophy) +10 Scholastic lore (bureaucracy)
Security +10 Sitting high in the combasic Weapon training (choose one: Flame, launcher, 300 t mand hatch, Bencarius Melta, or plasma) watched his crew work on exotic Weapon training (choose one: needle pistol, 300 t the land raider. Several Web pistol, needle rifle, or Webber) Furious assault 100 t WS 35 pulse lasers had punched heavy Weapon training (choose one: Flame, las, 300 t through the heavy armoured launcher, Melta, or plasma) 100 t bS 40 machine and the machine independent targeting iron Discipline 100 t Wp 30, command spirit wasnt happy from Marksman 100 t bS 35 the damage. It complained pistol training (choose one: Flame, launcher, Melta, 300 t of several breaches that had or plasma) 100 t bS 40, Deadeye Shot wreaked havoc upon its in- Sharpshooter peer (chapter) 100 t Fel 30 ternal systems. Sighing, he Sound constitution 300 t slid down into the troop bay and oversaw the repairs. He had never imagined all those decades ago that he would be a sergeant commanding one of the mightiest Adeptus Astartes war machines.
Cost
100 100 100 100 100 100 200 100 100 100 100 100 100 200 200 200 100 100 100 100 100 100 100 100 200 300
type
S S S S S S S S S S S S S S S S t t t t t t t t t t
prerequisites
ciphers (astartes War cant) +10 Forbidden lore (chapter history) +10 Forbidden lore (chaos) +10 Forbidden lore (Xenos) +20 literacy +10 Scholastic lore (imperial creed) +10 Secret tongue (astartes Signage) +10 Speak language (high gothic) +10 S 45 Wp 40 bS 40, ag 40 bS 40
Devastator Marines are trained in the use of heavy weapons and bolster up the anti-tank firepower of a Marine company.
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...
Cost
100 200 200 100 100 100 100 100 100
type
S S S S S S S S S
prerequisites
ciphers (War cant) Drive (ground Vehicles) Drive (hover Vehicles) Forbidden lore (Warp) Scholastic lore (tactica imperialis) Scholastic lore (cryptology) Scholastic lore (communication networks) Scholastic lore (Sensors)
100 S Dark purple rain poured Scholastic lore (artillery) tech-Use (communication gear) +10 200 S tech-Use (communication gear) down from the heavy overtech-Use (Sensors) +10 200 S tech-Use (Sensors) cast clouds. Rain drops fil- cleanse and purify 100 t basic Weapon training (Flame) tered from the jungle trees heavy Weapon training (Flame) 100 t 100 t splattered onto his armour heavy Weapon training (launcher) heavy Weapon training (Melta) 100 t and causing the visors glass heavy Weapon training (plasma) 100 t to be obscured. Kellerica Melee Weapon training (power) 100 t flipped his head to clear the insanely Faithful 100 t water from the glass and Sound constitution 300 t moved forward hauling the heavy bolter in his left hand. He scanned the area for life signs, but due to the jungles natural wildlife there was too much interference in determining human life forms. Muttering a curse, he slid out from the dark underbrush to run smack into the center of a chaos cultist patrol. He dropped to his knees and fired....
15
II: ADvAnCES
II: ADvAnCES
16
Cost
100 100 100 100 100 100 100 100
type
S S S S S S S S
prerequisites
ciphers (War cant) Forbidden lore (Warp) +10 Scholastic lore (tactica imperialis) +10 Scholastic lore (cryptology) +10 Scholastic lore (communication networks) +10 Scholastic lore (Sensors) +10 Scholastic lore (armoured Vehicles)
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 lerica was in his spartan Melee Weapon training (chain) Mighty Shot 200 t bS 40 quarters preparing to polpistol Weapon training (Flame) 100 t ish the armour to appease pistol Weapon training (launcher) 100 t the machine spirit within. pistol Weapon training (Melta) 100 t 100 t Battle scars left silent tes- pistol Weapon training (plasma) peer (chapter) 100 t Fel 30 timony of the wounds he Sharpshooter 200 t bS 40, Deadeye Shot had suffered in battle. He Sound constitution 300 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.
Cost
100 100 100 100 100 100 100 100 200 100
type
S S S S S S S S S S
prerequisites
ciphers (astartes War cant) +10 Forbidden lore (chapter history) +10 Forbidden lore (chaos) +10 Forbidden lore (Xenos) +10 literacy +10
100 S Tiberius plugged the Medicae Scholastic lore (imperial creed) +20 200 S Scholastic lore (imperial creed) +10 wounds of his brother ly- Scholastic lore (gene-Seed) 100 S ing before him and watched Scholastic lore (Space Marine anatomy) 100 S as more of his brothers were Scholastic lore (human anatomy) 100 S 100 S cut down by Eldar shurik- Scholastic lore (chymistry) Scholastic lore (pharmacology) 100 S ens. Cursing silently, he tech-Use (apothecary tools) 100 S moved to the next casualty trade (apothecary) 100 S in the squad and assessed ambidextrous 100 t ag 30 200 t the Marines condition. A Die hard 200 t ag 40, two Weapon Wielder (ballistic) shuriken had grazed the Dual Shot 200 t bS 40, two Weapon Wielder (ballistic) Marines jugular vein and gunslinger hip Shooting 200 t bS 40, ag 40 blood poured from the Sound constitution 200 t 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...
Cost
100 100 100 100 200 100 100 100 100 100
type
S S S S S S S S S S
prerequisites
chem-Use Forbidden lore (gene-Seed) Forbidden lore (Mutants) Forbidden lore (Space Marine anatomy) Forbidden lore (Warp) Medicae Scholastic lore (gene-Seed) Scholastic lore (Space Marine anatomy) Scholastic lore (human anatomy)
given further medicae training the Medicae internist is in charge of the aid stations near the front lines.
Scholastic lore (chymistry) Checking the runes of his Scholastic lore (pharmacology) +10 100 S Scholastic lore (pharmacology) helmet display, he awaited tech-Use (apothecary tools) +10 200 S tech-Use (apothecary tools) the orders from Brother basic Weapon training (choose one: Flame, 300 t Kellerica before charging launcher, Melta, or plasma) hard target 200 t ag 40 out into the jungle. Before heavy Weapon training (choose one: Flame, las, 300 t Tiberius knew it, fire erupt- launcher, Melta, or plasma) 100 t Wp 30 ed from the path ahead of Jaded Melee Weapon training (chain) 300 t him and he heard the sound Melee Weapon training (power) 100 t of the heavy bolter erupt in Mighty Shot 200 t bS 40 anger. Pushing himself out Quick Draw 200 t 300 t of the jungle undergrowth Sound constitution 100 t he came onto the path and Sprint witnessed Kellerica slaughter the first few cultists. Tiberius saw a couple of cultists charging up from behind Kellerica. He screamed into the vox and brought his bolter up to fire at the charging cultists....
Cost
100 100 100 100 200 100 100 100 100
type
S S S S S S S S S
prerequisites
chem-Use +10 Forbidden lore (gene-Seed) +10 Forbidden lore (Mutants) +10 Forbidden lore (Space Marine anatomy) +10 Forbidden lore (Warp) +10 Medicae +10 Scholastic lore (gene-Seed) Scholastic lore (Space Marine anatomy) +10 Scholastic lore (human anatomy) +10
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 theater to begin the pro- launcher, Melta, or plasma) exotic Weapon training (choose one: needle 300 t cess of turning this young pistol, Web pistol, needle rifle, or Webber) child into a Space Marine. Furious assault 200 t WS 35 300 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 mind. Thinking back the many centuries before when he was in this boys position, he smiled at the thought that his reaction was identical to the boys. The boys blood covered his operating gown and he watched Paulus work...
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
arcanum, a potent power weapon and also the symbol of his office, his black power armour and his helmets faceplate resembling the appearance of a grinning skull, he brings terror to the heart of his enemies. although a frightening figure, a chaplain is always very close to his fellow brothers. he is present when a Space Marine is just a neophyte, during his indoctrination and every stage on their route to become a full fledged Space Marine. this bond extends over all times, and it is not unheard of that some Space Marines rather follow their chaplain into battle than the original commander. as mentioned above, the exact duties of a chaplain vary in each chapter. the iron hands for example, use their iron Fathers, as they are called, as chaplain and techmarine. Some of them are sent to Mars during their training. the Dark angels have the interrogatorchaplains, whose sole purpose is hunting down the Fallen and force them to repent. a very special role is the chaplain within the blood angels chapter. he is the only one who can talk to the warriors of the Death company, whose members suffer from the black rage. Some famous chaplains are cassius of the Ultramarines, a veteran with a deep personal grudge against the tyranids, Uzziel of the Dark angels, who recovered the Sword of luthor, or Ulrik the Slayer of the Space Wolves.
II: ADvAnCES
18
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
100 200 100 200 200 100 100 100 100 200
type
S S S S S S S S S S
prerequisites
Young Darus sat in performer (Singer) 200 S the training room of the Scholastic lore (imperial creed) 100 S Chaplains, reading a book Scholastic lore (legend) 200 S 100 S detailing the tenets of the Scrutiny trade (copyist) 100 S Dark Angels faith. He arms Master 100 t wolfed down the massive catfall 200 t tome repeatedly, memoriz- lightning reflexes 100 t ing the ancient litanies and Meditation 100 t 200 t rituals. Holding in his rapid reaction Sound constitution 200 t hand the Aquila that he You may take this Talent up to two times at this Rank. was given, he felt his faith grow the more he read. The exploits of the Lion filled the ancient tome and his devotion to the Gods of Caliban. His eyes devoured the text and he didnt notice Reclusiarch Artithet come into the room. Novite Darus, recite the Litany of Blessed Devotion for me, Artithet demanded. Slowly standing, unwilling to tear his gaze from the book, he began to recite the litany. Artithet reached down and slammed the book shut...
Cost
100 100 200 100 200 100 100 100 200 200 200
type
S S S S S S S S t t t
prerequisites
blather carouse +10 Scholastic lore (legend) trade (copyist) ag 30 ag 40, two Weapon Wielder (ballistic)
as their training grows, they are allowed to finally help with the proceedings of their chapters sermons to prepare their battle brothers for combat.
Holding the ancient relic Fearless 100 t in his trembling hands, gunslinger 200 t bS 40, two Weapon Wielder (ballistic) Darus looked out at the sea hip Shooting 200 t bS 40, ag 40 Melee Weapon training (Shock) 100 t of faces from his position Sound constitution 200 t next to Artithet. Artithet thrown Weapon training (primitive) 200 t 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.
Cost
100 100 100 100 200 100 100 100 100 300
type
S S S S S S S S t t
prerequisites
charm ciphers (astartes War cant) Forbidden lore (heresy) Forbidden lore (chapter history) inquiry trade (copyist) +10 Fel 30
Darus leaned close to crushing blow 100 t S 40 100 t Wp 30, command Brother Gunther to better iron Discipline 100 t hear the Marines questions. hatred (traitor legions) hard target 200 t ag 40 Darus held his hand on heavy Weapon training (choose one: Flame, las, 300 t Gunthers wrist and helped launcher, Melta, or plasma) 100 t Wp 30 him to recite the Litany of Jaded 200 t Purity. Gunther had come Melee Weapon training (chain) Mighty Shot 200 t bS 40 to him seeking advice and Quick Draw 200 t absolution concerning the Sound constitution 200 t death of a squad mate. Sprint 100 t Darus heard the 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
chaplainprieSt 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.
II: ADvAnCES
20
Cost
100 100 100 100 200 100 100 200 200 100 100
type
S S S S S S S S S S S
prerequisites
command Deceive interrogation Forbidden lore (cults) Forbidden lore (chapter history) +10 literacy performer (Musician) performer (Singer) Scholastic lore (imperial creed) Scholastic lore (occult)
Darus could hardly be- basic Weapon training (choose one: Flame, 300 t lieve his ears when Ar- launcher, Melta, or plasma) 200 t rite of purity, Forbidden lore (specific) tithet told him about The confession binding exotic Weapon training (choose one: needle pis300 t Fallen. He blinked back tol, Web pistol, needle rifle, or Webber) his amazement and tried to Furious assault 100 t WS 35 300 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 by a power fist. Artithet pistol training (choose one: Flame, launcher, 300 t placed his hand on Daruss Melta, or plasma) peer (chapter) 100 t Fel 30 shoulder and helped him to resistance (psychic power) 100 t focus. Anger swelled within rite of purity 200 t Scholastic lore (imperial creed), peer (chapter), trade (copyist) him at the betrayal of the Sound contitution 300 t Fallen and he clenched his You may take this Talent up to two times at this Rank. fist. Slowly, his focus came back and he listened intently to what Artithet had to say. He absorbed the information and uttered the Litany of Calming to bring his frenzied emotions into balance...
recluSiarch 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.
Cost
100 100 100 100 100 100 200 200 100 100 100
type
S S S S S S S S S S S
prerequisites
blather +10 charm +10 ciphers (astartes War cant) +10 command Deceive +10 Forbidden lore (chaos) Forbidden lore (cults) +10 Forbidden lore (psykers) Forbidden lore (heresy) +10 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 through the wrecked city into the Jaws of hell 100 t iron Discipline and come to a lurch. Yell- litany of hate 100 t hatred ing on the vox net told him litany of awe 100 t 100 t that they had contact with litany of pure thought Master orator 100 t Fel 30 the Eldar and he was sudSound contitution 300 t denly slammed to the front Strong Minded 100 t Wp 30, resistance (psychic powers) as the land raiders treads Swift attack 100 t WS 35 100 t grabbed purchase on the talented (Scholastic) 200 t int 30 concrete road to go into re- total recall verse. The impacts of the Dark Reaper launchers told Darus all he needed to know that they had a close call. Gripping his Crozius in his left hand he recited the Litany of Protection for the Marines on board the land raider...
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
Cost
100 200 200 100 100 100 100 100 100 100 200 200 200 100
type
S S S S S S S S S S S S t t
prerequisites
ag 30
He stood in the darkened catfall 200 t 100 t room and reached out with Fearless 200 t his psychic abilities to de- ligthtning reflexes Meditation 100 t tect any life forms in the Minor psychic power 100 t room. Varnius saw the psy rating 2 100 t psy rating 1 glows of the other Sanc- psychic power 100 t 200 t tionites in the room inside rapid reaction Sound constitution 200 t of his mind. Suddenly, a thrown Weapon training (primitive) 200 t cold feeling wrapped its You may take this Talent up to two times at this Rank. talons across his mind and he shut off the warp sight. He collapsed to the floor exhausted, blood dripping from his nose. Lexicanum Loganis approached him and carefully placed his hand on Varniuss shoulder. Are you alright boy? I felt something claw at my mind, he whispered, then collapsed into unconsciousness.
