Professional Documents
Culture Documents
DH Spess MArine
DH Spess MArine
ASTARTES
Astartes Creation
Advances
Chapter Rules
Game Rules
Equipment
Vehicles
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
C redits
Credits
Writing CCredits
W
Art
A
Robban-O
ShadowedKnight
TeveshZhat
(Chapter colors)
DarkSandman
Da Boss
(Psychology and Role-Playing Tips)
Mudswimmer
(NPCs stats, background for Casticus)
ShadowedKnight
Voidstate
Throndhart
LLayout
DarthBane
S
Special T
Thanks
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
I: Astartes Creation
A
sta rte s Creation
C r ea ti o n
Astartes
I: Astartes Creation
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).
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.
Talent or Skill
Secondary Heart
Ossmodula
Biscopea
Haemastamen
Larramans Organ
Autosanguine
Catalepsean Node
Light Sleeper
Preomnor
Resistance: Poisons
Omophagea
Learning by eating
Multi-lung
+5 Resistance: Poisons
Occulobe
Shadow Vision
Lymans Ear
I: Astartes Creation
Sus-an Membrane
Suspended Animation
Melanochrome
Resistance: Radiation
Oolitic Kidney
+5 Resistance: Poisons
Neuroglottis
Detect Poisons
Mucranoid
Betchers Gland
Progenoids
Spit Acid
Black Carapace
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
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.
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
Cost
Type
Prerequisites
Awareness +10
100
Awareness
Climb
100
Concealment
100
100
100
100
100
100
T
Psy Rating 1
and Bencarius performed Minor Psychic Power
100
T
II: Advances
Scout
Advances
Scouts are officially part
of the Chapter performing
scouting missions for their
Battle Brothers.
Cost
Type
Prerequisites
Awareness +20
100
Awareness +10
Climb +10
100
Climb
Concealment +10
100
Concealment
100
100
100
100
Prerequisites
25
Trait
100
T
Brother
Scout
Advances
Brother Scouts have fought
in a few dozen combat operations to become tried
and true veterans.
Cost
Type
Acrobatics
100
Carouse +10
100
Carouse
Climb +20
100
Climb +10
Concealment +20
100
Concealment +10
100
100
100
Dodge +20
100
10
Dodge +10
25
Trait
100
Cost
Type
Acrobatics +10
200
Prerequisites
Acrobatics
Carouse +20
100
Carouse +10
100
100
100
100
100
Prerequisites
100
S
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.
Cost
Type
Acrobatics +20
200
Acrobatics +10
100
100
200
200
Literacy +10
200
Literacy
100
100
200
200
Combat Master
100
WS 30
Crack Shot
100
BS 40
Bencarius sat quietly as
Double Team
100
T
200
T
11
II: Advances
Assault
Marine
Advances
Assault Marines are trained
in the deadly close combat
arts while using a jump
pack.
Cost
Type
Prerequisites
100
Contortionist
200
Demolition
100
100
100
100
Literacy +20
200
Literacy +10
100
100
S
Scholastic Lore (Imperial Creed) +10
Brother Gregorius swo Scholastic Lore (Imperial Creed) +20
Scholastic Lore (Chymistry)
200
S
100
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.
Cost
Type
Prerequisites
Contortionist +10
200
Contortionist
Demolition +10
100
Demolition
100
100
100
200
100
Search +10
100
Search
Shadowing +10
100
Shadowing
Tracking +10
100
Tracking
Ambidextrous
200
Ag 30
12
Cost
Type
Command
100
Prerequisites
Contortionist +20
200
Contortionist +10
Demolition +20
100
Demolition
100
100
100
200
100
Search +20
100
Search +10
300
T
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
Cost
Type
Prerequisites
100
100
100
100
100
100
Literacy +20
200
Literacy +10
200
100
Pilot (Spacecraft)
200
100
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
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.
Cost
Type
Prerequisites
100
100
100
200
100
200
Pilot (Spacecraft)
100
200
200
Security +10
100
Security
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
100
T
BS 40
huge machine came to a Mighty Shot
100
T
Tactical
Sergeant
Advances
The start of the command
path for a Tactical Marine
is the culmination of years
of combat experience and
natural leadership.
Cost
Type
Prerequisites
Command
100
200
100
200
100
200
200
200
200
Security +10
Sitting high in the comBasic Weapon Training (choose one: Flame, Launcher,
300
T
14
100
Cost
Type
Prerequisites
100
100
100
100
100
100
Literacy +20
200
Literacy +10
100
100
100
100
100
100
200
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.
Cost
Type
Prerequisites
100
200
200
100
100
100
100
100
100
100
S
100
T
15
II: Advances
Devastator
Sergeant
Advances
Now responsible for his
own squad, the Devastator Marine begins to learn
the basics of command.
