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Codex Underhive
Codex Underhive
Codex:
Underhive
A Wrath & Glory Fan
Supplement
Introduction
Greetings Citizen!
What you see here is a project that started for my home game roughly 3 months after the Wrath & Glory RPG was released. I
realized the material that had been released was lacking in crunchy bits to make use in game. So, I started making my own! I have a great
bunch of guys in my play group. We are all lifers in regard to Warhammer 40K, I myself have been playing off and on since the Rogue
Trader Days of 1st edition!!!
I have always loved the universe and story of WH40k. And while other RPGs have done well with it, I feel the Wrath & Glory RPG
has captured that spirit very nicely. The way they balance using different power levels of pc’s together is great. But I can tell that the original
writers were role-players first, and wargamers second. Things were missing that I felt should have been included in the core book…. Like the
Chimera APC… I know that Ulysses Spiel probably had a score of books planned out before things went south and Cubicle 7 picked up the
game. I am glad Cubicle 7 is embracing the game and listening to players. I can’t wait to get ahold of the new Core Book! The book needed
a new layout to make things easier to find.
This document you see here is everything I felt was in the 40k Tabletop that needed to be added to the 40k RPG. Some things I have
had to use a judicious interpretation to make it RPG suitable. Somethings were just plain not converted because they were to centric to the
wargame and had no real amalgam in the RPG. The concept of using Stratagems in the RPG as new uses for Wrath and Ruin expands on
how to use those points. Warlord Traits and Relics to make NPC’s more colorful. New common abilities for the various Archetypes, and new
Species and Archetypes!!! And lots of guns and vehicles!!!
I pulled some material from older editions of the tabletop. Squats for instance, and more grenade types. While the titanic
warmachines exist in the tabletop, I have decided to hold off doing conversions for those vehicles and creatures until after I have done all the
Hero, Heretic, and Xenos conversions.
This is a living document! As new Codex and Datasheets are released, I will add the material to this document. I hope to remember
to update the document change log at the end of the doc when I make updates, but there will always be little editing things that are done that
will not be noted.
I plan on a companion document to this one tentatively called “Codex: Heretics of the Imperium” to cover Chaos, Genestealer Cults,
and various renegade IG. Then a “Codex: Xenos Threats to the Imperium” document. I already have Orks, Tyranids, and GSC converted at
time of this writing.
In addition to my conversion notes in the last section of this document, I have included a Character Creation rules section for new
and streamlined rules for making characters. Scattered throughout the document, especially in the Characters and Wargear sections are new
material of my own creation to fill in holes and such in what is available to the players for their characters. A good 90% of my conversion
adhere to these formulae. But really, a lot of it was common sense. I did end up expanding the weapon and armour traits by a ton just to
accommodate all the eccentricities of the WH40k tabletop. My biggest concern has been game balance when I am making these conversions.
Thankfully the feedback I get from my players is straightforward in that aspect. We did several game sessions to just test out rules and
conversions with a brainstorm session afterwards to discuss how to fix things.
So overall, I hope you are happy with what you see here and do please give me feedback!!!
Email: Ericdagamer@gmail.com
Section 1:
Characters
Fixer Impetuous
• Cost: 10 • Cost: 10
• Prerequisites: <Interaction Skill> 4+ • Prerequisites: Initiative 4+
• Effect: When acquiring a piece of Wargear, make a • Effect: When a threat disengages from you, you may
Fellowship Test and gain Bonus Dice to the Acquisition immediately follow them at up to ½ Speed.
Test equal to the number of Exalted Icons generated on
the Fellowship Test. Infiltrate
• Cost: 15
Frenzy • Prerequisites: Initiative 4+
• Cost: 20 • Effect: At the beginning of your first activation in a
• Prerequisites: <Corpse Grinder Cult> or <Chaos> combat, make an Agility Test and gain a bonus to your
• Effect: When this character declares a charge attack, Defense equal to the number of Exalted Icons generated.
gain +2d3 Initiative but increase the DN of all attacks by This ends after the first attack is resolved against you.
-1.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Inspirational
• Cost: 10 Naaargh!
• Prerequisites: <Interaction Skill> 4+ • Cost: 30
• Effect: Ally Troops within 12m may reroll Resolve • Prerequisites: Willpower 5+
Tests • Effect: When you declare a multi-action, make a
Willpower (DN4) Test. If you succeed, you do not suffer
Iron Man the normal multi-action penalties. If you fail, your
• Cost: 10 activation ends immediately.
• Prerequisites: Toughness 3+
• Effect: Gain +1 Resilience and +2 Soak. Nerves of Steel
• Cost: 10
Iron Will • Prerequisites: Willpower 3+
• Cost: 10 • Effect: Ignore the first Restrained effect of a
• Prerequisites: <Interaction Skill> 4+ Complication or Critical Hit in combat.