21
II: ADvAnCES
liBrarian
to deliver massive blows of channeled psychic energy. naturally, these blows are especially lethal to demons. another magnificent piece of equipment exclusive to librarians is the psychic hood. the hood protects the librarian from enemy psychic powers and the dangers of the Warp. Sadly, the arcane design is not perfectly effective. otherwise, there would not be so many librarians turning into chaos Sorcerers. in the rare times of peace, librarians watch over the history and lore of their chapter. they also act as advisors for the chapter Master, guiding him on his ways to serve the chapter best. becoming a librarian is not an easy task. First, one must be suitable to become a Space Marine after all. Second, he must possess a psychic potential. third and final, he must be able resist the lure of chaos and the Warp. Most chapters keep their librarians away from the other brothers, mainly because a librarian is somehow unnatural, as his psychic abilities stand for many things the adeptus astartes shun. While most chapters have a rather small contingent of librarians, others, most notably the black templar chapter, completely exclude librarians from their force. on the contrary, the blood raven chapter has a very high number of librarians, due to a slight mutation in their gene-seed. not every chapter calls a librarian this way. the Space Wolves for example call them rune priests, while others call them brother Scriptor.
II: ADvAnCES
22
Cost
100 100 100 100 200 100 100 200 100 200
type
S S S S S S S S S t
prerequisites
Forbidden lore (Mutants) inquiry ag 30
His mind stretched out corpus conversion 100 t psy rating 2 into the Warp and he Die hard 200 t practiced the Rite of Anti- Dual Shot 200 t ag 40, two Weapon Wielder (ballistic) 200 t bS 40, two Weapon Wielder (ballistic) Possession. Blocks began gunslinger hip Shooting 200 t bS 40, ag 40 assembling in his mind and Melee Weapon training (Shock) 200 t they were placed to cre- Minor psychic power 100 t ate a wall to protect him. power Well 100 t psy rating 2 Suddenly he sensed another psychic power 100 t 200 t presence in the Warp and Sound constitution You may take this Talent up to two times at this Rank. he started to turn off his powers. The smell of burning flesh and sulfur filled the small chamber followed by Varniuss scream. Loganis burst into the room to catch the Neonate in his arms. Reciting the Litany of Calming, Loganis checked on his young charge to find that the Warp had left a permanent mark on Varnius. Varniuss eyes had been changed to a preternatural shade of orange and his eye sockets were burned by the psychic wards to leave a permanent scar.
Cost
100 200 100 100 100 100 100 100 200 200
type
S S S S S S S S S S
prerequisites
ciphers (astartes War cant) inquiry +10 Forbidden lore (heresy) Forbidden lore (chapter history) Forbidden lore (Mutants) +10 literacy logic Scholastic lore (astromancy) Speak language (high gothic) +10 tech-Use S 40 psy rating 3 ag 40 Wp 30 bS 40 psy rating 2 psy rating 2
Varnius pulled the psytech-Use +10 200 S chic hood over his head basic Weapon training (choose one: Flame, 300 t and felt the systems come launcher, Melta, or plasma) 200 t to life in his power armour. crushing blow Discipline Focus (choose one) 100 t Finally, he was able to join hatred (traitor legions) 200 t the Brothers of the Third hard target 200 t Company and hopefully heavy Weapon training (choose one: Flame, las, 300 t will be able to protect them launcher, Melta, or plasma) Jaded 100 t from the abominations of Melee Weapon training (chain) 300 t the Warp. He carefully Mighty Shot 200 t 100 t wrapped the belt contain- Minor psychic power 100 t ing his force sword rest- power Well psychic power 100 t ing in its scabbard and the psy rating 3 100 t holster holding his bolter Quick Draw 200 t pistol. He ensured that his Sound constitution 200 t 100 t Librarian robes were care- Sprint You may take this Talent up to two times at this Rank. fully arranged before walking out of his room on the Battle Barge Sons of Ultramar to the landing bay for deployment.
Cost
100 100 100 200 100 100 100 100 300
type
S S S S S S S S t
prerequisites
ciphers (occult) common lore (librarium) Forbidden lore (psykers) Forbidden lore (inquisition) invocation Scholastic lore (legend) Scholastic lore (numerology) Scholastic lore (heraldry)
a librarium Savant is held strong with his command of the Warp and able to turn the tide of battle with a single thought.
Varnius was reassured by exotic Weapon training (choose one: needle 300 t the weight of the jump pack pistol, Web pistol, needle rifle, or Webber) 200 t WS 35 and waited for the order to Furious assault heavy Weapon training (choose one: Flame, las, 300 t move out. On this Chaos- launcher, Melta, or plasma) infested battlefield their op- independent targeting 100 t bS 40 100 t ponents were their traitor- Minor psychic power pistol training (choose one: Flame, launcher, 300 t ous brothers, the Emperors Melta, or plasma) Children. Assault Sergeant Melee Weapon training (power) 100 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 a low ridge as cover. The Sound constitution 300 t entire squad lifted off and You may take this Talent up to two times at this Rank. crossed the battlefield leaving smoke and the sound of rushing wind behind them. Varnius could see the dancing form of Gregorius firing his bolter pistol at the enemy...
lexicanuM aDvanceS
a lexicanum is a fiercesome foe on the battlefield and adept in dealing death. off the battlefield, they help maintain the records of the chapter and adding to the vast stores of information.
Cost
100 100 100 200 100 100 100 200 100 100 100
type
S S S S S S S S S S S S S S S t t t t t t t t t t t t
prerequisites
ciphers (astartes War cant) +10 ciphers (occult) +10 common lore (librarium) +10 Forbidden lore (heresy) +10 Forbidden lore (chapter history) +10 Forbidden lore (psykers) +10 Forbidden lore (inquisition) +10 invocation +10 Scholastic lore (legend) +10 Scholastic lore (numerology) +10 Scholastic lore (heraldry) +10 Scholastic lore (astromancy) +10 Speak language (high gothic) +10 tech-Use +10 WS 30 WS 50 Wp 30, command psy rating 2 psy rating 4 WS 35 int 30
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.
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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-
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.
II: ADvAnCES
24
apprentuM aDvanceS
after completing their scout training, these mechanically inclined Marines are sent to Mars to be trained by the adeptus Mechanicus.
Cost
100 100 100 100 100 100 100 200 200
type
S S S S S S S S S
prerequisites
200 S He looked out of the ob- Speak language (high gothic) trade (copyist) 100 S servation deck on the large trade (Scrimshawer) 100 S Adeptus Mechanicus transarms Master 200 t port and gazed in wonder binary chatter 100 t at the sight of Mars below catfall 200 t 100 t techmarine him. Somehow the thought Feedback Screech 200 t of his former squad mates lightning reflexes Meditation 100 t tugged at his mind and he rapid reaction 200 t struggled to balance the Sound constitution 200 t awe of Mars with the 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.
Cost
200 100 200 100 100 100 100 100
type
S S S S S S S S
prerequisites
ciphers (astartes War cant) common lore (tech) Forbidden lore (chapter history)
this is the first of many tasks a techmarine must learn, which is the careful maintenance of the weapons of the Space Marines.
He used the mechadan- Scholastic lore (astromancy) 200 S 100 S drites to open up the cover Scholastic lore (chymistry) 100 S of the lascannon on the Scholastic lore (numerology) Security 200 S right side sponson of the Secret tongue (tech) 100 S land raider. Casticuss arms tech-Use 100 S were too short to reach the trade (armoursmith) 100 S 200 t WS 30 cover. The cover opened up combat Master 100 t to reveal the internal com- concealed cavity crack Shot 200 t bS 40 ponents that allowed the Double team 200 t ancient weapon to func- Fearless 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 fully adjusted the lenses and deftly cleaned the dust from the inside of the weapon. Satisfied that the weapon had been adjusted and cleaned to the exacting standards of the Mechanicus he closed the cover then went to the other lascannon.
arMourSMith aDvanceS
learning to care and maintain the armour of a Space Marine is another fundamental that all techmarines must master.
Cost
100 100 200 100 200 200 100 100 100 100 100 100 200 Flame, 300 200 200 200 100 200 200 200 200 100 200 200 100 200
type
S S S S S S S S S S S S t t t t t t t t t t t t t t t
prerequisites
common lore (Machine cult) literacy Scholastic lore (imperial creed) Secret tongue (astartes Signage) Speak language (high gothic) tech-Use trade (armoursmith) trade (copyist) trade (Scrimshawer) ag 30 ag 40, two Weapon Wielder (ballistic) bS 40, two Weapon Wielder (ballistic) techmarine ag 40 bS 40, ag 40 bS 40 bS 35 techmarine bS 40, Deadeye Shot
The heavy tactical dread- trade (copyist) +10 nought armour sat on the trade (Scrimshawer) +10 workbench in front of him trade (Miner) trade (Smith) and he pulled out a spanner ambidextrous to begin the long process of basic Weapon training (choose one: disassembling the venerable launcher, Melta, or plasma) armour. Reciting the Litany Die hard Dual Shot of Cleaning, he loosened gunslinger the first of the many hun- gun blessing dreds of thousands of nuts hard target holding the armour togeth- hip Shooting independent targeting er. He peered intently at Marksman the newly revealed circuitry Mechadendrite Use (gun) and checked the solders to Sharpshooter ensure they still had a good Sound constitution connection. After his in- Sprint thrown Weapon training (primitive) spection, Casticus resealed the panel and went to work on the next access panel.
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II: ADvAnCES
WeaponSMith 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.
II: ADvAnCES
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Cost
200 100 200 100 100 100 100 100 100 100 100 200 100 100 100 300
type
S S S S S S S S S S S S S S S t
prerequisites
ciphers (astartes War cant) +10 common lore (tech) common lore (War) evaluate Forbidden lore (archeotech) Forbidden lore (adeptus Mechanicus) Forbidden lore (chapter history)+10 logic Scholastic lore (astromancy) Scholastic lore (chymistry) Scholastic lore (numerology) Security Secret tongue (tech) trade (Miner) trade (Smith)
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 soothe the machine spirit 300 t nestled within the body of the Rhino. He carefully laid the armour plating down onto a nearby trolley and picked up a new armour plating section. With his welder he welded the new armour plate into place. Satisfied with the results he picked up another armour plate and repeated the procedure.
tech-Wright 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.
Cost
200 200 100 100 100 100 100 100 100 200 100 100 100 100 100 100 300
type
S S S S S S S S S S S S S S S S t
prerequisites
common lore (War) +10 evaluate +10 Forbidden lore (archeotech) +10 Forbidden lore (adeptus Mechanicus) +10 logic +10 Scholastic lore (astromancy) +10 Scholastic lore (chymistry) +10 Scholastic lore (numerology) +10 Security +10 Secret tongue (tech) +10 tech-Use +10 trade (armoursmith) +10 trade (Miner) +10 trade (Smith) +10
Casticus relaxed on the observation deck of the Battle Barge Sons of Ultramar and contemplated the 20 years that had passed since he was just a young scout. He reflected 100 t upon these memories and 100 t techmarine felt the twinge of loneliness 300 t because the bond that had 100 t techmarine, Ferric lure been forged in the trials of 200 t WS 35 combat had been lost due 300 t to his separation from the 200 t Wp 30, command Chapter. The door to the 100 t techmarine, Maglev grace observation deck opened 300 t and Casticus turned to see 200 t Fel 30 who had entered into this 100 t techmarine beautiful place. Tactical 100 t techmarine 100 t techmarine Sergeant Bencarius entered 300 t calmly and approached the Techmarine with a warm smile. That was an excellent job on repairing my land raider, Bencarius said as he offered his hand. Casticus took it and thought, Old bonds may be gone, but new bonds can always be forged if the Omnissiah wills it.
T T
he origin of the adeptus astartes lies millennia in the past. the emperor developed a special breed of warriors. the first of these individuals are now known as the primarchs. once, there were twenty primarchs. During the so-called First Founding, twenty Space Marine legions were created, each one with the gene-seed of its primarch. today, only nine legions of the First Founding remain. two vanished without any trace, the other nine legions became the cursed traitor legions, more commonly known as the chaos Space Marines. after the horus heresy, the nine loyalist legions were broken up into 1,000 Marine strong chapters. this was called the Second Founding, as the Marine legions were broken apart to form hundreds of individual chapters that could trace their gene-seed back to their primarch. the nine chapters are the Dark angels, the White Scars, Space Wolves, imperial Fists, blood angels, iron hands, Ultramarines, Salamanders and the raven guard. From these chapters, others were formed later. For example, the crimson Fists and black templars are descendants of the imperial Fists, while blood Drinkers and lamenters are of blood angel origin. this are only a few of the now existing chapters. over time, the gene-seed of some chapters began to mutate and thus change from its original form. For example, the Space Wolves suffer from the so-called canis helix, which invokes the more feral aspects of each Marine. another notable example is the genetic defect which is called the red thirst and is only found in the blood angel chapter and its successors. other changes are not as grave as these mutations. the imperial Fist chapter for example lacks both the Sus-an Membrane and betchers gland.
Some chapters have special units or companies which are remarkable. the best known are the Deathwing of the Dark angel chapter, the Death company of the blood angels or the thirteenth company of the Space Wolves. another point of difference are the battle tactics employed by the various chapters. Some excel in melee combat, others are siege specialists, while others are specialized in strike-and-vanish tactics. although there are many differences between the chapters, one thing remains the same: they all follow the codex astartes, written by roboute guilliman of the Ultramarines after the horus heresy. it this codex general tactics are defined, as well as the fact that every chapter should only have about 1,000 Space Marines. Due to the intense combat the legio astartes see, this number is only nominal. 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.
