ADEPTUS

ASTARTES
Astartes Creation

Advances

Chapter Rules

Skills and Talents

Game Rules

Equipment

Vehicles

Psychology and Tips

Notable NPCs

T
a b l e of
o f Contents
C o n te n ts
Table
Credits....................................................................... 3
Disclaimer.............................................................. 3
Introduction..................................................... 4
I: Astartes Creation..................................... 5
What Are Space Marines?................................ 5
Space Marine Character Creation......... 6
Implants...................................................................... 7
II: Advances............................................................. 8
Neophyte Advances................................................... 9
Scout Advances....................................................... 10
Brother Scout Advances....................................... 10
Marine Advances..................................................... 11
Brother Marine Advances..................................... 11
Assault Marine Advances....................................... 12
Assault Veteran Advances..................................... 12
Assault Sergeant Advances. .................................. 13
Tactical Marine Advances. ................................... 13
Tactical Veteran Advances................................... 14
Tactical Sergeant Advances................................. 14
Devastator Marine Advances................................ 15
Devastator Veteran Advances.............................. 15
Devastator Sergeant Advances............................. 16
Medicae Initiate Advances..................................... 16
Medicae Internist Advances.................................. 17
Field Medicae Advances......................................... 17
Chaplain ................................................................ 18
Chaplain-Novite Advances. ................................... 18
Chaplain-Priest Advances...................................... 19
Chaplain-Confessor Advances.............................. 19
Chaplain-Exorcist Advances................................. 20
Reclusiarch Advances. ........................................... 20
Librarian ............................................................... 21
Librarium Sanctionite Advances .......................... 21
Librarium Neonate Advances................................. 22
Librarium Militant Advances................................ 22
Librarium Savant Advances.................................... 23
Lexicanum Advances. .............................................. 23
Techmarine ......................................................... 24
Apprentum Advances............................................... 24
Weaponsmith Advances........................................... 25
Armorsmith Advances. ........................................... 25
Tech-Initiate Advances.......................................... 26
Tech-Wright Advances.......................................... 26
III: Chapter Rules.......................................... 27
Dark Angels. ........................................................... 28
White Scars............................................................. 30
Space Wolves. .......................................................... 31
Imperial Fists........................................................... 33
Blood Angels. ......................................................... 35
Iron Hands............................................................... 36
Ultramarines. .......................................................... 38
Salamanders............................................................. 39
Raven Guard............................................................ 40

Grey Knights........................................................... 40
Deathwatch.............................................................. 41
Khan’s Lightning. ................................................... 42
IV: Skills and Talents................................ 44
New Skills............................................................... 44
New Talents.......................................................... 45
V: Game Rules...................................................... 47
Corruption........................................................... 47
Insanity................................................................... 47
Criticals................................................................. 47
VI: Equipment..................................................... 49
Space Marine Standard Kits........................ 49
Gear............................................................................. 50
Armour..................................................................... 53
Melee Weapons..................................................... 56
Ranged Weapons................................................. 58
Weapon Upgrades ............................................. 59
Ammunition........................................................... 59
VII: Vehicles......................................................... 61
Rhino........................................................................ 61
Predator Destructor............................................. 62
Predator Annihilator............................................ 62
Baal Predator......................................................... 62
Razorback................................................................ 63
Vindicator................................................................ 63
Land Raider............................................................. 64
Land Raider Crusader............................................ 64
Bike. .......................................................................... 64
Attack Bike.............................................................. 65
Land Speeder............................................................ 65
Leman Russ Exterminator...................................... 65
Thunderhawk Gunship........................................... 66
Thunderhawk Transport....................................... 66
Dreadnought........................................................... 66
Furioso Dreadnought............................................ 67
Mortis Dreadnought............................................. 67
Siege Dreadnought................................................. 67
VIII: Psychology and Tips...................... 69
Space Marine Psychology........................... 69
Dark Angels. ........................................................... 71
White Scars............................................................. 71
Space Wolves. .......................................................... 71
Imperial Fists........................................................... 71
Blood Angels. ......................................................... 72
Iron Hands............................................................... 72
Ultramarines............................................................ 72
Salamanders............................................................. 72
Raven Guard............................................................ 73
Grey Knights........................................................... 73
Khan’s Lightning. ................................................... 73
IX: Notable NPCs.............................................. 74
Character Sheet........................................... 80

C redits
Credits
Writing CCredits
W

Art
A

Richard Littles (ThePatriot)
DarthBane

Robban-O
ShadowedKnight

TeveshZhat

(Figthting Marine on page 60)

(Vehicles, NPC chapter introduction, Space Wolves,
character sheet overall editing)
(Introductions for chapters 1-7)

Da Boss
(Psychology and Role-Playing Tips)

Mudswimmer
(NPCs stats, background for Casticus)

ShadowedKnight

(Khan’s Lightning, backgrounds for Tiberius,
Kellerica, Varnius, and Darus)

Voidstate

(Purity Seal rules, Rite of Purity, Confession Binding)

(Chapter colors)

DarkSandman

LLayout
DarthBane

Special T
Thanks
S
Hellebore, Mordheim,
Cynr, Jas, Dienekes00

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

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

3

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

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

4

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...

What Are Space
Marines?
The Adeptus Astartes, more commonly known as the
Space Marines, are the fist of the Emperor. While the
Imperial Guard claims victory by sheer size, the Adeptus Astartes uses superior firepower and advanced tactics to achieve its goals.
The Adeptus Astartes are organized into Chapters.
Each Chapter has its origins in the Primarchs, one of
the twenty warriors that were created by the Emperor
and his scientists. As every Chapter has existed for over
ten thousand years, there are some differences between
them in fighting style, tactics and even the gene-seed
itself. There are many famous Chapters, like the Ultramarines, the Imperial Fists, the Space Wolves or the
Blood Angels. Each Chapter has its own unique paint
scheme and insignia.
Every single Marine is genetically modified by various implants and equipped with the most sophisticated
weapons and armour, and becomes a mighty Angel
of Death. Only very select few of the enemies of the
Imperium can deal with them in a one-to-one fight.
Most notable is the Mark VII Power Armour, a piece
of equipment that is exclusively used by the Adeptus
Astartes, which gives the Space Marine his typical appearance. The second symbol is the Holy Bolter. This is
the main weapon, out of all the weapons in the Imperial
armoury, carried by Space Marines.

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 enemy’s 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.

I: Astartes Creation

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

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 Chapter’s 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.

5

I: Astartes Creation

B

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 Apothecary’s
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...

Space Marine
Character
Creation
The rules for creating Space Marines are for Ultramarines and their successor chapters as a base for all Space
Marine characters that can be played.
All Space Marine characters are created as normal following the rules presented in Dark Heresy. Their basic
stats are all rolled as per Dark Heresy, but Space Marines
must have a minimum score in the following characteristics: Weapon Skill or Ballistic Skill, Strength, and
Toughness.
Prerequisites: Weapon Skill 30+ or Ballistic Skill
30+, Strength 30+ (only 25+ for Void Born characters), and Toughness 30+ (only 25+ for Hive World
characters).
Starting Skills: Speak Language (Low Gothic), Common Lore (Imperium), Navigation (Ground), Carouse,
and Awareness.
Starting Talents: Training is defined
by the world the Marine comes from,
and in the case there are multiple types
the player decides which weapon
type to learn: Feral Worlds grant
primitive only weapons training for Melee, Pistol, and Basic. All other world types grant
Melee Weapon Training (Primitive), Pistol Weapon Training
(Primitive, Las, or SP), and Basic
Weapon Training (Primitive, Las,
or SP).

6

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, Flintlock Pistol with 6 rounds of
ammunition, and Musket with 6 rounds of ammunition.
Hive: Sword or Axe; Las Pistol and 1 charge pack or
Stub Revolver with 6 rounds of ammunition; Las Carbine and 1 charge pack or Autogun with 1 magazine of
ammunition.
Imperial and Void Born: Knife; Las Pistol and 1 charge
pack or Stub Revolver with 6 rounds of ammunition;
Las Carbine with 1 charge pack or Autogun with 1
magazine of ammunition.
Starting Rank: Neophyte
Throne Gelt: 50+1d10
Starting Age: 1d5+10
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.

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 Chapter’s 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.

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.

Table 1-1: Space Marine Implants
Implant

Talent or Skill

Secondary Heart
Ossmodula

Die Hard, Resistance: Low Oxygen
Size Increase +1

Biscopea

Unnatural Strength, Unnatural Toughness

Haemastamen

+1 healing of damage to Autosanguine

Larraman’s Organ

Autosanguine

Catalepsean Node

Light Sleeper

Preomnor

Resistance: Poisons

Omophagea

Learning by eating

Multi-lung

+5 Resistance: Poisons

Occulobe

Shadow Vision

Neophytes will have available the following implants
for activation: Secondary Heart, Ossmodula, Biscopea, Haemastamen, Larraman’s Organ, and Catalepsean Node.

Lyman’s Ear

Scouts will have available the following implants for
activation: Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s Ear, and Sus-an Membrane.

Neuroglottis

Detect Poisons

Mucranoid

Resistance: Heat and Cold

Heightened Senses: Hearing

Sus-an Membrane

Suspended Animation

Melanochrome

Resistance: Radiation

Oolitic Kidney

+5 Resistance: Poisons

Betcher’s Gland
Progenoids

Brother Scouts will have available the following implants for activation: Melanochrome, Oolitic Kidney, Neuroglottis, Mucranoid, Betcher’s Gland,
Progenoids, and Black Carapace.

I: Astartes Creation

Implants

Spit Acid

Black Carapace

Enables advanced life support, targeting,
communication, and internal medic functions of Power Armour.

Table 1-2: Space Marine Build
— Feral World —

— Hive World —

Roll

Description

Result

Description

Result

01-20

Rangy

2.90 m/150 kg

Runt

2.20 m/135 kg

21-50

Lean

2.35 m/145 kg

Scrawny

2.30 m/145 kg

51-80

Muscular

2.85 m/165 kg

Wiry

2.75 m/175 kg

81-90

Squat

2.25 m/160 kg

Lanky

2.80 m/125 kg

91-00

Strappy

3.10 m/200 kg

Brawny

2.35 m/165 kg

Roll

Description

Result

Description

Result

01-20

Slender

2.35 m/150 kg

Skeletal

2.35 m/140 kg

21-50

Svelte

2.45 m/155 kg

Stunted

2.25 m/140 kg

51-80

Fit

2.35 m/ 155 kg

Gaunt

2.45 m/145 kg

81-90

Well-built

2.50 m/175 kg

Gangling

2.65 m/165 kg

91-00

Stock

2.40 m/185 kg

Spindly

2.75 m/160 kg

— Imperial World —

— Void Born —

7

II: Advances

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 Chapter’s 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.

Designer’s 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.

Table 2-1: Space Marine Characteristic Advances
Characteristic

8

Simple

Intermediate

Trained

Expert

Weapon Skill

100

250

500

750

Ballistic Skill

100

250

500

750

Strength

100

250

500

750

Toughness

100

250

500

750

Agility

250

500

750

1,000

Intelligence

500

750

1,000

2,500

Perception

500

750

1,000

2,500

Willpower

500

750

1,000

2,500

Fellowship

500

750

1,000

2,500

Neophyte
XP Level: 0-499

Scout
XP Level: 500-999

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

Marine
XP Level: 2,000-2,999

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

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

Apprentum
XP Level: 2,000-2,999

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

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

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

Weaponsmith
XP Level: 3,000-5,999

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

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

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

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

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

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

Armoursmith
XP Level: 6,000-7,999

Assault Veteran
XP Level: 8,000-9,999

Tactical veteran
XP Level: 8,000-9,999

Devastator Veteran
XP Level: 8,000-9,999

Medicae Internist
XP Level: 8,000-9,999

Chaplain-Exorcist
XP Level: 8,000-9,999

Librarium Savant
XP Level: 8,000-9,999

Tech-Initiate
XP Level: 8,000-9,999

Assault Sergeant
XP Level: 10,000-14,999

Tactical Sergeant
XP Level: 10,000-14,999

Devastator Sergeant
XP Level: 10,000-14,999

Field Medicae
XP Level: 10,000-14,999

Reclusiarch
XP Level: 10,000-14,999

Lexicanum
XP Level: 10,000-14,999

Tech-Wright
XP Level: 10,000-14,999

NEOPHYTE
Advances
The most junior members
of a Chapter are Neophytes, who start to learn
their craft of death.

II: Advances

Space
Marines
Ranks

Table 2-2: Neophyte Advances
Advance

Cost

Type

Prerequisites

Awareness +10

100

S

Awareness

Climb

100

S

Concealment

100

S

Common Lore (Imperial Creed)

100

S

Common Lore (Chapter History)

100

S

Common Lore (Imperium) +10

100

S

Common Lore (Imperium)

Common Lore (War)

100

S

Bencarius stood tall, wear- Dodge
100
S

ing the robes of the Ultra- Navigation (Ground) +10
100
S
Navigation (Ground)
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
Larraman’s
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. Bencarius’s hands
were trembling as he opened the sealed envelope. Quickly, he read his new orders then headed to his barracks to gather up his gear.
“How can this be that I get pulled from training to serve with Ordo Xenos,” he questioningly thought.

9

II: Advances

Scout
Advances
Scouts are officially part
of the Chapter performing
scouting missions for their
Battle Brothers.

Table 2-3: Scout Advances
Advance

Cost

Type

Prerequisites

Awareness +20

100

S

Awareness +10

Climb +10

100

S

Climb

Concealment +10

100

S

Concealment

Common Lore (Imperial Creed) +10

100

S

Common Lore (Imperial Creed)

Common Lore (Chapter History) +10

100

S

Common Lore (Chapter History)

Common Lore (Imperium) +20

100

S

Common Lore (Imperium) +10

Common Lore (War) +10

100

S

Common Lore (War)

Prerequisites

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
Lyman’s
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 Khan’s Lightning Chapter, carrying the missile launcher.
A voice whispered into Bencarius’s ear and he depressed the trigger of his weapon...

Brother
Scout
Advances
Brother Scouts have fought
in a few dozen combat operations to become tried
and true veterans.

Table 2-4: Brother Scout Advances
Advance

Cost

Type

Acrobatics

100

S

Carouse +10

100

S

Carouse

Climb +20

100

S

Climb +10

Concealment +20

100

S

Concealment +10

Common Lore (Imperial Creed) +20

100

S

Common Lore (Imperial Creed) +10

Common Lore (Chapter History) +20

100

S

Common Lore (Chapter History) +10

Common Lore (War) +20

100

S

Common Lore (War)

Dodge +20

100

S

10

Dodge +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 Betcher’s Gland
25
Trait

dripped from his brow
Activate Progenoids
25
Trait

into his eyes. He paused to Activate Black Carapace
25
Trait

flick away the alien insects Blind Fighting
200
T
Per 30
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...
Silent Move +20

100

S

Silent Move +10

After completing their
scout training the scout
becomes a Marine awaiting
assignment to a squad.

Table 2-5: Marine Advances
Advance

Cost

Type

Acrobatics +10

200

S

Prerequisites
Acrobatics

Carouse +20

100

S

Carouse +10

Ciphers (Astartes War Cant)

100

S

Drive (Ground Vehicles)

100

S

Drive (Hover Vehicles)

100

S

Forbidden Lore (Chapter History)

100

S

Forbidden Lore (Chaos)

100

S

Prerequisites

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 Khan’s Lightning
Sergeant Chiana-ru and smiled on the inside. Chiana-ru was quick with a joke and had a zest for life as if each day was going to
be his last. Bencarius snapped back when he heard his name called...

II: Advances

Marine
Advances

Brother
Marine
Advances
After the short years of
temporary assignment as
a replacement in various
squads in different companies a Brother Marine
is allowed to finally join a
squad permanently.

Table 2-6: Brother Marine Advances
Advance

Cost

Type

Acrobatics +20

200

S

Acrobatics +10

Ciphers (Astartes War Cant) +10

100

S

Ciphers (Astartes War Cant)

Forbidden Lore (Chapter History) +10

100

S

Forbidden Lore (Chapter History)

Forbidden Lore (Chaos) +10

200

S

Forbidden Lore (Chaos)

Forbidden Lore (Xenos) +10

200

S

Forbidden Lore (Xenos)

Literacy +10

200

S

Literacy

Scholastic Lore (Imperial Creed) +10

100

S

Scholastic Lore (Imperial Creed)

Secret Tongue (Astartes Signage) +10

100

S

Secret Tongue (Astartes Signage)

Speak Language (High Gothic) +10

200

S

Speak Language (High Gothic)

Speak Language (Low Gothic) +10

200

S

Speak Language (Low Gothic)

Combat Master

100

T

WS 30

Crack Shot

100

T

BS 40
Bencarius sat quietly as
Double Team
100
T

he listened to the brief- Leap Up
100
T
Ag 30
ing from his squad leader. Resistance (Fear)
100
T

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 armour’s systems. “Our objective is to remove the heretic governor inside of the palace.
When we touch down I want formation Gamma with Brother Marine Bencarius covering the rear,” the helmet vox rang into his
ears. His hands gripped the bolter tightly and he uttered the Litany of Calm to steady his nerves. A loud thump followed by 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.

11

II: Advances

Assault
Marine
Advances
Assault Marines are trained
in the deadly close combat
arts while using a jump
pack.

Table 2-7: Assault Marine Advances
Advance

Cost

Type

Prerequisites

Ciphers (Astartes War Cant) +20

100

S

Ciphers (Astartes War Cant) +10

Contortionist

200

S

Demolition

100

S

Forbidden Lore (Chapter History) +20

100

S

Forbidden Lore (Chapter History) +10

Forbidden Lore (Chaos) +20

100

S

Forbidden Lore (Chaos) +10

Forbidden Lore (Xenos) +20

100

S

Forbidden Lore (Xenos) +10

Literacy +20

200

S

Literacy +10

Pilot (Jump Pack)

100

S

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

Emperor’s Children’s 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 traitor’s armour, blowing out chunks of corrupted, mutated flesh from
the traitor’s chest. The return fire was intensifying as other traitor squads joined in on the firefight. Gregorius heard the command
to charge in his helmet vox...

Assault
Veteran
Advances
After fighting on battlefields and surviving the
horrors of combat an Assault Veteran is a deadly
blend of Marine, weapons,
and equipment to truly become an angel of death.

Table 2-8: Assault Veteran Advances
Advance

Cost

Type

Prerequisites

Contortionist +10

200

S

Contortionist

Demolition +10

100

S

Demolition

Forbidden Lore (Warp)

100

S

Pilot (Jump Pack) +10

100

S

Pilot (Jump Pack)

Scholastic Lore (Reconnaissance)

100

S

Scholastic Lore (Chymistry) +10

200

S

Scholastic Lore (Chymistry)

Scholastic Lore (Spearhead Assaults) +10

100

S

Scholastic Lore (Spearhead Assaults)

Search +10

100

S

Search

Shadowing +10

100

S

Shadowing

Tracking +10

100

S

Tracking

Ambidextrous

200

T

Ag 30

Weapon Training (choose one: Flame, Launcher,
300
T

He toggled the sight aus- Basic
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 planet’s gravity. They emerged from the demolished upper floor of the
apartment complex to crash into the cultist squad. Chainswords, power fists, and bolter shells tore into the chaos filth to send them
to their damnation. Blood spewed forth from the cultists’ wounds and covered their armour.

12

Only those Assault Marines that have shown the
aptitude for command are
promoted to being a squad
leader.

Table 2-9: Assault Veteran Advances
Advance

Cost

Type

Command

100

S

Prerequisites

Contortionist +20

200

S

Contortionist +10

Demolition +20

100

S

Demolition

Forbidden Lore (Warp) +10

100

S

Forbidden Lore (Warp)

Pilot (Jump Pack) +20

100

S

Pilot (Jump Pack) +10

Scholastic Lore (Reconnaissance) +10

100

S

Scholastic Lore (Reconnaissance)

Scholastic Lore (Chymistry) +20

200

S

Scholastic Lore (Chymistry) +10

Scholastic Lore (Spearhead Assaults) +20

100

S

Scholastic Lore (Spearhead Assaults) +10

Search +20

100

S

Search +10

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.
Shadowing +20

Tactical
Marine
Advances
A tactical marine is a jack
of all trades and a master
of none. They perform
jobs from fighting on the
ground to crewing the
numerous vehicles their
Company uses.

100

S

Shadowing +10

II: Advances

Assault
Sergeant
Advances

Table 2-10: Tactical Marine Advances
Advance

Cost

Type

Prerequisites

Ciphers (Astartes War Cant) +20

100

S

Ciphers (Astartes War Cant) +10

Drive (Ground Vehicles) +10

100

S

Drive (Ground Vehicles)

Drive (Hover Vehicles) +10

100

S

Drive (Hover Vehicles)

Forbidden Lore (Chapter History) +20

100

S

Forbidden Lore (Chapter History) +10

Forbidden Lore (Chaos) +20

100

S

Forbidden Lore (Chaos) +10

Forbidden Lore (Xenos) +20

100

S

Forbidden Lore (Xenos) +10

Literacy +20

200

S

Literacy +10

Pilot (Civilian Craft)

200

S

Pilot (Military Craft)

100

S

Pilot (Spacecraft)

200

S

Scholastic Lore (Imperial Creed) +20

100

S

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.

13

II: Advances

Tactical
Veteran
Advances
Due to his extensive training, a Tactical Veteran can
operate any number of
weapons and vehicles to
bolster a Company’s potential.

Table 2-11: Tactical Veteran Advances
Advance

Cost

Type

Prerequisites

Drive (Ground Vehicles) +20

100

S

Drive (Ground Vehicles) +10

Drive (Hover Vehicles) +20

100

S

Drive (Hover Vehicles) +10

Forbidden Lore (Warp)

100

S

Pilot (Civilian Craft) +10

200

S

Pilot (Civilian Craft)

Pilot (Military Craft)+10

100

S

Pilot (Military Craft)

Pilot (Spacecraft) +10

200

S

Pilot (Spacecraft)

Scholastic Lore (Tactica Imperialis) +10

100

S

Scholastic Lore (Tactica Imperialis)

Scholastic Lore (Philosophy) +10

200

S

Scholastic Lore (Philosophy)

Scholastic Lore (Bureaucracy)

200

S

Security +10

100

S

Security

Weapon Training (choose one: Flame, Launcher,
300
T

The land raider rumbled Basic
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 Bencarius’s
position in the lower command hatch. Ork rokket fire erupted from a building about 200 meters distant on the right hand side of
the large avenue. “Driver full reverse now!” Bencarius yelled. The giant’s engines growled heavily and threw the Marines forward
as it slid backward. The rokkets impacted in the space where the ancient machine was just moments before. The side sponson lascannons opened fire and punched into the building destroying whatever it had contained. The building crumpled to the ground...

Tactical
Sergeant
Advances
The start of the command
path for a Tactical Marine
is the culmination of years
of combat experience and
natural leadership.

Table 2-12: Tactical Sergeant Advances
Advance

Cost

Type

Prerequisites

Command

100

S

Common Lore (Administratum)

200

S

Forbidden Lore (Warp) +10

100

S

Forbidden Lore (Warp)

Pilot (Civilian Craft) +20

200

S

Pilot (Civilian Craft) +10

Pilot (Military Craft) +20

100

S

Pilot (Military Craft) +10

Pilot (Spacecraft) +20

200

S

Pilot (Spacecraft) +10

Scholastic Lore (Tactica Imperialis) +20

200

S

Scholastic Lore (Tactica Imperialis) +10

Scholastic Lore (Philosophy) +20

200

S

Scholastic Lore (Philosophy) +10

Scholastic Lore (Bureaucracy) +10

200

S

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 wasn’t happy from
Marksman
100
T
BS 35
the damage. It complained Pistol Training (choose one: Flame, Launcher, Melta,
300
T

of several breaches that had or Plasma)
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.
Security +20

14

100

S

Devastator Marines are
trained in the use of heavy
weapons and bolster up
the anti-tank firepower of
a Marine Company.

