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The

TRISDEKAN PRIMER

Volume 2: Tours of Duty


Version 2.1 - Konigstein, 2017-2020
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Table 3: Tier 1 Talents ................................. 58
Contents Table 4: Tier 2 Talents ................................ 59
.......................................... 3 Table 5: Tier 3 Talents ................................ 60
Volume 2: Tours of Duty ............................. 3 Talent List....................................................... 61
A note on Playtesting .................................... 3 New Orders ................................................... 79
Acknowledgements ........................................ 3 New Combat Actions .................................. 81
Patron Roll of Honour ................................. 3 Mount Training ................................................ 82
Changelog ............................................................ 4 Mount Personalities .................................... 82
New Regiment Creation Options .................7 Palfrey............................................................... 83
Homeworlds .....................................................7 Courser ............................................................ 84
Training and Equipment Doctrines .......10 Rouncey ........................................................... 85
Regimental Drawbacks ............................... 13 Destrier ............................................................ 86
Regimental Archetypes ................................... 16 ................................ 87
Battle Honours .................................................. 21
Example Honours ....................................... 22
New Support Specialty Option .................... 25
Sutler ................................................................. 25
Table 1: Sutler Ammunition ..................... 26
New Advanced Specialty Options .............. 27
Caravaneer ..................................................... 27
Inquisitorial Agent ...................................... 29
Intruder ............................................................30
Long-Range Patroller ................................ 31
Old Guard ....................................................... 32
Paymaster ........................................................34
Psykana Haplotist ......................................... 36
Ways of the Haplotist ................................. 36
Psykana Savant ...............................................41
Psykana Scholar .............................................43
Raider ...............................................................45
Racketeer ....................................................... 46
Scrounger ........................................................48
Table 2: Scrounger Grenades .................. 49
Signifier............................................................50
Commissar Advanced Specialties ................. 52
Commissar-Captain ..................................... 52
Hero of the Imperium.................................54
S-Company Commander ........................... 55
Talents, Orders, Skills and Actions ............. 57
New Skill ......................................................... 57
New Talents ................................................... 57

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A note on Playtesting

Welcome to the Trisdekan Primer! This is a There is vastly more material in these
(currently) 3-volume series of expansions to volumes than I could ever have time to
Only War playtest- though most of it has been used in
roleplaying game. a limited fashion at least once in a game or
two. If you feel that any of my rules are
The Primer aims to fill in many of the gaps broken or nonsensical, please drop me a
line at windowsfullofglass@gmail.com.
advanced options for many classes which
did not receive them, and provide a Acknowledgements
plethora of rules and content to expand the
depth of any variety of campaign. This document has been a labour of love,

means complete, and I hope to keep


monolith- by using rules from one part of tweaking it as I go. Special thanks are
absolutely in order to the good folks at
rules from all of them. The goal is to allow Roll for Heresy, Ordo Discordia, to the
you, the GM or player, to pick and choose ca/tg/irls and fa/tg/uys, to Swekky for
what you want or need to expand on your kickass playtesting, HMJ for the field
campaign. toilets, Messiahcide for his kickass
subsector map and work on the Chemical
Happy campaigning! damage, Akklonia for the art, and to the
-Konigstein, 2019 good folks of Open Skies, Coffee and
Explosions, The Raid on Cadorna Peak, Pour
Volume 2: Tours of Duty L'Empereur and Space Resistance! for inspiring
the documents that would become this one.
The second volume of the Primer works as

containing a huge variety of new options to a wonderful series of TTRPGs. Really


help you customize, upgrade, and sorry you lost the license.
occasionally psychologically traumatize If you like my work, and want to consider
your Guardsmen. It includes new checking out some of my other projects or
Specialties, dozens of new Talents, and an contributing any of your hard-earned
elaborate new Mount training system to shekels, check out my Patreon. Yeah, I
add depth to playing cavalry regiments. know. I gotta make money off my hobbies
somehow.
For details on Subsector Trisdeka and an
armoury, see volumes 1 and 3 of this series, Patron Roll of Honour
respectively. Extraordinarily special thanks to Patrick
M., Alex H. and Miss Mae for their
support.

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Changelog 18/04/2017: Version 0.8. Added Psyker
07/02/2017: Version 0.2. Overall spelling Advanced Specialties.
and grammar and formatting fixes. Made
the tables look prettier. Added new several 20/04/2017: Version 0.8.1 Added one
new Talents and reorganized the Talents Talent, gear for Psyker Advanced
section. Added one new Weapon and two Specialties, minor formatting fixes
new Mounts.
24/04/2017: Version 0.8.2 Added more
14/02/2017: Version 0.3. Another Tennanlower, Edelweiss and Nivan fluff,
proofreading/editing pass. Improved added the True Nivans regiment option
formatting and added a sweet map by and several pieces of True Nivan gear, as
Messiahcide. Added several new pieces of well as a single Edelweiss vehicle
Wargear and rewrote various Talents and
Weapon Qualities. 26/05/2017: Version 0.8.3. Added Commissar
Advanced Specialties courtesy of
22/02/2017: Version 0.4. Yet more Commander Beef, as well as rules for Ski
proofreading, added a bunch of new art, a Troops and Bicycle Troops, reworked the
new Vehicle, and yet more wargear and True Nivan/Nivan Junker fluff
weapons.
12/06/2017: Version 0.8.4. More formatting
26/02/2017: Version 0.4.1. Big pass for fixes, a bit more Bellagian fluff, added
content readability, a little bit more art, one some new weapons to the Armoury
new Talent, one new Weapon, added
changelog 16/06/2017: Version 0.8.5. Image
compression fixes to cut filesize.
16/03/2017: Version 0.5. Formatting Standardized formatting for Regimental
overhaul now that I actually know how to statblocks. Added one new piece of
use Libreoffice Wargear, 3 new Talents, made many small
tweaks to Talents and Armoury equipment.
17/03/2017: Version 0.5.1. Minor formatting Added slightly more Dolcaterran fluff.
fixes, added missing gear weights
12/09/2017: Version 0.8.6. Some minor
10/04/2017: Version 0.6. Tweaked a few formatting changes for legibility.
Talents, added several new pieces of Rearranged the Armory section so it makes
weaponry and gear, added Regimental more sense. Many more balance/content
Archetypes tweaks. Added a couple new pieces of art.

15/04/2017: Version 0.7. Added a new 12/10/2017: Version 0.9. Added


Homeworld Option, added Expanded Gear Stormtrooper Advanced Specialties,
Variants, began the Minor Worlds of the Vehicle Variants, and one new vehicle.
Cluster section Filled out the Melee weapons section
slightly. Added five Exotic Weapons.

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Added two new Talents, including Many many many bits of editing, mostly on
MARTIAL ARTS ACTION. bits of gear and vehicles.

19/10/2017: Version 0.9.1 Added Pleasure 31/07/18 Version 1.5.


World Homeworld, two pieces of art, did
some formatting fixes. • Updated and resorted the Armoury
sections, adding Plasma
26/10/2017: Version 1.0! The Make it Pretty Ammunition, Flamer
Edition! Reformatted the entire document Customizations, Rifle Grenades,
from scratch, added a ton of new images, and some balance changes.
did a ton of content editing and typo fixes. • Added quick-reference rarity tables
• Added a variety of sidebars on
useful things
08/11/2017: Version 1.1. Fixed most of the • Made some minor balance changes
formatting issues left over from 1.0, added to Regimental Archetypes, various
Vehicle Customization. Added a couple Talents and several Specialties
weapon upgrades, one melee weapon, and • New background image, new art by
made some rewrites/expansions to the myself and Messiahcide, many new
Minor Worlds, Kurassiers and Skyboarders images
sections
11/24/2018: Version 1.6. The Sidebar and
19/11/2017: Version 1.2! The Trench Fluff Update. Added numerous adventure
Warfare Edition! Added rules for field guns hooks for each planet, as well as a few
and heavy bombardments, chemical images. Added some cultural detail for the
weapons, and the Chemical Damage Type. soldiers of each regiment to make RPing
Added in the Aerosani that I totally forgot them more interesting. Slightly expanded
to add ages ago. Also, the new Sutler the fluff for Dolcatero. Various balance
Support Specialty, and some Unusual fixes to the Sutler. Slight balance changes
Ammunition options for lasguns. to Nerve Gas. Expanded Ammunition
04/01/2018: Version 1.3. Added in quite a section. Slightly reorganized the Vehicles
few Talents inspired by XCOM. Slightly and Mounts section. Changed table
modified some art- thanks Lamerus. Made formatting to be a little prettier.
general edits, a few minor changes to some
Support Specialties. 27/01/2019: Version 1.7
Anni
04/02/2018: talent so it actually makes sense for use with
Flamers. Added new Sight weapon
Update. Balance pass on Advance customizations.
Specialties and the Sutler to bring them a Added 9 new planet-specific Talents.
Added a sidebar on regiment fluff creation.
rules. Added four Advanced Specialties for Added a ton of new art by yours truly.
the Sutler, and one new piece of Artillery.

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26/02/2019: Version 1.8: The Cavalry and 05/06/2020: Version 2.1: The Chilly Archery
Children Update Update
• Added a couple more new Talents • Volume 1:
• Added the Old Guard Advanced o Added the Cold-Weather
Specialty Warfare section, as requested
• Added rules for Child Soldiers by patron Alex H.
• Added Barding o Added planet art by Evil
• Added stats for camels, mules and Windly
elephants o Edited and tweaked several
sections for clarity and
• Did tons of minor editing and
continuity
rebalancing in all sections
• Added a crap-ton of images • Volume 2:
o Added the Arbalist, Yeoman
and Trick Archery Talents.
20/12/2019: Version 2.0: The Volume Split
Tweaked the balance of
• Divided the Trisdekan Primer into a
several older Talents.
setting, character-building and
o Reorganized Regiment
armoury book to make editing
Creation Options,
easier. Added a kickass piece of
Regimental Archetypes,
cover art by Akklonia
Battle Honours, Advanced
• Volume 1: Tweaked and clarified the
Specialties, Orders and
Korpogardistos regiment rules
Combat Actions
• Volume 2: Added Battle Honours, o Added one new Battle
new Regimental Drawbacks, and Honour
Habermann Soldiers. Made some o Slightly buffed the Battle
balance tweaks on Actions, added Song action
three new Talents and two new
• Volume 3:
Orders. Added Plasma Ammunition
o Added Longbows, Horn
to
Bows, Asymmetrical Bows,
• Volume 3: Separated Low-Tech and and Compound Bows
Blackpowder Weapons. Added o Added several new Weapon
seven new Blackpowder weapons Upgrades
and Duplex Bullets. Tweaked o Added Bodkin Arrows, Blunt
several weapon statblocks for more Arrows, Whistling Arrows
variety. Converted the 4-pounder and Fire Arrows.
into an artillery piece, rather than a o Added Crampons and Snow
weapon. Added 2 new Blackpowder Goggles
artillery pieces o Tweaked some weapon stats.
o Reorganized several sections
for clarity and ease of use

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New Regiment Creation Options around them, but just as able with fire and
shot and steel.
ragtag band of heathen primitives, drugged-up Total Cost: 1 point
supermen, outright criminals and gear-frakkers? Characteristic Bonus: +3 to any two of
Toughness, Willpower and Weapon Skill
-Lord-General Bedfordium Harris Skills: Athletics, Common Lore (War),
Linguistics (High Gothic)
The following regiment creation options Talents: Duelist or Double Team
have been designed with some of the Wounds: +1 Starting Wound
planets of Trisdeka in mind, but can of Neoclassicism: Many Early Modern Worlds
course be re-fluffed to fit other areas of the have not yet developed a single unifying
Imperium. planetary language, but certain common
dialects used for philosophy or learned
Homeworlds discourse are common. often derived from
'classical' languages spoken in the planet's
Early Modern World long-vanished history. Characters from an
Early Modern World begin play with
Many worlds in the wider Imperium have Linguistics (High Gothic), but are
moved beyond the feudal stage, but are still otherwise unable to read or speak Low
developing towards more modern Gothic, though they may be able to pick
nationhood and the industrialization of the out words in the same way a Latin speaker
more primitive civilized worlds. These might recognize words in French or
planets are known as Early Modern Worlds, English.
and are often favored over feudal ones for Age of Reason: Early-moderners often pride
induction into the Emperor's light because themselves on their scientific and
their societies tend to be semi- philosophical literacy, as well as their
industrialized, centralized, and generally willingness to embrace new ideas about the
better organized. Some are in a state of world around them. However, the ideas
cultural renaissance as feudalism gives way they do tend to embrace and utilize are
to advanced artistic and philosophical often either horribly primitive or just plain
achievement, while still others have only wrong. Lore, Operate, Tech-Use and
just begun to utilize steam power or Medicae skills used by Early Modern
electricity in their industries. Nonetheless, characters only apply to technology or
a dualism common in all Early Modern knowledge known in the 1700s on Earth-
Worlds is the contrast between culture and they can suture a wound, drive a carriage
conquest- many are dominated by huge and operate a clock, for instance, but
continent-spanning empires locked in electricity is a scientific novelty, steam
ferocious combat with their rivals, and all engines are still unfamiliar and disinfectants
see colonization attempts spanning their are wholly unknown.
oceans or great landmasses. The people Military Science: Early modern military
these planets breed are curious, inquisitive strategy and tactics still revolve around the
and open to new ideas about the world musketeer, the lancer, and muzzle-loading

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artillery, and many worlds have not yet had Fluency: Pleasure Worlders generally
the time to fully appreciate what exactly interact with their clients in the language of
they are tithing their men to do. Characters the nobility, but such interactions generally
from these worlds cannot take the Operator do not extend to the written word. Pleasure
Specialty when beginning play, though Worlders can comfortably speak High
they are free to switch in to it at higher Gothic, but they may only be able to read a
ranks. Further, they cannot purchase or few words and certainly can't write it.
receive any Weapon Training talents other Eager to Please: The customer is always
than Blackpowder and Low-Tech until right- on some Pleasure Worlds, this
they have gained at least enough XP to mantra can mean the difference between
change Specialties for the first time. life and death, or at the very least life and
life with a substantial tip. Pleasure Worlders
Pleasure World gain a +10 to any test made to ingratiate
themselves with or suck up to their
The Imperium has few true Pleasure superiors, and -10 to any test made to resist,
Worlds, and what constitutes pleasure ignore or otherwise countermand direct
varies from sector to sector, but their orders from authority.
purpose is always the same- to provide Excessive Lifestyles: Pleasure Worlders grow
leisure activities for the Imperial nobility, up in conditions that many Imperials, even
and even sometimes regular citizens. These some nobles, would find unbelievably
planets could be gigantic luxury resorts, decadent and depraved, and excesses of
nature preserves, or even planets with an food, drink and debauchery that would
unusually high number and quality of poleaxe lesser men pass them by, though
brothels- there are no constants. Trained to not without a deeper moral cost. Pleasure
comfort, please, and bend over backwards Worlders begin play with 1d10+1 points of
to the hoi polloi of the Imperium of Man, Corruption. However, they delay the
Pleasure Worlders almost universally make negative effects of any consumeable drug,
for terrible soldiers, employed only at truly foodstuff or medicine for a number of
desparate times. Some Pleasure Worlds may hours equal to their Toughness Bonus.
maintain a stable of gladiatorial warriors,
but ceremonial arena combat simply cannot
compare to the battlefields upon which the
Imperial Guard regularly deploys.
Total Cost: 3 Points
Characteristic Modifiers: -3 to Toughness and
Willpower, +3 to Fellowship and
Perception
Skills: Sleight of Hand, Common Lore
(Imperium), Charm, Linguistics (Low
Gothic), and Perform or Trade (Pick One)
Wounds: -2 Starting Wounds

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Scrap World bunch, often used as tech-serfs by whatever
masters might rule their world. A life
In places where the Adeptus Mechanicus among long-dead machinery, industrial
hold sway, but their government is tenuous waste and pollution teaches flexibility,
or disorganized, all the byproducts and ingenuity and a certain nihilistic
tenaciousness- soldiers from Scrap Worlds
begin to pile up. These Scrap Worlds are are often valued, as they may have many of
covered in vast strata of machinery, junk the technological skills of a Forge Worlder
and the detritus of countless industrial with fewer of the scruples.
projects, from the downed hulks of Total Cost: 3
voidships to simple garbage dumped by the Characteristic Bonus: +3 to Intelligence and
inhabitants of other planets. The few Agility, -3 to Toughness
miserable natives who eke out a living Skills: Tech-Use, Trade (Technomat),
among the scrap are a surprisingly hardy Survival, Linguistics (Techna-Lingua),

Breathing life into a Regiment


to figure out who the
regiment is, rather than what

regiment, try asking yourself some of the following questions to help put some meat on its bones.

• How devout are the people of this planet? How do they worship the Emperor, if at all?
• Why do soldiers from this homeworld join the Imperial Guard? Do they do so by force or by choice?
• Why does the homeworld raise Guard units? Are they following their tithe obligations, or are their
cultural or strategic or patriotic reasons for recruitment?
• What kind of env
• What are three unusual or distinctive cultural quirks people from this Regiment, and by extension
this homeworld, demonstrate? Do they have unusual customs? Strange superstitions?
• Is the Regiment all made of rookie soldiers? Or is it a mix of new and old? Is it several units
amalgamated?
• Is the Regiment all-male? All-female? Mixed?
• What kind of uniforms do the troops from the Regiment wear, if at all? Do they use camouflage? Are
they expected to keep their uniforms and gear maintained to a certain standard?
• How well does the Regiment get along with the Munitorum? The Ecclesiarchy? The Commissariat?

• How do soldiers of the Regiment behave in the field? Are they honourable? Cruel? Do they treat
their enemies with respect? Do they take prisoners? Do they have any particular military rituals?
• Does the Regiment have any past war heroes? Who do soldiers from the Regiment look up to?
• How does the Regiment treat civilians in the battle area? How do they handle soldiers fraternizing
with each other?
• Does the Regiment have any skeletons in its closet? Any past failures or dark shames?

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Linguistics (Low Gothic), Navigate Training and Equipment Doctrines
(Surface)
Talents: Initiated Maintenance and Hardy or Bicycle Troops
Hatred (Machines and Servitors)
Wounds: -1 Starting Wound Though less common than other forms of
Industrial Contaminants: The environments in mounted infantry, bicycle troops are useful
which Scrap Worlders live are barely in urban environments or on extremely
conducive to life, much less permanent rough terrain, where the small size of their
human habitation. Toxic chemicals and vehicles can allow them to cover surprising
runoff seep into the soil and groundwater, am0unts of distance. The added logistical
and generation upon generation of heavy benefits of bicycles, which require no fuel
metal poisoning or carcinogen exposure and little maintenance, often appeals to
takes its toll- some Scrap Worlders simply guerilla or reconnaissance units as well.
live with their twisted forms, while others Type: Special Equipment Doctrine
choose to replace them with crude Cost: 2 points
machinery. A character from a Scrap World Standard Regimental Kit: 1 Bicycle, 1
begins play with either a randomly-selected anointed maintenance kit, 1 spare tire per
Minor Mutation or one Poor-Quality Player Character.
cybernetic limb of their choice.
Abberant Machine-Worshippers: Scrap- Child Soldiers
Worlders frequently have mixed feelings
about their planetary overlords, or may has a
worship a version of the Omnissiah that is low minimum recruiting age, or is so
so far removed from the original as to be desperate for manpower that it will
almost unrecognizable. Regardless, they conscript anyone; regardless, the regiment
have little love for the red-robed servants is mostly composed of child soldiers.
of the Cult Mechanicus, and the feeling is Children are small, nimble and may notice
mutual. Scrap-Worlders recieve a -10
penalty to any Interaction test with may not be prepared for the realities of war
members of the Adeptus Mechanicus or the in the 41st millennium.
citizens of proper Forge Worlds.
Machine Survivalists: Characters fro m Scrap All Infantry Specialist characters in this
Worlds recieve a +5 bonus to any Test to Regiment are considered to be children.
make in-field repairs of mechanisms, or Characters from this regiment cannot be
make unorthodox and illicit custom Support Specialists- the rules for Mixed
modifications to their weapons and gear. Regiments must be employed to generate
Support Specialists for this regiment.
Type: Training Doctrine
Cost: 2
Starting Traits: Size (3)
Starting Talents: Hardy

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mind from many of their senses and
connects all of their autonomic nervous
system up to an exterior control panel. A
Habermann Soldier is numb save for their
sight, but has total control over their
breathing, heart rate, immune response and
all other bodily processes.

Needless to say, being converted to a


Habermann is seldom a voluntary process,
and it is frequently inflicted on Mechanicus
penal soldiers when Servitorization is not an
option.

Any Infantry Specialist soldier in this


Regiment is a Habermann. Characters from
this regiment cannot be Support
Specialists- the rules for Mixed Regiments
must be employed to generate Support
Specialists for this regiment.
Type: Training Doctrine
Now you too can be the little girl in the 41st Millenium. Image from
Erica1940

Childish Innocence: Children characters take a


-20 penalty to resist any social tests from
adults or authority figures. They gain their
first Mental Disorder after passing 20
Insanity, instead of 40.
Quick Learners: Children characters reduce
the cost of all XP expenditures by 50 until
they hit their first milestone to switch
Specialty.