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Dark angelS
hiStory
caliban. a feudal world covered in great, spanning forests, dominated by beasts the likes of which would make most men flee in terror, and inhabited by humans long cut off from the birthplace of their kind: terra. this is where the primarch lion elJonson would come to rest, but it would not be among the civilizations of men. instead, the primarch would come to grow up in the dark places within the forests of caliban, living among the great chimerical beasts that stalk this deadly world. on caliban, Men organized themselves into an almost caste-based society at the top of which were a great many knightly orders: men who had sworn themselves to both their given order and to defend those humans that were not capable of defending themselves. of these knightly orders one in particular would rise to prominence as First among equals; this group of knights would simply be known as the order and would diverge from the other knights of caliban in one distinct way: typically only those born of noble blood would be admitted into one of the orders of caliban. the order would come to allow any man, of any birthright into its ranks, so long as the man could pass the trials set out by the masters of the order. one of these men of the order was known as luther, and unbeknownst to him he would singlehandedly shape the future of the Dark angels chapter. While hunting one of the beasts of caliban, luther would come across a feral man living alone within the forests. instead of killing the man where he stood, as most knights would do, he instead offered his hand to the man as a brother. the man had no name, and so luthor gave him the name lion elJonson meaning lion, the son of the forest. the lion was brought back to civilization and adapted faster than anyone had expected, learning the language of caliban within days and soon submitting himself to the trials of the masters of the order. it is said that the lions rise to prominence among the order was marked by his slaying of one of the great calibanite lions, a beast which no man of any order had ever slain. For this great feat, the lion would be named grand Master of the order and luther would be his second. things would not last on caliban, and soon the emperor would come to reunite with his lost son. the emperor would bring with him the First legion of Space Marines, later named the Dark angels, for when luthor witnessed them descend to the planet surface he remarked that they appeared as angels descending on wings of fire and light. the lion was given command of the First legion of Dark angels, caliban was made their homeworld, and the members of the order were welcomed into the chapter. those who were young enough were implant-
ed with the gene-Seed and made full Space Marines, and those such as luther who were simply too old to undergo the process were instead surgically modified so that they could continue to fight alongside their brothers. though these older members were gifted with great strength, agility, and constitution, as well as a vastly increased lifespan, they were still not Space Marines and would never live up to their legacy. as such, during the beginning of the great crusade, the lion ordered luther to take a number of Dark angels back to defend caliban and train the new recruits who were to be given the gene-Seed. instead, luther and his men were left feeling rejected and unwanted, not knowing why the lion would disgrace them so. of note during the great crusade is an incident where both the lion and leman russ, primarch of the Space Wolves legion, came to blows over the rights of command authority, as neither was willing to take orders from the other: russ thought the lion to be pompous and arrogant, and the lion believed russ to be impulsive and lacking of any sense of strategy. to this day, whenever both the Dark angels and the Space Wolves come to fight side by side they both set the moment of victory aside long enough to sate the ancient grudge between the two chapters. a champion, chosen from each chapter, will fight in one-on-one combat, almost recreating the ancient duel between the lion and the Wolf.
the surviving remnants of the Dark angels legion would be reformed into chapters of no more than onethousand Space Marines, per the codex astartes laid out by roboute guilliman, such as the Dark angels, the angels of absolution, and the angels of redemption. the Dark angels chapter themselves would build a great space borne fortress-monastery upon the largest remnant of the planet caliban and would name this fortress-monastery the rock, in remembrance of the greatest fortress of the order where the lion had made his home. the chapter itself would remain largely monastic in organization, laid out in similar fashion to their origins among the order. the chapter is led by a grand Master, who is in-turn aided by a set of Masters, each of whom leads one of the Dark angels companies. Within the chapter, there are a great many levels of membership which exist outside of the standard astartes system of rank, and these levels signify just how much of the chapters secrets any given member is subject to knowing. the rank and file tactical marine knows absolutely nothing about the origins of the Dark angels, while Sergeants may know of their beginnings on caliban, and only certain captains/Masters might know about the destruction of caliban, but not how or why it happened. only a handful of beings within the chapter know of luthers treachery, and this information is very strictly controlled. From the outside, the organization of the Dark angels chapter appears to largely follow that which guilliman laid out in his codex. there are however two major divergences: the First company of the Dark angels is known as the Deathwing, and like many chapters the Deathwing appears to simply be the Dark angels terminator company. it is however only when a Dark angel is inducted into the Deathwing that he learns of the events of luthers treachery and learns of the existence of the Fallen. it is the responsibility of each and every member of the Deathwing to hunt down and eradicate these Fallen whenever and wherever they are discovered. the Second company of the Dark angels is known as the ravenwing, and takes its namesake from the infamous cavalry groups of the order. the ravenwing is made up entirely of those who ride bikes and landspeeders into combat and is trained only to operate in combat as a highly mobile attack force. the librarians of the chapter are tasked with guarding the secrets of the chapter and are all universally inducted into the Deathwing. it is their primary task to ensure that the secrets of the chapter remain secret, and that not even their own chapter members learn of secrets to which they are not entitled. even among the Deathwing there are numerous levels of membership, and it is the librarians who monitor this carefully.
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battle barge. though secretly, and unbeknownst to anyone, the Dark angels would become involved in a heresy of their own
Dark angel chaplains are known as interrogatorchaplains and like librarians they are all members of the Deathwing. When a member of the Fallen is encountered, it is not merely enough to kill the Fallen. instead, the Fallen are brought back in secrecy to the rock and handed over to an interrogator-chaplain. the Fallen is then forced to recant his sins before the ministrations of the interrogator-chaplain, and forced to ask for the forgiveness of his brothers. in the cases where an interrogator-chaplain is successful and the Fallen is truly repentant, that chaplain is given a single black pearl to string among the countless white pearls present on their rosarius.
Character Creation:
Due to the destruction of caliban the Dark angels recruit from any imperial planet or Space bound community. characters can choose to be from Feral Worlds, imperial Worlds, hive Worlds, Void born, or noble born.
White ScarS
the priMarch
the primarch Jaghatai khan of the Space Marines Fifth legion, or the White Scars, would come to land on a lush world teeming with life known as chogoris which would later be renamed Mundus planus by explorators of the emperors great crusade. technologically speaking, chogoris was very similar to terra during its middle-ages, having only some of the most basic technological advances such as black powder weaponry. prior to the arrival of the primarch, the natives of chogoris were organized into two prime groups: first, there was a great aristrocratic empire led by an individual known as the palatine. Utilizing armies equipped with only the highest quality of weapons, and trained by the best military minds that his empire had to offer, the palatine conquered almost all of chogoris and brought them under the banner of the palatine empire.
also inhabiting the planet were a number of tribes scattered among the lands to the west which typically remained untouched by the empire since their lands were barren and contained no resources which were of use to the empires war machine. it was among these nomadic tribes of master horse riders that Jaghatai khan would live among. the khan was found and raised by the leader of one of these tribes and quickly grew to master the lightning-fast, hit and run style of warfare that the horse lord tribes. one quiet night, when the primarch was a young adult, a rival tribe attacked, which resulted in the death of his adopted father, the khan. at this, Jaghatai was outraged and vowed not only vengeance upon the leader of this rival tribe, but also that he would unite all of the horse lord tribes to end the violence. even as a youth, Jaghatai was easily the greatest of warriors among his tribe and the task of absorbing each and every of the nomadic tribes was by no means difficult for him. Upon achieving the unification of all of the tribes there was only one task left at hand: to bring down the palatine empire. though the empire left the lands of the west untouched, it was not uncommon for nobles of the empire to ride into the west to capture slaves from the tribes that lived there. Jaghatai had known many men and women who had been taken back to the empire in such a way and this was a further violence that he simply could not abide by. even the highly trained and well equipped soldiers of the palatine empire were no match for the lightningfast horse lords of the khans united tribe and eventually, Jaghatais men had won the war, and in just short of twenty years, the primarch had become great khan of the entire population of chogoris. this however presented one issue that the primarch had not forseen: at the end of his campaign, he had expected to return to the lands of the west, and to continue living his life as he and his people always had. he found however, that now he was expected to continue leading the whole of the populace of chogoris and the idea left a sour taste in his mouth.
the White Scars, like all of the legions, would be broken up into chapters, thus spawning chapters such as the Marauders, the rampagers, and the Storm lords from their ranks during the second founding. there are very few, if any, known third founding or later chapters to come from the White Scars gene-seed. the White Scars maintain fair adherence to the codex astartes in terms of chapter organization, with two small differences: first, all White Scars are trained in the intricacies of vehicular combat, and nearly every squad within the White Scars chapter is assigned some sort of transport vehicle. Second, many, if not all, White Scars are trained in the use of the standard Space Marine bike or attack bike and are expected to be able to fight just as effectively from the back of these bikes as they do on foot.
Character Creation:
White Scars characters can choose to be from a Feral World or noble born.
Space WolveS
the WolF
tales of a boy raised by wolves were fairly common on ancient terra, however none have ever been as true as that of the primarch leman russ, landing on the distant planet of Fenris and being raised by a pack of the massive wolves which called this frozen world their home. While russ was still young by human standards, a king of the men that inhabited Fenris would hunt and slaughter the wolves that the primarch lived among, and it was during one of these hunts that the primarch was discovered and taken to be raised by the king, who would name the boy leman russ, after his own people. tales of leman russ would quickly spread across the planet, of how he could outdrink any warrior on the world, how he could defeat hundreds of warriors in mere minutes, and how he was always accompanied into battle by a pair of the Fenrisian Wolves, presumably members of the primarchs original pack that had managed to escape the kings hunting parties. Soon it would occur that the king would die and leadership of the people of the russ would fall to leman. he would become a mighty leader and tales of his exploits would manage to make it off of the planet, and into the ears of a man searching the universe for just this sort of legend. So the emperor traveled to Fenris, for he knew that this had to be one of his lost primarchs. leman russ laughed at this so-called emperor, and instead boasted that he was the better of the two warriors. it is said that leman drank deeply and gorged himself on food,
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this sour taste would not last long however, for the emperor was soon destined to land on the planet of chogoris to reunite with another of his lost sons
and proceeded to challenge the emperor to single combat to prove who was the greater of the two warriors. records show that the emperor struck russ only once, knocking him out with that single blow. When russ awoke, he swore fealty to the emperor and was granted command of the Sixth legion, which would become known as the Space Wolves.
Space Wolves can choose to be from a Feral World or noble born. a Space Wolves neophyte starting age is 1d5+12 years.
pack healer: can choose advances from both the Medicae initiate and chaplain-novite lists. spirit Guard: can choose advances from both the Medicae internist and chaplain-priest lists. spirit hunter: can choose advances from both Field Medicae and chaplain-confessor. Wolf initiate: as chaplain exorcist. Wolf priest: as reclusiarch. skald initiate: as librarium Sanctionite, plus Scholastic lore (beasts) (S, 100 Xp). skald: as librarium neonate, plus Scholastic lore (beasts) +10 (S, 100 Xp, prerequisite: Scholastic lore (beasts)), and Scholastic lore (archaic) (S, 100 Xp). lore keeper: as librarium Militant, plus Scholastic lore (beasts) +20 (S, 100 Xp, prerequisite: Scholastic lore (beasts) +10), and Scholastic lore (archaic) +10 (S, 100 Xp, prerequisite: Scholastic lore (archaic)). rune Carver: as librarium Savant, plus Scholastic lore (archaic) +20 (S, 100 Xp, prerequisite: Scholastic lore (archaic) +10), and Mental rage (t, 200 Xp, prerequisite: Frenzy). rune priest: as lexicanum
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Character Creation:
long Fang: as Devastator Marine. long Fang veteran: as Devastator Veteran. long Fang sergeant: as Devastator Sergeant.
Forge initiate: as apprentum, plus trade (Miner) (S, 100 Xp), and trade (Smith) (S, 100 Xp). Fire keeper: as Weaponsmith, plus trade (Miner) +10 (S, 100 Xp, prerequisite: trade (Miner)), and trade (Smith) +10 (S, 100 Xp, prerequisite: trade (Smith)). smith: as armoursmith, plus trade (Miner) +20 (S, 100 Xp, prerequisite: trade (Miner) +10), and trade (Smith) +20 (S, 100 Xp, prerequisite: trade (Smith) +10). Forge veteran: as tech-initiate. iron priest: as tech-Wright.
ligence is reduced by 10, and his Fellowship is reduced by 20 points, permanently. also, this transformation is permanent, and the characters total of insanity points can never be reduced below 50. once a character reaches 80 insanity points, whatever remains of his rational mind is destroyed by the beast, and he becomes a feral monster with little trace of intelligence. the curse of the Wulfen does not only manifest as the physical mutation into a mindless beast. it also means that the character is likely to lose himself in a berserker rage during stressful situations if the beast inside him manages to take control. During a suitably stressful situation (being in a near-death situation like taking a critical hit, being near-starved to death, seeing a packbrother die, being subject to torture, etc.) the Space Wolf may be required by the gM to make a Willpower roll. the difficulty of this roll can range from very easy (refraining from eating while hungry, if enemies are very close) to Very hard (being tortured and starved to neardeath, then forced to fight for his life). this roll is also modified with an increase in one level of difficulty for each 20 insanity points or fraction the Space Wolf has (for example, if a character has 35 insanity points, all his Willpower rolls to resist the curse will be at a -20 penalty). Finally, as a Space Wolf grows older and more experienced, he develops a greater control of his inner beast, and somewhat comes to terms with it. For this reason, any Space Wolf that reaches a total of 2,000 Xp gains a +10 bonus to these rolls, which increases to a +20 at 6,000 Xp. Failure in this roll means that the character enters a Frenzy state (as per the talent) instantly, and will resort to his lowest instincts (feeding, fighting, etc), as well as gain 5 insanity points (the more hold the Wulfen gains, the harder it is to fight it back). if the roll is failed by more than 20 points, then the character resorts to his most bestial nature, and drops whatever tools or weapons he is carrying, and will fight, feed, or whatever it is he was doing with his bare hands.
iMperial FiStS
oF FiSt anD heart
like the Dark angels, the Seventh legion of the imperial Fists can trace its origins back to holy terra itself, where it was formed long before the day that its primarch would be recovered. as such, the imperial Fists served the emperor directly during the beginnings of the great crusade, and travelled with him from world to world in search of his missing primarchs. it was inevitable that the emperor would come to a small ice covered world known as inwit where he would meet with the emperor of the house of Dorn, ruler
a FiSt oF Stone
like all legions, the imperial Fists were broken up into chapters. Unlike the other legions, the imperial Fists are credited with the creation of some of the most famous chapters in the history of the imperium. names like the black termplars and the crimson Fists serve as testament to the perfection that was the imperial Fists legion. While the imperial Fists chapter itself was one of the slowest to adopt the tenets laid out in the codex astartes, today they serve as one of the imperiums hardest adherents to the document. the chapter itself is organized just as guilliman laid out and maintains no active divergence from the organizational structures of the codex. Just as the legion lived before the heresy, so too does the chapter live aboard the phalanx, maintaining no permanent planetary headquarters.
of the inwit cluster, and seventh of his lost primarchs. Very little is known about the life of rogal Dorn prior to his discovery by the emperor, but it is said that upon greeting the emperor aboard his starship, Dorn immediately recognized the emperor for who and what he was: the one true leader of humanity. Dorn was placed in command of the Seventh legion of imperial Fists, and was also handed command of the massive spaceship phalanx, which would serve as the legions mobile headquarters. like the White Scars, the imperial Fists would claim no homeworld and unlike the other legions would not lay any claim as masters of any world from which they recruit. instead, Dorn and the imperial Fists have always been treated as respected guests. because of their mobile doctrines, the imperial Fists legion served as the emperors primary strategic reserve force due to their ability to quickly re-deploy via the phalanx, and have always been renowned as some of the premiere siege specialists in the imperium, alongside the iron Warriors.