Table 2-13: Devastator Marine Advances
Advance

Cost

Type

Prerequisites

Ciphers (Astartes War Cant) +20

100

S

Ciphers (Astartes War Cant) +10

Ciphers (War Cant)

100

S

Forbidden Lore (Chapter History) +20

100

S

Forbidden Lore (Chapter History) +10

Forbidden Lore (Chaos) +20

100

S

Forbidden Lore (Chaos) +10

Forbidden Lore (Xenos) +20

100

S

Forbidden Lore (Xenos) +20

Forbidden Lore (Warp)

100

S

Literacy +20

200

S

Literacy +10

Scholastic Lore (Imperial Creed) +20

100

S

Scholastic Lore (Imperial Creed) +10

Scholastic Lore (Tactica Imperialis)

100

S

100

S

100

S

100

S

100

S

Secret Tongue (Astartes Signage) +10

200

S

Speak Language (High Gothic) +10

200

S

200

S

100

T

100

T

100

T

100

T

100

T

S 45

100

T

WP 40

100

T

BS 40, Ag 40

100

T

BS 40

200

T

300

T

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 armour’s 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 governor’s 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 governor’s palace. Quick Draw
Immediately, the heretic Sound Constitution
You may take this Talent up to three times at this Rank.
PDF opened fire, their lasguns stabbing towards him.
Kellerica ducked to the left and melted back into the hedges...
Scholastic Lore (Cryptology)

II: Advances

Devastator
Marine
Advances

Devastator
Veteran
Advances
Numerous battles later
the Devastator Marine has
gained experience and is
well versed in the litanies
of heavy weapons.

Table 2-14: Devastator Veteran Advances
Advance

Cost

Type

Prerequisites

Ciphers (War Cant) +10

100

S

Ciphers (War Cant)

Drive (Ground Vehicles) +10

200

S

Drive (Ground Vehicles)

Drive (Hover Vehicles) +10

200

S

Drive (Hover Vehicles)

Forbidden Lore (Warp) +10

100

S

Forbidden Lore (Warp)

Scholastic Lore (Tactica Imperialis) +10

100

S

Scholastic Lore (Tactica Imperialis)

Scholastic Lore (Cryptology) +10

100

S

Scholastic Lore (Cryptology)

Scholastic Lore (Communication Networks) +10

100

S

Scholastic Lore (Communication Networks)

Scholastic Lore (Sensors) +10

100

S

Scholastic Lore (Sensors)

Scholastic Lore (Armoured Vehicles)

100

S

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 visor’s 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 jungle’s 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

Devastator
Sergeant
Advances
Now responsible for his
own squad, the Devastator Marine begins to learn
the basics of command.

Table 2-15: Devastator Sergeant Advances
Advance

Cost

Type

Prerequisites

Ciphers (War Cant) +20

100

S

Ciphers (War Cant)

Command

100

S

Forbidden Lore (Warp) +20

100

S

Forbidden Lore (Warp) +10

Scholastic Lore (Tactica Imperialis) +20

100

S

Scholastic Lore (Tactica Imperialis) +10

Scholastic Lore (Cryptology) +20

100

S

Scholastic Lore (Cryptology) +10

Scholastic Lore (Communication Networks) +20

100

S

Scholastic Lore (Communication Networks) +10

Scholastic Lore (Sensors) +20

100

S

Scholastic Lore (Sensors) +10

Scholastic Lore (Armoured Vehicles) +10

100

S

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.

Medicae
Initiate
Advances
Marines that have shown
an aptitude for healing
and the arcane sciences
become Apothecaries by
starting out as a Medicae
Initiate.

Table 2-16: Medicae Initiate Advances
Advance

Cost

Type

Chem-Use

100

S

Prerequisites

Ciphers (Astartes War Cant) +20

100

S

Ciphers (Astartes War Cant) +10

Forbidden Lore (Chapter History) +20

100

S

Forbidden Lore (Chapter History) +10

Forbidden Lore (Chaos) +20

100

S

Forbidden Lore (Chaos) +10

Forbidden Lore (Xenos) +20

100

S

Forbidden Lore (Xenos) +10

Forbidden Lore (Gene-Seed)

100

S

Forbidden Lore (Mutants)

100

S

Forbidden Lore (Space Marine Anatomy)

100

S

Forbidden Lore (Warp)

200

S

Literacy +20

100

S

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 Marine’s 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)
Marine’s jugular vein and Gunslinger
Hip Shooting
200
T
BS 40, Ag 40
blood poured from the Sound Constitution
200
T

wound. The Marine’s clotting mechanism must had malfunctioned and in time he would die. Uttering a prayer, Tiberius placed the Reductor against the
Marine’s head and performed the Emperor’s Mercy upon his brother...

16

Given further medicae
training the Medicae Internist is in charge of the
aid stations near the front
lines.

Table 2-17: Medicae Internist Advances
Advance

Cost

Type

Chem-Use +10

100

S

Prerequisites
Chem-Use

Forbidden Lore (Gene-Seed) +10

100

S

Forbidden Lore (Gene-Seed)

Forbidden Lore (Mutants) +10

100

S

Forbidden Lore (Mutants)

Forbidden Lore (Space Marine Anatomy) +10

100

S

Forbidden Lore (Space Marine Anatomy)

Forbidden Lore (Warp) +10

200

S

Forbidden Lore (Warp)

Medicae +10

100

S

Medicae

Scholastic Lore (Gene-Seed) +10

100

S

Scholastic Lore (Gene-Seed)

Scholastic Lore (Space Marine Anatomy) +10

100

S

Scholastic Lore (Space Marine Anatomy)

Scholastic Lore (Human Anatomy)+10

100

S

Scholastic Lore (Human Anatomy)

Scholastic Lore (Chymistry) +10

100

S

Scholastic Lore (Chymistry)
Checking the runes of his
Scholastic Lore (Pharmacology) +10
100
S
Scholastic Lore (Pharmacology)
helmet display, he awaited Tech-Use (Apothecary Tools) +10
200
S
Tech-Use (Apothecary Tools)
the orders from Brother Basic Weapon Training (choose one: Flame,
300
T

Kellerica before charging Launcher, Melta, or Plasma)
Hard Target
200
T
Ag 40
out into the jungle. Before Heavy Weapon Training (choose one: Flame, Las,
300
T

Tiberius knew it, fire erupt- Launcher, Melta, or Plasma)
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....

Field
Medicae
Advances
Field Medicaes assist Apo­
thecaries back at the field
hospitals or in the operating theaters of the ships of
the Chapter fleet.

II: Advances

Medicae
Internist
Advances

Table 2-18: Field Medicae Advances
Advance

Cost

Type

Chem-Use +20

100

S

Prerequisites
Chem-Use +10

Forbidden Lore (Gene-Seed) +20

100

S

Forbidden Lore (Gene-Seed) +10

Forbidden Lore (Mutants) +20

100

S

Forbidden Lore (Mutants) +10

Forbidden Lore (Space Marine Anatomy) +20

100

S

Forbidden Lore (Space Marine Anatomy) +10

Forbidden Lore (Warp) +20

200

S

Forbidden Lore (Warp) +10

Medicae +20

100

S

Medicae +10

Scholastic Lore (Gene-Seed) +20

100

S

Scholastic Lore (Gene-Seed)

Scholastic Lore (Space Marine Anatomy) +20

100

S

Scholastic Lore (Space Marine Anatomy) +10

Scholastic Lore (Human Anatomy) +20

100

S

Scholastic Lore (Human Anatomy) +10

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 boy’s position, he smiled at the thought that his reaction was identical to the boy’s. The
boy’s blood covered his operating gown and he watched Paulus work...

17

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 Chapter’s
cult of the Emperor. As these cults predate even the Ecclesiarchy, being more than ten thousand years old, the
Chaplains are the keepers of the holy cants and relics
the Chapter possesses. The main difference between the
Ecclesiarchy and the Space Marine cults is the worship
of the Primarch alongside the Emperor.
Every Chaplain carries a holy Rosarius around his
neck. The Rosarius is a symbol of his status, given to
him by the Ecclesiarchy, and thus forming a more or
less stable link to the Imperial Cult. A Rosarius’ appearance may change from Chapter to Chapter, but most
resemble an Aquila Imperialis or a Crux Terminatus.
Within the Rosarius, a small but powerful force field
generator is incorporated, protecting the Chaplain from
enemy bullets and strikes.
But a Chaplain is not anything like a imperial priest. In
battle, the Chaplain is found in the deepest and most vicious fights, where he excels even over the close combat
skills of all other Marines. No matter how intense the
fighting is, he sings his holy chants to inspire his Brothers to even higher levels of bravery. With his Crozius

ChaplainNovite
Advances
After their completion as
a Scout, a Marine is sent
to be trained in the role of
watcher and keeper of a
Marine’s faith and loyalty.

Arcanum, a potent power weapon and also the symbol
of his office, his black Power Armour and his helmet’s
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.

Table 2-19: Chaplain-Novite Advances
Advance

Cost

Type

Prerequisites

Blather

100

S

Charm

200

S

Ciphers (Astartes War Cant)

100

S

Drive (Ground Vehicles)

200

S

Drive (Hover Vehicles)

200

S

Forbidden Lore (Heresy)

100

S

Forbidden Lore (Chapter History)

100

S

Inquiry

100

S

Literacy

100

S

Performer (Musician)

200

S


Young Darus sat in
Performer (Singer)
200
S

the training room of the Scholastic Lore (Imperial Creed)
100
S

Chaplains, reading a book Scholastic Lore (Legend)
200
S

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 didn’t notice Reclusiarch Artithet come into the room. “Novite Darus, recite the Litany of Blessed Devotion for me,”
Artithet demanded. Slowly standing, unwilling to tear his gaze from the book, he began to recite the litany. Artithet reached down
and slammed the book shut...

18

As their training grows,
they are allowed to finally
help with the proceedings
of their Chapter’s sermons
to prepare their Battle
Brothers for combat.

Table 2-20: Chaplain-Priest Advances
Advance

Cost

Type

Blather +10

100

S

Prerequisites
Blather

Carouse +20

100

S

Carouse +10

Command

200

S

Deceive

100

S

Forbidden Lore (Cults)

200

S

Scholastic Lore (Legend) +10

100

S

Scholastic Lore (Legend)

Scholastic Lore (Occult)

100

S

Trade (Copyist) +10

100

S

Trade (Copyist)

Ambidextrous

200

T

Ag 30

Die Hard

200

T

Dual Shot

200

T

Ag 40, Two Weapon Wielder (Ballistic)

Holding the ancient relic Fearless
100
T

in his trembling hands, Gunslinger
200
T
BS 40, Two Weapon Wielder (Ballistic)
Darus looked out at the sea Hip Shooting
200
T
BS 40, Ag 40
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 faithful’s responsibility to bring the Emperor’s light to the worlds throughout the galaxy. Darus felt the ancient
chalice reverently removed from his hands by Artithet. The assembled company of Marines watched intently as Artithet recited the
Litany of Bravery, then they began to move single file to the pulpit, so they could receive the rites of battle.

ChaplainConfessor
Advances
A confessor is brought
further into the secrets of
the Chapter and their cult.
Standing before their
brothers, they hear their
prayers and offer advice.

II: Advances

ChaplainPriest
Advances

Table 2-21: Chaplain-Confessor Advances
Advance

Cost

Type

Charm +10

100

S

Prerequisites
Charm

Ciphers (Astartes War Cant) +10

100

S

Ciphers (Astartes War Cant)

Forbidden Lore (Heresy) +10

100

S

Forbidden Lore (Heresy)

Forbidden Lore (Chapter History) +10

100

S

Forbidden Lore (Chapter History)

Forbidden Lore (Psykers)

200

S

Inquiry +10

100

S

Inquiry

Interrogation

100

S

Trade (Copyist) +20

100

S

Trade (Copyist) +10

Air of Authority

100

T

Fel 30

Basic Weapon Training (choose one: Flame,
Launcher, Melta, or Plasma)

300

T

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 Marine’s questions. Hatred (Traitor Legions)
Hard Target
200
T
Ag 40
Darus held his hand on
Heavy Weapon Training (choose one: Flame, Las,
300
T

Gunther’s wrist and helped Launcher, Melta, or Plasma)
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 man’s story and whispered encouraging words to the Marine. Upon completing the litany, Darus reassured the Marine and made mental
notes to watch Gunther for further breaking in the spirit.

19

II: Advances

ChaplainExorcist
Advances
A Chaplain-Exorcist is
finally let into the inner
circle of the Chaplains.
They receive the beginning knowledge of their
Chapter’s darkest secrets.

Table 2-22: Chaplain-Exorcist Advances
Advance

Cost

Type

Prerequisites

Command +10

100

S

Command

Deceive +10

100

S

Deceive

Interrogation +10

100

S

Interrogation

Forbidden Lore (Chaos)

100

S

Forbidden Lore (Cults) +10

200

S

Forbidden Lore (Cults)

Forbidden Lore (Chapter History) +20

100

S

Forbidden Lore (Chapter History) +10

Literacy +10

100

S

Literacy

Performer (Musician) +10

200

S

Performer (Musician)

Performer (Singer) +10

200

S

Performer (Singer)

Scholastic Lore (Imperial Creed) +10

100

S

Scholastic Lore (Imperial Creed)

Scholastic Lore (Occult) +10

100

S

Scholastic Lore (Occult)

Darus could hardly be- Basic Weapon Training (choose one: Flame,
300
T

lieve his ears when Ar- Launcher, Melta, or Plasma)
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 Darus’s Melta, or Plasma)
Peer (Chapter)
100
T
Fel 30
shoulder and helped him to Resistance (Psychic Power)
100
T

focus. Anger swelled within Rite of Purity
200
T
Scholastic Lore (Imperial Creed), Peer (Chapter),
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.

20

Table 2-23: Reclusiarch Advances
Advance

Cost

Type

Prerequisites

Blather +20

100

S

Blather +10

Charm +20

100

S

Charm +10

Ciphers (Astartes War Cant) +20

100

S

Ciphers (Astartes War Cant) +10

Command +20

100

S

Command

Deceive +20

100

S

Deceive +10

Forbidden Lore (Chaos) +10

100

S

Forbidden Lore (Chaos)

Forbidden Lore (Cults) +20

200

S

Forbidden Lore (Cults) +10

Forbidden Lore (Psykers) +10

200

S

Forbidden Lore (Psykers)

Forbidden Lore (Heresy) +20

100

S

Forbidden Lore (Heresy) +10

Forbidden Lore (Traitor Legions)

100

S

Inquiry +20

100

S

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 raider’s 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

Librarium
Sanctionite
Advances
Selected from the Initiates
that have been chosen to
become Marines, a Librarium Sanctionite is culled
from the Chapter as soon
as they finish scout training. They have the ability
to wield the power of the
warp.

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

Librarian

Table 2-24: Librarium Sanctionite Advances
Advance

Cost

Type

Prerequisites

Ciphers (Astartes War Cant)

100

S

Drive (Ground Vehicles)

200

S

Drive (Hover Vehicles)

200

S

Inquiry

100

S

Forbidden Lore (Heresy)

100

S

Forbidden Lore (Chapter History)

100

S

Forbidden Lore (Mutants)

100

S

Literacy

100

S

Logic

100

S

Scholastic Lore (Astromancy)

100

S

Speak Language (High Gothic)

200

S

Tech-Use

200

S

Ambidextrous

200

T

Ag 30

Arms Master

100

T

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 Varnius’s shoulder. “Are you alright boy?” “I felt something claw at my mind,” he whispered, then
collapsed into unconsciousness.

21

II: Advances

Librarium
Neonate
Advances
A Librarium Neonate
learns to control his psychic abilities and to protect himself from the predations of the Warp.

Table 2-25: Librarium Neonate Advances
Advance

Cost

Type

Prerequisites

Ciphers (Occult)

100

S

Common Lore (Librarium)

100

S

Forbidden Lore (Mutants) +10

100

S

Forbidden Lore (Mutants)

Forbidden Lore (Psykers)

100

S

Forbidden Lore (Inquisition)

200

S

Inquiry +10

100

S

Inquiry

Invocation

100

S

Scholastic Lore (Legend)

200

S

Scholastic Lore (Numerology)

100

S

Ambidextrous

200

T

Ag 30

His mind stretched out
Corpus Conversion
100
T
Psy Rating 2
into the Warp and he Die Hard
200
T

practiced the Rite of Anti- Dual Shot
200
T
Ag 40, Two Weapon Wielder (Ballistic)
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 Varnius’s scream. Loganis burst into the room
to catch the Neonate in his arms. Reciting the Litany of Calming, Loganis checked on his young charge to find that the Warp had
left a permanent mark on Varnius. Varnius’s eyes had been changed to a preternatural shade of orange and his eye sockets were
burned by the psychic wards to leave a permanent scar.

Librarium
Militant
Advances
A Librarium Militant has
gained total control over
his abilities and begins
serving the Chapter in
one of the Companies.

Table 2-26: Librarium Militant Advances
Advance

Cost

Type

Prerequisites

Ciphers (Astartes War Cant) +10

100

S

Ciphers (Astartes War Cant)

Inquiry +20

200

S

Inquiry +10

Forbidden Lore (Heresy) +10

100

S

Forbidden Lore (Heresy)

Forbidden Lore (Chapter History) +10

100

S

Forbidden Lore (Chapter History)

Forbidden Lore (Mutants) +20

100

S

Forbidden Lore (Mutants) +10

Literacy +10

100

S

Literacy

Logic +10

100

S

Logic

Scholastic Lore (Astromancy) +10

100

S

Scholastic Lore (Astromancy)

Scholastic Lore (Heraldry)

200

S

Speak Language (High Gothic) +10

200

S

Speak Language (High Gothic) +10

Varnius pulled the 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.

22

Tech-Use

S 40
Psy Rating 3

Ag 40

WP 30

BS 40

Psy Rating 2

Psy Rating 2


A Librarium Savant is held
strong with his command
of the Warp and able to
turn the tide of battle with
a single thought.

Table 2-27: Librarium Savant Advances
Advance

Cost

Type

Ciphers (Occult) +10

100

S

Prerequisites
Ciphers (Occult)

Common Lore (Librarium) +10

100

S

Common Lore (Librarium)

Forbidden Lore (Psykers) +10

100

S

Forbidden Lore (Psykers)

Forbidden Lore (Inquisition) +10

200

S

Forbidden Lore (Inquisition)

Invocation +10

100

S

Invocation

Scholastic Lore (Legend) +10

100

S

Scholastic Lore (Legend)

Scholastic Lore (Numerology) +10

100

S

Scholastic Lore (Numerology)

Scholastic Lore (Heraldry) +10

100

S

Scholastic Lore (Heraldry)

Basic Weapon Training (choose one: Flame,
Launcher, Melta, or Plasm)

300

T

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 Emperor’s 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
Emperor’s Children using Psychic Power
100
T

a low ridge as cover. The Sound Constitution
300
T

entire squad lifted off and
You may take this Talent up to two times at this Rank.
crossed the battlefield 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...

II: Advances

Librarium
Savant
Advances

Lexicanum
Advances

Table 2-28: Lexicanum Advances
Cost

Type

Prerequisites

Ciphers (Astartes War Cant) +20

100

S

Ciphers (Astartes War Cant) +10

Ciphers (Occult) +20

100

S

Ciphers (Occult) +10

Common Lore (Librarium) +20

100

S

Common Lore (Librarium) +10

Command

200

S

Forbidden Lore (Heresy) +20

100

S

Forbidden Lore (Heresy) +10

Forbidden Lore (Chapter History) +20

100

S

Forbidden Lore (Chapter History) +10

Forbidden Lore (Psykers) +20

100

S

Forbidden Lore (Psykers) +10

Forbidden Lore (Inquisition) +20

200

S

Forbidden Lore (Inquisition) +10

Invocation +20

100

S

Invocation +10

Scholastic Lore (Legend) +20

100

S

Scholastic Lore (Legend) +10

Scholastic Lore (Numerology) +20

100

S

Scholastic Lore (Numerology) +10

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 Company’s ac- Psychic Power
100
100
tions against the Emperor’s 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.

S

Scholastic Lore (Heraldry) +10

S

Scholastic Lore (Astromancy) +10

S

Speak Language (High Gothic) +10

S

Tech-Use +10

T

WS 30

T

WS 50

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.

Advance

T

T

WP 30, Command

T

T

Psy Rating 2

T

T

Psy Rating 4

T

T

WS 35

T

T

Int 30

23

II: Advances

Techmarine
A Techmarine, or Frater Astrotechnicus, is a special
kind of Space Marine. He has a deep affinity to technology. Although they are not directly part of the Adeptus Mechanicus, they are regarded as members of their
Chapter as well as of the Cult Mechanicus.
Due to an eon-old pact between the Adeptus Astartes
and the Adeptus Mechanicus, Techmarines spend about
thirty years on Mars, where they learn the rites necessary to invoke the spirit of the machine, to calm it, and
to repair and maintain the technological devices, weapons and armour of the Chapter. The first true Techmarine was Murchard Kite from the Thousand Sons before the Horus Heresy, who was chosen by the Adeptus
Mechanicus.
Techmarines usually live a life apart from their fellow Brothers. Nevertheless, they are highly regarded,
as they are the only ones who know the secrets of the
machines. Before each battle, they bless the weapons
and armour of their Brothers.
Once in battle, they “heal” damaged vehicles and armour, accompanied by a loyal host of servitors. They do
not only repair damaged items, but they also re-invoke
the rage of the Machine Spirit should it ever fade.
They are the reason why some of a Chapter’s equipment is over several thousand years old, especially ar-

Apprentum
Advances
After completing their
scout training, these mechanically inclined Marines are sent to Mars to
be trained by the Adeptus
Mechanicus.

mour and vehicles. A Techmarine is willing to undertake great risks on the battlefield to recover armour and
weapons, before they are lost forever.
To fulfill their duties, they are equipped with various
special gear. This ranges from a simple servo arm attached to the Power Armour to a complete Servo Harness. This magnificent armour bristles with additional
arms, each one equipped with tools like a laser cutter or
a power saw. As mentioned above, many Techmarines
are accompanied by servitors. This is because under enemy fire it can be difficult to repair a damaged vehicle.
Gun servitors and combat servitors protect the Techmarine from enemies, while a tech servitor helps his master
with the work.
Techmarines usually wear rust red armour, to honour
the bonds between them the Adeptus Mechanicus and
Mars, but not a single Techmarine would dare to cover
his Chapter’s 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.

Table 2-29: Apprentum Advances
Advance

Cost

Type

Prerequisites

Ciphers (Astartes War Cant)

100

S

Common Lore (Machine Cult)

100

S

Common Lore (Tech)

100

S

Drive (Ground Vehicles)

100

S

Drive (Hover Vehicles)

100

S

Forbidden Lore (Chapter History)

100

S

Literacy

100

S

Scholastic Lore (Imperial Creed)

200

S

Secret Tongue (Astartes Signage)

200

S

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.

24

This is the first of many
tasks a Techmarine must
learn, which is the careful
maintenance of the weapons of the Space Marines.

Table 2-30: Weaponsmith Advances
Advance

Cost

Type

Prerequisites

Ciphers (Astartes War Cant) +10

200

S

Ciphers (Astartes War Cant)

Common Lore (Tech) +10

100

S

Common Lore (Tech)

Common Lore (War)

200

S

Evaluate

100

S

Forbidden Lore (Archeotech)

100

S

Forbidden Lore (Adeptus Mechanicus)

100

S

Forbidden Lore (Chapter History) +10

100

S

Forbidden Lore (Chapter History)

Logic

100

S

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. Casticus’s 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.

