Professional Documents
Culture Documents
While not necessarily heretical, many people in the Imperium of Man are not loyal to the Emperor or
his righteous cause. There are entire planets that have chosen (foolishly) to reject the light of the
Imperium and stray towards the foolish notion of “freedom”. Individuals, both serfs and nobles alike,
as well as entire regiments or cities can decide to rebel. The Imperium normally quashes any and all
dissent with swift justice, but this can become harder to accomplish when the renegades possess
psychic powers, possess military forces of their own, or even rule over part of a planet or sector. But
even worse is the prospect of one of the Imperium’s own turning against it… A rogue inquisitor,
admiral, or other official is a dangerous prospect indeed.
There are many reasons why such people choose to defy the Imperium. Some hope to become rich or
powerful on their own and believe they can better achieve this by declaring themselves ruler. Others
seek forbidden knowledge or objects that the Imperium cannot allow. Some may turn to crime or
similar out of desperation. There are as many reasons to betray as there are traitors. Renegades will
often try to maintain their illegitimate lifestyles through plunder, pirating, mercenary work, and many
other roles in which they pursue their own interests. The touch of Chaos is hidden or not yet fully
realised in some renegades. The soft whispers in the renegade’s head will reveal themselves in time to
be a malignant influence.
For those with little respect of the law and who live on the edges of the Imperium, friendly renegade
merchants and all the way up to rogue trader captains can make for useful contacts and allies. Such
acts are best kept secret from the Imperium, though.
Thankfully, as the touch of chaos is not necessarily in play, it is possible to negotiate with or even
arrange peace with such individuals. The Imperium will usually execute traitors as a lesson to others
who are considering rebellion, but it may just be possible that the renegades are worth more alive than
dead…
Version 1.0. The following rules are for playing against and beside Renegade creatures in Time of
Ending.
GM Note: Many of the following creatures make for intriguing NPCs, both friend and foe alike. Should
you wish to have them as an NPC then by all means use them in your story. Many Renegades would
make for fascinating plot characters in any campaign.
Renegade Creatures:
Unlike the mortal followers of Chaos, those that are classified as renegade are former servants of the
Imperium that have recently turned their backs to the Imperium. Not all who are being corrupted by
the cursed whisper of Chaos are fully aware of what is happening to them. They may have turned so
recently that they may still hold their position and authority; and those loyal to the Imperium still
serve them unknowingly.
Traitor Guardsman:
Armour Class: 15 (flak armour) Hitpoints: 20 Speed: 30ft
Actions:
Lasgun: Ranged Attack: +4 to hit, reach 60/120. Hit: 6 (1D6+2) Energy damage. Single/Burst/Full-
Auto. Magazine holds 60 charge.
Bayonet: Melee Attack: +3 to hit, reach 5ft. Hit: (1D6+1) Slashing damage.
Traitor Officer:
Armour Class: 15 (flak armour) Hitpoints: 36 Speed: 30ft
Actions:
Laspistol: Ranged Attack: +5 to hit, reach 30/60. Hit: 6 (1D4+2) Energy damage. Pistol. Magazine
holds 60 charge.
Shortsword: Melee Attack: +5 to hit, reach 5ft. Hit: (1D6+3) Slashing damage. Finesse, Light.
Rogue Psyker:
Armour Class: 16 (leather armour) Hitpoints: 52 Speed: 30ft
Actions:
Laspistol: Ranged Attack: +5 to hit, reach 30/60. Hit: 6 (1D4 + 3) Energy damage. Pistol. Magazine
holds 60 charge.
Curse of Chaos: Psychic Ranged Attack: Warp Blast (9). One action. Instantaneous. Choose a target
within 30ft and line of sight. They suffer 2D6+4 Warp damage. Lesser form: Deals 1D6 Warp damage
to the target.
Rebellious Planetary-Governor
Armour Class: 16 (armoured refinery) Hitpoints: 12 Speed: 30ft
Actions:
Needle Pistol: Ranged Attack: +3 to hit, reach 40/60. Hit: 4 (1D4 + 1) Piercing damage. Pistol. Clip
holds 2. Toxin: If hit, the target must pass a DC15 Constitution Saving Throw or else be knocked
Unconscious for an hour. If it passes then the target is knocked Prone for one round as it overcomes
the tranquiliser. A standard tranquiliser round will not affect non-organic or Large (or greater) sized
targets
Xenos Blade: Melee Attack: +3 to hit, reach 5ft. Hit: 7 (1D10+1) Energy. Penetration 1. Versatile
(1D12+1). Finesse.
Smoke Grenade: Equipment Action: reach 30/60. DC9 skill check to throw accurately at a square,
scatters D4x5ft in a random direction on a miss. Fills a 15ft cube with black smoke for a minute. The
smoke does no damage. All sight is blocked through it other than infra-red. Seeing targets in the
smoke is done at a Disadvantage.