Cost
Type
Prerequisites
100
Command
100
100
100
100
100
100
100
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
100
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.
Cost
Type
Chem-Use
100
Prerequisites
100
100
100
100
100
100
100
200
Literacy +20
100
Literacy +10
100
S
ing before him and watched Scholastic Lore (Space Marine Anatomy)
100
S
100
S
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
Cost
Type
Chem-Use +10
100
Prerequisites
Chem-Use
100
100
100
200
Medicae +10
100
Medicae
100
100
100
100
300
T
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
Cost
Type
Chem-Use +20
100
Prerequisites
Chem-Use +10
100
100
100
200
Medicae +20
100
Medicae +10
100
100
100
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
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
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.
Cost
Type
Prerequisites
Blather
100
Charm
200
100
200
200
100
100
Inquiry
100
Literacy
100
Performer (Musician)
200
100
S
200
T
18
Cost
Type
Blather +10
100
Prerequisites
Blather
Carouse +20
100
Carouse +10
Command
200
Deceive
100
200
100
100
100
Trade (Copyist)
Ambidextrous
200
Ag 30
Die Hard
200
Dual Shot
200
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
Cost
Type
Charm +10
100
Prerequisites
Charm
100
100
100
200
Inquiry +10
100
Inquiry
Interrogation
100
100
Air of Authority
100
Fel 30
300
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.
Cost
Type
Prerequisites
Command +10
100
Command
Deceive +10
100
Deceive
Interrogation +10
100
Interrogation
100
200
100
Literacy +10
100
Literacy
200
Performer (Musician)
200
Performer (Singer)
100
100
Darus could hardly be- Basic Weapon Training (choose one: Flame,
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
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
Cost
Type
Prerequisites
Blather +20
100
Blather +10
Charm +20
100
Charm +10
100
Command +20
100
Command
Deceive +20
100
Deceive +10
100
200
200
100
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
100
T
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.
II: Advances
Librarian
Cost
Type
Prerequisites
100
200
200
Inquiry
100
100
100
100
Literacy
100
Logic
100
100
200
Tech-Use
200
Ambidextrous
200
Ag 30
Arms Master
100
100
T
200
T
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.
Cost
Type
Prerequisites
Ciphers (Occult)
100
100
100
100
200
Inquiry +10
100
Inquiry
Invocation
100
200
100
Ambidextrous
200
Ag 30
200
T
Librarium
Militant
Advances
A Librarium Militant has
gained total control over
his abilities and begins
serving the Chapter in
one of the Companies.
Cost
Type
Prerequisites
100
Inquiry +20
200
Inquiry +10
100
100
100
Literacy +10
100
Literacy
Logic +10
100
Logic
100
200
200
22
Tech-Use
S 40
Psy Rating 3
Ag 40
WP 30
BS 40
Psy Rating 2
Psy Rating 2
Cost
Type
100
Prerequisites
Ciphers (Occult)
100
100
200
Invocation +10
100
Invocation
100
100
100
300
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
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
II: Advances
Librarium
Savant
Advances
Lexicanum
Advances
Type
Prerequisites
100
100
100
Command
200
100
100
100
200
Invocation +20
100
Invocation +10
100
100
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.
Tech-Use +10
WS 30
WS 50
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.
Cost
Type
Prerequisites
100
100
100
100
100
100
Literacy
100
200
200
200
S
100
T
Techmarine
him. Somehow the thought Feedback Screech
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
Cost
Type
Prerequisites
200
100
200
Evaluate
100
100
100
100
Logic
100
100
S
200
T
WS 30
cover. The cover opened up Combat Master
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
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
Cost
Type
Prerequisites
100
Literacy +10
100
Literacy
Navigation (Stellar)
200
100
200
200
Tech-Use +10
100
Tech-Use
100
Trade (Armoursmith)
100
Trade (Copyist)
100
Trade (Scrimshawer)
100
100
200
Ag 30
300
200
200
200
100
Techmarine
200
Ag 40
200
BS 40, Ag 40
200
BS 40
200
BS 35
100
Techmarine
200
200
100
200
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
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
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
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
T
T
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
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-
battle barge. Though secretly, and unbeknownst to anyone, the Dark Angels would become involved in a Heresy of their own
29
Dark Angel Chaplains are known as InterrogatorChaplains and like Librarians they are all members of
the Deathwing. When a member of the Fallen is encountered, it is not merely enough to kill the Fallen.
Instead, the Fallen are brought back in secrecy to the
Rock and handed over to an Interrogator-Chaplain.
The Fallen is then forced to recant his sins before the
ministrations of the Interrogator-Chaplain, and forced
to ask for the forgiveness of his brothers. In the cases
where an Interrogator-Chaplain is successful and the
Fallen is truly repentant, that Chaplain is given a single
black pearl to string among the countless white pearls
present on their Rosarius.