Habermann Soldiers

A nightmarish process for producing


inexpensive cybernetic soldiers, the
Habermann Process was invented by a
certain Archmagos Krawnch Habermann
of, where else, Niva Gustav.

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Cost: 4
Starting Traits: Machine (2)
Starting Talents: Iron Jaw

Veil of Emptiness: Habermann Soldiers have


no sense of hearing, smell, taste or touch.
They are completely immune to pain, such
as the effects of the Crippling weapon
quality, and gain a +30 bonus to any Test to
avoid being Blinded.

Though their bodies


are horribly mutilated, the minds of
Habermann Soldiers are very much intact.
These characters begin play with 2d10
Insanity, lack the immunity to mind-
influencing psychic effects from the
Machine trait, and take a -30 penalty to
Fellowship-based tests with characters who
are not Techpriests, from Forge Worlds, or
other Habermann Soldiers.

Ski Troops

This regiment is specially trained to


operate with high mobility in snow or icy
conditions, using skis to move at great
speeds over terrain that would normally be
impassable to infantry on foot. Such
regiments favor fit and healthy soldiers- an
unfit skiier is a dead skiier on a battlefield.
Type: Special Equipment Doctrine
Cost: 2 points
Standard Regimental Kit: 1 pair of Skis, 1 pair
of Ski Poles, 1 Survival Suit per Player
Character.

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Regimental Drawbacks otherwise well-trained fighting force.
Type: Regimental Drawback
The following Regimental Drawbacks can Regiment Points: 3
be taken during regiment creation to Got the Goods?: Members of this Regiment
provide a wider range of narrative and gain a +20 bonus to Tests to acquire or steal
Regiment Point options, or imposed on a chems and intoxicants.
regiment during the course of play to Tune In, Drop Out: Every character in this
reflect the effects of long combat service Regiment is permanently addicted to one
(see the section on Battle Honours, below) choice. Any time they
are not under the influence of this chem
Bloodthirsty they take a -10 penalty to their three
highest Characteristics.
Humans can sink to their basest instincts in
battle, and some who do so never quite Exhausted
return to what they were. These men and
women are not quite broken, not yet, but Even the most well-trained soldiers are not
they have a thirst for slaughter that is tireless, and with long and grinding combat
almost overpowering. every soldier eventually becomes a listless,
Type: Regimental Drawback stumbling shadow of their former selves.
Regiment Points: 3
Die die die!: Each time a soldier from this too hard in training or on the battlefield.
Regiment kills a target, they must pass a Type: Regimental Drawback
Willpower Test. If they fail, they spend the Regiment Points: 3
next Turn continuing to savagely assail the Carry That Weight: Any time soldiers from
body, even if doing so would waste this Regiment go for more than 12 hours
ammunition or put them in danger. If they without proper rest and food, they reduce
fail by more than two Degrees, they
become Frenzied and gain 1d5
Insanity.

Decadent

The Imperium makes heavy use


of combat drugs for its soldiers,
but generally under fairly
restrictive circumstances. In
those cases where discipline
breaks down and the black
market thrives, everpresent
drug addiction can utterly
destroy the effectiveness of an

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their Strength and Agility Bonuses by 1d5-2 assessing enemy strength or numbers with
(to a minimum of 1). less than two Degrees of Success, they form
an incorrect opinion about the threat
Mutinous presented by their target. This opinion will
always involve the enemy being much less
Sometimes the pressures of poor command dangerous than they initially appear.
grow so great that rebelling against the
strictures of Militarum discipline seems like Paranoid
the only option. This Regiment has seen
the worst that its leadership has to offer, This Regiment
and has had enough. crazy
Type: Regimental Drawback believe-
Regiment Points: 3
Quiet Plotting: A substantial minority, or a
things really are!
up to and including low-ranking
officers, are actively plotting to kill
or overthrow their commanders. The
plot is well-established and near to
achieving its goals. What exact effect
this has on gameplay is up to the
GM.

Overconfident

The troops of this Regiment have


undergone great victories, crushing
their enemies over and over again.
They are the unyielding hammer of

unbreakable point of His spear, a


towering inferno of might which-
you get the idea. Whether due to
battle experience or training, the
soldiers of this Regiment are riding
high- but pride always comes before
a fall.
Typr: Regimental Drawback
Regiment Points: 3
Any time a member of
this Regiment passes an Awareness,
Lore, or Command Test related to

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Type: Regimental Drawback from this Regiment must roll twice and
Regiment Points: 3 take the lower result on any Lore tests
Talents: Paranoia relating to their battlefield environment or
The Eye in the Pyramid: Whenever a any Tech-Use or Operate tests to use
Character from this Regiment passes an equipment they have been assigned for that
Intelligence or Perception-based Test, environment.
they gain 1d5-3 Insanity (to a minimum of
0). Shattered

Poorly Trained The soldiers of this regiment have seen


- they
Sometimes troop training takes a second have been destroyed in body and soul by
fiddle to expediency- so the Munitorum their experiences, but somehow they still
feels, anyways. For those soldiers who have live, listlessly following orders with minds
been rushed through training, then thrust that are hollow and full of deadly apathy.
on to the battlefield utterly unprepared for Type: Regimental Drawback
the environment they have been posted to, Regiment Points: 3
the logic of such a decision is not Talents: Cold Hearted, Disturbing Voice
particularly appealing. Less than Human: Soldiers from this
Type: Regimental Drawback Regiment are whole in body, but not in
Regiment Points: 3 mind. They begin play with 3d10 Insanity,
Winging It: For their first 6 months of in- and take a -20 penalty to any Fellowship-
game time in a new theatre of battle, troops based Tests with characters who have less
Insanity than they do.
Why Bother: Soldiers from this
Regiment take a -2 penalty to all
Initiative tests.

15
Regimental Archetypes come to them if they need items, weapons
or gear above and beyond what can
normally be found in Imperial supply
-Commissar Karolus Brutananadilewski, depots. This character gains the effects of
Bellagian 698th the Scavengers regimental doctrine: They
can choose to take a +10 to Logistics tests,
All regiments in the Imperial guard have but if they roll doubles they attract
their characters, faces who stand out from unwanted attention from the authorities. If
the crowd. The long-suffering their regiment already possesses the
Scavengers doctrine, they gain a further +10
regimental piper, the jolly sergeant who to the logistics test from the ability but also
greets his men with a wink and a lho-stick; attract attention on Logistics tests of 89-
all can be expressed through Regimental 100.
Archetypes.
Born Sergeant
Regimental Archetypes are an optional Bonus Skills: Intimidate, Common Lore
ion (Imperial Guard) or Bonus Aptitude:
that functions not dis-similarly to the Leadership
advanced character creation packages from This character was born with unusually
Rogue Trader. Each Archetype can be strong lungs and a brazen voice that cuts
purchased on character creation for 300xp, through the din of battle. When it comes to
providing a choice of a temporary bonus being really loud, no one can compare.
Aptitude or two Skills, as well as various They gain a +10 bonus to any Command
other special abilities to encourage test that involves screaming at the top of
effective RPing. Skills purchased in this their lungs. Unfortunately, they sometimes
way count as Skill Advances if the - If this
purchasing character already has the character makes a Fellowship-based test
relevant skill. while hiding, sneaking, or engaged in
combat, all enemy characters within earshot
A character may only purchase one gain a +20 bonus to any tests to locate or
Archetype, and the choice of Archetype is detect them.
permanent. If the character chooses an
Aptitude as their bonus, they lose this Creep
Aptitude the first time they change Bonus Skills: Intimidate, Sleight of Hand or
Specialty- as a regiment evolves, so too do Bonus Aptitude: Willpower
the soldiers who fight in it. This character makes people around them
uncomfortable, plain and simple. They may
Black Marketeer have a peculiar odour, or an unsavory sexual
Bonus Skills: Commerce, Common Lore proclivity, or a tendency to giggle at
(Calixis Sector) or Bonus Aptitude: Fellowship exactly the wrong time, but regardless
This character knows people who know
people, and other members of the regiment often turn to darker places for solace. This

16
character gains a +5 to Intimidate tests, Joker
even if the skill is not Trained. Every time Bonus Skills: Scrutiny, Sleight of Hand or
this character would gain Corruption they Bonus Aptitude: Social
gain an extra amount equal to half their This character always has a quip at the
Fellowship bonus rounded up. ready, a natural talent for cutting remarks,
and can be counted on to make light of the
Doc grimmest situation. However, laughing at
Bonus Skills: Medicae, Scholastic Lore danger is not necessarily the safest way to
(Chymistry) or Bonus Aptitude: Intelligence
This character has a talent for mending use the Charm skill to perform the Inspire
scrapes and wounds, though they may not Special Action in combat as a Half Action.
have any formal medical training. However, any time they would take
Regardless, they are often called upon to Insanity as a result of Fear effects, they
help in medical situations well beyond their gain a number of additional Insanity points
knowledge, and their over-enthusiasm can equal to half their Fellowship Bonus,
prove fatal. This character adds a further +1 rounded up.
to the amount of wounds they heal with the
First Aid special skill use. If this character Mascot
fails a Medicae test by more than four Bonus Skills: Charm, Common Lore (Local
degrees, the subject of their ministrations Front) or Bonus Aptitude: Fellowship
must make a Difficult (-10) Toughness Test Whether through luck, pluck or something
or die from the complications. wholly beyond their control, this character
is considered to be a mascot by other
Glory-Hound members of their regiment, and their
Bonus Skill: Athletics, Interrogation or Bonus presence keeps morale high and soldiers
Aptitude: Offence willing to fight on. If they should come to
This character believes wholeheartedly in harm, however, that same morale will falter.
the glory of combat, and seeks to kill their So long as this character is unhurt, all other
enemies as spectacularly as possible. They allied characters from the same regiment
may also direct their passion for battle gain a +10 to any Toughness or Willpower-
against their own allies, seeking out those based Tests. If the mascot character suffers
with a less than enthusiastic attitude damage, these bonuses are removed until
towards conflict. This character takes a -10 such time as they are fully healed. If they
penalty to their Willpower, Perception and are Heavily Damaged or suffer any more
Intelligence if they are unable to engage in damage beyond that, the bonuses instead
an ongoing fight or are in a situation where become -10 penalties until such time as they
they are being forced to retreat, but a +5 to are fully healed.
those statistics when engaged in combat.

17
Messenger skilled but marked by loss. Once per
Bonus Skills: Athletics, Acrobatics or Bonus session, when this character would gain
Aptitude: Agility insanity as a result of Fear, they reduce the
This character is fast, fast as a running value gained by 1/2 their Willpower Bonus,
beast, and they know when it comes to any rounded up, to a minimum of 0. However,
they begin play with 1d10+5 Insanity.
to deliver parcels and orders, they will often
spend most of a fight moving at a rapid Companies and Battalions
pace, and they tend to push themselves too Many Imperial Guard regiments are
far. Once per combat, this character may truly gigantic by any standard,
double their Agility bonus for the purpose hurling tens of thousands of men
of calculating movement speed for 1d5 into combat. Within such groups,
rounds. The first time they gain Fatigue regiments which can field whole
each session they automatically gain an battalions or extended companies
additional level. numbering in the hundreds or low
thousands of men, homogeneity is
Objector never guaranteed. Consider real-life
Bonus Skill: Dodge, Scholastic Lore cases like the First World War,
(Philosophy) or Bonus Aptitude: Defence where individual battalions of some
This character has moral or philosophical or regiments went years without
religious objections to fighting, but have making formal contact with, or
found themselves on the field of battle fighting along each other, and
anyways. While their beliefs can inspire individual battalions developed their
their allies to fight harder for a cause, they own distinct characters.
are often seen as a liability in combat. Once
per combat, this character can encourage an If you find yourself GMing an
allied character to ignore the negative unusually huge regiment and want to
effects of a single point of Fatigue for the add a little diversity to different
remainder of the fight as a Free Action. companies, Talents may offer some
However, this character recieves a -20 to flexibility- within each Company,
any Fellowship tests when dealing with consider offering one or two free
superior officers, unless they share the Tier 1 Talents, or possibly training in
a Skill, that varies from Company to

Old-timer particularly major bonus or change,


Bonus Skills: Common Lore (Local Front), but it offers some variety or
Awareness or Bonus Aptitude: Toughness differentiation between different
This character has seen the fires of battle elements of the Regiment.
many times before, and has somehow lasted
this long. Whether they are a veteran of

previous regiment, conflict has left them

18
20 to Fear tests if they are less than 10
One-Man Army meters away.
Bonus Skills: Dodge, Parry or Bonus Aptitude:
Finesse Snitch
This character is a more than competent Bonus Skills: Deceive, Security or Bonus
combatant, but their combat prowess tends Aptitude: Social
to alienate their peers. Being at the top of This character is a necessary evil, a soldier
your game inspires overconfidence and who reports on their fellows to the political
vainglory in even the most seasoned officers of their regiment. While being a
veteran. This character gains a +10 bonus to snitch may have its perks, and has kept
all Fear tests so long as they are more than many a weasel, cheat and liar off the firing
10 meters away from the nearest allied line, no one likes a backstabbing sell-out.
character other than their comrade, but a - This character receives a +10 bonus to all
Fellowship-based tests with
Commissars, disciplinarian
officers or other stern authority
figures, and a -10 penalty to all
Fellowship-based tests with any
character from their regiment or
characters from other regiments
who know that they are a Snitch.

Spook
Bonus Skill: Psyniscience,
Scholastic Lore (Numerology) or
Bonus Aptitude: Psyker
This character is a magnet for
weirdness, and rumors abound of
their supposed supernatural
abilities. While this may not be the
case, it is true that their souls are
different from those of their
peers, and they may often find
themselves blessed with
pretenatural luck or cursed with
unnatural evil. This character
begins play with 10 Corruption
and a single Malignancy of their
choice. If they wish, they may
choose to spend 600xp at any time
to purchase the Psyker Trait, a Psy

19
Rating of 1, and a single Psychic Power with tests with members of the Adeptus
a cost of 200xp or less. They may purchase Mechanicus.
higher Psy Ratings and Psychic Powers as
normal Sanctioned Psykers, and count as Woodsman
Unbound when determining Psychic Bonus Skills: Survival or Navigate (Surface),
Strength. Scholastic Lore (Beasts) or Bonus Aptitude:
Fieldcraft
Stickler This character feels a connection to the
Bonus Skills: Logic, Scholastic Lore wild places of the galaxy, and has a natural
(Bureaucracy) or Bonus Aptitude: Knowledge sense of direction. They might feel more at
This character has a stick up their bottom, home in deep woods, or the tunnels under a
and can generally be counted on to be hive, or the abandoned bowels of a
pedantic when it comes to the rules and voidship. While they make for excellent
regulations of the Imperial Guard. When it natural guides, they are uncomfortable with
comes to minutiae of paperwork, such advanced machinery and often feel scornful
humorless marionettes are valuable, but of those not accustomed to the ways of the
they are generally poor at taking the wild. Upon character creation, specify a
initiative. This character takes a -10 to all single type of environment such as Tundra,
Willpower and Fellowship-based tests in Jungle, Desert, Hive Cities, etc as their
any situation where they do not have a home environment. This character increases
direct chain of command to rely on, but the number of degrees of Success they get
recieve a +10 to any tests involving the on any passed Survival Test in their home
filling of paperwork or matters of official environment by 1, but takes takes a -5 to all
doctrine. Fellowship-based tests with those not
raised in a similar environment to them, and
Tinkerer a -10 to all Intelligence or Agility-based
Bonus Skills: Trade (Technomat or Armorer), tests to operate machinery or vehicles.
Tech-Use or Bonus Aptitude: Tech
This character has a way with machines, but
not to the degree of a Techpriest of the
Adeptus Mechanicus. While their abilities
can be handy, and they are often in demand
for simple field repairs, they tend to attract
the enmity of those who maintain and
provide their weapons. If making weapon
customizations, this character takes no
penalty to Trade tests for modifying

This character recieves a -5 penalty to


individual, but not Squad, Logistics tests,
and a -10 penalty to all Fellowship-based

20
Battle Honours
New or Mixed Regiments and
Battle Honours
Any long-serving regiment that
Naturally, different regiments with
successfully fights for the Imperium will see
different backgrounds will tend to
dozens of battles across multiple worlds and
have different honours, and newly-
fronts, battles that irrevocably shape its
formed regiments will likely have
nature as a fighting force. To honour their
none. At the GM's discretion, they
successes, Imperial regiments are
might award a regiment a Battle
frequently awarded (or award themselves)
Honour before the start of a
formal battle honours, a listing of all the
campaign to reflect, for instance, the
campaigns the Regiment has ever embarked
influence of experienced officers or
upon. The honours are primarily
Commissars on training.
ceremonial- a way to prove the lineage and
traditions of the unit- but more subtly they
Similarly, different units from Mixed
are reminders of where and how the unit
Regiments receive different Battle
has learned to fight.
Honours depending on which
Component Regiment they
In game terms, Battle Honours are
originate from. Over time, however,
regiment-wide bonuses that slighlty alter
new Battle Honours will naturally
the character of a Regiment after its
affect all characters in the Mixed
service. These are comparable to
Regiment, regardless of their unit of
origin.
Distinguished Service Medals, save that
they affect any member of the Regiment
(including newly-generated characters). For
example, the soldiers of a Regiment which
has won several battles against Orkish
forces might have greater understanding of
Orkish social hierarchy or equipment, while
a Regiment which has engaged the Tau
might have a grasp of maneuver warfare,
Tau battle tactics, or even advanced plasma
weaponry.

Battle Honours should only be awarded by


the GM at the end of a major campaign-
usually at the same time as Distinguished
Service Medals or Kill Markers.

21
They apply to every character currently a Armoured Clash Honour
member of the Regiment which has been This battle honour implies an engagement
awarded the honour, as well as any between the Regiment's armoured
subsequent character generated for that elements and large numbers of enemy
Regiment. If multiple Regiments are vehicles or cavalry in a head-to-head duel.
serving in the same combat area, they can Members of this Regiment may apply
all expect to recieve the same Battle Weapon Customizations to Vehicle
Honour. weapons.

Battle Honours take on the name of the Battle of Attrition Honour


conflict they are awarded for; a battle for a This battle honour covers any engagement
hill numbered 86, for instance, would grant involving long, drawn out battles fought
the Regiment the "Hill 86" honour. over the same ground, or battles with
Generally speaking, Battle Honours do not unusually high casualties on Regiment's
provide direct bonuses to the skills or side. Members of this Regiment add an
characteristics of a character, but rather extra Clip's worth of ammo for their Main
slightly influence the environment in which Weapon and one Smoke Grenade to their
they work. Standard Regimental Kit.

Example Honours Bridgehead/Landing


Honour
What follows is a sampling of This honour commemorates a
the kinds of Battle Honours one first assault, usually over water
might encounter, and their or from space, against an enemy
benefits- it is of course up to the concentration. Members of this
GM to create new honours or Regiment pay half the XP cost
tailor these ones to their to purchase their first and
campaigns as they see fit. second ranks in the Dodge skill.

Ambush/Infiltration Honour Civilian Cooperation Honour


This honour covers any This honour denotes a battle
engagement won primarily by involving extensive protection
suprise or stealth, usually against a of or cooperation with civilian
larger enemy force. Members elements on the ground, such
of this Regiment treat their as refugees or local
Agility Bonus as being 1 resistance. Members of this
higher for the purposes of Regiment pay half the XP
determining movement so long cost to purchase their first
as they have not been detected rank in the Charm, Scrutiny
by enemy forces or are actively and Investigation skills.
trying to hide.

22
Defensive Warfare Honour area, sometimes (but not always) with
Winners of this honour have been engaged vehicles or cavalry. Members of this
in static warfare to defend a strongpoint, Regiment pay half the XP cost to purchase
like a city or fortified trench line. their first and second ranks in the Navigate
Members of this Regiment pay 100 xp less skill.
to purchase the following Talents:
Covering Fire, Trench Dweller, Vigilant,
Light Sleeper.
Endless Service
Exotic Allies Honour Every Imperial Guard regiment
Winners of this honour have battled changes over time as soldiers are
alongside allies who are unusual by normal killed, transfer into other fronts or
Militarum standards, such as Abhumans, are permitted a discharge from the
Astartes or even friendly xenos. Members Militarum- and these changes are
of this Regiment gain a +5 to any not necessarily positive. For every
Intelligence-based Tests surrounding these great award and honour awarded a
allies, and spend 100 less XP to purchase the unit, it might also see catastrophic
Peer talent related to them. upheavals from within, as its soldiers
deal with the stress and hardships of
Glorious Charge Honour their positions.
The thunder of hooves and the glitter of
lances marked a great victory for this To reflect the circumstances with
Regiment and its mounted cavalry. Any which a Regiment has had to deal
Mounts owned by members of this with, and to keep new characters
Regiment increase their Toughness and made from within that Regiment up
Agility by 3. to date with a Squad, the GM can
choose to, for roughly every second
High-Technology Battlefield Honour Battle Honour a Regiment earns,
This honour commemorates a battle in impose a new Regimental Drawback
which the Regiment's soldiers came to rely on the unit.
on a specific piece of unfamiliar technology
or kit to help them win the day. Members It is recommended that the
of this Regiment pay half the XP cost to Regiment Points provided by such a
purchase their first rank in the Tech-Use, Drawback be no greater than 3, to
Trade (Armorer) or Trade (Technomat) avoid inflicting excessive penalties
Skills. Additionally, they gain a +20 to on the Squad over time. The effects
Logistics Tests to acquire the piece of of these Drawbacks may be
equipment in question. temporary or permanent at the GM's
discretion, and they provide no
Mobility Warfare Honour actual new Regiment Points to
This battle honour covers any engagement purchase gear/abilities, etc.,
involving a battle of maneuver over a wide regardless of their unit of origin.