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would refuse any offers to return to the imperium until guilliman himself had penned the codex astartes and personally requested that Dorn return to terra.
beyond such legends, it is well documented that the imperial Fists chapter is responsible for providing more brother-warriors to the inquisitions Deathwatch than nearly any other chapter in recorded history, and it was an imperial Fist by the name of octavius to be one of the first Marines to gain a permanent post as a captain of the Deathwatch, forever in service to the ordo Xenos and never to return to his original chapter.
BlooD angelS
the angel uniteS
like many of the primarchs, the story of Sanguinius is one of a mysterious child found by the population of the planet who would one day rise to unite its people against some great injustice or threat. however, unlike the other primarchs, very few of these twenty warriors would be touched by the Warp prior to landing on their home planet. Sanguinius was one such primarch. in an earlier time, the world of baal Secondus was dominated by a tribal society, many members of which had been mutated by the constant blasting of radioactive winds that cut across the world. one tribe, it is believed to be one of the few that had escaped rampant mutation, found the young Sanguinius alone in the wastes and marveled that the boys great angelic wings were a sign of some sort. the tribe took the boy in and raised him as one of their own. as Sanguinius grew, so too did he grow in power, using his genetically enhanced abilities, and supposed precognitive foresight to unite the few mutation-free tribes of baal against the hordes of mutants. the emperor would land on baal Secondus to find a world scoured of the mutant, and a young man of absolute perfection in stature borne aloft on great feathered wings. it was believed that this man immediately bowed before the emperor without so much as a whisper of challenge, and gathered his best warriors about him for the journey into space. the emperor would place the ninth legion of blood angels under the command of the primarch, and they would go on to stand next to angrons legion of World eaters as some of the most universally feared shock troops in the imperium. also of note is that among the primarchs, Sanguinius himself was known for having forged positive relationships with the majority of his brother primarchs. as is commonplace in legends surrounding men of almost demi-godlike status, so too were the arguments and rivalries between the primarchs, especially Magnus the red, lion elJonson, and leman russ. Sanguinius however was known to have been called brother by most of his fellow primarchs, especially the Warmaster horus. it was believed that the bond between horus and Sanguinius was stronger than those between any of the other primarchs. it was because of this bond that horus knew that Sanguinius would never cross the emperor, despite any feelings of kinship between the two.
Character Creation:
imperial Fists recruit from many imperial planets or Space bound community. characters can choose to be from Feral Worlds, imperial Worlds, hive Worlds, Void born, or noble born.
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 with a +10 modifier.
Sanguinius would be with the emperor when he teleported aboard horus battle barge, but unfortunately would not land with him. in the confusion that ensued, Sanguinius would find and confront horus alone despite his belief that horus would indeed kill him. Despite knowing that Sanguinius would never do so, horus made one attempt to win the winged primarch over to his side, to which Sanguinis refused and attacked the arch-heretic. it is believed that Sanguinius knew that he would die that day, but that he attacked horus knowing that he would uncover some weakness for the emperor to exploit. Sanguinius violent death at the hands of his closest brother-primarch, combined with his inherent psychic abilities, left a great psychic ripple across all of those Space Marines that carried his gene-seed and it is believed that this ripple has grown to manifest itself in the black rage that is known to overcome the blood angels in battle.
Character Creation:
the blood angels homeworld is classified as Feral. all blood angel characters can choose to be from a Feral World or noble born.
black rage:
all blood angels have a reputation of being bloodthirsty berserkers (even for Space Marine standards). this is due to their geneseed, derived from the winged primarch Sanguinius. Usually, most blood angels are prone to fits of berserker rage when in combat. in some cases, they pray before a battle, and are sometimes granted visions of the death of their primarch. Sometimes, these visions push them over the edge, and they are overcome with the black rage, becoming crazed, bloodthirsty madmen who mutate to take on a more vampiric appearance (with elongated fangs, etc.). these rules represent the effect of these genetic deviations in Dark Heresy. Whenever a blood angel character would earn insanity points, instead of the usual effect they would have, they increase the hold of the black rage on that character. all blood angels begin play with 1d10 insanity points. as a counterpart, a character can spend experience points, at the rate of 2 Xp per ip, to reduce his current insanity points score. once a character reaches 50 insanity points, he is overtaken by the black rage. his fangs grow, and he starts having trouble to control
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guinius fighting at terra. the second of these flaws is known as the red thirst, which causes blood angels to suffer a great and unusual lust for the blood of their enemies. blood angels under the influence of either the black rage or the red thirst will continue to kill, or to drink the blood of their foes only until they are freed by death itself. as such, the blood angels maintain a separate Death company. this Death company has no set minimum and maximum company size, and is instead composed only of brothers who have succumbed to either the black rage or the red thirst. the Death company is typically lead by a chaplain who, instead of trying to control the afflicted Space Marines, will direct their energy at the enemy. the chaplains will paint the armor of an afflicted Marine jet black, and cross it with red streaks before blessing the Death company with the moripatris and sending the brothers to die in battle.
his lust for blood and violence. at this point, the blood angel gains the Frenzy talent, if he didnt already have it (and he requires no action to activate it, since he will always be in a state of Frenzy during combat), and his Fellowship is reduced by 20 points, permanently. also, this transformation is permanent, and the characters total of insanity points can never be reduced below 50. at this point, the chaplains of the blood angels accept the character into the Death company; he paints his armor black, instead of red, and is usually reserved only for missions that will involve combat, to give him a chance to die in honorable combat before his mind is lost forever. once a character reaches 80 insanity points, whatever remains of his rational mind is overtaken by the black rage, he becomes a frothing madman with no control of himself, and the character must be retired (often, they are given a last chance to end their life with honor or put out of their misery, but this should be dealt with out of normal game-play, and preferably in a narrative way). the black rage does not only manifest as the physical mutation into a bloodthirsty beast. it also means that the character is likely to lose himself in a berserker rage during stressful or bloody situations if the beast inside him manages to take control. During a suitable situation (eviscerating an enemy with a gruesome critical, being near-starved to death, having visions of the death of Sanguinius, etc.) the blood angel may be required by the gM to make a Willpower roll. the difficulty of this roll can range from Very easy (keeping his cool in combat) to Very hard (being starved for weeks, then killing his enemies with his bare hands and having the chance to feed on them). this roll is also modified with an increase in one level of difficulty for each 20 insanity points or fraction the blood angel has (for example, if a character has 35 insanity points, all his Willpower rolls to resist the black rage will be at a -20 penalty). Failure in this roll means that the character enters a Frenzy state (as per the talent) instantly, and will resort to his lowest instincts (feeding, fighting, etc), as well as gain 5 insanity points (the more hold the black rage gains, the harder it is to fight it back). if the roll is failed by more than 20 points, then the character resorts to his most bestial nature, drops whatever tools or weapons he is carrying, and will fight, feed, or whatever it is he was doing with his bare hands.
iron hanDS
hiStory
Ferrus Manus would land on the planet of Medusa, located near the eye of terror, a world where the sun virtually never shines due to great amounts of air pollution. the surface of the world is equally unforgiving, being entirely covered in volcanic mountains and boiling geysers and is constantly shifting as the planets tectonic plates are in constant motion. the people of Medusa chronicle that Ferrus Manus would never join any of the scattered tribes of men on the planet. instead he would constantly venture out alone in search of great challenges of a physical nature, constantly testing and forging himself into a stronger and more resilient man. it was not until he slew the great silver wyrm, the asirnoth, that he would finally join the local tribes of Medusa. it was believed that Ferrus possessed and almost innate understanding of technology, and he would go on to use this understanding to artificially advance the Medusan level of technology by decades every year. however, Ferrus never did join any particular tribe. nor did he ever choose a side in the many conflicts between various tribes, for he saw them as perfectly healthy challenges that would only serve to improve the culture as a whole. When the emperor landed on Medusa, Ferrus saw this as merely another test to be overcome. as such, he immediately challenged the emperor to a battle that is believed to have laid waste to entire mountain ranges. Finally, after the battle had raged on for days, Ferrus acknowledged that he had found an equal and accepted the emperor as his lord. as such he was given command of the tenth legion, which would become known as the iron hands.
other chapter does, however among the iron hands these companies are called clans. the clans are believed to be related to the original Medusan tribes and are known to be in constant competition with one another, just as their primarch would have desired. Different from most chapters is the iron hands leadership. instead of being led by a single chapter Master, the iron hands elect what is known as the great clan council, which itself consists of numerous representatives of the ten clans. Just as the legions were broken into chapters of no more than one-thousand Space Marines, so too would the leadership of the iron hands be broken across many individuals so that such great power could never again lay in the hands of just one man. also different from most chapters is the iron hands predilection towards bionics. it is quite common for members of the iron hands to receive dozens of mechanical implants over their lifetime and it is believed that there is a very close relationship between the iron hands and the adeptus Mechanicus, though the chapter keeps any proof of such a relationship hidden. also of note is the iron hands particular reverence for those chosen to be interred into the sarcophagus of the Venerable Dreadnought. the transition to Dreadnought is seen as the ultimate merging of Man and machine, and as the final step towards perfection that all iron hands strive to achieve. as such, it is quite common to witness battlegroups from the iron hands chapter being led by their Dreadnought brothers.
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Character Creation:
iron hands characters can choose to be from a Feral World or noble born for deciding stats. they start the game with their left hand replaced with a cybernetic implant.
ultraMarineS
hiStory
the Ultramarines are one of the First Founding legions, hailing from the world of Macragge, in the Ultramar system, an imperial World. they descend from the primarch roboute guilliman, renowned for his tactical and organizational skills that would lead to the creation of the codex astartes after the horus heresy, and are usually seen as the archetypical Space Marines. Deviating very little from the letter of the codex astartes, they have stood as a bastion of humankind for the past ten thousand years. they benevolently watch over their homeworld and the star system around it, and face the enemies of the imperium with all their strength and will, having fought in conflicts all over the galaxy, and having been in the forefront of humanitys defense in many of them.
other BattleS
the Ultramarines have taken part in many of the great wars of the age of the imperium. in past centuries they have seen themselves fighting for the good of humankind against the black crusades of abaddon, and in the second war for armageddon.in addition to this, recently, the Ultramarines have seen their homeworld menaced by the tyranids, and only with the sacrifice of many of their first company veterans, and their victory in the battle for Macragge did they manage to stop the alien menace. in the years to follow, the Ultramarines have taken extra measures to fight the tyranid invasions, and are actively helping other imperial forces in their fight against the great Devourer, while still keeping their careful and benevolent watch over the Ultramar system, and the lands of the imperium.
Character Creation:
Ultramarines can choose to be from imperial Worlds, hive Worlds, or noble born.
hiStory
the Space Marine chapter of the Salamanders comes from the world of nocturne, a small, high gravity, harsh world where the proximity of its sister moon prometheus (where the Salamanders fortress monastery lies) causes frequent seismic and volcanic activity, and where people are hardy, self-sufficient and practical.
the Salamanders follow the codex astartes when it comes to their ten companies. however, due to the Salamanders slow but careful recruiting process, their scout company is one of the smallest among all the chapters of Space Marines, and in contrast with this, all the other companies are somewhat bigger than the standard for codex chapters. in addition to this, their first company is called the Firedrakes, as those who want to enter it must kill one of these huge beasts in combat, mirroring the feat that Vulkan had to achieve during his challenges with the emperor. Finally, the Salamanders also deviate from the norm among standard chapters in that they very rarely use any kind of land speeders, jump packs and other gravitational vehicles, partly because of nocturnes high gravity making training with these difficult, and partly because those fast attack tactics do not really fit with the Salamanders combat doctrine.
knoWn BattleS
being the smallest of the first founding legions did not stop the Salamanders from fighting in some of the greatest wars that the empire has known, and their role during the second war of armageddon was instrumental in stopping the gazghkull Waaagh. led by chapter Master tuShan, who at that point had been in his position for only three days, they managed to hold the advance of an ork force for over three days, allowing the imperial forces to evacuate millions of civilians. During the third war of armageddon, commissar yarrick called upon the help of the Salamanders once again, and they fought all over the planet to help the imperium defeat their foes.
Character Creation:
Salamanders characters can choose to be from an imperial World or noble born for starting characteristics. they can also learn trade skills as a basic advance at every rank, regardless of the career path.
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SalaManDerS
raven guarD
hiStory
the raven guard hail from the mine moon of Deliverance, where their fortress-monastery, the ravenspire, lies. they are a chapter that specializes in lightningquick attacks, surgical strikes and guerilla warfare.
geneSeeD inStaBility
the raven guard suffers from many mutations and unstability in their geneseed, which has led to them lacking the Mucranoid and betchers glands. also, a defect in their melanochrome organ causes their skin to grow paler as their life as a Space Marine advances, finally making them resemble the image of their primarch.