• Effect: Ally troops within 12m gain +2 Bonus Dice for
Resolve Tests Non-Verbal Communication
• Cost: 10
Iron Jaw • Prerequisites: Intellect 3+
• Cost: 20 • Effect: Allow 2-way communication between allies who
• Prerequisites: Toughness 5+ have this Talent that are in visual range of each other.
• Effect: Gain Toughness +2 when being attacked with a
melee attack. Overseer
• Cost: 20
Lie Low • Prerequisites: Leadership 4+
• Cost: 10 • Effect: Once per game, make a Leadership (DN4) Test
• Prerequisites: Agility 3+ to have an ally troop within 12m take a second activation
• Effect: Whilst this character is Prone, threats cannot this turn. All actions they perform are at +1DN.
target them with a ranged attack unless they are within
short range for the attack. Overwatch
• Cost: 20
Killing Blow • Prerequisites: Initiative 3+
• Cost: 25 • Effect: Whilst attacking from a held action, gain +2
• Prerequisites: <Corpse Grinder Cult> or <Chaos> Bonus Dice for the attack.
• Effect: This character can declare a “Killing Blow”
Action if he is armed with a melee weapon and does not Parry
declare any other action except movement. “Killing • Cost: 20
Blow: Double the weapons Base Damage and ED • Prerequisites: Weapons Skill 4+
(before Strength) for the next attack made by their • Effect: Any melee weapon you use has the Parry trait in
character.” addition to any other.
Munitioneer Regroup
• Cost: 10 • Cost: 15
• Prerequisites: Ballistic Skill 4+ • Prerequisites: Leadership 4+
• Effect: Ignore the first “Out of Ammo” Complication • Effect: As an action, make a Leadership (DN4) Test to
during each combat for you or an ally. have any ally troops within 12m form a new Mob.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
• Effect: If a threat ends a charge action with 12m of you,
Restraint Protocols you may make a charge against the threat after their
• Cost: 10 charge action is fully resolved.
• Prerequisites: Initiative 4+
• Effect: Gain +2 Bonus Dice to Weapon Skill or Strength Trick Shot
Tests to restrain a threat. • Cost: 15
• Prerequisites: Ballistic Skill 4+
Savvy Trader • Effect: Reduce the cover penalty threats have by -1D or
• Cost: 15 you can shoot into melee with no risk of hitting allies.
• Prerequisites: Intellect 4+
• Effect: Make an Intellect Test and count any Exalted True Grit
Icons as Bonus Dice when attempting to acquire a piece • Cost: 15
of Wargear. • Prerequisites: Toughness 4+
• Effect: You may roll an extra Soak die when making
Slaughter Born Soak rolls.
• Cost: 20
• Prerequisites: <Corpse Grinder Cult> or <Chaos> Unleash the Beast
• Effect: For every unsoaked wound this character inflicts • Cost: 15
with attacking with a melee weapon, increase their Speed • Prerequisites: Intimidation 4+
by 1 until the end of their next activation. • Effect: As a free action you may perform an Intimidation
Test at +2 Bonus Dice.
Spring Up
• Cost: 10 Unstoppable
• Prerequisites: Agility 3+ • Cost: 15
• Effect: As a free action, you may make an Agility (DN • Prerequisites: Toughness 4+
3) Test to stand up from a horizontal position. • Effect: Ignore the penalties for being Lightly Wounded.
Gene-Smithed Birth <Goliath>: The following Gene-Smithing • Nerve Burnout (V; -5BP): Starting Fellowship -2.
Techniques may be taken during character creation. Each one lists • Over-Developed Musculature (V; +5 BP): Starting
a cost in build points. Negative cost for adverse effects, positive Strength is +2, Initiative is -2.
for beneficial effects. Each technique will also list what type of • Over-Engineered (N, V; -10BP): When making a
human or near-human character type may have the Gene- Defiance check, roll twice and keep the worse result,
Smithing Technique (N for Natborn, U for Unborn or near human, May not be combined with Redundant Organs (below).
and V for Vatborn). • Prime Specimen (N, V; +5BP): Any 1 Starting Attribute
• Adaptive Biology (N, V; +10BP): Toughness +2 against is +2.
gas or toxin effects. Gains +1 Bonus Dice to Strength or • Proto-Goliath (N, U, V; -10 BP): Starting Speed +2,
Toughness Tests. Strength -2; Toughness -2; Fellowship -3; Intellect +3,
• Adaptive Mind (N, V; +5BP): Starting Intellect is +2. Willpower +2.
• Alpha’s Lineage (N, V; +20BP): Starting Fellowship is • Rapid Muscle Growth (N, V; +5BP): Starting Strength
+2. When this Champion activates, he may activate any is +2. May be taken up to 3 times during character
ally troop within 12m at the same time. creation but the bonus for the 2nd and 3rd time is only a
• Corrupted Slug (V; -5BP): Stating Intellect or +1.
Willpower is -2. • Reduced Bone Density (V; -10 BP): Starting Strength or
• Dermal Hardenning (V; +10BP): Starting Resilience Toughness is -2.