II: Advances

Weaponsmith
Advances

Table 2-31: Armoursmith Advances
Advance

Cost

Type

Prerequisites

Common Lore (Machine Cult) +10

100

S

Common Lore (Machine Cult)

Literacy +10

100

S

Literacy

Navigation (Stellar)

200

S

Scholastic Lore (Imperial Creed) +10

100

S

Scholastic Lore (Imperial Creed)

Secret Tongue (Astartes Signage) +10

200

S

Secret Tongue (Astartes Signage)

Speak Language (High Gothic) +10

200

S

Speak Language (High Gothic)

Tech-Use +10

100

S

Tech-Use

Trade (Armoursmith) +10

100

S

Trade (Armoursmith)

100

S

Trade (Copyist)

100

S

Trade (Scrimshawer)

100

S

100

S

200

T

Ag 30

300

T

200

T

200

T

Ag 40, Two Weapon Wielder (Ballistic)

200

T

BS 40, Two Weapon Wielder (Ballistic)

100

T

Techmarine

200

T

Ag 40

200

T

BS 40, Ag 40

200

T

BS 40

200

T

BS 35

100

T

Techmarine

200

T

BS 40, Deadeye Shot

200

T

100

T

200

T

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.

Flame,

25

II: Advances

Tech-Initiate
Advances
Delving further into the
mysteries of the Cult of
Mechanicus, a Tech-Initiate begins to learn how
to maintain the large war
machines of the Space
Marines.

Advance
Ciphers (Astartes War Cant) +20
Common Lore (Tech) +20
Common Lore (War) +10
Evaluate +10
Forbidden Lore (Archeotech) +10
Forbidden Lore (Adeptus Mecanicus) +10
Forbidden Lore (Chapter History) +20
Logic +10
Scholastic Lore (Astromancy) +10
Scholastic Lore (Chymistry) +10
Scholastic Lore (Numerology) +10
Security +10
Secret Tongue (Tech) +10
Trade (Miner) +10
Trade (Smith) +10
Heavy Weapon Training (choose one: Flame, Las,
Launcher, Melta, or Plasma)
Jaded
Maglev Grace
Mechadendrite Use (Optical)
Melee Weapon Training (Chain)
Melee Weapon Training (Power)
Mighty Shot
Quick Draw
Sound Constitution

Cost

Type

Prerequisites

200
100
200
100
100
100
100
100
100
100
100
200
100
100
100
300

S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
T

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)

Cost

Type

Prerequisites

200
200
100
100
100
100
100
100
100
200
100
100
100
100
100
100
300

S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
T


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 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.

26

Table 2-32: Tech-Initiate Advances

Table 2-33: Tech-Wright Advances
Advance
Command
Common Lore (War) +20
Evaluate +20
Forbidden Lore (Archeotech) +20
Forbidden Lore (Adeptus Mechanicus) +20
Logic +20
Scholastic Lore (Astromancy) +20
Scholastic Lore (Chymistry) +20
Scholastic Lore (Numerology) +20
Security +20
Secret Tongue (Tech) +20
Tech-Use +20
Trade (Armoursmith) +20
Trade (Miner) +20
Trade (Smith) +20
Trade (Technomat)
Basic Weapon Training (choose one: Flame,
Launcher, Melta, or Plasma)
Disturbing Voice
Energy Cache
Exotic Weapon Training (choose one: Needle
Pistol, Web Pistol, Needle Rifle, or Webber)
Ferric Summons
Furious Assault
Heavy Weapon Training (choose one: Flame, Las,
Launcher, Melta, or Plasma)
Iron Discipline
Maglev Transcendence
Pistol Training (choose one: Flame, Launcher,
Melta, or Plasma)
Peer (Chapter)
Rite of Awe
Rite of Fear
Rite of Pure Thought
Sound Constitution

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 Betcher’s 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.

III: Chapter Rules

CChapter
hap te r R
u l es
Rules

Although most Chapters can be traced back to a Chapter of the First Founding, the origins of others remain
a mystery, like the Blood Ravens, whose origins were
rumored to be of Blood Angel and Raven Guard.
Sadly, some of the Chapters from the later foundings
either turned renegade or were declared Excommunicate Traitoris. Examples are the Soul Drinkers, who are
of Imperial Fist origin, or the Relictors, that were created from the Dark Angel and Ultramarine gene-seed.
Needless to say, these former Space Marines are sworn
enemies of the Imperium.
Certain Chapters are divergent from Codex: Astartes or lacking certain gene-seed or suffer from various
maladies that the Ultramarines do not have. The rules
presented in this section are for modeling these Chapters in Dark Heresy.

27

III: Chapter Rules
28

Dark Angels
History
The Dark Angels have the honour of being the first
Legion created by The Emperor. Like the others, Lion
El’Jonson was lost while he was still in his infancy. He
later turned up on the distant planet of Caliban, which
bore some resemblance to early medieval Terra. Luther,
who discovered El’Jonson and prevented his death at
the hands of his fellow knights, was a member of the
Order, an organization of knights, and the two become
close friends. The Primarch eventually became the leader of the Order and the whole of Caliban.
Meanwhile, unknown to the people of Caliban, the
Emperor was waging his Great Crusade across the galaxy, reuniting humanity and purging entire star systems
of their alien oppressors. As the Imperium’s wave of
conquest advanced across the galaxy, Imperial scouts
rediscovered the isolated world of Caliban. It was
not long before the Emperor was at last reunited with
El’Jonson and was filled with joy as would be a father
on finding his lost son. The Emperor’s first action was
to give Lion El’Jonson control of his First Legion. This
legion of Space Marines had been created by the Emperor from its Primarch’s DNA samples and had fought
alongside the other Imperial forces as the Great Crusade was waged across the galaxy.
The First Legion was thereafter named as the Dark
Angels, in reference to a Caliban legend that told of
great, righteous heroes who held back monsters. Announced by the Primarch, the connotation was in fact
first drawn by Luther, who quoted a section from the
legend upon first seeing Astartes descending using
jump-packs: “And the angels of darkness descended upon pinions of fire and light...the great and terrible dark angels.”
Caliban was made the homeworld of the Dark Angels
and the whole of the Order moved to join the ranks
of the Astartes. Those knights who were still young
enough had the Legion’s gene-seed implanted within
them. Those too old for this process underwent surgery
to transform them into elite warriors of the Imperium.
Although they were not full Space Marines, their enhancements granted them abilities and a lifespan beyond those of normal men. The first to be brought into
the Legion in this way was Luther, who became Jonson’s second-in-command, just as he always had been
within the Order. However, the Dark Angel’s contributions to the Great Crusade had barely begun when the
Lion sent Luther and a small contingent of Dark Angels
back to Caliban, purportedly to garrison the world and
increase the speed and quality of the training given to
the Legion’s recruits. Whatever the reason, the force
sent back felt disgraced and rejected.
The Great Crusade had to go on: there were countless human worlds that were still under the influence of
Chaos or oppressed by the harsh rule of alien races. So

it was that Jonson and many of the Dark Angels continued on the Emperor’s Crusade for the reunification of
humanity while Luther was left behind in charge of the
remainder of the Legion on Caliban. Despite the importance of Luther’s position, it was not one that suited
his ambitious personality.
Lion El’Jonson and his Legion performed well during
the Great Crusade, although during a particular battle,
he and Leman Russ, Primarch of the Space Wolves Legion, came to blows over the latter’s action during the
siege of the Crimson Fortress. This event began a feud
which still continues strong in the 41st millennium,
usually taking the form of a ritualistic duel between
two elected champions, although it has been known to
manifest itself in a very violent manner.
As Jonson’s fame spread throughout the galaxy and
reports of his great deeds and prowess in battle reached
the Legion’s home world, Luther felt robbed of his
share of the glory. He wanted the fame and recognition that he felt he deserved as Jonson’s equal. His role
as planetary governor of some half-forgotten backwater
world seemed more and more to him like an insult. The
seed of jealousy and dissension that had been planted
within Luther when Jonson was made the Grand Master of the Order now began to grow and rankle within
his heart as the Primarch became more and more celebrated and famous.

The Horus Heresy
During the Horus Heresy, the Dark Angels were far
from Terra, campaigning on the shield worlds, and
were unable to participate directly in the events taking
place there. It is known that Warmaster Horus ordered
the Night Lords to intercept them on the Eastern Fringe
and stop them from aiding the Emperor. The Dark Angels were eventually able to set course for Terra after the
siege began. Their impending arrival, closely following
that of the Ultramarines and Space Wolves legions (who
had overcome similar obstacles), forced Horus to gamble everything on a duel with the Emperor, his former
master. Horus was defeated by the Emperor, although

The Great Betrayal
The Dark Angels returned to Caliban after the war, but
they were fired upon by the planetary defenses. They
were forced to assault their own homeworld, where
they found their brethren had betrayed them. In a last
stand which mirrored that of the Emperor and Horus,
Luther and Lion El’Jonson fought, which resulted in
Luther mortally wounding his friend. Luther went insane upon realizing he had struck down his close friend
and was captured; and in a fit of rage at being defeated
once again, the Chaos Gods opened a warp rift in the
planet which scattered the traitorous “Fallen Angels”
throughout the galaxy. One of the “Fallen Angels” who
escaped is Cypher, who reportedly took with him the
Lion Blade, the sword of El’Jonson, when he was sent
through the warp.
The Dark Angel space fleet also bombarded the planet
mercilessly, and this caused the structure of the planet to collapse. The bombardment, combined with the
newly formed warp rift, broke the planet up; it is now
an asteroid field.
This betrayal has tainted their honour in the eyes of
the Dark Angels themselves. Given that the event was
purely within the Legion itself, and was on a world
far from Terra, nobody outside of the Legion knows
it occurred. Within the Chapters itself, only the elite
veterans are permitted this knowledge – in the modern
Dark Angels Chapter, only the Deathwing and senior
officers know this secret. The Chapter leadership will
go to great lengths to ensure that this knowledge does
not reach the Imperium at large, even at times going
so far as to disobey direct orders from Inquisitors and
cause overly curious individuals to “disappear”.
Only the most senior members, known as the Inner
Circle, know the greatest secret – that Luther, the great
traitor, is still alive and insane, living in a cell deep within the Rock. Lion El’Jonson’s body was never found;
Luther claims, in his near-senseless mutterings, that the
Lion is near and will return and forgive him.

The Aftermath of Caliban
Caliban was destroyed during the Betrayal, shattered
by the warp rift and orbital bombardment. The remains
now form a sizable asteroid field. The largest piece,
which survived due to the massive void shields in operation around the largest fortress-monastery, called the
Tower of Angels, was hollowed out and became a gigantic spaceship/monastery which is now the home of the
Dark Angels. This ship is known simply as The Rock.
Sometime after the Betrayal, the Dark Angels changed
their primary heraldry color from black to dark green.
This story of treachery and betrayal is the Dark Angels’ secret shame. None know of it other than some of
the Dark Angels, their Successor Chapters and, maybe,
the Emperor on his Golden Throne. Within the Chapter itself very few Brother-Marines know exactly what
happened during those fateful days.
The organization of the Dark Angels Chapter has
been shaped primarily by events in its history. As a result it is different from that of any other. The Chapter
is monastic in nature with much time being given over
to worship and prayer. There are also many different
levels within the Chapter which individuals may gradually rise through. On attaining each level, they find out
a little more about the truth behind the Dark Angels’
origins. Most Dark Angels themselves know nothing
about the beginnings of the Chapter. It is only those at
the very top who have learned the whole truth.
The bulk of the Dark Angels Chapter is organized
along strict Codex lines, as laid down in the Codex
Astartes. However, the First Company and the Second
Company both have special organizations. The Second
Company is known as the Ravenwing, and is trained as
a special mobile formation equipped completely with
either bikes or land speeders.
The First Company is the famous Deathwing, and although it appears superficially to be the same as any
other Chapter’s First Company, it is actually a highly
specialized formation. It is only when Dark Angels
reach the Deathwing that they learn the story of Luther’s betrayal. More terrible still they learn that many
of the Dark Angels that followed Luther are still alive.
These damned warriors are known as the Fallen Angels,
or simply “the Fallen”, and it is the eradication of this
stain on the Chapter’s honour which drives and motivates the Chapter to this day. As long as still one of the
Fallen stays alive, the honour of the Chapter will never
be restored. Even within the Deathwing company there
are various levels of admission, and with these come
gradually increasing levels of knowledge.

III: Chapter Rules

the Emperor himself was fatally wounded and had to
be entombed within the life-preserving mechanism of
the Golden Throne. El’Jonson was stricken with grief
over the fact that he had not been able to protect the
Emperor against Horus.
After the Heresy, the Dark Angels helped restore order
to the Imperium. However, during this time, the Dark
Angels who had been left behind on Caliban became
agitated at being forced to essentially babysit a backwater planet. This led to the leader of the garrison, Luther,
turning to the dark gods of Chaos, who had just been
defeated with the death of their champion Horus during the Heresy.

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30

The Fallen Dark Angels
In the eyes of the Dark Angels Space Marines, the only
way that they can rid themselves totally of their shame,
and restore their honour and trust in the Emperor’s
eyes, is if all the Fallen are found and either made to
repent or are slain. However, since the Fallen were cast
through the warp to all corners of space and time, this
is no mean task for the Dark Angels to achieve. Unlike the Inquisitors and Grey Knights of the Imperium,
whose role it is to root out the agents of Chaos at work
within the galaxy, in this regard the Dark Angels are
only concerned with finding the Fallen of their Chapter. Although the Dark Angels will be called upon for
many different missions for the Imperium, the search
for their Fallen comrades is a constant quest that they
can never relinquish.
Not all of the Dark Angels’ damned brethren have
succumbed to the power of Chaos to the same degree.
Some of the Fallen have embraced the ways of the Dark
Gods totally, becoming true Chaos Space Marines.
These Fallen do not belong to a Chapter of their own,
like Angron’s World Eaters. Instead they are dispersed
throughout space and time as either isolated individuals
or in small bands.
However, most of the Fallen realize that their actions
prior to the fall of Caliban were wrong. Disgusted by
the corrupting influence of the Chaos gods, and unable to reconcile themselves with their order, they lead
a solitary existence. Many of them become mercenaries
or pirates, roaming the galaxy as masterless men. Others are willing to atone for their sins and in an attempt
to do so have integrated themselves back into human
societies taking on the role of any ordinary person. This
only makes the Dark Angels’ task of finding the Fallen
much more difficult, as they are not easy to identify
as such. But it is still the Dark Angels’ duty to try and
track them down. In order to do so, they must investigate any rumor or story relating to the Fallen, in case it
should lead them to one of their corrupted brethren.
The Dark Angels can go for years without hearing
any rumors that might lead them to one or more of the
Fallen. When they do however, and their mission is a
success, those Fallen that are captured are taken back
to the Fortress-Monastery. Deep inside its dungeons,
Interrogator-Chaplains attempt to make the Fallen repent. Occasionally they do, and in return for their confession, their deaths are made quick and painless. More
often than not, though, the captured Fallen refuses
to acknowledge their wrongdoing, and so their souls
are purified by extreme suffering, before an agonizing
death at the hands of the Interrogator-Chaplains.

Character Creation:
Due to the destruction of Caliban the Dark Angels recruit from any Imperial planet or Space bound community. Characters can pick one of the homeworld types
when creating their character.

Hunt the Fallen:
If a Dark Angels character finds out information on a
member of The Fallen they will drop whatever they are
doing and bring The Fallen to atonement. Deceit and
subterfuge is an option for the character if they wish
to keep the non-Dark Angels of the group in the dark.
Under no circumstances will the Dark Angels character
will let outsiders know of this secret shame and if they
do find out the Dark Angels character will be forced to
kill any outsider to prevent anyone from knowing this
secret shame.

White Scars
History
The White Scars have a long history dating before the
Horus Heresy. Though their history has never been
fleshed out in the way other Space Marine chapters
such as the Ultramarines have been, it is known that the
White Scars fought at the Siege of Terra where their
Primarch, Jaghatai Khan, led his legion into battle on
the back of a Rhino vehicle.
During the first Tyrannic War, they played a
role in the destruction of the Hive Fleet Behemoth.

Character Creation:
White Scars characters must choose to be from an Imperial world for starting characteristics.

History
Primarch Leman Russ, like all other Primarchs, mysteriously vanished from the Emperor’s laboratories in
his infancy. He turned up on the distant planet of Fenris, a snow-covered world inhabited by primitive, warlike tribes of humans. He was raised by a pack of the
massive Fenrisian Wolves that prowl the snowy lands.
Among them, he grew to adulthood in only a few short
years.
He was eventually discovered by a man named Thengir, King of the Russ. Thengir had organized a party of
hunters to clear the wolf pack from his lands. Most of
the wolves were slaughtered, and the young man was
captured and brought to Thengir. Thengir took the
man into his care, giving him the name Leman Russ.
Leman learned the ways of man quickly, and many legends sprung up about him, such as how he could defeat
a hundred men in only three minutes, or consume an
entire ox. Upon his adopted father’s death, the leadership of the Russ passed to Leman. Leman became a
mighty leader, winning many victories, often fighting
alongside packs of Fenrisian Wolves, led by two of his
Wolf-brothers who escaped Thengir’s hunters.
Eventually, word of his exploits reached beyond Fenris, and to the ears of the Emperor. He traveled to Fenris, realizing that the exploits could only be the work
of a Primarch. Leman Russ refused to pay him homage,
boasting that he was far greater than the Emperor. He
then proceeded to challenge the Emperor. He consumed
three whole oxen, and drained the royal cellars dry. He
then boasted that he could easily defeat the Emperor
in a fight.
The Emperor raised his Power Fist, and knocked him
out with a single blow that would have killed a lesser
man. After coming to consciousness (and his senses),
Russ admitted defeat and swore fealty to the Emperor.
He fought well during the Great Crusade, gaining the
reputation as a cunning and fierce, as well as slightly
unstable, warrior and leader. During a particular battle,
he let his rage get the better of him, and wound up in a
fist fight with Lion El’Jonson the Primarch of the Dark
Angels. This led to a bitter feud between the Legions
(and subsequent Chapters), which lasts to this day –
although recent events may finally have led to an end
to the rivalry, though it is still customary for selected
champions from both sides to engage in a (usually) nonlethal duel.

The Horus Heresy
Just prior to the Horus Heresy, the Space Wolves came
into conflict with their brother Space Marines once
again. The Primarch of the Thousand Sons Space Marines, Magnus the Red, had ignored the Emperor’s command to not dabble in sorcery. The Space Wolves were

then ordered by the Emperor to Bring Magnus before
the him to answer for this. Russ, however, decided to
launch an attack on the Thousand Sons rather than attempt to negotiate. The surprise assault upon the Sons’
home world of Prospero was furious, and rather successful; however, many of the Sons, including Magnus
himself, escaped into the wild region of space known as
the Eye of Terror. A blood feud still exists between the
survivors of the Thousand Sons, who are now dedicated
to the Chaos God Tzeentch, and the Space Wolves.
During the Horus Heresy, the Space Wolves were far
from Earth, alongside the Dark Angels, and were unable to assist their loyalist brethren in the fighting at
the capital world, Terra. Knowledge of the imminent
arrival of the two Legions, which would tip the balance
in favor of the loyalists, pushed Horus into allowing
the Emperor to personally attack him in a gamble to
swiftly end the war. The two Legions arrived just after
the battle concluded, with Horus dead and the Emperor
mortally wounded.

III: Chapter Rules

Space Wolves

Post Heresy
Leman Russ was devastated by his inability to save the
Emperor. After the war was fully completed, and all resistance was crushed, Russ held a great feast, at which
he declared he would be leaving, and would return for
the ‘final battle’. He then vanished, and is said to have
gone into the Eye of Terror to continue hunting down
the traitorous Marines who fought against the Emperor
during the Horus Heresy. A large portion of the Legion
followed him, and became marooned in the Eye until
only recently; this lost contingent is known as the 13th
Great Company. Another tale has it that the 13th went
into the Eye on their own (disobeying orders) or were
sent there by Russ, and that Russ himself vanished after
chasing a Kabal of Dark Eldar who had raided Fenris
right into their city of Commorragh.
Harek Ironhelm was the chapter’s Great Wolf during
M32. Ironhelm sought for many years to bring Magnus
to battle. Several times Magnus appeared to him in visions among the ruins of devastated cities and taunted

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the Great Wolf for his inability to stop him. After many
fruitless efforts to catch up with the raiders Harek became obsessed, and took to searching worlds along the
edge of the Eye of Terror itself. Eventually he found
what he believed to be the Thousand Sons’ secret base
on Gangava and launched a full-scale attack against it.
This was a deception to draw the Space Wolves from
their homeworld, leaving it undefended; Gangava was
held by a Chaos force allied to Magnus but it served
only as a distraction, allowing a massive Thousand
Sons’ Fleet to besiege Fenris.
The Fang was held by only a small force of Space
Wolves and their servitor-thralls. For forty days and
forty nights the Thousand Sons assaulted the citadel.
Bjorn the Fell-handed, most ancient of the Space Wolves
dreadnoughts, was woken from his long sleep and took
charge of the defense The assault was held at bay as
a force of scouts under Haakon Blackwing escaped to
Gangava to locate Harek. Shamed and furious, Harek
Ironhelm returned to meet Magnus in battle on the
slopes of the Fang itself. Although Magnus was terribly
wounded, Harek, a Marine, could not stand against a
Primarch exalted to Daemonhood. Harek was slain, but
the Thousand Sons were defeated and scattered.

Notable Battles
Third War for Armageddon. The Space Wolves
fielded five Great Companies in the defense of Armageddon.
Thirteenth Black Crusade. The Space Wolves committed twelve Great Companies against this Black Crusade.

Space
Wolves
Ranks

Note: The Space Wolves are one of only four Space
Marine Chapters to have fought in both the Third War
for Armageddon and against the Thirteenth Black Crusade.

Character Creation:
Space Wolves must choose Feral World for their starting
characteristics. They lack the Betcher’s Gland and Susan Membrane, but gain the Canis Helix mutation. The
Canis Helix grants the Space Wolf character the ability
to grow fangs, fur, and claws.

Career Path Changes:
The following ranks can choose different advances, as
noted below:
Neophyte: As “Neophyte”, plus add Wrangling (S, 100
XP).
Bloodclaw: Can choose advances from the “Scout”
list, plus Talents (not Skills) from the “Assault Marine”
list.
Bloodclaw Veteran: Can choose Skills (not Talents)
from the “Assault Marine”, plus Talents (not Skills) from
the “Assault Veteran” list.
Grey Hunter: As “Marine”, plus Wrangling +10 (S,
100 XP, Prerequisite: Wrangling).
Grey Hunter Veteran: As “Brother Marine”, plus
Wrangling +20 (S, 100 XP, Prerequisite: Wrangling
+10), and Hatred (Traitor Legions) (T, 200 XP).

Neophyte
XP Level: 0-499

Bloodclaw
XP Level: 500-999

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

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

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

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

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

Grey Hunter Veteran
XP Level: 3,000-5,999

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

Skald
XP Level: 3,000-5,999

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

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

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

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

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

Smith
XP Level: 6,000-7,999

Wolf Scout Veteran
XP Level: 8,000-9,999

Long Fang Veteran
XP Level: 8,000-9,999

Wolf Initiate
XP Level: 8,000-9,999

Rune Carver
XP Level: 8,000-9,999

Forge Veteran
XP Level: 8,000-9,999

Wolf Scout Sergeant
XP Level: 10,000-14,999

Long Fang Sergeant
XP Level: 10,000-14,999

Wolf Priest
XP Level: 10,000-14,999

Rune Priest
XP Level: 10,000-14,999

Iron Priest
XP Level: 10,000-14,999

Long Fang: As “Devastator Marine”.
Long Fang Veteran: As “Devastator Veteran”.
Long Fang Sergeant: As “Devastator Sergeant”.
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”
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”.