23
Trench Assault/Siege Honour
This battle honour covers any engagement
involving an attack against a heavily
fortified enemy position. Members of this
Regiment pay 100 xp less to purchase the
following Talents: Nerves of Steel,
Calculated Barrage, Modify Payload, and
Evasive.

Raiding/Guerilla Honour
This honour commemorates a battle
involving a rapid, unexpected attack or
flanking movement against an unprepared
enemy position. Any member of this
Regiment may reroll one missed attack
against an unaware or surprised target once
per session, though they must take the
second result if it is worse.

Rearguard/Delaying Action Honour


This battle honour is for an engagement
where a small unit stayed behind to cover
the retreat, evacuation or repositioning of a
larger unit of soldiers or civilians. Members
of this Regiment gain a +5 bonus to
Willpower Tests when fighting in
conditions where they are outnumbered or
surrounded by enemy forces.

Specific Enemy Honour


This honour covers protracted battle or
battles with one specific variety of enemy,
such as a Xenos species. Members of this
Regiment automatically gain the Hatred
and Enemy Talents related to the specific
foe they were facing.

24
New Support Specialty Option Starting Skills: Commerce +10, Inquiry,
Sutler Scrutiny, Common Lore (Imperial Guard,
battlefield needs the four Administratum), Scholastic Lore
(Bureaucracy)
starch, rotgut, lho sticks and ammo! And I got all Starting Talents: Munitorum Influence, Peer
(Administratum or Black Market), Ears to
-Sutler Scuggins, Bellagian 88th s the Ground, Weapon Training (Las or Solid
Projectile, Low-Tech)
Specialist Equipment: Good-Quality Stub
The representatives of the Munitorum on Revolver with Expander Rounds or Good-
the battlefield, Sutlers are effectively Quality Laspistol with Red-Dot Laser
combat supply officers. Mainly charged Sight, Survival Suit, Auto-Quill
with protecting convoys of goods to the Wounds: 7 + 1d5
frontlines, they also Sutler Advances:
serve as useful The best Sutlers work alone on
merchants for the battlefield. Though they may
equipment, food have networks of contacts, and
and luxuries that find themselves swarmed by
supplicants and hangers-on when in
normally be able to camp, they know that if you want
acquire from their something done right, you do it
regiments. yourself. Sutlers do not gain a
Just as often Comrade, but they can buy the
outright following advances for themselves.
thieves and
fraudsters as they Deep Pockets:
are honest Cost: 400xp
businessmen, Once per character per
the combat, the Sutler can dig around and
scrounge up a few extra rounds of
vast and specialty ammunition to give to their
disorganized Sutler companions. A character within 2m of the
Corps weaves its tenuous grasp throughout Sutler can load their current weapon with
the Astra Militarum. Sutlers can be found one Clip full of one unusual ammunition,
on any battlefield where there are logistics generated via Table 1: Sutler Ammunition.
to be managed, troops with disposeable They must spend their next action(s), as
income, and loot to be stolen. many as are needed, reloading. At the end
of combat, any remaining ammunition in
Characteristic Bonus: +5 Fellowship the clip is lost as it returns to the Sutler's
Starting Aptitudes: Toughness, Fellowship, vast mess of trinkets and gewgaws. Bullets
Social, Defence, Fieldcraft, Perception, don't grow on trees, after all.
Knowledge

25
Table 1: Sutler Ammunition
d10 Autoguns Location Waste Not, Want Not:
1-3 Tracer Rounds Hammer, 123 Cost: 200xp
4 Amputator Rounds Core, 193 The Sutler's allies know that resources are
5 Bleeder Rounds Core, 193 at a premium on the battlefield, and that
6 Dumdum Bullets Core, 193 contribute
7 Expander Rounds Core, 193
8 Man-Stoppers Core, 194 Any Player Character with a Sutler in their
9 Subsonic Stub Rounds Vol. 3, 37 party gains a +5 bonus to any Test to locate
10 - valuable or useful salvage on the battlefield.
- Shotguns - The Sutler gains +10 to such tests.
1-3 Tracer Rounds Hammer, 123 Additionally, the GM may secretly Test
4-5 Amputator Shells Core, 193 u
6-7 Inferno Shells Core, 194 hidden gems of gear or other valuables.
8-9 Solid Slugs Hammer, 123
10 - You Owe Me:
- Lasguns - Cost: 500xp
1-2 Hotshot Charge Pack Core, 194 Sutlers are the social heart of the
3-4 Lo-Charge Pack Vol 3, 35 Munitorum, spreading rumors, favors and
5-6 Blitz Pack Vol 3, 34 gossip as fast as they redistribute material
7-8 Scrapmaker Pack Vol 3, 37 wealth. Further, because they are
9 MPCP Vol 3, 35 technically outside the chain of
10 - command, their social influence can spread
- Plasma Guns - surprisingly far, and influence those whose
1-5 Tough Luck! - authority would otherwise be inviolate. A
6-7 Dust Cell Vol 3, 34 Sutler with this ability can use their
8-9 Filament Cell Vol 3, 35 network of contacts and debtors to make
10 QG Cell Vol 3, 37 things happen on the battlefield, and fast.
Once per session, a Sutler can decide to pull
Circle the Wagons:
to any one test by themselves or an ally to
Cost: 300xp
get a favor from a superior officer or
Sutlers seldom see offensive combat, but
member of an allied force who otherwise
any supply officer worth their salt has an
does not answer to them. This Test ignores
eye for the defensive. At the end of each
any penalties for poor reputation or
turn in which they do not enter Overwatch,
Dispositions, and invokes no extra penalties
a Sutler automatically gains a free use of the
if it fails. Such a test could be used to
Overwatch action, and can make one Single
requisition an armoured vehicle, call in (or
Shot attack against the first enemy that
call off) an artillery strike, request
enters their standard cone of fire. This
emergency medical aid, a stay of execution,
attack cannot trigger Righteous Fury. If
or anything similar.
the Sutler dodges or is attacked in melee,
this effect is lost.
26
New Advanced Specialty Options New Talents: Either and
Caravaneer Excellent Cook or Ace Operator or Skilled
Rider
your Specialist Equipment: Mono-Groxwhip or
trench run? Good-Craftsmanship Hand Cannon or
-Traditional song of the Regonian 87th Hotshot Laspistol, Cavalry Mount with
Rangers Riding Tack or Centaur Carrier
Specialist Advances:
The Munitorum by and large uses
spaceborne vehicles to distribute its Ornery Cuss:
supplies, but as always the Imperial Navy Cost: 300xp
cannot be everywhere at once. In places Mounted Caravaneers are famous for their
where Imperial fronts are stretched thin, foul attitude, lack of patience for the
incompetent, and refusal to die under the
using their skill and tenacity to transport direst circumstances. The same often
war materiel, food, and key personnel applies to their mounts. The Caravaneer
through unbelievably hostile conditions. gains a +10 to any Tests to resist taking
levels of Fatigue, and can ignore their first
The Caravaneers, as they are known, take level of Fatigue so long as they are
on many forms- some might be mounted. Their Mount gains the Enduring
commanders of large convoys of transport Mount Trait (See Hammer of the Emperor
vehicles, always on the alert for predatory p.137). If it already has Enduring, it
raiders, while others might be the drivers of increases its Toughness by 5.
huge herds of food animals or beasts of
burden, wary for those who might try to Bodger:
interrupt their trek. Armed with Cost: 300xp
lightweight gear, a can-do attitude and a Through an ingenious collection of
talent for survival in harsh environments, kludges, jury-rigging and unsanctioned
they roam the rear lines of the Guard, modifications that would make a Techpriest
delivering supplies wherever they need to weep, Caravaneers keep their vehicles
go. There is no official training to become a running whatever the cost. As a Full Action,
Caraveneer, nor is it anything like an a Caravaneer can make a Challenging (+0)
official title- rather, it is a role that many Intelligence Test to cause a vehicle to
Sutlers find themselves falling into as the ignore the effects of one of the following
situation demands it. They are a hardy lot, Vehicle Conditions for 24 hours x their
and their presence on a distant battlefield Intelligence Bonus. This ability can only be
may be the only connection with active on a single vehicle at a time.
civilization a Guardsman has. • Fire Damaged
Prerequisite Speciality: Sutler • Motive Systems Impaired
New Aptitudes: Ballistic Skill, Tech or • Targeting Systems Destroyed
Toughness, Social, Agility, Fieldcraft, • Weapon/Turret Locked
Perception, Knowledge • Weapon Disabled
27
If these modifications are ever discovered equal to one half their Perception Bonus,
by an unfriendly or otherwise high-ranking rounded up.
member of the Adeptus Mechanicus, the
Caravaneer gains the Enemy (Adeptus Convoy Master:
Mechanicus) Talent. This can happen Cost: 400xp
multiple times, and the effect will stack. Every Imperial supply convoy overland will
attract hangers-on of some kind. Some are
Mounted Rifleman: harmless, but in the thick of battle the last
Cost: 400xp thing any
To protect a Caravaneer
supply caravan, a wants to find is
Caravaneer must that someone has
first protect nicked their
themselves, and cargo. To that
the best know end, they exhort
that mobility is vehicle crews to
the key to keep an eye out
defense when for trouble.
dealing with a Whenever the
long, slow other crew
supply train. To members of a
this end, many vehicle a
Caravaneers Caravaneer is
become superb riding or
mounted operating make
riflemen, capable Overwatch
of aimed shots attacks, they
from the back of increase the
beasts that would damage of those
put marksmen to attacks by one
shame. When half the
making Single
Shot ranged Perception
attacks from the Bonus, rounded
back of a Mount, up.
a Caravaneer
gains a +10 on
their Ballistic
Skill Tests to hit,
and a bonus to
their Damage

28
Inquisitorial Agent bulwark of faith to turn back the darkness
there's aught afoot/In your subsector/where wrought by the enemies of Man.

-Informal anthem of the Ixaniad Prerequisite Speciality: Stormtrooper


Inquisitorial Tempestus New Aptitudes: Ballistic Skill, Fieldcraft,
Finesse, Knowledge, Willpower,
Generally, the Inquisitorial Leadership
Stormtroopers stand apart New Talents: Either Resistance
from their more (Psychic Powers) and Jaded or
conventional Tempestus Inspire Wrath
brethren, and their Specialist Equipment: Good-
training is far more Craftsmanship Stormtrooper
couched in secrecy than Carapace, Good-Craftsmanship
Hotshot Lasgun with Laser Sight
Tempestus Scions. The and the Sanctified Quality
personal enforcers of the Specialist Advances:
Inquisition, as well as
guards for the Divine Inspiration:
nightmarish Black Ships Cost: 400xp
and hidden Inquisitorial Once per combat, an
facilities, these elite Inquisitorial Agent may spend a Half
soldiers are trained to Action to allow all allies within a
fight off threats that radius equal to their Willpower
attack the soul as much Bonus to gain the positive effects
as they do the body. Most of the of a single Talent the Agent
knows until the end of their next
alongside the Imperial Guard, however, are turn, even if they do not meet
merely regular Stormtroopers who, the prerequisites.
whether through personal valor,
uncommon fortitude or sheer misfortune Sanctified Firepower:
have captured the attention of an Cost: 500xp
Inquisitor. Fast-tracked for mental As a Full Action, an Inquisitorial Agent can
fortitude training and equipped with gear make an Ordinary (+10) Command or
significantly better than their compatriots, Intimidate Test- if the test succeeds, the
they are often deployed to bolster weapons of all allies within 5 meters gain the
conventional forces in the fight against Sanctified and Proven (X) Weapon
xenos psykers or the works Chaos. Their Qualities, where X is 2 + the number of
combat tactics lack much of the mobility of Degrees of Success scored on the test, to a
their peers- it is useless to attempt to maximum of 6. This effect lasts for the
outrun beings whose minds are their remainder of combat.
deadliest weapons, after all. On the
battlefield, they act as an unyielding

29
Intruder New Talents: Either Lone Wolf and Ambush
or Crippling Strike
-Tempestus Major Samuel Pliskin, Specialist Equipment: Synskin, Good-
moments before garroting an Ork Craftsmanship Preysense Goggles, Best-
Kommando Craftsmanship Delileus with Expander
Rounds or Best-Craftsmanship Lascarbine
The Tempestus has many units who with Lo-Charge Packs
function as infiltrators or covert insertion Specialist Advances:
troops, operating under cover of darkness,
sensor jamming or Cameleoline to encircle, CQC Mastery
pin down and instil terror in their enemies. Cost: 200xp
Those from these regiments who truly Sometimes the nature of an infiltration
excel at tactical espionage, who are not just mission means that conventional
good soldiers but good intelligence engageement with melee or ranged
officers, are trained as Intruders. Their weapons simply isn't tactically
instruction brings them nearly to the level advantageous. Fortunately, the Intruders
of skill of the nightmare agents of the are trained to use their enemies' bodies
Officio Assassinorium; like ghosts or against them, turning the tide of a melee
serpents, they slowly and methodically with lightning speed. The Intruder gains a
creep their way into enemy fortresses, +10 bonus to Tests made as part of a Stun,
leaving a string of dead or unconscious Disarm or Take Down Action.
guards in their wake. Intruders almost
always work alone, supported over vox by a Once per combat, when engaged in melee
network of tactical officers, civilian by an enemy, an Intruder may attempt a
specialists and Techpriests. Though seldom Disarm Test as a Reaction with an extra +10
seen on conventional battlefields, they bonus. If the Test succeeds, the enemy
make their presence known in sieges, attack fails and the enemy is disarmed as
occupations or any other situation where normal. If it succeeds by more than 3
covert operations are the order of the day. degrees, the target is also knocked Prone.
Where they operate, enemy officers have a
knack for turning up dead, or kidnapped, Sneaking Mission
vital documents seem to disappear from the Cost: 300xp
middle of heavily-defended compounds, Nothing ruins a prison break or hostage
and terrifying war machines fall prey to extraction faster than a loud or clumsy
relentlessly precise sabotage. When an compatriot, and the Intruders train
Intruder is present, the very nature of war constantly to deal with such eventualities.
changes. For a number of minutes per day equal to
Prerequisite Speciality: Stormtrooper
New Aptitudes: Agility, Weapon Skill, within a 5-meter radius of them gain a +20
Ballistic Skill, Perception, Finesse, to all Agility and Perception-based tests.
Fieldcraft

30
Long-Range Patroller Survival Suit, Omnitool, Hotshot Laspistol
with Laser Sight
Specialist Advances:
-Anonymous, Katyushan 4th Advance
Spotters Motorcycle Unit Not by Strength but Guile:
Cost: 400xp
The Imperial Navy is always reluctant to The Patrollers are trained in driving
deploy aerial and space forces to a conflict techniques that even other Stormtroopers
unless they absolutely must, and the would find almost suicidally dangerous, but
frequent need amongst the Imperial Guard their effectiveness is undeniable. Few foes
for battlefield intelligence has led to the are equipped for the sight of a Tauros
formation of long-range patrol units. Venator careening across the desert on only
Operating in environments where orbital or two wheels, or a Leman Russ ramping off
aerial surveillance is impossible or the ruins of a bridge. The Patroller gains a
impractical, these small Stormtrooper +20 bonus to Operate tests to Jink, perform
divisions focus on extreme mobility for Evasive Manoeuvres, or Floor It!
long periods of time, bypassing or
punching through enemy strongpoints to Additionally, they ignore any penalties on
reconnoitre well behind the lines. Such vehicle Repair Tests caused by harsh
soldiers needs must be patient, observant, environments or inadequate tools.
and remarkably tenacious, as they may well
operate on missions with little to no Astra Militarum Taxi Service:
support from their own forces. Most use Cost: 200xp
customized versions of the Tauros or Often seconded to non-Tempestus units,
similar light vehicles, equipped with the best Patrollers learn quickly how to
gigantic spare fuel tanks and packed with as keep their passengers (and themselves),
much observation equipment and spare alive on vehicular voyages that would
weaponry as their strained chassis can endanger the lives of lesser men. All allies
manage. In a pinch, this deliberate within 5 meters of a Patroller gain the
overarming allows Patrollers to operate not effects of all the Patroller's Heightened
just as recon troops, but also as raiding Senses or Resistance Talents. If they
parties, harassing supply lines and already have the same Talent or Talents,
destroying the lines of communication. the effects of the two stack.

Prerequisite Speciality: Stormtrooper Decisive Firepower


New Aptitudes: Agility, Tech, Fieldcraft, Cost: 200xp
Perception, Toughness, Offence On the offensive, the Patrollers know that
New Talents: Either Resistance (Cold and striking as quickly as possible, and as hard
Heat) or Tireless as possible, can be the deciding factor in
Specialist Equipment: Good-Craftsmanship victory. The weapons of any vehicle the
Magnoculars, Good-Craftsmanship Patroller crews all gain Proven (4).

31
Old Guard Becoming an Old Guard
The Old Guard Advanced Specialty
of granite- By the Emperor, they accomplished is unlike all others in that it is class-
with muskets and steel what our artillery and agnostic. Any Support or Guardsman
Specialty can switch to Old Guard,
-Anonymous report on the battlefield to represent them gaining extended
prowess of the Brumeran Korpogardistos. battlefield experience and becoming
the crack veterans of their unit.
Every Imperial Guard regiment that has
seen prolonged combat tends to stratify However, while the Old Guard does
naturally into two kinds of soldiers; the new offer greater flexibility than other
recruits, and the old. The latter are far less Specialties, it carries with it one
numerous, but infinitely tougher, more major limitation to represent their
dangerous, and more true to the glorious long field experience.
traditions of their regiment and
homeworld. A character may only become an Old
Guard after they have passed their
The Old Guard is the consummate veteran
soldier; grumpy, prone to grumbling and switch Specialties- in other words, a
complaining at the drop of a hat, laden character may choose to play an Old
down with strange equipment and trophies Guard only on their third Specialty
issued, recovered or stolen from foreign switch and up.
battlefields, and forming a bulwark of
manpower strong enough to crush even the Or any one of Crack Shot, Crippling Strike,
fiercest of foes. In those Imperial Guard Munitorum Influence, Strong Minded,
regiments which do not have regular Formidable, Indefatigable, Low Profile
demobilization policies, veteran soldiers Specialist Equipment: Same as previous
can see decades of combat, and those with Specialty; increase the craftsmanship of any
the luck and mental fortitude to endure it two items by one level, and gain one
all can change the tide of a battle by their Weapon Upgrade with a rarity of Very
mere presence. Rare or less that can be applied to one
weapon the character has Weapon Training
Prerequisite Speciality: Any for.
New Aptitudes: Same as previous Specialty. Specialist Advances:
Add one of Fieldcraft, Finesse, Knowledge,
Tech or Social. Grumbler:
New Talents: Either Jaded and any one of Cost: 300xp
Ambidextrous, Resistance (Pick One), Peer This character has earned, by length or
(Pick One), Evasive, Lone Wolf, Reaction success of service, a certain leeway in
Fire obeying orders or following perfect
military protocol. Their superiors know
this, and also know that that laxity makes

32
them all the more ferocious on the Comrade. If there are no Comrades near
battlefield. them that might take damage, they instead
treat their Toughness Bonus as being
This character gains a +5 bonus to the doubled against such attacks for the
numerical effects of any Orders they purposes of calculating damage.
recieve, and reduce all incoming Insanity
damage by 1, to a minimum of 0. Grizzled Veteran:
Cost: 400xp
Last Man Standing: Prerequisite:
Cost: 400xp granted them Comrade(s)
Prerequisite:
granted them no Comrades This character is a living font of useful
combat knowledge, having seen, fought
This character has seen hundreds of and over the myriad horrors of the
members of their unit come and go, the Imperium's enemies. Their very presence in
faces blurring together until they cannot a squad instils discipline, coordination and a
remember who they've served alongside. will to victory that can change the tide of
Through it all, they endure, posting after the most desperate struggle.
posting, battle after battle.
Whenever this character has his, or any
This character gains a +20 bonus to any allied character's Comrade in cohesion, he
Test to resist Insanity, Fear or Corruption gains a +10 bonus to all Tests. All allied
caused by the death of an ally. In addition, characters in the Squad gain a +5 bonus to
any attack roll against them that rolls all Tests when they have a Comrade in
doubles automatically hits the nearest ally's cohesion.

