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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
Armoursmith Advances............................................ 25
Tech-Initiate Advances.......................................... 26
Tech-Wright Advances.......................................... 26
III: Chapter Rules.......................................... 27
Dark Angels.......................................................... 28
White Scars........................................................... 30
Blood Angels....................................................... 36
Iron Hands............................................................ 38
Ultramarines....................................................... 40
Salamanders......................................................... 41
Grey Knights........................................................ 42
Deathwatch.......................................................... 43
Khans Lightning............................................... 44

IV: Skills and Talents................................ 46


New Skills............................................................... 46
New Talents.......................................................... 47
V: Game Rules...................................................... 49
Corruption........................................................... 49
Insanity................................................................... 49
Criticals................................................................. 49
VI: Equipment..................................................... 51
Space Marine Standard Kits....................... 51
Gear............................................................................ 52
Armour.................................................................... 55
Melee Weapons.................................................... 58
Ranged Weapons............................................... 59
Weapon Upgrades . .......................................... 60
Ammunition.......................................................... 60
VII: Vehicles......................................................... 61
Rhino........................................................................ 61
Predator Destructor............................................. 62
Predator Annihilator............................................ 62
Baal Predator......................................................... 62
Razorback................................................................ 63
Whirlwind................................................................ 63
Whirlwind Hyperios............................................... 63
Vindicator................................................................ 64
Leman Russ Exterminator...................................... 64
Land Raider............................................................. 64
Land Raider Crusader............................................ 65
Land Raider Helios. ............................................... 65
Bike. .......................................................................... 65
Attack Bike.............................................................. 66
Land Speeder............................................................ 66
Land Speeder Tornado........................................... 66
Land Speeder Typhoon........................................... 67
Land Speeder Tempest. ........................................... 67
Thunderhawk Gunship........................................... 67
Thunderhawk Transport....................................... 68
Dreadnought........................................................... 68
Furioso Dreadnought............................................ 68
Mortis Dreadnought............................................. 69
Siege Dreadnought................................................. 69
Grey Knights Dreadnought. ................................ 69
VIII: Psychology and Tips...................... 71
Space Marine Psychology........................... 71
Dark Angels. ........................................................... 73
White Scars............................................................. 73
Space Wolves. .......................................................... 73
Imperial Fists........................................................... 73
Blood Angels. ......................................................... 74
Iron Hands............................................................... 74
Ultramarines............................................................ 74
Salamanders............................................................. 74
Raven Guard............................................................ 75
Grey Knights........................................................... 75
Khans Lightning. ................................................... 75
IX: Notable NPCs.............................................. 76
Character Sheet........................................... 82

C redits
Credits
Writing CCredits
W

Art
A

Richard Littles (ThePatriot)


DarthBane

Robban-O
ShadowedKnight

TeveshZhat

(Figthting Marine art)

(Vehicles, NPC chapter introduction, Space Wolves,


character sheet, overall editing)

(Chapter colors)

DarkSandman

(Introductions for chapters 1-7)

Da Boss
(Psychology and Role-Playing Tips)

Mudswimmer
(NPCs stats, background for Casticus)

ShadowedKnight

(Khans Lightning, backgrounds for Tiberius,


Kellerica, Varnius, and Darus)

Voidstate

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

Throndhart

LLayout
DarthBane

S
Special T
Thanks

Hellebore, Jas, Dienekes00

(Black Rage/Curse of the Wulfen rules,


Chapter histories)

Regnirok

(Chapter histories)

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

I n tr o d u c ti o n
Introduction
Contained within this book you will find all the information necessary to add a member of the Adeptus Astartes to
an existing Inquisition style game presented in Dark Heresy or you can run an Astartes only campaign. Each chapter
in the book covers information on how to create a Space Marine, Space Marine career advances, new talents and
skills, Space Marine Chapter specific rules, new equipment, new vehicles, and an in depth look at how to role play
a Space Marine as well as a look at the psychology of each Chapter presented.
This book is the culmination of over two months of work by a talented group of people that contributed to the
pages contained within. The debates were fierce, both publicly and privately, on how to achieve the goal of presenting a balanced Space Marine within the constraints of the Dark Heresy system. I believe that we have achieved this
goal. A lot of blood, sweat, tears, and love went into writing this and I do hope that you enjoy this book. Always
remember, Duty and Honour are paramount in crushing the enemies of the Imperium.
Id like to thank my co-conspirator... err... co-author, DarthBane, because without him this book wouldnt be
here. He kept me on track by suggesting changes, editing, further expansion, and just being an all around good
friend. Without him, I personally would have been lost in the vast labyrinth of creativity. Heres to the next book
we do, DarthBane.
Another person that was really instrumental in this production and for being honest on what he saw that needed
to be changed requires his own paragraph. This very special thanks goes to T.S. Luikart for being a very supportive
person that is personable and helpful. He has my utmost respect for all the work hes done on Dark Heresy and I can
think of no greater compliment to give him then to say a special thanks to him. I owe you big time T.S.
Sincerely,
Richard Littles(ThePatriot)

Space Marines. Adeptus Astartes. The Emperors Finest. They are among the most iconic characters when you think
of science-fiction combat. Advanced equipment, genetically engineered warriors, a somehow more medieval than
futuristic attitude. Hardened Battle-Sergeants, zealous Chaplains, powerful Librarians, indestructible Terminator
armour, all of this creates a great potential for role-playing, and a fantastic opportunity for trying something different, new and exciting.
I feel great pride at what I have contributed to. Together we were able to create a solid set of rules to portray Space
Marines in a balanced, playable way. It wasnt always easy; as Space Marines are so iconic and so loved, the attempt
to put them into the frame of this role-playing game, of any role-playing game, sparked a lot of interest and a lot
of critics. We had heated arguments with detractors, useful brainstorming sessions, agreements and disagreements,
but we endured, and in the end managed to create something really good. Lots of effort and love went into this
supplement I hope everyone will like it and find it useful at their gaming table.

DarthBane

Y
Y

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 enemys troops and start wreaking havoc in close combat. If there are bigger things
to demolish, the Assault Marines make use of Melta
Bombs.
The most specialized are the Marines of the Devastator Squads. With their heavy weapons, they are trained
to attack and destroy vehicles with missiles, plasma or
melta weapons. Their massive firepower gives them an
important role in every assault.

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 Chapters badge is painted. Depending on the
mission, there maybe army badges somewhere on the
Power Armour. Many Marines add some personal style
to their armour, either by adding sigils, a special paint
or other marks.

I: Astartes Creation

encarius laid upon the cold, unfeeling metal surface


of the table. The lights above the table blinded his eyes
making it impossible for him to see. He could hear the
low chanting from all around him and he closed his eyes in a
silent prayer.
Across his skin he could feel the cold metal of the Apothecarys
mechadandrites searching for something on his his exposed stomach. The sound of steel against flesh joined the chorus of chants
and his screams echoed as a counterpoint. The whirring of a
bone saw replaced the notes produced by the flesh being cut...

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 and the Inquisitors Handbook, with the exception that they cannot
choose Schola Progenium as a starting origin.
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 pri
mitive-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).

Librarian Specific Talents: Psy Rating 1, 1 Minor


Psychic Power, 2 Insanity Points, 2 Corruption Points.
Techmarine Specific Talents: Electro-Graft Use.
Techmarine Starting Traits: Mechanicus Implants
(see Dark Heresy, page 27).
Starting Equipment: Robes of the Chapter, Flak
Jacket, Flak Helmet, Weapons based upon world type:
Feral: Sword or Axe, Bow with 6 arrows or Crossbow
with 6 quarrels.
Hive or Forge World: Sword or Axe; Las Pistol and a
charge pack or Stub Revolver with 6 rounds of ammunition; Las Carbine and a charge pack or Autogun with
a magazine of ammunition.
Imperial, Void Born, and Mind-Cleansed: Knife; Las
Pistol and a charge pack or Stub Revolver with 6
rounds of ammunition; Las Carbine with a charge pack
or Autogun with a magazine of ammunition.
Noble Born: same as the other choices in the character
world list for the Chapter. For example, a Space Wolf
character selects to be a Noble Born, but due to Fenris
being classified as Feral he gets the same equipment
choice for Feral World. The same applies to the Space
Marine build (see Table 1-2).

Starting Rank: Neophyte


Throne Gelt: 50+1d10
Starting Age: 1d5+10

Implants
What makes Marines different from normal humans is
the implants they receive. All Space Marines will start
with all the implants associated, but they must spend
experience in order to activate the organ.

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

Implants are a very important part of Space Marine


development. It is what makes a Space Marine what
he is. The implants are done in stages under the careful supervision of the Chapters Apothecaries. Coupled
with the implantation procedures is hormonal therapy
and hypno-indoctrination and training. The Apothecaries start implanting these implants into male children
between the ages of 10-14 years of age and progresses
until the final implant is put in between the ages of 1618. The final implant is the black carapace which allows
the Marine to fully interface with his armour.

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

Larramans Organ

Autosanguine

Catalepsean Node

Light Sleeper

Preomnor

Resistance: Poisons

Omophagea

Learning by eating

Multi-lung

+5 Resistance: Poisons

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.

Occulobe

Shadow Vision

Neophytes will have available the following implants


for activation: Secondary Heart, Ossmodula, Biscopea, Haemastamen, Larramans Organ, and Catalepsean Node.
Scouts will have available the following implants for
activation: Preomnor, Omophagea, Multi-lung, Occulobe, Lymans Ear, and Sus-an Membrane.

Lymans Ear

I: Astartes Creation

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.

Heightened Senses: Hearing

Sus-an Membrane

Suspended Animation

Melanochrome

Resistance: Radiation

Oolitic Kidney

+5 Resistance: Poisons

Neuroglottis

Detect Poisons

Mucranoid

Resistance: Heat and Cold

Betchers Gland
Progenoids

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

Forge 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

Mind-Cleansed/Imperial World

Void Born

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 Chapters Scout
Company.
As a Scout, the warrior will undertake recon missions
or act as artillery spotter. After several years again, he
is considered a Scout Veteran. Once he completed his
assignment, he is granted the Black Carapace, and thus
becomes a true Space Marine. His first assignments are
in various squads of different companies. Once his true
capabilities are determined, each Marine is permanently
assigned to a specific squad, be it Tactical, Assault or
Devastator.
From this point on, the Marine will see the most intense battles mankind fights. After a time, he is considered a veteran. Some veterans show more courage and
leadership abilities than others, and may be promoted
to the Sergeant rank, thus gaining command of his own
squad.

Other Marines will take different paths upon completing their time with the Scouts. Some will become
Chaplains, Apothecaries, Techmarines or even Librarians, if they show psychic abilities.
After more years of service, a Marine may be promoted to an officer rank, which means, he will perhaps lead
his own company, or, climbing the ladder even further
up, the Chapter Master. Other Marines do not long
for command, instead staying Marines until the end of
their days.
Should a Marine show extreme bravery and dedication, Terminator honours will be given to him. This
means the Marine is transferred to the First Company,
serving as honour guards for commanding officers, or
he becomes an elite warrior of the Empire, a Terminator.
Due to their altered physiology, Marines can live for
centuries. It is a rather rare occasion that a Space Marine dies of age, but it happens. If the Marines is deadly
wounded in battle, and deemed worthy, his remains are
entombed in a sarcophagus, thus becoming literally a
living war machine: a Dreadnought.

Designers Note
By taking the route we did, we understood the limitations of only having eight ranks of advances. The
Marines presented were intentionally left open for
future expansion as the core rules expand beyond
15,000 experience. This conscious decision resulted
in only presenting Marines from the line companies.
As the core game expands, so will the rank progression of a Marine from one of the line companies to
First Company veterans.

Table 2-1: Space Marine Characteristic Advances


Characteristic

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

Awareness

Climb

100

Concealment

100

Common Lore (Imperial Creed)

100

Common Lore (Chapter History)

100

Common Lore (Imperium) +10

100

Common Lore (Imperium)

Common Lore (War)

100

Bencarius stood tall, wear- Dodge


100
S

ing the robes of the Ultra- Navigation (Ground) +10


100
S
Navigation (Ground)
100
S

marines with his blond hair Silent Move


100
S

cropped close to his skull. Survival


Swim
100
S

He waited on patiently for


Activate Secondary Heart
25
Trait
Must be bought with starting XP
his next assignment from Activate Ossmodula
25
Trait
Must be bought with starting XP
Brother Sergeant Ulnirus. Activate Biscopea
25
Trait
Must be bought with starting XP
25
Trait

He felt the cool breeze of Activate Haemastamen


Activate
Larramans
Organ
25
Trait

the summertime wind and


Activate Catalepsean Node
25
Trait

tried his best to ignore the Chem-Geld


100
T

insects biting his face. Ul- Basic Weapon Training (SP)


100
T

nirus appeared behind him Basic Weapon Training (Bolt)


100
T

100
T
Psy Rating 1
and Bencarius performed Minor Psychic Power
100
T

a smart, crisp about face. Pistol Weapon Training (SP)


Pistol Weapon Training (Bolt)
100
T

Ulnirus silently handed a Sound Constitution


100
T

sealed envelope to the young Technical Knack


100
T
Techmarine, Int 30
neophyte and nodded his You may take this Talent up to three times at this Rank.
goodbye. Bencariuss hands
were trembling as he opened the sealed envelope. Quickly, he read his new orders then headed to his barracks to gather up his gear.
How can this be that I get pulled from training to serve with Ordo Xenos, he questioningly thought.

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

Awareness +10

Climb +10

100

Climb

Concealment +10

100

Concealment

Common Lore (Imperial Creed) +10

100

Common Lore (Imperial Creed)

Common Lore (Chapter History) +10

100

Common Lore (Chapter History)

Common Lore (Imperium) +20

100

Common Lore (Imperium) +10

Common Lore (War) +10

100

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
Lymans
Ear
25
Trait

ins of the small town ahead


Activate Sus-an Membrane
25
Trait

of him seeing the damage Basic Weapon Training (Las)


100
T

the Tau had caused. His Heavy Weapon Training (Bolt)


100
T

eye caught the movement Heavy Weapon Training (Launcher)


100
T

100
T

of a tall battlesuit moving Pistol Weapon Training (Las)


100
T
BS 30
lithely through the debris. Deadeye Shot
Lumen Charge
100
T
Techmarine
Tapping his micro-bead he Lumen Shock
100
T
Techmarine
whispered to the rest of the Minor Psychic Power
100
T
Psy Rating 1
100
T

team that he had sighted a Rapid Reload


Sound
Constitution
100
T

target and to move up into a


flanking position. The rest
of the squad moved forward with Chiana-ru, a Space Marine from the Khans Lightning Chapter, carrying the missile launcher.
A voice whispered into Bencariuss ear and he depressed the trigger of his weapon...

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

Carouse +10

100

Carouse

Climb +20

100

Climb +10

Concealment +20

100

Concealment +10

Common Lore (Imperial Creed) +20

100

Common Lore (Imperial Creed) +10

Common Lore (Chapter History) +20

100

Common Lore (Chapter History) +10

Common Lore (War) +20

100

Common Lore (War)

Dodge +20

100

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 Betchers Gland
25
Trait

dripped from his brow


Activate Progenoids
25
Trait

into his eyes. He paused to Activate Black Carapace


25
Trait

flick away the alien insects Blind Fighting


200
T
Per 30
200
T
Techmarine
from his face and to listen Lumen Blast
Mechadendrite
Use
(Utility)
200
T
Techmarine
for any enemy nearby. ExMinor Psychic Power
100
T
Psy Rating 1
plosions rippled across the Sound Constitution
200
T

abandoned field that he was Two Weapon Wielder (Ballistic)


200
T
BS 35, Ag 35
crossing and he dropped
into crouch to prevent being back lit by the light from the explosions. Tentatively, he moved in a crouch to get to a bomb crater
ahead of him. Tracer fire criss crossed across the Ultramarine lines and he silently hoped his brothers were alright. He slid down
into the bomb crater with his feet impacting into a gretchin cowering below. Quickly, Bencarius pulled out his knife...
Silent Move +20

100

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

Prerequisites
Acrobatics

Carouse +20

100

Carouse +10

Ciphers (Astartes War Cant)

100

Drive (Ground Vehicles)

100

Drive (Hover Vehicles)

100

Forbidden Lore (Chapter History)

100

Forbidden Lore (Chaos)

100

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

II: Advances

Marine
Advances

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

Table 2-6: Brother Marine Advances


Advance

Cost

Type

Acrobatics +20

200

Acrobatics +10

Ciphers (Astartes War Cant) +10

100

Ciphers (Astartes War Cant)

Forbidden Lore (Chapter History) +10

100

Forbidden Lore (Chapter History)

Forbidden Lore (Chaos) +10

200

Forbidden Lore (Chaos)

Forbidden Lore (Xenos) +10

200

Forbidden Lore (Xenos)

Literacy +10

200

Literacy

Scholastic Lore (Imperial Creed) +10

100

Scholastic Lore (Imperial Creed)

Secret Tongue (Astartes Signage) +10

100

Secret Tongue (Astartes Signage)

Speak Language (High Gothic) +10

200

Speak Language (High Gothic)

Speak Language (Low Gothic) +10

200

Speak Language (Low Gothic)

Combat Master

100

WS 30

Crack Shot

100

BS 40
Bencarius sat quietly as
Double Team
100
T

he listened to the brief- Leap Up


100
T
Ag 30
ing from his squad leader. Resistance (Fear)
100
T

200
T

The combat webbing of the Sound Constitution


Unshakeable
Faith
100
T

drop pod held him firmly in


place. Runes flashed across
his helmet as he ran various checks upon his armours systems. Our objective is to remove the heretic governor inside of the palace.
When we touch down I want formation Gamma with Brother Marine Bencarius covering the rear, the helmet vox rang into his
ears. His hands gripped the bolter tightly and he uttered the Litany of Calm to steady his nerves. A loud thump followed by being thrown forward into the webbing the drop pod was fired from the Battle Barge Sons of Ultramar. When the drop pod hit the
atmosphere it skipped a few times then punched its way through the resistance. Bencarius looked out through the view port in front
of him and could see the flames from the re-entry shading the bottom edge of the glass.

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

Ciphers (Astartes War Cant) +10

Contortionist

200

Demolition

100

Forbidden Lore (Chapter History) +20

100

Forbidden Lore (Chapter History) +10

Forbidden Lore (Chaos) +20

100

Forbidden Lore (Chaos) +10

Forbidden Lore (Xenos) +20

100

Forbidden Lore (Xenos) +10

Literacy +20

200

Literacy +10

Pilot (Jump Pack)

100

100
S
Scholastic Lore (Imperial Creed) +10
Brother Gregorius swo Scholastic Lore (Imperial Creed) +20
Scholastic Lore (Chymistry)
200
S

oped down onto the lone


Scholastic Lore (Spearhead Assaults)
100
S

Emperors Childrens squad Search


100
S

accompanied by his broth- Shadowing


100
S

ers. Bolter fire screamed Tracking


100
S

100
T

through the air towards Berserk Charge


Disarm
100
T
Ag 30
them and he deftly evaded
Furious Assault
100
T
WS 35
the incoming missiles of Melee Weapon Training (Chain)
100
T

death. Using the targeting Sound Constitution


200
T

100
T
WS 30
auspex, he lined up a shot Sure Strike
100
T
WS 35
with his bolter pistol onto Swift Attack
Two Weapon Wielder (Melee)
200
T
WS 35, Ag 35
the lead traitor Marine and
depressed the trigger. The bolter rounds impacted upon the traitors armour, blowing out chunks of corrupted, mutated flesh from
the traitors chest. The return fire was intensifying as other traitor squads joined in on the firefight. Gregorius heard the command
to charge in his helmet vox...

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

Contortionist

Demolition +10

100

Demolition

Forbidden Lore (Warp)

100

Pilot (Jump Pack) +10

100

Pilot (Jump Pack)

Scholastic Lore (Reconnaissance)

100

Scholastic Lore (Chymistry) +10

200

Scholastic Lore (Chymistry)

Scholastic Lore (Spearhead Assaults) +10

100

Scholastic Lore (Spearhead Assaults)

Search +10

100

Search

Shadowing +10

100

Shadowing

Tracking +10

100

Tracking

Ambidextrous

200

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 planets gravity. They emerged from the demolished upper floor of the
apartment complex to crash into the cultist squad. Chainswords, power fists, and bolter shells tore into the chaos filth to send them
to their damnation. Blood spewed forth from the cultists wounds and covered their armour.

12

Only those Assault Marines that have shown the


aptitude for command are
promoted to being a squad
leader.

Table 2-9: Assault Sergeant Advances


Advance

Cost

Type

Command

100

Prerequisites

Contortionist +20

200

Contortionist +10

Demolition +20

100

Demolition

Forbidden Lore (Warp) +10

100

Forbidden Lore (Warp)

Pilot (Jump Pack) +20

100

Pilot (Jump Pack) +10

Scholastic Lore (Reconnaissance) +10

100

Scholastic Lore (Reconnaissance)

Scholastic Lore (Chymistry) +20

200

Scholastic Lore (Chymistry) +10

Scholastic Lore (Spearhead Assaults) +20

100

Scholastic Lore (Spearhead Assaults) +10

Search +20

100

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

Shadowing +10

II: Advances

Assault
Sergeant
Advances

Table 2-10: Tactical Marine Advances


Advance

Cost

Type

Prerequisites

Ciphers (Astartes War Cant) +20

100

Ciphers (Astartes War Cant) +10

Drive (Ground Vehicles) +10

100

Drive (Ground Vehicles)

Drive (Hover Vehicles) +10

100

Drive (Hover Vehicles)

Forbidden Lore (Chapter History) +20

100

Forbidden Lore (Chapter History) +10

Forbidden Lore (Chaos) +20

100

Forbidden Lore (Chaos) +10

Forbidden Lore (Xenos) +20

100

Forbidden Lore (Xenos) +10

Literacy +20

200

Literacy +10

Pilot (Civilian Craft)

200

Pilot (Military Craft)

100

Pilot (Spacecraft)

200

Scholastic Lore (Imperial Creed) +20

100

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 Companys potential.