Curse of the Wulfen:
Due to all Space Wolves
altering their DNA with
the Canis Helix, they suffer from a terrible curse.
The Canis Helix unlocks
portions of the Marine’s
brain that allows the feral side of themselves to

come out as a balance to their civilized self by reinforcing survival instincts and granting abilities to track
by scent or taste. However, due to this unlocking, the
Space Wolf is susceptible to being overwhelmed by
their feral side losing their civilized side forever and
becoming part of the Wulfen packs roaming the surface
of Fenris.
All beginning characters start with 3d10 Insanity
Points. For every 10 points of Insanity add a +1 difficulty to all rolls for Insanity checks. If a character
gains Insanity Points during the course of adventuring it increases the amount of the Curse of the Wulfen
instead of conferring normal psychological changes.
Once a character receives 80 points of Insanity they are
removed from the game as player characters by the GM
and can be used as an NPC.
To counteract the effects the Curse of the Wulfen, a
character can spend 10 experience to buy down the
amount of Curse of the Wulfen they currently have by
5. This must be done in conjunction with in-game play
of the character trying to purge themselves of the taint
whether through meditation or castigation or other
methods. A character can remove all of the original
rolled amount of Insanity they started with.
A Space Wolf ’s claws and fangs begin to grow out
when they receive 40 points of Curse of the Wulfen and
do 1d5+SB points of damage.
When a Space Wolves’ character gets into melee they
must make a Willpower check modified by the amount
of Curse of the Wulfen they’ve accumulated. If they fail
the roll the Curse consumes them and they will ignore
using weapons in combat resorting to using their barehands and teeth. If the character uses any of the melee
combat talents they incur an additional -10 to the roll.

III: Chapter Rules

Wolf Scout: Can choose advances from both “Tactical Marine” and “Brother Scout”, plus Catfall (T, 200
XP, Prerequisite: Ag 30), and Crack Shot (T, 200 XP,
Prerequisite: BS 40).
Wolf Scout Veteran: As “Tactical Veteran”.
Wolf Scout Sergeant: As “Tactical Sergeant”, plus
Into the Jaws of Hell (T, 200 XP, Prerequisite: Iron Discipline).

Imperial Fists
History
The Imperial Fists were first formed on Terra, as shown
by their earliest battle honour, ‘Roma’. The legion had
heavily recruited from Inwit with over 70% of the legion’s strength as aspirant Space Marines when Rogal
Dorn joined them. This means that the Legion was relatively young when it was united with its Primarch, allowing them to form an unbreakable bond, based upon
similar desires for self-discipline and total commitment
to order. The few battle brothers who originated on
Terra brought with them a tradition of honour duels, practiced even to this day. No one knows where
or when this form of combat originated, but it served
to bond the warriors together by giving and receiving
honour while maintaining their Terran heritage.

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After the Imperial Fists won a major victory against the
Orks on the ash wastes of Necromunda, the Hive Lords
consented to recruits being drawn from their population in gratitude. A Fortress-Chapel was duly consecrated but the Imperial Fists were there as esteemed guests,
not masters. Rogal Dorn asked no special rights on the
worlds where the Fists recruited. Some Primarchs, such
as the increasingly mercurial Perturabo, took every opportunity to garrison a world and claim its tithes. Dorn
is famously recorded as saying “I want recruits not vassals,”
and was always satisfied to keep his Legion as a military
unit with none of the civil responsibilities that came
with having a home world.
During the Great Crusade, the Imperial Fists acted
as the strategic reserve of the Emperor’s forces due to
their ability to rapidly redeploy to battlefields aboard
Phalanx. They made use of detailed planning and as
such were soon found to be supreme city fighters and
siege specialists. After several campaigns and thousands
of conquered worlds, the Emperor returned to Terra to
build a capital from which he could run his new empire.
He took the Imperial Fists with him, set them up as his
praetorians and charged Dorn with the construction of
the Imperial Palace, something that didn’t go unnoticed
by the other Primarchs. Perturabo flew into a rage upon
hearing that Dorn thought the Imperial Palace would
be proof against assault by even as mighty siege-masters
as the Iron Warriors and unleashed a torrent of vitriol
and accusations so unfounded that the onlookers were
dumbstruck. After this the two rarely spoke, neither Legion serving in the same campaign again. The Imperial
Fists were ever at the Emperor’s side and the Iron Warriors were part of Horus’ vanguard.

The Horus Heresy
Along with the White Scars and the Blood Angels, the
Imperial Fists put up a heroic defense of the Imperial
Palace that has since passed into legend. Then, when
all hope seemed lost, they accompanied the Emperor in
his last battle aboard Horus’ battle barge. It fell to Dorn
to discover the bodies of the Emperor, Horus and Sanguinius after the final drama had run its course. His grief
was immense. Until that point Dorn had been true, noble and enduring, but now he became an avenging son.
While the Ultramarines maintained order within the
Imperium, the Imperial Fists hunted down the traitors,
leveling fortress after fortress. Dorn led them, dressed
in the black of mourning, his customary mercy set aside
until the guilty were punished. While others shaped the
new Imperium, Dorn immersed himself in implacable
justice. It was rumored that he saw the Emperor’s death
as his personal failure and his crusade as penance. After
all, were the Traitors not his brothers? Whatever the
cause, Rogal Dorn was absent from the highest councils
until he was summoned back to Terra when Roboute
Guilliman, Primarch of the Ultramarines presented his
Codex Astartes as the future of the Space Marines.

34

After the Heresy
After the Heresy, the Imperial Fists were broken up, as
were the other chapters, and their more notable successor chapters include the Crimson Fists and the Black
Templars. The Imperial Fists, however, were among the
slowest of the Chapters to co-operate with the tenets of
the Codex Astartes.

The Iron Cage
The Imperial Fists, like the Iron Warriors, were siege
masters and as such rely greatly on artillery and heavy
weapons, although not to the extent of their traitorous
former brethren. Their shared specialization led to great
rivalry and eventually hatred between the two chapters
and their Primarchs, and after the Heresy the Imperial
Fists continued to pursue the Iron Warriors for some
time, culminating in the incident of the “Iron Cage”.
Perturabo was a master of fortification whose writings
had been retained by Guilliman in his Codex. Dorn
had always been his match though and, what was more,
his honest warrior’s soul was indignant. The Iron Warriors had rebelled and lost. Their master was dead and
the Emperor still ruled. Yet still they dared raise their
heretical banners over another Imperial world as if
they had some right to be there. Dorn would not tolerate this. Without his customary caution and planning,
Dorn led his men into the heart of the Iron Warrior
defenses The battle should have favored the treacherous
trench-fighters, but the Imperial Fists endured. They
countered every ambush and fought their way out of
every trap. Rogal Dorn was a colossus who personally
turned back attack after attack. Ammunition expended,
Brothers fought in half-flooded trenches with combat
knives, giving and expecting no quarter. Eventually it
became apparent that the Iron Warriors could not finish
them. For all their skill and ferocity, the Iron Warriors
lacked the faith to make the ultimate sacrifice that victory demanded. While they paused, the Ultramarines
intervened; Guilliman had decided that Perturabo’s destruction was not worth the loss of Rogal Dorn and had

Character Creation:
Imperial Fists recruit from many Imperial planets or
Space bound community. Characters can pick one of
the homeworld types when creating their character.

Skills:
All Imperial Fist characters gain the skill Trade (Scrimshawer) as a starting skill. They can improve the skill
to +10 at rank 4 and +20 at rank 8.

Gene-Seed Mutation:
The Imperial Fists’ gene-seed has been somewhat corrupted over the millennia, so two traits have emerged.
One is the loss of two of the special organs produced
by Space Marines: the Betcher’s 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 Betcher’s Gland and the Sus-an Membrane.

Self-Castigation:
The second is the Imperial Fists’ over-zealous self-castigation. They often make use of a device called the Pain
Glove, which encases the whole body and stimulates
pain neurons. The Imperial Fists constantly feel the
need to punish themselves for the smallest inadequacy,
failure or infraction.
An Imperial Fists character start with a pain glove.
While suffering under the punishment of the pain glove
all rolls made by the Imperial Fists character suffer a
-10 modifier unless they pass a successful Willpower
test of Difficult difficulty.

Blood Angels
History
The Blood Angels were created from the genetic material of their Primarch Sanguinius. As with all of the Primarchs, Sanguinius was genetically engineered to be a
supreme super-soldier but was cast into the warp during
his infancy along with his brothers, and found on the
nuclear-blasted world of Baal Secundus. Sanguinius was
affected by the warp, and when he was found by one of
the few unmutated human tribes on Baal, he had a pair
of angelic wings growing from his back. As he matured
quickly, he was able to use his superhuman powers and
abilities to unite the humans of Baal against the mutants
and become their leader.
When the Emperor found Baal in his search for the
twenty Primarchs, Sanguinius immediately recognized
him for who he was and bent down on his knee, pledging his service. In this, Sanguinius was one of the few
Primarchs who did not challenge the Emperor upon
their reunion. The Emperor then took Sanguinius and
a number of his best warriors and placed him in command of the Blood Angels Space Marine Legion.
During the Great Crusade, the Blood Angels became
known as being excellent shock assault troops, and
formed a rivalry with the similarly assault-oriented
World Eaters Legion. Sanguinius was said to have had
psychic powers, notably the gift of foresight.

III: Chapter Rules

brought his Chapter to drive off the Iron Warriors.
Cleansed by their sacrifice, the Imperial Fists immediately began their reorganization For the next two decades they went into retreat, their successor Chapters
taking to the field in their stead. Dorn used this time to
retrain the Chapter to embrace all aspects of the Codex
Astartes. When they later emerged, their adherence to
the Codex was matched only by the Ultramarines.

The Horus Heresy
During the Horus Heresy, the Blood Angels were one
of the few Legions who fought alongside the Emperor
during the Battle of Terra. When Horus lowered the
shields of his battlebarge, and the Emperor teleported
aboard the ship, Sanguinius was with him.
The noble Primarch became separated from the Emperor, and came across Horus alone. The Warmaster
tried to sway Sanguinius, to turn him to Chaos, but
the Angel-winged warrior refused, and attacked Horus.
The daemonically strengthened Horus slew Sanguinius,
as the Primarch knew he would. He had foreseen his
death, and yet still engaged the Arch-Heretic, knowing
he would die. This has endowed many of the Blood
Angel’s beliefs with a deeply mystical streak. Sanguinius’ violent death left a strong psychic imprint on his
Legion, since they partially share his DNA. However,
this was a willing sacrifice that was made in order to
buy the Emperor time and to give Him a weakness in
Horus’s armour, which was key in bringing about the
traitor’s defeat.
After the Heresy, as with all other loyal Legions, the
Blood Angels were forced to split into many smaller
Chapters.

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III: Chapter Rules

Red Thirst:

Character Creation:
The Blood Angels’ homeworld is classified as Feral. All
Blood Angel characters are to be created following the
Feral world path.

Black Rage:
All of the Chapters derived
from the Blood Angels still
suffer from the psychic imprint
left by Sanguinius’s death.
This can cause them to go insane prior or during a battle,
and they believe that they are
Sanguinius himself during the
Battle of Terra. The condition
is irrecoverable (except for one
case, where the victim was largely able to control it),
and victims are locked away in the “Tower of the Lost”
on the Blood Angels’ home world until they finally die.
This insanity is known as the Black Rage.
All beginning characters start with 1d10 Insanity
Points. For every 10 points of Insanity add a +1 difficulty to all rolls for Insanity checks. If a character
gains Insanity Points during the course of adventuring
it increases the amount of Black Rage instead of conferring normal psychological changes. Once a character
receives 80 points of Insanity, he is removed from the
game as player character by the GM and can be used
as a NPC.
To counteract the effects of Black Rage, a character
can spend 10 experience to buy down the amount of
Black Rage they currently have by 5. This must be
done in conjunction with in game play of the character
trying to purge himself of the taint whether through
meditation or castigation. A character can never go below the original rolled amount of Insanity they started
with.

36

The Red Thirst is one of the two genetic flaws in
the gene-seed of the Blood Angels and their successor Chapters. This causes warriors to suffer an unusual
blood lust, instilling them with a thirst for the blood of
their enemies. Those who succumb to the Red Thirst or
Black Rage are either formed into the Death Company
or locked away in the Tower of the Lost on Baal, until
they change completely, going insane. These traits have
also been passed on to their successor chapters, such as
the Flesh Tearers, Blood Drinkers, and Angels Sanguine.
One successor chapter, the Lamenters, managed by unknown means to eliminate the flaws from Sanguinius’
gene-seed, but has been stricken by extraordinary bad
luck in battle and as such has been nearly annihilated.
A Blood Angel’s claws and fangs begin to grow out
when they receive 40 points of Black Rage and do
1d5+SB points of damage.
When a Blood Angels character gets into melee, he
must make a Willpower check modified by the amount
of Black Rage he has accumulated. If he fails, the roll
blood lust consumes him and he will try to drink the
blood of his enemy, even if the enemy is still alive. If
the character uses any of the melee combat talents they
incur an additional -10 to the roll.

Iron Hands
History
The early history of Ferrus Manus is chronicled in the
folklore of Medusa. The most popular of these tales is
the Canticle of Travels, which details the trials of Ferrus Manus and his ordeal with the Great Silver Wyrm
known as Asirnoth. The Canticle is the only tale that
even attempts to explain the mystery of how Ferrus
Manus came by his living metal hands. Ferrus Manus
never united the people of his homeworld in the way
other Primarchs had, on the basis that competition
grew greater strength. When the Emperor took Manus
to become the leader of the Iron Hands Space Marine
Legion, the Primarch altered his position and became
an avid believer in and ruthless practitioner of the Emperor’s Great Crusade to unite Mankind.

The Horus Heresy
The best known contribution the Iron Hands Legion
made towards the Horus Heresy was the death of their
Primarch and his entire retinue in the Isstvan Drop Site
Massacre. Rumors persist that Ferrus Manus’s corpse was
taken to Mars; the Iron Hands deny any such claims.
The Iron Hands bear a slight grudge against all the
participants of the Heresy: the traitors, for being weak
enough to become corrupted, and the other loyalists,
for not being strong enough to protect the Emperor.

Neophyte
XP Level: 0-499

Scout
XP Level: 500-999

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

Marine
XP Level: 2,000-2,999

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

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

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

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

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

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

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

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

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

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

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

Assault Veteran
XP Level: 8,000-9,999

Tactical veteran
XP Level: 8,000-9,999

Devastator Veteran
XP Level: 8,000-9,999

Medicae Internist
XP Level: 8,000-9,999

Iron Priest
XP Level: 8,000-9,999

Librarium Savant
XP Level: 8,000-9,999

Assault Sergeant
XP Level: 10,000-14,999

Tactical Sergeant
XP Level: 10,000-14,999

Devastator Sergeant
XP Level: 10,000-14,999

Field Medicae
XP Level: 10,000-14,999

Iron Father
XP Level: 10,000-14,999

Lexicanum
XP Level: 10,000-14,999

III: Chapter Rules

Iron
Hands
Ranks

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

Character Creation:

Reputation
The Iron Hands have a reputation for being relatively
straightforward and incredibly harsh. In the Battle of
Thranx, for example, the resources of several depleted
clan-companies were pooled for a full frontal assault
using five Land Raiders against a facility bristling with
anti-tank defenses that had made a mockery of previous
attempts with whole armoured companies; in the retaking of the Contqual Subsector, one third of the population was summarily executed after a successful campaign simply to demonstrate the price of weakness.
Additionally, the Iron Hands are infamous for their
extensive use of bionics. After the Heresy, when the Legions were reorganized into Chapters, the Iron Hands
became recluses, attempting to find ways to make them-

Iron Hands characters must select the Imperial World
homeworld for deciding stats. They start the game with
their left hand replaced with a cybernetic implant.

Career Path Changes:
The following ranks can choose different advances, as
noted below:
Iron Initiate: Can choose advances from both the
“Apprentum” and “Chaplain-Novite” lists.
Iron Guardian: Can choose advances from both the
“Weaponsmith” and “Chaplain-Priest” lists.
Iron Keeper: Can choose advances from both “Armoursmith” and “Chaplain-Confessor”.
Iron Priest: Can choose advances from both “TechInitiate” and “Chaplain-Exorcist”.
Iron Father: Can choose advances from both “TechWright” and “Reclusiarch”.

37

III: Chapter Rules

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

Creation of the Codex

Ultramarines
History
Being a First Founding Chapter, the Ultramarines have
a long history dating back to before the Horus Heresy. After the Emperor landed on Macragge and met
Roboute Guilliman, Roboute quickly took command of
his Ultramarines. During the Great Crusade, the Ultramarines won countless victories, expanding the realm
of the Imperium. Due to Roboute’s tactical genius, he
ensured that all worlds that he took were left more
prosperous than before and thus able to contribute to
the Imperium.

The Horus Heresy

38

When Horus finally declared his treachery against the
Emperor, he had ordered the Ultramarines Legion to go
to the Veridan System in Segmentum Tempestus far to
the galactic south, claiming that the system was under
attack by an Ork invasion force from the Ghaslakh Empire. Roboute Guilliman ordered his troops to depart at
once and set course for Ultramar, so he could meet up
with more of his forces and get supplies. Ultramar was
close enough for an assault against Veridan, so Roboute
ordered his Legion to assemble in the Calth System.
As Roboute and his fleets arrived at Calth, they instantly knew something was wrong, because none of
their Astropaths could get messages through the warp
and storms were interfering with the navigation of their
ships; they were blocked from the rest of the Imperium.
It was at this moment that the traitor forces of the Word
Bearers Legion attacked, rendering the Ultramarines
unable to participate in much of the Battle for Terra.
Upon learning of the treachery, Roboute immediately
set course for Terra, destroying Chaos reinforcements
along the way, but arrived after the war had already
been won. Because of this, the Ultramarines were one
of the few Legions at full strength; thus, Roboute and
his Ultramarines bore much of the burden of holding

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

Against the Tyranids
The Ultramarines were the first Space Marine Chapter
to successfully repel a Tyranid invasion. With the help
of Ultramar’s PDF, a Titan Legion, and ships from Battlefleet Tempestus, Hive Fleet Behemoth was defeated
at the Battle of Macragge in 745.M41. Since then the
Ultramarines have tirelessly hunted down the Tyranids
to honour and avenge the fallen at the Battle for Macragge. The Ultramarines were instrumental in defeating
the Tyranid invasion of Ichar IV by Hive Fleet Kraken
and to this day the Ultramarines seek out and destroy
all Tyranid infestations they can find.

Character Creation:
Ultramarines can only recruit from Imperial worlds or
Hive Worlds.

The Horus Heresy
The Salamanders’ role during the Horus Heresy is not
well known to Imperial Scholars; what is for certain is
that the legion, along with the Iron Hands and Raven
Guard, was part of the first wave of attackers during the
battle of Isstvan V.
After the announcement of Horus’s treachery and the
destruction of Isstvan III, the Emperor ordered seven
Legions of Space Marines to attack the forces serving
his former son and friend. But among those seven Legions, four were already traitors.
The initial landing force fell into a trap and, despite
their martial skills, the three loyal Legions were forced
to begin a tactical withdrawal toward their landing site,
which had been fortified by the four traitor legions
forming the second wave. At this moment the second
wave opened fire on the retreating Marines, crushing
them between the hammer of Horus’s forces and the
anvil of the fortified drop site. Despite a heroic defense,
the three loyal Legions were practically destroyed; all
but a handful of battle brothers fell on that fateful day.
After this awesome defeat the Salamanders, as well as
the other two betrayed Legions, were unable to perform any tasks the Emperor had planned for them and
spent the rest of the time of the Heresy rebuilding their
forces.

by dehydration. Although the hive eventually fell, their
efforts allowed it to be evacuated before the Orks could
capture the hive.
The Salamanders have been involved in many magnificent conquests and wars, but in recent times even these
great achievements have been eclipsed by their stalwart
fighting during the Second Armageddon War while the
Blood Angels set about destroying the Ork horde, and
the Ultramarines bent their strength to the defense of
the surviving hive cities, the Salamanders took upon
themselves the essential but neglected task of protecting
the supply convoys, fighting rearguard actions against
the Ork advances and escorting refugee columns. So
unstinting were they in these arduous but unsung duties, that the Salamanders were to earn the gratitude
and respect of thousands of Imperial Guardsmen and
civilians. The Salamanders have become renowned as
sturdy and dependable allies, a reputation which is not
shared by other, more unpredictable, Chapters.

Third War for
Armageddon

III: Chapter Rules

Salamanders

When Ghazghkull launched his new offensive against
the Imperial forces on Armageddon, the Salamanders
were one of the first Chapters to respond, sending a full
six Companies to combat the Orks, including Chapter
Master Tu’Shan personally leading his Firedrakes. The
Salamanders launched several counter-attacks against
the rock-forts landed by the Orks along the Hemlock
river. Preferring the close-quarter fighting within the
maze of crudely carved tunnels within the Rocks to the
long-range duels in the desert, the Salamanders made
the Orks pay a high price for their audacity. At least
three Rocks were destroyed by the Salamanders’ attacks,
slaughtering untold thousands of filthy greenskins.

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

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

39

III: Chapter Rules
40

Raven Guard
History
The Raven Guard was all but annihilated in the Drop
Site Massacre during the Horus Heresy. It is rumored
that Corax used cloning technology to replenish the
Chapter’s numbers. Many of these clones resulted in
degenerated and inhuman creatures. Being so depleted
in strength the Legion was forced to put these monsters
into combat, where they proved brutally efficient. There
is one documented incident where a Raven Guard force
appeared herding huge bestial creatures ahead of it to
defeat the defenders of an Iron Warriors held fortress.

Gene-Seed Mutation
The gene-seed of the Raven Guard is far from stable,
and a great deal of their gene-stock has become irreparably damaged, perhaps as a side effect of the accelerated gene-harvesting techniques employed many
millennia ago. As a result, much of their genetic material has to come from Terra and therefore the cycle of
recruitment for the Raven Guard is much slower than
other Chapters. Few candidates for the Chapter prove
able to sustain the transformation from a normal human
being to a Space Marine and many die early in training,
further limiting the Chapter in numbers.
Further deterioration has meant that several of the
unique organs of the Space Marines no longer function
as they should among the Sons of Corax, while others
are not as effective as they once were. For example, the
zygote cultures required to grow the Mucranoid and
Betcher’s Gland do not exist within the Raven Guard
and the Melanochrome Organ has a unique mutation
that, over the years of service, causes the skin of the
Space Marine to grow paler. Eventually they will be
as white as their Primarch and their hair and eyes will
darken, becoming black as coal.

Character Creation:
A Raven Guard character can choose to be from an Imperial world or a Hive World.
Raven Guard characters cannot spend experience to
gain the Mucranoid and Betcher’s Gland. As the character ages their skin grows paler due to the mutation of
the Melanochrome Organ. For the remaining implants,
except Black Carapace, the Raven Guard character must
make a Toughness roll to see if the implant functions
properly. If the character fails the roll, for every Degree
of Failure the organ loses 10% effectiveness.

Grey Knights
History
The Grey Knights are the legendary Chapter 666 – and
although nominally a Chapter of the Astartes, they are
in fact part of the Inquisition’s Ordo Malleus, serving
as the Ordo’s elite military forces. They were founded
in mystery somewhat before the Second Founding, and
are rumored to have the most pure of all gene-stock.
Each member of the chapter undergoes a grueling and
torturous selection process, and even once inducted,
their harsh training regime is without equal. In battle,
they move as an army of silver ghosts, surrounded by
awe, and equipped to the teeth to deal with the worst
foes that Chaos can raise to meet them.
The Grey Knights hold a unique honour among the
chapters of the Adeptus Astartes – in over ten thousand
years of service, not a single one of their number has
ever defected to Chaos.
Their armour is left unpainted, leaving the silver-grey
of the ceramite exposed. This tradition is thought to
have originated from their desire to lead lives of absolute purity. In contrast to this, their armour is highly
decorated, encrusted with protective symbols and engraved litanies.
Just before the Second Founding, the Imperium was
still reeling in shock from the recent galactic civil war,
and very vulnerable. The Emperor ordered the creation
of a “secret chapter” of the Adeptus Astartes: chapter six-hundred-and-sixty-six. The gene-seed for this
chapter is strongly suspected to have been taken from
the Emperor directly. After their creation, the chapter
was assigned to the Ordo Malleus as their Chamber
Militant. The name of this chapter has become legend,
feared throughout the galaxy by those it opposes, and
whispered in reverence by all those it protects: the Grey
Knights.