33
Paymaster Paymasters are there to ensure the cash
flows on time, and to the right people.
-Personal Motto of Paymaster Donnal Naturally, their influence is widespread and
Takarada very, very well-respected. Holding the
purse-strings of an entire regiment of
It is a common fallacy that the soldiers of heavily armed soldiers requires more than a
the Imperial Guard are never payed. The little strength of character, and the few
Munitorum promises pay, it is claimed, but Paymasters to survive for any length of time
never delivers tend to be men and women of remarkable
course, but there is a grain of truth. The guile and tenacity.
Munitorum is a vast bureaucracy, and the
funds (in dozens of different sectorial and Prerequisite Speciality: Sutler
regional currencies) often take far too long New Aptitudes: Command, Willpower,
to get from the purses of Terra to the Social, Defence, Fellowship, Perception,
pockets of the common fighting man. Knowledge
Thus, many Guardsmen are quite used to New Talents: Either Orthoproxy and Peer
being paid late, or too little, or not at all, or (Munitorum) or Munitorum Influence
even, say, in decorative seashells or small Specialist Equipment: Carapace Breastplate,
cubes of processed metal instead of Calculus Logi Upgrade, Interface Port
standard Imperial coinage. Specialist Advances:

The bureaucrats of the Munitorum are


uncomfortably aware of this, and, seeking
to reduce instances of
insubordination or outright Money
mutiny, often task trusted Talks:
Sutlers with the job of Cost:
supervising regimental pay. 200xp
The title of Paymaster is Any
strictly speaking regimental
inaccurate, as it is the quartermaster,
regimental even the wealthy
command staff ones, knows that
and
quartermasters good idea to piss
who do the off the guy who
actual holds the purse-
paying, strings.
but the
Any time a party
member might be
called on a to

34
make a roll Challenging (+0) Logistics Test. If they
score, a Paymaster may, before the roll is succeed, they gain the effects of the Fate
made, spend a Fate Point to give that roll a Point, but the point itself is not spent. If
they fail, they take a number of points of
Fellowship Bonus. Insanity equal to their Degrees of Failure +
1. The Paymaster cannot use this ability
Combat Bounties: themselves, only grant it to others.
Cost: 500xp
Many Imperial regiments issue bounties for Wolves of the Spinward Front:
trophies taken from dead enemies, as a way Cost: 300xp
to incentivize their soldiers to greater When a front begins to dissolve and turn to
ferocity. Sutlers will often issue slightly less anarchy, or when the order of a regiment
formal encouragaments, to the same effect. dissolves and its soldiers begin to loot,
pillage and plunder, their first target will
A Paymaster with this ability may spend a often be regimental cash stores- gold may
Fate Point to cause the attacks of all allies not fill the stomach, but it certainly fills the
imagination. Paymasters know they are
Fellowship Bonus to gain a Damage and always under threat, and seek to defend the

Logistics Bonus. The Logistics Bonus is, of


A Paymaster with this ability gains a +10 to
Logistics Rating. This ability lasts for the the Opposed Agility Test to act first in
duration of the combat in which it is Overwatch. Whenever they make a
activated. It can be activated any number of succesful ranged Overwatch attack, they
times in a session, over multiple combats, Pinning Test the enemy must undertake
but every activation after the first decreases increases in difficulty by an amount equal to
-10, to a
to the Fate Point cost. minimum of 5.

Dosh Sustain Thee:


Cost: 400xp
Human beings are, no matter
what they might claim, a greedy
species. The lure of gold,
treasures and riches can drive
men mad, but also sustain them
beyond the limits of human
strength.

When a member of a

they may immediately make a

35
Psykana Haplotist Specialist Advances:
no:
you have only just Enlightened Overseer
-Master Xavier Yurishima, founder of the Type: Passive
Collegia Haplotica Cost: 300xp
has witnessed the
Though the Tennanlower Haplotists have
long since vanished into the irradiated ruins chosen school of witchery is, and has
of their homeworld, their ideas have spread learned how best to resist its perils. Many
across the Galaxy, and some members of will go out of their way to warn those
the Psykana still train the occasional around them of the unpredictable powers
Haplotic psyker. Yet more stumble across of the Haplotist, to minimize any collateral
the works of the Haplotists, especially
Una Mens ad Companion is in Cohesion, all allies within
Unius, and embark on the path by
themselves. The result is the same: psykers Fellowship Bonus x 2 gain a +20 bonus to
who focus on a single discipline to the any Test to resist powers of the same
exclusion of all others, suppressing most of
their latent abilities in order to force their
specialty to become stronger. Rare on the Ways of the Haplotist
battlefield, these overspecialized psykers
can be incredibly devastating, wielding diviner. By your powers combined, you are...
incredible abilities that go well beyond that
of their conventional brethren, and with -Xavier Yurishima, addressing the Collegia
greater stability than most. Becoming a
Haplotist requires considerable mental Each Haplotist selects a single Way, and
effort and a great deal of training- weak focuses on it to the exclusion of everything
Haplotists tend to end up insane or dead. else. Upon switching into the Haplotist
Haplotists wield a variety of specialized Advanced Specialty, select one of the Ways
equipment developped by the Psykana and below. This choice can only be made once
the Collegia Haplotica, but their reliance and is permanent. The Way you select must
on a single psychic discipline can leave them match the Discipline you selected for the
vulnerable when confronted with the larger Haplotic Focus talent.
range of abilities available to other Psykers.
Prerequisite Speciality: Sanctioned Psyker Way of the Dynamiphore
New Aptitudes: Psyker, Willpower, Discipline: Telekinesis
Intelligence, Offence, Defence, Toughness Haplotic Talent: Lightning Reflexes
New Talents: Haplotic Focus and Haplotic Dynamiphores study the power of motion,
Talent (See Below) and, by the consumption of a variety of
Specialist Equipment: Hexagrammatic Robes, reflex-enhancing substances, become ever-
Aether Staff, Poor-Craftsmanship moving masses of tics and jitters, claiming
Wavespar Harness that by living in motion they understand

36
the forces their minds can exert. They are
ferociously able telekines, able to move Way of the Numinous Esper
immense masses into the air, though their Discipline: Telepathy
focus is often overly-precise, and they Haplotic Talent: Peer (Adeptus Astra
struggle to telekinetically control more Telepathica)
than one object at a time. Numinous Espers believe their path lies
within the thoughts of others, and they are
Grand Defiance: Within an atmosphere, constantly listening in on the surface
planetary gravity is the greatest limiter of thoughts of all those around them,
motion, or so claim some Dynamiphores. subsuming their own personalities in the
Their greatest triumph is being able to babble of their surroundings. Though they
exert so much mental pressure they can almost always come across as silent or
ignore gravity entirely. This power allows a unemotional, they experience a constant
Dynamiphore to make a Very Hard (-30) and overriding empathy. Numinous Espers
Willpower Test as a Full Action to activate almost always get along well with
one of two effects. Rolling doubles on the Astropaths, as the former have an
test or failing it generates Psychic understanding of the troubles of the latter
Phenomena. yet are much more apt at communicating
1. The Dynamiphore can levitate their needs to non-psychic individuals.
themselves, gaining the Flyer (X) trait, Many Imperial Guard commanders dislike
where X is 2 + their Psy Rating. While working with Numinous Espers even more
flying, they can continue to manifest so than regular Sanctioned Psykers because
powers as normal, but their Psy Rating is of the absence of privacy their presence
treated as being 2 for the purposes of entails, but their combat abilities are
manifesting. They cannot manifest the inarguable.
alternate power of Grand Defiance (see
below) while flying. This power lasts for a Great Link: The true power of the
number of rounds equal to their Willpower Numinous Esper is their ability to break
Bonus. At the end of the last round, they down the barriers around the subconscious
settle slowly to the ground, unharmed. mind, unlocking the buried thoughts of
2. Alternately, the Dynamiphore may cast human beings and sharing them. These so-
Grand Defiance on a single object weighing called Great Links synchronzie the
up to 2000kg x their Psy Rating. They may unconscious minds of the Esper and their
continue levitating the object for as long as targets, causing the entire group
they choose, moving it a number of meters consciousness to think alike- subjects of a
equal to their Willpower Bonus per round. link may not notice it, but they move faster,
For ever round after the first 5, they take react with more coordination and have an
one point of Fatigue. When they end the instinctual knowledge of the thoughts of
power, the object drops out of the air. their allies.

A Numinous Esper can make a Very Hard


(-30) Willpower Test as a Full Action to

37
create a Great Link between themselves Way of the Planete Aeon
and a number of allies or enemies within Discipline: Divination
range equal to 2 x their Willpower Bonus. Haplotic Talent: Blind Fighting
Rolling doubles on the test or failing it Planete Aeons are cold, intellectual masters
causes the Esper to take 1d5 + 5 points of of probabilities. They forgo many of the
Insanity, and triggers Psychic Phenomena. mystical ties of common Imperial diviners
All allied subjects of the link gain the for a detached and systematic study of
Unnatural Characteristic (2) Trait for every statistical likelihoods and the regular
single one of their Characteristics, for a algebraic patterns that underlie day-to-day
number of Rounds equal to one half the existence. Curiously, one of the most
common forms of study is through mock
Upon the end of the final round all combat- Aeons scrutinize fighters to be
involved in the link must make an Ordinary able to quantify every single one of their
(+10) Willpower Test or take a number of movements, and develop an ingrained,
Insanity Points equal to the duration of the academic understanding of the motions of
power in rounds. Enemies in the link take a battle, allowing them to essentially fight by
-2 penalty to all of their Ability Bonuses for rote muscle memory even if disoriented by
the duration of the power as their minds are darkness or injury. Aeons are also
clouded with errant thoughts and psychic compulsive gamblers, seeing the power of
noise, and the Willpower Test they make at time, random chance and perhaps even the
the end of the power is Difficult (-10). fates in the simple mathematical motions of
the dice. Many battlefield commanders find

The all-too-frequent side effect of improperly applied Haplotic techniques. Fortunately, this particular mistake was a minor
one, and did not tear open a warp rift.

38
their pronouncements and their curiously biomantic and medical training. Though
stilted combat style quite weird, but their they are not welcome in the field hospitals
tendency to seemingly generate good luck of the Imperial Guard in the same way that,
has earned them a welcome place in the say, Sisters Hospitaller might be, their
Guard. grasp over more arcane methods of life-
preservation can bring Guardsmen back
Rend Chance: The Aeons are not limited to from the most heinous of wounds.
predicting the future, and can, by focusing Curiously, it is the Mechanicus who take
all their strength, alter it. This ability is objection to the work of the Humorites, for
outwardly discouraged by the Psykana, but they feel that the life-energy-manipulation
more high-ranking Aeons than will admit techniques they have perfected come
know how to use it and have. A Planete dangerously close to violating the
Aeon may make a Very Hard (-30) Mechanicus precepts against reanimating
Willpower Test as a Full Action. If they fail the dead.
or get doubles, they trigger Psychic
Phenomena and take 1d5 +1 points of both Deny Death: By concentrating a truly
Insanity and Corruption as their mind immense amount of life energy via the
becomes briefly unstuck from time. If they Warp, a Humorite can force tissue near
succeed, they make pick a single dice roll them to cling to life even in the face of
made during the next round of combat and devastating wounds, a technique which can
change the result to whatever number they save lives, though at a gruesome cost. As a
would like. This can effect their dice rolls, Full Action, a Journeyman Humorite may
allied dice rolls, and even the dice rolls of make a Very Hard (-30) Willpower Test.
enemies. Rolls changed by an Aeon cannot Failing the test or rolling doubles triggers
be rerolled or otherwise ignored. Psychic Phenomena and causes them to take
a number of Wounds equal to their Psy
Way of the Journeyman Humorite Rating as the life energy surges out of their
Discipline: Biomancy body. If the Test succeeds, all allies within a
Haplotic Talent: Sound Constitution 10 meter radius are incapable of dying for a
Journeymen are bon-vivants who take joy number of rounds equal to 10 + the
in the lives the God-Emperor has given
them. Large of appetite and large of heart, any Critical Damage effects that cause
they make it their purpose to foster growth Stunning, Fatigue, Blood Loss or Death,
and life wheresoever they may be. Their but not those that cause loss of limbs or
training, paradoxically, involves want and organs, such as Blindness. Once the
deprivation, starving themselves and living duration of the power ends, all those
alone in the wilderness until all their effected experience the effects of their
worldly possessions have rotted away. Only critical damage spontaneously as the
by accepting the joyousness of merely energies knitting their tissues together fail.
existing and perservering can they take the If they suffered any additional Critical
Way of the Humorite, combining their Damage since the beginning of the power,
positive outlook with a great deal of they also receive 1 point of Corruption and

39
Insanity for every point of Critical Damage Willpower Test to enhance the power of all
taken. energetic reactions within a radius of 10+
his Willpower Bonus meters. If the test fails
Way of the Thermifer or rolls doubles, the Thermifer takes 2d10
Discipline: Pyromancy points of Toughness Damage and triggers
Haplotic Talent: Resistance (Heat) Psychic Phenomena. Any weapon or
While the common pyromaniac may take damaging effect with the Energy or
joy in kindling a flame, and the Incinerants Explosive type, including mundane fires,
of the Ministorum zealous passion, the gain a bonus to their Damage and
Thermifers see their abilities as a cosmic Penetration equ
necessity, pushing back the slow Willpower Bonus. This effect lasts for a
inevitability of entropy. For them, it number of Turns equal to 1 + the
matters not from whence the flame flows,
only that it does. Lean, quick-tempered the area of effect as the power ends must
(from years of eating burnt food, as the make a Challenging (+0) Toughness Test or
pleasures of the flesh are seen as impure), gain 1d5 points of Fatigue from the sudden
and covered with burn scars, the Thermifers wave of heat the end of the reaction
are a grim and humorless lot, until they releases.
enter into combat. When their anger is set
alight, they burn with a screaming, raving
passion that puts even the zealots of the
Imperial Cult to shame, raging against the
dying of the light. The Emperor is their
God of Fire, source of their psychic gift,
and they intend to honour Him on his
Throne with gifts of heat and light. Fire for
the Lord of Flames! Embers for his
Enemies!

Radiant Accelerance: Thermifers do not


merely manipulate flame, but all forms of
heat and high-energy matter, and their
most direct application of this technique is a
powerful one indeed. By converting Warp
energy directly into thermal potential
energy and feeding it into the surrounding
environment, they can vastly accelerate the
movement of particles, turning small fires
into mighty conflagrations and bolts of
high-energy plasma into apocalyptically
powerful weapons. As a Full Action, a
Thermifer may make a Very Hard (-30)

40
Xavier Yurishima, from his days as a Savant stationed with the Valhallan Ice Warriors.

Psykana Savant supernatural powers and a well-trained


body of men can change the course of
crest that ridge. The two on the left will be armed whole battles. Savants are found leading
with axes- squads one and two, you will from the front, spending as much time
neutralize. The two on the right have guns. Leave issuing commands to their followers as they
do smiting the enemy with psychic energy.
-Lieutenant-Savant Vale Revok, in action Despite their mystic talents, many Savants
with the Edelweiss 114th do not stand out much from the troopers
around them- any sensible Savant knows
Those Sanctioned Psykers who survive that survivability and armour protection
their first encounter with an enemy often override the stylistic tenets of the Psykana
find that promotion comes easily- despite
their training many Sanctionites are
unequipped for battlefield conditions, and Prerequisite Speciality: Sanctioned Psyker
those psykers who can keep their heads New Aptitudes: Psyker, Willpower,
(often literally), or who demonstrate Leadership, Social, Fieldcraft, Offense
capable leadership abilities will be New Talents: Either Combat Formation and
promoted to the rank of Savant, often Air of Authority or Iron Discipline
assigned squads of novice Combat Psykers Specialist Equipment: Suit of Carapace
or even ordinary troopers to lead. Though Armour, Good-Quality Chainsword or
they tend not to get along well with their Common-Quality Power Maul, Common-
men, for the superstitions against psykers Quality Bolt Pistol or Good-Quality Hand
are understandably well-entrenched, the Cannon or Good-Quality Hand Flamer,
close coordination between their Psy Focus.

41
Specialist Advances: number of rounds equal to one half the
S
Snap Invocation
Type: Passive Veteran Overseer
Cost: 500xp Type: Passive
The finest combat psykers have learned to Cost: 200xp
rely on their powers even while deftly Following a Savant into the fires of battle
dodging incoming fire or engaged in the is a truly herculean task, especially for a
fiercest of melees, and they have learned to Psykana Overseer charged with supervising,
manifest their abilities with remarkable controlling and protecting their
speed. companion. The Overseers of Savants tend
to be just as battle-hardened as those they
In combat, the Savant can choose to accompany, and can often coordinate
manifest a power at an accelerated rate- a manoeuvres with their Savant at a nearly
power requiring a Full Action instead takes instinctual level.
a Half Action, and one that would normally
be a Half Action instead manifests as a Free As long as their Comrade is in Cohesion, a
Action. They can still only manifest one Savant with this upgrade gets a +5 bonus to
power per Turn, any all powers manifested all Dodge, Parry and Awareness Tests on
this way automatically generate Psychic any turn where they have not manifested
Phenomena with a +20 on the roll. any powers.

Psychic Corona
Type: Full Action
Cost: 300xp
The psychological effect of a combat
psyker, especially against foes unfamiliar
with warp magic, cannot be
underestimated, and many Savants are quick
to exploit this.

As a Full Action, a Savant can concentrate


their abilities in a showy display about their
allies designed to rally friends and terrify
foes. They must make a Difficult (-10)
Willpower Test. If they fail, they take 1
point of Fatigue. If they succeed, all allies

Rating gain the Fear (x) Trait, where X is 1


+ 1 for every 3 degrees of success the Savant
scored on their test. This effect lasts for a

42
Psykana Scholar combatants- while they can still bring to
bear their psychic might, it is their insights
Mankind in the depths of the great unexplored into any number of strange and obscure
realm of the subconscious- if knowledge is indeed topics that make them most valuable. As
power, then are we, the thinkers, not the most they are generally expected to be
noncombatants, most Scholars are issued
-excerpt from the Librium Mnemonicae fairly heavy defensive gear, and a copy of
the Librium Mnemonicae, a text
Though it is most famed as the trainer and developped by the Psykana which is
overseer of the Sanctioned Psykers, designed to put the reader into a meditative
Astropaths and various other official warp- mindset to better recall information.
manipulating Prerequisite
individuals Speciality:
used by the Sanctioned
Imperium of Psyker
Man, the New
Adeptus Aptitudes:
Astra Intelligence,
Telepathica Knowledge,
is also to a Perception,
large degree Psyker,
a research Willpower,
institution. Defence
Charged New Talents:
with the Either Total
study of all Recall and
things related to the human mind, from Polyglot or Foresight
simple psychology to the biological Specialist Equipment: Hexagrammatic Robes,
functions of psychic manifestation, the Librium Mnemonicae, Poor-Quality
Scholars of the Psykana can be found at Refractor Field, Psy Focus
work all across the Imperium. Most Specialist Advances:
Scholars are trained from a young age,
selected from those Sanctionites who Palace of the Mind
demonstrate a particular gift for study and Type: Order (Full Action)
classical instruction, but more Cost: 200 xp
conventionally-trained veteran psykers who
have been in the right place at the right mind has been shaped by training or habit
time, or who have picked up useful into an intricate maze of imaginary
knowledge in the course of their duties may
be field-promoted to the role of Scholar. arranged data. The Scholar can have their
Their role on the battlefields of Ixaniad comrade recite a series of predetermined
and Calixis is firmly in support of code-phrases that will lock the Scholar into

43
their Mind Palace, deadening their senses Scholar can end their projection as a Full
but greatly increasing their capacity for Action.
recall.
This ability is incredibly draining: it only
A Comrade in cohesion can recite the code lasts for a number of minutes equal to the
words as a Half Action, causing the Scholar -1
to enter the Palace for any length of time- levels of Fatigue when ended, and can only
while they are in their Palace they recieve a
+20 bonus to all Intelligence, Toughness body is injured while they are engaged in a
and Willpower-based Tests, but a -20 to all Temporal Projection, the projection is
Agility, Strength and Perception-based immediately returned to their body and
Tests. A Scholar who is in their Palace can they take 1d10 points of Insanity in addition
only make half-action moves until they to the damage of the attack.
leave the Palace. Leaving the Palace
requires a Full Action as they slowly come Dark Secret
back to their senses. Type: Half Action
Cost: 500xp
Temporal Projection The Scholar can look deep within
Type: Full Action themselves and beyond, pulling free arcane
Cost: 500xp knowledge from the depths of their
The Scholar can temporarily transcend subconscious, or even the Warp, and use
their physical form, letting their mind drift their own powers to use it against their
through the physical world unhindered by enemies.
ordinary threats.
Once per Combat, a Scholar
Creating a temporal may make a Hard (-20)
projection requires a Intelligence Test and
Difficult (-10) Willpower designate a single enemy
Test and a minute of target- if the Test succeeds,
meditation, upon which that target loses the benefits
of a single positive Trait, as
treated as Helpless. The selected by the Scholar, for
temporal projection has all the duration of the combat.
the same stats as the If the Scholar fails the Test
Scholar, but has the Phase by more than one degree,
trait. The Scholar can use they take 1d5+1 points of
their psychic powers while Insanity and a number of
they are Phased, but their points of Fatigue equal to
Psy Rating is reduced to 2 their Degrees of Failure, as
and their powers always they dredge up knowledge
trigger Psychic they were perhaps not
Phenomena. At any time, a meant to know.