Table 2-11: Tactical Veteran Advances


Advance

Cost

Type

Prerequisites

Drive (Ground Vehicles) +20

100

Drive (Ground Vehicles) +10

Drive (Hover Vehicles) +20

100

Drive (Hover Vehicles) +10

Forbidden Lore (Warp)

100

Pilot (Civilian Craft) +10

200

Pilot (Civilian Craft)

Pilot (Military Craft)+10

100

Pilot (Military Craft)

Pilot (Spacecraft) +10

200

Pilot (Spacecraft)

Scholastic Lore (Tactica Imperialis) +10

100

Scholastic Lore (Tactica Imperialis)

Scholastic Lore (Philosophy) +10

200

Scholastic Lore (Philosophy)

Scholastic Lore (Bureaucracy)

200

Security +10

100

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 Bencariuss


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

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

Common Lore (Administratum)

200

Forbidden Lore (Warp) +10

100

Forbidden Lore (Warp)

Pilot (Civilian Craft) +20

200

Pilot (Civilian Craft) +10

Pilot (Military Craft) +20

100

Pilot (Military Craft) +10

Pilot (Spacecraft) +20

200

Pilot (Spacecraft) +10

Scholastic Lore (Tactica Imperialis) +20

200

Scholastic Lore (Tactica Imperialis) +10

Scholastic Lore (Philosophy) +20

200

Scholastic Lore (Philosophy) +10

Scholastic Lore (Bureaucracy) +10

200

Scholastic Lore (Bureaucracy)

Security +10
Sitting high in the comBasic Weapon Training (choose one: Flame, Launcher,
300
T

mand hatch, Bencarius Melta, or Plasma)


watched his crew work on Exotic Weapon Training (choose one: Needle Pistol,
300
T

the land raider. Several Web Pistol, Needle Rifle, or Webber)


Furious Assault
100
T
WS 35
pulse lasers had punched Heavy Weapon Training (choose one: Flame, Las,
300
T

through the heavy armoured Launcher, Melta, or Plasma)


100
T
BS 40
machine and the machine Independent Targeting
Iron Discipline
100
T
WP 30, Command
spirit wasnt happy from
Marksman
100
T
BS 35
the damage. It complained Pistol Training (choose one: Flame, Launcher, Melta,
300
T

of several breaches that had or Plasma)


100
T
BS 40, Deadeye Shot
wreaked havoc upon its in- Sharpshooter
Peer (Chapter)
100
T
Fel 30
ternal systems. Sighing, he Sound Constitution
300
T

slid down into the troop


bay and oversaw the repairs. He had never imagined all those decades ago that he would be a sergeant commanding one of the
mightiest Adeptus Astartes war machines.
Security +20

14

100

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

Ciphers (Astartes War Cant) +10

Ciphers (War Cant)

100

Forbidden Lore (Chapter History) +20

100

Forbidden Lore (Chapter History) +10

Forbidden Lore (Chaos) +20

100

Forbidden Lore (Chaos) +10

Forbidden Lore (Xenos) +20

100

Forbidden Lore (Xenos) +20

Forbidden Lore (Warp)

100

Literacy +20

200

Literacy +10

Scholastic Lore (Imperial Creed) +20

100

Scholastic Lore (Imperial Creed) +10

Scholastic Lore (Tactica Imperialis)

100

100

100

100

100

Secret Tongue (Astartes Signage) +10

200

Speak Language (High Gothic) +10

200

200

100

100

100

100

100

S 45

100

WP 40

100

BS 40, Ag 40

100

BS 40

200

300

Devastator Marine Kellerica hefted the heavy Scholastic Lore (Communication Networks)
Scholastic Lore (Sensors)
bolter onto his shoulder Secret Tongue (Astartes Signage) +20
for additional support. He Speak Language (High Gothic) +20
used his armours target- Tech-Use (Communication Gear)
ing auspex to pick out a Tech-Use (Sensors)
Basic Weapon Training (Flame)
section of that damnable Basic Weapon Training (Launcher)
heretic governors defenses. Basic Weapon Training (Melta)
He depressed the trigger Basic Weapon Training (Plasma)
and a steady stream of bolts Bulging Biceps
screamed from his hidden Die Hard
Hip Shooting
position within the gardens Independent Targeting
of the governors palace. Quick Draw
Immediately, the heretic Sound Constitution
You may take this Talent up to three times at this Rank.
PDF opened fire, their lasguns stabbing towards him.
Kellerica ducked to the left and melted back into the hedges...
Scholastic Lore (Cryptology)

II: Advances

Devastator
Marine
Advances

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

Table 2-14: Devastator Veteran Advances


Advance

Cost

Type

Prerequisites

Ciphers (War Cant) +10

100

Ciphers (War Cant)

Drive (Ground Vehicles) +10

200

Drive (Ground Vehicles)

Drive (Hover Vehicles) +10

200

Drive (Hover Vehicles)

Forbidden Lore (Warp) +10

100

Forbidden Lore (Warp)

Scholastic Lore (Tactica Imperialis) +10

100

Scholastic Lore (Tactica Imperialis)

Scholastic Lore (Cryptology) +10

100

Scholastic Lore (Cryptology)

Scholastic Lore (Communication Networks) +10

100

Scholastic Lore (Communication Networks)

Scholastic Lore (Sensors) +10

100

Scholastic Lore (Sensors)

Scholastic Lore (Armoured Vehicles)

100

100
S

Dark purple rain poured Scholastic Lore (Artillery)


Tech-Use (Communication Gear) +10
200
S
Tech-Use (Communication Gear)
down from the heavy overTech-Use (Sensors) +10
200
S
Tech-Use (Sensors)
cast clouds. Rain drops fil- Cleanse and Purify
100
T
Basic Weapon Training (Flame)
tered from the jungle trees Heavy Weapon Training (Flame)
100
T

100
T

splattered onto his armour Heavy Weapon Training (Launcher)


Heavy
Weapon
Training
(Melta)
100
T

and causing the visors glass


Heavy Weapon Training (Plasma)
100
T

to be obscured. Kellerica Melee Weapon Training (Power)


100
T

flipped his head to clear the Insanely Faithful


100
T

water from the glass and Sound Constitution


300
T

moved forward hauling the


heavy bolter in his left hand. He scanned the area for life signs, but due to the jungles natural wildlife there was too much interference in determining human life forms. Muttering a curse, he slid out from the dark underbrush to run smack into the center of a
chaos cultist patrol. He dropped to his knees and fired....

15

II: Advances

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

Ciphers (War Cant)

Command

100

Forbidden Lore (Warp) +20

100

Forbidden Lore (Warp) +10

Scholastic Lore (Tactica Imperialis) +20

100

Scholastic Lore (Tactica Imperialis) +10

Scholastic Lore (Cryptology) +20

100

Scholastic Lore (Cryptology) +10

Scholastic Lore (Communication Networks) +20

100

Scholastic Lore (Communication Networks) +10

Scholastic Lore (Sensors) +20

100

Scholastic Lore (Sensors) +10

Scholastic Lore (Armoured Vehicles) +10

100

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

Prerequisites

Ciphers (Astartes War Cant) +20

100

Ciphers (Astartes War Cant) +10

Forbidden Lore (Chapter History) +20

100

Forbidden Lore (Chapter History) +10

Forbidden Lore (Chaos) +20

100

Forbidden Lore (Chaos) +10

Forbidden Lore (Xenos) +20

100

Forbidden Lore (Xenos) +10

Forbidden Lore (Gene-Seed)

100

Forbidden Lore (Mutants)

100

Forbidden Lore (Space Marine Anatomy)

100

Forbidden Lore (Warp)

200

Literacy +20

100

Literacy +10

100
S

Tiberius plugged the Medicae


Scholastic Lore (Imperial Creed) +20
200
S
Scholastic Lore (Imperial Creed) +10
wounds of his brother ly- Scholastic Lore (Gene-Seed)
100
S

ing before him and watched Scholastic Lore (Space Marine Anatomy)
100
S

as more of his brothers were Scholastic Lore (Human Anatomy)


100
S

100
S

cut down by Eldar shurik- Scholastic Lore (Chymistry)


Scholastic Lore (Pharmacology)
100
S

ens. Cursing silently, he


Tech-Use (Apothecary Tools)
100
S

moved to the next casualty Trade (Apothecary)


100
S

in the squad and assessed Ambidextrous


100
T
Ag 30
200
T

the Marines condition. A Die Hard


200
T
Ag 40, Two Weapon Wielder (Ballistic)
shuriken had grazed the Dual Shot
200
T
BS 40, Two Weapon Wielder (Ballistic)
Marines jugular vein and Gunslinger
Hip Shooting
200
T
BS 40, Ag 40
blood poured from the Sound Constitution
200
T

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

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

Prerequisites
Chem-Use

Forbidden Lore (Gene-Seed) +10

100

Forbidden Lore (Gene-Seed)

Forbidden Lore (Mutants) +10

100

Forbidden Lore (Mutants)

Forbidden Lore (Space Marine Anatomy) +10

100

Forbidden Lore (Space Marine Anatomy)

Forbidden Lore (Warp) +10

200

Forbidden Lore (Warp)

Medicae +10

100

Medicae

Scholastic Lore (Gene-Seed) +10

100

Scholastic Lore (Gene-Seed)

Scholastic Lore (Space Marine Anatomy) +10

100

Scholastic Lore (Space Marine Anatomy)

Scholastic Lore (Human Anatomy)+10

100

Scholastic Lore (Human Anatomy)

Scholastic Lore (Chymistry) +10

100

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

Prerequisites
Chem-Use +10

Forbidden Lore (Gene-Seed) +20

100

Forbidden Lore (Gene-Seed) +10

Forbidden Lore (Mutants) +20

100

Forbidden Lore (Mutants) +10

Forbidden Lore (Space Marine Anatomy) +20

100

Forbidden Lore (Space Marine Anatomy) +10

Forbidden Lore (Warp) +20

200

Forbidden Lore (Warp) +10

Medicae +20

100

Medicae +10

Scholastic Lore (Gene-Seed) +20

100

Scholastic Lore (Gene-Seed)

Scholastic Lore (Space Marine Anatomy) +20

100

Scholastic Lore (Space Marine Anatomy) +10

Scholastic Lore (Human Anatomy) +20

100

Scholastic Lore (Human Anatomy) +10

100
S
Scholastic Lore (Chymistry) +10
Tiberius watched silently Scholastic Lore (Chymistry) +20
Scholastic Lore (Pharmacology) +20
100
S
Scholastic Lore (Pharmacology) +10
as young Bencarius was Tech-Use (Apothecary Tools) +20
200
S
Tech-Use (Apothecary Tools) +10
brought into the operating Basic Weapon Training (choose one: Flame,
300
T

theater to begin the pro- Launcher, Melta, or Plasma)


Exotic Weapon Training (choose one: Needle
300
T

cess of turning this young Pistol, Web Pistol, Needle Rifle, or Webber)
child into a Space Marine. Furious Assault
200
T
WS 35
300
T

Tiberius held the boy down Heavy Weapon Training (choose one: Flame, Las,
Launcher, Melta, or Plasma)
and watched as Apothecary Independent Targeting
200
T
BS 40
Paulus begin cutting the Marksman
200
T
BS 35
300
T

boy open with the scal- Pistol Training (choose one: Flame, Launcher,
Melta, or Plasma)
pel. Tiberius held the boy Peer (Chapter)
100
T
Fel 30
firmly down and let the Sharpshooter
200
T
BS 40, Deadeye Shot
screams echo through his Sound Constitution
300
T

mind. Thinking back the


many centuries before when he was in this boys position, he smiled at the thought that his reaction was identical to the boys. The
boys blood covered his operating gown and he watched Paulus work...

17

II: Advances

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

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

Arcanum, a potent power weapon and also the symbol


of his office, his black Power Armour and his helmets
faceplate resembling the appearance of a grinning skull,
he brings terror to the heart of his enemies.
Although a frightening figure, a Chaplain is always
very close to his fellow Brothers. He is present when a
Space Marine is just a Neophyte, during his indoctrination and every stage on their route to become a full
fledged Space Marine. This bond extends over all times,
and it is not unheard of that some Space Marines rather
follow their Chaplain into battle than the original commander.
As mentioned above, the exact duties of a Chaplain
vary in each Chapter. The Iron Hands for example, use
their Iron Fathers, as they are called, as Chaplain and
Techmarine. Some of them are sent to Mars during
their training. The Dark Angels have the InterrogatorChaplains, whose sole purpose is hunting down the
Fallen and force them to repent. A very special role is
the Chaplain within the Blood Angels Chapter. He is
the only one who can talk to the warriors of the Death
Company, whose members suffer from the Black Rage.
Some famous Chaplains are Cassius of the Ultramarines, a veteran with a deep personal grudge against
the Tyranids, Uzziel of the Dark Angels, who recovered
the Sword of Luthor, or Ulrik the Slayer of the Space
Wolves.

Table 2-19: Chaplain-Novite Advances


Advance

Cost

Type

Prerequisites

Blather

100

Charm

200

Ciphers (Astartes War Cant)

100

Drive (Ground Vehicles)

200

Drive (Hover Vehicles)

200

Forbidden Lore (Heresy)

100

Forbidden Lore (Chapter History)

100

Inquiry

100

Literacy

100

Performer (Musician)

200

Young Darus sat in


Performer (Singer)
200
S

the training room of the Scholastic Lore (Imperial Creed)


100
S

Chaplains, reading a book Scholastic Lore (Legend)


200
S

100
S

detailing the tenets of the Scrutiny


Trade
(Copyist)
100
S

Dark Angels faith. He


Arms Master
100
T

wolfed down the massive Catfall


200
T

tome repeatedly, memoriz- Lightning Reflexes


100
T

ing the ancient litanies and Meditation


100
T

200
T

rituals. Holding in his Rapid Reaction


Sound Constitution
200
T

hand the Aquila that he


You may take this Talent up to two times at this Rank.
was given, he felt his faith
grow the more he read. The exploits of the Lion filled the ancient tome and his devotion to the Gods of Caliban. His eyes devoured
the text and he didnt notice Reclusiarch Artithet come into the room. Novite Darus, recite the Litany of Blessed Devotion for me,
Artithet demanded. Slowly standing, unwilling to tear his gaze from the book, he began to recite the litany. Artithet reached down
and slammed the book shut...

18

As their training grows,


they are allowed to finally
help with the proceedings
of their Chapters sermons
to prepare their Battle
Brothers for combat.

Table 2-20: Chaplain-Priest Advances


Advance

Cost

Type

Blather +10

100

Prerequisites
Blather

Carouse +20

100

Carouse +10

Command

200

Deceive

100

Forbidden Lore (Cults)

200

Scholastic Lore (Legend) +10

100

Scholastic Lore (Legend)

Scholastic Lore (Occult)

100

Trade (Copyist) +10

100

Trade (Copyist)

Ambidextrous

200

Ag 30

Die Hard

200

Dual Shot

200

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 faithfuls responsibility to bring the Emperors light to the worlds throughout the galaxy. Darus felt the ancient
chalice reverently removed from his hands by Artithet. The assembled company of Marines watched intently as Artithet recited the
Litany of Bravery, then they began to move single file to the pulpit, so they could receive the rites of battle.

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

II: Advances

ChaplainPriest
Advances

Table 2-21: Chaplain-Confessor Advances


Advance

Cost

Type

Charm +10

100

Prerequisites
Charm

Ciphers (Astartes War Cant) +10

100

Ciphers (Astartes War Cant)

Forbidden Lore (Heresy) +10

100

Forbidden Lore (Heresy)

Forbidden Lore (Chapter History) +10

100

Forbidden Lore (Chapter History)

Forbidden Lore (Psykers)

200

Inquiry +10

100

Inquiry

Interrogation

100

Trade (Copyist) +20

100

Trade (Copyist) +10

Air of Authority

100

Fel 30

Basic Weapon Training (choose one: Flame,


Launcher, Melta, or Plasma)

300

Darus leaned close to Crushing Blow


100
T
S 40
100
T
Wp 30, Command
Brother Gunther to better Iron Discipline
100
T

hear the Marines questions. Hatred (Traitor Legions)


Hard Target
200
T
Ag 40
Darus held his hand on
Heavy Weapon Training (choose one: Flame, Las,
300
T

Gunthers wrist and helped Launcher, Melta, or Plasma)


100
T
WP 30
him to recite the Litany of Jaded
200
T

Purity. Gunther had come Melee Weapon Training (Chain)


Mighty Shot
200
T
BS 40
to him seeking advice and Quick Draw
200
T

absolution concerning the Sound Constitution


200
T

death of a squad mate. Sprint


100
T

Darus heard the mans story and whispered encouraging words to the Marine. Upon completing the litany, Darus reassured the Marine and made mental
notes to watch Gunther for further breaking in the spirit.

19

II: Advances

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

Table 2-22: Chaplain-Exorcist Advances


Advance

Cost

Type

Prerequisites

Command +10

100

Command

Deceive +10

100

Deceive

Interrogation +10

100

Interrogation

Forbidden Lore (Chaos)

100

Forbidden Lore (Cults) +10

200

Forbidden Lore (Cults)

Forbidden Lore (Chapter History) +20

100

Forbidden Lore (Chapter History) +10

Literacy +10

100

Literacy

Performer (Musician) +10

200

Performer (Musician)

Performer (Singer) +10

200

Performer (Singer)

Scholastic Lore (Imperial Creed) +10

100

Scholastic Lore (Imperial Creed)

Scholastic Lore (Occult) +10

100

Scholastic Lore (Occult)

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

lieve his ears when Ar- Launcher, Melta, or Plasma)


200
T
Rite of Purity, Forbidden Lore (specific)
tithet told him about The Confession Binding
Exotic Weapon Training (choose one: Needle Pis300
T

Fallen. He blinked back tol, Web Pistol, Needle Rifle, or Webber)


his amazement and tried to Furious Assault
100
T
WS 35
300
T

focus hard. His breathing Heavy Weapon Training (choose one: Flame, Las,
Launcher, Melta, or Plasma)
was irregular and shallow, Independent Targeting
200
T
BS 40
as if he had been leveled Melee Weapon Training (Power)
100
T

by a power fist. Artithet Pistol Training (choose one: Flame, Launcher,


300
T

placed his hand on Daruss Melta, or Plasma)


Peer (Chapter)
100
T
Fel 30
shoulder and helped him to Resistance (Psychic Power)
100
T

focus. Anger swelled within Rite of Purity


200
T
Scholastic Lore (Imperial Creed), Peer (Chapter),
Trade (Copyist)
him at the betrayal of the
Sound Contitution
300
T

Fallen and he clenched his


You may take this Talent up to two times at this Rank.
fist. Slowly, his focus came
back and he listened intently to what Artithet had to say. He absorbed the information and uttered the Litany of Calming to bring
his frenzied emotions into balance...

Reclusiarch
Advances
Reclusiarchs lead their
brothers in combat, combining faith and command
into a fiercesome package.
Adorned in the black armour of the Chaplain
they embody the Angel of
Death.

20

Table 2-23: Reclusiarch Advances


Advance

Cost

Type

Prerequisites

Blather +20

100

Blather +10

Charm +20

100

Charm +10

Ciphers (Astartes War Cant) +20

100

Ciphers (Astartes War Cant) +10

Command +20

100

Command

Deceive +20

100

Deceive +10

Forbidden Lore (Chaos) +10

100

Forbidden Lore (Chaos)

Forbidden Lore (Cults) +20

200

Forbidden Lore (Cults) +10

Forbidden Lore (Psykers) +10

200

Forbidden Lore (Psykers)

Forbidden Lore (Heresy) +20

100

Forbidden Lore (Heresy) +10

Forbidden Lore (Traitor Legions)

100

Inquiry +20

100

Inquiry +10

100
S
Interrogation +10
Darus looked up from Interrogation +20
Literacy +20
100
S
Literacy +10
the transport compartment
Scholastic Lore (Legend) +20
100
S
Scholastic Lore (Legend) +10
and saw Tactical Veteran Scholastic Lore (Occult) +20
100
S
Scholastic Lore (Occult) +10
Marcecius sitting in the Scholastic Lore (Imperial Creed) +20
100
S
Scholastic Lore (Imperial Creed) +10
200
T
WS 30
command hatch. He felt Combat Master
Crippling
Strike
100
T
WS 50
the land raider maneuver
Hatred (Heretics)
200
T

through the wrecked city Into the Jaws of Hell


100
T
Iron Discipline
and come to a lurch. Yell- Litany of Hate
100
T
Hatred
ing on the vox net told him Litany of Awe
100
T

100
T

that they had contact with Litany of Pure Thought


Master Orator
100
T
Fel 30
the Eldar and he was sudSound Contitution
300
T

denly slammed to the front Strong Minded


100
T
WP 30, Resistance (Psychic Powers)
as the land raiders treads Swift Attack
100
T
WS 35
100
T

grabbed purchase on the Talented (Scholastic)


200
T
Int 30
concrete road to go into re- Total Recall
verse. The impacts of the Dark Reaper launchers told Darus all he needed to know that they had a close call. Gripping his Crozius
in his left hand he recited the Litany of Protection for the Marines on board the land raider...