Character Creation:
Due to the destruction of Caliban the Dark Angels recruit from any Imperial planet or Space bound community. Characters can choose to be from Feral Worlds,
Imperial Worlds, Hive Worlds, Void Born, or Noble
Born.
White Scars
The Primarch
30
Character Creation:
White Scars characters can choose to be from a Feral
World or Noble Born.
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
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.
32
Space
Wolves
Ranks
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
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 Initiate
XP Level: 8,000-9,999
Rune Carver
XP Level: 8,000-9,999
Forge Veteran
XP Level: 8,000-9,999
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
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
35
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.
36
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.
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.
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
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
Iron
Hands
Ranks
39
Character Creation:
Iron Hands characters can choose to be from a Feral
World or Noble Born for deciding stats. They start the
game with their left hand replaced with a cybernetic
implant.
Ultramarines
History
The Ultramarines are one of the First Founding legions,
hailing from the world of Macragge, in the Ultramar
system, an Imperial World. They descend from the Primarch Roboute Guilliman, renowned for his tactical
and organizational skills that would lead to the creation
of the Codex Astartes after the Horus Heresy, and are
usually seen as the archetypical Space Marines. Deviating very little from the letter of the Codex Astartes,
they have stood as a bastion of humankind for the past
ten thousand years. They benevolently watch over their
homeworld and the star system around it, and face the
enemies of the Imperium with all their strength and
will, having fought in conflicts all over the galaxy, and
having been in the forefront of humanitys defense in
many of them.
40
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
Known battles
Salamanders
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
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.
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.
Cost
100
Cost
Psy Rating 2
200
100
Cost
Psy Rating 3
200
100
Cost
Psy Rating 4
200
100
Psychic Power
100
Psychic Discipline
100
Cost
100
Psychic Power
100
Deathwatch
The Deathwatch are a unique and specially trained
Space Marine Chapter that dedicates its every hour to
xenos hunting. They form the Chamber Militant of the
Ordo Xenos, charged with serving the Inquisition to
study, contain and, mainly, destroy xeno cultures.
Rather than following the standard Codex Astartes
organization, the Space Marines themselves are drawn
from many different chapters. These chapters have
sworn sacred oaths to raise an unit of Space Marines
specifically for this task. The warriors are then gathered
together to fight where and when they are needed.
Giant fortresses orbit desolate worlds at the edge of
the galaxy, keeping constant vigil over possible xenos forces. There are also several secret bases spread
43
Character Creation:
Since Deathwatch uses Marines from all different Chapters and is not a Chapter itself characters must be created using the Chapter rules in this section.
Deathwatch Marines can only be used when the game
is centered around Ordo Xenos. A solitary Deathwatch
Marine can be employed with a group of acolytes
working for Ordo Xenos or the entire group can be
Deathwatch.
Cost
Type
Prerequisites
100
100
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.
Gene-Seed Mutation
The Khans Lightning Marines have a defect in the Occulobe organ, which causes the eyes to lose its color
(sometimes resulting in completely white eyes), but this
doesnt cause them to become blind or lose the ability
to see color. The Khans Lightning also have a defect
in their black carapace, in which the organ causes tiny,
harmless needle like points to slightly poke out from
the flesh, and the process can be particularly painful for
the Marine as he receives the implant.
Character Creation:
A Khans Lightning character choose to be from Feral Worlds, Imperial Worlds, Hive Worlds, Void Born,
Noble Born, and Forge World.
45
S
k i l lsand
a n d Talents
T a le nts
Skills
A
A
New Skills
Forbidden Lore
(Traitor Legions)
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.
Forbidden Lore
(Chapter History)
Secret knowledge of the Chapter, of its rites, initiations,
and combat doctrines.
46
Scholastic Lore
(Armoured Vehicles)
An understanding of an armoured vehicle, its features,
strengths, weaknesses, and how to best attack this kind
of vehicles.
Forbidden Lore
(Space Marine Anatomy)
Scholastic Lore
(Communication Networks)
An understanding of communication networks to transmit coded signals and to breach enemy networks.
Scholastic Lore
(Human Anatomy)
Tech-Use (Sensors)
Scholastic Lore
(Pharmacology)
Scholastic Lore
(Reconnaissance)
New Talents
In-depth knowledge on how to perform reconnaissance, collect data, and tactics on operating behind enemy lines.
Activate Implant
Confession Binding
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
(Communications Gear)
This is a specialized form of Tech-Use, in that it only
grants the ability to repair Communications Gear. It
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.
also allows for a character with the skill to build replacement communicators. Furthermore, the skill allows the character to understand how communications
gear work.
47
Detect Poisons
Rite of Purity
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.
Spit Acid
Due to you having a Betchers Gland you can spit poison. The poison does 1d5 damage and has an effective
range of 2m.