Character Creation:
Grey Knights are selected from any Imperial planet or
Space bound community. Characters can pick any of
the homeworld types when creating their character.
Due to the mind wipes a Neophyte goes through Grey
Knight characters suffer from amnesia of their life prior
to becoming a Grey Knight.
Grey Knight characters can only be used when the
game is centered around Ordo Malleus. A solitary Grey
Knight can be employed with a group of acolytes working for Ordo Malleus or the entire group can be Grey
Knights.

Career Path Changes:
Grey Knights cannot follow the Techmarine or Devastator Career Paths.
All Grey Knight characters start with Psy Rating 1.
See the following chart for the advances:
Table 3-1: Grey Knights Psychic Talents
Neophyte Talents
Minor Psychic Power†

Brother Scout Talents

Cost
100

Cost

Psy Rating 2

200

Minor Psychic Power†

100

Brother Marine Talents

Cost

Psy Rating 3

200

Minor Psychic Power†

100

Tactical/Assault Veteran Talents

Cost

Psy Rating 4

200

Minor Psychic Power†

100

Psychic Power†

100

Psychic Discipline

100

Tactical/Assault Sergeant Talents

Cost

Minor Psychic Power†

100

Psychic Power†

100

You may take this Talent up to two times at this Rank.

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
throughout the Imperium, which provide a launch site
for their crusades.
The warriors who fight are given the honour of painting their armour black (to show their service to the
Emperor), while leaving one shoulder pad with the
original insignia of the Chapter from which the marine
came. Although the armour is painted black, it is never
all painted black as this action would dishonour the
armour’s Machine Spirit. They also paint the symbol
of Deathwatch onto their other shoulder pad. Once in
the employ of the Deathwatch, there is no set length of
time for service, rather it is as long as the commander
deems necessary. Each Space Marine may serve a discrete amount of time, or for the duration of a mission,
which may be a number of years. Once the mission is
complete, the Space Marine is allowed to return to his
chapter, under an oath of silence, as their honour has
been fulfilled.
The orders of the Deathwatch are not merely the
cleansing of xenos cultures. They also include the recovery and study of alien devices and artifacts. Sometimes it is necessary to use a weapon against the enemy
who created it, although this is not taken lightly. The
Deathwatch are constantly vigilant for sabotage, or to
advise if it is truly safe to use a weapon of xenos origin.
The Adeptus Mechanicus are always on the lookout
for alien technology, and for example the C’tan Phase
Sword, used by the Callidus assassin, was recovered
from a Necron tomb world and successfully integrated
into the arsenal of the Imperium.
Usually, a Deathwatch team is led by an Inquisitor,
but in extreme circumstances, a Deathwatch Captain or
Librarian may take command of the unit. Their word is
law, and can requisition anything they desire to get the
job done. They are the best armed and trained units in
the Imperium. They might be deployed in areas where
conventional methods are insufficient or if the troops
available are not properly equipped or trained for the
task. The presence of a Deathwatch team is always welcomed, even though they are feared by all those who
know of them.

III: Chapter Rules

Deathwatch

41

III: Chapter Rules

Khan’s Lightning
History
The Khan’s 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 Sozomen’s Last Stand.

Sozomen’s Last Stand

Character Creation:
Since Deathwatch uses Marines from all different Chapters and is not a Chapter itself characters must be created using the Chapter rules in this section.
Deathwatch Marines can only be used when the game
is centered around Ordo Xenos. A solitary Deathwatch
Marine can be employed with a group of acolytes
working for Ordo Xenos or the entire group can be
Deathwatch.

Career Path Changes:
Deathwatch can recruit any Marine from Neophyte on
up. During a Marine’s service to Deathwatch they gain
access to the following skills, which can be bought up
to +20 at any time:
Table 3-2: Deathwatch Advances
Advance

42

Cost

Type

Prerequisites

Forbidden Lore (Xenos)

100

S

Exotic Weapon Training (any)

100

T

Hatred (specific Xeno)

100

T

Litany of Hate

200

T

Hatred

An unnamed planet in the Calixis sector had a special
plant which was found to make an excellent pain reliever when ground up right, but a group of Chaos cultists
had taken hold of the planet, so that the Chaos Lords
had a grasp in the Calixis Sector. The Imperial Guard
sent in regiments from nearby planets under the command of Sozomen Zuriel.
Sozomen landed in full force with his troops, and began to fan out from his landing zone in search of the
cultists who for several days did not show any sign of
actually being there. On the third day of search for the
cultists, Sozomen and his band of Imperial Guards had
found an abandoned warehouse which showed signs
of previous cultist activity, and they proceeded to enter
to investigate. The warehouse was a trap however, and
the moment the Imperial Guard entered into the warehouse, they were attacked from all sides by their own
tanks, which had fallen to the cultist while Sozomen
had been exploring.
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 favor,
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.
Sozomen’s 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
wouldn’t work much longer, because they were starting
to quickly run out of ammo. On the eighth day of the
siege on the planet, Sozomen decided on a last ditch
effort for a Baneblade, and knew it would be his last
stand the moment he got it. The small band of soldiers
snuck up on the tank using the tunnels they had found
to get behind it, and before the people in the tank 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.
Sozomen’s 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

in the honour of the fallen commander, and became the
agri-world of Sozomen’s Last Stand. The final act that
all Marines must do to hold the honour of Sozomen’s
devotion to the Emperor is to have the symbol of the
Aquila branded into their right shoulder.

Gene-Seed Mutation
The Khan’s 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
doesn’t cause them to become blind or lose the ability
to see color. The Khan’s 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 Khan’s Lightning character can choose to be from
any of the homeworlds.

III: Chapter Rules

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 moment 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
Sozomen’s 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 Khan’s
Lightning, which was formed after the planet was completely taken over.
The Khan’s Lightning, in memory of Sozomen’s bravery, have their Chapter Master forego his birth name for
the name “Sozomen”. Their home world was also named

43

IV: Skills and Talents

S
k i l lsand
a n d Talents
T a le nts
Skills
A
A

lthough a Space Marine lives a life of constant
battle, he is not only trained in martial skills.
The Adeptus Astartes makes use of many different skills, ranging from the basic skills of a warrior,
to other skills, not only abilities to drive a tank or to
pilot a Thunderhawk, but also the knowledge of the
Chapter’s battle language, its history or skills specific to
the assignment.
Another point that needs training is the use of the
implants a Marine acquires during his life. The Catalepsean Node, for example, requires some training, as
only one half of the brain will sleep. The main difficulty is to distinguish between true sensory input and
the dreams of the sleeping half. Another implant that
requires special training is the Omophagea. Sorting out
useful information is not easy, as only acute thoughts
can be recognized.

Another thing to learn for a Marine are the various
litanies of the Chapter. Be it the Litany of Awe, with
which enemies can be demoralized, or the Litany of the
Machine, which is used by Techmarines to bless equipment, each Chapter has its own variant litanies.
Finally, some Chapters have special skills that the recruits can learn. The Imperial Fists’ engraving tradition
is one of these special skills. The Space Wolves’ Iron
Priests for example learn smithing and mining in order
to be well rounded.

New Skills

Forbidden Lore
(Traitor Legions)

Ciphers (Astartes War Cant)

Secret knowledge of the Traitor Legions and their heresy against the Emperor.

Used by members of the Adeptus Astartes to communicate with special codes and phrases.

Common Lore
(Chapter History)
Understanding of the Chapter’s hierarchy, its ranks,
structure, greetings, and general practices.

Common Lore (Librarium)
Knowledge of the inner workings, data storage systems,
rites, and practices of the Librarium.

Forbidden Lore
(Chapter History)
Secret knowledge of the Chapter, of its rites, initiations,
and combat doctrines.

Forbidden Lore (Gene-Seed)

44

This section contains new skills for Space Marine
characters. They can be added to any career as an elite
advance if the character has spent significant amount of
time with Space Marines.

Pilot (Jump Pack)
This skill allows a character to use a jump pack. Tests
are not needed under normal conditions. However,
Tests will be necessary during combat, storms, or attempting a dangerous maneuver.
Existing careers that get a Pilot advance can choose to
gain Pilot (Jump Pack) in addition to the regular Pilot
advances. Normal experience costs apply.

Scholastic Lore
(Armoured Vehicles)
An understanding of an armoured vehicle, its features,
strengths, weaknesses, and how to best attack this kind
of vehicles.

Scholastic Lore (Artillery)

Secret knowledge of the Chapter’s gene-seed, known
mutations, implantation procedures, and tithing rituals.

An understanding of how to operate and crew artillery
weapons. This also includes how to lay down various
types of fire and firing solutions.

Forbidden Lore
(Space Marine Anatomy)

Scholastic Lore
(Communication Networks)

Specialized knowledge of a Space Marines biological,
chemical, and neural composition.

An understanding of communication networks to transmit coded signals and to breach enemy networks.

Scholastic Lore
(Human Anatomy)

Tech-Use (Sensors)

In-depth knowledge of the human anatomy and known
illnesses. It also encompasses how the body died and
what was used to kill it.

Scholastic Lore
(Pharmacology)

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.

In-depth knowledge of drugs, their composition, and
interaction with various organisms.

Scholastic Lore
(Reconnaissance)

New Talents

In-depth knowledge on how to perform reconnaissance, collect data, and tactics on operating behind enemy lines.

Activate Implant

Scholastic Lore (Sensors)

Confession Binding

An understanding of sensors and how to understand
their readings.

Scholastic Lore
(Space Marine Anatomy)
In-depth knowledge of the Space Marine anatomy and
known illnesses. It also encompasses how the body
died and what was used to kill it.

Scholastic Lore
(Spearhead Assaults)
In-depth tactical and strategic knowledge on performing spearhead assaults. The skill also covers logistics
and other support for operations.

Secret Tongue
(Astartes Signage)
Used by the Adeptus Astartes to communicate with
each other using hand signals and other signs.

Tech-Use (Apothecary Tools)
This is a specialized form of Tech-Use, in that it only
grants the ability to repair Apothecary Tools. It also
allows a character with the skill to build replacement
tools. Furthermore, the skill allows the character to understand how Apothecary Tools work.

Tech-Use
(Communications Gear)
This is a specialized form of Tech-Use, in that it only
grants the ability to repair Communications Gear. It

Activates a specific implant to grant the bonuses the
implant contains.

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 subject’s corruption indefinitely.
It takes three days of constant prayer, purifiction, mortification of the corrupted one’s 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 charge’s 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.

IV: Skills and Talents

An understanding of the Space Marine gene-seed, its
maintenance, and removal from dead Space Marines.

also allows for a character with the skill to build replacement communicators. Furthermore, the skill allows the character to understand how communications
gear work.

Scholastic Lore (Gene-Seed)

45

IV: Skills and Talents

Detect Poisons

Rite of Purity

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.

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 seal’s cost in raw ingredients to
create a Common quality seal of Scarce or better rarity.
Both rarity and quality increase this time. Rare seals
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.

Hatred (Traitor Legions)
Extends the Hatred talent to encompass the Traitor Legions.

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.

Litany of Pure Thought
You recite the ancient Litany of Pure Thought to clear
your mind and to center yourself in the Emperor’s grace.
All humans and Space Marines, regardless of their ability to hear, within a 50 meter radius are immune to
Pinning, Fear, and any effects that cause emotional disturbance.

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

Extends the Peer to talent to Space Marine Chapters.

Due to you having a Betcher’s Gland you can spit poison. The poison does 1d5 damage and has an effective
range of 2m.

Resistance: Low Oxygen

Suspended Animation

Peer (Chapter)

You gain a +10 bonus when making a test to resist the
effects of Low Oxygen.

Resistance: Radiation
You gain a +10 bonus when making a test to resist the
effects of Radiation.

46

Shadow Vision

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.

Corruption

Criticals

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 doesn’t have either of the progenoids he
doesn’t gain a bonus.

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 Marine’s 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.

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.

Table 5-1: Energy Critical Effects - Head

Table 5-2: Energy Critical Effects - Body

Roll Added Result

Roll Added Result

1
2
3
4
5

No additional damage
No additional damage
No additional damage
No additional damage
Inside the skull, the Melanochrome is damaged by the
heat
6 The intense heat spreads to the throat, and damages the
Omophagea and Betcher’s Gland
7 The Occulobe is completely destroyed by the fiery
conflagration
8 The Progenoid in the throat can still be harvested
9 The Progenoid in the throat can still be harvested
10+ The flames destroy both Progenoid Glands. Not even the
most competent Apothecary can harvest them

No additional damage
No additional damage
No additional damage
No additional damage
The shock of the attack affects the Secondary heart,
damaging it
6 The Larraman’s Organ shuts down, damaged, due to the
excessive heat
7 The Multi-lung is burned to a crisp and destroyed by the
intense heat
8 The Mucranoid is overloaded by the heat and gives in,
completely destroyed
9 The flames cook and destroy both Progenoid Glands.
Not even the most competent Apothecary can harvest
them
10+ The flames cook and destroy both Progenoid Glands.
Not even the most competent Apothecary can harvest
them

V: Game Rules

G
am e Rules
R u les
Game

1
2
3
4
5

47

V: Game Rules

Table 5-3: Impact Critical Effects - Head

Table 5-4: Impact Critical Effects - Body

Roll Added Result

Roll Added Result

1
2
3
4
5
6
7
8
9
10+

No additional damage
No additional damage
No additional damage
No additional damage
The Lyman’s Ear is damaged
The force of the blow damages the Sus-an Membrane
Fragments of the skull destroy the Catalepsean Node
The Progenoid in the throat can still be harvested
The Progenoid in the throat can still be harvested
The Progenoid in the throat can still be harvested

No additional damage
No additional damage
No additional damage
No additional damage
The Mucranoid is affected by the violent impact and
considered damaged
6 The force of the blow damages the Preomnor
7 The Black Carapace is cracked and damaged
8 The violence of the impact shatters and destroys the
Oolitic Kidney
9 Both Progenoids can still be harvested
10+ The Progenoid in the chest cavity can still be harvested

Table 5-5: Explosive Critical Effects - Head

Table 5-6: Explosive Critical Effects - Body

Roll Added Result

Roll Added Result

1
2
3
4
5
6

No additional damage
No additional damage
No additional damage
No additional damage
The force of the explosion damages the Neuroglottis
The explosion destroys the Lyman’s Ear and damages the
Betcher’s Gland
7 The Progenoid in the throat can still be harvested
8 The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
9 The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
10+ The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them

No additional damage
No additional damage
No additional damage
No additional damage
The Oolitic Kidney is damaged by the explosion’s pressure waves in the body
6 The concussive shock damages the Black Carapace
7 The violence of the shock destroys the Haemastamen
and damages the Larraman’s Organ
8 The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
9 The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
10+ The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them

Table 5-7: Rending Critical Effects - Head

Table 5-8: Rending Critical Effects - Body

Roll Added Result

Roll Added Result

1
2
3
4
5

No additional damage
No additional damage
No additional damage
No additional damage
The rending affects the throat area as well, damaging the
Neuroglottis in the process
6 The Melanochrome implant is damaged
7 The Occulobe and Omophagea are ripped apart and
destroyed by the violence of the hit
8 The Progenoid in the throat can still be harvested
9 The Progenoid in the throat can still be harvested
10+ The Progenoid in the throat can still be harvested

48

1
2
3
4
5

1
2
3
4
5

1
2
3
4
5
6

No additional damage
No additional damage
No additional damage
No additional damage
The wound reaches the Multi-lung and damages it
The Haemastamen is damaged and rendered inert by the
violent shock
7 The Preomnor is damaged from the tears running
through it
8 The Secondary Heart is ripped out and destroyed
9 The Progenoid in the chest cavity can still be harvested
10+ The Progenoid in the chest cavity can still be harvested

E
E

ven though a naked Space Marine is a match for
nearly every opponent, it is the equipment that
makes him that lethal.

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.

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 Marine’s Power Armour.

Space Marine
Standard Kits
Space Marines are issued their equipment based upon
their job. These are not hard and fast rules concerning their equipment, but rather guidelines on what each
type of Marine should carry. These guidelines should
also be applied to other careers in order to maintain
balance.
Brother Scout: Storm Trooper Carapace; Long Las
and Bolt Pistol; or Heavy Bolter and Las Pistol; or Missile Launcher and Las Pistol. All ranged weapons include 10 clips or reloads.
Marine: Power Armour or Storm Trooper Carapace;
Bolter, one choice of primitive melee weapon, and Bolter Pistol; or Heavy Bolter and Bolter Pistol; or Missile
Launcher and Bolter Pistol. All ranged weapons include
10 clips or reloads.
Assault Marine: Power Armour and Jump Pack;
Bolter, one choice of primitive melee weapon, and
Bolter Pistol; or Missile Launcher, one choice of primitive melee weapon, and Bolter Pistol; or Bolter Pistol
and Chainsword; or Bolter Pistol and Chain Axe. All
ranged weapons include 10 clips or reloads. Assault
Marines also get two Demolition Charges.
Assault Veteran: Power Armour and Jump Pack; Bolter, one choice of Primitive Melee Weapon, and Bolter
Pistol; or Missile Launcher, one choice of Chain Weapon, and Bolter Pistol; or Bolter Pistol and Chainsword;
or Bolter Pistol and Chain Axe; or Hand Flamer and
one Chain or Primitive Melee weapon; Flamer and one
Chain or Primitive Melee Weapon. All ranged weapons
include 10 clips or reloads.
Assault Sergeant: Identical to Assault Veteran, except the Marine can choose to take a Power Weapon for
all combinations of weaponry.
Devastator/Tactical Marine:
Power Armour;
Bolter, Bolt Pistol, and one choice of Primitive Melee
Weapon; or one choice of Heavy Weapon, Bolt Pistol,
and one choice of Primitive Melee Weapon. All ranged
weapons include 10 clips or reloads. Devastators also
get an Auspex.

VI: Equipment

Equip
m ent
Equipment

49

VI: Equipment

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. Reclusiarch’s are restricted to taking the Crozius Arcanum
as their Power Weapon. Lexicanum’s can take a Force
Weapon as a melee choice.

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.

Narthecium/Reductor
The Narthecium is the Space Marine Apothecary’s version of a medi-pack, consisting of a medical field kit
including anti-venoms, stim-packs and healing agents
to get a wounded Marine back into the battle quickly. The associated Reductor is a tool for retrieving the
Progenoid organs (gene-seed) from the body of a fallen
Marine. The Reductor is a solid spring-loaded piston
of metal. An Apothecary places the Reductor against a
wounded Marine’s temple and the Reductor hurls the
hunk of metal into the Marine’s skull killing him instantly. This is called “The Emperor’s Peace” or “The
Emperor’s Mercy”.
A Marine that is on the Medicae career path has both
the Narthecium and the Reductor. The Narthecium
grants a skill bonus of +20 to their test against the

Gear
Jump Pack
The Jump Pack is part of the standard kit that Assault
Marines carry. The jump pack allows the Marine to
quickly cross the battlefield and to engage enemies.
The stats and movement rates for jump packs remain
the same for all models of jump packs produced by the
Adeptus Mechanicus.
A jump pack grants the Flyer trait to the character.
Due to the design of the jump pack the character can

Table 6-1: Jump Pack
Armour Protection

Half Move

Full Move

Charge

Assault

Cost

Availability

8

1m–8m

9m–16m

17m–24m

25m–48m

1,500

Rare

Table 6-2: Movement, Maneuvers, and Collision Damage Table
Movement
On the Ground

50

Difficulty

Collision Damage

No special maneuvers are possible,
except attacks or ground movement

No damage

Half Move

+10

1d5

Full Move

+0

1d10

Charge

-10

2d10

Assault

-20

3d10

Psychic Hood
The Psychic Hood is used by Space Marine Librarians
to protect themselves from enemy psychic powers. Often distinguished by a metal hood that rises from the
backplate of their Power Armour, it uses a set of interwoven intricately aligned crystals to nullify an opponents psychic attacks; however they are of a very arcane design and are likely not to have been produced
perfectly, and so are not one hundred percent effective.
This was demonstrated when various Space Marine
Librarians turned to Chaos during the Horus Heresy,
becoming Chaos Sorcerers. Psychic hoods are also occasionally employed by Inquisitors.
A character equipped must make a Psychic Test against
a Psychic Threshold of 25 to nullify any psychic power
that targets the character or the party they are with.
When using a psychic hood, the character doesn’t suffer
from Psychic Phenomena or Perils of the Warp when
rolling 9s.

Purity/Repression Seals
It is the lot of the Adeptus Terra, the Ecclesiarchy and
the Inquisition to work tirelessly to protect humanity
form its legion enemies; enemies who have the power to destroy not only the bodies of those who stand
against them but their minds and souls. Many a young
and idealistic servant sets foot on the path of duty only
to find it slowly darkening into the road of corruption.
The Emperor, in His wisdom, knows even faith is not
always enough, and so grants his priests the ability to
bless His servants so that they may face the darkness
with His light at their side. Any bishop has sufficient
standing within the Cult of the Emperor to create the
physical benedictions known as Purity Seal; strips of
parchment, carefully inscribed with prayers to the Emperor or His saints, anointed in holy oils and unguents
and affixed with wax colored with the pure blood of
martyred pilgrims, which guard those who wear them,
strengthening their faith and driving off those who
would lead them into darkness.
Purity Seals can be thought of as armor for the soul.
Acolytes have a long way to travel before they reach the
point where they might become Interrogators and then

Inquisitors themselves. Without this armor, 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 character’s 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.

Wearing Purity Seals
Seals can be attached to clothing, armor or weapons.
For many the location is not important. What matters
is that the Purity Seal is displayed prominently, for it
is not the way of the Emperor to hide His power from
those he opposes.
Purity Seals have no power unless they are displayed
as symbols of faith, clear for all to see.
Regardless of a Purity Seal’s type, GMs may grant
wearers of these potent symbols of faith bonuses to
Fellowship-based rolls among suitably fervent Imperial
subjects.
Only those with faith can benefit from wearing a Purity Seal. Unless the character has either Common Lore
(Imperial Creed) or Scholastic Lore (Imperial Creed),
the seals they wear remain empty of power.
Those of exceptional faith find that Purity Seals are
even more potent. Any character with the Unshakable
Faith Talent increases the quality of seals they wear by
one step (Common to Good, Good to Excellent). Excellent quality seals gain an additional +5% to any bonus
they grant when worn by those of Unshakable Faith.

VI: Equipment

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 Emperor’s Peace.
A to-hit roll is not necessary, nor is a damage roll if the
wounded Marine isn’t 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.

Aegis Seals
The most common forms of Purity Seal are those designed to protect the wearer. Known as Aegis Seals
within the Ministorum, they provide protection against
the Corrupting Powers.
These wards vary in how they protect the wearer as
well as what level of protection they provide. Just as
with other equipment, both Good and Excellent versions of these seals can be made, although they are
generally restricted to servants who have proved their
worth to the Imperium. Most seals grant a +5% bonus
to a specific test. Increase this to +10% for Good quality seals and to +15% for rare Excellent quality ones.
Purity Seals with other types of benefits include the
effects of higher qualities in their descriptions.
Poor quality seals can also be found. Mostly they are
the work of charlatans or clerics who skimped on the
necessary ritual ingredients. Poor quality seals are effectively Charms, providing no other in-game benefit
to the wearer.