44
Raider presence of one on a trench line can turn a
grinding war of attrition back into a
- winnable war of mobility.
Light Infantry Regiment
Prerequisite Speciality: Stormtrooper
New Aptitudes: Agility, Weapon Skill,
Fieldcraft, Finesse, Offence, Willpower
New Talents: Either Trench Raider and
Evasive or Hip Shooting or Swift Attack
Specialist Equipment: Best-Craftsmanship
Mono Warknife or Best-Craftsmanship
Shock Maul, 2 x Concussion Grenade, 1 x
Krak Grenade, Stormtrooper Carapace
Specialist Advances:

Storm Tactics
Cost: 300xp
Raiders have the importance of high-speed,
low-drag shock warfare drilled in to them,
Though the tank , skimmer and drop pod and are more than willing to encourage
have long proved their worth in breaking their comrades-in-arms to match them. The
the stalemate of trench warfare, the speed is increased
Imperium often finds itself in situations by 2 meters. All allies within a 5-meter
where even such technologies cannot crack radius of the Raider increase their
enemy positions. It is for these desperate movement speed by 1 meter and gain a +2
attacks against heavily entrenched positions to all Initiative tests.
that the Tempestus Raiders were created.
These elite storm forces forgo many of the Terror Weapons
heavy weapons of their more conventional Cost: 400xp
kin for a focus on mobility, grenades, and Though their tactics focus primarily on
hand-to-hand combat. They rapidly pass light weaponry, the Raiders are no
through enemy trench lines, sowing havoc strangers to the devastating psychological
and softening the defences to prepare for effects of good, old-fashioned shock and
subsequent attacks. Casualty rates among awe.
Raider units are naturally staggering, but
those few who can survive are some of the When a Raider succeeds on a Full Auto
most terrifying close-quarters fighters the Burst attack with a ranged weapon in
Imperial Guard can muster. combat, they automatically score two extra
Degrees of Success. When they do damage
Training Raiders is a long and arduous with a weapon with the Flame quality, the
process, and thus their numbers are difficulty of the test the enemy must make
stretched precariously thin, but even the to avoid catching fire is increased by -20.

45
Racketeer toughness and a willingness to do some
bodywork, as many criminal gangs demand
of gangsterism, sixteen counts of smuggling
contraband, four counts of moonshining, two new members.
counts of assault on a superior officer, one count of
Prerequisite Speciality: Sutler
-Excerpt from a Bellagian court martial New Aptitudes: Strength, Weapon Skill,
Social, Offense, Fieldcraft, Perception,
Few in the Commissariat would ever care to Knowledge
admit it, but the Imperial Guard, especially New Talents: Either Peer (Underworld) and
those regiments drawn from more Pugilist or Ratling Requisitions or
lawless worlds, is rife with an Sudden Strike
undercurrent of organized crime. On Specialist Equipment: Hot-shot
those planets whose regiments have Laspistol or Good-Craftsmanship
fixed terms of service, gang members Shotgun with Sawn-Off
often deliberately join the Guard Customization, Good-
for paid military training, and Craftsmanship Mono
having ex-Guard enforcers in Trench Dagger or Good-
the ranks is seen as a sign of Craftsmanship Bellagian
quality for any respectable Cosh
mobster. Guard connections Specialist Advances:
can open up a whole new
galaxy of contraband The Battlefield is
smuggling, arms trading, Yours:
drug dealing, and any one Cost: 300xp
of a limitless number of Keeping your hands
criminal pursuits. clean is a vitally
important part of any
It is only natural that such crim
corruption and venality Rackereers who
would also spread to the frequent the Imperial
Munitorum, and Sutlers, Guard know that
as individuals already
responsible for the ebb necessary to make a
and flow of wealth and mess in defense of your
goods into a regiment, interests. When a
often find themselves Racketeer enters
actively or Overwatch, they may
unintentionally designated a single one-
collaborating with the handed melee weapon in
criminal element. Such work their inventory. If they are
demands an element of physical the target of an enemy

46
melee attack while in Overwatch, the
Racketeer may make a single standard Comrades gains the effects of the Peer
melee attack against that target before the (Underworld) Talent, or loses the negative
enemy resolves their attack. If the effects of the Enemy (Underworld) Talent
if they had it.
otherwise prevents the enemy from
completing their attack, the Racketeer does
not leave Overwatch. If the enemy attack Alternate Takes on the Racketeer
succeeds and does damage, the Racketeer
leaves Overwatch. play a Racketeer, but your campaign

Goons: much messing around with the


Cost: 400xp criminal elements underlying the
Few truly profitable crimes can be done Guard. A hyper-religious Shrine
without backup, or a little bit of muscle. World regiment, for instance, might
The Racketeer gains a Comrade. This not have much to do with organized
ability can be purchased twice. crime, nor would a regiment of elite
Stormtroopers working directly
under the command of an Imperial
Cost: 200xp general.
Dumb muscle is dumb muscle no matter
where you go in the galaxy- the wrong sort If you find that the Racketeer
of people hanging around can often
convince where open threats fail. The campaign, but still want to play one,
simply refluff them. When switching
to Weapon Skill and Intimidate Tests while Specialties to Racketeer, change all
they are in Cohesion. This bonus does not the mentions of Peer or Enemy
stack. If the Racketeer has two Comrades, (Underworld) in their abilities to a
any character both Comrades are in single other group. A Racketeer with
Cohesion with (or direct line of sight of), Peer (Mechanicus) might be an
also gains a +5 bonus to Logistics Tests. enforcer or strongman for a Forge

Friends in Low Places Peer (Navigators) might represent a


Cost: 200xp high-level bodyguard for a member
The criminal underworld is a social world, of the Nobilite.
where connections are just as important as
talent. If you served with the right people, As long as the character still makes
or know people who served with the right sense, and th
people, you can gain access to circles of the limit!
influence that might otherwise be barred to
others. Any character (including the
Racketeer) who is accompanied by or in

47
Scrounger its salt knows, and relies upon, someone
like a Scrounger.

-Sutler Dyomin, Katyushan 13th Prerequisite Speciality: Sutler


New Aptitudes: Intelligence, Agility, Tech,
Defence, Fieldcraft, Perception,
Knowledge
ones, and theft is not necessarily New Talents: Either Modify Payload and
tantamount to theft of something useful. Initiated Maintenance or Battlefield
When you need something that just works, Techwright or Armour-Monger
you call on a Scrounger. These more Specialist Equipment: Auspex, Lascutter,
technically-minded members of the Combi-tool
Munitorum are heavily proscribed by the Specialist Advances:
Mechanicus, and for good
reason. Their task, in no Whatever Works:
uncertain terms, is to comb Cost: 200xp
the battlefield for anything On the battlefields of the 41st millenium,
of use left on bodies or there are as many types of weapons as
abandonned by soldiers, there are stars in the sky, and a
and make sure it ends Scrounger has sampled the martial
up back in the delights of a surprising number of
regimental supply them.
chain.
A Scrounger reduces the
The practical upshot penalties of using any weapon
of this, of course, is they are not Trained on by an
that Scroungers often amount equal to 10 plus
have to heavily tinker their Intelligence
with or modify what Bonus. Any ally
they scavenge to keep within a radius
it working, and have equal to the
no scruples about
stealing xeno or Fellowship Bonus
heretical equipment if reduces the penalties
it will make them a by 5.
few Thrones.
Though what they Hands Off:
dredge up is often Cost: 500xp
as unpredictable as Competition for salvage is
the tides of war fierce, and on those
itself, every battlefronts populated
regiment worth by multiple regiments with an

48
inclination for scavenging Alternate Takes on the Scrounger permanent harm to
Scroungers as a Specialty obviously precious, precious
matter of life and death. machinery. The
Mechanicus-themed parties, given Munitorum knows the
If anyone in a Scr that most of their role involves what Mechanicus knows,
Squad owns an item of is essentially mild tech-heresy. too.
Very Rare Availability or
higher, the Scrounger and A Scrounger with this
the entire Squad gains a +5 much sense, consider presenting the ability gains a +10 to
bonus to all Overwatch Scrounger as a Cyber Seer or Decieve tests against
attacks. This bonus Technomancer, those members of members of the
increases by +5 for each the Mechanicus charged with Adeptus Mechanicus,
step in rarity above Rare cataloguing and recording data on and increases the
that applies to an item all manner of weapons, equipments difficulty of Sleight of
owned by a party member. and tactics. Hand tests against
For example, if the party themselves by -10.
owned an Extremely Rare item, the bonus
would be +10, Near Unique would be +15, Catch!:
etc. Cost: 300xp
Sutlers are known for carrying around a
It Was Like That When I Found It: bizarre miscellany in their deep pockets (see
Cost: 200xp what I did there?), but Scroungers up the
The Mechanicus knows that the ante even further.
Munitorum is always seeking to cut corners
and shave off costs, even at the cost of A number of times a day equal to half the

Table 2: Scrounger Grenades rounded up, the Scrounger


d10 Grenade Location Effect can grab something vaguely
1 A Rock! - 1 + STR Impact damage grenade-shaped from their
2 Photon Flash Core, 183 - pocket and throw it at an
3 Frag Core, 183 - enemy as a Half Action.
4 Krak Core, 183 - This functions a standard
5 Fire Bomb Core, 182 - thrown grenade attack,
6 Concussion Vol 3, 28 - except what the grenade
Grenade actually is is not generated
7 Stun Core, 184 - until the attack (and any
8 Pocket Sand! - Blast (2), affected targets must scatter, misfires, etc) have
test Toughness or be Blinded already been rolled.
for 1d5 rounds Generate a grenade from
9 Black Vol 3, 28 - Table 2.
Promethium
Canister
10 Hallucinogen Core, 182 -
49
Signifier

stood on the battlement, and played his company


forward. The effect of his splendid example was
immediate; the men, taking heart, charged and

-Praetorian Guard Order of the Lion


Citation

All regiments make use of Signifiers in


some form or another, though few bear the
name and many are unofficial positions.
Signifiers are simply those soldiers who
have as their duty maintaining the morale
of and inspiring their allies. They are not
official morale officers like Commissars,
but they are those regimental musicians,
standard-bearers, and icon-holders whose
very presence uplifts those suffering
soldiers around them.

Signifiers often lead from the front, but Cadian standard-bearers, with the large flags traditional to their world.
their role is less combative and more the highest possible standards of discipline
supportive- whether they are guiding and regimental culture, and instill that same
troops by holding high some symbolic standard in their comrades.
banner or totem, or causing the enemy to
quake in their positions with a blare of Prerequisite Speciality: Any Guardsman
menacing music, or even soothing the New Aptitudes: Leadership, Willpower,
fevered brow of the wounded with some Defense, Strength, Fieldcraft, Toughness
familiar memory of home, all find their New Talents: Either Leap Up and Radiant
home in combat. Some regiments deploy Presence or Formidable
full bands of Signifiers into combat, while Specialist Equipment: Good-Quality Accatran
others will assign troops to escort Heavy Laspistol or Best-Quality Hand
reliquaries or important objects. Their roles Cannon or Best-Quality Chainsword,
are as diverse and varied as the regiments Regimental Instrument or Regimental
they serve with. Standard
Comrade Advances:
Off the battlefield, many Signifiers end up
as the organizers for regimental events such Bawdy Marching Song
as parades and demonstrations- as the Type: Order (Half Action)
Cost: 200 xp
traditions, they are expected to maintain

50
The Signifier can order his Comrade to allies to rally around the Standard and
play a lively, if somewhat obscene, folk defend it against all comers. For the next
song that encourages others nearby to 1d5 rounds, the Signifier and all allied
move quickly and watch their footing. Until characters within a number of meters equal
to his Fellowship bonus gain the Unnatural
in earshot count their Agility Bonus as Toughness (X) Trait, where X is half the
being 1 higher for the purposes of
determining movement. down.

Rousing Quickstep
Type: Order (Full Action)
Cost: 400 xp
As long as the Signifier and his Comrade
are in cohesion, they can play an ancient
and long-remembered tune from their
homeworld that inspires even the war-
weary and injured to fight on with
renewed vigour. The Signifier makes a
Hard (-20) Perform Test. If it succeeds,
all allies within earshot can ignore the
effects of their first point of Fatigue for
the remainder of the combat. If it
succeeds by more than 2 Degrees of
Success, all allies within earshot can reroll
one failed Test per round for the
remainder of combat.

Type: Passive
Cost: 300xp
If the Signifier is engaged in melee, all
allies within 20 meters of him and his

location, gain the Hatred talent against


whatever type of enemy is currently
attacking the Signifier.
Piper D.L. Laidlaw, Praetorian Guard XXIVth Regiment
Hold Fast!
Type: Order (Full Action)
Cost: 400 xp
While in Cohesion, the Signifier and his
Comrade can, as a Half Action, order his

51
Commissar Advanced Specialties Specialty through certain in-game actions,
as detailed below.
win. A great Commissar can stare down a
Commissar-Captain
-Apocryphal
-Commissar-Captain B.B.M.H.I.H.N
Commissars are exceptional individuals, but Macedon, Plothian Crusaders
generally undergo very similar training,
with little variance from Schola Progenium The twin rank of Commissar-Captain is a
to Schola Progenium. Further, they are less rare one, generally held by senior
likely to go through the many battlefield commissars or those who have taken on a
roles seen by common soldiers of officers- more administrative role in their regiment.
A Commissar-Captain is charged with
Advanced supervising the regular
Specialties Commissars of a regiment,
functions a but also has a direct hand
little in tactical planning and
differently. operations- they are just as
These are less much of a battlefield
aspects of leader as their regular
training or contemporaries, but their
doctrine, and wealth of knowledge
more the makes them somewhat
direction a more valuable supporting
combat than engaged in it.
career takes
within their
regiment, Prerequisite Speciality:
whether they Commissar
become heroic Prerequisite: Character must
leaders from have spent significant
the front, amounts of time
master cooperating with the upper
manipulators, leadership of their
or terrifying regiments, and have
spectres of survived at least one major
imperial Imperial campaign
orthodoxy. A New Aptitudes: Fellowship,
Commissar can only switch Specialties Weapon Skill, Perception, Leadership,
once, and their choice is permanent. Social, Fieldcraft, Finesse
New Talents: Heroic Inspiration, Combat
Sense and Inspire Wrath or Foresight

52
Specialist Equipment: Best-Craftsmanship enemies or allies within hearing range equal
Command Baton or Good-Craftsmanship to his Strength Bonus to make an Opposed
Mono Chainsword or Good-Craftsmanship Challenging (+0) Willpower Test versus the
Power Sword, Good-Craftsmanship Commissar-Captains's Command Skill.
or Good- Every Degree of Success causes each enemy
Craftsmanship Bolt Pistol, Carapace to take 1 level of Fatigue. With 5 Degrees of
Breastplate Success, enemies are stunned for 1 round,
the force of the rebuke halting them in
Specialist Advances: their tracks.

Velvet Glove Allies affected must make a Hard (-20)


Type: Passive Willpower Test, with +10 per degree of
Cost: 300xp success achieved by the Commissar-
Long service has lead the Commissar- Captain. On a Success, they ignore the
Captain to discover that sometimes a soft effects of fatigue and fear until the end of
touch is required to dig out the roots of the encounter.
corruption, allowing it to be
crushed by the Iron Fist of Imperial
Justice.

Before attempting an Interaction


Skill Test, the Commissar-Captain
can attempt a Difficult (-10) Charm
check as a Free Action to soften the
target/targets up, playing off their
expectations to lower their guards.
Every 2 Degrees of Success lower
the Difficulty of the following
check by 1 step.

Castigating Shout
Type: Full Action
Cost: 500xp
The Commissar-Captain has
embraced his role on the battlefield
as a force of morale, his booming
curses and inspiring oaths doing
much to reinvigorate his allies and
shatter the will of his enemies.

As a full Action, a Commissar-


Captain may force a number of

53
Hero of the Imperium Paragon of Might
Type: Passive
Cost: 500xp
-Commissar Ciaphas Cain (Attributed) Legends of the deeds of this Commissar
have spread, and much like The Defender
Daniel Sterne. Ibram Gaunt. Conrad of the Imperium Ciaphas Cain, even the
Raege. Ciaphas Cain. Johnathan Fuklaw. enemies of the Imperium have begun to
These are the names of some of the recognize tales of him.

men and women who have spat defiance The Hero of the Imperium gains +20 on
into the jaws of the enemies of Mankind Interaction tests with the common citizenry
time and time again and lived to tell the of the Imperium, or anyone who might
tale. The title of Hero of the Imperium can view him in a positive light, and a -20 to
be awarded to any Imperial citizen, but its attempt to influence the enemies of the
most famous recipients are often of the Imperium in a positive manner. While in
Commissariat, a fact which has sometimes combat, the Hero of the Imperium is
earned the medal the disparaging title of considered to have a Fear Rating of 1,
provided they have not suffered any
doubt the incredible benefits towards Critical Wounds.
morale a decorated Hero of the Imperium
can bring to the battlefield, and their Glory to the Emperor!
selflessness and bravery is second to none. Type: Free Action
Cost: 400xp
Prerequisite Speciality: Commissar It is believed that some of the actions of the
Prerequisite: Character must have risked life Hero of the Imperium are actually divinely
and limb in an act of personal heroism that supported by the Emperor of Mankind.
changed the course of a major battle, and While this may not be true, it is obvious
survived. that the Hero of the Imperium seems to
New Aptitudes: Weapon Skill, Offence, draw His focus when fighting the Enemy
Leadership, Finesse, Agility, Fellowship on the battlefield.
New Talents: Berserk Charge, Strength in
the Creed, Unshakable Faith or Tireless When triggering Righteous Fury, the Hero
Specialist Equipment: One Good- of the Imperium may spend a Fate Point. If
Craftsmanship pistol-class ranged weapon he does, Righteous Fury automatically
of Very Rare Availability or more, one confirms, ignores a creature's ability to
Good Craftsmanship one-handed melee ignore it, and he rolls 2d5 instead, picking
weapon of Very Rare availability or more, between either result. This ability may only
Good-Craftsmanship Light Carapace be actived once per combat.
Armor
Specialist Advances:

54
S-Company Commander Craftsmanship Shock Maul or Good-
Craftsmanship Suppression Shield,
Carapace Breastplate, Manacles
-Motto of the Edelweiss 12th Security Specialist Advances:
Company
Security Detail
Few regiments are large enough or Type: Passive
undisciplined enough to require an S- Cost: 350xp
Company, but in those few that do the very The S-Company Commander is given
name inspires almost irrational panic. The command of a squad of Stormtroopers.
S-Company, or Security Company, is a These are most frequently soldiers from
small unit of independent troops answering Terraxia, whose Schola Excubitos is famous
for training Commissars and their
duty of searching out any threats to the assistants, or they may be from some other
internal security of the regiment and world of grim repute.

units on the battlefield who may be on the The Commander gains a Comrade/extra
verge of a total rout. S-Company soldiers Comrade. He can select this advance a
are frequently recruited from other number of times equal to his Fellowship
regiments or from the Stormtroopers of the Bonus. See the Multiple Comrades sidebars
Schola, in order to minimize any ties of in Hammer of the Emperor for more
loyalty they would develop with the details.
unfortunate other members of their
regiment. Few Commissars more directly Blocking Battalion
embody the brutal disciplinarian side of Type: Order (Full Action)
their occupation than the S-Company Cost: 400xp
Commanders. The S-Company Commander orders all his
Comrades to ready their weapons against
Prerequisite Speciality: Commissar the squad, with orders to shoot should
Prerequisite: Character must have succesfully anyone retreat.
rooted out and captured a major traitor to
the regimental order, or personally rallied a The character making this Order may have
significant number of routing or retreating any number of his Comrades beyond the
soldiers. first within Cohesion use a Full Action to
New Aptitudes: Social, Fellowship, Defense, participate in the Order. As part of this
Toughness, Willpower, Leadership, Order, the character issuing it must make a
Ballistic Skill Difficult (-10) Command Test with +10 for
New Talents: True Grit, Iron Discipline or each Comrade participating in the Order.
Fearless PCs gain +5 to Ballistic Skill Checks per
Specialist Equipment: Good-Craftsmanship Degree of Success on the Command Check
Bolt Pistol with Laser Sight or Best- and +X damage per hit, where X is the
Craftsmanship Sawn-off Shotgun, Good- number of Comrades participating in this

55
Order. The Commander can only use this Toughness, in order to act normally. In
Order once per encounter and must have at addition, should the S-Company
least one Comrade within Cohesion to Commander or a prisoner be about to
enact this Order. suffer a killing blow, as a Free Action, a
Stormtrooper can accept the hit instead, as
Only in Death does Duty End they throw their body in the way. The
Type: Passive Comrade must be in Cohesion with the
Cost: 400xp target of the attack.
The S-Company has the solemn duty of
guarding prisoners deemed either too
dangerous for execution or holding vital
information that must be extracted. As
such, they are expected to throw their lives
down at a moments notice, if need be, to
prevent access to their charge.