While other Space Marines are famous for their martial skill, the Librarian is instead known for his mental
abilities. Like any other Marine, he is well trained with
Bolter and melee weapon, but the main power of a Librarian is his ability to use psychic might.
Many Librarians use the same powers like other psykers, but some have unique powers, making them more
dangerous than a Devastator Squad or even a Land
Raider. These powers not only devastate the enemy, but
they can also use them to enhance their own combat
skills.
Depending on the exact kind of psychic power the
Librarian has, his duties vary. Those who control fire,
lightning or even the pure, raw energy of Warp are
found in the second row of a combat formation, to provide effective heavy fire support for the other fighting
units. Others may be blessed with the power of divination, either long term or short term. If they can divine
the future for a longer period, they may be consultants
to the force commander and act as strategists. Librarians that can foresee a rather short period of time are
often acting as tactical advisors for field commanders.
No matter what power a Librarian has, from a sense of
Warp to massive destructive skills, he is a formidable
force on the battlefield.
Armed with Force Weapons, the Librarian use them

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

Drive (Ground Vehicles)

200

Drive (Hover Vehicles)

200

Inquiry

100

Forbidden Lore (Heresy)

100

Forbidden Lore (Chapter History)

100

Forbidden Lore (Mutants)

100

Literacy

100

Logic

100

Scholastic Lore (Astromancy)

100

Speak Language (High Gothic)

200

Tech-Use

200

Ambidextrous

200

Ag 30

Arms Master

100

He stood in the darkened Catfall


200
T

100
T

room and reached out with Fearless


200
T

his psychic abilities to de- Ligthtning Reflexes


Meditation
100
T

tect any life forms in the Minor Psychic Power


100
T

room. Varnius saw the Psy Rating 2


100
T
Psy Rating 1
glows of the other Sanc- Psychic Power
100
T

200
T

tionites in the room inside Rapid Reaction


Sound Constitution
200
T

of his mind. Suddenly, a


Thrown Weapon Training (Primitive)
200
T

cold feeling wrapped its


You may take this Talent up to two times at this Rank.
talons across his mind and
he shut off the warp sight. He collapsed to the floor exhausted, blood dripping from his nose. Lexicanum Loganis approached him
and carefully placed his hand on Varniuss shoulder. Are you alright boy? I felt something claw at my mind, he whispered, then
collapsed into unconsciousness.

21

II: Advances

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

Common Lore (Librarium)

100

Forbidden Lore (Mutants) +10

100

Forbidden Lore (Mutants)

Forbidden Lore (Psykers)

100

Forbidden Lore (Inquisition)

200

Inquiry +10

100

Inquiry

Invocation

100

Scholastic Lore (Legend)

200

Scholastic Lore (Numerology)

100

Ambidextrous

200

Ag 30

His mind stretched out


Corpus Conversion
100
T
Psy Rating 2
into the Warp and he Die Hard
200
T

practiced the Rite of Anti- Dual Shot


200
T
Ag 40, Two Weapon Wielder (Ballistic)
200
T
BS 40, Two Weapon Wielder (Ballistic)
Possession. Blocks began Gunslinger
Hip
Shooting
200
T
BS 40, Ag 40
assembling in his mind and
Melee Weapon Training (Shock)
200
T

they were placed to cre- Minor Psychic Power


100
T

ate a wall to protect him. Power Well


100
T
Psy Rating 2
Suddenly he sensed another Psychic Power
100
T

200
T

presence in the Warp and Sound Constitution


You may take this Talent up to two times at this Rank.
he started to turn off his
powers. The smell of burning flesh and sulfur filled the small chamber followed by Varniuss scream. Loganis burst into the room
to catch the Neonate in his arms. Reciting the Litany of Calming, Loganis checked on his young charge to find that the Warp had
left a permanent mark on Varnius. Varniuss eyes had been changed to a preternatural shade of orange and his eye sockets were
burned by the psychic wards to leave a permanent scar.

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

Ciphers (Astartes War Cant)

Inquiry +20

200

Inquiry +10

Forbidden Lore (Heresy) +10

100

Forbidden Lore (Heresy)

Forbidden Lore (Chapter History) +10

100

Forbidden Lore (Chapter History)

Forbidden Lore (Mutants) +20

100

Forbidden Lore (Mutants) +10

Literacy +10

100

Literacy

Logic +10

100

Logic

Scholastic Lore (Astromancy) +10

100

Scholastic Lore (Astromancy)

Scholastic Lore (Heraldry)

200

Speak Language (High Gothic) +10

200

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

Prerequisites
Ciphers (Occult)

Common Lore (Librarium) +10

100

Common Lore (Librarium)

Forbidden Lore (Psykers) +10

100

Forbidden Lore (Psykers)

Forbidden Lore (Inquisition) +10

200

Forbidden Lore (Inquisition)

Invocation +10

100

Invocation

Scholastic Lore (Legend) +10

100

Scholastic Lore (Legend)

Scholastic Lore (Numerology) +10

100

Scholastic Lore (Numerology)

Scholastic Lore (Heraldry) +10

100

Scholastic Lore (Heraldry)

Basic Weapon Training (choose one: Flame,


Launcher, Melta, or Plasm)

300

Varnius was reassured by Exotic Weapon Training (choose one: Needle


300
T

the weight of the jump pack Pistol, Web Pistol, Needle Rifle, or Webber)
200
T
WS 35
and waited for the order to Furious Assault
Heavy Weapon Training (choose one: Flame, Las,
300
T

move out. On this Chaos- Launcher, Melta, or Plasma)


infested battlefield their op- Independent Targeting
100
T
BS 40
100
T

ponents were their traitor- Minor Psychic Power


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

ous brothers, the Emperors Melta, or Plasma)


Children. Assault Sergeant Melee Weapon Training (Power)
100
T

100
T
Fel 30
Felstinius issued the com- Peer (Chapter)
100
T
Psy Rating 2
mand to attack a squad of Power Well
Psy Rating 4
100
T
Psy Rating 3
Emperors Children using Psychic Power
100
T

a low ridge as cover. The Sound Constitution


300
T

entire squad lifted off and


You may take this Talent up to two times at this Rank.
crossed the battlefield leaving smoke and the sound of rushing wind behind them. Varnius could see the dancing form of Gregorius firing his bolter pistol at
the enemy...

II: Advances

Librarium
Savant
Advances

Lexicanum
Advances

Table 2-28: Lexicanum Advances


Cost

Type

Prerequisites

Ciphers (Astartes War Cant) +20

100

Ciphers (Astartes War Cant) +10

Ciphers (Occult) +20

100

Ciphers (Occult) +10

Common Lore (Librarium) +20

100

Common Lore (Librarium) +10

Command

200

Forbidden Lore (Heresy) +20

100

Forbidden Lore (Heresy) +10

Forbidden Lore (Chapter History) +20

100

Forbidden Lore (Chapter History) +10

Forbidden Lore (Psykers) +20

100

Forbidden Lore (Psykers) +10

Forbidden Lore (Inquisition) +20

200

Forbidden Lore (Inquisition) +10

Invocation +20

100

Invocation +10

Scholastic Lore (Legend) +20

100

Scholastic Lore (Legend) +10

Scholastic Lore (Numerology) +20

100

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 Companys ac- Psychic Power
100
100
tions against the Emperors Psy Rating 5
Sound Constitution
300
Children on the Imperial
Swift Attack
200
planet Nilnor. He furious- Talented (Scholastic)
100
ly scribbled his memories Total Recall
200
You may take this Talent up to two times at this Rank.
of the battles, hoping that
future generations of Marines would be able to learn from the actions of the Ultramarines fighting.

Scholastic Lore (Heraldry) +10

Scholastic Lore (Astromancy) +10

Speak Language (High Gothic) +10

Tech-Use +10

WS 30

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

WP 30, Command

Psy Rating 2

Psy Rating 4

WS 35

Int 30

23

II: Advances

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

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

mour and vehicles. A Techmarine is willing to undertake great risks on the battlefield to recover armour and
weapons, before they are lost forever.
To fulfill their duties, they are equipped with various
special gear. This ranges from a simple servo arm attached to the Power Armour to a complete Servo Harness. This magnificent armour bristles with additional
arms, each one equipped with tools like a laser cutter or
a power saw. As mentioned above, many Techmarines
are accompanied by servitors. This is because under enemy fire it can be difficult to repair a damaged vehicle.
Gun servitors and combat servitors protect the Techmarine from enemies, while a tech servitor helps his master
with the work.
Techmarines usually wear rust red armour, to honour
the bonds between them the Adeptus Mechanicus and
Mars, but not a single Techmarine would dare to cover
his Chapters insignia, as this would enrage the Machine Spirit within the armour. The sign of office for a
Techmarine is a Power Axe, which is not only used in
combat, but also serves as a tool.
Some Space Marines look at the Techmarines with
suspicion, because they act as if the equipment of the
Chapter would belong to the Techmarines and they
only borrow it. Without the Techmarines, every Chapter of the Astartes would depend on normal humans to
remain fully functional.

Table 2-29: Apprentum Advances


Advance

Cost

Type

Prerequisites

Ciphers (Astartes War Cant)

100

Common Lore (Machine Cult)

100

Common Lore (Tech)

100

Drive (Ground Vehicles)

100

Drive (Hover Vehicles)

100

Forbidden Lore (Chapter History)

100

Literacy

100

Scholastic Lore (Imperial Creed)

200

Secret Tongue (Astartes Signage)

200

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

Ciphers (Astartes War Cant)

Common Lore (Tech) +10

100

Common Lore (Tech)

Common Lore (War)

200

Evaluate

100

Forbidden Lore (Archeotech)

100

Forbidden Lore (Adeptus Mechanicus)

100

Forbidden Lore (Chapter History) +10

100

Forbidden Lore (Chapter History)

Logic

100

He used the mechadan- Scholastic Lore (Astromancy)


200
S

100
S

drites to open up the cover Scholastic Lore (Chymistry)


100
S

of the lascannon on the Scholastic Lore (Numerology)


Security
200
S

right side sponson of the Secret Tongue (Tech)


100
S

land raider. Casticuss arms Tech-Use


100
S

were too short to reach the Trade (Armoursmith)


100
S

200
T
WS 30
cover. The cover opened up Combat Master
100
T

to reveal the internal com- Concealed Cavity


Crack Shot
200
T
BS 40
ponents that allowed the Double Team
200
T

ancient weapon to func- Fearless


100
T

100
T
Techmarine
tion. Reciting the Litany of Ferric Lure
200
T
Ag 30
Cleaning and Adjustment Leap Up
Mechadendrite Use (Manipulator)
100
T
Techmarine
his mechadandrites care- Sound Constitution
200
T

fully adjusted the lenses


and deftly cleaned the dust from the inside of the weapon. Satisfied that the weapon had been adjusted and cleaned to the exacting
standards of the Mechanicus he closed the cover then went to the other lascannon.

Armoursmith
Advances
Learning to care and
maintain the armour of a
Space Marine is another
fundamental that all Techmarines must master.

II: Advances

Weaponsmith
Advances

Table 2-31: Armoursmith Advances


Advance

Cost

Type

Prerequisites

Common Lore (Machine Cult) +10

100

Common Lore (Machine Cult)

Literacy +10

100

Literacy

Navigation (Stellar)

200

Scholastic Lore (Imperial Creed) +10

100

Scholastic Lore (Imperial Creed)

Secret Tongue (Astartes Signage) +10

200

Secret Tongue (Astartes Signage)

Speak Language (High Gothic) +10

200

Speak Language (High Gothic)

Tech-Use +10

100

Tech-Use

Trade (Armoursmith) +10

100

Trade (Armoursmith)

100

Trade (Copyist)

100

Trade (Scrimshawer)

100

100

200

Ag 30

300

200

200

Ag 40, Two Weapon Wielder (Ballistic)

200

BS 40, Two Weapon Wielder (Ballistic)

100

Techmarine

200

Ag 40

200

BS 40, Ag 40

200

BS 40

200

BS 35

100

Techmarine

200

BS 40, Deadeye Shot

200

100

200

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 Betchers Gland.

Some Chapters have special units or companies which


are remarkable. The best known are the Deathwing of
the Dark Angel Chapter, the Death Company of the
Blood Angels or the Thirteenth Company of the Space
Wolves.
Another point of difference are the battle tactics employed by the various Chapters. Some excel in melee
combat, others are siege specialists, while others are
specialized in strike-and-vanish tactics. Although there
are many differences between the Chapters, one thing
remains the same: they all follow the Codex Astartes,
written by Roboute Guilliman of the Ultramarines after the Horus Heresy. It this Codex general tactics are
defined, as well as the fact that every Chapter should
only have about 1,000 Space Marines. Due to the intense combat the Legio Astartes see, this number is only
nominal.

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
Caliban. A feudal world covered in great, spanning forests, dominated by beasts the likes of which would make
most men flee in terror, and inhabited by humans long
cut off from the birthplace of their kind: Terra. This is
where the Primarch Lion ElJonson would come to rest,
but it would not be among the civilizations of men. Instead, the Primarch would come to grow up in the dark
places within the forests of Caliban, living among the
great chimerical beasts that stalk this deadly world.
On Caliban, Men organized themselves into an almost
caste-based society at the top of which were a great
many knightly orders: men who had sworn themselves
to both their given order and to defend those humans
that were not capable of defending themselves. Of these
knightly orders one in particular would rise to prominence as First among Equals; this group of knights
would simply be known as The Order and would diverge from the other Knights of Caliban in one distinct
way: typically only those born of noble blood would be
admitted into one of the orders of Caliban. The Order
would come to allow any man, of any birthright into
its ranks, so long as the man could pass the trials set out
by the masters of the Order. One of these men of the
Order was known as Luther, and unbeknownst to him
he would singlehandedly shape the future of the Dark
Angels Chapter.
While hunting one of the beasts of Caliban, Luther
would come across a feral man living alone within the
forests. Instead of killing the man where he stood, as
most knights would do, he instead offered his hand to
the man as a brother. The man had no name, and so Luthor gave him the name Lion ElJonson meaning Lion,
the son of the forest. The Lion was brought back to
civilization and adapted faster than anyone had expected, learning the language of Caliban within days and
soon submitting himself to the trials of the masters of
the Order. It is said that the Lions rise to prominence
among the Order was marked by his slaying of one of
the great Calibanite Lions, a beast which no man of any
order had ever slain. For this great feat, the Lion would
be named Grand Master of the Order and Luther would
be his second.
Things would not last on Caliban, and soon the Emperor would come to reunite with his lost son. The Emperor would bring with him the First Legion of Space
Marines, later named the Dark Angels, for when Luthor witnessed them descend to the planet surface he
remarked that they appeared as angels descending on
wings of fire and light.
The Lion was given command of the First Legion
of Dark Angels, Caliban was made their homeworld,
and the members of the Order were welcomed into the
chapter. Those who were young enough were implant-

ed with the Gene-Seed and made full Space Marines,


and those such as Luther who were simply too old to
undergo the process were instead surgically modified so
that they could continue to fight alongside their brothers. Though these older members were gifted with great
strength, agility, and constitution, as well as a vastly increased lifespan, they were still not Space Marines and
would never live up to their legacy. As such, during
the beginning of the Great Crusade, the Lion ordered
Luther to take a number of Dark Angels back to defend Caliban and train the new recruits who were to be
given the Gene-Seed. Instead, Luther and his men were
left feeling rejected and unwanted, not knowing why
the Lion would disgrace them so.
Of note during the Great Crusade is an incident where
both the Lion and Leman Russ, Primarch of the Space
Wolves Legion, came to blows over the rights of command authority, as neither was willing to take orders
from the other: Russ thought the Lion to be pompous
and arrogant, and the Lion believed Russ to be impulsive and lacking of any sense of strategy. To this day,
whenever both the Dark Angels and the Space Wolves
come to fight side by side they both set the moment of
victory aside long enough to sate the ancient grudge
between the two chapters. A champion, chosen from
each Chapter, will fight in one-on-one combat, almost
recreating the ancient duel between the Lion and the
Wolf.

The Horus Heresy


Horus knew from the beginning that he could never
convince the Lion to side with him in his rebellion, and
as such when he was made Warmaster he kept the Dark
Angels fighting in areas far away from Terra so that
they would not be able to respond as fast. To make matters worse, Horus dispatched a contingent of the Night
Lords Legion to delay the Dark Angels for as long as
possible. As a result, the Dark Angels were kept from
any major participation in the Heresy and would not
arrive at Terra until well after the Emperor and Horus
had struck one another down in combat aboard Horus

The time of Betrayals


Among the inhabitants of Caliban it was said that there
would be no greater time to live than during the Time
of the Lion, when Lion ElJonson walked among their
people and brought them out of hiding from the great
beasts of their planet.
However for Luthor, this was coincidentally not the
case, for had the Lion never come to Caliban, Luther
would have been the leader of his people, the greatest
man of his age and unparalleled by any other. Instead
he would forever live in the shadow cast by his best
friend, the man that he had brought from the forests
and into the world of men. For a time Luther would be
content with his station as second to the Lion, admitting
that the Lion was indeed more capable of leading their
people into this new age of the Imperium. Luther however expected to always be by the side of the Lion, and
his reassignment back to Caliban to sit as the nominal
planetary governor of a world that would see no major
role in events to come was taken as a great insult.
Resentment stirred within Luther, and this once again
roused the dark places of Caliban. The Gods of Chaos
were attracted to this resentment and entered into a pact
with Luther, granting him the might to finally surpass
the Lion in power and to take his place as the rightful
leader of Caliban.
After the Heresy, the Lion retreated to Caliban only to
be fired upon by his own planetary defense lasers. He
immediately mobilized the Dark Angels to the planet
surface and ordered an immediate and constant orbital
bombardment. During the battle on the surface, Luther
and the Lion met in single combat and it was said that
the battle between them raged for days on end, the
power of Chaos within Luther matching every genetic
advantage that the Lion would normally possess.
The Lion would defeat Luther, though the battle had
lasted for so long that the bombardment had literally
begun to tear the planet apart, ripping continent from
continent and leaving the once proud Caliban as nothing more than a field of asteroids. Of the Lion, no trace
would be found, and of Luther only a broken, raving
lunatic would be found citing that one day the Lion
would return to forgive Luthor of his sins.
Many of Luthers followers would disappear as well,
pulled into the Warp by the fickle Gods of Chaos and
spread over space and time. Some would serve the Dark
Gods as servants, others would simply offer their weapons as mercenaries, and some would retire in solitude
over the shame that they had brought both themselves
and their Legion. There would be only one constant
among the traitorous followers of Luther: they would
become known as the Fallen, and they would serve to
be the Dark Angels greatest secret.

The time of Rebuilding


The surviving remnants of the Dark Angels Legion
would be reformed into Chapters of no more than onethousand Space Marines, per the Codex Astartes laid
out by Roboute Guilliman, such as the Dark Angels,
the Angels of Absolution, and the Angels of Redemption. The Dark Angels Chapter themselves would build
a great space borne fortress-monastery upon the largest remnant of the planet Caliban and would name this
fortress-monastery the Rock, in remembrance of the
greatest fortress of the Order where the Lion had made
his home.
The Chapter itself would remain largely monastic in
organization, laid out in similar fashion to their origins
among The Order. The chapter is led by a Grand Master, who is in-turn aided by a set of Masters, each of
whom leads one of the Dark Angels companies. Within
the Chapter, there are a great many levels of membership which exist outside of the standard Astartes system
of rank, and these levels signify just how much of the
Chapters secrets any given member is subject to knowing. The rank and file tactical marine knows absolutely
nothing about the origins of the Dark Angels, while
Sergeants may know of their beginnings on Caliban,
and only certain Captains/Masters might know about
the destruction of Caliban, but not how or why it happened. Only a handful of beings within the Chapter
know of Luthers treachery, and this information is very
strictly controlled.
From the outside, the organization of the Dark Angels
chapter appears to largely follow that which Guilliman
laid out in his codex. There are however two major divergences:
The First Company of the Dark Angels is known as
the Deathwing, and like many Chapters the Deathwing
appears to simply be the Dark Angels Terminator company. It is however only when a Dark Angel is inducted
into the Deathwing that he learns of the events of Luthers treachery and learns of the existence of the Fallen. It is the responsibility of each and every member of
the Deathwing to hunt down and eradicate these Fallen
whenever and wherever they are discovered.
The Second Company of the Dark Angels is known
as the Ravenwing, and takes its namesake from the infamous cavalry groups of the Order. The Ravenwing
is made up entirely of those who ride bikes and landspeeders into combat and is trained only to operate in
combat as a highly mobile attack force.
The Librarians of the Chapter are tasked with guarding the secrets of the Chapter and are all universally
inducted into the Deathwing. It is their primary task
to ensure that the secrets of the Chapter remain secret,
and that not even their own Chapter members learn of
secrets to which they are not entitled. Even among the
Deathwing there are numerous levels of membership,
and it is the Librarians who monitor this carefully.

III: Chapter Rules

battle barge. Though secretly, and unbeknownst to anyone, the Dark Angels would become involved in a Heresy of their own

29

III: Chapter Rules

Dark Angel Chaplains are known as InterrogatorChaplains and like Librarians they are all members of
the Deathwing. When a member of the Fallen is encountered, it is not merely enough to kill the Fallen.
Instead, the Fallen are brought back in secrecy to the
Rock and handed over to an Interrogator-Chaplain.
The Fallen is then forced to recant his sins before the
ministrations of the Interrogator-Chaplain, and forced
to ask for the forgiveness of his brothers. In the cases
where an Interrogator-Chaplain is successful and the
Fallen is truly repentant, that Chaplain is given a single
black pearl to string among the countless white pearls
present on their Rosarius.

Character Creation:
Due to the destruction of Caliban the Dark Angels recruit from any Imperial planet or Space bound community. Characters can choose to be from Feral Worlds,
Imperial Worlds, Hive Worlds, Void Born, or Noble
Born.