51

VI: Equipment

Speravi In Te, Imperator
A seal commonly worn by those who must take to the
Imperium’s many battlefields to fight in the Emperor’s
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 Emperor’s
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 Imperium’s 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 Mankind’s 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 Emperor’s throne, this
seal grants +5% to any test to resist psychic powers.
Sancta Eruditio
It is the duty of some to fight Mankind’s 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.
Dignare, Domine
The Emperor’s own cult has vouchsafed the character’s
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.

52

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

Table 6-3: Purity/Repression Seals
Purity Seal

Cost

Availability

Speravi in Te, Imperator

75

Scarce

Fides Validus

100

Scarce

Per Orben Terrarum

100

Scarce

Tutela Obviam Veneficus

250

Rare

Sancta Eruditio

250

Rare

Dignare, Domine

250

Rare

Humanus Statua Aeternum

250

Rare

Ad Dexteram Imperatorum

250

Rare

De Mortalitate, Gloriae

250

Rare

Repression Seal

Cost

Availability

Custodia Flematicus

Very Rare

Custodia Sanguineus

Very Rare

Custodia Colericus

Very Rare

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 martyr’s 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 Humanity’s 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 lasgun’s 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 character’s life will not have
been given in vain. Good quality seals of this type allow
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.

For some the Emperor’s 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 Mankind’s
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 it’s 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.

Receiving Purity Seals
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 Emporer’s light
shines upon the creator, bringing prestige many are unwilling to share.
In game terms, this means that Purity Seals have a rarity just as other items do, as well as a price that must
be donated to the cult. Finding a particular type of Seal
requires an Inquiry roll,with a bonus if the seeker has
a relevant Peer Talent. Peer (Adeptus Arbites) grants
+10%, Peer (Inquisition) or Peer (Adeptus Astartes)
grants +20% and Peer (Ecclesiarchy) grants +30%.
Each seal is crafted to best protect the soul of he who
will wear it, and as such they may not be transferred
between characters. And if the blessed wax affixing the
seal is ever broken, not only is the protection of the
seal destroyed, but there are those who whisper that the
Emperor himself becomes displeased, withdrawing his
favor from the servant who failed to protect his benediction.
Men declared excommunicate by the Ecclesiarchy or
the Inquisition are unfit to wear the Emperor’s seals. Although being excommunicated does not prevent existing seals working, clerics who know of the declaration
will refuse to create Purity Seals for such characters and
many will see it as their holy duty to bring down those
who do not immediately cast off their symbols of purity
and seek atonement for their sins.

VI: Equipment

Repression Seals

Armour
Adeptus Astartes
MKVII “Eagle” Power Armor
Adeptus Astartes power armor is a more advanced version of power armor containing many enhancements
that can only be used due to the implantation of black
carapace. Adeptus Astartes Power Armor has the following qualities and stats: Dark Light Vision, Heightened Senses (Hearing), Enhanced Communications
Gear, Red-Dot Laser Sight, Sealed Environment, Advanced Life Support, Recoil Gloves, HUD Tactical Map,
Internal Medicae Functions, and Strength +20. The
Strength bonus is unaffected by the Unnatural Strength
trait, so it grants a +2 bonus instead of +4.
Dark Light Vision: Allows the Space Marine to see
in total darkness up to 50m and follows the rules for
the trait of the same name.
Hearing Auspex: Allows the Space Marine to hear
up to 50m radius and follows the rules for Heightened
Senses (Hearing).
Sight Auspex: Allows the Space Marine to zoom in
onto targets 300m away and fire without penalty. It
follows the rules for Telescopic Sight.
Enhanced Communications Gear: Allows a Space
Marine to communicate to ships up in the upper atmo-

53

VI: Equipment

Table 6-4: Armour
Armour Type

Location(s) Covered

Weight

Cost

Availability

Adeptus Astartes Power Armour

All

8

65 kg

Very Rare

Adeptus Astartes Terminator Armour

All

12

130 kg

Very Rare

Adamantine Mantle

All

Special

2.5 kg

Very Rare

Combat Shield

Arm

2

5 kg

Very Rare

Iron Halo

All

4

2 kg

Very Rare

Rosarius

All

4

2 kg

Very Rare

Storm Shield

Arm

4

7 kg

Very Rare

sphere in a tight beam and to communicate over land
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 armor, 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 Armor
When a Marine player gets Best Quality armour, it is
classified as Artificer Armor.

Aegis Power Armor
Aegis Power Armor has the same abilities as standard
Marine Power Armor, but has the inclusion of several
Talents. It comes with a built-in Storm Bolter as a standard weapon.
Resistance (Daemons): The armor confers a +10
resistance against daemon powers and special abilities,
including all Fear and Corruption Tests.
Resistance (Warp): The armor confers a +10 resistance against Warp based effects, including all Fear and
Corruption Tests.

54

AP

Resistance (Psychic Powers): The armor confers a
+10 resistance against psychic powers.
Resistance (Fear): The armor confers a +10 resistance against fear tests. This does not stack with other
resistances that have a Fear component.
Resistance (Corruption): The armor confers a +10
resistance against corruption tests. This does stack not
with other resistance that have a Corruption component.

Adeptus Astartes
Terminator Armor MkIV
Terminator Armor, or Tactical Dreadnought armor as
it is properly called, is the toughest and most powerful
form of personal armor humanity has ever developed.
The scarcity and expense to maintain Terminator suits
means they are available only to the elite troops from
the veteran companies of the Adeptus Astartes Space
Marine Chapters.
Adeptus Astartes Terminator Armor has the following
qualities and stats: Dark Light Vision, Infra-red Goggles,
Heightened Senses (Hearing), Enhanced Communications Gear, Red-Dot Laser Sight, Sealed Environment,
Advanced Life Support, Recoil Gloves, HUD Tactical
Map, Internal Medicae Functions, and Strength +30.
The Strength bonus is unaffected by the Unnatural
Strength trait, so it grants a +3 bonus instead of +6.
Dark Light Auspex: Allows the Space Marine to see
in total darkness up to 100m and follows the rules for
Dark Light Vision.
Infra-red Auspex: Allows the Space Marine to see
into the infra-red spectrum up to 100m and follows the
rules for Infra-Red Goggles.
Hearing Auspex: Allows the Space Marine to hear
up to 50m radius and follows the rules for Heightened
Senses (Hearing).
Sight Auspex: Allows the Space Marine to zoom in
onto targets 400m away and fire without penalty. It follows the rules for Telescopic Sight.
Enhanced Communications Gear: Allows a Space
Marine to communicate to ships up in the upper atmosphere in a tight beam and to communicate over land
distances of 2 kilometers.
Targeting Auspex: Functions identically to a RedDot Laser Sight.

Aegis Terminator Armor
Aegis Terminator Armor has the same abilities as standard Marine Terminator Armor, but has the inclusion of
several Talents. It comes with a built-in Storm Bolter
as a standard weapon.
Resistance (Daemons): The armor confers a +10
resistance against daemon powers and special abilities,
including all Fear and Corruption Tests.
Resistance (Warp): The armor confers a +10 resistance against Warp based effects, including all Fear and
Corruption Tests.
Resistance (Psychic Powers): The armor confers a
+10 resistance against psychic powers.
Resistance (Fear): The armor confers a +10 resistance against fear tests. This does not stack with other
resistances that have a Fear component.
Resistance (Corruption): The armor confers a +10
resistance against corruption tests. This does not stack
with other resistances that have a Corruption component.

Adamantine Mantle
Adamantine Mantles are cloaks made from threads of
Adamantine, a tough and resistant material that can
provide excellent protection for its wearer. The cloak
often protects the wearer from high strength attacks,
allowing the wearer to survive very heavy firepower
which would normally fell any other warrior. On any
attack that does critical damage, re-roll the amount of
damage taken and take the lowest. When rolling on the
critical hits chart it adds a -2 to the roll.

Combat Shield
A Combat Shield is a lighter and more maneuverable
version of the Storm Shield. A character carrying a
Combat Shield can carry a second weapon. The shield
may be used to block incoming attacks and functions
like a parry with a power weapon. The Combat Shield
can only be used with Terminator Armor.

VI: Equipment

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 armor, 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.
Massive Strength: Due to the armor’s 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 armor sees. If
the entire squad is outfitted with terminator armor they
gain a +1 bonus to Initiative since they are able to coordinate uncannily.
Slow: Terminator armor is bulky and slow. As such,
terminator armor halves the movement of the character
to a minimum of 1m and makes running impossible.

Iron Halo
The Iron Halo is a special reward given to Space Marines who show exceptional bravery and initiative on
the battlefield. It is a power field that encompasses the
body of the character wearing it and grants additional
protection to attacks. An Iron Halo cannot be combined
with either a Combat Shield or a Storm Shield.

Rosarius
A Rosarius is an amulet worn by officials of the Ecclesiarchy for both protection and as sign of office. The
Rosarius takes the form of an amulet, often displaying
the Imperial Eagle or an ornate cross. It is actually an
advanced device, containing a tiny conversion field
generator, which emits a protective energy field around
the wearer. The field’s effect is to convert the energy
of an impact into light. When the field stops a shot, a
blinding flash of light is produced. The field is capable
rendering even plasma gun shots harmless. The Rosarius is often referred to as the soul’s armor.

Storm Shield
The Storm Shield is used by the Space Marines and
Daemonhunters and is a more advanced and bulky version of the Combat Shield, providing better defense.
It is, however, much larger and requires the use of one
hand and so prevents the use of two combat weapons.
The shield itself incorporates a small energy field generator which is too small for use against ranged weaponry but is useful in combat. The shield may be used to
block incoming attacks and functions like a parry with
a power weapon, but grants a +10 to the parry roll. The
Storm Shield can only be used with Terminator Armor.

55

VI: Equipment

Table 6-5: Melee Weapons
Chain Weapons
Name

Class

Dam

Pen

Special

Wt

Cost

Avail

Frost Blade

Melee

1d10+6 R

5

Balanced, Tearing

6 kg

20,000

Very Rare

Name

Class

Dam

Pen

Special

Wt

Cost

Avail

Chainfist

Melee

1d10+8 R

14

Cumbersome, Power Field,
Tearing, Unwieldy

80 kg

5,000

Very Rare

Crozius Arcanum

Melee

1d10+3 E

6

Power Field, Unbalanced

15 kg

5,000

Very Rare

Lightning Claw

Melee

1d10+6 R

6

Power Field, Balanced, Tearing

70 kg

5,000

Very Rare

Power Fist

Melee

1d10+6 E

10

Cumbersome, Power Field,
Unwieldy

60 kg

5,000

Very Rare

Thunder Hammer

Melee

2d10+1 E

14

Cumbersome, Power Field,
Shocking, Recharge

70 kg

5,000

Very Rare

Name

Class

Dam

Pen

Special

Wt

Cost

Avail

Force Weapons

Melee

*

*

Psychic Weapon, *

*

150,000

Very Rare

Power Weapons

Force Weapons

* See the specific entry for rules

Melee Weapons
Chainfist
The Chainfist is a variant of the Power Fist equipped
with a small chainsword blade. This powerful but cumbersome (and so slow moving) weapon is often used
by Space Marine Terminators, especially by tank hunter
specialists or boarding parties because of the great capacity of the weapon to cut through the thickest armor,
both vehicles and buildings included.
It is essentially a power glove with a built-in chainsword
with the cutting edge encased in a glowing energy field.
When the weapon impacts, the energy field leaps across
to the target, shattering anything it comes across and
then the teeth of the blade cut through the remaining
flesh and armor with ease.
A Chainfist can only be carried by Marines in terminator armor. If the Marine spends two full round actions,
double the damage from the weapon when trying to go
through an immobile object like a bulkhead. Normal
humans can carry a version of the chainfist.
Cumbersome: A weapon with this special quality
suffers a +10 to all rolls for blocking and parrying by
opponents. A character carrying a cumbersome weapon
suffers a -6 to their Agility.

Crozius Arcanum
The Crozius Arcanum serves as both a sacred staff of
office and a weapon for Space Marine Chaplains. This
duality is perceived as only natural to a Space Marine,
who see battle as the most glorious form of worship to
the Emperor.

56

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 blacksmith’s 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.

Force Weapons and
Nemesis Force Weapons
Force weapons are powerful close combat weapons that
are only effective in the hands of a trained psyker. Force
weapons effectively act as deadly, psychic extensions of
the wielder’s own powers. They are designed to allow
a psyker to channel deadly Warp energies into their
victim, acting as a conduit between the wielder’s mind
and the flesh of his target. Large alien monstrosities

Designer’s Note
You will notice that Adeptus Astartes equipment has
a price tag attached. This wasn’t an oversight by
the designers, because in the background stories for
Warhammer 40k there are plenty of examples of
private citizens of the Imperium owning Adeptus
Astartes equipment as show pieces to their collections.

Example

Josef, a Librarian, attacks Jolee, a scum, with his force
sword and hits. Jolee has a WP of 35 and rolls a 22,
which makes the roll by 13. Josef has a Psy Rating of
3 and rolls 3d10 getting a 6, 3, and a 9, for a total of
18. This beats Jolee’s roll by 5, so Jolee takes 2d10+5
of damage. Due to Josef rolling a 9 on 1d10 he must
make a Psychic Phenomena check.
To build a Force Weapon, select a weapon from the
Melee Weapons Table in the Dark Heresy rulebook.
This will give the weapon its base damage and special
qualities. Add Psychic Weapon to the special qualities.
In the hands of a non-psyker treat the force weapon as
a normal weapon unless the base weapon is a power
weapon.
Force Rods and Staffs also operate as psy-focuses and
follow the rules concerning a psy-focus.
Nemesis Force Weapons add 1d10 damage per Psy
Rating instead of the normal 1d10 damage per two
Psy Ratings. If the Nemesis Force Weapon is a halberd,
it has a Storm Bolter built into it.

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 wielder’s 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 armor 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 armory.
Lightning claws can be wielded in pairs and can be
carried by Marines in Power Armor. 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.

Power Fist
A Power Fist (or Power Glove) is a large metal gauntlet
surrounded by an energy field that disrupts solid matter.
It is large and slow in combat, and so the bearer must be
willing to take damage before they can strike back.
The power fist follows the rules power fields with a
variation. The character cannot use any other weapon
in the hand that has the power fist. If the Marine spends
two full round actions, double the damage from the
weapon when trying to go through an immobile object like a bulkhead. Normal humans can carry a power
fist.
Cumbersome: A weapon with this special quality
suffers a +10 to all rolls for blocking and parrying by
opponents. A character carrying a cumbersome weapon
suffers a -6 to their Agility.

VI: Equipment

and daemons that are resilient to conventional weapons
can be slain outright by a single wound, as their bodies and minds are destroyed by the unearthly powers
of the Immaterium. Force weapons take the forms of
swords, spears or other close combat weapons. Within
the structure of the weapon is interwoven a powerful
psi-convector, formed into a precise serpentine shape
which concentrates and directs psychic energy. This
sometimes appears as a pattern on the blade.
Psychic Weapon: A weapon with this special quality
on a successful opposed Psy roll adds additional damage
on any successful attack. The target rolls his WP, while
the psyker can roll up to the number of dice in his Psy
Rating. If the psyker’s dice total beats the margin the
target made their WP roll, the target is hit by a spike of
psychic energy that causes an addition 1d10 of damage
for every two levels in Psy Rating. If the psyker’s dice
total doesn’t beat the margin the target made his WP
roll, the target takes the force weapon’s regular damage
as normal. The psyker is subject to the rules concerning
Psychic Phenomena and Perils of the Warp.

Thunder Hammer
Thunder Hammers are weapons of ancient design, utilizing a power field similar to a power sword or fist, and
used by Space Marines and Daemonhunters, primarily
by Terminator Assault Squads and characters with access to the relevant armory. Where other power weapons emit a constant energy field, the Thunder Hammer
is designed to energize the power field only upon impact, enabling it to conserve energy until it is actually
needed, and allowing the weapon to deliver a particularly devastating blow. Between impacts the Hammer
builds up the power it generates ready to destroy the
next opponent. Upon impact, a blue energy field explodes with a thunderous crack, more often than not
smashing through armor, and leaving a smoking hole
that crackles with blue sparks.
A thunder hammer follows the rules power fields.
When used against a vehicle, unless the crew can pass a
Toughness test the crew of the vehicle are stunned for
one round. A vehicle with stunned crew will continue
in a straight line at it’s current speed.
Recharge: Due to its slow charging nature of the
power cells the thunder hammer can only be used every
other round.

57

VI: Equipment

Table 6-6: Ranged Weapons
Solid Projectile Weapons
Name

Class

Range

RoF

Dam

Assault Cannon

Heavy

100m

-/-/10

2d10+2 I

Pen Clip

Rld

Special

Wt

Cost

Avail

100

Full

Overheats

50 kg

5,000

Very Rare

Pen Clip

5

Launcher Weapons
Name

Class

Range

RoF

Dam

Rld

Special

Wt

Cost

Avail

Missile Launcher

Heavy

120m

S/-/-

*

*

1

Full

*

15 kg

1,200

Rare

Cyclone Missile
Launcher

Heavy

120m

S/-/-

*

*

6

2 Full

*

75 kg

5,000

Very Rare

* Damage, Penetration, and Special Qualities are determined by the ammunition fired. Can only fire standard Krak or Frag missiles. See Dark Heresy page 131 for the stats

Bolt Weapons
Name

Class

Range

RoF

Dam

Astartes Bolt Pistol

Pistol

30m

S/3/-

1d10+8 X

Pen Clip
4

8

Rld

Special

Wt

Cost

Avail

Full

5 kg

Very Rare

Astartes Boltgun

Basic

90m

S/3/-

1d10+8 X

4

**

Full

14 kg

Very Rare

Astartes Heavy Bolter

Heavy

120m

-/-/10

2d10+3 X

5

60

2 Full

60 kg

Very Rare

Astartes Storm Bolter

Basic

90m

S/3/6

1d10+8 X

4

48

2 Full

25 kg

Very Rare

Psycannon

Heavy

100m

-/-/10

2d10+3 X

5

100

3 Full

50 kg

Very Rare

** Clip capacity varies, see the description below

Flame Weapons
Name

Class

Range

RoF

Dam

Heavy Flamer

Heavy

40m

S/-/-

1d10+6 E

Name

Class

Range

RoF

Dam

Multi-Melta

Heavy

40m

S/-/-

2d10+8 E

Name

Class

Range

RoF

Dam

Plasma Cannon

Heavy

150m

S/-/-

2d10+6 E

Pen Clip
4

5

Rld

Special

Wt

Cost

Avail

2 Full

Flame

15 kg

1,000

Rare

Rld

Special

Wt

Cost

Avail

2 Full

40 kg

8,000

Rare

Rld

Special

Wt

Cost

Avail

12 Full

Recharge, Blast(3),
Overheats

40 kg

7,000

Very rare

Melta Weapons
Pen Clip
12

10

Plasma Weapons

Ranged Weapons
Assault Cannon
The assault cannon is a heavy, automatic anti-personnel
weapon with an incredible rate of fire, commonly used
by Terminator armored Space Marines. It is a medium
caliber rotary autocannon, with 6 barrels cycled by an
electric motor past a single chamber. The autocannon
can only be used by a Marine in terminator armor.

Cyclone Missile Launcher

58

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 armor; this fitting allow the Space Marine to use a
Storm Bolter and Power Fist with the Missile Launcher,
so he can fire both firearms simultaneously. Older de-

Pen Clip
6

10

signs of the Cyclone missile launcher had the sensor
array hand-carried by the Terminator, thus taking away
the option of a power fist but making it more accurate.
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 armor.

Astartes Bolt Pistol
This is the Adeptus Astartes version of the civilian Bolt
Pistol. It is a rather short-ranged weapon, but more
than capable of dealing damage to the enemies of the
Imperium.

Astartes Boltgun
The iconic weapon of the Space Marines, the holy Bolter is to its wielder more than a weapon. It represents
the Emperor’s holy wrath against His enemies, and is
treated with an almost-religious devotion even in its
mundane maintenance operations.

Astartes Heavy Bolter
A larger, heavier version of the Boltgun, the Heavy
Bolter is an impressive weapon capable of devastating
firepower, deadly even to armored vehicles. The Astartes version fires mass-reactive rounds considerably larger
than the ones used in Bolt Pistols and Bolters.

Missile Launcher
It is a basic launcher tube, which can fire either Krak or
Frag missiles.

Psycannon
Psycannons are a specialized form of bolt weapon used
almost exclusively by the Grey Knights. This weapon
can only be used by a Marine in Terminator armor, or
mounted on Inquisition vehicles.
Their psychically impregnated and consecrated bolts
do double damage against daemons and psykers, with
normal armor protection allowed.

Astartes Storm Bolter
A Storm Bolter is the current development of the Combi-Bolter that was used before the Horus Heresy. It is
essentially a dual chamber linked Boltgun. Its higher
rate of fire makes it a devastating weapon in close quarters. It is the standard weapon of the Terminators, while
the “civilian” version is often used as a pintle-mounted
weapon on Imperial vehicles. Firing a storm bolter does
not require bracing.

Weapon Upgrades
Suspensor Unit

Heavy flamers are larger, more powerful versions of the
standard flamer, projecting hotter and denser flames.

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.

Incinerator

M40 Targeting System

Heavy Flamer

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, but against
Daemons and Psychic creatures it ignores their Armor
Protection.

Multi-Melta
The multi-melta is a larger, longer-ranged version of
the meltagun. Unlike their smaller cousins, multi-meltas
are not commonly carried by infantry. The only foot
infantry known to carry them include Sisters of Battle,
Space Marine Devastators and Servitors. It is more often
found mounted on vehicles, such as Space Marine Land
Speeders and Sisters of Battle Immolators.

Plasma Cannon
The plasma cannon is a heavy weapon that relies on
plasma technology to deliver lethal energy balls but
also has another setting to allow direct shots against
tanks and other large targets which are sure to move out
of the way before it hits. It is much longer-ranged than
the plasma gun, and has a wider blast radius.

VI: Equipment

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).

The M40 Targeting System is often employed by the
Deathwatch Kill-teams of the Ordo Xenos. When
equipped, a bolt weapon gains the Accurate trait and
ignores penalties for long and extreme range as long as
the shooter takes a full round action to aim.

Table 6-7: Weapon Upgrades
Name

Wt

Cost

Avail

Suspensor Unit

5 kg

1,000

Very Rare

M40 Targeting System

1 kg

1,000

Very Rare

Ammunition
Hellfire Rounds
Explosive core replaced with thousands of needles impregnated with mutagenic acid for use against Tyranids.
A Heavy Bolter variant (blast effect) is available.
A Hellfire round adds an additional +5 damage if there
isn’t any armor in the path of the shell. If there is armor
in the way half damage is taken. In the case of being
used against Tyranids the target takes double damage.
If the round if fired by a Heavy Bolter the round has a
splash radius of 5m centered around the target.

59

VI: Equipment
60

Metal Storm Frag Shells

Psycannon Bolts

Standard charge and detonator replaced with fragmentation shell and a proximity sensor detonator.
The Metal Storm Frag Shell does -5 damage and gains
the special trait Scattering.

Psychically impregnated solid slug for tracking targets.,
available not only for the Psycannon, but also for any
bolt weapon, from the Bolt Pistol to the Heavy Bolter.
A Psycannon Bolt does double damage against daemons
and psykers, with normal armor protection allowed.

Stalker Silenced Shells
Propellant and explosive replaced by gas cartridges,
detonator cap replaced with solidified mercury slug.
The Stalker Silenced Shell does -5 damage, but offers
a -10 to Perception and Awareness Rolls for sight and
hearing for detecting the shots beyond 10 meters.