If the S-Company Commader fails a


Pinning or Fear check, as a Reaction they
may suffer 1d5 damage, ignoring Armor and

56
Talents, Orders, Skills and Actions New Talents
- The following Talents are purchased as
-Lord Commander Roboute Guilliman standard, and some come with prerequisites.
Several of these talents are homeworld-
The Synerge Cluster fields a bizarre array specific (listed in their Prerequisites),
of troops, all with their own unusual meaning that only a character who is from
combat tactics, customs, and ideas. that planet, or a character who has served
alongside characters from that planet for a
New Skill significant amount of time (at least several
This skill is designed primarily for use by months), for instance, can purchase it
the Signifier Advanced Specialty, but can provided they meet the other prerequisites.
be purchased by any character with access
to a musical instrument or who wishes to If a player really, really, really wants one of
sing. these Talents, let them have it, of course- if
they can justify why their character would
Perform (Fellowship) have such a talent. The GM has the final say
Aptitudes: Social, General on whether or not they might cost extra.
Perform is the ability to play musical
instruments, or carry enough of a tune for Some Talents listed here only have one
your singing to sound musical. While not Aptitude- these are uncommonly powerful
always a useful skill on the battlefield, (some might argue broken) abilities that
musical instruments find their home in require significantly more xp to purchase.
trenches and dugouts across the Galaxy,
whether it be for official ceremonies,
raising morale, or even lulling comrades
to sleep on a quiet night. Musical
performances are often useful as a
tradable service, with many willing to
offer up a tot of service synthol to
someone who can distract them from the
hell of battle, even for a few minutes.
When Perform is used against an
opponent (for instance, when trying to

Opposed Test. Perform is Opposed by


itself.
Skill Use: Full Action for basic music,
Extended Tests for longer pieces

57
Table 3: Tier 1 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
Aggressive Action Edelweiss Offence Strength Spend Reactions to gain a
damage bonus
Chterngek Protector Psyker, Katyushan Psyker Fieldcraft Reduce psychic dangers in
snow and ice
Covering Fire BS 35, AG 35 Ballistic Finesse Use Overwatch to disrupt
Skill enemies

Distracting Strike Per 30, BS 30 Offence Perception Distract enemies with


thrown weapons
Evasive AG 35 Agility Defence Gain one-time bonus to
Dodge
Fickle Fortune Bellagian Willpower General Become luckier?
Firebug Weapon Training Willpower Offence Ignore fatigue when using
(Flame) flame weapons
Flak Dodger Tennanlower Agility Defense Avoid anti-aircraft fire
Per 30, BS 30 Offense Perception Deal extra damage to
uncovered enemies
Haze of War Dolcaterran Ballistic Perception Reduce penalties due to
Skill smoke
Hurler STR35 Strength Fieldcraft Throw weapons further
Illogical Target Tech-Use, Dodge, Defence Tech Reduce aim of mechanical
Maniple 931 enemies
Lockdown BS 30, Per 30 Ballistic Leadership Make Pinned enemies
Skill easier to hit

Lone Wolf - Fieldcraft Offence Gain bonuses when


operating solo
Tizherin Stealth, Katyushan Fieldcraft Agility Move stealthily in snow
and ice
Trench Dweller - Fieldcraft Defence Increase protection of
prepared positions
Trench Raider Ag 35 Fieldcraft Offence Move freely in trenches
Illicit Mods Junker Fieldcraft Tech Customize weapons more
Reaction Fire Ag 30, Per 30 Perception Defence Spend Reaction to
Overwatch
Weapon Training - Finesse General Use Blackpowder weapons
(Blackpowder) without penalty

58
Table 4: Tier 2 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
Ante Up Bellagian Willpower General Avoid spending Fate by
gambling
Arbalist BS 35, Per 35, Weapon Training Ballistic Perception Become more effective with
(Low-Tech) Skill crossbows
Arsonist Weapon Training (Flame) Fieldcraft Offence Increase flamer area denial
strength
Bayonet Expertise WS 40, Weapon Training (Chain Weapon Fieldcraft Fight effectively with bayonets
or Low-Tech) Skill
Biggest Booms Tech-Use Fieldcraft Tech Spend Fate for blast damage
Blackpowder Weapon BS 35, WS 35, Weapon Training Ballistic Weapon Use blackpowder weapons in
Expertise (Blackpowder) Skill Skill melee
Caracole Survival, BS 45, Edelweiss Ballistic Fieldcraft Make ranged attacks during
Skill Strike and Fade
Cool Under Pressure Reaction Fire, PER 40 Perception Willpower Spend Fate for deadly
Overwatch
Diving Charge Ag 40, Operate (Aeronautica), Offence Weapon Make flying charge attacks
Tennanlower Skill
Executioner Frenzy or Jaded Offence Strength Do more damage to injured
enemies
Flashfire Flame Weapon Training, Offence Agility Spend Fate for free fire attacks
AG 40
Formidable Iron Jaw, Sound Constitution Toughness Defence Reduce explosion damage
Grazing Fire Deadeye Shot Ballistic Finesse Spend Fate to deal damage on
Skill misses
Indefatigable Evasive, WP 40 Offence Defence Score kills to reduce enemy aim
Launcher Weapon BS 40, Weapon Training Ballistic Toughness Avoid explosive blast damage
Expertise (Launcher) Skill
Low Profile AG 40, T 35 Finesse Defence Improve protection of cover
Open-Air Operations Tennanlower Agility Defence Gain bonuses when fighting
with little protection
Peacekeeper Maniple 931, Fellowship 35 Social Willpower Defuse arguments and conflicts
Ranging Fire BS 40 Ballistic Intelligence Use Indirect Fire to guide allies
Skill
Shadowstep Evasive Agility Defence Character is harder to hit with
Overwatch
Shredder BS 40 Ballistic Offence Damage armour with ranged
Skill attacks
Snap Shot Lightning Reflexes, AG 40 Ballistic Agility Make two Single Attacks per
Skill turn at a penalty
Shockproof Junker, Toughness 35 Toughness Tech Resist negative electrical
effects
Sudden Strike WS 35 Weapon Finesse Deal more damage on first
Skill strike
Trench Veteran Trench Dweller Fieldcraft Defence Improve morale in prepared
positions
Unarmed Style STR 40 or AG 40, Unarmed Strength Finesse Apply special effects to
Warrior unarmed attacks
Yeoman Strength 35, BS 35, Weapon Ballistic
59 Strength Become more effective with
Training (Low-Tech) Skill bows
Table 5: Tier 3 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
All In Bellagian Willpower General Burn Fate for a risky power attack
Antimaterialist BS 40, Tech-Use +10, Ballistic Offence Destroy reinforced targets
Maniple 931 Skill
Blackpowder Weapon BS 40, WS 40, Blackpowder Ballistic Weapon Increase melee damage of black
Mastery Weapon Expertise Skill Skill powder weapons

Brick Outhouse Bulging Biceps, Strength 50, Strength Toughness Character is ridiculously muscular
Edelweiss

Caustic Jape Intimidate (+10), FEL 40 Social Fellowship Enrage enemies with sick burns
Close and Personal Hip Shooting or Storm of Ballistic - Spend Fate for better point-blank
Iron Skill crits
Driving Skirl Perform Social Offence Terrify enemies with music
Ever Vigilant Cool Under Pressure, PER Perception - Enter Overwatch as a Free Action
50
Explosive - Offence - The next best thing to Exploding
Righteousness Dice
Fire Bomber Weapon Training (Flame), Finesse Offence Cripple vehicles with fire
Tank Hunter
Haplotic Focus WP 50, Strong Minded Psyker Knowledge Specialize in a single psychic
Discipline to the exclusion of all else
Hoist the Colours Command Leadership Strength Rally allies around a planted
Standard
Killer Instinct Hip Shooting, BS 45, AG 45 Offence Agility Character does more crits while Hip
Shooting
Launcher Weapon BS 50, Launcher Weapon Ballistic Toughness Rapidly load launcher ammunition
Mastery Expertise Skill
Plunging Fire Int 40, BS 40 Intelligence Perception Frighten enemies with long-range
fire
Precision Shot Crack Shot Ballistic Perception Spend Fate for crit attack
Skill
Rapid Toss Biggest Booms Agility - Spend Fate to throw fast
Rebellious Pride Junker Offence Willpower Gain free attacks when commanded
Sentinel Cool Under Pressure, BS 50 Defence Finesse Gain extra Overwatch hits
Streltsy of Old BS 40, Weapon Training Ballistic Leadership Inspire allies further with Streltsy
(Low-Tech), Katyushan Skill weapons
Trench Defender Trench Dweller, Trench Fieldcraft Defence Improve accuracy and slow enemies
Veteran in prepared positions
Trick Archery Str 40 or Per 40, Arbalist or Ballistic Finesse Use bows to make trick shots
Yeoman Skill
Unconventional Air of Authority, STR 50 or Leadership General Command using alternate
Leadership WP 50 or Int 50 Characteristics

60
Talent List then roll 1d5. On a roll 0f 1, the character
immediately dies as something terribly
Aggressive Action unlucky happens to them. On a roll of 5, the
Tier: 1 character regains all their Wounds as the
Prerequisites: Edelweiss Character
Aptitudes: Offense, Strength
Edelweiss doctrine teaches offensive tactics Ante Up
on a level that most other soldiers would Tier: 2
find foolish. The Edelweiss, being gigantic Prerequisites: Bellagian Character
hyper- Aptitudes: Willpower, General
particularly mind. Bellagians are just as famous for winning
At the start of every combat turn, this battles by the skin of their teeth, or by
character can spend a Reaction to give outright cheating, as they are for dying
themselves a +2 damage bonus to any horribly within seconds of being deployed.
Attacks this turn. This ability cannot be The key question when fighting alongside
combined with All-Out Attacks or any them always
other ability that uses a Reaction. When this Character spends a Fate Point,
they may choose to roll a d10. On a roll of 1
All In or 2, the Fate Point is not used, but they
Tier: 3 gain its positive effects. On a roll of 10, the
Prerequisites: Bellagian Character character immediately dies as something
Aptitudes: Willpower, General unlucky happens to them.
The most predictable aspect of the Low
Rollers of Bellagia is their unpredictability.
Their obsession with luck
and fortune can lead them
to take near-suicidal risks,
which sometimes even pay
off.
A character with this
Talent who is suffering
from at least one point of
Critical Damage can spend
a Fate Point to add 3d10
extra damage with the
Proven (4) Quality to a
single melee or ranged
weapon attack. If the
attack succeeds in hitting
an enemy, regardless of
whether or not it does
damage, the character can

61
Antimaterialist troopers of the Synerge Cluster know this
Tier: 3 well, and adjust their weapons accordingly.
Prerequisites: BS 40, Tech-Use +10, Maniple Characters with this Talent increase the
931 Character range of any Flame weapons they wield by
Aptitudes: Ballistic Skill, Offence 10m. When making using the Scorched
The soldiers of Maniple 931 wear many hats, Earth action, any enemies within the area of
in addition to their distinctive blue helmets; effect take a -10 to their Agility Test to not
they are policemen, peacekeepers, and if catch fire.
necessary a heavy demolitions force
prepared to raze the entirety of Niva Bayonet Expertise
Gustav, and every machine on it. Tier: 2
When attacking structures, vehicles, and Prerequisites: Weapon Skill 40, Weapon
enemies with the Machine trait, characters Training (Low-Tech or Chain)
with this Talent increase the damage of all Aptitudes: Weapon Skill, Fieldcraft
of their attacks by 1d10. This extra damage The humble bayonet is an oft-overlooked
can inflict Righteous Fury.
one which makes an effective offensive
Arbalist weapon. A character with this Talent
Tier: 2 wielding a Melee Weapon Attachment,
Prerequisites: Ballistic Skill 35, Perception 35, Chain Weapon Attachment, or Mellow-
Weapon Training (Low-Tech) Pattern Piton Driver treats their melee
Aptitudes: Ballistic Skill, Perception weapon as having a range of 2 meters,
The mighty crossbow is found in nearly all increases its Penetration by 1, and adds
Human cultures- a mechanized, double their Strength bonus to its Damage
industrialized weapon that renders the when Charging.
conventional bow obsolete- with a little
careful aim, anyways. Biggest Booms
Any crossbow-type weapon wielded by a Tier: 2
character with this Talent gains the Razor Prerequisites: Tech-Use
Sharp quality and increases its Penetration Aptitudes: Fieldcraft, Tech
Bakuretsu, Bakuretsu, la la la!
rounded down. This character can spend a Fate Point to
make their weapons with a Blast radius deal
Arsonist Righteous Fury on a roll of 9 or 10 for the
Tier: 2 remainder of combat.
Prerequisites: Weapon Training (Flame)
Aptitudes: Fieldcraft, Offense Blackpowder Weapon Expertise
To truly destroy a fixed structure, it is Tier: 2
necessary to saturate it with flammable Prerequisites: Ballistic Skill 35, Weapons
chemicals, and ensure those chemicals burn Skill 35, Weapon Training (Low-Tech)
for the longest time possible. The flame Aptitudes: Ballistic Skill, Weapon Skill

62
Few Imperial Guard regiments utilize black The Edelweiss sometimes take their
powder weapons, but anyone experienced obsession with physical fitness to a degree
with the ways of pike and shot knows they that beggars belief, resulting in soldiers
are best at extremely close range. who look more like weightlifters than
A character with this Talent can use black combatants. While this seldom provides a
powder or flintlock Basic or Heavy major strategic advantage, the fact of the
weapons to make ranged attacks in melee matter is that most Edelweiss soldiers can
with no bonuses to hit. They gain a +20 to easily tear their enemies limb from limb in
hit in melee with Pistol black powder or close combat.
flintlock weapons. Characters with this Talent gain a +20
bonus to Intimidate Tests, a +20 to
Blackpowder Athletics Tests to lift,
Weapon Mastery move or push heavy
Tier: 3 objects, and the Sturdy
Prerequisites: trait.
Ballistic Skill 40,
Weapons Skill 40, Caracole
Blackpowder Tier: 2
Weapon Expertise Prerequisites: Survival,
Aptitudes: Ballistic Ballistic Skill 45, Edelweiss
Skill, Weapon Skill Character
While musket balls Aptitudes: Ballistic Skill,
are often Fieldcraft
ineffective against heavy armour, many who A common Edelweiss cavalry tactic, the
use them at close ranges know that the flash Caracole involves approaching a target at
of powder and the thunderous discharge of high-speed, then turning broadside to it to
smoke can often stun even the best- discharge a pistol or rifle shot at close
prepared of enemies at short enough range. Though it necessitates careful
ranges. coordination, the effects of a well-executed
A character with this talent who makes a caracole maneuver from Edelweiss
ranged attack with a black powder or dragoons can be devastating.
flintlock weapon at point-blank range or A character with this Talent can choose to
while in melee treats their weapon as having make a single attack with a ranged weapon
the Concussive (2) and Proven (3) Qualities, instead of a melee weapon during a Strike
and increases its Penetration by 2. and Fade mounted action. Successfully
making this attack requires a Difficult (-10)
Brick Outhouse Ballistic Skill Test.
Tier: 3
Prerequisites: Bulging Biceps, Strength 50, Caustic Jape
Edelweiss Character Tier: 3
Aptitudes: Strength, Toughness Prerequisites: Intimidate (+10), Fellowship 40
Aptitudes: Social, Offence

63
This character can, by some spiteful gift of are full of arcane power that can be
mind, break out one-liners that would harnessed.
make the foulest-tempered drill sergeant A Psyker with this Talent can choose to
blush. When deployed on the battlefield, reduce any rolls on the Psychic Phenomena
such wordplay can be a devastating tactical or Perils of the Warp table by -10 while
weapon. As Full Action, this character may manifesting in snow or icy terrain.
pick an enemy within earshot and make an
opposed Challenging (+0) Intimidate vs. Close and Personal
Routine (+10) Willpower Test to taunt Tier: 3
them viciously. The player in question must Prerequisites: Hip Shooting or Storm of Iron
actually insult the enemy, and the GM is Aptitudes: Ballistic Skill
free to modify the difficulty of the Test Though the Commissariat generally frowns
based on the quality of the insult. If the on unbridled savagery on the part of
enemy fails, they must spend their next Imperial Guardsmen, seeing it as the first
Turn sputtering and making weak step on the road to moral contamination, it
comebacks until they become Frenzied. cannot be denied that being close enough
They remain so for the remainder of
combat or until they are knocked turn the meekest soldier into a whirlwind of
Unconscious. If the target was already death. This character may spend a Fate
Frenzied or already possesses the Frenzy Point to inflict Righteous Fury on a roll of
Talent, they become Frenzied as normal 9-10 for the remainder of combat, but only
save that they will likely take dangerous or when making ranged attacks against
even suicidal risks to get themselves closer enemies at Point-Blank Range. If their
to their target. weapons already activate Righteous fury in
this range, increase the range to 8-10.
If this character has the Heroic Inspiration
Talent, using this ability is a Half Action. Cool Under Pressure
This Talent has no effect on enemies with Tier: 2
the Machine or Bestial Traits, as well as Prerequisites: Reaction Fire, PER 40
enemies who do not understand the Aptitudes: Perception, Willpower
character's language. There is a state of sublime and perfect calm
that exists in the heat of battle, when time
Chterngek Protector seems to slow to a crawl and one can trace
Tier: 1 the lazy path of a lasbolt through the air.
Prerequisites: Psyker, Katyushan Character Few soldiers can call up such focus, but
Aptitudes: Psyker, Fieldcraft those who do are deadly. This character can
The Chterngek are the mysterious entities spend a Fate Point to make all their
that deeply traditionalist Katyushans Overwatch attacks for the remainder of the
believe lurk in the boundaries between the round gain a +10 to hit, and inflict
bright lights of the fire and the inky cold Righteous Fury on a roll of 9 or 10.
darkness of the ice- they can be helpful or
harmful, but the places where they gather

64
Covering Fire they level off at the last possible second,
Tier: 1 transferring their moment into crushing
Prerequisites: BS 35, AG 35 blows against unsuspecting foes. Though
Aptitudes: Ballistic Skill, Finesse incredibly dangerous, the force of an
The Tactica Imperialis teaches that even armoured man and the weight of his
inaccurate, unguided fire can be a useful skyboard can pulverize even well-armoured
tool to make the enemy keep their heads foes.
down. When this character is in Overwatch A character on a Skyboard or other
and attacks an enemy, that enemy takes a - equivalent Flying mount can spend a Full
10 to all their Ballistic and Weapon Skill Action to make a diving charge. They must
tests on their next turn, even if the initial begin their turn at High Altitude, and make
attack didn't hit. a Difficult (-10) Operate (Aeronautica) Test.
If the Test succeeds, they drop to
Distracting Strike Hovering Altitude and may make a single
Tier: 1 melee attack at a +20 bonus against an
Prerequisites: Ballistic Skill 30, Perception 30 enemy target within half their Flying
Aptitudes: Offence, Perception Movement distance. The attack has the
Throwing knives, axes and the like are Concussive (2) and Felling (X) quality,
seldom the tools that win fights, but a where X is the number of degrees of
clever soldier with halfway decent aim can Success they scored on the original Test,
use them to disorient and distract their and increases its Penetration by X. If they
enemies.
Whenever a character with this
Talent attacks a non-vehicle
target with a non-Grenade
Thrown weapon, that target
takes a -10 penalty on all
Ballistic Skill and Weapon Skill
Tests until the end of their next
turn, regardless of whether the
attack hit or not.