Character Creation:
a raven guard character can choose to be from an imperial World, Forge World, or noble born. 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.
coMBat Doctrine
the raven guard differ little from what is stated in the codex astartes. they, however, make a greater use of Scouts than is usual, operating behind enemy lines and gathering information which can then be used by the fast attack forces of the chapter to engage in the most advantageous of circumstances. given that speed and maneuverability are key to the raven guards combat tactics, they seldom use any kind of tanks or armored transports, and the few dreadnoughts in service of the chapter are usually deployed through means of drop pods.
grey knightS
hiStory
in some ways, the grey knights are pinnacles of what the astartes represent and yet they are also something else entirely. the mysterious chapter fight for the rule of humanity and the glory of the emperor, but rarely field a force larger than company level, and most commonly send single squads into combat. amongst humanity, their name is hardly known, yet their enemies are all too familiar with it. their gene-seed is the purest of any surviving legion and yet none know its source. even among the astartes, the equipment that the grey knights use is of a supe-
rior quality, with every last member sheathed in aegis armour and wielding a nemesis weapon. the reason for these discrepancies is simple for while their battle brothers in the other astartes legions battle the myriad foes of humankind, the grey knights exist solely to vanquish chaos in its truest form Daemonkind. Designated, somewhat ironically, chapter 666, the grey knights were founded at some point between the horus heresy and the Second Founding as an elite unit to battle chaos. rumours abound regarding the source of their gene-seed, some claim that it springs from the emperor himself, others that it comes from a mixture of the seed of eight pure hearted members of the traitor legions. Whatever their origins, the secretive legion are attached permanently to the ordo Malleus, and serve as the military force of that arm of the inquisition. alone amongst the astartes, and incredible given their vocation, the grey knights boast the honour that not a single member has been corrupted by chaos. the nature of the individual Marines has something to do with that. every single last Marine among the knights is a psyker, although the talents of most are turned inward. When suitable recruits are found, they face the toughest selection process of any chapter, but that is not all, however. pentagrammatic and hexagrammatic wards are inscribed beneath the very skin of each Marine, and the latent psyker talents trained into a shield against chaos. Still, it is not these things that have enabled the grey knights to make that claim regarding their number, nor is it the gunmetal grey consecrated aegis armour that they wear. instead, it is the steadfast faith in their duty to the emperor that leads them to prevail. Upon joining the chapter, each Marine undergoes an indoctrination that is so brutal and gruelling that ever after no memories of their former lives remain. the indoctrination rebuilds them around a core of faith that sustains them through the darkest hours of Mankind.
grey knights can only choose Mind cleansed 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
200 100
Cost
200 100
Cost
200 100 100 100
Cost
100 100
DeathWatch
the Deathwatch are a unique and specially trained Space Marine chapter that dedicates its every hour to xenos hunting. they form the chamber Militant of the ordo Xenos, charged with serving the inquisition to study, contain and, mainly, destroy xeno cultures. rather than following the standard codex astartes organization, the Space Marines themselves are drawn from many different chapters. these chapters have sworn sacred oaths to raise an unit of Space Marines specifically for this task. the warriors are then gathered together to fight where and when they are needed. giant fortresses orbit desolate worlds at the edge of the galaxy, keeping constant vigil over possible xenos forces. there are also several secret bases spread
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Character Creation:
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.
Cost
100 100 100 200
type
S t t t
prerequisites
hatred
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.
Sozomen and his sixty imperial guard troops were trapped inside the warehouse, and were able to hold out for five days before they started to show signs of falling. in a last ditch effort to turn the tide in their favour, Sozomen had a majority of his troops stand and fight inside the warehouse while he went to wreak havoc on the enemy with a few selected soldiers. Sozomens band of nine snuck behind the enemy lines using a series of tubes and pipes, and proceeded to use the sewers to make hit-and-run tactics on the enemy. Sozomen began to realize that his guerrilla tactics wouldnt work much longer, because they were starting to quickly run out of ammo. on the eighth day of the siege on the planet, Sozomen decided on a last ditch effort for a baneblade, and knew it would be his last stand the moment he got it. the small band of soldiers snuck up on the tank using the tunnels they had found to get behind it, and before the people in the tank realized what was happening, the band landed in through the top hatch and began killing the crew in close combat. after the crew of the baneblade was killed off, Sozomen began attacking the other tanks that were there, but it was futile considering the sheer amount of tanks. Sozomens tank was soon surrounded and out-numbered by several smaller tanks, and at the moment as they were surrounding his tank, a company of White Scar Space Marines landed on the planet to come to the aid of Sozomen. however, Sozomen was out-numbered and there was no chance the Space Marines would arrive in time, so as a last ditch effort to make it easier for the Space Marines, Sozomen detonated his baneblade in an attempt to take out the other tanks. a message was received just before the tank exploded, which said I have done my duty for the Emperor, and my last stand was on soil that will belong to humanity. the White Scars chapter took the offensive the mo-
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 choose to be from Feral Worlds, imperial Worlds, hive Worlds, Void born, noble born, and Forge World.
45
ment they received the message from Sozomen, and worked their way through the enemy lines. the captain of the White Scars company at the time has lost his name to the winds of time, but he had managed to lead the White Scars heroically to the fallen remains of Sozomens tank, and in the honour of the fallen commander, took up his name as his own. the new Sozomen became the first chapter Master for the khans lightning, which was formed after the planet was completely taken over. the khans lightning, in memory of Sozomens bravery, have their chapter Master forego his birth name for the name Sozomen. their home world was also named in the honour of the fallen commander, and became the agri-world of Sozomens last Stand. the final act that all Marines must do to hold the honour of Sozomens devotion to the emperor is to have the symbol of the aquila branded into their right shoulder.
neW SkillS
cipherS (aStarteS War cant)
Used by members of the adeptus astartes to communicate with special codes and phrases.
an understanding of the Space Marine gene-seed, its maintenance, and removal from dead Space Marines.
tech-uSe (SenSorS)
this is a specialized form of tech-Use, in that it only grants the ability to repair Sensors. it also allows for a character with the skill to build replacement sensors. Furthermore, the skill allows the character to understand how Sensors work.
neW talentS
activate iMplant
activates a specific implant to grant the bonuses the implant contains.
conFeSSion BinDing
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.
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also allows for a character with the skill to build replacement communicators. Furthermore, the skill allows the character to understand how communications gear work.
Detect poiSonS
by tasting food you can figure out what poisons are present in it. to successfully find out what poison is in the food make an intelligence test at +10.
rite oF purity
prerequisites: peer (ecclesiarchy or chapter), trade (copyist), Scholastic lore (imperial creed). this talent is available to clerics of confessor or exorcist ranks or to chaplains of chaplain-exorcist rank, allowing them to craft purity Seals. crafting a purity seal is a draining business. it takes three full days of devotions and half the seals cost in raw ingredients to create a common quality seal of Scarce or better rarity. both rarity and quality increase this time. rare seals double and Very rare ones quadruple the number days spent on its preparation. only characters possessing Scholastic lore 50 or more can make good Quality seals, which take three times as long to fashion. excellent quality seals require Scholastic lore 60 or more and take ten times as long. obviously few clerics are willing to give up long periods to the manufacture of purity Seals except for the most worthy (or well-paying) or causes. When first taking this talent, a character learns how to make all the Scarce quality seals. taking it again allows the character to choose two rare types of purity Seal to add to his repertoire.
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.
ShaDoW viSion
Shadow Vision allows you to see normally in Shadow level light without penalty. you can see as if it were still bright lighting out.
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.
peer (chapter)
extends the peer to talent to Space Marine chapters.
SuSpenDeD aniMation
by making a Difficult toughness test you can slip your body into suspended animation. to wake up from the sleep you must make an ordinary toughness test. While in suspended animation your body will heal at double the normal rate.
reSiStance: raDiation
you gain a +10 bonus when making a test to resist the effects of radiation.
corruption
Due to their indoctrination, a Marine is very resistant to the effects of the Warp and corruption. however, if they fail in their resistance, their indoctrination begins to unravel. Marines, unlike humans, suffer the effects of corruption worse. if a Marine fails his Willpower test he receives 1d10+2 base corruption points. For every degree of failure on the test he gains 1d5 additional corruption points. Due to his progenoids, a Space Marine is highly resistant to the effects of mutations. Whenever a Marine is forced to roll on the Mutations table he gains a +10 characteristic bonus for each progenoid. if he has two progenoids he gains a +20, if he has one he gains +10, and if he doesnt have either of the progenoids he doesnt gain a bonus.
criticalS
Due to the nature of Space Marines and the fact they are tougher then normal humans due to their implants, Space Marines have a chance of losing their implants to compensate for the low experience cost they pay for them. not all implants can be affected from critical damage, like the ossmodula and biscopea due to their passive nature. When a Space Marine character suffers critical damage use the rules in Dark Heresy (page 201) and the standard critical hits tables as normal. then roll 1d10 on the following tables to determine if an implant is damaged or destroyed. When an implant suffers a damaged result the Space Marine character loses the talent(s) associated with it until it is repaired by an apothecary. When implants are destroyed the character loses the talent(s) permanently. if the Marines actions were the result of not following the tenets of being a Marine, their chapter will give him time to contemplate his actions that caused the organ to be damaged beyond repair before they replace the organ. the cost for replacing an organ is 500 Xp per talent. thus for the secondary heart to be replaced it will cost 1,500 Xp. if his actions were within the result of following the tenets of being a Marine in their chapter, they will replace the organ immediately with either a replacement organ or a cybernetic implant. the cost for replacing an organ is 200 Xp per talent. thus for the ossmodula it will cost 400 Xp for it to be replaced.
Table 5-2: Energy Critical Effects - Body roll added result
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 1 2 3 4 5
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.
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v: GAME RULES
v: GAME RULES
50
E E
ven though a naked Space Marine is a match for nearly every opponent, it is the equipment that makes him that lethal.
apart from their combat specialized gear, the adeptus astartes also use other sophisticated equipment. Most of this equipment is either hand held, or in case of sensors, directly connected to the Marines power armour.
the major difference between normal equipment and the one of the adeptus astartes is the fact that astartes equipment is designed to work under extreme conditions. thus every piece is well protected, if not thoroughly armoured, and heavier than usual equipment. the center piece of a Space Marine is his power armour. after centuries of development, the Mark Vii eagle power armour is the standard battlesuit and gives a Space Marine his typical look. it enhances strength, senses and durability. although the adepta Sororitas and some inquisitors make use of the device, no one will be able to use it as effectively as a Space Marine. this is because each Marine receives the black carapace as his final implant, allowing him to establish a direct neural connection to his suit. there is only one other armour that is more powerful than the Mark Vii. the tactical Dreadnought armour Mark iV is the best armour that can be worn by a Space Marine. only the best Marines of each chapter are issued with this formidable armour. it enhances strength even more than the Mark Vii, and its protection comes close to that of an armoured vehicle. but not only the armour defines a Space Marine. the most recognizable feature of each member of the legiones astartes is the bolter. although a civil version exists, the astartes bolter is not beaten by anything else. it packs massive firepower and is well armoured. in fact, it is better armoured than some people ever wear in their whole life. but the adeptus astartes not only use bolters as weapons. their arsenal is bolstered by plasma, flamer, and melta guns in every size, missile and rocket launchers, and even heavier gear. Should combat come close, chain weapons enter the fray. the chainsword is the weapon of choice for assault Marines. chainaxes are often used by veterans. higher ranking officers make use of power swords and axes. terminator assault Squads use the thunder hammer and the Storm Shield, which they wield with extreme efficiency. this heavy firepower can be varied by making use of different kinds of ammunition, like hellfire rounds of kraken penetrator Shells.
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vI: EqUIPMEnT
devastator/tactical veteran: identical to tactical Marine, but can choose to take a chain Weapon as a melee choice. devastator/tactical sergeant: identical to tactical Veteran, but can choose to take a power Weapon as a melee choice. medicae initiate: power armour, bolter pistol and one choice of primitive Melee Weapon, and narthecium/reductor. medicae internist: identical to Medicae initiate, but can choose to take a chain Weapon as a melee choice. Field medicae: identical to Medicae internist, but can choose to take a power Weapon as a choice. Chaplain-Confessor/librarium militant/armoursmith: power armour, bolter pistol and one choice of primitive Melee Weapon. all ranged weapons include 10 clips or reloads. Chaplain-exorcist/librarium savant/tech-initiate: identical to chaplain-confessor/librarium Militant/armoursmith, but can take a chain Weapon as a melee choice. reclusiarch/lexicanum/tech-Wright: identical to chaplain-exorcist/librarium Savant/tech-initiate, but can take a power Weapon as a melee choice. reclusiarchs are restricted to taking the crozius arcanum as their power Weapon. lexicanums can take a Force Weapon as a melee choice.
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 only achieve low altitude for movements up to Full Move. high altitude can only be achieved for charge and assault moves. a character using a jump pack can stay in the air for three rounds of movement. at the end of the third movement phase the character must land or suffer falling damage. the heavy armoured design grants an ap of 8 for any attacks coming from behind the character that hit the body location. Jump packs can only fly in a straight line without incurring a penalty. changing direction in mid-flight suffers a penalty based upon the movement of the character. acrobatic maneuvers also incur a penalty based upon the movement of the character. a character landing into the equivalent of light Woods incurs a -10 to a pilot (Jump pack) test and landing into the equivalent of heavy Woods incurs a -20 penalty. Failure of the test results in the character taking damage as per landing into buildings or impassable terrain. landing into a building or other impassable terrain causes damage to the character upon impact. refer to the Movement, Maneuvers, and collision Damage table to figure the damage based upon the speed of the character. the damage incurred is not softened by the armour of the character and takes the full damage listed.
vI: EqUIPMEnT
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DeSignerS note
the rules presented in this chapter for the Jump pack are optional. Depending upon your preference, you can use the rules in this book or the ones from the Inquisitors Handbook.
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
half move
1m8m
Full move
9m16m
Charge
17m24m
assault
25m48m
Cost
1,500
availability
rare
difficulty
no special maneuvers are possible, except attacks or ground movement +10 +0 -10 -20
Collision damage
no damage 1d5 1d10 2d10 3d10
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 Medicae skill. it comes with 8 doses of stimm, which must be replaced separately when used. it takes a Full action to use the narthecium. a reductor is used to retrieve the progenoid glands from a Marine after he has been killed, which takes a Full round action and a successful Medicae skill roll. if a Marine is too badly wound the Medicae must spend a Full round action in order to give the emperors peace. a to-hit roll is not necessary, nor is a damage roll if the wounded Marine isnt fighting it, but a Medicae roll is necessary to find the right spot on the target Marine. at the end of the action the target Marine is dead regardless of wounds and toughness bonus.
