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Banned Classes:

Commissar
Ministorum Priest
Ogryn
Ratling
Sanctioned Psyker
Storm Trooper
Tech-Priest Enginseer

Rationale:

Commissars: Political officers are unnecessary in Antares units; individuals showing manic, depressive,
suicidal etc traits are utilized as disposable ‘forlorn hope’ units, recycled as Flayers or resocialized via
indoctrination into new soldiers. Soldiers are expected to despise Toth forces uniformly, and require no
motivation to serve. Such officers would be a wasteful expenditure and complicate command and
control networks.

Ministorum Priests: Antares is atheistic by default, not because of any particular ideology or atheistic
agenda, but because religion’s purpose and place in Antares society was replaced by a
fascistic/totalitarian mindset of ‘the state as god’ and the concept of Antares itself being ‘worshipped’ –
albiet not with churches or priests. No citizen of Antares has ever heard of any other gods existing, and
is of the genuine belief that mankind is alone on Antares. There is a significant percentage of Antares
citizens who do not believe humans still exist on Terra, and that if they do, they are so unrecognizable as
to ostensibly be inhuman. They are surprisingly accurate in that prediction.

Sanctioned Psyker: Psionics, if they exist at all (such things are completely unknown to the Antares
citizen body), are incredibly rare and when untapped express their powers so slightly and vaguely that
their influences would be undetectable to normal humans. Even when harnessed, as they are
sometimes by the Terran Republic [a faction you needn’t concern yourself with], it is in small numbers,
for specific missions. They have no connection to any warp, and thus cannot use space brain magic.

Ogryn: While Antares enjoys significant gene decay and mutation as a result of its climate, Antares’
forefathers were wise enough to realize the potential problems of living for generations on an irradiated
death world, and ensured many copies of a ‘Human Median’ were spread to every hospital, clinic, and
ward. When these things were rebuilt following the evolution of Antares society, they were used to
selectively eliminate aberrations from the human median in the gene pool. Antares Society is also
inferior regarding genetic medication, and their experiments in modifying human physiology are by and
large footnotes in the nations technological efforts. As a result, no creature such as the ogryn can occur
naturally, likely not even in scavenger settlements, and if it did, the creature would likely be euthanized
to prevent genetic contamination and deviation from the human median.

Ratling: See Ogryn, also, the Scavenger largely replaces this choice.

Storm Trooper: Replaced by other options, and inherently less interesting due to the irrelevance of the
stormtrooper’s equipment, which was the main reason to play one.
Tech-Priest Enginseer: Replaced by a Specialist class. Also, much flavour is lost due to not being able to
be religious, and not having machine spirits etc to please.

New Specializations:

Juggernaut: “A Heavy Gunner that focuses on survival over killing potential”

“Gurk was always a slow plodding trooper, liked to reply in grunts and demand food from his team.
Nobody really liked him that much, until that day he took a tank round to the chest, grunted in the way
that Gurk does, and fired his missile launcher at the things ammo rack. Pretty soon we realized Gurk
would probably outlive us all, with his ridiculous mountain of armor plates…”

STARTING APTITUDES, TALENTS,


AND MODIFIERS
Characteristic Bonus: +10 Toughness OR +4 Hitpoints after calculation, -4 agility.
Starting Aptitudes: Ballistic Skill, Defence, Strength, Offence, Perception, Toughness.
Starting Skills: Trade: Armorer or Survival, Intimidate.
Starting Talents: Iron Jaw, Die Hard, Weapon Training (Antares) light, (Antares) Heavy; Armor Monger, Nerves
of Steel
Specialist Equipment: Character MUST use the heaviest armor value available, HOWEVER, he suffers slightly
less from their burdens.
Wounds: Our system, plus 4 if you choose the above.

Talent Note: Prosanguine requires an INT of 30 and toughness of 40 instead of listed requirements.