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
The Primarch

30

The Primarch Jaghatai Khan of the Space Marines Fifth


Legion, or the White Scars, would come to land on a
lush world teeming with life known as Chogoris which
would later be renamed Mundus Planus by explorators of the Emperors Great Crusade. Technologically
speaking, Chogoris was very similar to Terra during its
middle-ages, having only some of the most basic technological advances such as black powder weaponry.
Prior to the arrival of the Primarch, the natives of
Chogoris were organized into two prime groups: first,
there was a great aristrocratic empire led by an individual known as the Palatine. Utilizing armies equipped
with only the highest quality of weapons, and trained
by the best military minds that his empire had to offer, the Palatine conquered almost all of Chogoris and
brought them under the banner of the Palatine Empire.

Also inhabiting the planet were a number of tribes


scattered among the lands to the west which typically
remained untouched by the Empire since their lands
were barren and contained no resources which were of
use to the Empires war machine. It was among these
nomadic tribes of master horse riders that Jaghatai Khan
would live among. The Khan was found and raised by
the leader of one of these tribes and quickly grew to
master the lightning-fast, hit and run style of warfare
that the horse lord tribes.
One quiet night, when the Primarch was a young
adult, a rival tribe attacked, which resulted in the death
of his adopted father, the Khan. At this, Jaghatai was
outraged and vowed not only vengeance upon the
leader of this rival tribe, but also that he would unite
all of the horse lord tribes to end the violence. Even
as a youth, Jaghatai was easily the greatest of warriors
among his tribe and the task of absorbing each and every of the nomadic tribes was by no means difficult for
him. Upon achieving the unification of all of the tribes
there was only one task left at hand: to bring down the
Palatine Empire. Though the Empire left the lands of
the west untouched, it was not uncommon for nobles of
the Empire to ride into the west to capture slaves from
the tribes that lived there. Jaghatai had known many
men and women who had been taken back to the Empire in such a way and this was a further violence that
he simply could not abide by.
Even the highly trained and well equipped soldiers of
the Palatine Empire were no match for the lightningfast horse lords of the Khans united tribe and eventually, Jaghatais men had won the war, and in just short
of twenty years, the Primarch had become Great Khan
of the entire population of Chogoris. This however presented one issue that the Primarch had not forseen: at
the end of his campaign, he had expected to return to
the lands of the west, and to continue living his life as
he and his people always had. He found however, that
now he was expected to continue leading the whole of
the populace of Chogoris and the idea left a sour taste
in his mouth.

The Coming of the


Emperor
When the Emperor landed on Chogoris and Jaghatai
strode out of his palace to meet the newcomer, the Great
Khan immediately knew that this was a man whom he
could respect; a man who could not just unite a planet of warring tribes, but a universe of human worlds.
Without speaking a single word, the Great Khan bent
down on one knee to this newcomer and pledged himself and his world to the Emperors great works.
The Emperor placed Jaghatai in command of his Fifth
Legion, which would be renamed the White Scars in
homage of all of the pain and violence that the Chogoran tribes had endured during their lifetime.
Chogoris would become the prime recruitment world
for the White Scars Legion, and the Primarch himself
would personally train the Legion in the lightning-fast
tactics that the horse lords of Chogoris had employed,
only the Legion would use no horse of blood and bone.
Instead they would primarily employ the fast moving,
armored vehicles of the Adeptus Astartes: the Rhino,
the Razorback, and the Bike. A common piece of imagery from the Horus Heresy would be of the great Jaghatai Khan leading his bike riding warriors from atop a
modified Rhino transport vehicle.

The Khan and the Lupercal


The White Scars Legion maintained a doctrine of high
mobility; the Legion did not headquarter itself on the
planet of Chogoris and instead chose to maintain a
fleet status, with the Battle Barge Constantius being the
home of their fortress monestary. It was because of this
doctrine that the White Scars Legion, and Jaghatai Khan
himself would be one of the few legions present at Terra when Horus would lay siege to the Imperial Palace.
When the Emperor was to teleport aboard Horus
great Battle Barge, it would be Jaghatai Khan and Rogal
Dorn of the Imperial Fists Legion that would board the
ship with him, along with a contingent of the Emperors
Custodes guardians, though it was due to some arcane
interference or sorcery that only the Emperor would arrive in Horus command chamber, the Khan and Dorn
having landed in different parts of the ship.
The Primarchs would arrive to find Horus slain, and
the Emperor gravely wounded. It was to both Dorn and
the Khan that the Emperor spoke his final words, asking that he brought back to his Golden Throne, and
that his surviving Custodes guardians would know how
to carry out his final wishes. Thus the two sons carried
out the last wish of their great father.

The White Scars today


The White Scars, like all of the Legions, would be broken up into Chapters, thus spawning Chapters such as
the Marauders, the Rampagers, and the Storm Lords
from their ranks during the second founding. There are
very few, if any, known third founding or later Chapters
to come from the White Scars gene-seed.
The White Scars maintain fair adherence to the Codex Astartes in terms of Chapter organization, with two
small differences: first, all White Scars are trained in the
intricacies of vehicular combat, and nearly every squad
within the White Scars Chapter is assigned some sort of
transport vehicle. Second, many, if not all, White Scars
are trained in the use of the standard Space Marine bike
or attack bike and are expected to be able to fight just as
effectively from the back of these bikes as they do on foot.

Character Creation:
White Scars characters can choose to be from a Feral
World or Noble Born.

III: Chapter Rules

This sour taste would not last long however, for the
Emperor was soon destined to land on the planet of
Chogoris to reunite with another of his lost sons

Space Wolves
The Wolf
Tales of a boy raised by wolves were fairly common
on ancient Terra, however none have ever been as true
as that of the Primarch Leman Russ, landing on the
distant planet of Fenris and being raised by a pack of
the massive wolves which called this frozen world their
home. While Russ was still young by human standards,
a King of the men that inhabited Fenris would hunt and
slaughter the wolves that the Primarch lived among,
and it was during one of these hunts that the Primarch
was discovered and taken to be raised by the King, who
would name the boy Leman Russ, after his own people.
Tales of Leman Russ would quickly spread across the
planet, of how he could outdrink any warrior on the
world, how he could defeat hundreds of warriors in
mere minutes, and how he was always accompanied
into battle by a pair of the Fenrisian Wolves, presumably members of the Primarchs original pack that had
managed to escape the Kings hunting parties. Soon it
would occur that the King would die and leadership of
the people of the Russ would fall to Leman. He would
become a mighty leader and tales of his exploits would
manage to make it off of the planet, and into the ears of
a man searching the universe for just this sort of legend.
So the Emperor traveled to Fenris, for he knew that
this had to be one of his lost Primarchs. Leman Russ
laughed at this so-called Emperor, and instead boasted that he was the better of the two warriors. It is said
that Leman drank deeply and gorged himself on food,

31

III: Chapter Rules

The Wolves Today

and proceeded to challenge the Emperor to single combat to prove who was the greater of the two warriors.
Records show that the Emperor struck Russ only once,
knocking him out with that single blow.
When Russ awoke, he swore fealty to the Emperor
and was granted command of the Sixth Legion, which
would become known as the Space Wolves.

Of Grudges and the


Horus Heresy
No Primarch had ever come to blows with his brother
Primarchs as often as Leman Russ did. Well known as
an impulsive leader, many of his brothers viewed him as
reckless, and while some would refuse to defer command
to Russ, many would outright avoid fighting alongside
him. This caused a great grudge between Russ and Lion
ElJonson that has even spread to the Chapters of Space
Marines formed from their original Legions. This also
caused a greater grudge between Russ and one of his
brothers in particular.
Magnus the Red, Primarch of the Thousand Sons Legion would ignore the Emperors direct edict against
dabbling in the practice of sorcery, to which the Emperor would become aware. He dispatched Leman Russ
and the Space Wolves Legion to bring Magnus back to
Terra to answer for this crime.
When Russ would arrive on the Thousand Sons home
world of Prospero, his impulsiveness would instead lead
him to launch a direct attack upon the planet that would
completely ravage its surface and decimate its population, both human and Astartes alike. What few Thousand Sons survived would escape with Magnus into an
area known as the Eye of Terror where they would
enter into a pact with the Chaos God Tzeentch. Magnus would swear an oath of vengeance against Russ for
the destruction of his home world, an oath that would
spawn a grudge that would last for millennia.

32

After the Heresy, Russ would be stricken with grief over


his inability to reach Terra in time to save the Emperor,
a grief that was rooted in the fact that Russ was too
busy engaging in a war of his own desire. He blamed
himself for the Emperors fall, and at a great feast held
among his legion it was announced that he would leave
the Legion in the hands of his Captains while he pursued a task of which he would not speak. When Russ
left, many of his Space Wolves left with him, refusing to
let their Primarch undergo any task alone. Some believe
that the Space Wolves that left with Russ have come to
be known as the mysterious 13th Great Company, who
were believed to have been marooned within the Eye of
Terror only to recently emerge as something other than
what they entered as
When the Legion was broken into Chapters, the Space
Wolves Chapter would be left in the hands of the first
Great Wolf , a man who was particularly fixated on
bringing Magnus the Red and his Thousand Sons to
justice for what they had done during the days of the
Heresy. It was this fixation that would lead the first
Great Wolf to bring the majority of the Space Wolves
might to bear on a world that he believed to be Magnus
new seat of power. This however was a ruse concocted
by Magnus himself in his own lust for vengeance. The
world that the Great Wolf attacked was no more than
a base held by allies of Magnus, designed as a decoy
to lure the Space Wolves away from their home world
of Fenris long enough for Magnus and his Thousand
Sons to destroy it just as the Space Wolves had done to
Prospero. The first Great Wolf would return to Fenris to
break the assault, but not before himself falling at the
hands of Magnus himself. Magnus would once again
flee in failure back into the Eye of Terror.
The Space Wolves chapter maintain no adherence to
the Codex Astartes, and as such do not break their Chapter down into smaller Companies like other Chapters.
Instead the Space Wolves maintain their own organizational structure. Unlike other Chapters, Space Wolves
do not begin their training among the Scout company.
It is only some of the oldest veteran Space Wolves that
join the Wolf Scouts, bringing their long experience to
the battlefield as expert infiltrators. Instead, recruits begin their lives as Space Wolves among the packs of the
Bloodclaws and grow into Grey Hunters, which make
up the bulk of their Chapters warriors.
Some Marines then advance into the Long Fangs, or
the Devastators as they are known among other Chapters. The most distinguished warriors are brought into
the Wolf Guard, or the Terminator company. The Space
Wolves Chapter is home to Librarians and Chaplains
just as other Chapters are, however they are known by
the titles of Rune Priest and Wolf Priest respectively.

Space Wolves can choose to be from a Feral World or


Noble Born. A Space Wolves Neophyte starting age is
1d5+12 years.

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 from the Assault Marine list, 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).
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, plus Skills
from the Assault Veteran list.
Wolf Scout Sergeant: Can choose advances from
both the Tactical Sergeant and the Assault Sergeant
lists, plus Into the Jaws of Hell (T, 200 XP, Prerequisite:
Iron Discipline).

Space
Wolves
Ranks

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

III: Chapter Rules

Character Creation:

Neophyte
XP Level: 0-499

Bloodclaw
XP Level: 500-999

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

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

33

III: Chapter Rules


34

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:


During the process that turns the human into a Space
Wolf, they are implanted the Canis Helix, which is an
essential part of their transformation, and helps the marine accept Russ gene-seed. However the Canis Helix has some nasty side effects that most Space Wolves
have to deal with throughout their lives. These are the
rules to represent the effects of the Canis Helix and the
Curse of the Wulfen in Dark Heresy.
All Space Wolves, due to the influence of the Canis
Helix implant, slowly develop some sort of minor mutations, namely unnatural growth of their canine teeth
to resemble fangs as they grow old, their eyes taking
a yellow tint as those of a wolf, and their body growing hair resembling the fur of a wolf, which becomes
grayer and grayer as they age. In addition to this, in
all Space Wolves awakens a sort of feral inner beast
that helps them overcome their fear and indecision, but
fights with them to take control, and make them mutate
into a werewolf-like creature called The Wulfen.
All Space Wolves start the game with the Canis Helix implant. They slowly develop the minor mutations
mentioned above with time. This effect is purely cosmetic and has no in-game effect. In addition to this, all
Space Wolves start the game with 2d10 Insanity Points.
These insanity points represent how strong the Curse
of the Wulfens hold on the character is. Whenever a
Space Wolf character would earn Insanity points, instead of the usual effect they would have, they increase
the Curse of the Wulfen. As a counterpart, a character
can spend experience points, at the rate of 2 XP per
Insanity Point, to reduce his current IP score. Once a
character reaches 50 Insanity Points, he starts transforming into a Wulfen. He grows thick fur all over his
body and face, his face transforms to take a more bestial
appearance, and he grows large claws. At this point, the
Space Wolf gains the Natural Weapons trait, his Intel-

ligence is reduced by 10, and his Fellowship is reduced


by 20 points, permanently. Also, this transformation is
permanent, and the characters total of Insanity Points
can never be reduced below 50. Once a character reaches 80 Insanity Points, whatever remains of his rational
mind is destroyed by the beast, and he becomes a feral
monster with little trace of intelligence.
The Curse of the Wulfen does not only manifest as the
physical mutation into a mindless beast. It also means
that the character is likely to lose himself in a berserker
rage during stressful situations if the beast inside him
manages to take control. During a suitably stressful
situation (being in a near-death situation like taking a
critical hit, being near-starved to death, seeing a packbrother die, being subject to torture, etc.) the Space Wolf
may be required by the GM to make a Willpower roll.
The difficulty of this roll can range from very Easy (refraining from eating while hungry, if enemies are very
close) to Very Hard (being tortured and starved to neardeath, then forced to fight for his life). This roll is also
modified with an increase in one level of difficulty for
each 20 Insanity Points or fraction the Space Wolf has
(for example, if a character has 35 insanity points, all
his Willpower rolls to resist the Curse will be at a -20
penalty). Finally, as a Space Wolf grows older and more
experienced, he develops a greater control of his inner
beast, and somewhat comes to terms with it. For this
reason, any Space Wolf that reaches a total of 2,000 XP
gains a +10 bonus to these rolls, which increases to a
+20 at 6,000 XP.
Failure in this roll means that the character enters a
Frenzy state (as per the talent) instantly, and will resort
to his lowest instincts (feeding, fighting, etc), as well as
gain 5 Insanity Points (the more hold the Wulfen gains,
the harder it is to fight it back). If the roll is failed by
more than 20 points, then the character resorts to his
most bestial nature, and drops whatever tools or weapons he is carrying, and will fight, feed, or whatever it is
he was doing with his bare hands.

Imperial Fists
Of Fist and Heart
Like the Dark Angels, the Seventh Legion of the Imperial Fists can trace its origins back to Holy Terra itself,
where it was formed long before the day that its Primarch would be recovered. As such, the Imperial Fists
served the Emperor directly during the beginnings of
the Great Crusade, and travelled with him from world
to world in search of his missing Primarchs.
It was inevitable that the Emperor would come to a
small ice covered world known as Inwit where he would
meet with the Emperor of the House of Dorn, ruler

A Fist of Stone

of the Inwit Cluster, and seventh of his lost Primarchs.


Very little is known about the life of Rogal Dorn prior
to his discovery by the Emperor, but it is said that upon
greeting the Emperor aboard his starship, Dorn immediately recognized the Emperor for who and what he
was: the one true leader of humanity.
Dorn was placed in command of the Seventh Legion
of Imperial Fists, and was also handed command of the
massive spaceship Phalanx, which would serve as the
Legions mobile headquarters. Like the White Scars, the
Imperial Fists would claim no homeworld and unlike
the other Legions would not lay any claim as masters
of any world from which they recruit. Instead, Dorn and
the Imperial Fists have always been treated as respected
guests. Because of their mobile doctrines, the Imperial
Fists Legion served as the Emperors primary strategic
reserve force due to their ability to quickly re-deploy
via the Phalanx, and have always been renowned as
some of the premiere siege specialists in the Imperium,
alongside the Iron Warriors.

Brother fights brother


The Imperial Fists, along with the White Scars and the
Blood Angels Legions, were tasked with the defense
of Terra, with Rogal Dorn being responsible for the
defense of the Imperial Palace itself. It would fall to
Dorn and his brother Jaghatai Khan to find the broken
bodies of Horus, Sanguinius, and the Emperor himself
aboard the vile flagship of the traitor fleet. Like many of
his brother Primarchs, Dorn took what had happened
very personally, and allowed his grief over the situation
to drive him into a crusade of penance.
During Dorns crusade, the Imperial Fists would scour
the universe for any signs of the traitorous Legions. In
his wrath he would level fortress upon fortress, and in
some cases where the entire population of a world was
found to support a traitor Legion, Dorn would scour
the entire world in his quest for justice.
During this time, it was left to Guilliman and the Ultramarines to bring order back to the Imperium. Dorn

Like all Legions, the Imperial Fists were broken up into


Chapters. Unlike the other Legions, the Imperial Fists are
credited with the creation of some of the most famous
Chapters in the history of the Imperium. Names like the
Black Termplars and the Crimson Fists serve as testament
to the perfection that was the Imperial Fists Legion.
While the Imperial Fists Chapter itself was one of
the slowest to adopt the tenets laid out in the Codex
Astartes, today they serve as one of the Imperiums
hardest adherents to the document. The Chapter itself
is organized just as Guilliman laid out and maintains no
active divergence from the organizational structures of
the Codex. Just as the Legion lived before the Heresy,
so too does the Chapter live aboard the Phalanx, maintaining no permanent planetary headquarters.

The Imperial Fists and


the Inquisition

III: Chapter Rules

would refuse any offers to return to the Imperium until


Guilliman himself had penned the Codex Astartes and
personally requested that Dorn return to Terra.

There is a tale told within the halls of the Inquisition,


whispered only among the great Lords of the Ordos, that
the Imperial Fists hold special station among the near
forgotten origins of the Emperors most holy Inquisition.
The story tells of Space Marines, once loyal to Horus
and Mortarion, Primarchs of the Luna Wolves and
Death Guard Legions respectively, that made a heroic
flight from the site of Horus original treachery: the
Istvaan system. It is believed that these Space Marines
commandeered a heavily damaged ship and fled with
it through the Warp with the hopes of encountering
someone, anyone, to whom they could deliver a warning of what Horus was up to.
This ship was found by the Phalanx, and its crew welcomed by Rogal Dorn himself. Upon hearing the news,
the Primarch was torn between believing in the Marines and arresting them as traitors. Ever the diplomat,
Dorn sent the majority of his fleet to the Istvaan system to investigate the reports of Heresy while he took
the Phalanx, and the Marines back to Terra for further
questioning.
It is said that upon arriving at Luna, the Marines were
taken by the enigmatic Sisters of Silence to their headquarters where they met with both Dorn and Malcador
the Sigilite, Regent of Terra. It is believed that it was
Malcador who was tasked by the Emperor himself to
locate men of character, skill and determination who
were of an inquisitive nature who would be tested and
trained to form the beginnings of the Imperial Inquisition, and it is believed that Dorn was responsible for
bringing the first of such men to Malcador, though
their names are forever lost to history

35

III: Chapter Rules

Beyond such legends, it is well documented that the


Imperial Fists Chapter is responsible for providing more
brother-warriors to the Inquisitions Deathwatch than
nearly any other Chapter in recorded history, and it was
an Imperial Fist by the name of Octavius to be one of
the first Marines to gain a permanent post as a Captain
of the Deathwatch, forever in service to the Ordo Xenos and never to return to his original Chapter.

Character Creation:
Imperial Fists recruit from many Imperial planets or
Space bound community. Characters can choose to be
from Feral Worlds, Imperial Worlds, Hive Worlds, Void
Born, or Noble Born.

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

Gene-Seed Mutation:
The Imperial Fists gene-seed has been somewhat corrupted over the millennia, so two traits have emerged.
One is the loss of two of the special organs produced
by Space Marines: the Betchers Gland, which allows
the Marine to produce poisonous/acidic spittle, and the
Sus-an Membrane, which allows a Marine to enter a
state of suspended animation.
Imperial Fists characters cannot spend experience to
gain the Betchers Gland and the Sus-an Membrane.

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

Blood Angels
The Angel Unites
Like many of the Primarchs, the story of Sanguinius is
one of a mysterious child found by the population of
the planet who would one day rise to unite its people
against some great injustice or threat. However, unlike
the other Primarchs, very few of these twenty warriors
would be touched by the Warp prior to landing on their
home planet. Sanguinius was one such Primarch.
In an earlier time, the world of Baal Secondus was
dominated by a tribal society, many members of which
had been mutated by the constant blasting of radioactive winds that cut across the world. One tribe, it is
believed to be one of the few that had escaped rampant mutation, found the young Sanguinius alone in
the wastes and marveled that the boys great angelic
wings were a sign of some sort. The tribe took the boy
in and raised him as one of their own. As Sanguinius
grew, so too did he grow in power, using his genetically
enhanced abilities, and supposed precognitive foresight
to unite the few mutation-free tribes of Baal against the
hordes of mutants.
The Emperor would land on Baal Secondus to find a
world scoured of the mutant, and a young man of absolute perfection in stature borne aloft on great feathered
wings. It was believed that this man immediately bowed
before the Emperor without so much as a whisper of
challenge, and gathered his best warriors about him for
the journey into space. The Emperor would place the
Ninth Legion of Blood Angels under the command of
the Primarch, and they would go on to stand next to
Angrons legion of World Eaters as some of the most
universally feared shock troops in the Imperium.
Also of note is that among the Primarchs, Sanguinius himself was known for having forged positive relationships with the majority of his brother Primarchs.
As is commonplace in legends surrounding men of almost demi-godlike status, so too were the arguments
and rivalries between the Primarchs, especially Magnus
the Red, Lion ElJonson, and Leman Russ. Sanguinius
however was known to have been called brother by
most of his fellow Primarchs, especially the Warmaster
Horus. It was believed that the bond between Horus
and Sanguinius was stronger than those between any
of the other Primarchs. It was because of this bond that
Horus knew that Sanguinius would never cross the Emperor, despite any feelings of kinship between the two.