Suspended Animation
Peer (Chapter)
Resistance: Radiation
You gain a +10 bonus when making a test to resist the
effects of Radiation.
48
Shadow Vision
Corruption
Criticals
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.
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
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
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
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
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
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
Half Move
Full Move
Charge
Assault
Cost
Availability
1m8m
9m16m
17m24m
25m48m
1,500
Rare
52
Difficulty
Collision Damage
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
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.
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
Cost
Availability
75
Scarce
Fides Validus
100
Scarce
100
Scarce
250
Rare
Sancta Eruditio
250
Rare
Dignare, Domine
250
Rare
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.
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
Location(s) Covered
AP
Weight
Cost
Availability
All
Head 10
Body12
Arms 11
Legs 11
130 kg
Very Rare
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
Artificer Armour
When a Marine player gets Best Quality armour, it is
classified as Artificer Armour.
56
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.
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
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
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
80 kg
5,000
Very Rare
Crozius Arcanum
Melee
1d10+3 E
15 kg
5,000
Very Rare
Lightning Claw
Melee
1d10+6 R
70 kg
5,000
Very Rare
Power Fist
Melee
2d10 E *
60 kg
5,000
Very Rare
Thunder Hammer
Melee
1d10+5 E
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
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 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).
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
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
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
Heavy
140m
-/-/10
2d10+5 X
Full
14 kg
Very Rare
400
2 Full
60 kg
Very Rare
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
Flame Weapons
Name
Class
Range
RoF
Dam
Incinerator
Heavy
30m
S/-/-
2d10+4 E
10
59
VI: Equipment
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.
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.
60
Wt
Cost
Avail
Suspensor Unit
5 kg
1,000
Very Rare
1 kg
1,000
Very Rare
Cost/Amount
Availability
Hellfire Rounds
35/1
Very Rare
30/1
Very Rare
30/1
Very Rare
50/1
Very Rare
T
T
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
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).
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
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
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
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
69
VII: Vehicles
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
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
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
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
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
Heavy
300m
S/-/-
2d10+5 X
12
2 Full
Blast (1)
Heavy
300m
S/-/-
2d10+5 X
3 Full
Blast (3)
Heavy
300m
S/-/-
3 Full
Heavy
300m
S/-/-
4d10+10 X
10
20
3 Full
Blast (1)
Heavy
300m
-/2/-
2d10+4 X
Blast (6)
Heavy
300m
-/2/-
4d10+10 X
10
Blast (1)
Heavy
300m
S/-/-
4d10+10 X
10
3 Full
Blast (1)
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 *
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.
PPsychology
sy c ho lo g y aand
n d TTips
ip s
71
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.
72
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.
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
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.
73
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
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.
Raven Guard
75
N ota b le NNPCs
PCs
Notable
A
A
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
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-
BS
Ag
Int
Per WP Fel
44
43
54
49
40
28
35
29
31
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
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.
77
BS
Ag
Int
Per WP Fel
36
58
40
45
30
29
28
35
30
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.
78
BS
Ag
Int
Per WP Fel
39
45
40
45
40
45
30
35
30
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
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.
79
BS
Ag
Int
Per WP Fel
41
41
41
42
27
45
31
48
35
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.
BS
Ag
Int
Per WP Fel
39
50
43
56
35
50
32
40
30
Weight: 155 kg
Age: 60
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
MELEE WEAPONS
MISSILE WEAPONS
CHARACTERISTICS
Weapon
Weapon
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
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:............................
Current Wounds
FATE POINTS
Critical Damage
Fatigue
Total
Current
(Max. Fatigue = TB)
MOVEMENT
Walk (Half Action)
WEALTH
Throne Gelt:
..........................................................
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Charge
Monthly Income:
Run
..........................................................
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XP
to Spend
EXPERIENCE
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Advancements Taken
(............)
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(............) . .............................................................. (............) ...............................................................
(............) . .............................................................. (............) ...............................................................
(............) . .............................................................. (............) ...............................................................
(............) . .............................................................. (............) ...............................................................
(............) . .............................................................. (............) ...............................................................
XP
spent
Next Rank
BASIC SKILLS
CHARACTERISTICS
ADVANCED SKILLS
Strength (S)
Toughness (T)
Agility (Ag)
Intelligence (Int)
TALENTS
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(............).
(............).
(............).
(............).
(............).
(............).
Insanity
Points
TRAITS
Perception (Per)
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Willpower (WP)
MUTATIONS
...............................................................................................................
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Tested
c WS c BS c S
c T
c Ag
Against:
c Int c Per c WP c Fel
Fellowship (Fel)
INSANITY
Degree of Madness:.........................................
Trauma Modifier:..............................................
Disorders Severity
............................................................................................. (.......................)
............................................................................................. (.......................)
............................................................................................. (.......................)
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
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