Kraken Pattern
Penetrator Rounds
Deuterium core replaced by solid adamantine core,
heavier propulsive charge.
The Kraken Pattern Penetrator Round does normal
bolter damage, but halves the armor protection of the
location hit.

Table 6-8: Ammunition
Name

Cost/Amount

Availability

Hellfire Rounds

35/1

Very Rare

Metal Storm Frag Shells

30/1

Very Rare

Starker Silenced Shells

30/1

Very Rare

Kraken Pattern Rounds

50/1

Very Rare

Psycannon Bolts

80/1

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 armored and
can provide safe transport for a full squad of ten Space
Marines. The Razorback doesn’t 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 armored 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 armored. 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 vehicle’s path from bushes or rubble. Another
favored upgrade is adding additional armor to increase
protection. During night fights, spot- and searchlights
are added. Finally, firepower can be increased by adding pintle mounts or even missile racks.

VII: Vehicles

V e hi c l es
Vehicles

Rhino
Originally derived from the Rh1N0 Standard Template Construct pattern, the ubiquitous Rhino is basically a
transport vehicle for squads of Space Marines.
Type: Ground Vehicle
Size: Enormous
Armor: Hull 21, Top 18, Rear 18
Traits: –
Narrative Speed: 35 kph/70 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Storm Bolter
Crew: 1 (Driver)
Passengers: 10
Access Points: Hatches on both sides, several on the roof, ramp at the rear
Special: Robust: Tests to repair a Rhino have a +10 bonus
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armor (+5 armor to all locations).

61

VII: Vehicles

Predator Destructor
The Predator was first designed for Space Marines as a cavalry tank, appropriate for the Marines’ rapid-strike tactics. It is based on the Rhino’s chassis.
Type: Ground Vehicle
Size: Enormous
Armor: Front 26, Hull 21, Rear 18
Traits: –
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Autocannon
Crew: 2
Passengers: 0
Access Points: Two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armor (+5 armor to all locations), two side-sponson mounted Heavy Bolters or two side-sponson mounted Lascannons. If the sponson option
is applied, the side hatches are unavailable.

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

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

62

The Razorback was developed as a more-heavily-armed variant of the Rhino chassis that sacrifices a portion of its
troop capacity for additional firepower.
Type: Ground Vehicle
Size: Enormous
Armor: Hull 21, Rear 18
Traits: –
Narrative Speed: 35 kph/70 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicles): +0
Armaments: Twin-linked Heavy Bolter or Twin-linked Lascannon
Crew: 1
Passengers: 6
Access Points: Hatches on both sides, two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armor (+5 armor to all locations).

VII: Vehicles

Razorback

Whirlwind
The Whirlwind is essentially an artillery-support vehicle, based on the Rhino template. It is a post-Heresy design,
and so is not found among the Traitor Legions.
Type: Ground Vehicle
Size: Enormous
Armor: Hull 21, Rear 18
Traits: –
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Whirlwind multiple missile launcher, with either Vengeance or Castellan missiles
Crew: 2
Passengers: 0
Access Points: Hatches on both sides, one on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armor (+5 armor to all locations).

Vindicator
The Vindicator is an armored, short-ranged siege tank. Space Marines attacking heavily fortified positions often
rely on Vindicators to break through.
Type: Ground Vehicle
Size: Enormous
Armor: Front 26, Hull 21, Rear 18
Traits: –
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Storm Bolter and Demolisher Cannon
Crew: 2
Passengers: 0
Access Points: One on top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armor (+5 armor to all locations).

63

VII: Vehicles

Land Raider
The Land Raider is the most powerful tank in the Space Marine’s arsenal, used for spearhead assaults or as a mobile
bunker. It is heavily armed for anti-tank and anti-personnel, with all-around thick armor, and able to transport at
least 10 marines in power armor or 5 terminators.
Type: Ground Vehicle
Size: Massive
Armor: Hull 43
Traits: Interface Controls
Narrative Speed: 30 kph/55 kph
Combat Speed: 5/20/40/60/80
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Hull-mounted twin-linked Heavy Bolters, two side sponsons with twin-linked Lascannons
Crew: 3
Passengers: 10 (or 5 Terminators)
Access Points: Hatches on both sides, two on top, front assault ramp
Special: Machine Spirit: The Land Raider’s Machine Spirit is able to rudimentarily drive the vehicle and fire by
itself. Consider a BS of 25 and Drive (Ground vehicles) skill of 25.
Options: Extra Armor (+5 armor to all locations).

Land Raider Crusader
Originally developed by the Black Templars Space Marine Chapter, the Crusader was eventually approved by the
Adeptus Mechanicus as an authorized design, allowing other Space Marine chapters to field them in abundance.
Type: Ground Vehicle
Size: Massive
Armor: Hull 48
Traits: Interface Controls
Narrative Speed: 30 kph/55 kph
Combat Speed: 5/20/40/60/80
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Hull-mounted twin-linked Assault Cannon,hull-mounted Multi-Melta, two side sponsons with Hurricane Bolters
Crew: 3
Passengers: 15 (or 8 Terminators)
Access Points: Hatches on both sides, two on top, front assault ramp
Special: Machine Spirit: The Land Raider’s Machine Spirit is able to rudimentarily drive the vehicle and fire by
itself. Consider a BS of 25 and Drive (Ground vehicles) skill of 25. Explosive Charges: The front ramp is studded
with explosive charges, which deal the damage of a Frag Grenade when disembarking.

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

64

The Attack Bike is a bulkier, more heavily-armed version of the Bike, with a second rider in a sidecar and a mount
for heavier weapons.
Type: Ground Vehicle
Size: Hulking
Armor: Hull 12
Traits: Open, All-Terrain
Narrative Speed: 50 kph/110 kph
Combat Speed: 15/35/70/105/140
Handling Modifier: Drive (Ground Vehicle): +10
Armaments: Twin-linked Bolters, plus sidecar-mounted Heavy Bolter or Multi-Melta
Crew: 1 (Driver)
Passengers: 1
Access Points: Open-topped
Options: Instead of the twin-linked Bolters, the Bike can mount a Flamer, Melta Gun, or Plasma Gun.

VII: Vehicles

Attack Bike

Land Speeder
The Land Speeder is a light flying vehicle, often used as fast-response unit, quickly dropping down from orbiting
transports to add its firepower to the Space Marine forces on the ground. As the Land Speeder’s STC was discovered after the Horus Heresy, its is not available to the forces of the Chaos Space Marines.
Type: Hover
Size: Hulking
Armor: Hull 18
Traits: Open, Anti-Grav
Narrative Speed: 200 kph/350 kph
Combat Speed: 20/125/250/375/500
Handling Modifier: Pilot (Military Craft): +0
Armaments: Heavy Bolter or Multi-Melta
Crew: 1 (Pilot)
Passengers: 1
Access Points: Open-topped
Options: Tornado Pattern: Add an Assault Cannon or a Heavy Flamer. Typhoon Pattern: Add a Typhoon Multiple
Missile Launcher.

Leman Russ Exterminator
The Leman Russ Exterminator is a common and prolific variant of the Leman Russ Battle Tank used by the Imperial Guard. It mounts a twin-linked Autocannon instead of the more common Battle Cannon, making it more of an
infantry hunter all-round battle tank.
Type: Ground Vehicle
Size: Enormous
Armor: Hull 30, Front 40, Rear 20
Traits: –
Narrative Speed: 25 kph/40 kph
Combat Speed: 5/15/30/40/60
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Twin-Linked Lascannon, plus hull-mounted Lascannon or Heavy Bolter
Crew: 4 (Commander, Gunner, Loader, Driver), plus optionally 2 sponson Gunners
Passengers: 0
Access Points: Turret hatch
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 15/30 kph narrative and 5/10/20/30/40
combat and imposes a -10 penalty to the handling check), Extra Armor (+5 armor to all locations), 2 side sponsons
with Heavy Bolters.

65

VII: Vehicles

Thunderhawk Gunship
The Thunderhawk is a massive, heavily-armoured spacecraft used for a variety of missions. The Gunship variation
is heavily armed.
Type: Military Craft
Size: Massive
Armor: Hull 35
Traits: Void Capable, Interface Controls
Narrative Speed: 1000 kph/2000 kph
Combat Speed: 50/700/1400/2100/2800
Handling Modifier: Pilot (Military Craft): +0
Armaments: Dorsal mounted Turbo Laser or Battle Cannon, 2 Lascannons on wings, 4 Twin-linked Heavy Bolters on front fuselage, 4 Twin-linked Heavy Bolters under the wings
Crew: 3
Passengers: 30 Space Marines (or a combination, considering a Terminator as 2 Marines, a Bike as 3 Marines, an
Attack Bike as 4 Marines, and a Dreadnought as 5 Marines)
Access Points: Several hatches and an extendable ramp

Thunderhawk Transport
The Transport variation of the Thunderhawk is used to transport vehicles to the battlefield.
Type: Military Craft
Size: Massive
Armor: Hull 35
Traits: Void Capable, Interface Controls
Narrative Speed: 1000 kph/2000 kph
Combat Speed: 50/700/1400/2100/2800
Handling Modifier: Pilot (Military Craft): +0
Armaments: 4 Twin-linked Heavy Bolters on front fuselage
Crew: 3
Passengers: 0, but can transport either two Rhinos or one Land Raider
Access Points: Several hatches

Dreadnought
When a Marine is mortally wounded in battle, crippled beyond the cure of the Apothecaries, sometimes he is given
the great honour of continuing to serve the Emperor as a walking instrument of furious destruction, a Dreadnought.
Interred into its sarcophagus, a Marine can continue to fight the endless battle to defend humanity against its many
enemies. Some of the oldest Dreadnought are so ancient that their memories go back several millennia, like Bjorn
the Fell-Handed of the Space Wolves, who fought in the Great Crusade before the Emperor was placed on the
Golden Throne. When not actively fighting, Dreadnoughts are kept asleep and maintained by Techmarines.
Type: Walker
Size: Hulking
Armor: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/14
Handling Modifier: –
Armaments: Dreadnought Close-Combat Weapon with built-in Storm Bolter and Assault Cannon
Crew: 1 (Driver)
Passengers: 0
Access Points: –
Special: The Dreadnough has its own WS and BS scores. Use WS 65 and BS 65.
Options: May replace the Storm Bolter with a Heavy Flamer, or the whole Combat Weapon with a Missile
Launcher, or the Assault Cannon with twin-linked Lascannons or a Multi-Melta. May take Extra Armor (+5 armor).

66

The Blood Angels preference for close-combat tactics is reflected in the Furioso Pattern Dreadnought they often
employ on the field of battle, which features two close-combat weapons instead of heavier ranged weapons.
Type: Walker
Size: Hulking
Armor: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/14
Handling Modifier: –
Armaments: 2 Close Combat Weapons, one with a Storm Bolter or Heavy Flamer, the other with a Meltagun
Crew: 1 (Driver)
Passengers: 0
Access Points: –
Special: The Dreadnough has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armor (+5 armor).

VII: Vehicles

Furioso Dreadnought

Mortis Dreadnought
The Mortis Pattern Dreadnought is a unique build employed by the Dark Angels Chapter, and has the particular
feature of sporting two identical ranged arm weapons.
Type: Walker
Size: Hulking
Armor: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/14
Handling Modifier: –
Armaments: 2 twin-linked Lascannons, or 2 twin-linked Autocannons, or 2 twin-linked Heavy Bolters, or 2
Missile Launchers
Crew: 1 (Driver)
Passengers: 0
Access Points: –
Special: The Dreadnough has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armor (+5 armor).

Siege Dreadnought
Siege Dreadnoughts are equipped for breaking through fortified enemy positions. Their favorite tactics is to breach
enemy installations with their Assault Drill, and then douse in flames everyone inside using the attached Heavy
Flamer.
Type: Walker
Size: Hulking
Armor: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/14
Handling Modifier: –
Armaments: Inferno Cannon and Assault Drill with Heavy Flamer
Crew: 1 (Driver)
Access Points: –
Special: The Dreadnough has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armor (+5 armor).

Passengers: 0

67

VII: Vehicles

Table 7-1: Vehicle Weapons
Solid Projectile Weapons
Name

Class

Range

RoF

Dam

Rld

Special

Autocannon

Heavy

180m

-/-/6

2d10+6 I

Pen Clip
5

120

3 Full

Autocannon, twin-linked

Heavy

180m

-/-/12

2d10+6 I

5

240

3 Full

Assault Cannon

Heavy

100m

-/-/10

2d10+2 I

5

100

Full

Overheats

Assault Cannon, twin-linked

Heavy

100m

-/-/20

2d10+2 I

5

200

Full

Overheats

Demolisher Cannon

Heavy

100m

S/-/-

7d10 I

10

1

2 Full

Battle Cannon

Heavy

800m

S/-/-

7d10 I

10

1

2 Full

Blast (10)

Name

Class

Range

RoF

Dam

Rld

Special

Lascannon

Heavy

300m

S/-/-

5d10+10 E

10

5

2 Full

Lascannon, twin-linked

Heavy

300m

-/-/2

5d10+10 E

10

10

2 Full

Turbo Laser

Heavy

700m

S/-/-

8d10 E

10

1

2 Full

Blast (10)

Name

Class

Range

RoF

Dam

Rld

Special

Bolter, twin-linked

Basic

90m

S/4/4

1d10+8 X

4

48

Full

Hurricane Bolter

Basic

90m

S/6/6

1d10+8 X

4

72

Full

Storm Bolter

Basic

90m

S/2/6

1d10+8 X

4

48

2 Full

Heavy Bolter

Heavy

120m

-/-/10

2d10+3 X

5

60

2 Full

Heavy Bolter, twin-linked

Heavy

120m

-/-/20

2d10+3 X

5

120

2 Full

Class

Range

RoF

Dam

Pen Clip

Rld

Special

Flamer

Basic

20m

S/-/-

1d10+4 E

3

3

2 Full

Flame

Heavy Flamer

Heavy

40m

S/-/-

1d10+8 E

4

5

2 Full

Flame

Inferno Cannon

Heavy

120m

S/-/-

2d10+8 E

6

10

2 Full

Flame, Blast (3)

Name

Class

Range

RoF

Dam

Rld

Special

Meltagun

Basic

20m

S/-/-

2d10+4 E

12

5

2 Full

Multi-Melta

Heavy

40m

S/-/-

2d10+8 E

12

10

2 Full

Name

Class

Range

RoF

Dam

Rld

Special

Plasma Gun

Basic

90m

S/2/-

1d10+6 E

6

20

8 Full

Recharge, Overheats

Typhoon Missile Launcher

Heavy

300m

S/-/-

2d10+5 X

6

10

2 Full

Blast (10)

Vengeance Missile

Heavy

300m

S/-/-

2d10+5 X

4

6

3 Full

Blast (10)

Castellan Missile

Heavy

300m

S/-/-

*

*

6

3 Full

Blast (10), Minefield*

Dreadnought Missile Launcher

Heavy

300m

S/-/-

2d10+4 X

6

8

3 Full

Blast (4)

Las Weapons
Pen Clip

Bolt Weapons
Pen Clip

Flame Weapons
Name

Melta Weapons
Pen Clip

Plasma Weapons
Pen Clip

Launcher Weapons

* Minefield: All the area of the blast is considered covered in Frag Grenades, dealing 2d10 X damage (Pen 0) to anyone stepping on them

Melee Weapons
Dreadnought Close Combat Weapon

Primitive

2d10+10 R

8

Dreadnought Assault Drill

Primitive

2d10+10 R

8

**

** If the Dreadnought spends two full round actions, double the damage from the weapon when trying to go through an immobile object like a bulkhead

68

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 doesn’t 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
Emperor’s finest.
No other fighting force in the Imperium, be it Guard,
Sororitas, PDF or else, inspires as much as the Adeptus
Astartes. The sight of only a handful Space Marines can
turn the morale of entire regiments, either to good or to
bad. They keep fighting where others would flee in terror. On the other hand, Space Marines are not suicide
troops. They retreat if the tactical situation requires it,
only to strike harder moments later.
If you can call a Space Marine your friend, you will
never have to worry any danger again. If he is your foe,
run faster and further than ever before. The mind of a
Space Marine only has enough room for a few things:
the Emperor, the Primarch and crushing the enemy.
Anything other is not suited or necessary.

Space Marine
Psychology
“Sir, my men are almost ready to move out. Are you ready to
depart, Sir?”
We have been ready all day, thought Raphael. It seemed best
not to demoralize the man by telling him this. His warriors
lacked the superhuman hardiness of a Space Marine. There was
nothing to be gained by rubbing this fact home. The Guard
were true soldiers of the Emperor even if they were only men.
Only Men, thought Raphael and caught himself. Yes, to be
a Space Marine was to be more than an ordinary man. It was
to have keener senses, and stronger muscles, faster reflexes and
deadlier weapons. It was to have a life many times longer than
an ordinary man, for Space marines shared some of the generunes of the immortal Primarchs. Yes indeed, being a Space Marine was to be more than a man, but it was also to be a man.
That was never to be forgotten. Space Marines were drawn
from the ranks of men, and it was their duty to serve Man.
Many generations ago entire Chapters had forgotten that and
fallen into heresy and worship of Chaos.
— The thoughts of Sergeant Raphael, Blood Angel
In many ways Space Marines are both more and less
than the teeming mass of humanity – physically they
appear to be perfect, if enlarged, versions of common
humanity and their intellect, whilst necessarily focused
is formidable and yet...
They lack or at least have modified versions of some
of the baser emotions – such as Love and Fear. In addition, having been taken from the normal population
at a young age, they usually have problems relating to
normal human wants and needs. They mix and train
with other superhuman giants and often the only humans they see are Chapter serfs or vassals.
Powerful emotions are not unknown to Space Marines... they feel good honest Hatred, often cited as one
of the foundation stones of the Imperium and although
“They shall know no fear” it is evident that they can feel
intimidated and recognize superior opponents or untenable odds. Fear of Failure and the resulting Shame can
be damaging to the mental state of a Marine and even
a whole chapter has been committed to rash and foolish decisions to regain their honour or make amends.
Pride in their work, their actions and the deeds of their
fellows and Chapter in general are always a powerful
force to a Marine but can make it difficult for them to
accept advice or criticism from “lesser beings.”

VIII: Psychology and Tips

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

69

VIII: Psychology and Tips

“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 Emperor’s immortal realm of the alien, the heretic and the
thrice-damned servants of Chaos.”

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.

— Marshal Brant, Black Templers Crusade Fleet Solemnus

Chaplains are the heart of any Chapter and if a Marine
is without their sage advice, inspiration and words of
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.

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, Castigation’s 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...

70

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

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 Marine’s life and help to transform the remaining
personality into something more fitting to the culture
of the Chapter.
Some Chapters consider the past life of the neophyte
is irrelevant and to be erased – treating their ascension
into the ranks of Space Marines as a complete rebirth.
They require only the skills of the supplicant and will
reshape his mind and beliefs to their own requirements.
Yet the majority of Marines retain memories, however
faint, of their former life.

Dark Angels
“I alone bear these most terrible burdens, for on my shoulders sit
the sins of the Dark Angels Legion and I cannot rest whilst they
still remain to stain our honour”
— Grand Master Ezekiel
The actions of the Dark Angels in a number of campaigns as they seek redemption have earned the brethren an unenviable reputation. Secretive, unpredictable,
considered suspicious and untrustworthy by powerful
members of the Imperium hierarchy, including many
Inquisitors and other Space Marines. Like the Chaos
Cults they fight, as one advances in the Chapter the
Brother becomes aware of and responsible for the Dark
Secrets at the Chapter’s heart. Driven and considering
all but their quest to recover the Fallen secondary, the
brethren of the Dark Angels have little time for other
Marines, never mind humans. A Dark Angel amongst
others may strive to prove himself worthy of their trust,
or ignore their suspicions. Yet he knows that at any
time his Chapter may call upon him to assist them in
their great task and be he in the depths of combat he
must abandon his present comrades to serve a greater
purpose. This veil of secrecy can grate upon the soul of
even a Dark Angel, gnaw at his certainty and conviction as he deserts those who need him and conceals
evidence to better guard the secrets of the Chapter.

White Scars
“For the Khan and the Emperor!”
— White Scars battle cry
A Chapter renowned for its lightning attacks and having much in common with the Space Wolves – indeed it
is said the two respective Primarch’s 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.

Usually scornful of more civilized Imperial worlds and
citizens, they believe that they are already one step on
the path to indolence and Chaos.

Space Wolves
Logan Grimnar, bloody handed warrior. He piles the skulls of
his enemies. He builds a mound of the fallen. His foes weep
rivers of woe. Logan Grimnar, the strong wolf of the pack.
His sword hungers for red flesh. His guns thirst for battle. He
laughs amidst the battle-din. Logan Grimnar, father of wolves.
His sons hunt his enemies. Slay them where they falter and bring
their pelts to Fenris.
Proud and direct, with earthy appetites for food and
drink – one wonders exactly how effective their Chem
Geld actually is. Those of the Wolves are more conscious
of omens than other Chapters, but are more likely to
disdain those who follow the Imperial Cult, venerating
the Emperor in their own unique way. This Chapter is
unusual in that the neophytes or Bloodclaws fight as
front line troops rather than Scouts – who are veterans.
More numerous than many of the other Chapters, the
men of Fenris change through their lifetime from hot
blooded and aggressive Bloodclaws eager to gain honour and recognition to sombre and experienced Long
Fangs.

Imperial Fists

VIII: Psychology and Tips

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.

“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, Emperor’s 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 Ultramarine’s 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.

71

VIII: Psychology and Tips

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 Varlek’s
troops. It required all of the Guardsman’s will power not to
cower before the seven foot warrior. He could imagine the captain’s eyes burning with barely-suppressed blood lust behind the
visors of his helmet. The urge to kill was still on him.
Space Marines of the Blood Angels Chapter are angelic in visage but conceal a ravening thirst for carnage
and like the Dark Angels, the Blood Angels are a cultlike Chapter with dark secrets. They are devastating in
combat, but their methods can be horrific to many Imperials who witness them fighting. A warrior from this
Chapter is the epitome of the Angel without, the Beast
within – having been transformed from a scarred, brutal
scavenger into a tall, proud and handsome warrior. The
Black Rage and those who survive in body, but not in
mind, are a constant reminder to Blood Angels of what
they could and probably will turn into. Long-lived by
Space Marine standards, they have the time and inclination to turn their hands to craftsmanship and arts at
which they excel. Perfection in all things is often their
stated aim but tragically most know they will end their
days as snarling beasts lusting for the blood and flesh
of others. A Blood Angel knows this and in his heart
fears and hates it...

Iron Hands
His Mark IV armor was polished a lustrous black, and a white,
wool cloak embroidered with silver thread hung to his knees. A
greenskin had taken his left arm three decades ago and a Deuthrite flenser his right barely a year later. Now both his arms were
heavy augmetics of burnished iron, but Balhaan welcomed his
new mechanized limbs, for flesh, even Astartes flesh, was weak
and would eventually fail. To receive the Blessing of Iron was
a boon, not a curse.

72

The marines of the Iron Hands do not resemble Angels like the Blood Angels – although they share their
skill in craftsmanship, they retain their original form.
Practical and aware of the weakness of flesh, they seek
to improve themselves both in battle skill and physically, being able to draw upon their unusual relationship
with the Cult of Mars. Straightforward in nature, they
are as often seen as direct as the Space Wolves. They
still retain their ancient clan structure (Karakul, Terrawatt are named together with the Elite Oarlocks), rather
than companies – again much like the Great Companies
of the Wolves. A Great Council, rather than one Commander also lead the Chapter, with a single member of
each Clan serving on the Council. The links with the

Adeptus Mechanicus, much stronger than with the normal ancient pacts, mean that the arcane art of technology is less mysterious to them than is normal amongst
the men of the Imperium. A respect for the customs
and beliefs of the Cult of Mars is also more likely to be
encountered in an Iron Hands Marine. Scarification is
common among the Chapter’s warriors.