The Siege of Terra

36

Sanguinius and the Blood Angels were present on Terra


for the entirety of Horus siege. During the engagements surrounding the siege, the Blood Angels were
mobilized as shock troops who would frequently break
out of the walls of the Imperial Palace taking the fight
directly to the front lines of the traitor Legions.

The Blood Angels today


Today the Blood Angels are, like all of the original Legions, broken into a Chapter of one-thousand Space
Marines. Notable successor Chapters that have come
from the Blood Angels Legion are the Flesh Tearers,
Angels Sanguine, and the Lamenters among many,
many others.
The Blood Angels Chapter organizes itself with fair
adherence to the Codex Astartes, possessing a First Veteran Company, four primary Battle Companies, two reserve Tactical Companies, one each reserve Assault and
Devastator Company, and a single Scout company.
The Chapter diverges from the Codex as a result of
the gene-flaws suffered by all who share the gene-seed
of Sanguinius: The Black Rage and the Red Thirst. The
first of the flaws, the Black Rage, is a genetically caused
psychotic break, believed to be caused by the psychic
death-throes of Sanguinis himself. While in the fit of
the Black Rage, a Blood Angel will be nearly uncontrollable as they suffer visions in which they are San-

Character Creation:
The Blood Angels homeworld is classified as Feral. All
Blood Angel characters can choose to be from a Feral
World or Noble Born.

III: Chapter Rules

Sanguinius would be with the Emperor when he teleported aboard Horus battle barge, but unfortunately
would not land with him. In the confusion that ensued, Sanguinius would find and confront Horus alone
despite his belief that Horus would indeed kill him.
Despite knowing that Sanguinius would never do so,
Horus made one attempt to win the winged Primarch
over to his side, to which Sanguinis refused and attacked the arch-heretic.
It is believed that Sanguinius knew that he would
die that day, but that he attacked Horus knowing that
he would uncover some weakness for the Emperor to
exploit. Sanguinius violent death at the hands of his
closest brother-Primarch, combined with his inherent
psychic abilities, left a great psychic ripple across all of
those Space Marines that carried his gene-seed and it
is believed that this ripple has grown to manifest itself
in the black rage that is known to overcome the Blood
Angels in battle.

guinius fighting at Terra. The second of these flaws is


known as the Red Thirst, which causes Blood Angels
to suffer a great and unusual lust for the blood of their
enemies. Blood Angels under the influence of either the
Black Rage or the Red Thirst will continue to kill, or to
drink the blood of their foes only until they are freed
by death itself.
As such, the Blood Angels maintain a separate Death
Company. This Death Company has no set minimum
and maximum company size, and is instead composed
only of brothers who have succumbed to either the
Black Rage or the Red Thirst. The Death Company is
typically lead by a Chaplain who, instead of trying to
control the afflicted Space Marines, will direct their energy at the enemy. The Chaplains will paint the armor
of an afflicted Marine jet black, and cross it with red
streaks before blessing the Death Company with the
moripatris and sending the brothers to die in battle.

Black Rage:
All Blood Angels have a reputation of being bloodthirsty berserkers (even for Space Marine standards).
This is due to their geneseed, derived from the winged
Primarch Sanguinius. Usually, most Blood Angels are
prone to fits of berserker rage when in combat. In some
cases, they pray before a battle, and are sometimes
granted visions of the death of their Primarch. Sometimes, these visions push them over the edge, and they
are overcome with the Black Rage, becoming crazed,
bloodthirsty madmen who mutate to take on a more
vampiric appearance (with elongated fangs, etc.). These
rules represent the effect of these genetic deviations in
Dark Heresy.
Whenever a Blood Angel character would earn Insanity points, instead of the usual effect they would have,
they increase the hold of the Black Rage on that character. All Blood Angels begin play with 1d10 Insanity
Points. As a counterpart, a character can spend experience points, at the rate of 2 XP per IP, to reduce his
current Insanity Points score. Once a character reaches
50 insanity points, he is overtaken by the Black Rage.
His fangs grow, and he starts having trouble to control

37

III: Chapter Rules


38

his lust for blood and violence. At this point, the Blood
Angel gains the Frenzy talent, if he didnt already have
it (and he requires no action to activate it, since he will
always be in a state of Frenzy during combat), and his
Fellowship is reduced by 20 points, permanently. Also,
this transformation is permanent, and the characters total of Insanity Points can never be reduced below 50.
At this point, the Chaplains of the Blood Angels accept the character into the Death Company; he paints
his armor black, instead of red, and is usually reserved
only for missions that will involve combat, to give him
a chance to die in honorable combat before his mind is
lost forever. Once a character reaches 80 Insanity Points,
whatever remains of his rational mind is overtaken by
the Black Rage, he becomes a frothing madman with
no control of himself, and the character must be retired
(often, they are given a last chance to end their life with
honor or put out of their misery, but this should be
dealt with out of normal game-play, and preferably in
a narrative way).
The Black Rage does not only manifest as the physical
mutation into a bloodthirsty beast. It also means that
the character is likely to lose himself in a berserker rage
during stressful or bloody situations if the beast inside
him manages to take control. During a suitable situation
(eviscerating an enemy with a gruesome critical, being
near-starved to death, having visions of the death of
Sanguinius, etc.) the Blood Angel may be required by
the GM to make a Willpower roll. The difficulty of this
roll can range from Very Easy (keeping his cool in combat) to Very Hard (being starved for weeks, then killing
his enemies with his bare hands and having the chance
to feed on them). This roll is also modified with an
increase in one level of difficulty for each 20 Insanity
Points or fraction the Blood Angel has (for example, if a
character has 35 insanity points, all his Willpower rolls
to resist the Black Rage will be at a -20 penalty).
Failure in this roll means that the character enters a
Frenzy state (as per the talent) instantly, and will resort
to his lowest instincts (feeding, fighting, etc), as well as
gain 5 Insanity Points (the more hold the Black Rage
gains, the harder it is to fight it back). If the roll is failed
by more than 20 points, then the character resorts to his
most bestial nature, drops whatever tools or weapons he
is carrying, and will fight, feed, or whatever it is he was
doing with his bare hands.

Iron Hands
History
Ferrus Manus would land on the planet of Medusa, located near the Eye of Terror, a world where the sun
virtually never shines due to great amounts of air pollution. The surface of the world is equally unforgiving,
being entirely covered in volcanic mountains and boiling geysers and is constantly shifting as the planets
tectonic plates are in constant motion.
The people of Medusa chronicle that Ferrus Manus
would never join any of the scattered tribes of men on
the planet. Instead he would constantly venture out
alone in search of great challenges of a physical nature,
constantly testing and forging himself into a stronger
and more resilient man. It was not until he slew the
great silver wyrm, the Asirnoth, that he would finally
join the local tribes of Medusa. It was believed that Ferrus possessed and almost innate understanding of technology, and he would go on to use this understanding
to artificially advance the Medusan level of technology
by decades every year.
However, Ferrus never did join any particular tribe.
Nor did he ever choose a side in the many conflicts
between various tribes, for he saw them as perfectly
healthy challenges that would only serve to improve
the culture as a whole.
When the Emperor landed on Medusa, Ferrus saw this
as merely another test to be overcome. As such, he immediately challenged the Emperor to a battle that is
believed to have laid waste to entire mountain ranges.
Finally, after the battle had raged on for days, Ferrus
acknowledged that he had found an equal and accepted
the Emperor as his lord. As such he was given command
of the Tenth Legion, which would become known as
the Iron Hands.

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

The Great Crusade and


the Horus Heresy
Ferrus saw the Great Crusade as just another trial designed to weed out the weak links in Humanity. As such,
his ferocity was unparalleled when it came to cleansing
worlds of those who would not accept the Emperor as
he once had. Such worlds were, in his opinion, forfeit,
and deserved only to be cleansed of their population so
that the world could serve the Emperor in other ways.
Of all of the Primarchs, the bond between Ferrus
Manus and Fulgrim, Primarch of the Emperors Children, was well known, their mutual journey towards
self-perfection serving as a great agent of bonding between the two.
Horus would attempt to utilize this bond between
brothers by sending Fulgrim to personally recruit Ferrus Manus into his rebellion. However, upon hearing
such heresy from the mouth of his brother, Ferrus struck
out at Fulgrim in anger, viewing his decision to follow
Horus as weak and thus forfeiting Fulgrims right to
lead one of the Legions. This combat would lead to
the death of Ferrus Manus on the surface of Istvaan V,
the site of the Istvaan Drop Site Massacre Horus first
strike against those loyal to the Emperor.
It is said that the head of Ferrus Manus was delivered
to Horus as a trophy.

The Iron Hands Today


The Iron Hands of today maintain great similarities to
any Chapter following the edicts of the Codex Astartes.
The Chapter maintains Battle Companies just as any

III: Chapter Rules

Iron
Hands
Ranks

other Chapter does, however among the Iron Hands


these companies are called Clans. The Clans are believed to be related to the original Medusan tribes and
are known to be in constant competition with one another, just as their Primarch would have desired.
Different from most Chapters is the Iron Hands leadership. Instead of being led by a single Chapter Master,
the Iron Hands elect what is known as the Great Clan
Council, which itself consists of numerous representatives of the ten Clans. Just as the Legions were broken
into Chapters of no more than one-thousand Space Marines, so too would the leadership of the Iron Hands be
broken across many individuals so that such great power could never again lay in the hands of just one man.
Also different from most Chapters is the Iron Hands
predilection towards bionics. It is quite common for
members of the Iron Hands to receive dozens of mechanical implants over their lifetime and it is believed
that there is a very close relationship between the Iron
Hands and the Adeptus Mechanicus, though the Chapter keeps any proof of such a relationship hidden.
Also of note is the Iron Hands particular reverence
for those chosen to be interred into the sarcophagus of the Venerable Dreadnought. The transition to
Dreadnought is seen as the ultimate merging of Man
and machine, and as the final step towards perfection
that all Iron Hands strive to achieve. As such, it is quite
common to witness battlegroups from the Iron Hands
Chapter being led by their Dreadnought brothers.

39

III: Chapter Rules

Character Creation:
Iron Hands characters can choose to be from a Feral
World or Noble Born for deciding stats. They start the
game with their left hand replaced with a cybernetic
implant.

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.

Ultramarines
History
The Ultramarines are one of the First Founding legions,
hailing from the world of Macragge, in the Ultramar
system, an Imperial World. They descend from the Primarch Roboute Guilliman, renowned for his tactical
and organizational skills that would lead to the creation
of the Codex Astartes after the Horus Heresy, and are
usually seen as the archetypical Space Marines. Deviating very little from the letter of the Codex Astartes,
they have stood as a bastion of humankind for the past
ten thousand years. They benevolently watch over their
homeworld and the star system around it, and face the
enemies of the Imperium with all their strength and
will, having fought in conflicts all over the galaxy, and
having been in the forefront of humanitys defense in
many of them.

The Horus Heresy

40

During this time of turmoil in the galaxy, Warmaster


Horus knew that if he was to have his victory, he needed to keep the Ultramarines at bay. Through trickery,
he arranged to have them sent to the southernmost area
of the galaxy, where they were ambushed by the Word
Bearers legion. This maneuver assured that their arrival
on Terra did not take place until after the battle there
was finished, and since the Ultramarines had taken few
casualties compared to those of other legions, they had
to stand as a pillar of support for the now broken Imperium. Their numbers grew, and eventually the Ultramarines were as numerous as all the other loyalist Space
Marines put together.

The Codex Astartes


After the Horus Heresy, Roboute Guilliman wrote the
Codex Astartes, an encyclopedic compendium on strategy, warfare and its related topics. Among the many
issues that the Codex touched upon, it decreed that a
whole Legion of Space Marines was too powerful for
any single man to command, lest a new Horus Heresy
might take place. The solution for this situation was
to split all the Legions into smaller units, called Chapters, composed of approximately 1,000 Space Marines.
Even though some of the Primarchs like Rogal Dorn of
the Imperial Fists and Leman Russ of the Space Wolves
initially opposed the idea, Guillimans ideas were accepted, and the legions were split into many chapters,
with the main one amongst them keeping the legions
original name.

Other battles
The Ultramarines have taken part in many of the great
wars of the age of the Imperium. In past centuries they
have seen themselves fighting for the good of humankind against the black crusades of Abaddon, and in the
second war for Armageddon.In addition to this, recently,
the Ultramarines have seen their homeworld menaced
by the Tyranids, and only with the sacrifice of many
of their first company veterans, and their victory in the
Battle for Macragge did they manage to stop the alien
menace. In the years to follow, the Ultramarines have
taken extra measures to fight the Tyranid invasions, and
are actively helping other Imperial forces in their fight
against the Great Devourer, while still keeping their
careful and benevolent watch over the Ultramar system,
and the lands of the Imperium.

Character Creation:
Ultramarines can choose to be from Imperial Worlds,
Hive Worlds, or Noble Born.

Company organization
and peculiarities

History

The Salamanders follow the Codex Astartes when it


comes to their ten companies. However, due to the Salamanders slow but careful recruiting process, their scout
company is one of the smallest among all the chapters
of Space Marines, and in contrast with this, all the other
companies are somewhat bigger than the standard for
codex chapters. In addition to this, their first company
is called the Firedrakes, as those who want to enter it
must kill one of these huge beasts in combat, mirroring
the feat that Vulkan had to achieve during his challenges with the Emperor. Finally, the Salamanders also
deviate from the norm among standard chapters in that
they very rarely use any kind of land speeders, jump
packs and other gravitational vehicles, partly because
of Nocturnes high gravity making training with these
difficult, and partly because those fast attack tactics do
not really fit with the Salamanders combat doctrine.

The Space Marine Chapter of the Salamanders comes


from the world of Nocturne, a small, high gravity,
harsh world where the proximity of its sister moon
Prometheus (where the Salamanders fortress monastery
lies) causes frequent seismic and volcanic activity, and
where people are hardy, self-sufficient and practical.

Vulkan the smith


The Primarch of the Salamanders, Vulkan, was apprenticed to a smith in his first years away from the Emperor,
and soon became the greatest smith ever known in all
of Nocturne. This has had an important impact on the
Salamanders recruiting techniques. Unlike other chapters, the Salamanders keep close ties with the people of
Nocturne, and as a result, promising recruits are sent as
apprentices to the various smiths of the planet. Around
the age of seven, those young ones are taken into the
chapter to become neophytes, should they prove their
worth. As a result of this, and of Nocturnes great mineral resources, the Salamanders have an unusually high
number of suits of Terminator and artificer suits in their
armory, as well as other master-crafted items, compared
to other Chapters of Space Marines. Also, mirroring
Nocturnes fires and unstable nature, the Salamanders
favour a style of combat that makes heavy use of closequarters shooting with melta weapons and flamethrowers, since their reflexes, while still superhuman, are inferior to those of most other Space Marines (though
whether this is due to the high gravity of Nocturne, or
due to a defect in the Salamanders geneseed, it is not
known).

Known battles

III: Chapter Rules

Salamanders

Being the smallest of the first founding Legions did


not stop the Salamanders from fighting in some of the
greatest wars that the Empire has known, and their role
during the second war of Armageddon was instrumental in stopping the Gazghkull Waaagh. Led by Chapter
Master TuShan, who at that point had been in his position for only three days, they managed to hold the advance of an ork force for over three days, allowing the
Imperial forces to evacuate millions of civilians. During
the third war of Armageddon, commissar Yarrick called
upon the help of the Salamanders once again, and they
fought all over the planet to help the Imperium defeat
their foes.

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

41

III: Chapter Rules

Raven Guard
History
The Raven Guard hail from the mine moon of Deliverance, where their fortress-monastery, the Ravenspire,
lies. They are a Chapter that specializes in lightningquick attacks, surgical strikes and guerilla warfare.

The Horus Heresy


The Raven Guard were instrumental in many of the victories that took place during the Great Crusade, thanks
to their Primarchs knowledge of tactical warfare.
Often, Coraxs attacks would behead the leadership of
an enemy army or attack the weakest point in a previously thought impregnable fortress, leading to victory
for the Legions of Space Marines. Apparently, Horus
used the Raven Guards abilities extensively during his
time as a Warmaster, and often came into conflict with
Corax, whose personality was completely different
from his own. As a result of this, Horus fooled the Raven Guard into being massacred at Istvaan V. With the
legion heavily crippled, almost to the point of destruction, Corax went back to the Ravenspire to devise a
way to rebuild his Legion after the Horus Heresy. While
the records of what was done are minimal, it can be
inferred from the Space Wolves saga of the Weregeld
that genetic manipulation processes were undertaken to
breed new Space Marines for the chapter, and that even
though many abominations came to life as a result of
this process, the Raven Guard eventually regained the
proper strength in numbers it so desperately needed.
Due to this lack of manpower, the Raven Guard specialized even further in surgical strikes, leading to them
embracing these tactics as part of their combat doctrine.
During the dark times that followed the Heresy, and
following the Codex Astartes, the Raven Guard was
split into three more chapters: the Black Guard, the Revilers and the Raptors, and it was soon after that that
Corax disappeared into the Eye of Terror, uttering only
a word before departing: nevermore.

Combat doctrine
The Raven Guard differ little from what is stated in the
Codex Astartes. They, however, make a greater use of
Scouts than is usual, operating behind enemy lines and
gathering information which can then be used by the
fast attack forces of the chapter to engage in the most
advantageous of circumstances. Given that speed and
maneuverability are key to the Raven Guards combat
tactics, they seldom use any kind of tanks or armored
transports, and the few dreadnoughts in service of the
chapter are usually deployed through means of drop
pods.

42

Geneseed instability
The Raven Guard suffers from many mutations and unstability in their Geneseed, which has led to them lacking the Mucranoid and Betchers glands. Also, a defect
in their melanochrome organ causes their skin to grow
paler as their life as a Space Marine advances, finally
making them resemble the image of their Primarch.

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

Grey Knights
History
In some ways, the Grey Knights are pinnacles of what
the Astartes represent and yet they are also something
else entirely. The mysterious Chapter fight for the rule
of Humanity and the glory of the Emperor, but rarely
field a force larger than company level, and most commonly send single squads into combat. Amongst humanity, their name is hardly known, yet their enemies
are all too familiar with it.
Their gene-seed is the purest of any surviving Legion
and yet none know its source. Even among the Astartes,
the equipment that the Grey Knights use is of a supe-

Character Creation:
Grey Knights can only choose Mind Cleansed when
creating their character.
Due to the mind wipes a Neophyte goes through Grey
Knight characters suffer from amnesia of their life prior
to becoming a Grey Knight.
Grey Knight characters can only be used when the
game is centered around Ordo Malleus. A solitary Grey
Knight can be employed with a group of acolytes working for Ordo Malleus or the entire group can be Grey
Knights.

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

III: Chapter Rules

rior quality, with every last member sheathed in Aegis


armour and wielding a Nemesis weapon. The reason
for these discrepancies is simple for while their battle
brothers in the other Astartes Legions battle the myriad
foes of humankind, the Grey Knights exist solely to
vanquish Chaos in its truest form Daemonkind.
Designated, somewhat ironically, Chapter 666, the
Grey Knights were founded at some point between
the Horus Heresy and the Second Founding as an elite
unit to battle Chaos. Rumours abound regarding the
source of their gene-seed, some claim that it springs
from the Emperor Himself, others that it comes from a
mixture of the seed of eight pure hearted members of
the Traitor Legions. Whatever their origins, the secretive Legion are attached permanently to the Ordo Malleus, and serve as the military force of that arm of the
Inquisition.
Alone amongst the Astartes, and incredible given their
vocation, the Grey Knights boast the honour that not
a single member has been corrupted by Chaos. The
nature of the individual Marines has something to do
with that. Every single last Marine among the Knights
is a psyker, although the talents of most are turned inward. When suitable recruits are found, they face the
toughest selection process of any Chapter, but that is
not all, however. Pentagrammatic and hexagrammatic
wards are inscribed beneath the very skin of each Marine, and the latent psyker talents trained into a shield
against Chaos.
Still, it is not these things that have enabled the Grey
Knights to make that claim regarding their number, nor
is it the gunmetal grey consecrated Aegis armour that
they wear. Instead, it is the steadfast faith in their duty
to the Emperor that leads them to prevail. Upon joining
the Chapter, each Marine undergoes an indoctrination
that is so brutal and gruelling that ever after no memories of their former lives remain. The indoctrination
rebuilds them around a core of faith that sustains them
through the darkest hours of Mankind.

Cost

Minor Psychic Power

100

Psychic Power

100

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

Deathwatch
The Deathwatch are a unique and specially trained
Space Marine Chapter that dedicates its every hour to
xenos hunting. They form the Chamber Militant of the
Ordo Xenos, charged with serving the Inquisition to
study, contain and, mainly, destroy xeno cultures.
Rather than following the standard Codex Astartes
organization, the Space Marines themselves are drawn
from many different chapters. These chapters have
sworn sacred oaths to raise an unit of Space Marines
specifically for this task. The warriors are then gathered
together to fight where and when they are needed.
Giant fortresses orbit desolate worlds at the edge of
the galaxy, keeping constant vigil over possible xenos forces. There are also several secret bases spread

43

III: Chapter Rules


44

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 Marines service to Deathwatch they gain
access to the following skills, which can be bought up
to +20 at any time:
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
armours 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 Ctan 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.