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 armour for the soul. acolytes have a long way to travel before they reach the point where they might become interrogators and then inquisitors themselves. Without this armour, especially for those in the retinue of an ordo Malleus inquisitor, few would last long before corruption or inanity took them. For most characters the Willpower test made to resist these forces is only passed around a third of the time. purity Seals add bonuses similar to other types of equipment between +5% and +20% to the various rolls made against mental and spiritual trauma, boosting the average characters pass rate to near 50%. not much, and by no means an infallible defense, but every malignancy, mutation and disorder that can be avoided is one victory denied the enemies of mankind, one more stretch that the character can remain on the road.
pSychic hooD
the psychic hood is used by Space Marine librarians 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
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
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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. Speravi In Te, Imperator a seal commonly worn by those who must take to the imperiums many battlefields to fight in the emperors name, it grants +5% to Willpower tests to avoid the effects of pinning. Fides Validus (3 Varieties) the most common seal is said to draw the emperors gaze towards the wearer. bathed in his glory, his faith is strengthened and he stands firm against all who would oppose him. the wearer gains +5% to Willpower rolls to resist Fear caused by one of the imperiums three major enemies. the Fides Validus Xenos seal protects against Fear-causing aliens, the Fides Validus Daemonica protects against Fear from Warp and daemonic sources, and the Fides Validus hereticus protects against Fear-inducing psychic powers and particularly horrific mutants. Per Orbem Terrarum the high gothic of this seal begins From Holy Terra, benighted Earthly Sphere, did Man set forth, and only to that dominion shall his allegiance flow... Wearers are protected against the sweet words of corruption, gaining +5% on Willpower and Scrutiny rolls to resist the false charms and seductive lies of Mankinds enemies. Tutela Obviam Veneficus Much sought after by those who must face down psykers who refuse their duty to face either sanctioning or holy sacrifice at the feet of the emperors throne, this seal grants +5% to any test to resist psychic powers. Sancta Eruditio it is the duty of some to fight Mankinds enemies not on the battlefield but in the depths of dusty libraries. the Sancta eruditio seal girds their souls as they seek to discover the weaknesses of those who would destroy them. Wearers may test Willpower to reduce the number of corruption points inflicted by reading corrupting tomes by 1 for common Seals or 2 for good or excellent seals. only excellent quality purity Seals can reduce the number of points received below 1.
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Cost
75 100 100 250 250 250 250 250 250
availability
Scarce Scarce Scarce rare rare rare rare rare rare
repression seal
custodia Flematicus custodia Sanguineus custodia colericus
Cost
availability
Very rare Very rare Very rare
Dignare, Domine the emperors own cult has vouchsafed the characters purity. the character may test Willpower to reduce the number of corruption points inflicted by Warp Shock by 1 for common Seals or 2 for good or excellent seals. only excellent quality purity Seals can reduce the number of points received below 1. Humanus Statua Aeternum (8 Varieties) the image of man is perfect. in mutation lies corruption. this seal locks the form of the wearer, making them more resistant to mutation. there is one version of this seal for each statistic, each granting the wearer +5% when testing that characteristic to resist mutation due to accrued corruption points. Wearing any version of this purity Seal provides +5% to resist mutation from other sources (exposure to the Warp, daemonic powers, and so on). Ad Dexteram Imperatorum by putting his fate in the hands of the emperor, the wearer protects himself from others who would manipulate his being. he gains a +5% bonus on Malignancy rolls. De Mortalitate, Gloriae a martyrs death is the greatest gift a servant can bestow upon his emperor. Wearers of this purity Seal have accepted that their life is but a small sacrifice to ask for the ceaseless wars against humanitys enemies. instead of burning a Fate point to survive death, the wearer of this seal may burn one to ensure he takes his enemies with him. Whether it means he lives a few more moments, allowing him to set his lasguns power pack to self-destruct or crash his vehicle into the ranks of this enemies, or whether the enemies will suffer misfortune in less direct ways, the characters life will not have been given in vain. good quality seals of this type allow
repression seals
For some the emperors blessings come too late. When darkness has already laid a hand upon a once-trusted servant of the imperium, there are only two courses: the pyre or a repression Seal. this rare version of the purity Seal has had the divine power within it inverted so that the taint within the wearer is held in check, incarcerated by the blessed power of the lord of Man. only available to those in whom the imperium has invested too much to lose or who must walk further on their path for the greater good of Mankind, repression Seals reduce the effects of Madness, Malignancy and Mutation... but at great cost. repression seals cannot be bought. they are reserved for the greatest and most valuable servants of the imperium inquisitors, Sisters of battle, Space Marines, and others who fight on the front lines of Mankinds constant war against degeneration and corruption. and once applied, must be worn prominently every hour of the day and night or their power fades. the application of repression Seals does not mean that the taint to soul, body or mind has been removed, merely turned inwards, which, in the the long term can prove almost as much of a burden as the original malady. at the end of each week, a character wearing one or more of these seals should make a Willpower test with a -5% penalty for each repression Seal he wears. treat a failure on this roll as a failed Mental trauma roll (see Dark Heresy, page 234). Custodia Fleumaticus exposure to the Warp and the foul entities that spring forth from that realm can corrupt the soul of a man, giving them strange drives and debauched habits. the application of this repression purity Seal counteracts a Malignancy inflicted upon a character. While worn the Malignancy has no hold over the character. they automatically succeed in any rolls to resist its influence and any losses caused by the Malignancy are returned. Custodia Sanguineus a single bodily change caused by exposure to daemons and the Warp are contained by these seals. the wearer immediately reverts to their previous form. Custodia Colericus For maladies of the mind, the custodia colericus seal must be applied, each seal preventing the manifestation of one Mental Disorder.
although the rites and techniques used to make the most common purity Seals is known to most ranking clerics, many others jealously guard the secrets to manufacturing the more esoteric protections. Selling benedictions is an important source of revenue for the imperial cult and the money gained from sought after purity Seals when used to fund missions and new buildings reflects 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 favour 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.
arMour
aDeptuS aStarteS Mkvii eagle poWer arMour
adeptus astartes power armour is a more advanced version of power armour containing many enhancements that can only be used due to the implantation of black carapace. adeptus astartes power armour has the following qualities and stats: Dark light Vision, hearing auspex, 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.
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the martyr to take down many more enemies, inflicting around ten times the casualties. excellent quality seals are truly awesome. the emperor himself seems to intercede, punishing those who would take from him a valued servant with just and furious wrath.
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location(s) Covered
all
ap
head 10 body12 arms 11 legs 11 head 13 body 16 arms 15 legs 15 Special 2 4 4
Weight
130 kg
Cost
availability
Very rare
all
260 kg
Very rare
2.5 kg 5 kg 2 kg 7 kg
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 atmosphere in a tight beam and to communicate over land distances of 2 kilometers. targeting auspex: Functions identically to a redDot laser Sight. sealed environment: the suit is sealed completely and allows a Space Marine to survive in a vacuum. advanced life support: the suit contains the equipment to produce a breathable atmosphere for up to 5 days. recoil Gloves: as per the rules for the equipment of the same name in the Dark Heresy rulebook. hud tactical map: the helmet contains the ability to project a tactical map into the visor to give a Space Marine combat awareness of the surrounding area. this helps them coordinate their attacks by showing the position of every squad member in power armour, as well as their life sign status. the map is downloaded via the communications gear from orbiting satellites or predownloaded before the mission begins. grants a +1 bonus to initiative. internal medicae Functions: this equipment automatically dispenses medication to injured areas. it also can seal injuries by applying foam bandages to the injured area to stop blood loss. it has a Medicae and chem-Use skills of 30 and all attempts to apply drugs or to stop blood loss must test against it. Failure means that the suit has malfunctioned and no further rolls can be made until the suit is repaired. the equipment always tests at routine.
artiFicer arMour
When a Marine player gets best Quality armour, it is classified as artificer armour.
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. sealed environment: the suit is sealed completely and allows a Space Marine to survive in a vacuum. advanced life support: the suit contains the equipment to produce a breathable atmosphere for up to 5 days. recoil Gloves: as per the rules for the equipment of the same name in the Dark Heresy rulebook. hud tactical map: the helmet contains the ability to project a tactical map into the visor to give a Space Marine combat awareness of the surrounding area. this helps them coordinate their attacks by showing the position of every squad member in power armour, as well as their life sign status. the map is downloaded via the communications gear from orbiting satellites or pre-downloaded before the mission begins. grants a +1 bonus to initiative. internal medicae Functions: this equipment automatically dispenses medication to injured areas. it also can seal injuries by applying foam bandages to the injured area to stop blood loss. it has a Medicae and chem-Use skills of 30 and all attempts to apply drugs or to stop blood loss must test against it. Failure means that the suit has malfunctioned and no further rolls can be made until the suit is repaired. the equipment always tests at routine. massive strength: Due to the armours massive strength, firing any heavy weapon does not incur a penalty since the Space Marine is always classified as being braced. sensorium: allows all of the squad members to see exactly what the Marine in terminator armour sees. if the entire squad is outfitted with terminator armour they gain a +1 bonus to initiative since they are able to coordinate uncannily. slow: terminator armour is bulky and slow. as such, terminator armour halves the movement of the character to a minimum of 1m and makes running impossible.
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.
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.
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 armour.
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as a standard weapon. resistance (daemons): the armour confers a +10 resistance against daemon powers and special abilities, including all Fear and corruption tests. resistance (Warp): the armour confers a +10 resistance against Warp based effects, including all Fear and corruption tests. resistance (psychic powers): the armour confers a +10 resistance against psychic powers. resistance (Fear): the armour confers a +10 resistance against fear tests. this does not stack with other resistances that have a Fear component. resistance (Corruption): the armour confers a +10 resistance against corruption tests. this does not stack with other resistances that have a corruption component.
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Class
Melee
dam
1d10+6 r
pen
5
special
balanced, tearing
Wt
6 kg
Cost
20,000
avail
Very rare
power Weapons
name
chainfist crozius arcanum lightning claw power Fist thunder hammer
Class
Melee Melee Melee Melee Melee
dam
2d10 e * 1d10+3 e 1d10+6 r 2d10 e * 1d10+5 e
pen
10 6 6 8 6
special
power Field, tearing, Unwieldy power Field, Unbalanced power Field, balanced, tearing power Field, Unwieldy power Field, Shocking, Unwieldy
Wt
80 kg 15 kg 70 kg 60 kg 70 kg
Cost
5,000 5,000 5,000 5,000 5,000
avail
Very rare Very rare Very rare Very rare Very rare
* The Chainfist, like the Power Fist, adds 2 SB bonus to the damage dealt.
Melee WeaponS
chainFiSt
the chainfist is a variant of the power Fist (see the Inquisitors Handbook) 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 armour, 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 armour with ease. a chainfist can only be carried by Marines in terminator armour. a human version of the chainfist exists, and only weighs 40 kg.
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 the equivalent of small power weapons which carve through armour and flesh with ease. they are most commonly used by Space Marine terminator assault Squads; the entire squad can be armed with them, but can also be used by anyone with access to the armoury. lightning claws can be wielded in pairs and can be carried by Marines in power armour. they follow the rules for power fields and power weapons. the character cannot use any other weapon in the hand that has the lightning claw. When used in a pair, lightning claws gain the balanced trait.
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. the crozius arcanum itself is a staff of medium length, topped with either an imperial eagle or a winged skull. a few versions use iconography from the chapter they belong to, such as the the blacksmiths hammer-version used by some chaplains from the Salamanders chapter. cassius, Master of Sanctity of the Ultramarines chapter has fashioned his crozius arcanum after a tyranid head, in remembrance of the invasion of Macragge. incorporated within the staff is a powerful energy field capable of disrupting matter much in the same way as a power Weapon. a crozius arcanum can only be carried by chaplains.
poWer FiSt
the human-sized version of the power Fist is described in the Inquisitors Handbook; the one described here is the astartes version, which is so heavy and cumbersome that it can only be carried by Marines in terminator armour.
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.
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 armoury. 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 armour, and leaving a smoking hole that crackles with blue sparks. When used against a vehicle, unless the crew can pass a toughness test, thy are stunned for one round. a vehicle with stunned crew will continue in a straight line at its current speed.
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. the weapon accepts different magazines: typically it can use straight magazines (15 rounds), a belt feed (30 rounds), sickle magazines (20 rounds), or drum magazines (40 rounds).
rangeD WeaponS
cyclone MiSSile launcher
the cyclone Missile launcher is specially designed to be fit on a terminator armour. loaded with krak or Frag Missiles, the cyclone consists of two cube-shaped missile boxes twin-linked by a targeter and sensors array. the unit is fixed on the back of a standard terminator armour; this fitting allow the Space Marine to use a Storm bolter and power Fist with the Missile launcher,
Class
heavy
range
120m
roF
S/-/-
dam
*
pen Clip
* 6
rld
2 Full
special
*
Wt
75 kg
Cost
5,000
avail
Very rare
* Damage, Penetration, and Special Qualities are determined by the ammunition fired. Can only fire Krak or Frag missiles. See the Inquisitors Handbook for the stats
bolt Weapons
name
astartes bolt pistol astartes boltgun astartes heavy bolter astartes Storm bolter psycannon
Class
pistol basic heavy basic heavy
range
35m 100m 140m 100m 140m
roF
S/2/S/2/6 -/-/10 2/4/8 -/-/10
dam
2d10 X 2d10 X 2d10+5 X 2d10 X 2d10+5 X
pen Clip
4 4 5 4 5 8 * 400 60 400
rld
Full Full 2 Full 2 Full 2 Full
special
holy**
Wt
5 kg 14 kg 60 kg 25 kg 60 kg
Cost
avail
Very rare Very rare Very rare Very rare Very rare
* Clip capacity varies, see the weapon description ** See the Psycannon Bolts Description in the Inquisitors Handbook
Flame Weapons
name
incinerator
Class
heavy
range
30m
roF
S/-/-
dam
2d10+4 e
pen Clip
4 10
rld
2 Full
special
Flame, holy
Wt
45 kg
Cost
avail
Very rare
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thunDer haMMer
so he can fire both firearms simultaneously. older designs of the cyclone missile launcher had the sensor array hand-carried by the terminator, thus taking away the option of a power fist but making it more accurate. Firing the cyclone Missile launcher does not constitute a half action when a terminator wishes to fire a storm bolter in the same combat round. can only be used by a Marine in terminator armour.
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 armour in the path of the shell. if there is armour 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.
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heavy FlaMer
heavy flamers are larger, more powerful versions of the standard flamer, projecting hotter and denser flames.
incinerator
the incinerator is a specially designed heavy Flamer weapon created specifically for the grey knights. it is fueled by a special mix of consecrated promethium and blessed oils which are especially effective against daemons as the fire burns brilliant white with pure faith. it functions identically to a heavy Flamer loaded with blessed ammunition (see the Inquisitors Handbook for details).
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 armour, or mounted on inquisition vehicles. psycannons fire.psycannon bolts (see the Inquisitors Handbook for details).
Weapon upgraDeS
SuSpenSor unit
a Suspensor Unit is a large harness which allows certain heavy weapons to be fired more effectively on the move. the weapon weight is halved for encumbrance and may be fired without bracing, but the weapon range is also halved. additionally, the weapon gains the inaccurate trait. ammo is also quadrupled, due to backpack feed.