Ultramarines
“Know this, son of Guilliman. The father of our Chapter
watches over us always. He knows your soul, your strength,
and aye, even your doubts. The chain of command must not be
broken or we are nothing. Discipline and order are everything
on the battlefield and the army that lives by the credo will always triumph.”
— Marneus Calgar, Chapter Master of the Ultramarines
In many ways the most respected and well known of
the Great Chapters, they deal with mortals directly and
more often than other Chapters, as they govern and
administer their own sector of Space. Rigid adherence
to the Codex can make them inflexible and somewhat
predictable. The recent devastation of their home and
those they were sworn to protect has twisted elements of
the Chapter make up with many of the survivors seeking vengeance on the Tryanid menace, perhaps setting
them on a darker path. Others have begun to question
the Codex itself, at least in their own minds, even as the
Chapter Master himself has had to formulate non- Codex reactions to deal with the Xenos threat. Any Ultramarine at this time stands at a crossroads, will they and
the Chapter evolve and grow stronger or fracture and
shatter under this unforeseen internal pressure?

Salamanders
“Into the fires of battle, unto the anvil of war!”
Like the Raven Guard, the Salamanders suffered grievously on Isstvan V and have never reached the numbers of the other Great Chapters. They remain solid
and steadfast, “refusing to admit defeat even against the
greatest odds.” Recruiting mainly from the high gravity world of Nocturne, they are perhaps the most integrated into Imperial Society, with much of the Chapter
living and working alongside the population. This relationship gives a Salamander a unique (for a Marine)
insight into the life of humans and helps foster their
resolute defense of the people of the Imperium, even
against the actions of their peers. In this regard they are
most akin to the Ultramarines. The disdain that many
Space marines hold for mere humans is less likely to be
manifest in a Salamander, and even if it should be so is
likely to be punished by his brethren or superiors.

“From the darkness we strike, fast and lethal, and by the time
our foes can react... darkness there and nothing more.”
The Raven Guard never recovered fully from the tragedy of Isstvan V and like many of the Great Chapters
they have dark secrets that must be guarded from outsiders. They are masters of guerrilla warfare tactics behind enemy lines, but less well known is the use of
genetic research and experiments to rebuild following
the Horus Heresy. Adaptable and less constrained by
the Codex Astartes than other Marines, Raven Guard
Marines are perhaps more conscious of their own mortality more than most Marines, aware that their Chapter
is still weaker and less able to replace loses than others.
Like the Dark Angels they have secrets that outsiders
must not be aware of, and provoke suspicion by the
Inquisition as their methods and actions are often covert. A Raven Guard is usually more familiar and comfortable with ambushes and misdirection of the enemy
through surgical strikes. The Raven Guards can provide
a powerful resource to an Inquisitor, and even individuals can provide a more useful ally to an Inquisitor than
a more orthodox Marine. Sadly, some Chapters actually consider their methods cowardly and unworthy of
a true Marine, little realizing their actions can be more
productive with less loss of valuable resources.

Grey Knights
“There is nothing in the arcane and blasphemous arsenal of the
forces of Chaos that can compare to faith. With the power of
faith our blades become shining instruments of deliverance that
can cleave the mightiest daemon in twain. With the power of
faith, our minds appear as slivers of pure agony to the daemon,
driving into the wretched forms of those who dare to stand before us... I could meet my enemies unarmed without a shred of
fear in my chest, for I know that the Emperor watches over me
and guides my hand. So let them come. We shall show them
what the powers of faith can do.”
— Justicar Stern
A truly unique Chapter where all the brethren are
psykers – a proud Chapter where few, if any, will ever
recall their names or the heroic deeds that are undertaken in the Emperor’s name. A Chapter where the
gene-seed is said to be taken from the Emperor himself.
To be a Grey Knight is to face sights that would 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

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.

Khan’s 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 Emperor’s name... Attack! Attack!! No
prisoners!!”
The Khan’s 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 Khan’s Lightning and
they hone their skills against powerful and challenging
prey whenever possible.

VIII: Psychology and Tips

Raven Guard

73

IX: Notable NPCs

N ota b le NNPCs
PCs
Notable
A
A

Game Master’s job is a hard one. Not only he
or she has to create a compelling adventure,
a tapestry of facts, motives, subtle hints, game
balance, tone, pacing to keep the players entertained
and enthralled, but he has the task of populating the
game world with compelling, memorable characters for
the players to interact with.
A NPC is a critical piece of the suspension of disbelief the Game Master is creating, and his success is
based on how “real” and interesting it can be. A trite,
two-dimensional NPC, be it an Acolyte’s contact or a
villain, a recurring figure or a walk-on, rarely leave the
players satisfied, and is soon forgotten as an undefined,
blurry, unfocused face.
Space Marines, described in this supplement, can be
tricky to be created as good, realistic NPCs. Genetically
engineered supermen, wielding an array of devastating
weapons, safe in their almost-impenetrable hyper-technological hauberks, they risk to become a stereotype.
But this would be a pity, as Space Marines can be much,
much more than the sum of their implant bonuses and
their powerful equipment.
When creating NPC Astartes, keep in mind that they
are human beings, albeit engineered to be preternaturally strong, fast, resilient. They have their individuality,
their stories to be told. Two “stock” Tactical Marines
can have very different approaches to life, different
thoughts about their diversity from the rest of humanity, different ways to interact with others, different views
of the Holy Ordos of the Inquisition and their Acolytes.
It is the Game Master’s job to transform cold numbers,
hard statistics and a few jotted-down notes into real,
breathing allies (or antagonists) which will be remembered by the players.
This final chapter offers a few example NPCs, detailing the iconic characters appeared throughout the book
– Bencarius the Tactical Marine, Varnius the aspirant
Librarian, Gregorius the Assault Marine, as well as the
other characters who frequently appeared in the previous pages. They are presented as fully fleshed NPCs,
with their stories, motivation, quirks. They can be introduced directly in a game, or just used as the springboard to design good NPCs for any campaign featuring
Space Marines which are much more than cardboard
figures.

74

Brother Neophyte
Bencarius
Young Bencarius was born on the planet of Iax in the
realm of Ultramar. At a very early age, Apothecaries
tested his intelligence and willpower to see if he could
possibly be a future recruit for the Ultramarines. He was
different from the other children, and his parents forced
him to work and study hard, for it was a great honour to
be called to serve as an Ultramarine. Work on the family farm helped to build up his muscles and increase his
tolerance for pain. It wasn’t an easy childhood for him,
but he managed. His younger siblings were supportive
of him and tried to make up for his lack of friends.
Upon his tenth birthday, Apothecary Paulus arrived
and gave him a medical exam. Once the exam was finished, Paulus sent the young boy out to play with his
younger brother while he talked to the parents. Paulus informed them that it was his duty to remove the
boy from the home to begin training as an Ultramarine.
From this day forward his parents could not have further contact with him and they would never see him
again. The Emperor had called Bencarius for a higher
duty than being a grain farmer on Iax, and it was Paulus’s job to ensure that the boy was able to fulfill that
sacred duty.
His departure from his family was a painful one, and
he was brought to the ancient city of First Landing to
begin the long process of becoming a Marine. He stood
outside in the courtyard of the Ultramarine headquarters while waiting to begin...
Brother Bencarius, Neophyte
WS

BS

S

T

Ag

Int

Per WP Fel

34

33

44

39

30

28

30

29

31

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-

Brother Assault Marine
Gregorius
Brother Assault Marine Gregorius has a long and proud
history of serving the Ultramarines. He fought during
the Tyranid invasion by Hive Fleet Behemoth and he
earned several honours. He originally was born in one
of the major hive cities on the desert planet Masali. Like
all children born in the realm of Ultramar, he was tested
by the Ultramarine Apothecaries and found to be an excellent candidate. His training was tough and rigorous
with many of his Neophyte squad killed. Upon completion of his Neophyte training he was sent as a Scout to
work with the Deathwatch.
For several decades he fought on various worlds protecting human settlers from xenos incursions. Among
the foes he fought were Orks, Eldar, and Tau. His service was exemplary and he eventually returned back to
the Ultramarines. There he found his place within Second Assault Squad of the Third Company. In the future
Brother Gregorius, Assault Marine
WS

BS

S

T

Ag

Int

Per WP Fel

44

43

54

49

40

28

35

29

31

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

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, Larraman’s Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids,
Black Carapace.
Armour: Adeptus Astartes MkVII Eagle Power Armor.
Weapons: Chainsword and 2 Bolt pistols.
Gear: Jump pack, 4 bolt magazines.

Brother Devastator Marine
Kellerica

IX: Notable NPCs

tive), Pistol Training (Bolt), Pistol Training (Las), Resistance: Low Oxygen, Resistance: Poisons, Unnatural
Strength, Unnatural Toughness .
Implants: Secondary Heart, Ossmodula, Biscopea,
Haemastame, Larraman’s 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.

He was born on the planet of Macragge to a family
of 12. He has 4 sisters and 5 brothers as well as his
mother and father. He was a natural trouble maker that
was constantly getting into territorial fights with his
brothers in regards to toys and rooms. When he turned
8 it was decided by his mother that he would be sent to
Parmenio for military training. His time at the Parmenio academy was filled with danger and violence as he
continually kept getting in fights with the other recruits
over who was the top dog.
Kellerica was picked to become a Space Marine due
to his excellent record in the training regiments when
he was 10. He was almost denied full Space Marine
status at the age of 14 because of his inability to follow
the orders and for almost getting into a fight with his
commanding officer. The captain approved his acceptance as a full fledged Space Marine however, because
of his ability to improvise and his ability to learn how
to use a weapon shortly after picking it up. Kellerica
was declared Devastator material due to the previously
mentioned ability to learn a weapon in a short time.
He was assigned to his first mission as a Devastator
to quell a heretic uprising on the hive world of Radmar. During that battle, Kellerica proved his skill with
a missile launcher and his ability to adapt to mitigating
circumstances. He assisted in the downing of three enemy bombers and two enemy tanks. Kellerica and his
squad were fully capable of quelling the uprising. He
has a shining future ahead of him as a Devastator squad
member.

75

IX: Notable NPCs

Brother Kellerica, Devastator Marine
WS

BS

S

T

Ag

Int

Per WP Fel

36

58

40

45

30

29

28

35

30

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, Larraman’s Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids,
Black Carapace.
Armor: Adeptus Astartes Terminator Armor MkIV,
Storm Shield.
Weapons: Heavy Bolter, Cyclone Missie Launcher,
Flamer.
Gear: 3 bolt magazines, 1 fuel, 4 krak missiles, 4 frag
missiles, Ultramarine Robes.

Brother Medicae Initiate
Tiberius
Tiberius was born on the planet of Calth in the Realm
of Ultramar. His parents were Klightus and Castella,
who were miners in the caves. He was exceptionally
devoted to his parents throughout his young life and
showed signs of superior skill in the area of medicine
and surgery. Klightus constantly goaded him into doing
things better and faster, and over the course of his early

76

childhood Tiberius began to develop a loving rivalry
with his own father.
Tiberius was enrolled into the medical field at one of
Calth’s 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 Tiberius’s battle brothers around him.
Tiberius’s 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 didn’t 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

39

45

40

45

40

45

30

35

30

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,

Brother Chaplain-Priest
Darus
Brother Darus was born on the battle cruiser The Lion’s
Angel Feather. His father was a serf security officer and
his mother was a clerical officer on board the battle
cruiser. He was trained by his father in combat tactics
and his mother taught him to love the great Emperor
who protected all of humanity. A big part of his daily
life was the worship of the Emperor, unwaveringly, and
to protect it with his life if there was need for it. He was
also trained by his father to kill and defend.
Darus was selected by the Space Marine Captain on
board the ship at the age of 10 and quickly rose in influence with the Chaplains on board the vessel. Darus
was rapidly pulled into the teachings of the Chaplains
because he enjoyed worshiping of the Emperor more so
than the true constraints of battle. The day cycle after
Darus became a Chaplain, The Lion’s Angel Feather came
under attack by a rogue Chaos vessel and during the
ensuing battle Darus spent the whole time preaching to
the ship security under his command.
He became a chaplain for the Dark Angels on that
day, and proved his unwavering loyalty to the Emperor
of Mankind. Darus swore to forever serve the Emperor
and the Chapter Master of the Dark Angels. There are
no such thing as heroes in the world any more, but Darus swears by his life that he will attempt to be a hero.
Brother Darus, Chaplain-Priest
WS

BS

S

T

Ag

Int

Per WP Fel

48

33

53

37

33

30

28

Career Path: Chaplain
Rank: Chaplain-Priest
Adeptus Astartes Chapter: Dark Angels
Origin: Void Born

35

40

Height: 2.75m
Build: Spindly

Weight: 160 kg
Age: 32

Movement: 4/8/12/24
Wounds: 13
Skills: Awareness, Carouse, Charm, Ciphers (Astartes War Cant), Common Lore (Imperium), Common
Lore (Chapter History), Common Lore (War)+10,
Dodge+10, Forbidden Lore (Heresy), Navigation
(Ground), Scholastic Lore (Legend), Speak Language
(Low Gothic).
Talents: Arms Master, Autosanguine, Basic Weapon
Training (Las), Detect Poison, Diehard, Heightened
Senses (Hearing), Learn By Eating, Light Sleeper, Lightening Reflexes, Melee Weapon Training (Primitive),
Pistol Training (Las), Resistance: Low Oxygen, +10
Resistance: Poisons, Resistance: Radiation, Resistance:
Heat and Cold, Resistance: Fear, Shadow Vision, Spit
Acid, Sound Constitution (3), Suspended Animation,
Unnatural Strength, Unnatural Toughness.
Implants: Secondary Heart, Ossmodula, Biscopea,
Haemastame, Larraman’s Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids,
Black Carapace.
Armour: Adeptus Astartes MkVII Eagle Power Armor.
Weapons: Mono Great Weapon, Las Carbine, Las Pistol.
Gear: 4 Las clips, Dark Angels Robes, Holy Symbol.

IX: Notable NPCs

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, Larraman’s Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids,
Black Carapace.
Armour: Adeptus Astartes MkVII Eagle Power Armor.
Weapons: Bolt pistol, Bolt pistol, mono knife.
Gear: 4 bolt magazines, Ultramarine Robes, Apothecary Tools.

Brother Librarium Savant
Varnius
Brother Varnius was born on the planet of Tallassar to
a family of nobles who ran a small village several miles
from the capital. Varnius trained skillfully in the arts of
physical hand-to-hand combat as a recreational activity.
This was because his parents didn’t seem particularly
interested in indulging their son with attention.
At the age of 10, Varnius was requested by several
Space Marines with strange glowing hoods to accompany them off planet, so that he could be tested.
However, en route to Macragge, Varnius’s latent psychic powers manifested itself in a blast of sound that
burst the ears of a security serf on the shuttle which
resulted in the death of the serf. Varnius has learned to
live in horror of his abilities because of this tragic event
and was immediately pressed into training to become
a Space Marine. This was done so that way they could
keep an eye on him.
At the age of 20, Varnius was fully inducted into the
order of the Librarium of the Ultramarines. He spent
several months on Macragge after his induction as the
Chief Librarian thought him too dangerous to be let
out just yet. During his stay on Macragge, he continued
his old recreational activity of hand-to-hand combat to

77

IX: Notable NPCs

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

41

41

41

42

27

45

31

48

35

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, Larraman’s Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids,
Black Carapace.
Armour: Adeptus Astartes MkVII Eagle Power Armor.
Weapons: Shock Maul, Bolter, Las Pistol.
Minor Psychic Powers: Chameleon, Déjà Vu, Dull
Pain, Fearful Aura, Healer, Inspiring Aura, Lucky, Psychic Stench, Staunch Bleeding, Torch, Trick, Wall Walk,
Warp Howl, Weaken Veil, Weapon Jinx, White Noise.

78

Psychic Powers: Biomancy: Bio-Lightening, Constrict, Seal Wounds. Telekinetics: Fling, Force Bolt,
Precision Telekinesis, Psychic Crush, Telekinesis.
Gear: 3 bolter magazines, 2 las clips, Ultramarine
Robes.

Brother Tech-Wright Casticus
Casticus moves among the unmanned Rhinos, Dreadnoughts and other vehicles of the Ultramarine armory,
the gleaming armor plates that coat the spirit of their
machines bright in his eyes. In all his training under the
Omnissiah, Casticus has never had such an honour. He
came to the most holy of all the relics on the Battle Barge
Sons of Ultramar, a holy artifact in its own right. At
the end of the vehicle bay stands a warlord battle titan.
He mouthed the name of the metal giant into his
beautiful mechanical lungs. No matter how beautiful,
his mere vox casters did not compare to the titan. He
steps to the Miles Incendia and carefully removes the
glove from his fleshy hand. Long ago he removed his
weak limbs and replaced them with the finest bionic
appendage that was available, except his right arm. That
way he could feel the cold hard skin of the sacred to
the Omnissiah. He closes his eyes and prays to the great
machine spirit of the titan that he will be housed inside.
He would be housed inside, like the spirit of the machine itself. Casticus lets out a long breath and leans his
head back. He stares at the ceiling. Millions of tons of
ancient steel and iron between him and the endless void
made the Omnissiah’s power even more impressive. He
closes his eyes and spreads his right hand across the
armor plating of the titan’s foot. He feels every nut and
bolt that keep the carapace plate on its canvas. Casticus draws his hand away slowly and his fingers regretfully leave the glory of the Omnissiah before him.
He sits down before the behemoth and begins to pray
and incant the Litany of Protection. This great force of
technology would fight against hordes of xenos, blasphemous heretics, and the foulest of daemons. Not only
fight, but it would survive, if the Omnissiah wills it.
Brother Casticus, Tech-Wright
WS

BS

S

T

Ag

Int

Per WP Fel

39

50

43

56

35

50

32

40

30

Career Path: Techmarine
Rank: Tech-Wright
Adeptus Astartes Chapter: Ultramarines
Origin: Imperial World
Height: 2.35m
Build: Fit

Weight: 155 kg
Age: 60

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, Larraman’s Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids,
Black Carapace.
Armour: Adeptus Astartes MkVII Eagle Power Armor.
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).

IX: Notable NPCs

Movement: 3/6/9/18
Wounds: 20
Skills: Awareness, Carouse, Common Lore (Imperium),
Common Lore (Chapter History) +10, Common Lore
(Tech) +20, Dodge, Forbidden Lore (Archeotech) +20,
Logic +10, Navigation (Ground), Speak Language
(Low Gothic), Secret Tongue (Tech) +20, Tech-Use
+20, Trade (Amorsmith) +10, Trade (Wright).
Talents: Ambidextrous, Autosanguine, Basic Weapon
Training (Las), Basic Training (Bolt), Detect Poison,
Diehard, Energy Cache, Feedback Screech, Gun Blessing, Heightened Senses (Hearing), Learn By Eating,
Light Sleeper, Lumen Blast, Lumen Charge, Lumen
Shock, Maglev Grace, Maglev Transcendence, Meditation, Melee Weapon Training (Chain), Melee Weapon
Training (Primitive), Mechadendrite Use (Gun), Mechadendrite Use (Manipulator), Mechadendrite Use (Optical), Mechadendrite Use (Utility), Pistol Training (Las),
Resistance: Low Oxygen, +10 Resistance: Poisons,

79

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

MELEE WEAPONS

MISSILE WEAPONS

CHARACTERISTICS

Weapon

Weapon

Weapon Skill (WS)

Class

Damage

Type

Special Rules

Pen

Class

Wt

Range

Class

Damage

Type

Clip

Rld
Wt

Class

Wt

Range

Strength (S)
Weapon

Damage
RoF

Type
Clip

Damage

Type

Pen
Wt

Special Rules

Wt

Weapon
Toughness (T)

Class
Range

Weapon
Class

Damage

Type

Wt

Damage
RoF

Agility (Ag)

Clip

Pen

Rld
Wt

Weapon
Class

Handedness:. ........................................

Range
Intelligence (Int)

ARMOUR

Type

Special Rules

Pen

Special Rules

Pen

Rld

Special Rules

Class

Pen

Weapon

Pen

Special Rules

RoF

Type

Special Rules

Ballistic Skill (BS)

Weapon

Damage

Damage
RoF

Type
Clip

Pen

Rld
Wt

Special Rules

Weight:...................

HEAD

(01-10)

Perception (Per)

................................

BODY
(31-70)

RIGHT ARM
(11-20)

................................

................................

LEFT ARM
(21-30)

Willpower (WP)

................................

RIGHT LEG

LEFT LEG

................................

................................

(71-85)

(86-00)

Fellowship (Fel)

GEAR

Weight

..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
..........................................................................................................................
Total CarriedWeight:............................

LIFTING Carry:............. Lift:. ............... Push:.................
DAMAGE
Total Wounds

Current Wounds

FATE POINTS

Critical Damage

Fatigue

Total

Current
(Max. Fatigue = TB)

MOVEMENT
Walk (Half Action)

WEALTH
Throne Gelt:

Walk (Full Action)

..........................................................
..........................................................

Charge

Monthly Income:

Run

..........................................................
..........................................................

XP
to Spend

EXPERIENCE
...............................................................
...............................................................
...............................................................
...............................................................
...............................................................
...............................................................

Advancements Taken
(............)
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XP
spent

Next Rank

BASIC SKILLS

CHARACTERISTICS

ADVANCED SKILLS

Tot. Sk. +10 +20
Awareness (Per)............................... . ......... c c c
Barter (Fel)......................................... . ......... c c c
Carouse (T)......................................... . ......... c c c
Charm (Fel). ....................................... . ......... c c c
Climb (S)................................................ . ......... c c c
Command (Fel). ............................... . ......... c c c
Concealment (Ag)........................ . ......... c c c
Contorsionist (Ag)...................... . ......... c c c
Deceive (Fel)...................................... . ......... c c c
Disguise (Fel)..................................... . ......... c c c
Dodge (Ag).......................................... . ......... c c c
Evaluate (Int). ................................. . ......... c c c
Gamble (Int)........................................ . ......... c c c
Inquiry (Fel)....................................... . ......... c c c
Intimidate (S)..................................... . ......... c c c
Logic (Int)............................................ . ......... c c c
Scrutiny (Per)................................... . ......... c c c
Search (Per)........................................ . ......... c c c
Silent Move (Ag)........................... . ......... c c c
Swim (S).................................................. . ......... c c c
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Weapon Skill (WS)

Tot. Sk. +10 +20
Speak Language (Low Gothic). . ......... c c c
........................................................................ . ......... c c c
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Unskilled Basic Skills can still be used, but at half
the Characteristic for that skill

Ballistic Skill (BS)

Strength (S)

Toughness (T)

Agility (Ag)

Intelligence (Int)

TALENTS
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Insanity
Points

TRAITS
Perception (Per)

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Willpower (WP)

MUTATIONS
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Tested
c WS c BS c S
c T
c Ag
Against:
c Int c Per c WP c Fel

Fellowship (Fel)

INSANITY
Degree of Madness:.........................................
Trauma Modifier:..............................................

Disorders Severity
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CORRUPTION
Degree of Corruption:...............................
Malignancy Test:...........................................

Corruption
Points

Malignancies
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IMPLANTS
c Secondary Heart
c Haemastamen
c Omophagea
c Sus-an Membrane
c Mucranoid

c Ossmodula
c Larraman's Organ
c Catalepsean Node
c Multi-lung
c Occulobe
c Melanochrome
c Oolitic Kidney
c Betcher's Gland
c Progenoids

Psy Rating:

c Biscopea
c Preomnor
c Lyman's Ear
c Neuroglottis
c Black Carapace

Discipline:

PSYCHIC POWERS

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CHAPTER INFO, BACKGROUND & NOTES
PORTRAIT

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