Table 3-2: Deathwatch Advances


Advance

Cost

Type

Prerequisites

Forbidden Lore (Xenos)

100

Exotic Weapon Training (any)

100

Hatred (specific Xeno)

100

Litany of Hate

200

Hatred

Khans Lightning
History
The Khans Lightning Space Marine chapter was
founded during the 13th Founding. They are a successor chapter to the White Scars Space Marine chapter.
The Chapter was founded following the battle on Sozomens Last Stand.

Sozomens Last Stand


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.

ment they received the message from Sozomen, and


worked their way through the enemy lines. The captain of the White Scars company at the time has lost
his name to the winds of time, but he had managed to
lead the White Scars heroically to the fallen remains of
Sozomens tank, and in the honour of the fallen commander, took up his name as his own. The new Sozomen became the first Chapter Master for the Khans
Lightning, which was formed after the planet was completely taken over.
The Khans Lightning, in memory of Sozomens bravery, have their Chapter Master forego his birth name for
the name Sozomen. Their home world was also named
in the honour of the fallen commander, and became the
agri-world of Sozomens Last Stand. The final act that
all Marines must do to hold the honour of Sozomens
devotion to the Emperor is to have the symbol of the
Aquila branded into their right shoulder.

Gene-Seed Mutation
The Khans Lightning Marines have a defect in the Occulobe organ, which causes the eyes to lose its color
(sometimes resulting in completely white eyes), but this
doesnt cause them to become blind or lose the ability
to see color. The Khans Lightning also have a defect
in their black carapace, in which the organ causes tiny,
harmless needle like points to slightly poke out from
the flesh, and the process can be particularly painful for
the Marine as he receives the implant.

III: Chapter Rules

Sozomen and his sixty Imperial Guard troops were


trapped inside the warehouse, and were able to hold out
for five days before they started to show signs of falling. In a last ditch effort to turn the tide in their favour,
Sozomen had a majority of his troops stand and fight
inside the warehouse while he went to wreak havoc on
the enemy with a few selected soldiers.
Sozomens band of nine snuck behind the enemy
lines using a series of tubes and pipes, and proceeded
to use the sewers to make hit-and-run tactics on the enemy. Sozomen began to realize that his guerrilla tactics
wouldnt work much longer, because they were starting
to quickly run out of ammo. On the eighth day of the
siege on the planet, Sozomen decided on a last ditch
effort for a Baneblade, and knew it would be his last
stand the moment he got it. The small band of soldiers
snuck up on the tank using the tunnels they had found
to get behind it, and before the people in the tank realized what was happening, the band landed in through
the top hatch and began killing the crew in close combat.
After the crew of the Baneblade was killed off, Sozomen began attacking the other tanks that were there,
but it was futile considering the sheer amount of tanks.
Sozomens tank was soon surrounded and out-numbered by several smaller tanks, and at the moment as
they were surrounding his tank, a company of White
Scar Space Marines landed on the planet to come to the
aid of Sozomen. However, Sozomen was out-numbered
and there was no chance the Space Marines would arrive in time, so as a last ditch effort to make it easier for
the Space Marines, Sozomen detonated his Baneblade
in an attempt to take out the other tanks. A message
was received just before the tank exploded, which said
I have done my duty for the Emperor, and my last stand was on
soil that will belong to humanity.
The White Scars chapter took the offensive the mo-

Character Creation:
A Khans Lightning character choose to be from Feral Worlds, Imperial Worlds, Hive Worlds, Void Born,
Noble Born, and Forge World.

45

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
Chapters 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 Chapters 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)

46

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 Chapters 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 subjects corruption indefinitely.
It takes three days of constant prayer, purifiction, mortification of the corrupted ones flesh and frank confession for the cleric to apply this seal. At the end of
the three days, the cleric must make a Willpower Test.
Failure means he has has been corrupted himself by the
experience. He gains a number of Corruption Points
equal to the tens digit of his charges Corruption Points
(minimum one).
Good and Excellent quality Repression Seals can be
made, but are more dangerous for the cleric. Good seals
require nine days of purging, Excellent ones thirty days.
Moreover, the number of points gained on failing the
Willpower Test at the end of this period is doubled for
a Good seal and tripled for an Excellent one.
Wearers of better quality seals find the darkness better contained and so only suffer a -3% penalty to their
Mental Trauma roll for Good seals and only a -1% penalty for Excellent ones.

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)

47

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 seals cost in raw ingredients to
create a Common quality seal of Scarce or better rarity.
Both rarity and quality increase this time. Rare seals
double and Very Rare ones quadruple the number days
spent on its preparation.
Only characters possessing Scholastic Lore 50 or more
can make Good Quality seals, which take three times as
long to fashion. Excellent quality seals require Scholastic Lore 60 or more and take ten times as long.
Obviously few clerics are willing to give up long periods to the manufacture of Purity Seals except for the
most worthy (or well-paying) or causes.
When first taking this Talent, a character learns how
to make all the Scarce quality seals. Taking it again allows the character to choose two Rare types of Purity
Seal to add to his repertoire.

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 Emperors 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 Betchers 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.

48

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 doesnt have either of the progenoids he
doesnt 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 Marines actions were the result of not following
the tenets of being a Marine, their Chapter will give
him time to contemplate his actions that caused the organ to be damaged beyond repair before they replace
the organ. The cost for replacing an organ is 500 XP
per Talent. Thus for the secondary heart to be replaced
it will cost 1,500 XP.
If his actions were within the result of following the
tenets of being a Marine in their Chapter, they will replace the organ immediately with either a replacement
organ or a cybernetic implant. The cost for replacing an
organ is 200 XP per Talent. Thus for the Ossmodula it
will cost 400 XP for it to be replaced.

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 Betchers Gland
7 The Occulobe is completely destroyed by the fiery
conflagration
8 The Progenoid in the throat can still be harvested
9 The Progenoid in the throat can still be harvested
10+ The flames destroy both Progenoid Glands. Not even the
most competent Apothecary can harvest them

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

V: Game Rules

G
am e Rules
R u les
Game

1
2
3
4
5

49

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 Lymans Ear is damaged
The force of the blow damages the Sus-an Membrane
Fragments of the skull destroy the Catalepsean Node
The Progenoid in the throat can still be harvested
The Progenoid in the throat can still be harvested
The Progenoid in the throat can still be harvested

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

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 Lymans Ear and damages the
Betchers Gland
7 The Progenoid in the throat can still be harvested
8 The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
9 The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
10+ The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them

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

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

50

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 Marines 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

51

VI: Equipment

Gear

Devastator/Tactical Veteran: Identical to Tactical


Marine, but can choose to take a Chain Weapon as a
melee choice.
Devastator/Tactical Sergeant: Identical to Tactical
Veteran, but can choose to take a Power Weapon as a
melee choice.
Medicae Initiate: Power Armour, Bolter Pistol and
one choice of Primitive Melee Weapon, and Narthecium/Reductor.
Medicae Internist: Identical to Medicae Initiate, but
can choose to take a Chain Weapon as a melee choice.
Field Medicae: Identical to Medicae Internist, but
can choose to take a Power Weapon as a choice.
Chaplain-Confessor/Librarium
Militant/Armoursmith: Power Armour, Bolter Pistol and one
choice of Primitive Melee Weapon. All ranged weapons include 10 clips or reloads.
Chaplain-Exorcist/Librarium Savant/Tech-Initiate: Identical to Chaplain-Confessor/Librarium Militant/Armoursmith, but can take a Chain Weapon as a
melee choice.
Reclusiarch/Lexicanum/Tech-Wright: Identical
to Chaplain-Exorcist/Librarium Savant/Tech-Initiate,
but can take a Power Weapon as a melee choice. Reclusiarchs are restricted to taking the Crozius Arcanum
as their Power Weapon. Lexicanums can take a Force
Weapon as a melee choice.

Jump Pack
The Jump Pack is part of the standard kit that Assault
Marines carry. The jump pack allows the Marine to
quickly cross the battlefield and to engage enemies.
The stats and movement rates for jump packs remain
the same for all models of jump packs produced by the
Adeptus Mechanicus.
A jump pack grants the Flyer trait to the character.
Due to the design of the jump pack the character can
only achieve Low Altitude for movements up to Full
Move. High Altitude can only be achieved for Charge
and Assault moves. A character using a jump pack can
stay in the air for three rounds of movement. At the end
of the third movement phase the character must land
or suffer falling damage. The heavy armoured design
grants an AP of 8 for any attacks coming from behind
the character that hit the body location.
Jump packs can only fly in a straight line without
incurring a penalty. Changing direction in mid-flight
suffers a penalty based upon the movement of the character. Acrobatic maneuvers also incur a penalty based
upon the movement of the character.
A character landing into the equivalent of Light Woods
incurs a -10 to a Pilot (Jump Pack) Test and landing
into the equivalent of Heavy Woods incurs a -20 penalty. Failure of the Test results in the character taking
damage as per landing into buildings or impassable terrain. Landing into a building or other impassable terrain causes damage to the character upon impact. Refer
to the Movement, Maneuvers, and Collision Damage
Table to figure the damage based upon the speed of
the character. The damage incurred is not softened by
the armour of the character and takes the full damage
listed.

Designers Note
The rules presented in this chapter for the Jump
Pack are optional.
Depending upon your preference, you can use the
rules in this book or the ones from the Inquisitors
Handbook.

Narthecium/Reductor
The Narthecium is the Space Marine Apothecarys version of a medi-pack, consisting of a medical field kit
including anti-venoms, stim-packs and healing agents

Table 6-1: Jump Pack


Armour Protection

Half Move

Full Move

Charge

Assault

Cost

Availability

1m8m

9m16m

17m24m

25m48m

1,500

Rare

Table 6-2: Movement, Maneuvers, and Collision Damage Table


Movement
On the Ground

52

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 doesnt suffer
from Psychic Phenomena or Perils of the Warp when
rolling 9s.

Purity/Repression Seals
It is the lot of the Adeptus Terra, the Ecclesiarchy and
the Inquisition to work tirelessly to protect humanity
form its legion enemies; enemies who have the power to destroy not only the bodies of those who stand
against them but their minds and souls. Many a young
and idealistic servant sets foot on the path of duty only
to find it slowly darkening into the road of corruption.
The Emperor, in His wisdom, knows even faith is not
always enough, and so grants his priests the ability to
bless His servants so that they may face the darkness

with His light at their side. Any bishop has sufficient


standing within the Cult of the Emperor to create the
physical benedictions known as Purity Seal; strips of
parchment, carefully inscribed with prayers to the Emperor or His saints, anointed in holy oils and unguents
and affixed with wax colored with the pure blood of
martyred pilgrims, which guard those who wear them,
strengthening their faith and driving off those who
would lead them into darkness.
Purity Seals can be thought of as armour for the soul.
Acolytes have a long way to travel before they reach the
point where they might become Interrogators and then
Inquisitors themselves. Without this armour, especially
for those in the retinue of an Ordo Malleus inquisitor,
few would last long before corruption or inanity took
them.
For most characters the Willpower test made to resist these forces is only passed around a third of the
time. Purity Seals add bonuses similar to other types of
equipment between +5% and +20% to the various
rolls made against mental and spiritual trauma, boosting
the average characters pass rate to near 50%. Not much,
and by no means an infallible defense, but every malignancy, mutation and disorder that can be avoided is
one victory denied the enemies of mankind, one more
stretch that the character can remain on the road.

VI: Equipment

to get a wounded Marine back into the battle quickly. The associated Reductor is a tool for retrieving the
Progenoid organs (gene-seed) from the body of a fallen
Marine. The Reductor is a solid spring-loaded piston
of metal. An Apothecary places the Reductor against a
wounded Marines temple and the Reductor hurls the
hunk of metal into the Marines skull killing him instantly. This is called The Emperors Peace or The
Emperors Mercy.
A Marine that is on the Medicae career path has both
the Narthecium and the Reductor. The Narthecium
grants a skill bonus of +20 to their test against the
Medicae skill. It comes with 8 doses of stimm, which
must be replaced separately when used. It takes a Full
Action to use the Narthecium.
A Reductor is used to retrieve the progenoid glands
from a Marine after he has been killed, which takes a
Full Round action and a successful Medicae skill roll. If
a Marine is too badly wound the Medicae must spend a
Full Round action in order to give the Emperors Peace.
A to-hit roll is not necessary, nor is a damage roll if the
wounded Marine isnt fighting it, but a Medicae roll is
necessary to find the right spot on the target Marine.
At the end of the action the target Marine is dead regardless of wounds and Toughness Bonus.

Wearing Purity Seals


Seals can be attached to clothing, armour 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 Seals 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.

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

53

VI: Equipment

with other equipment, both Good and Excellent versions of these seals can be made, although they are
generally restricted to servants who have proved their
worth to the Imperium. Most seals grant a +5% bonus
to a specific test. Increase this to +10% for Good quality seals and to +15% for rare Excellent quality ones.
Purity Seals with other types of benefits include the
effects of higher qualities in their descriptions.
Poor quality seals can also be found. Mostly they are
the work of charlatans or clerics who skimped on the
necessary ritual ingredients. Poor quality seals are effectively Charms, providing no other in-game benefit
to the wearer.
Speravi In Te, Imperator
A seal commonly worn by those who must take to the
Imperiums many battlefields to fight in the Emperors
name, it grants +5% to Willpower Tests to avoid the
effects of Pinning.
Fides Validus (3 Varieties)
The most common seal is said to draw the Emperors
gaze towards the wearer. Bathed in His glory, his faith is
strengthened and he stands firm against all who would
oppose him. The wearer gains +5% to Willpower rolls
to resist Fear caused by one of the Imperiums three
major enemies. The Fides Validus Xenos seal protects
against Fear-causing aliens, the Fides Validus Daemonica protects against Fear from Warp and daemonic
sources, and the Fides Validus Hereticus protects against
Fear-inducing psychic powers and particularly horrific
mutants.
Per Orbem Terrarum
The High Gothic of this seal begins From Holy Terra,
benighted Earthly Sphere, did Man set forth, and only to that
dominion shall his allegiance flow... Wearers are protected
against the sweet words of corruption, gaining +5% on
Willpower and Scrutiny rolls to resist the false charms
and seductive lies of Mankinds enemies.
Tutela Obviam Veneficus
Much sought after by those who must face down psykers who refuse their duty to face either sanctioning or
holy sacrifice at the feet of the Emperors throne, this
seal grants +5% to any test to resist psychic powers.
Sancta Eruditio
It is the duty of some to fight Mankinds enemies not
on the battlefield but in the depths of dusty libraries.
The Sancta Eruditio seal girds their souls as they seek
to discover the weaknesses of those who would destroy
them. Wearers may test Willpower to reduce the number of Corruption Points inflicted by reading corrupting tomes by 1 for common Seals or 2 for Good or
Excellent seals. Only Excellent quality Purity Seals can
reduce the number of points received below 1.

54

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

Dignare, Domine
The Emperors own cult has vouchsafed the characters
purity. The character may test Willpower to reduce the
number of Corruption Points inflicted by Warp Shock
by 1 for common Seals or 2 for Good or Excellent seals.
Only Excellent quality Purity Seals can reduce the number of points received below 1.
Humanus Statua Aeternum (8 Varieties)
The image of man is perfect. In mutation lies corruption. This seal locks the form of the wearer, making
them more resistant to mutation. There is one version
of this seal for each statistic, each granting the wearer
+5% when testing that Characteristic to resist mutation
due to accrued Corruption Points. Wearing any version
of this Purity Seal provides +5% to resist mutation from
other sources (exposure to the Warp, daemonic powers,
and so on).
Ad Dexteram Imperatorum
By putting his fate in the hands of the Emperor, the
wearer protects himself from others who would manipulate his being. He gains a +5% bonus on Malignancy
rolls.
De Mortalitate, Gloriae
A martyrs death is the greatest gift a servant can bestow
upon his Emperor. Wearers of this Purity Seal have accepted that their life is but a small sacrifice to ask for
the ceaseless wars against Humanitys enemies. Instead
of burning a Fate Point to survive death, the wearer of
this seal may burn one to ensure he takes his enemies
with him. Whether it means he lives a few more moments, allowing him to set his lasguns power pack to
self-destruct or crash his vehicle into the ranks of this
enemies, or whether the enemies will suffer misfortune
in less direct ways, the characters life will not have
been given in vain. Good quality seals of this type allow

Repression Seals
For some the Emperors blessings come too late. When
darkness has already laid a hand upon a once-trusted
servant of the Imperium, there are only two courses:
the pyre or a Repression Seal. This rare version of the
Purity Seal has had the divine power within it inverted
so that the taint within the wearer is held in check, incarcerated by the blessed power of the Lord of Man.
Only available to those in whom the Imperium has
invested too much to lose or who must walk further on
their path for the greater good of Mankind, Repression
Seals reduce the effects of Madness, Malignancy and
Mutation... but at great cost.
Repression seals cannot be bought. They are reserved
for the greatest and most valuable servants of the Imperium Inquisitors, Sisters of Battle, Space Marines,
and others who fight on the front lines of Mankinds
constant war against degeneration and corruption. And
once applied, must be worn prominently every hour of
the day and night or their power fades.
The application of Repression Seals does not mean
that the taint to soul, body or mind has been removed,
merely turned inwards, which, in the the long term can
prove almost as much of a burden as the original malady. At the end of each week, a character wearing one or
more of these seals should make a Willpower Test with
a -5% penalty for each Repression Seal he wears. Treat
a failure on this roll as a failed Mental Trauma roll (see
Dark Heresy, page 234).
Custodia Fleumaticus
Exposure to the Warp and the foul entities that spring
forth from that realm can corrupt the soul of a man,
giving them strange drives and debauched habits. The
application of this Repression Purity Seal counteracts a
Malignancy inflicted upon a character. While worn the
Malignancy has no hold over the character. They automatically succeed in any rolls to resist its influence and
any losses caused by the Malignancy are returned.
Custodia Sanguineus
A single bodily change caused by exposure to daemons
and the Warp are contained by these seals. The wearer
immediately reverts to their previous form.
Custodia Colericus
For maladies of the mind, the Custodia Colericus seal
must be applied, each seal preventing the manifestation
of one Mental Disorder.

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

VI: Equipment

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.

Armour
Adeptus Astartes
MkVII Eagle Power Armour
Adeptus Astartes power armour is a more advanced version of power armour containing many enhancements
that can only be used due to the implantation of black
carapace. Adeptus Astartes Power Armour has the following qualities and stats: Dark Light Vision, Hearing
Auspex, Enhanced Communications Gear, Red-Dot Laser Sight, Sealed Environment, Advanced Life Support,
Recoil Gloves, HUD Tactical Map, Internal Medicae
Functions, and Strength +20. The Strength bonus is
unaffected by the Unnatural Strength trait, so it grants
a +2 bonus instead of +4.
Dark Light Vision: Allows the Space Marine to see
in total darkness up to 50m and follows the rules for
the trait of the same name.

55

VI: Equipment

Table 6-4: Armour


Armour Type

Location(s) Covered

AP

Weight

Cost

Availability

Adeptus Astartes Power Armour

All

Head 10
Body12
Arms 11
Legs 11

130 kg

Very Rare

Adeptus Astartes Terminator Armour

All

Head 13
Body 16
Arms 15
Legs 15

260 kg

Very Rare

Adamantine Mantle

All

Special

2.5 kg

Very Rare

Combat Shield

Arm

5 kg

Very Rare

Iron Halo

All

2 kg

Very Rare

Storm Shield

Arm

7 kg

Very Rare

Hearing Auspex: Allows the Space Marine to hear


up to 50m radius and follows the rules for Heightened
Senses (Hearing).
Sight Auspex: Allows the Space Marine to zoom in
onto targets 300m away and fire without penalty. It
follows the rules for Telescopic Sight.
Enhanced Communications Gear: Allows a Space
Marine to communicate to ships up in the upper atmosphere in a tight beam and to communicate over land
distances of 2 kilometers.
Targeting Auspex: Functions identically to a RedDot Laser Sight.
Sealed Environment: The suit is sealed completely
and allows a Space Marine to survive in a vacuum.
Advanced Life Support: The suit contains the
equipment to produce a breathable atmosphere for up
to 5 days.
Recoil Gloves: As per the rules for the equipment of
the same name in the Dark Heresy rulebook.
HUD Tactical Map: The helmet contains the ability
to project a tactical map into the visor to give a Space
Marine combat awareness of the surrounding area. This
helps them coordinate their attacks by showing the position of every squad member in power armour, as well
as their life sign status. The map is downloaded via the
communications gear from orbiting satellites or predownloaded before the mission begins. Grants a +1
bonus to Initiative.
Internal Medicae Functions: This equipment automatically dispenses medication to injured areas. It
also can seal injuries by applying foam bandages to the
injured area to stop blood loss. It has a Medicae and
Chem-Use skills of 30 and all attempts to apply drugs
or to stop blood loss must test against it. Failure means
that the suit has malfunctioned and no further rolls can
be made until the suit is repaired. The equipment always tests at routine.

Artificer Armour
When a Marine player gets Best Quality armour, it is
classified as Artificer Armour.

56

Aegis Power Armour


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

Adeptus Astartes
Terminator Armour MkIV
Terminator Armour, or Tactical Dreadnought armour as
it is properly called, is the toughest and most powerful
form of personal armour 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 Armour has the following qualities and stats: Dark Light Vision, Infra-red
Auspex, Hearing Auspex, 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 Vision: Allows the Space Marine to see
in total darkness up to 100m and follows the rules for
Dark Light Vision.

Aegis Terminator Armour


Aegis Terminator Armour has the same abilities as standard Marine Terminator Armour, but has the inclusion
of several Talents. It comes with a built-in Storm Bolter

as a standard weapon.
Resistance (Daemons): The armour confers a +10
resistance against daemon powers and special abilities,
including all Fear and Corruption Tests.
Resistance (Warp): The armour confers a +10 resistance against Warp based effects, including all Fear and
Corruption Tests.
Resistance (Psychic Powers): The armour confers a
+10 resistance against psychic powers.
Resistance (Fear): The armour confers a +10 resistance against fear tests. This does not stack with other
resistances that have a Fear component.
Resistance (Corruption): The armour confers a +10
resistance against corruption tests. This does not stack
with other resistances that have a Corruption component.