Diving Charge
Tier: 2
Prerequisites: Operate
(Aeronautica), Agility 40,
Tennanlower Character
Aptitudes: Offense, Weapon Skill
The signature tactic of the
Tennanlowe Skyboarders is
their swooping combat dives-
rushing full-tilt at the ground,

65
fail the Test by more than 2 degrees, they Few soldiers can keep a level head about
fall off their mount instead. them when running full-tilt, but those who
can make superb point men, spearheading
Driving Skirl an advance while still providing accurate
Tier: 3 covering fire for their allies. When this
Prerequisites: Perform character makes a Full Move, they may
Aptitudes: Social, General immediately enter Overwatch at the end of
Standing firm in the face of oncoming fire their turn as a Free Action. They may only
to play a musical instrument might seem take Single Shots when Overwatching in
counterintuitive on the battlefield, but this way.
those truly inspired regimental musicians
who do manage the task can terrify their Executioner
enemies by their seeming untouchability. Tier: 2
A character with this Talent who is not in Prerequisites: Frenzy or Jaded
Cover can make a Hard (-20) Perform Test Aptitudes: Offence, Strength
as a Half Action. If the test succeeds, they Many more savage or disciplined regiments
count as having the Fear (X) trait, where X teach their soldiers to strike purposefully at
is 0 + 1 for every two Degrees of Success wounded enemies, hammering them down
they scored on the Test. All enemies within with relentless strikes to ruin the morale of
line of sight must make Fear tests as their allies. This character gains a +20 to hit
normal. This ability lasts for a number of any target that has already taken Critical
rounds equal to 1d5+ half of their Damage in this combat.
Willpower Bonus, rounded up, but the
character must remain out of cover and Explosive Righteousness
devote all of their non-movement actions Tier: 3
to continue playing for the duration. Aptitudes: Offence
Sometimes things happen on the battlefield
Evasive which simply cannot be explained
Tier: 1 rationally. The Emperor provides.
Prerequisites: AG 35 This character's Righteous Fury attacks
Aptitudes: Agility, Defense also do 1 Wound of damage, ignoring
Lighter-armoured regiments will Armour and Toughness, for every living
frequently teach their soldiers movement enemy within 2 meters of them, to a
patterns designed to minimize their maximum of 4. If this bonus damage would
exposure to enemy fire on the battlefield. inflict Critical Wounds, resolve whichever
This character gains a +20 bonus to their Critical Damage effect is higher on the
first Dodge test each combat. relevant Critical Table.

Ever Vigilant Fickle Fortune


Tier: 3 Tier: 1
Prerequisites: Cool Under Pressure, PER 50 Prerequisites: Bellagian Character
Aptitudes: Perception Aptitudes: Willpower, General

66
The peculiar luck of the Bellagians is effects of their first level of Fatigue and
renowned across the Synerge Cluster, gains a +1 bonus to the damage of their first
though some are luckier, and indeed successful Flamer attack each combat.
unluckier, than most.
A character with this Talent gains one extra Flak Dodger
Degree of Success on all successful Tests, Tier: 1
and one extra Degree of Failure on all Prerequisites: Tennanlower Character
failed Tests. Aptitudes: Agility, Defence
As first-wave assault troops, and airborne
Fire Bomber first-wave assault troops, Tennanlower
Tier: 3 soldiers frequently find themselves under
Prerequisites: Weapon Training (Flame), fire from enemy heavy weapons, especially
Tank Hunter anti-aircraft guns. They train heavily to be
Aptitudes: Finesse, Offence able to avoid such weapons as a result.
Hunting armoured vehicles with flame A character with this Talent gains a +10
weapons is a difficult art- it requires exact bonus to Dodge vehicle weapons, and a +15
bonus to Dodge weapons on Vehicles with
points, but also of what if any components, the Anti-Air Trait(s). These bonuses do not
especially motive, are air-breathing and stack.
thus vulnerable to flame.
When a character with this Talent makes an
attack with a Flame weapon against a
vehicle, their attack is automatically treated

resulting attack does damage, the target


must automatically roll 1d5 on the Motive
Systems Critical Hit Table as burning fuel
spills into its engines.

Firebug
Tier: 1
Prerequisites: Weapon Training (Flame)
Aptitudes: Willpower, Offense
Though the Incinerants of the Ministorum
are the most famous flamer-users of the
Spinward Front, there are no shortage of
flame troopers who are just as devoted to
their scorching weapons. These so-called
Art from here.
the crackling of the flames.
A character with this Talent equipped with
a Flame weapon ignores the negative

67
Flashfire
Tier: 2 Grazing Fire
Prerequisites: Flame Weapon Training, AG Tier: 2
40 Prerequisites: Deadeye Shot
Aptitudes: Offence, Agility Aptitudes: Ballistic Skill, Finesse
The wise marksman knows that even
you might as well do it as quickly as missing a shot can provide a tactical
possible, so you can proceed to setting advantage, showering an enemy with
something else on fire with minimum fuss. splinters or destroying their cover. This
A character with this Talent can spend a character may spend a Fate Point to make
Fate point to make a single attack with a missed shots against enemies still inflict
weapon with the Flame quality as a free 1d5+1 Impact damage at Penetration 0 for
action, at any point in the turn order. This the remainder of combat.
attack, which can only be activated once per
Round, gains the Inaccurate quality, or Haplotic Focus
grants enemies a +10 on tests to dodge it if Tier: 3
it has the Spray quality. Prerequisites: WP 50, Strong Minded
Aptitudes: Psyker, Knowledge
Formidable The long-dead Collegia Haplotica of
Tier: 2 Tennanlowe taught psykers a dangerously
Prerequisites: Iron Jaw, Sound Constitution powerful induced monomania, the Way of
Aptitudes: Toughness, Defence the Haplotist, which allowed devotees to
Though the human body can never truly deliberately cast aside most of their psychic
adapt to the intense pressure, heat and
vibration shocks of
explosions, any
experienced demolition
or artillery trooper
becomes somewhat
accustomed to such harsh
conditions.
When this character takes
damage from a weapon
with the Blast Quality,
they halve the number of
Wounds of damage they
receive after accounting
for armour and
Toughness, rounding up.

68
talent in exchange for massive raw power By finding a suitable spot to plant a banner
within the confines of a single Discipline. or symbol of their regiment, soldiers and
officers claim a spot of land as their own,
When purchasing this Talent, select a single and those near the banner often find
Psychic Discipline for which the character themselves caught up in the struggle often
knows at least 3 Powers. So long as they are find themselves giving their all to prove the
casting Powers from this Discipline, they standard-bearers right.
gain a +10 to any tests to manifest at the As a Full Action, a character and his
Fettered level, and can treat their maximum Comrade in cohesion can plant their
Push Psy Rating as being 1 higher than Regimental Standard, defying the enemy to
usual. In addition, when manifesting Push come and take it. All allies within 10 x the
powers at Psy Ratings of +1 or +2 above
their Unfettered level, they generate +10 to any Test of their choice each round,
Psychic Phenomena as if they were and treat their Toughness Bonus as being 2
manifesting at the Unfettered level. When steps higher for the purposes of resisting
this talent is purchased, the character damage so long as the planted character
becomes unable to learn any new does not move or Dodge.
techniques from Disciplines other than
their chosen Discipline, and if they already Hunter's Instincts
have powers from other Disciplines, they Tier: 1
can only be cast with an effective Psy Prerequisites: Per 30, BS 30
Rating of 1. Casting powers from other Aptitudes: Offense, Perception
Disciplines automatically generates Psychic Far too frequently, Guardsmen find
Phenomena. themselves facing off against brutishly
large enemies, or targets so huge and tough
Haze of War that the idea of taking cover is laughable. In
Tier: 1 such cases, a calm eye for weak points can
Prerequisites: Dolcaterran Character do surprising damage. This character's
Aptitudes: Ballistic Skill, Perception ranged attacks against enemies who are not
To fight with black powder weapons is to in cover deal 2 extra damage.
fight in thick clouds of smoke, and the most
experienced Dolcaterran musketmen Hurler
develop an uncanny ability for locating Tier: 1
their enemies even in poor visibility. Prerequisies: STR 35
Characters with this Talent gain a +10 Aptitudes: Strength, Fieldcraft
bonus to hit targets concealed by smoke, Though a mortar is often the best way to
fog, mist or darkness. get small, targeted explosives downrange,
many regiments whose combat tactics
Hoist the Colours emphasize offensive grenade use will
Tier: 3 further train the throwing arms of their
Prerequisites: Command tallest and strongest soldiers. This character
Aptitudes: Leadership, Strength treats their Strength Bonus as being 2

69
higher for the purposes of determining The Tactica Imperialis notes that skilled
thrown weapon range. but unseasoned warriors stop and glory in
their small victories, denying themselves
Illicit Mods mobility and the advantage. A real veteran
Tier: 1 keeps their momentum up at all times.
Prerequisites: Junker Character When this character scores a kill during
Aptitudes: Fieldcraft, Tech their turn, the first attack directed against
Given the tense relations between the them before the start of their next turn
Nivan Junkers and the Adeptus receives a -30 penalty.
Mechanicus, it is unsurprising that they
have few compunctions about making extra Killer Instinct
modifications to their equipment. Tier: 3
Characters with this Talent count Poor- Prerequisite: Hip Shooting, BS 45, AG 45
Craftsmanship weapons they have Aptitudes: Offence, Agility
customized as being Common Rational logic dictates that firing randomly
Craftsmanship, and may add one extra from the hip should not be an effective
Customization to all weapons. tactic, but some characters manage to make
it work by sheer aggressiveness. After
Illogical Target activating the Hip Shooting Talent, this
Tier: 1 character's weapons deal Righteous Fury
Prerequisites: Tech-Use, Dodge, Maniple on a roll of 9 or 10 for the duration of their
931 Character Turn.
Aptitudes: Defense, Tech
Though it has not been bloodied against Launcher Weapon Expertise
Tier: 2
foes, the troopers of Maniple 931 have a Prerequisites: Ballistic Skill 40, Weapon
great deal of experience fighting machines Training (Launcher)
and insane servitors. They have come to Aptitudes: Ballistic Skill, Toughness
instinctively recognize the targeting One of the first things a good explosive
patterns and algorithms that govern these weapons trooper learns is how to not kill
themselves and their allies with the back
move in such a way as to provide a difficult blast. When this character attacks with a
target.
Enemies with the Machine trait that
attempt to attack this character receive a -
10 to any Ballistic or Weapon Skill Test
used to make the attack.

Indefatigable
Tier: 2
Prerequisites: Evasive, WP 40
Aptitudes: Offence, Defence

70
Launcher or Explosive weapon and would more than 10m away from any allied
accidentally damage themselves or an ally character, including their Comrade if they
with it, they and their allies gain a +20 have one.
bonus to their Dodge rolls to avoid damage.
Launcher Weapon Mastery Low Profile
Tier: 3 Tier: 2
Prerequisites: Ballistic Skill 50, Launcher Prerequisites: AG 30, T 30
Weapon Expertise Aptitudes: Finesse, Defence
Aptitudes: Ballistic Skill, Toughness Effective city-fighting requires relearning
The other great vulnerability of the how to move- not just keeping your head
Launcher, whatever the kind, is the down, but making every possible piece of
difficulty of handling and loading environmental protection work as hard as
ammunition. Once per combat, a character possible for you. This character increases
with this Talent and their Comrade in the effective AP of any cover they might be
Cohesion can immediately load a single occupying by 4.
round into their Launcher weapon as a
Reaction. Open-Air Operations
Tier: 2
Lockdown Prerequisites: Tennanlower Character
Tier: 1 Aptitudes: Agility, Defence
Prerequisites: BS 30, Per 30 Tennanlowe Skyboarder tactics transition
Aptitudes: Ballistic Skill, Leadership from high-mobility offence to static
One of the real advantages of suppressive defence when they make landfall, and their
or tracer fire is that it gives allied troops combat training emphasises fire evasion and
something to aim towards, while at the same tactical repositioning in order to maximize
time keeping their target immobile and the amount of time they can hold out. A
making them an easier target. This character with this Talent who is wearing
character's allies gain a +10 to hit any target Armour with a maximum AP value of 3 or
that is Pinned as a result of this character's less gains a +10 to all Dodge Tests when
attacks. they are not in Cover, and can ignore the
negative effects of rough or difficult terrain
Lone Wolf for a number of turns per combat equal to
Tier: 1 their Agility Bonus.
Aptitudes: Fieldcraft, Offense
Imperial Guardsmen should always stick Peacekeeper
Tier: 2
regiment- Prerequisites: Fellowship 35, Maniple 931
too cool for everyone else. Sometimes they Character
may be justified, but more often than not Aptitudes: Social, Willpower
such overconfidence will be their undoing. Even the lowest-ranking soldiers from
This character gains a +5 to Agility and Maniple 931 are used to confrontations and
Ballistic Skill-based Tests when they are constant arguments, and many from the

71
regiment have by necessity become Prerequisites: Biggest Booms
excellent at conflict resolution. Characters Aptitude: Agility
with this Talent gain a +20 to any Few Imperial sports are as
Fellowship-based test used to resolve underappreciated as the ancient, venerated
arguments, calm down a crowd, or prevent a game of reflex, precision and judgement
fight from breaking out. known as calidum tuberculum. Played most
frequently by the young, it requires fast
Plunging Fire
Tier: 3 limits, and superb hand-eye coordination.
Prerequisites: Intelligence 40, Ballistic Skill Those tuberculum masters who find
40 themselves in the Imperial Guard can often
Aptitudes: Intelligence, Perception put their skills to good use. This character
Over a long enough distance, even a near- may spend a Fate Point to attack with a
miss shot can be enough to startle or panic
an enemy. If the shot actually hits, well-

A character with this Talent can fire a near-


miss shot with a non-Blast Quality weapon
at a target outside 3 x the weapon

target must now make a Challenging (+0)


Fear Test. Additionally, the weapon firer
makes a Punishing (-50) Ballistics Test- if it
succeeds, the target also takes damage as
normal. Performing Plunging Fire requires
a Full-Round Action.

Precision Shot
Tier: 3
Prerequisites: Crack Shot
Aptitudes: Ballistic Skill, Perception
A good sniper boasts that they can shoot
the wing off a fly at 200 paces. A great
sniper can shoot the good sniper while
This character may
spend a Fate Point to make their next
ranged attack inflict Righteous Fury on a
roll of 6-10. They cannot spend Fate Points
to reroll the attack if it misses. single Thrown weapon as a Free Action.
They cannot attack with any other Thrown
Rapid Toss Weapons on the turn this ability is
Tier: 3 activated.

72
Prerequisites: Junker character
Aptitudes: Offence, Willpower
The Nivan Junkers are bitterly, violently
independent, and violent power struggles
Ranging Fire are not unknown in their society. When in
Tier: 2 combat, they will often wilfully ignore
Prerequisites: Ballistic Skill 40 orders, for their personal pride more than
Aptitudes: Ballistic Skill, Intelligence anything.
Any good Imperial mortar team knows that Whenever an allied character in earshot fails
they are not operating in a vacuum- as a Command, Charm or Intimidate Test,
spotters feed information to them, they can this character may make a single Attack
field detailed targeting information back to Action as a Free Action. This attack cannot
the spotters, ensuring more accurate fire at trigger Righteous Fury, and this ability
long ranges. When a character with this may only be activated once per round.
Talent makes a successful attack against an
enemy target with a weapon with the Sentinel
Indirect quality, all of their allies within a Tier: 3
30-meter radius may reroll any missed Prerequisites: Cool Under Pressure, BS 40
ranged attacks against that target until the Aptitudes: Defence, Finesse
end of the character's next turn. The most legendary defenders of the
Imperium are those who can stand on the
Reaction Fire ramparts, picking off oncoming enemies
Tier: 1 with coolness and precision as fire rains
Prerequisites: Agility 30, Perception 30 down around them. Once per round, when
Aptitudes: Perception, Defence this character makes a successful Full-Auto
Quite often, the best way to avoid enemy or Semi-Auto attack in Overwatch, they
fire is to kill the enemy before they can increase their number of hits by 1, to the
shoot, though it is hard to make such
spontaneous and instinctual firing very they make a successful Single Attack, they
precise. At the end of their turn, this
character can use their Reaction to enter
Overwatch. They can only fire a number of
Single Shots with their weapon equal to
their Agility Bonus -2 (to a minimum of 1)
during Reaction Fire, and their weapon
cannot inflict Righteous Fury. If at any
point they take damage, fatigue or Insanity
before making their attack, they leave
Overwatch.

Rebellious Pride
Tier: 3

73
can immediately land a second hit provided
their weapon has sufficient ammunition.
These additional attacks cannot trigger
Righteous Fury.
Shadowstep Shredder
Tier: 2 Tier: 2
Prerequisites: Evasive Prerequisites: BS 40
Aptitudes: Agility, Defence Aptitudes: Ballistic Skill, Offence
Prolonged study in optics and the Even the finest piece of armour is not
mechanics of human and xenos vision teach invincible, and prolonged impacts, or even
just a lucky shot, can cause structural
good at locating immobile targets, or weaknesses in armour. This character can
targets that do not move in regular ways- spend a Fate Point to make all of their
taking advantage of this can make one that attacks during a combat reduce enemy AP.
much harder to hit. Enemies receive a -20 Any successful attack they make
penalty to hit this character with Overwatch permanently the
attacks. hit location by an amount equal to one half

Shockproof Bonus, rounded up.


Tier: 2
Prerequisites: Toughness 35, Junker Snap Shot
Character Tier: 2
Aptitudes: Defence, Tech Prerequisites: Lightning Reflexes, AG 40
The Nivan Junkers are used to combat Aptitudes: Ballistic Skill, Agility
conditions that are often incredibly hostile Though many Imperial Guard regiments
to the continued functioning of machinery, field dedicated sniper teams, there is also a
especially the cybernetics so many of them tactical role for more squad-level
bear. Their heavy use of machine- sharpshooters, who use less-precise aimed
disrupting weaponry also brings with it fire to take out high-value enemy targets.
risks of collateral damage, so they have Rapid operation of a single-shot weapon is
developed a wide variety of minor key to this concept. This character can
modifications and coping strategies to keep choose to make two Single Attack actions
themselves safe even in the midst of the in one turn with a Basic or Pistol weapon
heaviest storms of scrambling radiation. A that has no Semi-Automatic or Automatic
character with this Talent gains a +20 to fire rate. These attacks receive a -10 penalty
resist the effects of damage with the to hit and the Inaccurate quality.
Shocking Quality, and reduces any roll on
the Haywire Table that effects them, their Streltsy of Old
cybernetics or their equipment, including Tier: 3
any vehicle they are currently operating, by Prerequisites: Ballistic Skill 40, Weapon
2. Training (Low-Tech), Katyushan
Character

74
Aptitudes: Ballistic Skill, Leadership
Those Katyushan soldiers who choose to Sudden Strike
specialize in symbolic and antique Streltsy Tier: 2
weapons are themselves referred to as Prerequisites: Weapon Skill 35, Quick Draw
Streltsy, but those among them who Aptitudes: Weapon Skill, Finesse
distinguish themselves in battle earn the Many different philosophies of melee
title Streltsy of Old. These brave warriors combat emphasize the first strike- landing
are symbol of the military and the first blow against an enemy before they
technological strength of Katyush, and can react can turn the tide of a duel before
they can turn the tide of many a battle. it even starts. This character has taken that
A Character with this Talent treats all idea to heart- their first successful melee
Streltsy weapons as if they were Battle attack each combat deals +3 damage.
Standards as well, with the resultant stat
bonus stacking with the stat bonus from the Tizherin
weapon themselves. Additionally, they add Tier: 1
one half their Ballistic Skill Bonus, rounded Prerequisites: Stealth, Katyushan Character
up, to any Streltsy weapon Aptitudes: Fieldcraft, Agility
Katyushan parents scare their
children straight with stories of
the Tizherin, a massive snake that
lurks in crevasses in the ice to
snatch up children who wander
out of the safety of their tunnels
alone. In military parlance, the
same refers to those Advance
Spotters and other reconnaissance
troops who have become adept at
moving unseen in snow and ice. A
character with this Talent gains a
+10 to any Stealth test while in
snow or icy conditions.

Trench Defender
Tier: 3
Prerequisites: Trench Dweller,
Trench Veteran
Aptitudes: Fieldcraft, Defence
Even the most well-protected
trench is inevitably invaded, and
the most well-prepared veterans
are those who ready themselves
for combat within their own

75
defensive lines. By setting booby traps and
concealed enfilade firing points, even
mighty enemies can be delayed and turned
back.
Characters with this Talent gain a +10 to Trench Veteran
any and all Ballistic and Weapons Skill tests Tier: 2
within their own trench line. Additionally, Prerequisites: Trench Dweller
all enemies within the trench treat it as Aptitudes: Fieldcraft, Defence
Difficult Terrain, even if they would Experienced trench fighters know the value
otherwise ignore terrain of that type. of their own prepared positions, and can
keep their cool even under blistering fire.
Trench Dweller Once per day, a character with this Talent
Tier: 1 can choose to reroll any one failed
Prerequisites: None Willpower or Intelligence-based test while
Aptitudes: Fieldcraft, Defence in their prepared trench. Further, all cover
Even a modicum of experience and prep- in their prepared trench increases by an
work can turn a poor defensive position additional 2 AP.
into a secure one. The addition of grenade
trenches, proper sandbagging and Trick Archery
duckboards mean the difference between Tier: 3
life and death. With an uninterrupted hour Prerequisites: Perception 40 or Strength 40,
of work, this character can improve a pre- Arbalist or Yeoman
existing defensive position; while within the Aptitudes: Ballistic Skill, Finesse
confines of this position, they gain a +10 to One of the great advantages of a bow
Dodge tests against Blast weapons and weapon to a skilled user is the relatively
increase the AP value of all Cover in the slow speed and high weight of the
area by 1. projectile, as well as the mechanical
simplicity of the weapon itself. With a good
Trench Raider eye and a bit of creativity, these weapons
Tier: 1 can accomplish remarkable trick shots.
Prerequisites: Agility 35 Once per Turn, as a Reaction, a character
Aptitudes: Fieldcraft, Offense with this Talent may test Perception. If
When a conflict turns from mobility to the they succeed, their next attack with a bow
slow, grinding attrition of trench warfare, or crossbow weapon gains their choice of
new tactics are called for. Trench raiders are one of the following special abilities:
a sign of such tactics, light and mobile • Multi-Arrow: The attack deals regular
troops who can break into enemy defenses damage to the target, and half damage
and wreak havoc against defenders to one other target immediately
unprepared for a close assault. adjacent to the first.
A character with this Talent never treats • Banking Shot: The attack ignores the
trenches or fortified positions as Difficult
Terrain.