[Recommended play style: Get some close ranged firepower for this guy, or a easy to use heavy weapon. Players
using this guy better ask where cover is on any map they see, and make mental notes of it, because this slow bastard
isn’t going to dodge a damn thing, but cover might.With the ‘Hunker’ action, a Juggernaut behind full cover should
survive damn near anything save a mega-crit. Getting Prosanguine early without augmentics is also a great way to
make it easier on squad medics and give you a feeling of being an unstoppable pile of self repairing metal. Probably
not going to be great for talking to things. Not meant to be a big DPS guy either, but his access to heavy weapons
lets him fill that role with the correct BS. Fatigue will be something the GM will try to throw on this guy, which
toughness or strength can help with, so those are good advances as well]

Flayer: “Typically completely insane melee-specific assault troops hopped up on drugs and armed with a
variety of explosives”

“Naz was totally gone the first time I ever saw him. Nobody knows how he got crazy, but apparently he
was just the right kind of crazy that gets you a frontline deployment. In the time I’ve known him I have
seen him charge headfirst into Toth troops dozens of times. Somehow that weird son of a bitch always
lives, too. Must be how he screwed with the enemy like that, or the belt of detonation charges he kept
handy, for those tanks he loved running at so much. I hear he’s still out there, running and gibbering
away. Good old Naz. Flayers like him kept things interesting.”
STARTING APTITUDES, TALENTS,
AND MODIFIERS
Characteristic Bonus: +5 Weapon Skill, +3 Agility, -10 Ballistic Skill
Gain an immediate 1d10 +4 insanity points
Starting Aptitudes: Agility, Strength, Offense, Fieldcraft, Finesse, Weapon Skill.
Starting Skills: Survival, Dodge, Parry, Tech Use.
Starting Talents: Disarm, Lightning Reflexes, Frenzy
Specialist Equipment: 1d6 Det-Charges (GM rolls), 6 AT grenades, 3 Frag grenades
Special Rule: Character must charge or make full turn runs/sprints to nearest targets when in combat. Character must
make willpower tests to avoid this behaviour. Characters may fire their weapon at melee charge targets as a free
action, at a flat negative of 10. Characters must not wear any helmet.

[Reccomended Style: This guy is a dodge monkey and melee beast. By sacrificing ranged aspects of a
weapon specialist you become a zany balls to the wall character. Your special rule basically makes every
combat you’re in tactically simple and having any kind of gun at all is completely optional. If a gun is
taken, pick something with a lot of rounds that’s easy to fire. The anti tank thrown explosives are a very
nice touch if you can get away with them, and against infantry this guy is an absolute terror. Because his
special rule might make things somewhat difficult, he can fire a gun during a melee charge action at his
current target (and no one else) however he will do so at an additional negative 10. Grabbing two knives
or something, or a huge sword/axe/hammer are stronger options. HIGHLY recommend wearing
somewhat light armor and investing a lot into dodge to stay alive. The point of this guy is to distract and
cause mayhem in enemy formations while more sane troops follow him in. The mix of Weapon Skill,
Offense, and Finesse means a lot of JUICY skills are cheap to this guy. Make sure to yell crazy or fun
things and generally act completely nuts. Its an actual mystery why your this nuts- maybe it’s an Antares
science program or something. Also, for fun, whenever you use a knowledge skill you get, the dm flips a
coin. If you called it and succeeded, you get the intended info. If you didn’t call it and succeed the roll,
you will receive a piece of random, sometimes fascinating information no one else would know, albeit
unrelated to the test at hand. If you don’t call it and you fail the test, you’ll get some stupid shit. Use
Lightning Reflexes to Frenzy early on, and disarm on opponents you’re worried about hurting you in
melee.]

-/-

SUPPORT SPECIALISTS:
Refer to the GM on these, sometimes they carry RP significance, or are already taken by others.

Scavenger [SUPPORT SPECIALIST]: “Like a craftier man sized Ratling that’s a bit less good at range”

“Vannoc was always happy to help the locals. I guess its no surprise he started spending relief rotations
with them, helping them out. Whenever we’d meet up with him again he’d know some new thing about
the terrain or how the enemy moved. He pretty quickly became our point man, and he had a way with
other local bands of scavvers we found that got us out of a couple unnecessary fights. It wasn’t until I
saw him help evacuate his wife from a colony that I finally figured it all out. Heh, I’d give up Magnasanti
for a lady like that too.”