Adamantine Mantle

VI: Equipment

Infra-red Auspex: Allows the Space Marine to see


into the infra-red spectrum up to 100m and follows the
rules for Infra-Red Goggles.
Hearing Auspex: Allows the Space Marine to hear
up to 50m radius and follows the rules for Heightened
Senses (Hearing).
Sight Auspex: Allows the Space Marine to zoom in
onto targets 400m away and fire without penalty. It follows the rules for Telescopic Sight.
Enhanced Communications Gear: Allows a Space
Marine to communicate to ships up in the upper atmosphere in a tight beam and to communicate over land
distances of 2 kilometers.
Targeting Auspex: Functions identically to a RedDot Laser Sight.
Sealed Environment: The suit is sealed completely
and allows a Space Marine to survive in a vacuum.
Advanced Life Support: The suit contains the
equipment to produce a breathable atmosphere for up
to 5 days.
Recoil Gloves: As per the rules for the equipment of
the same name in the Dark Heresy rulebook.
HUD Tactical Map: The helmet contains the ability
to project a tactical map into the visor to give a Space
Marine combat awareness of the surrounding area. This
helps them coordinate their attacks by showing the
position of every squad member in power armour, as
well as their life sign status. The map is downloaded
via the communications gear from orbiting satellites or
pre-downloaded before the mission begins. Grants a
+1 bonus to Initiative.
Internal Medicae Functions: This equipment automatically dispenses medication to injured areas. It
also can seal injuries by applying foam bandages to the
injured area to stop blood loss. It has a Medicae and
Chem-Use skills of 30 and all attempts to apply drugs
or to stop blood loss must test against it. Failure means
that the suit has malfunctioned and no further rolls can
be made until the suit is repaired. The equipment always tests at routine.
Massive Strength: Due to the armours massive
strength, firing any heavy weapon does not incur a
penalty since the Space Marine is always classified as
being braced.
Sensorium: Allows all of the squad members to see
exactly what the Marine in terminator armour sees. If
the entire squad is outfitted with terminator armour
they gain a +1 bonus to Initiative since they are able to
coordinate uncannily.
Slow: Terminator armour is bulky and slow. As such,
terminator armour halves the movement of the character
to a minimum of 1m and makes running impossible.

Adamantine Mantles are cloaks made from threads of


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

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

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

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

57

VI: Equipment

Table 6-5: Melee Weapons


Chain Weapons
Name

Class

Dam

Pen

Special

Wt

Cost

Avail

Frost Blade

Melee

1d10+6 R

Balanced, Tearing

6 kg

20,000

Very Rare

Name

Class

Dam

Pen

Special

Wt

Cost

Avail

Chainfist

Melee

2d10 E *

10

Power Field, Tearing, Unwieldy

80 kg

5,000

Very Rare

Crozius Arcanum

Melee

1d10+3 E

Power Field, Unbalanced

15 kg

5,000

Very Rare

Lightning Claw

Melee

1d10+6 R

Power Field, Balanced, Tearing

70 kg

5,000

Very Rare

Power Fist

Melee

2d10 E *

Power Field, Unwieldy

60 kg

5,000

Very Rare

Thunder Hammer

Melee

1d10+5 E

Power Field, Shocking,


Unwieldy

70 kg

5,000

Very Rare

Power Weapons

* The Chainfist, like the Power Fist, adds 2 SB bonus to the damage dealt.

Melee Weapons
Chainfist
The Chainfist is a variant of the Power Fist (see the
Inquisitors Handbook) equipped with a small chainsword
blade. This powerful but cumbersome (and so slow
moving) weapon is often used by Space Marine Terminators, especially by tank hunter specialists or boarding parties because of the great capacity of the weapon
to cut through the thickest armour, both vehicles and
buildings included.
It is essentially a power glove with a built-in chainsword
with the cutting edge encased in a glowing energy field.
When the weapon impacts, the energy field leaps across
to the target, shattering anything it comes across and
then the teeth of the blade cut through the remaining
flesh and armour with ease.
A Chainfist can only be carried by Marines in Terminator armour. A human version of the chainfist exists,
and only weighs 40 kg.

Crozius Arcanum

58

The Crozius Arcanum serves as both a sacred staff of


office and a weapon for Space Marine Chaplains. This
duality is perceived as only natural to a Space Marine,
who see battle as the most glorious form of worship to
the Emperor.
The Crozius Arcanum itself is a staff of medium length,
topped with either an Imperial eagle or a winged skull.
A few versions use iconography from the Chapter they
belong to, such as the the blacksmiths hammer-version
used by some Chaplains from the Salamanders Chapter.
Cassius, Master of Sanctity of the Ultramarines Chapter has fashioned his Crozius Arcanum after a Tyranid
head, in remembrance of the invasion of Macragge.
Incorporated within the staff is a powerful energy field
capable of disrupting matter much in the same way as
a Power Weapon.
A crozius arcanum can only be carried by Chaplains.

Frost Blade
The Frost Blade is a chainblade which uses the diamond-sharp fangs of the Fenrisian Ice Kraken as the
teeth of its chainsaw blade. It is of Best craftsmanship,
and thus adds +10 to the wielders WS.

Lightning Claw
A Lightning Claw is a specialized type of Power Weapon. It consists of a power gauntlet and four blades that
crackle with matter-disruptive energy. These blades are
the equivalent of small power weapons which carve
through armour and flesh with ease. They are most
commonly used by Space Marine Terminator Assault
Squads; the entire squad can be armed with them,
but can also be used by anyone with access to the armoury.
Lightning claws can be wielded in pairs and can be
carried by Marines in Power Armour. They follow the
rules for power fields and power weapons. The character cannot use any other weapon in the hand that
has the lightning claw. When used in a pair, lightning
claws gain the Balanced trait.

Power Fist
The human-sized version of the Power Fist is described
in the Inquisitors Handbook; the one described here is the
Astartes version, which is so heavy and cumbersome that
it can only be carried by Marines in Terminator armour.

Designers Note
You will notice that Adeptus Astartes equipment has
a price tag attached. This wasnt an oversight by
the designers, because in the background stories for
Warhammer 40k there are plenty of examples of
private citizens of the Imperium owning Adeptus
Astartes equipment as show pieces to their collections.

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

Astartes 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

Ranged Weapons

The iconic weapon of the Space Marines, the holy Bolter is to its wielder more than a weapon. It represents
the Emperors holy wrath against His enemies, and is
treated with an almost-religious devotion even in its
mundane maintenance operations.
The weapon accepts different magazines: typically it
can use straight magazines (15 rounds), a belt feed (30
rounds), sickle magazines (20 rounds), or drum magazines (40 rounds).

Cyclone Missile Launcher

Astartes Heavy Bolter

The Cyclone Missile Launcher is specially designed to


be fit on a Terminator Armour. Loaded with Krak or
Frag Missiles, the Cyclone consists of two cube-shaped
missile boxes twin-linked by a targeter and sensors array. The unit is fixed on the back of a standard Terminator armour; this fitting allow the Space Marine to use a
Storm Bolter and Power Fist with the Missile Launcher,

VI: Equipment

so he can fire both firearms simultaneously. Older designs of the Cyclone missile launcher had the sensor
array hand-carried by the Terminator, thus taking away
the option of a power fist but making it more accurate.
Firing the Cyclone Missile Launcher does not constitute a half action when a terminator wishes to fire a
storm bolter in the same combat round. Can only be
used by a Marine in terminator armour.

Thunder Hammer

A larger, heavier version of the Boltgun, the Heavy


Bolter is an impressive weapon capable of devastating firepower, deadly even to armoured vehicles. The
Astartes version fires mass-reactive rounds considerably
larger than the ones used in Bolt Pistols and Bolters,
and it uses a backpack feed which grants a longer autonomy between reloads.

Table 6-6: Ranged Weapons


Launcher Weapons
Name

Class

Range

RoF

Dam

Cyclone Missile
Launcher

Heavy

120m

S/-/-

Pen Clip
*

Rld

Special

Wt

Cost

Avail

2 Full

75 kg

5,000

Very Rare

* Damage, Penetration, and Special Qualities are determined by the ammunition fired. Can only fire Krak or Frag missiles. See the Inquisitors Handbook for the stats

Bolt Weapons
Name

Class

Range

RoF

Dam

Astartes Bolt Pistol

Pistol

35m

S/2/-

2d10 X

Pen Clip
4

Rld

Special

Wt

Cost

Avail

Full

5 kg

Very Rare

Astartes Boltgun

Basic

100m

S/2/6

2d10 X

Astartes Heavy Bolter

Heavy

140m

-/-/10

2d10+5 X

Full

14 kg

Very Rare

400

2 Full

60 kg

Very Rare

Astartes Storm Bolter

Basic

100m

2/4/8

2d10 X

60

Psycannon

Heavy

140m

-/-/10

2d10+5 X

400

2 Full

25 kg

Very Rare

2 Full

Holy**

60 kg

Very Rare

Pen Clip

Rld

Special

Wt

Cost

Avail

2 Full

Flame, Holy

45 kg

Very Rare

* Clip capacity varies, see the weapon description


** See the Psycannon Bolts Description in the Inquisitors Handbook

Flame Weapons
Name

Class

Range

RoF

Dam

Incinerator

Heavy

30m

S/-/-

2d10+4 E

10

59

VI: Equipment

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.
As both chambers of this weapon discharge simultaneously, the Storm Bolters single shot mode adds +5
to the wielders Ballistics Skill, and if he obtains 2 or
more degrees of success the second round hits the same
target. Split fire cannot be done with this action.

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

Incinerator
The Incinerator is a specially designed Heavy Flamer
weapon created specifically for the Grey Knights. It is
fueled by a special mix of consecrated promethium and
blessed oils which are especially effective against daemons as the fire burns brilliant white with pure faith.
It functions identically to a Heavy Flamer loaded with
Blessed Ammunition (see the Inquisitors Handbook for
details).

Psycannon
Psycannons are a specialized form of bolt weapon used
almost exclusively by the Grey Knights. This weapon
can only be used by a Marine in Terminator armour, or
mounted on Inquisition vehicles.
Psycannons fire.Psycannon Bolts (see the Inquisitors
Handbook for details).

Ammunition
Hellfire Rounds
Explosive core replaced with thousands of needles impregnated with mutagenic acid for use against Tyranids.
A Heavy Bolter variant (blast effect) is available.
A Hellfire round adds an additional +5 damage if
there isnt any armour in the path of the shell. If there
is armour in the way half damage is taken. In the case
of being used against Tyranids the target takes double
damage. If the round if fired by a Heavy Bolter the
round has a splash radius of 5m centered around the
target.

Metal Storm Frag Shells


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.

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 armour protection of the
location hit.

Weapon Upgrades
Suspensor Unit
A Suspensor Unit is a large harness which allows certain
heavy weapons to be fired more effectively on the move.
The weapon weight is halved for encumbrance and may
be fired without bracing, but the weapon range is also
halved. Additionally, the weapon gains the Inaccurate
trait. Ammo is also quadrupled, due to backpack feed.

M40 Targeting System

60

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

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

T
T

here are times when even the massive firepower


of a Devastator Squad does not bring down the
enemy and a squad of Assault Marines is too
slow. Should this happen, the Adeptus Astartes rely on
a wide array of combat and support vehicles.
Rhino and Razorback APCs carry the Marines into
battle. The Rhino is lightly armed, well armoured and
can provide safe transport for a full squad of ten Space
Marines. The Razorback doesnt have the transport capabilities of the Rhino, but is better armed.
Fast assault is supported by various attack bikes and
land speeders. Both kind of vehicles and their respective variants are built for speed and maneuverability.
Attack bikes can have sidecars for additional firepower.
When fire support is needed, the Predator Destructor and the Predator Annihilator are the weapons of
choice. Heavily armoured and armed, they are a devastating force on the battlefield. Long range fire support
is provided by the Whirlwind Artillery Missile Rhino
variant and the Vindicator Artillery Rhino variant with
its Demolisher Cannon.
Air superiority is provided by the Thunderhawk. As
most of Astartes vehicles, it comes in different patterns.
The Thunderhawk Transport can carry battle vehicles,

while the Gunship carries Space Marines into battle


while providing fire support.
Although every vehicle above is a dangerous opponent, the pinnacle of the Adeptus Astartes war machines
is the Land Raider. In addition to the crew of three
Marines, each Land Raider is inhabited by an old, powerful Machine Spirit. This spirit can replace the crew
to a limit, maneuvering and firing on its own. Each
Land Raider is a gigantic fortress on tracks, extremely
heavily armed and armoured. In addition to its stunning combat capabilities, it can even transport ten Space
Marines with full equipment or five Terminators. The
Land Raider Crusader, developed by the Black Templar
Chapter, is even better armed and can transport more
troops.
In addition to the different variants of each vehicle,
there are various options to make some useful upgrades.
For example, if it is likely that combat will take place in
a wooded area or city ruins, dozer blades are mounted
to clear the vehicles path from bushes or rubble. Another favoured upgrade is adding additional armour
to increase protection. During night fights, spot- and
searchlights are added. Finally, firepower can be increased by adding pintle mounts or even missile racks.

VII: Vehicles

V e hi c l es
Vehicles

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

61

VII: Vehicles

Predator Destructor
Based on the Rhinos chassis, the Predator is essentially a cavalry tank, often deployed in the Space Marines rapid
strikes, usually tasked with the destruction of lightly-armoured vehicles or heavy infantry.
Type: Ground Vehicle
Size: Enormous
Armour: Front 32, Hull 21, Rear 18
Traits:
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/20/45/70/90
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Autocannon
Crew: 2 (Driver, Gunner)
Passengers: 0
Access Points: Two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 30/50 kph narrative and
10/20/35/50/70 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations), two side-sponson mounted Heavy Bolters or two side-sponson mounted Lascannons. If the sponson
option is applied, the side hatches are unavailable.

Predator Annihilator
Another widely employed pattern of the Predator tank, the Annihilator features twin-linked lascannons on the turret.
Type: Ground Vehicle
Size: Enormous
Armour: Front 32, Hull 21, Rear 18
Traits: Narrative Speed: 35 kph/65 kph
Combat Speed: 10/20/45/70/90
Handling Modifier: Drive (Ground Vehicles): +0
Armaments: Turret-mounted Twin-linked Lascannons (consider unlimited clip size, as Lascannons take energy
from the Predators powerpacks)
Crew: 2 (Driver, Gunner)
Passengers: 0
Access Points: Two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 30/50 kph narrative and
10/20/35/50/70 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations), two side-sponson mounted Heavy Bolters or two side-sponson mounted Lascannons. If the sponson
option is applied, the side hatches are unavailable.

Baal Predator
The Blood Angels Chapter usually deploys a particular version of the Predator, the Baal pattern.

62

Type: Ground Vehicle


Size: Enormous
Armour: Front 32, Hull 21, Rear 18
Traits:
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/20/45/70/90
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Twin-Linked Assault Cannon
Crew: 2 (Driver, Gunner)
Passengers: 0
Access Points: Two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 30/50 kph narrative and
10/20/35/50/70 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations), two side-sponson mounted Heavy Bolters or two side-sponson mounted Heavy Flamers. If the sponson
option is applied, the side hatches are unavailable.

The Razorback is a more-heavily-armed variant of the Rhino chassis, often employed for its superior firepower, at
the cost of reduced troop carrying capacity.
Type: Ground Vehicle
Size: Enormous
Armour: Hull 21, Rear 18
Traits:
Narrative Speed: 35 kph/70 kph
Combat Speed: 10/25/50/75/100
Handling Modifier: Drive (Ground Vehicles): +0
Armaments: Twin-linked Heavy Bolter or Twin-linked Lascannon (consider unlimited clip size, as Lascannons
take energy from the Razorbacks powerpacks)
Crew: 1 (Driver)
Passengers: 6
Access Points: Hatches on both sides, two hatches on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 35/55 kph narrative and
10/20/40/60/80 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations).

VII: Vehicles

Razorback

Whirlwind
The Whirlwind is a Rhino-based artillery support vehicle, based on the Rhino template, which can fire either tactical Vengeance warheads or minefield-laying Castellan missiles. The Whirlwind is a post-Heresy design.
Type: Ground Vehicle
Size: Enormous
Armour: Hull 21, Rear 18
Traits:
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/20/45/70/90
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Vengeance Missile Launcher or Castellan Missile Launcher
Crew: 2 (Driver, Gunner)
Passengers: 0
Access Points: Hatches on both sides, one on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 30/50 kph narrative and
10/20/35/50/70 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations).

Whirlwind Hyperios
The Hyperios ia a specialized pattern of the Whirlwind, used as an anti-aircraft platform.
Type: Ground Vehicle
Size: Enormous
Armour: Hull 21, Rear 18
Traits:
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/20/45/70/90
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Turret-mounted Hyperios missile launcher
Crew: 2 (Driver, Gunner)
Passengers: 0
Access Points: Hatches on both sides, one on the top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 30/50 kph narrative and
10/20/35/50/70 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations).

63

VII: Vehicles

Vindicator
The Vindicator is a short-ranged siege tank, often used by Space Marines attacking heavily fortified positions due
to the power of its Demolisher Cannon.
Type: Ground Vehicle
Size: Enormous
Armour: Front 30, Hull 21, Rear 18
Traits:
Narrative Speed: 35 kph/65 kph
Combat Speed: 10/20/45/70/90
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Storm Bolter and Demolisher Cannon
Crew: 2 (Driver, Gunner)
Passengers: 0
Access Points: One on top, ramp at the rear
Options: Dozer Blade (gives the All-Terrain trait, but reduces the speed to 30/50 kph narrative and
10/20/35/50/70 combat and imposes a -10 penalty to the handling check), Extra Armour (+5 armour to all
locations).

Leman Russ Exterminator


The Leman Russ Exterminator battle tank is a variant of the Leman Russ used by the Imperial Guard. Commonly
used by the Space Wolves Chapter of the Space Marines, it is mainly an infantry hunter battle tank.
Type: Ground Vehicle
Size: Enormous
Armour: 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 Autocannons, 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 Armour (+5 armour to all locations), 2 side sponsons with Heavy Bolters.

Land Raider
The most powerful Astartes tank, the Laind Raider is a heavily armoured STC vehicle often used for spearhead
assaults. Despite being heavily armoured, it still has a good troop carrying capacity.
Type: Ground Vehicle
Size: Massive
Armour: Hull 40
Traits: Interface Controls
Narrative Speed: 30 kph/55 kph
Combat Speed: 5/20/40/60/80
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Hull-mounted twin-linked Heavy Bolters, two side sponsons with twin-linked Lascannons (consider
unlimited clip size, as Lascannons take energy from the Land Raiders powerpacks)
Crew: 2 (Driver, Commander)
Passengers: 10 (or 5 Terminators)
Access Points: Hatches on both sides, two on top, front assault ramp
Special: Machine Spirit: The Land Raiders Machine Spirit is able to rudimentarily drive the vehicle and fire by
itself. Consider a BS of 25 and Drive (Ground vehicles) skill of 25.
Options: Extra Armour (+5 armour to all locations).

64

Originally developed by the Black Templars Space Marine Chapter, the Land Raider Crusader is now widely used
by other Chapters as well. It is specially designed to assist troops assaulting from the front ramp.
Type: Ground Vehicle
Size: Massive
Armour: Hull 45
Traits: Interface Controls
Narrative Speed: 30 kph/55 kph
Combat Speed: 5/20/40/60/80
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Hull-mounted twin-linked Assault Cannon,hull-mounted Multi-Melta, two side sponsons with Hurricane Bolters
Crew: 2 (Driver, Commander)
Passengers: 15 (or 8 Terminators)
Access Points: Hatches on both sides, two on top, front assault ramp
Special: Machine Spirit: The Land Raiders Machine Spirit is able to rudimentarily drive the vehicle and fire by
itself. Consider a BS of 25 and Drive (Ground vehicles) skill of 25. Explosive Charges: The front ramp is studded
with explosive charges, which deal the damage of a Frag Grenade when disembarking.

VII: Vehicles

Land Raider Crusader

Land Raider Helios


Designed to provide additional artillery support, the Helios pattern Land Raider features a Whirlwind Missile
Launcher instead of the standard hull-mounted Heavy Bolters.
Type: Ground Vehicle
Size: Massive
Armour: Hull 40
Traits: Interface Controls
Narrative Speed: 30 kph/55 kph
Combat Speed: 5/20/40/60/80
Handling Modifier: Drive (Ground Vehicle): +0
Armaments: Hull-mounted Vengeance Missile Launcher, two side sponsons with twin-linked Lascannons (consider unlimited clip size, as Lascannons take energy from the Land Raiders powerpacks)
Crew: 2 (Driver, Commander)
Passengers: 10 (or 5 Terminators)
Access Points: Hatches on both sides, two on top, front assault ramp
Special: Machine Spirit: The Land Raiders Machine Spirit is able to rudimentarily drive the vehicle and fire by
itself. Consider a BS of 25 and Drive (Ground vehicles) skill of 25.
Options: Extra Armour (+5 armour to all locations).

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

65

VII: Vehicles

Attack Bike
The Attack Bike combines the maneuverability and flexibility of the Bike with a crew-operated heavy weapon in
the sidecar.
Type: Ground Vehicle
Size: Hulking
Armour: Hull 12
Traits: Open, All-Terrain
Narrative Speed: 50 kph/110 kph
Combat Speed: 15/40/75/110/150
Handling Modifier: Drive (Ground Vehicle): +10
Armaments: Twin-linked Bolters, plus sidecar-mounted Heavy Bolter or Multi-Melta
Crew: 1 (Driver)
Passengers: 1
Access Points: Open-topped
Options: Instead of the twin-linked Bolters, the Bike can mount a Flamer, Melta Gun, or Plasma Gun.