Corrupt Commissar
Armour Class: 16 (flak armour) Hitpoints: 36 Speed: 30ft
Enforced Loyalty: Should any friendly creature or character within 30ft be made Charmed or
Frightened, then the Commissar will use their next turn to shoot at them with his Bolt Pistol, dealing
damage as normal. In the round following this, all friendly creatures and characters gain D6+3
temporary hitpoints and deal an additional damage.
Actions:
Bolt Pistol: Ranged Attack: +5 to hit, reach 30/60. Hit: 7 (1D4+2 Piercing + D4 Explosive) damage.
Pistol. Magazine holds 30 rounds
Chainsword: Melee Attack: +4 to hit, reach 5ft. Hit: (1D10+2) Slashing damage. Penetration 1.
Versatile (1D12+2).
Fallen Inquisitor
Armour Class: 18 (armoured refinery) Hitpoints: 115 Speed: 30ft
Digital Weapons: Highly prized across the Imperium, digital weapons are easily hidden but still
deadly. Unarmed strikes deal D6+3 Energy damage rather than 4 Bludgeoning damage.
Actions:
Multiattack: The Fallen Inquisitor makes two attacks; only one of which may be a ranged attack.
Bolter: Ranged Attack: +8 to hit, reach 60/120. Hit: 9 (1D6+3 Piercing + 1D4 Explosive) damage.
Single/Burst/Full-Auto. Magazine holds 30 rounds.
Combi-Flamer: Ranged Attack: +8 to hit, reach 15ft. Hit: 8 (1D8 + 3) Fire damage. Single. All targets in
a cone within range are hit if failing a DC15 Dexterity saving throw, Advantage if behind cover. Half
damage on success. One use only.
Cursed Blade: Melee Attack: +6 to hit, reach 5ft. 9 (D10 + 3) Warp damage. Finesse. Tainted: A
critical hit from the Cursed Blade causes a point of Trauma in addition to the regular critical hit
result.
Traitorous Noble
Armour Class: 16 (armoured refinery) Hitpoints: 12 Speed: 30ft
Actions:
Needle Pistol: Ranged Attack: +3 to hit, reach 40/60. Hit: 4 (1D4 + 1) Piercing damage. Pistol. Clip
holds 2. Toxin: If hit, the target must pass a DC15 Constitution Saving Throw or else be knocked
Unconscious for an hour. If it passes then the target is knocked Prone for one round as it overcomes
the tranquiliser. A standard tranquiliser round will not affect non-organic or Large (or greater) sized
targets
Rapier: Melee Attack: +3 to hit, reach 5ft. Hit: (1D8+1) Piercing damage.
Smoke Grenade: Equipment Action: reach 30/60. DC9 skill check to throw accurately at a square,
scatters D4x5ft in a random direction on a miss. Fills a 15ft cube with black smoke for a minute. The
smoke does no damage. All sight is blocked through it other than infra-red. Seeing targets in the
smoke is done at a Disadvantage.
Fallen Priest
Armour Class: 16 (leather armour) Hitpoints: 44 Speed: 30ft
Actions:
Autopistol: Ranged Attack: +2 to hit, reach 30/60. Hit: 3 (1D4) Energy damage. Pistol. Magazine holds
60 charge.
Eviscerator: Melee Attack: +4 to hit, reach 5ft. Hit: 8 (1D10 + 2) Slashing. Penetration 1. Two-handed
Curse of Chaos: Psychic Power: Force of Will (14). Bonus action. Instantaneous. Heal D6 + 3 hitpoints.
Lesser form: Heal 3 hitpoints.
Actions:
Gamma Rifle: Ranged Attack: +6 to hit, 60/120. Hit: 11 (3D4 + 3) Corrosive damage. Single/Burst.
Outcast Mercenary
Armour Class: 15 (leather armour) Hitpoints: 52 Speed: 35ft
Combat Shotgun – Solid-Slug Round: Ranged Attack: +5 to hit, reach 40/80. Hit: 8 (1D6+4) Piercing
damage. Penetration 1. Holds 12 rounds.
Mace: Melee Attack: +4 to hit, reach 5ft. Hit: 7 (1D8+2) Bludgeoning damage.
Flash Bang: Equipment Action: reach 30/60. DC6 check to throw accurately at a square, scatters D4x5ft
in a random direction on a miss. A 15ft cube of blinding light and deafening noise. This causes no
damage. All targets within this cube must pass a DC15 Constitution saving throw or be knocked Prone.
If the targets pass then their next actions are Disadvantaged. In addition, within 30ft, creatures looking
towards the cube must pass a DC10 Constitution saving throw or their next actions are Disadvantaged.
This has no effect on targets not affected by bright light or loud noise.