STARTING APTITUDES, TALENTS,


AND MODIFIERS
Characteristic Bonus: +10 Perception, +5
Fellowship, and –5 Weapon skill.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship,
Fieldcraft, Finesse, Perception, Social.
Starting Skills: Awareness or Stealth, Navigate Surface +10, Trade
(Armorer, Technomat), Tech use or Dodge
Starting Talents: Deadeye Shot, Heightened Senses
(Sight, Smell, Taste) or Light Sleeper,
Specialist Equipment: Poor Quality Antares Armor (subtract 1 armor value from all ratings), can be repaired.
Special Rule: Character counts as if he has charm in any interactions with Scavengers. Character can
spend 1 hour “scavving the area” for components, which will yield sufficient materials to create 1d5
weapons, provided a bonus 10 awareness roll succeeds (stacks with awareness advances)

[Good potential crafty character, although the lack of intelligence hurts him a lot. Also a good face for
the party. A nice all arounder that can fulfill a lot of noncombat functions, especially as a scout. His
aptitudes make him suitable for stealth builds, sniper builds, and face/craft builds. Lots of built in
flexibility here. He doesn’t like melee combat however.]

Primus:
The same as Sergeant, however:
STARTING APTITUDES, TALENTS,
AND MODIFIERS
Characteristic Bonus: +5 Fellowship, +2 Int
Starting Aptitudes: Offense, Fellowship, Leadership, Perception, Social, Toughness, Ballistic Skill.
Starting Skills: Command, Navigate (Surface), Intimidate,
Starting Talents: Air of Authority or Iron Discipline, Inspire Wrath (your squad)

Special Rule: May use Inspire Wrath on own squad to amplify hatred bonus [lasts for entire combat, may not be
rolled again]

[Reccomended Style: Ah, primuses. The brains of the squad. With these aptitude changes primuses have learned to
shoot and talk, to the exclusion of melee combat. Despite being a shock Corps, Antares puts little emphasis on melee
capabilities in its soldiers, and typically prefers its NCO’s to remain alive to coordinate an advance rather than
immediately die on a charge. Orders can be used to augment otherwise mediocre melee performance. Getting a free
level of intimidate is nice. The +2 int is there to improve power level compared to other characters. Removing melee
combat from this characters repertoire may be a sad thing, but the change should make primuses more tactically
viable in the shootier combat of the Antares setting, and keep them a great deal safer than the alternative. Finally
having fellowship and social will also make sensible skills and talents cheap, making the primus a very good choice
for a ‘face’ type character that can talk his way out of some situations.]

Combat Engineers:

“The replacement for Tech Priests; less cybernetics, more bot minions, building stuff, and being a debuff monkey
fucking with the other team!”

“I don’t know why Ceres was given to us. Good thing Antares didn’t make me to think. They made Ceres for that.
Ever since she joined she has been giving the Toth her own kind of hell out there. From her unsettling little robot
friends she lords over like a primus, to her auto turrets, the ever useful deployment of mines, repairing our gear, and
breaking the enemy’s in new and exciting ways, she’s become our favourite person over the last few months. Just
don’t touch her toys, or make fun of her on a private com channel. She’ll know, and she’ll see you kneel before
she’s done with you. The highlight of my career with her? Watching her make a Toth trooper shoot himself in his
ugly alien face. Not sure if it was because of the torture of seeing all his buddies die miserably to her toolbox of
death or if she somehow hacked his gun arm somehow. Guess that’s why the Shock Corps seems so dumb. All the
smart people end up like her. Wish Antares would cut me some spiderbots sometime. I could stand to shove one up
my partner’s ass.”