76
• Rebound Shot: The attack gains Indirect • Void Spin: Disrupt the enemy's divine
(1) and may be made as a Half Action ratios. Unarmed attacks gain Proven (5).
instead of a Full Action. • Temperus Maximus' Rage Kata:
• Leaping Shot: The attack takes a -10 FUUUUU-. Unarmed attacks gain
penalty to hit. The character moves up Tearing and Unwieldy.
to 2 meters in any direction as part of • The Mentor's Path: Turn your wisdom
the Attack Action, and enemies take a - against them. Unarmed called attacks
10 penalty to hit the character until the suffer no penalty.
start of their next turn. • Psyker's Crusher: IT'S NO USE.
Unarmed attacks gain Force.
Unarmed Style • Aquilean Sambo: Simple, straightforward
Tier: 2 and brutal. Unarmed attacks gain +2
damage.
Prerequisites: Strength 40 or Agility 40,
This Talent can be purchased multiple
Unarmed Warrior
times, choosing a different Style each time.
Aptitudes: Strength, Finesse
There exist few planets in the Imperium
Unconventional Leadership
which do not possess some form of local
Tier: 3
martial art or fighting style to allow an
Prerequisites: Air of Authority, Strength 50
unarmed combatant to survive in combat.
or Willpower 50 or Intelligence 50 (see
Though martial arts such as these are of
below)
debatable use on the battlefield, they can
Aptitudes: Leadership, General
be lifesavers in close quarters or when one's
The Tactica Imperialis says that not all
back is to the wall. Upon purchasing this
leaders inspire their followers through
Talent, a character can choose one of the
charisma alone. Some lead from the front,
following effects to apply to their unarmed
urging their allies on with acts of might.
melee attacks.
Some treat their troops as pieces on a
• Barking Toad Style Kung Fu: Uses
explosive palm strikes. Unarmed Regicide board, moving them with careful
attacks gain Concussive (0). planning. Yet more lead from among their
• Wolf's Fang Style: Tears at the foe with men, suffering the same privations as their
hooked fingers. Unarmed attacks gain followers but enduring through sheer will.
Crippling (1). A character with this Talent can choose to
• Katyushan Bludka Tunnel Fighting: use either their Strength, Willpower or
Wobbles past defences. Unarmed Intelligence instead of their Fellowship for
attacks gain Flexible. the purposes of Command Tests. The
• Edelweiss Savatte: Hit the enemy until it decision of which Characteristic can be
dies. Unarmed attacks gain Felling (1).
substituted this way is made upon taking
• Imperial Hyperjudo: Kick ass for the
the Talent and is permanent, and the
Emperor. Unarmed attacks gain
Sanctified and Snare (1). Talent can only be taken once. As an added
• Fist of the Red Star: You are already bonus, characters gain a secondary ability
deleted. Unarmed attacks gain depending on which Characteristic they
Shocking. chose:

77
Strength: Once per combat, upon defeating
an enemy in melee combat, this character oldest weapons, and while it is not
can use the Command skill to Inspire their necessarily the most effective on the
allies at a +10 bonus as a Free Action. battlefield, it makes for a superb hunting or
assassination tool.
Willpower: Once per combat, when using Any bow (but not crossbow)-type weapon
the Terrify use of the Command skill, this wielded by a character with this Talent
character can Inspire any allies who gains the Infiltrator quality and increases its
successfully overcame their fear, rolling at a Range by 30m.
+10 bonus as a Free Action.

Intelligence: Once per combat, after a


successful Scholastic or Forbidden Lore
test, this character can Inspire their allies at
a +10 bonus as a Free Action.

Weapon Training (Blackpowder)


Tier: 1
Prerequisites: -
Aptitudes: General, Finesse
This talent functions as a new specialization
for the Weapon Training Talent, allowing
training in the use of Blackpowder Melee,
Pistol, Basic, Heavy and Vehicle Weapons.

Yeoman
Tier: 2
Prerequisites: Ballistic Skill 35, Strength 35,
Weapon Training (Low-Tech)
Aptitudes: Ballistic Skill, Strength

78
New Orders

The following Orders are not considered


Generic Orders as in the core rulebook, and Find their Range!
some require the Veteran Comrade talent as Type: Order (Free Action)
a prerequisite. Order: Veteran
Prerequisites: Deadeye Shot, Sharpshooter
Blind Volley Aptitudes: Perception, Ballistic Skill
Type: Order (Full Action) Effects: A well-trained soldier, especially an
Order: Basic artilleryman or sniper, learns very quickly
Prerequisites: Ballistic Skill 25 how to judge the distance to a target by eye.
Aptitudes: Ballistic Skill, Defence This allows a coordinated fireteam to lay
Effects: While suppressing fire is common in down accurate fire even at very long ranges.
the Guard, firing wildly, even with a The character making this Order gains a
weapon not designed for it, can still force +20 bonus to shots at Long or Extreme
enemies to get their heads down. range on their next ranged attack this turn.
The character who issues this Order has
their comrade mag-dump their weapon in Fix Bayonets!
the general direction of the enemy. The Type: Sweeping Order (Half Action)
Order: Sweeping
the targets and everything within 1d10 + the Prerequisite: Double Team
Aptitudes: Weapon Skill, Offence
make a Challenging (+0) Pinning Test or be Effects: Long Militarum study has revealed
Pinned for one round. The Comrade must that the sight of a line of Guardsmen fixing
spend the next round reloading his weapon their bayonets and preparing to charge can
as normal. have a devastating effect on the morale of
human enemies.
Coordinate Toss This Character and his comrade affix
Type: Order (Half Action) bayonets to their weapon, preparing to
Order: Veteran charge in a terrifying manner. The
Prerequisites: Tech-Use, Sleight of Hand character making this Order may have any
Aptitudes: Finesse, Perception
Effects: beyond the first within Cohesion
an enemy trench? Two, of course. participate in the Order. As part of this
The next time this character throws a Order, the character issuing it must make a
grenade, their Comrade does so as well, Difficult ( 10) Command Test with a +5
aiming for roughly the same spot. After bonus for each Comrade participating in
resolving the first grenade attack, resolve a the Order. The Character, and all affected
second attack on a nearby square. Roll on Comrades, gain Fear (X) until the end of
the Scatter diagram- the second grenade their next Turn against all Human enemies
lands 1d5-2 (to a mininimum of 0) meters they are currently engaged in, where X is
away in that direction. Grenades thrown are

79
the number of Degrees of Success on the Strength bonus and re-brace his weapon as
original Test. a Half Action. He does not lose the effects
of Bracing on his weapon if he uses a
Form Square! Reaction to Dodge before the end of his
Type: Sweeping Order (Half Action) next turn.
Order: Sweeping
Prerequisite: Combat Formation Rousing Chant
Aptitudes: Weapon Skill, Defence Type: Order (Free Action)
Effects: A compact square formation of Order: Basic
bristling bayonets and melee weapons can Prerequisites: Fellowship 30,
provide line infantry with some defence Aptitudes: General, Social
against charging enemies. Effects: Sometimes the memories of home
This Character and his comrade(s) tighten and the simple comradeship of the camp
their formation, preparing to fend off an can form the greatest bulwark against the
enemy charge. The character making this terrors of the enemy.
Order may have any number of his (or This character and his comrade burst into
song, or chanting, or some recital of
Cohesion participate in the Order. As part familiar culture that might inspire their
of this Order, the character issuing it must friends to take heart. The character may
make a Difficult ( 10) Command Test with a make an Ordinary (+10) Perform Test. If
+5 bonus for each Comrade participating in they succeed, all allies in earshot suffering
the Order. The Character, and all affected from Shock may choose to reroll any failed
Comrades, gain a +10 bonus to Parry Tests Willpower tests to snap out of Shock for
against enemy melee attacks until the end the remainder of the combat.
of their next Turn, with an additional +5
bonus for every two Comrades involved in
the Order.

Type: Order (Full Action)


Order: Basic
Prerequisites: Strength 35
Aptitudes: Strength, Offense
Effects: W
strongest soldiers are famous for wielding
heavy weapons on their own, a heavy
weapons trooper can move their gun easily
with assistance from an ally and keep it
steadied.
After this Order has been issued, if their
Comrade is in Cohesion, this character can
move a number of meters equal to his

80
New Combat Actions lock down enemy emplacements so that
they can be dealt with at a later date.
The following combat actions are intended
to supplement those already present in the A character equipped with a Flame weapon
Only War core rulebook, and can be that also has the Spray or Blast Quality can
utilized by any character equipped with the use this Action to set an area of ground
right gear or weaponry.
or Blast radius on fire. The area designated
Battle Song must be within range of their weapon.
Type: Half Action
Subtype: Concentration, Miscellaneous That area burns for 2d5 rounds and is
Music on the battlefield can both inspire treated as Difficult Terrain until
allies and demoralize enemies, often at the extinguished. Units moving through the
same time. area must make a Challenging (+0) Agility
Test or catch fire. Using this Action
The character must make a Challenging consumes an amount of fuel equal to half of
(+0) Perform Test. All allies in earshot who
are not Deafened gain a temporary bonus weapon uses ammo.
to their Willpower and Toughness of +2 for
each Degree of Success on the original test
(minimum +2), for as long as the original
song is sustained.

All enemies within earshot who are not


Deafened take a temporary penalty to their
Ballistic Skill and Weapons skill of -1 for
each Degree of Success on the original test
(minimum -1). This song may be sustained
for any number of Rounds, but the
performer cannot communicate normally
while performing it, and it ends if they ever
Dodge. All Battle Song tests by a character
wielding a Regimental Instrument provide
double the bonus/malus, namely +/-4 per
Degree of Success instead of +/- 2.

Scorched Earth
Type: Full Action
Subtype: Attack, Ranged
Flamers are often employed less as assault
weapons than as area-denial tools, used to
restrict the movement of enemy troops or

81
Mount Training Upon receiving a new Mount, a player can
-minded old bastard choose from four different Personalities
-
traits and characteristics. The choice of
-Captain L.H. Godger, Calfian Desert Personality is permanent for an individual
Patrol Corps Mount. If a character wishes to abandon
their Mount and requisition a new one to
The Rough Riders of the Imperial Guard change personalities, they should discuss it
are an oft-underappreciated branch of that with their GM.
venerable institution. Many scoff at the
notion of mounted warfare in the age of Each Personality is divided into a small
tanks, hover-vehicles and walkers, seeing upgrade tree with seven Mount Abilities,
each of which has a certain cost in MX, or
than an anachronism. Mount Experience. MX is accrued at half

While it is true that cavalry has a more Points; the rider gains 100xp, the Mount
limited tactical use on the battlefields of the gains 50 MX, for instance. Once a Mount
41st millennium, the Rough Rider has enough MX to buy a certain Mount
regiments continue to storm and charge Ability, they can do so in exactly the same
their way through the ranks of the way as a character would normally purchase
an advance with XP.
talk tough about anachronisms when
several thousand angry horses with equally If a Mount is killed in combat, MX does
angry Guardsmen riding them are not carry over to a newly acquired Mount.
galloping straight for you, after all. The rider is free to choose a new
Personality for this new Mount, and begin
In many mounted regiments, it is the bond earning and spending MX for them.
between the rider and their mount, and the
Training a Mount in-character
individual character of that mount, that
The MX system grossly
makes for such a powerful fighting team.
oversimplifies the process of
No two riding beasts are exactly alike, and
training an animal, and players may
with proper care and training even humble
wish to incorporate more of a
farm animals can become terrifying
roleplaying element.
warriors.
Training a mount in any of its
Personality abilities should take a
Mount Personalities
number of ingame weeks equal to
The following rules are intended to give
the mounts of cavalry characters as much
The GM might also incorporate
character and flexibility as Comrades get-
one or several extended Survival
to make choosing a cavalry regiment give
tests, modified by any relevant
just as much room for customization and
skills.
flexibility as choosing a vehicular one.

82
Palfrey

These mounts are not strictly speaking bred Elegant Step


for war. More commonly used for This mount moves with an even, flowing gait, and
transportation, they have a smooth, even its proud, decorative appearance makes those
who ride it appear all the more noble and refined.
gait, and are well-suited for controlled
Increase this Mount's Agility characteristic by 5.
riding. Palfreys are great jumpers and show Its Rider gains a +5 bonus to Charm and
animals, perfect for riding on display. Command skill tests while mounted.
100 MX

Relaxed Confidence
Delicate Impulse
This Mount has learned a certain degree of focus,
This mount is light on its feet, and has acquired a
an understanding of the maneuvres that its rider
knack for sudden, explosive jumps.
requires of it.
Mount gains the Acrobatics Skill. Rider gains a
This Mount gains the Bred for War Mount Trait.
+10 bonus to tests to make the Soaring Leap
If it already has Bred for War, it increases its
action.
Agility by 3.
150 MX 150 MX

Leaping Courbette Swirling Mezair


This mount can keep its footing on even unstable Rearing backwards, this Mount swipes at its foes
terrain, and can jump with unparalleled skill. with speed and considerable balance.
This mount gains the Terrain Master Mount Trait. If it This Mount's melee attacks gain Flexible. Its
already has Terrain Master, it increases its Agility by 3.
Rider may spend a Fate Point to grant all of their
The mount uses its Agility Bonus instead of its
Strength Bonus for the purposes of calculating melee attacks while mounted the Flexible quality
distance and height jumped with the Soaring Leap until the end of combat.
action. 200 MX 200 MX

Springing Capriole Symbol of Elegance

This mount is so mobile and agile that it sometimes This mount's carriage and gait are breathtaking, even to those
who know little about such things. Riding it inspires awe and
seem as if its feet never touch the ground, and it makes respect in all around.
for a remarkably slippery target.
Increase this Mount's Agility characteristic by 5. Its rider
This Mount provides a +20 bonus to Sidestep actions. gains a further +5 bonus to Charm and Command Tests while
Any time it passes a test to Sidestep, it may freely move mounted, and can reroll failed Charm and Command Tests
a number of meters equal to half its Agility Bonus. If while mounted, though they must take the second result if it is
the Rider fails a test to Sidestep, they are not thrown worse.
from the saddle. 300 MX 300 MX

83
Courser

These light war mounts are bred and built


Swift Runner
for speed and agility. They can cover
This mount has a keen eye for the world around it, and
ground with great rapidity, and are steady seems to derive great joy from running with all of its
enough on their feet to allow their rider to strength. A rider who can tame such a creature must
possess great physical capacity.
fire ranged weapons from their backs. Off
Increase this Mount's Perception characteristic by 5. Its
the battlefield, they often find employment Rider gains a +5 bonus to Athletics and Dodge skill
in races. tests while mounted.
100 MX

Nose for Speed Joy of the Chase

This Mount is naturally fast-moving, and can Though this Mount is not necessarily aggressive,
it has a steady head in times of danger and can be
read the terrain ahead of it with ease.
trusted on the attack.
This Mount gains the Sprint Talent. If it
This Mount gains another rank in the the
already had Sprint, it increases its Perception Awareness Skill. Its Rider gains a +10 bonus to
by 3. Strike and Fade Actions.
150 MX 150 MX

Arrow's Flight Eat the Horizon


Moving with incredible speed, this Mount has This Mount has developped considerable
developed a talent for powerful acceleration. stamina, and can run for lengths of time that
This Mount gains Unnatural Agility (1), or would kill lesser beasts.
increases the value of that Trait by 1 if it already This Mount gains the Enduring Mount Trait. If
had it. it already had Enduring, increase its Toughness
by 3.
200 MX 200 MX

Spirit of Swiftness Lord Among Beasts


This Mount has become even faster, rivalling racing A perfect physical specimen of its species, this Mount is in
beasts and even motor vehicles for speed and power. prime condition and can survive incredibly inhospitable
conditions.
On any turn in which this Mount makes an action with This Mount can still move while Crippled, though its Agility
the Movement Subtype, it imposes a -10 penalty on all bonus is halved for the purposes of calculating movement and
Ballistic and Weapon Skill Tests to hit it or its rider it imposes a -20 penalty on all Survival tests to ride it. It gains
until the start of its next turn. This effect stacks with Unnatural Agility (1), or increases the value of that trait by 1 if
any other abilities that impose such penalties. it already had it.
300 MX 300 MX

84
Rouncey

The humble Rouncey is an all-purpose


Clever Devil
Mount, bred more for loyalty and ease of
This mount is uncommonly intelligent, and
training than anything else. Though their occasionally seems to possess a wit or understanding
physical prowess may not be the most that is almost human. Riding such an animal requires
one to keep up with its cleverness.
impressive, they tend to be naturally
Increase this Mount's Intelligence characteristic by 5.
intelligent, and can be taught all kinds of Its Rider gains a +5 bonus to Awareness and Scrutiny
useful tricks. tests while mounted.
100 MX

Cheeky Blighter Man's Best Friend


This Mount's uncanny cleverness and character This Mount has developed affection and trust for
have helped it succeed and thrive in unexpected its rider, and will remain at their side come hell or
ways. high water.
This Mount gains the Combat Formation Talent This Mount gains the Loyal Mount Trait. If it
and the Sleight of Hand Skill. It may attempt to already has it, increase its Intelligence by 3.
steal small items it believes can aid its Rider.
150 MX 150 MX

Problem Solver Loyal Companion


This Mount sometimes demonstrates near-human The bond between this Mount and its Rider is
levels of intelligence, and can be relied on to perform truly a wonder to behold.
simple tasks with ease.
On any turn in which this Mount's rider takes
This Mount gains the Logic Skill and increases its
Intelligence by 3. It can reliably follow simple damage, the Mount may take the damage instead.
commands like carrying messages to specific people, In addition, the Rider gains a +5 bonus to
moving objects, or solving simple puzzles. Willpower Tests while Mounted.
200 MX 200 MX

Embodiment of Cleverness
This Mount has developed a rapport with its Courage Without Ferocity
Rider that allow the two to work together as a A truly remarkable beast, this Mount is willing to
perfect team. This Mount's Rider gains a +5 ride to certain doom to keep its Rider safe.
bonus to all Survival Tests to control it, and can
This Mount gains a single Fate Point.
reroll failed Scrutiny and Awareness Tests while
mounted, though they must take the second
result if it is worse.
300 MX 300 MX

85
Destrier and aggressiveness. They are fearless and
prone to violence, well-suited for charges
The largest and most physically imposing and heavy cavalry work.
of Mounts, the Destrier is bred for power Unyielding Mass
This mount stands steady as a rock, gripping the earth
with the confidence borne of physical power. To tame
it, one must be able to equal this raw, animalistic
energy.
Increase this Mount's Strength characteristic by 3, and
its Toughness by 2. Its Rider gains a +5 to Intimidate
and Interrogation Tests while mounted.
100 MX

Stone Crusher
Warlike Gait
This Mount is a brawny, muscular creature, capable of
Filled with a lust for combat, this Mount can be relied
lashing out with great strength.
on to trample all those that stand in its way.
This Mount's natural melee weapons gain Tearing and
This Mount gains the Frenzy talent. If it already had
increase their Damage by 2. Its natural ranged
it, it instead increases its Strength by 3.
weapons, if it has them, increase their damage by 5.

150 MX 150 MX

Thunderous Hooves
Directed Madness
When its ire is up, this Mount shakes the ground with
This Mount works itself into a great fury when in a
its fury, scattering its enemies.
fight, but this anger is focused, hardened like a shield.
This Mount increases its Strength by 2, and gains the
This Mount reduces all Critical Damage table rolls by
Irritable Mount Trait. If it already had Irritable, it
1, to a minimum of 0.
loses all the negative effects of that trair.

200 MX 200 MX

Unyielding Warrior
Titanic Charge
This Mount is a colossus of combat, and can make even
When it has built up enough momentum, this Mount is
seasoned warriors quail.
utterly unstoppable, bowling through its obstacles as if
When this Mount is Frenzied, it gains Fear (1) and they were nothing.
increases its Strength by 5. Its Rider gains a +5 to all
This Mount increases its Toughness by 5, and gains
Fear Tests while mounted, and ignores the negative
Natural Armour (3), or increases the value of its
effects of any levels of Fatigue when their Mount is
Natural Armour by 3 if it already had it.
Frenzied.
300 MX 300 MX

86
-Konigstein

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87

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