Wt
5 kg 1 kg
Cost
1,000 1,000
avail
Very rare Very rare
Cost/amount
35/1 30/1 30/1 50/1
availability
Very rare Very rare Very rare Very rare
T T
here are times when even the massive firepower of a Devastator Squad does not bring down the enemy and a squad of assault Marines is too slow. Should this happen, the adeptus astartes rely on a wide array of combat and support vehicles. rhino and razorback apcs carry the Marines into battle. the rhino is lightly armed, well armoured and can provide safe transport for a full squad of ten Space Marines. the razorback doesnt have the transport capabilities of the rhino, but is better armed. Fast assault is supported by various attack bikes and land speeders. both kind of vehicles and their respective variants are built for speed and maneuverability. attack bikes can have sidecars for additional firepower. When fire support is needed, the predator Destructor and the predator annihilator are the weapons of choice. heavily armoured and armed, they are a devastating force on the battlefield. long range fire support is provided by the Whirlwind artillery Missile rhino variant and the Vindicator artillery rhino variant with its Demolisher cannon. air superiority is provided by the thunderhawk. as most of astartes vehicles, it comes in different patterns. the thunderhawk transport can carry battle vehicles,
while the gunship carries Space Marines into battle while providing fire support. although every vehicle above is a dangerous opponent, the pinnacle of the adeptus astartes war machines is the land raider. in addition to the crew of three Marines, each land raider is inhabited by an old, powerful Machine Spirit. this spirit can replace the crew to a limit, maneuvering and firing on its own. each land raider is a gigantic fortress on tracks, extremely heavily armed and armoured. in addition to its stunning combat capabilities, it can even transport ten Space Marines with full equipment or five terminators. the land raider crusader, developed by the black templar chapter, is even better armed and can transport more troops. in addition to the different variants of each vehicle, there are various options to make some useful upgrades. For example, if it is likely that combat will take place in a wooded area or city ruins, dozer blades are mounted to clear the vehicles path from bushes or rubble. another favoured upgrade is adding additional armour to increase protection. During night fights, spot- and searchlights are added. Finally, firepower can be increased by adding pintle mounts or even missile racks.
rhino
based on the rh1n0 Standard template construct pattern, the rhino is a personnel transport vehicle for squads of Space Marines. it is one of the most widespread designs of the imperium, often used as the base for several other vehicles. type: ground Vehicle size: enormous armour: hull 21, top 18, rear 18 traits: narrative speed: 35 kph/70 kph Combat speed: 10/25/50/75/100 handling modifier: Drive (ground Vehicle): +0 armaments: Storm bolter Crew: 1 (Driver) passengers: 10 access points: hatches on both sides, several on the roof, ramp at the rear special: Robust: tests to repair a rhino have a +10 bonus options: Dozer blade (gives the all-terrain trait, but reduces the speed to 35/55 kph narrative and 10/20/40/60/80 combat and imposes a -10 penalty to the handling check), extra armour (+5 armour to all locations).
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V e hi c l es vehicles
preDator DeStructor
based on the rhinos chassis, the predator is essentially a cavalry tank, often deployed in the Space Marines rapid strikes, usually tasked with the destruction of lightly-armoured vehicles or heavy infantry. type: ground Vehicle size: enormous armour: Front 32, hull 21, rear 18 traits: narrative speed: 35 kph/65 kph Combat speed: 10/20/45/70/90 handling modifier: Drive (ground Vehicle): +0 armaments: turret-mounted autocannon Crew: 2 (Driver, gunner) 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 30/50 kph narrative and 10/20/35/50/70 combat and imposes a -10 penalty to the handling check), extra armour (+5 armour to all locations), two side-sponson mounted heavy bolters or two side-sponson mounted lascannons. if the sponson option is applied, the side hatches are unavailable.
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preDator annihilator
another widely employed pattern of the predator tank, the annihilator features twin-linked lascannons on the turret. type: ground Vehicle size: enormous armour: Front 32, hull 21, rear 18 traits: narrative speed: 35 kph/65 kph Combat speed: 10/20/45/70/90 handling modifier: Drive (ground Vehicles): +0 armaments: turret-mounted twin-linked lascannons (consider unlimited clip size, as lascannons take energy from the predators powerpacks) Crew: 2 (Driver, gunner) 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 30/50 kph narrative and 10/20/35/50/70 combat and imposes a -10 penalty to the handling check), extra armour (+5 armour to all locations), two side-sponson mounted heavy bolters or two side-sponson mounted lascannons. if the sponson option is applied, the side hatches are unavailable.
Baal preDator
the blood angels chapter usually deploys a particular version of the predator, the baal pattern. type: ground Vehicle size: enormous armour: Front 32, hull 21, rear 18 traits: narrative speed: 35 kph/65 kph Combat speed: 10/20/45/70/90 handling modifier: Drive (ground Vehicle): +0 armaments: turret-mounted twin-linked assault cannon Crew: 2 (Driver, gunner) 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 30/50 kph narrative and 10/20/35/50/70 combat and imposes a -10 penalty to the handling check), extra armour (+5 armour to all locations), two side-sponson mounted heavy bolters or two side-sponson mounted heavy Flamers. if the sponson option is applied, the side hatches are unavailable.
the razorback is a more-heavily-armed variant of the rhino chassis, often employed for its superior firepower, at the cost of reduced troop carrying capacity. type: ground Vehicle size: enormous armour: hull 21, rear 18 traits: narrative speed: 35 kph/70 kph Combat speed: 10/25/50/75/100 handling modifier: Drive (ground Vehicles): +0 armaments: twin-linked heavy bolter or twin-linked lascannon (consider unlimited clip size, as lascannons take energy from the razorbacks powerpacks) Crew: 1 (Driver) passengers: 6 access points: hatches on both sides, two hatches on the top, ramp at the rear options: Dozer blade (gives the all-terrain trait, but reduces the speed to 35/55 kph narrative and 10/20/40/60/80 combat and imposes a -10 penalty to the handling check), extra armour (+5 armour to all locations).
WhirlWinD
the Whirlwind is a rhino-based artillery support vehicle, based on the rhino template, which can fire either tactical Vengeance warheads or minefield-laying castellan missiles. the Whirlwind is a post-heresy design. type: ground Vehicle size: enormous armour: hull 21, rear 18 traits: narrative speed: 35 kph/65 kph Combat speed: 10/20/45/70/90 handling modifier: Drive (ground Vehicle): +0 armaments: turret-mounted Vengeance Missile launcher or castellan Missile launcher Crew: 2 (Driver, gunner) 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 30/50 kph narrative and 10/20/35/50/70 combat and imposes a -10 penalty to the handling check), extra armour (+5 armour to all locations).
WhirlWinD hyperioS
the hyperios ia a specialized pattern of the Whirlwind, used as an anti-aircraft platform. type: ground Vehicle size: enormous armour: hull 21, rear 18 traits: narrative speed: 35 kph/65 kph Combat speed: 10/20/45/70/90 handling modifier: Drive (ground Vehicle): +0 armaments: turret-mounted hyperios missile launcher Crew: 2 (Driver, gunner) 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 30/50 kph narrative and 10/20/35/50/70 combat and imposes a -10 penalty to the handling check), extra armour (+5 armour to all locations).
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razorBack
vinDicator
the Vindicator is a short-ranged siege tank, often used by Space Marines attacking heavily fortified positions due to the power of its Demolisher cannon. type: ground Vehicle size: enormous armour: Front 30, hull 21, rear 18 traits: narrative speed: 35 kph/65 kph Combat speed: 10/20/45/70/90 handling modifier: Drive (ground Vehicle): +0 armaments: Storm bolter and Demolisher cannon Crew: 2 (Driver, gunner) passengers: 0 access points: one on top, ramp at the rear options: Dozer blade (gives the all-terrain trait, but reduces the speed to 30/50 kph narrative and 10/20/35/50/70 combat and imposes a -10 penalty to the handling check), extra armour (+5 armour to all locations).
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lanD raiDer
the most powerful astartes tank, the laind raider is a heavily armoured Stc vehicle often used for spearhead assaults. Despite being heavily armoured, it still has a good troop carrying capacity. type: ground Vehicle size: Massive armour: hull 40 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 (consider unlimited clip size, as lascannons take energy from the land raiders powerpacks) Crew: 2 (Driver, commander) 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 armour (+5 armour to all locations).
originally developed by the black templars Space Marine chapter, the land raider crusader is now widely used by other chapters as well. it is specially designed to assist troops assaulting from the front ramp. type: ground Vehicle size: Massive armour: hull 45 traits: interface controls narrative speed: 30 kph/55 kph Combat speed: 5/20/40/60/80 handling modifier: Drive (ground Vehicle): +0 armaments: hull-mounted twin-linked assault cannon,hull-mounted Multi-Melta, two side sponsons with hurricane bolters Crew: 2 (Driver, commander) passengers: 15 (or 8 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. Explosive Charges: the front ramp is studded with explosive charges, which deal the damage of a Frag grenade when disembarking.
Bike
the Space Marine bike is a relatively common rugged and reinforced two-wheeled vehicle. type: ground Vehicle size: hulking armour: hull 9 traits: open, all-terrain narrative speed: 50 kph/150 kph Combat speed: 15/50/100/150/200 handling modifier: Drive (ground Vehicle): +10 armaments: twin-linked bolters Crew: 1 (Driver) passengers: 0 access points: open-topped options: instead of the twin-linked bolters, the bike can mount a Flamer, Melta gun, or plasma gun.
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attack Bike
the attack bike combines the maneuverability and flexibility of the bike with a crew-operated heavy weapon in the sidecar. type: ground Vehicle size: hulking armour: hull 12 traits: open, all-terrain narrative speed: 50 kph/110 kph Combat speed: 15/40/75/110/150 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.
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lanD SpeeDer
the land Speeder is a lightly-armoured flying vehicle, used for reconnaissance and fast attack. it is one of the few imperium vehicles to use anti-gravitic plates. type: hover size: hulking armour: hull 18 traits: open, anti-grav narrative speed: 200 kph/350 kph Combat speed: 20/125/250/375/500 handling modifier: pilot (Military craft): +0 armaments: heavy bolter or Multi-Melta Crew: 1 (pilot) access points: open-topped
passengers: 1
passengers: 1
the typhoon pattern features the addition of missile launchers to the basic land Speeder frame. type: hover size: hulking armour: hull 18 traits: open, anti-grav narrative speed: 200 kph/330 kph Combat speed: 20/110/220/330/440 handling modifier: pilot (Military craft): +0 armaments: heavy bolter or Multi-Melta, plus typhoon Missile launcher Crew: 1 (pilot) access points: open-topped
passengers: 1
passengers: 1
thunDerhaWk gunShip
a massive, heavily-armoured spacecraft used both for attack and for transporting troops, the thunderhawk is definitely one of the mightiest aircrafts of the adeptus astartes. the gunship variation is heavily armed. type: Military craft size: Massive armour: hull 32 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: 4 (pilot, co-pilot, gunner, navigator) 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 options: can mount hellstrike Missiles
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thunDerhaWk tranSport
the thunderhawk transport is used to transport vehicles (mainly rhinos and land raiders) to the battlefield. type: Military craft size: Massive armour: hull 32 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: 2 (pilot, co-pilot) passengers: 0, but can transport either two rhinos or one land raider access points: Several hatches
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DreaDnought
When an astartes battle brother is mortally wounded, 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 Dreadnoughts 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 alongside the blessed primarch leman russ. When not actively fighting, Dreadnoughts are kept asleep and maintained by techmarines. type: Walker size: hulking armour: hull 24, rear 18 traits: narrative speed: 5 kph/10 kph Combat speed: 1/3/7/10/15 handling modifier: armaments: Dreadnought close-combat Weapon with built-in Storm bolter and assault cannon Crew: 1 (Driver) passengers: 0 access points: special: the Dreadnought 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 armour (+5 armour).
FurioSo DreaDnought
the blood angels preference for close-combat tactics is reflected in the Furioso pattern Dreadnought they often employ on the field of battle, which features two close-combat weapons instead of heavier ranged weapons. type: Walker size: hulking armour: hull 24, rear 18 traits: narrative speed: 5 kph/10 kph Combat speed: 1/3/7/10/15 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 Dreadnought has its own WS and bS scores. Use WS 65 and bS 65. options: May take extra armour (+5 armour).
the Mortis pattern Dreadnought is a unique build employed by the Dark angels chapter, and has the particular feature of sporting two identical ranged arm weapons. type: Walker size: hulking armour: hull 24, rear 18 traits: narrative speed: 5 kph/10 kph Combat speed: 1/3/7/10/15 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 Dreadnought has its own WS and bS scores. Use WS 65 and bS 65. options: May take extra armour (+5 armour).