Land Speeder
The Land Speeder is a lightly-armoured flying vehicle, used for reconnaissance and fast attack. It is one of the few
Imperium vehicles to use anti-gravitic plates.
Type: Hover
Size: Hulking
Armour: Hull 18
Traits: Open, Anti-Grav
Narrative Speed: 200 kph/350 kph
Combat Speed: 20/125/250/375/500
Handling Modifier: Pilot (Military Craft): +0
Armaments: Heavy Bolter or Multi-Melta
Crew: 1 (Pilot)
Access Points: Open-topped

Passengers: 1

Land Speeder Tornado


The Tornado pattern is more heavily armed than the standard Land Speeder.
Type: Hover
Size: Hulking
Armour: Hull 18
Traits: Open, Anti-Grav
Narrative Speed: 200 kph/350 kph
Combat Speed: 20/125/250/375/500
Handling Modifier: Pilot (Military Craft): +0
Armaments: Heavy Bolter and Assault Cannon or Multi-Melta and Heavy Flamer
Crew: 1 (Pilot)
Access Points: Open-topped

66

Passengers: 1

The Typhoon pattern features the addition of missile launchers to the basic Land Speeder frame.
Type: Hover
Size: Hulking
Armour: Hull 18
Traits: Open, Anti-Grav
Narrative Speed: 200 kph/330 kph
Combat Speed: 20/110/220/330/440
Handling Modifier: Pilot (Military Craft): +0
Armaments: Heavy Bolter or Multi-Melta, plus Typhoon Missile Launcher
Crew: 1 (Pilot)
Access Points: Open-topped

Passengers: 1

VII: Vehicles

Land Speeder Typhoon

Land Speeder Tempest


Significally more armoured than the common Land Speeder, the Tempest variant has an enclosed cockpit, and
normally features an Assault Cannon and twin-linked Missile Launchers.
Type: Hover
Size: Hulking
Armour: Hull 22
Traits: Anti-Grav
Narrative Speed: 150 kph/300 kph
Combat Speed: 20/105/210/315/420
Handling Modifier: Pilot (Military Craft): +0
Armaments: Assault Cannon, twin-linked Missile Launchers with Krak or Frag Missiles
Crew: 1 (Pilot)
Access Points: Cockpit

Passengers: 1

Thunderhawk Gunship
A massive, heavily-armoured spacecraft used both for attack and for transporting troops, the Thunderhawk is definitely one of the mightiest aircrafts of the Adeptus Astartes. The Gunship variation is heavily armed.
Type: Military Craft
Size: Massive
Armour: Hull 32
Traits: Void Capable, Interface Controls
Narrative Speed: 1000 kph/2000 kph
Combat Speed: 50/700/1400/2100/2800
Handling Modifier: Pilot (Military Craft): +0
Armaments: Dorsal mounted Turbo Laser or Battle Cannon, 2 Lascannons on wings, 4 Twin-linked Heavy Bolters on front fuselage, 4 Twin-linked Heavy Bolters under the wings
Crew: 4 (Pilot, Co-Pilot, Gunner, Navigator)
Passengers: 30 Space Marines (or a combination, considering a Terminator as 2 Marines, a Bike as 3 Marines, an
Attack Bike as 4 Marines, and a Dreadnought as 5 Marines)
Access Points: Several hatches and an extendable ramp
Options: Can mount Hellstrike Missiles

67

VII: Vehicles

Thunderhawk Transport
The Thunderhawk Transport is used to transport vehicles (mainly Rhinos and Land Raiders) to the battlefield.
Type: Military Craft
Size: Massive
Armour: Hull 32
Traits: Void Capable, Interface Controls
Narrative Speed: 1000 kph/2000 kph
Combat Speed: 50/700/1400/2100/2800
Handling Modifier: Pilot (Military Craft): +0
Armaments: 4 Twin-linked Heavy Bolters on front fuselage
Crew: 2 (Pilot, Co-Pilot)
Passengers: 0, but can transport either two Rhinos or one Land Raider
Access Points: Several hatches

Dreadnought
When an Astartes Battle Brother is mortally wounded, crippled beyond the cure of the Apothecaries, sometimes
he is given the great honour of continuing to serve the Emperor as a walking instrument of furious destruction, a
Dreadnought. Interred into its sarcophagus, a Marine can continue to fight the endless battle to defend humanity
against its many enemies. Some of the oldest Dreadnoughts are so ancient that their memories go back several millennia, like Bjorn the Fell-Handed of the Space Wolves, who fought in the Great Crusade alongside the blessed Primarch Leman Russ. When not actively fighting, Dreadnoughts are kept asleep and maintained by Techmarines.
Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits:
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/15
Handling Modifier:
Armaments: Dreadnought Close-Combat Weapon with built-in Storm Bolter and Assault Cannon
Crew: 1 (Driver)
Passengers: 0
Access Points:
Special: The Dreadnought has its own WS and BS scores. Use WS 65 and BS 65.
Options: May replace the Storm Bolter with a Heavy Flamer, or the whole Combat Weapon with a Missile Launcher, or the Assault Cannon with twin-linked Lascannons or a Multi-Melta. May take Extra Armour (+5 armour).

Furioso Dreadnought
The Blood Angels preference for close-combat tactics is reflected in the Furioso Pattern Dreadnought they often
employ on the field of battle, which features two close-combat weapons instead of heavier ranged weapons.
Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits:
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/15
Handling Modifier:
Armaments: 2 Close Combat Weapons, one with a Storm Bolter or Heavy Flamer, the other with a Meltagun
Crew: 1 (Driver)
Passengers: 0
Access Points:
Special: The Dreadnought has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armour (+5 armour).

68

The Mortis Pattern Dreadnought is a unique build employed by the Dark Angels Chapter, and has the particular
feature of sporting two identical ranged arm weapons.
Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits:
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/15
Handling Modifier:
Armaments: 2 twin-linked Lascannons, or 2 twin-linked Autocannons, or 2 twin-linked Heavy Bolters, or 2
Missile Launchers
Crew: 1 (Driver)
Passengers: 0
Access Points:
Special: The Dreadnought has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armour (+5 armour).

VII: Vehicles

Mortis Dreadnought

Siege Dreadnought
Siege Dreadnoughts are equipped for breaking through fortified enemy positions. Their favourite tactics is to
breach enemy installations with their Assault Drill, and then douse in flames everyone inside using the attached
Heavy Flamer.
Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits:
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/15
Handling Modifier:
Armaments: Inferno Cannon and Assault Drill with Heavy Flamer
Crew: 1 (Driver)
Access Points:
Special: The Dreadnought has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armour (+5 armour).

Passengers: 0

Grey Knights Dreadnought


Sometimes Grey Knights are entombed within the blessed shell of a Dreadnought, but the occurrence is far rarer
than in other Chapters, as the majority of dying Grey Knights prefer to rest for eternity within the crypts of Titan.
Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits:
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/15
Handling Modifier:
Armaments: Dreadnought Close-Combat Weapon with built-in Storm Bolter and Assault Cannon, or twin-linked
Lascannons, or twin-linked Heavy Bolters, or Multi-Melta, or Plasma Cannon, or twin-linked Autocannons, or
Psycannon, or Missile Launcher.
Crew: 1 (Driver)
Passengers: 0
Access Points:
Special: The Dreadnought has its own WS and BS scores. Use WS 65 and BS 65.
Options: May replace the Storm Bolter with a Heavy Flamer or an Incinerator. May take Extra Armour (+5 armour).

69

VII: Vehicles

Table 7-1: Vehicle Weapons


Solid Projectile Weapons
Name

Class

Range

RoF

Dam

Rld

Special

Autocannon

Heavy

300m

S/2/5

4d10+5 I

Pen Clip
4

20

2 Full

Autocannon, twin-linked

Heavy

300m

S/4/10

4d10+5 I

40

2 Full

Assault Cannon

Heavy

120m

-/-/10

3d10+5 I

200

2 Full

Tearing, Unreliable

Assault Cannon, twin-linked

Heavy

100m

-/-/20

3d10+5 I

400

2 Full

Tearing, Unreliable

Demolisher Cannon

Heavy

100m

S/-/-

7d10 I

10

2 Full

Blast (3)

Battle Cannon

Heavy

800m

S/-/-

7d10 I

10

2 Full

Blast (10)

Name

Class

Range

RoF

Dam

Rld

Special

Lascannon

Heavy

300m

S/-/-

5d10+10 E

10

2 Full

Lascannon, twin-linked

Heavy

300m

S/-/2

5d10+10 E

10

10

2 Full

Turbo Laser

Heavy

700m

S/-/-

8d10 E

10

2 Full

Blast (10)

Name

Class

Range

RoF

Dam

Rld

Special

Bolter, twin-linked

Basic

100m

S/4/8

2d10 X

48

Full

Hurricane Bolter

Basic

100m

S/6/12

2d10 X

72

Full

Storm Bolter

Basic

100m

2/4/8

2d10 X

60

2 Full

Heavy Bolter

Heavy

140m

-/-/10

2d10+5 X

400

2 Full

Heavy Bolter, twin-linked

Heavy

140m

-/-/20

2d10+5 X

800

2 Full

Psycannon

Heavy

140m

-/-/10

2d10+5 X

400

2 Full

Holy*

Las Weapons
Pen Clip

Bolt Weapons
Pen Clip

* See the Psycannon Bolts Description in the Inquisitors Handbook

Flame Weapons
Name

Class

Range

RoF

Dam

Rld

Special

Flamer

Basic

20m

S/-/-

1d10+4 E

Pen Clip
3

2 Full

Flame

Heavy Flamer

Heavy

30m

S/-/-

2d10+4 E

10

2 Full

Flame

Incinerator

Heavy

30m

S/-/-

2d10+4 E

10

2 Full

Flame, Holy

Inferno Cannon

Heavy

120m

S/-/-

3d10+8 E

10

2 Full

Flame, Blast (3)

Name

Class

Range

RoF

Dam

Rld

Special

Meltagun

Basic

20m

S/-/-

2d10+4 E

12

2 Full

Multi-Melta

Heavy

60m

S/-/-

4d10+12 E

12

2 Full

Blast (1)

Name

Class

Range

RoF

Dam

Rld

Special

Plasma Gun

Basic

90m

S/2/-

1d10+6 E

20

8 Full

Recharge, Overheats

Plasma Cannon

Heavy

120m

S/-/-

2d10+10 E

24

5 Full

Recharge, Overheats,
Unreliable

Typhoon Missile Launcher

Heavy

300m

S/-/-

2d10+5 X

12

2 Full

Blast (1)

Vengeance Missile Launcher

Heavy

300m

S/-/-

2d10+5 X

3 Full

Blast (3)

Castellan Missile Launcher

Heavy

300m

S/-/-

3 Full

Blast (10), Minefield*

Hyperios Missile Launcher

Heavy

300m

S/-/-

4d10+10 X

10

20

3 Full

Blast (1)

Missile Launcher, twin-linked (Frag)

Heavy

300m

-/2/-

2d10+4 X

Blast (6)

Missile Launcher, twin-linked (Krak)

Heavy

300m

-/2/-

4d10+10 X

10

Blast (1)

Dreadnought Missile Launcher

Heavy

300m

S/-/-

4d10+10 X

10

3 Full

Blast (1)

Hellstrike Missile launcher

Heavy

300m

S/-/-

4d10+10 X

12

Blast (3)

Melta Weapons
Pen Clip

Plasma Weapons
Pen Clip

Launcher Weapons

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

Melee Weapons
Dreadnought Close Combat Weapon

Primitive

2d10+30 R *

Dreadnought Assault Drill

Primitive

2d10+30 R *

12

* The damage listed already takes into account the SB of the Dreadnought

70

W
W

hat is a Space Marine exactly? This question is answered different by different people. One answer is that a Space Marine is a
hero of the Imperium. Except, there are many heroes
who are not Space Marines, like soldiers of the Imperial
Guard who hold a position against overwhelming odds.
Another answer might be that he is a devoted and loyal
follower of the Emperor. On the other hand, this also
applies to the Adepta Sororitas and the members of the
Ecclesiarchy.
You may get the answer that a Space Marine is a efficient war machine, able to stand against every foe. Others might be even better killers, like the operatives of
the Eversor Shrine, who can rip a Space Marine into
shreds, or Vindicare Assassins, who can take out a Space
Marine with a single, well aimed shot from kilometers
away.
It is also possible that the reply is that a Space Marine is an elite warrior. Go ask a Cadian Kasrkin about
this topic, the answer will not be very surprising. Their
weapons and armour doesnt qualify either, as the Sisters of Battle also wield Bolters and are clad in Power
Armour.
The conclusion is more complicated, yet simple. A
Space Marine is all of the above. During his training,
he is taught many skills, both combative and non-combative, he is equipped with the best gear the Imperium
can provide, and due to the harsh, sometimes brutal
methods of the Adeptus Astartes, he is also one of the
Emperors finest.
No other fighting force in the Imperium, be it Guard,
Sororitas, PDF or else, inspires as much as the Adeptus
Astartes. The sight of only a handful Space Marines can
turn the morale of entire regiments, either to good or to
bad. They keep fighting where others would flee in terror. On the other hand, Space Marines are not suicide
troops. They retreat if the tactical situation requires it,
only to strike harder moments later.
If you can call a Space Marine your friend, you will
never have to worry any danger again. If he is your foe,
run faster and further than ever before. The mind of a
Space Marine only has enough room for a few things:
the Emperor, the Primarch and crushing the enemy.
Anything other is not suited or necessary.

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

VIII: Psychology and Tips

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

71

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 Emperors 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, Castigations on the Last Days
Love, except for the Chapter, his brothers and the Emperor, is not usually within the ability of a Space Marine. Happiness is something perhaps beyond a Marine
they can feel joy and contentment in a task completed,
the Emperor well satisfied, but do not seek either a perfect life or eternal happiness. They are created for, and
content in, their task and whilst they may feel weary of
battle on occasion they do not seek another path.
If they should do so, they are more than likely to fall
into heresy and damnation...

72

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

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

White Scars
For the Khan and the Emperor!
White Scars battle cry
A Chapter renowned for its lightning attacks and having much in common with the Space Wolves indeed it
is said the two respective Primarchs had much in common and were the best of brothers. Like the homeworld
of Russ, Fenris, the White Scars homeworld, Chogoris,
is a land of warring tribes, whose strongest warriors
are selected to join the ranks of the White Scars. The
squads are made up of differing tribes who form great
brotherhoods. A fierce and straightforward chapter, they
are more receptive to outsiders, once they have proved
themselves. Words mean little to a White Scar deeds
speak as the character and soul of a man or woman.

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, Emperors Champion. Let
my enemies cower at my advance and tremble at the sight of
me.
Like the Ultramarines, the Imperial Fists now adhere
strongly to the Codex Astartes laid down by the Ultramarines Primarch Roboute Guilliman. Throughout their long and glorious history they have proved
themselves dedicated but extremely stubborn, difficult
to convince to abandon a task, a position or a battle
once joined. This has proven an advantage to their enemies on a number of different occasion and can make a
brother of the Chapter difficult to integrate into a team.
The Codex is so heavily ingrained that deviation from
its wide ranging tenants can be difficult and confusing
for an Imperial Fist. They usually dislike and mistrust
guile and stealth, seeing in it the works of the Great
Enemy, and prefer a straight fight.

73

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

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

74

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

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

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

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

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

Grey Knights
There is nothing in the arcane and blasphemous arsenal of the
forces of Chaos that can compare to faith. With the power of
faith our blades become shining instruments of deliverance that
can cleave the mightiest daemon in twain. With the power of
faith, our minds appear as slivers of pure agony to the daemon,
driving into the wretched forms of those who dare to stand before us... I could meet my enemies unarmed without a shred of
fear in my chest, for I know that the Emperor watches over me
and guides my hand. So let them come. We shall show them
what the powers of faith can do.
Justicar Stern
A truly unique Chapter where all the brethren are
psykers a proud Chapter where few, if any, will ever
recall their names or the heroic deeds that are undertaken in the Emperors name. A Chapter where the
gene-seed is said to be taken from the Emperor himself.
To be a Grey Knight is to face sights that would challenge and overcome the sanity of even a Space Marine
but know, be absolutely certain, that no Grey Knight
has ever succumbed to the blandishments of Chaos. It
is both a source of pride and comfort to know this,
but also an unyielding pressure for each Grey Knight
to ensure that the are not the first. They are protected
against the perils of the warp, both by their training and

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.

Khans Lightning
Bravery is stronger than adamantium. One is the stuff of the
soul-forges, the other an illusion of safety created by fools. Adamantium walls cannot keep us out! We have the courage of the
Emperor! And in the Emperors name... Attack! Attack!! No
prisoners!!
The Khans Lightning are a recently founded Chapter who must live up to the bravery of their honoured
founder all the brethren are conscious of this example
and seek to prove the worth of this young Chapter. This
can mean that they are somewhat impetuous and eager
to take the battle to the enemy, even compared to their
ancestor Chapter. The brands that they all have are witness to the depth of their devotion to the Emperor and
the lengths they will go to prove it. The slight mutation
of the black carapace seems almost tailor-made for the
Chapter, reminding them of the need for self-sacrifice.
A competitive nature courses through the veins of the
brethren, which can manifest when they encounter suitable opponents or when they feel the need to outdo
others on the field of conflict. The spirit of the hunter is
strong within the Marines of the Khans Lightning and
they hone their skills against powerful and challenging
prey whenever possible.

VIII: Psychology and Tips

Raven Guard

75

IX: Notable NPCs

N ota b le NNPCs
PCs
Notable
A
A

Game Masters 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 Acolytes 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 Masters 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.

76

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

BS

Ag

Int

Per WP Fel

34

33

44

39

30

28

30

29

31

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

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

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, Larramans Organ, Catalepsean Node.
Armour: Flak Helmet, Flak Jacket.
Weapons: Las Carbine, Bolt pistol, Las pistol, Axe.
Gear: 56 throne gelt, 2 las clips, 1 bolt magazine, and
Ultramarine Robes.

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.

77

IX: Notable NPCs

Brother Kellerica, Devastator Marine


WS

BS

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

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

78

childhood Tiberius began to develop a loving rivalry


with his own father.
Tiberius was enrolled into the medical field at one of
Calths many training facilities, but also trained physically in an attempt to be strong enough for the selection into the Ultramarines. At the age of 11, Tiberius
was picked to be taken to the Ultramarines facility to
be tested by the apothecaries for his ability to become
a Space Marine. He was eventually selected at the age
of 12 to begin the process of becoming a full blown
Space Marine. Tiberius started Apothecarium training
instead of training to be a Tactical Marine or Devastator
or Assault Marine.
He was sent on a mission shortly after he became a
Medicae Initiate, and the mission was to a planet believed to be containing a genestealer cult. On the planet
of Nyranin, his company of Space Marines were ambushed by corrupted PDF soldiers who quickly took
down several of Tiberiuss battle brothers around him.
Tiberiuss mind shattered as he watched his brothers
being mowed down by the soldiers and that was more
than he could take on his first mission. Tiberius started
to withdraw his emotions towards his other brothers
while he was working on them, because he didnt want
to become attached to any one he worked on in case
they died. Near the end of the battle, Tiberius began to
re-open to his battle brothers as they started to prove
victorious on the planet.
Brother Tiberius, Medicae Initiate
WS

BS

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

BS

Ag

Int

Per WP Fel

48

33

53

37

33

30

28

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, Larramans Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lymans
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betchers Gland, Progenoids,
Black Carapace.
Armour: Adeptus Astartes MkVII Eagle Power Armour.
Weapons: Mono Great Weapon, Las Carbine, Las Pistol.
Gear: 4 Las clips, Dark Angels Robes, Holy Symbol.

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

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 didnt 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, Varniuss 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

79

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

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

80

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 armoury,
the gleaming armour 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 Omnissiahs power even more impressive. He
closes his eyes and spreads his right hand across the
armour plating of the titans 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

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, Larramans Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lymans
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney,
Neuroglottis, Mucranoid, Betchers Gland, Progenoids,
Black Carapace.
Armour: Adeptus Astartes MkVII Eagle Power Armour.
Weapons: Chain Axe, Bolter, Las pistol.
Gear: 2 las clip, 4 bolter magazines, Ultramarine
Robes, Best Craftsmanship Bionic Legs (Right, Left),
Best Craftsmanship Bionic Arm (Left), Mechadendrite
(Gun, Manipulator, and Utility).

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,

81

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

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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
...............................................................
...............................................................
...............................................................
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Advancements Taken
(............)
...............................................................
(............) . .............................................................. (............) ...............................................................
(............) . .............................................................. (............) ...............................................................
(............) . .............................................................. (............) ...............................................................
(............) . .............................................................. (............) ...............................................................
(............) . .............................................................. (............) ...............................................................

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
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c

Weapon Skill (WS)

Tot. Sk. +10 +20


Speak Language (Low Gothic). . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c
........................................................................ . ......... c c c

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

Fellowship (Fel)

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

Disorders Severity
............................................................................................. (.......................)
............................................................................................. (.......................)
............................................................................................. (.......................)

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

Corruption
Points

Malignancies
....................................... ....................................... . ..................................
....................................... ....................................... . ..................................
....................................... ....................................... . ..................................

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

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

Psy Rating:

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

Discipline:

PSYCHIC POWERS

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

Minor Powers Threshold Focus Time Sustain Range Effect


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Discipline Powers Discipline Threshold Focus Time Sustain Range Effect


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CHAPTER INFO, BACKGROUND & NOTES


PORTRAIT

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