STARTING APTITUDES, TALENTS,


AND MODIFIERS
Characteristic Bonus: +10 Intelligence -3 Weapon Skill, -3 Ballistic Skill, -3 Toughness
Starting Aptitudes: Ballistic Skill, Intelligence, Knowledge,
Strength, Tech, Toughness, Weapon Skill, Willpower.
Starting Skills: Common Lore (Adeptus Mechanicus,
Tech), Forbidden Lore (Adeptus Mechanicus),
Forbidden Lore (Archeotech) or Logic, Tech-Use.
Starting Talents: Technical Knock, Mimic, Infused Knowledge,
Starting Traits: Mechanicus Implants [It is difficult to acquire more]
Specialist Equipment: Talk to GM. Lots. You’ll be making most of your own.

[Recommended Style: VERY much a third line combat character that is meant to only partially commit to direct
combat action themselves. Fragile and weak on their own, with intentionally almost no combat aptitudes to speak of,
HOWEVER, this character remains incredibly powerful via the use of their minions, and the proper abuse of special
rules and built-in talents and skills. Getting a +10 tech use immediately, and having that cheap to improve, is a great
asset to the party because you SPECIFICALLY can use that skill in ways nobody else can in the entire game. Think
of yourself as a kind of debuff mage that is issuing orders like a Primus that cause disarray in your enemies. For
direct combat, you sacrifice your personal mediocre combat performance by using machines, which uses your
intelligence stat instead of ballistic skill to remotely kill your enemies via combat feeds to your miniature war bots,
drones, and turrets. There are three possible power builds for this character: one for using a swarm of machines
controlled via CPU’s to fight on your behalf while you play ‘robot commander’ and run around fixing them in
fights, “the last Robofighter” where you have only one or two really good robots you level up a great deal, then
remotely control to kill enemies using your massive intelligence bonus, and the aforementioned debuff style of
mostly ignoring robot minions to purposefully act as a mobile one man Information Warfare suite on the battlefield.
Because this is a huge departure from what the tech priest was all about (cyborgs and occasional servitors), heres a
breakdown of what each is capable of:

-Robo Commander’s can expect to control literal hordes of smaller spiderbots, which can be powered via things like
‘biofuels’ which will basically turn them into crawling necron tomb scarab swarms, eating away enemies to fuel
them, or a ton of small ranged bots that, although individually unremarkable, are great at eliminating enemy dodges
in combat rounds, while setting up increasingly diverse turret systems which, although easily neutralized by the
enemy, are equally simple to repair and can possibly take out large hordes of lesser troops.

-Last Robofighters can expect to turn their quote ‘third rate mediocre support characters’ into DPS glass cannons of
terror, upgrading their small handful of killing devices beyond normal operating capacity and even devising new
creative weapon systems, combined with your INT score’s aiming. It is entirely feasible for a character to create
things like individual heavy mortar bots to act as accurate artillery units, anti tank ATGM turrets, etc. Who cares if
you only get a couple of them!

-Electronic Warriors can do fun things like cutting the engines of Toth gravtanks, rewire enemy IFF’s, possibly call
in Toth artillery or orbital barrages on their own troops, spread disinformation, order a false withdraw, access
enemy Comm lines to terrorize units, and deploy tactical viruses into their computer systems which might disable
sensitive equipment for several turns.

No matter how you build the character, TALK to the GM before spending xp on skills or talents to see if they are
useful in your particular field. Also, a GREAT skill to get regardless for this character is “Overlooked” out of Shield
of Humanity, requiring Unremarkable, out of the Core rulebook. This will force the Toth to target your meatsh- I
mean your friends over you or your machines at least at first, allowing you to operate with impunity for the first few
turns out of any combat. Accelerated Repairs, and Vitality Coils are also useful, both also from Shield.

Of course you can adopt a kind of mix of all three disciplines, but it’s good to try to commit to a style if you really
want to see everything that style of Engineer can be. If you want to play as this, TALK TO YOUR GM. Engineer
characters require a lot of extra work on the GM’s part, making your pets and turrets for you with your input, etc.]

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