Siege DreaDnought
Siege Dreadnoughts are equipped for breaking through fortified enemy positions. their favourite tactics is to breach enemy installations with their assault Drill, and then douse in flames everyone inside using the attached heavy Flamer. type: Walker size: hulking armour: hull 24, rear 18 traits: narrative speed: 5 kph/10 kph Combat speed: 1/3/7/10/15 handling modifier: armaments: inferno cannon and assault Drill with heavy Flamer Crew: 1 (Driver) access points: special: the Dreadnought has its own WS and bS scores. Use WS 65 and bS 65. options: May take extra armour (+5 armour).
passengers: 0
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MortiS DreaDnought
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Class
heavy heavy heavy heavy heavy heavy
range
300m 300m 120m 100m 100m 800m
roF
S/2/5 S/4/10 -/-/10 -/-/20 S/-/S/-/-
dam
4d10+5 i 4d10+5 i 3d10+5 i 3d10+5 i 7d10 i 7d10 i
pen Clip
4 4 5 5 10 10 20 40 200 400 1 1
rld
2 Full 2 Full 2 Full 2 Full 2 Full 2 Full
special
tearing, Unreliable tearing, Unreliable blast (3) blast (10)
las Weapons
name
lascannon lascannon, twin-linked turbo laser
Class
heavy heavy heavy
range
300m 300m 700m
roF
S/-/S/-/2 S/-/-
dam
5d10+10 e 5d10+10 e 8d10 e
pen Clip
10 10 10 5 10 1
rld
2 Full 2 Full 2 Full
special
blast (10)
bolt Weapons
name
bolter, twin-linked hurricane bolter Storm bolter heavy bolter heavy bolter, twin-linked psycannon
Class
basic basic basic heavy heavy heavy
range
100m 100m 100m 140m 140m 140m
roF
S/4/8 S/6/12 2/4/8 -/-/10 -/-/20 -/-/10
dam
2d10 X 2d10 X 2d10 X 2d10+5 X 2d10+5 X 2d10+5 X
pen Clip
4 4 4 5 5 5 48 72 60 400 800 400
rld
Full Full 2 Full 2 Full 2 Full 2 Full
special
holy*
Flame Weapons
name
Flamer heavy Flamer incinerator inferno cannon
Class
basic heavy heavy heavy
range
20m 30m 30m 120m
roF
S/-/S/-/S/-/S/-/-
dam
1d10+4 e 2d10+4 e 2d10+4 e 3d10+8 e
pen Clip
3 4 4 6 3 10 10 10
rld
2 Full 2 Full 2 Full 2 Full
special
Flame Flame Flame, holy Flame, blast (3)
melta Weapons
name
Meltagun Multi-Melta
Class
basic heavy
range
20m 60m
roF
S/-/S/-/-
dam
2d10+4 e 4d10+12 e
pen Clip
12 12 5 4
rld
2 Full 2 Full
special
blast (1)
plasma Weapons
name
plasma gun plasma cannon
Class
basic heavy
range
90m 120m
roF
S/2/S/-/-
dam
1d10+6 e 2d10+10 e
pen Clip
6 8 20 24
rld
8 Full 5 Full
special
recharge, overheats recharge, overheats, Unreliable
launcher Weapons
typhoon Missile launcher Vengeance Missile launcher castellan Missile launcher hyperios Missile launcher Missile launcher, twin-linked (Frag) Missile launcher, twin-linked (krak) Dreadnought Missile launcher hellstrike Missile launcher heavy heavy heavy heavy heavy heavy heavy heavy 300m 300m 300m 300m 300m 300m 300m 300m S/-/S/-/S/-/S/-/-/2/-/2/S/-/S/-/2d10+5 X 2d10+5 X * 4d10+10 X 2d10+4 X 4d10+10 X 4d10+10 X 4d10+10 X 5 5 * 10 4 10 10 12 12 6 4 20 8 8 8 6 2 Full 3 Full 3 Full 3 Full 3 Full blast (1) blast (3) blast (10), Minefield* blast (1) blast (6) blast (1) blast (1) blast (3)
* Minefield: All the area of the blast is considered covered in Frag Mines, dealing 2d10 X damage (Pen 0) to anyone stepping on them
melee Weapons
Dreadnought close combat Weapon Dreadnought assault Drill primitive primitive 2d10+30 r * 2d10+30 r * 8 12 * The damage listed already takes into account the SB of the Dreadnought
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.
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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. Marshal Brant, Black Templers Crusade Fleet Solemnus Friendship and brotherhood is ingrained into them and the bonds between squad mates are often very powerful, lasting as they may for decades. perhaps given their Spartan style existence this is another reason for the chem geld? anger is a emotion to be used and unleashed upon an enemy although this can fester and gnaw at a Marine, especially when they have no outlet, and a enraged Marine can cause problems to his brothers as much as his enemies. Faith varies in its nature from chapter to chapter; some, like the Dark angels, are monastic and mysterious devotees, whereas the Space Wolves show their devotion in feats of arms and glory. to the irritation of the ecclesiarchy, the majority of Space Marines do not follow the imperial cult many within that organization actually consider the belief of many chapters heresy whilst many of the chapters consider the imperial cult as little more than fawning superstitions much removed from the reality of the emperor and his primarchs. other emotions are less important to a Marine compassion and mercy are neither encouraged nor natural to a Marine they have difficulty understanding what it is like to be as weak as a human. it is true that compassion and Mercy in the imperium is often best expressed by the following phrase: We are at war with forces too terrible to comprehend. We cannot afford mercy for any of its victims too weak to take the correct course. Mercy destroys us; it weakens us and saps our resolve. Put aside all such thoughts. They are not worthy of inquisitors in the service of Our Emperor. Praise His name for in our resolve we only reflect His purpose of will. Inquisitor Enoch, Castigations on the Last Days love, except for the chapter, his brothers and the emperor, is not usually within the ability of a Space Marine. happiness is something perhaps beyond a Marine they can feel joy and contentment in a task completed, the emperor well satisfied, but do not seek either a perfect life or eternal happiness. they are created for, and content in, their task and whilst they may feel weary of battle on occasion they do not seek another path. if they should do so, they are more than likely to fall into heresy and damnation... in short they are not mere killing machines, they feel and think, perhaps differently they hurt and consider the world around them especially as they age. humor
is not unknown at least in many chapters, and decades, even centuries of life can provide an unique insight into the workings of the Universe or contribute to make even a Space Marine become insular and callous. each marine, like any man, is different, retaining elements of their original personality after their transformation into a Space Marine. chaplains are the heart of any chapter and if a Marine is without their sage advice, inspiration and words of comfort and resolve, the universe can seem a strange and unstable place. Far from the certainty of the company of like minded brethren questions can arise in a Marines mind of the worthiness of his task, especially if in the service to inquisitor of questionable modus operandi. 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.
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.
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.
iMperial FiStS
Do not ask me to approach he battle meekly, to creep through the shadow, or to quietly slip on my foes in the dark. I am Rogal Dorn, Imperial Fist, Space Marine, Emperors Champion. Let my enemies cower at my advance and tremble at the sight of me. like the Ultramarines, the imperial Fists now adhere strongly to the codex astartes laid down by the Ultramarines primarch roboute guilliman. throughout their long and glorious history they have proved themselves dedicated but extremely stubborn, difficult to convince to abandon a task, a position or a battle once joined. this has proven an advantage to their enemies on a number of different occasion and can make a brother of the chapter difficult to integrate into a team. the codex is so heavily ingrained that deviation from its wide ranging tenants can be difficult and confusing for an imperial Fist. they usually dislike and mistrust guile and stealth, seeing in it the works of the great enemy, and prefer a straight fight.
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.
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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.
Usually scornful of more civilized imperial worlds and citizens, they believe that they are already one step on the path to indolence and chaos.
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...
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?
iron hanDS
His Mark IV armour 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. 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
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.
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.
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
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raven guarD
equipment, and can use their inherent talents to smite their enemies perhaps more freely than any other imperial psyker. a grey knight must be able to witness the atrocities of both the enemy they face and the imperial response, indeed they must on occasion perform atrocities so that others can be protected. even amongst other Marines they are elite and recognized as such by their brethren but more than other Marines they are truly alone and separated from humanity, lacking even the memories of a previous life before the chapter.
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Career path: tactical Marine rank: neophyte adeptus astartes Chapter: Ultramarines origin: imperial World height: 2.45m build: Svelte 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-
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he hopes that he can lead Second assault Squad. Career path: assault Marine rank: assault Marine adeptus astartes Chapter: Ultramarines origin: hive World height: 2.80m build: lanky 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
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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.
Sleeper, lightening reflexes, Melee Weapon training (primitive), Melee Weapon training (chain), pistol training (bolt), pistol training (las), rapid reload, resistance: low oxygen, +10 resistance: poisons, resistance: radiation, resistance: heat and cold, resistance: Fear, Shadow Vision, Spit acid, Sound constitution (6), Suspended animation, Sure Strike, Swift attack, two Weapon Wielder (ballistic), Unnatural Strength, Unnatural toughness, Unshakable Faith. 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 armour. Weapons: chainsword and 2 bolt pistols. Gear: Jump pack, 4 bolt magazines.
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Career path: Devastator rank: Devastator Marine adeptus astartes Chapter: Ultramarines origin: imperial World height: 2.50m build: Well-built 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. armour: adeptus astartes terminator armour MkiV, Storm Shield. Weapons: heavy bolter, cyclone Missie launcher, Flamer. Gear: 3 bolt magazines, 1 fuel, 4 krak missiles, 4 frag missiles, Ultramarine robes.
childhood tiberius began to develop a loving rivalry with his own father. tiberius was enrolled into the medical field at one of calths many training facilities, but also trained physically in an attempt to be strong enough for the selection into the Ultramarines. at the age of 11, tiberius was picked to be taken to the Ultramarines facility to be tested by the apothecaries for his ability to become a Space Marine. he was eventually selected at the age of 12 to begin the process of becoming a full blown Space Marine. tiberius started apothecarium training instead of training to be a tactical Marine or Devastator or assault Marine. he was sent on a mission shortly after he became a Medicae initiate, and the mission was to a planet believed to be containing a genestealer cult. on the planet of nyranin, his company of Space Marines were ambushed by corrupted pDF soldiers who quickly took down several of tiberiuss battle brothers around him. tiberiuss mind shattered as he watched his brothers being mowed down by the soldiers and that was more than he could take on his first mission. tiberius started to withdraw his emotions towards his other brothers while he was working on them, because he didnt want to become attached to any one he worked on in case they died. near the end of the battle, tiberius began to re-open to his battle brothers as they started to prove victorious on the planet. Brother tiberius, Medicae initiate WS BS S t ag int per Wp Fel
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Career path: apothecary rank: Medicae initiate adeptus astartes Chapter: Ultramarines origin: hive World height: 2.20m build: runt 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,
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 armour. Weapons: Mono great Weapon, las carbine, las pistol. Gear: 4 las clips, Dark angels robes, holy Symbol.
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Career path: chaplain rank: chaplain-priest adeptus astartes Chapter: Dark angels origin: Void born
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resistance: heat and cold, resistance: Fear, Shadow Vision, Spit acid, Sound constitution (3), Suspended animation, two Weapon Wielder (ballistic), 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 armour. Weapons: bolt pistol, bolt pistol, mono knife. Gear: 4 bolt magazines, Ultramarine robes, apothecary tools.
steady his mind and hopefully stave off insanity. every year in order to seek penitence for the death of the serf Varnius sits down in prayer to the emperor to ask that the serf s spirit be protected for yet another year. Varnius has lived his current 45 years as a shining beacon on the battlefield for his brothers and will continue to do so in order to repay the debt he owes to that long dead serf. Brother varnius, librarium Savant WS BS S t ag int per Wp Fel
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.
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Career path: librarian rank: librarium Savant adeptus astartes Chapter: Ultramarines origin: imperial World height: 2.45m build: Svelte 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 armour. 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.
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Career path: techmarine rank: tech-Wright adeptus astartes Chapter: Ultramarines origin: imperial World height: 2.35m build: Fit Weight: 155 kg age: 60
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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,
resistance: radiation, resistance: heat and cold, rite of awe, rite of Fear, rite of pure thought, Shadow Vision, Spit acid, Sound constitution (8), Suspended animation, technical knock, Unnatural Strength, Unnatural toughness. traits: Mechanicus implants. 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 armour. Weapons: chain axe, bolter, las pistol. Gear: 2 las clip, 4 bolter magazines, Ultramarine robes, best craftsmanship bionic legs (right, left), best craftsmanship bionic arm (left), Mechadendrite (gun, Manipulator, and Utility).
divinAtion:......................................................................................................................................................................................................... Quirk: ............................................................................ hoMe world: ......................................................... Build: ........................................................................ height:........................................................ weight: ...................................... skin colour: .......................................................... hAir colour:..................................................... eye colour:........................................... Age: ...............................................
MELEE WEAPONS
weApon clAss speciAl rules weApon clAss speciAl rules weApon clAss speciAl rules weApon clAss speciAl rules dAMAge type pen wt dAMAge type pen wt dAMAge type pen wt dAMAge type pen wt
CHARACTERISTICS
weApon skill (WS) weApon clAss rAnge BAllistic skill (BS)
MISSILE WEAPONS
dAMAge roF clip type rld wt pen
pen
strength (s)
wt
toughness (T)
type rld
pen
wt
Agility (Ag)
HANDEDNESS: .........................................
ARMOUR
weight: ..................
HEAD
(01-10)
GEAR
perception (per)
weight
................................
BODY
(31-70)
RIGHT ARM
(11-20)
................................
LEFT ARM
(21-30)
willpower (WP)
................................
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RIGHT LEG
(71-85)
LEFT LEG
(86-00)
Fellowship (Fel)
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liFting DAMAGE
totAl wounds criticAl dAMAge
FATE POINTS
totAl
MOVEMENT
wAlk (hAlF Action) wAlk (Full Action)
WEALTH
throne gelt:
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Monthly incoMe:
current wounds
FAtigue
(MAx. FAtigue = tB)
current
chArge run
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XP TO SPEND
EXPERIENCE
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AdvAnceMents tAken
(............) (............) (............) (............) (............) (............)
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XP SPENT
next rAnk
BASIC SKILLS
AwAreness (per) .............................. BArter (Fel) ........................................ cArouse (t) ........................................ chArM (Fel) ........................................ cliMB (s) ................................................ coMMAnd (Fel) ................................ conceAlMent (Ag) ....................... contorsionist (Ag) ..................... deceive (Fel)...................................... disguise (Fel) .................................... dodge (Ag) .......................................... evAluAte (int) .................................. gAMBle (int) ....................................... inQuiry (Fel)....................................... intiMidAte (s)..................................... logic (int) ........................................... scrutiny (per)................................... seArch (per) ....................................... silent Move (Ag) .......................... swiM (s) ..................................................
........................................................................ ........................................................................ ........................................................................ ........................................................................ ........................................................................ ........................................................................ tot. .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... .......... sk. +10 +20 c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c c
CHARACTERISTICS
weApon skill (WS)
ADVANCED SKILLS
speAk lAnguAge (low gothic)
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strength (s)
toughness (T)
Agility (Ag)
unskilled BAsic skills cAn still Be used, But At hAlF the chArActeristic For thAt skill
intelligence (int)
TALENTS
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TRAITS
............................................................................................................... ............................................................................................................... ............................................................................................................... ............................................................................................................... ............................................................................................................... ............................................................................................................... ...............................................................................................................
willpower (WP)
MUTATIONS
Fellowship (Fel) ............................................................................................................... ............................................................................................................... ............................................................................................................... tested c ws c Bs c s c t c Ag AgAinst: c int c per c wp c Fel
insAnity points
INSANITY
degree oF MAdness:......................................... trAuMA ModiFier:..............................................
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 Multi-lung c MelAnochroMe c Betcher's glAnd c cAtAlepseAn node c occuloBe c oolitic kidney c progenoids c BiscopeA c preoMnor c lyMAn's eAr c neuroglottis c BlAck cArApAce
psy rAting:
PSYCHIC POWERS
threshold Focus tiMe
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discipline:
......................................................................................
Minor powers
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sustAin
................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ...................
rAnge
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eFFect
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discipline powers
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sustAin
................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ................... ...................
rAnge
.................... .................... .................... .................... .................... .................... .................... .................... .................... .................... .................... .................... .................... ....................
eFFect
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