+2. • Redundant Organs (N, V: +15BP): When making a
• Doc’s Experiment (N, U, V; +5BP): Choose 2 of the Defiance check, roll twice and keep the best result, May
following attributes: Speed, Strength, Toughness, or not be combined with Over-Engineered (above).
Wounds. Increase 1 by +1, and decrease one by -1. • Scar Tissue (N, U, V; +10BP): Reduce damage before
• Doc’s Failure (N, U, V; -10BP): Choose 2 of the Soak by -1 to a minimum of 1.
following attributes: Speed, Strength, Toughness, or • Stimm Implant (N, U, V; +5 BP): As a free action
Wounds. Decrease both by -1. increase Strength by +4 until the end of the round. At
• Fearless but Foolish (V; +5BP): Starting Willpower is that time, make a Toughness (DN3) Test or suffer 1
+2, Intellect -2. mortal wound.
• Genetic Ancient (V; +10BP): Starting Intellect, • Survivor (N, U, V: +10BP): Gains +2 Bonus Dice to
Willpower, and Fellowship are +2. Defiance Tests
• Genetic Outsider (N, U, V: -5BP): Whenever dealing • Terminal Biology (V; -10BP): Whenever this champion
with <Goliath> allies, you are Fellowship -2. is reduced to 0 wounds, roll a d6. On a 1, the character is
• Hardened Immune System (V; +5BP): Toughness +2 considered to have failed a Defiance Check.
when resisting gas or toxin effects. • The Tyrant’s Own (N, V; +20 BP): Any 2 starting
• Hyper Healing (V; +15BP): At the beginning of each attributes are +2.
activation, heal d3-1 wounds.
• Iron Flesh (N, V; +10BP): Starting Wounds are +2.
• Malformed (N, U, V; +5 BP): Starting Strength is +2
but Initiative is -2.
Organizational Abilities
The Cult, House & Guild <Allegiance> abilities are summarized below.
Catallius Great House: ZZZ
Mercator Pallidus Corpse Guild: ZZZ
Corpse Grinder Cult: ZZZ
Mercator Pyros Promethium Guild: ZZZ
Cowdor House Clan: ZZZ
Mercator Sanguis Corpse Guild: ZZZ
Delaque House Clan: ZZZ
Mercator Temperium Air Guild: ZZZ
Escher House Clan: ZZZ
Orlock House Clan: ZZZ
Goliath House Clan: ZZZ
Ran Lo Great House: ZZZ
Greim Great House: ZZZ
To’Iron Great House: ZZZ
Helmawr Imperial House: ZZZ
Ty Great House: ZZZ
Mercator Gelt Coin Guild: ZZZ
Ulanti Great House: ZZZ
Mercator Lux Electro Guild: ZZZ
Van Saar House Clan: ZZZ
Mercator Munda Iron Guild: ZZZ
X Multi-target: Np
Point Cost: -- Keywords: Psychic
DN: x Effect: Upon manifesting, the Psykers barehand damage is
Activation: x increased by +2 Base Damage and gains the Brutal trait.
Duration: x Potency [1] Increase Based Damage by +3
Range: x Potency [2] Increase Base Damage by +4
Multi-target: x
Keywords: Psychic Hypnosis
Effect: X Point Cost: --
Potency [x] x DN: Target’s Willpower, Opposed
Potency [x] x Activation: Action
Duration: Sustained
Dark Shield Range: 18m
Point Cost: -- Multi-target: No
DN: 5 Keywords: Psychic
Activation: Full Action Effect: When manifested, if the Psyker succeeded on the opposed
Duration: Sustained test, then the threat immediately activates and is under the control
Range: Self of the Psyker. Each time the Psyker activates, a new opposed test
Multi-target: no my be succeeded to sustain control.
Keywords: Psychic, <Chaos> or <Corpse Grinder Cult>
Effect: Upon Manifesting, all allies within 6m gain a *2 Shield Maddening Visions
Bonus. Point Cost: --
Potency [1] Increase to *3 Shield Bonus DN: Target’s Willpower, Opposed
Potency [3] Increase to *4 Shield Bonus Activation: Action
Duration: Instant
Force Blast Range: 6m
Point Cost: -- Multi-target: Yes
DN: 4 Keywords: Psychic, Telepathy
Activation: Action Effect: When Manifested, if the Psyker succeeded on the opposed
Duration: Instant test, the targeted thereat may only take move actions or other
Range: Self, LBT action, but not both on their next activation.
Multi-target: No
Keywords: Psychic, Kinetic Mind Lock
Effect: Upon Manifesting, all affected threats must make a Point Cost: --
Strength (DN2) Test or be pushed away 2d3M DN: Targets Willpower, Opposed
Activation: Full Action
Freeze Time Duration: Instant
Point Cost: -- Range: 36m
DN: 7 Multi-target: Yes
Activation: Action Keywords: Psychic, Telepathy
Duration: Instant Effect: When Manifested, If the Psyker succeeded on the opposed
Range: 36m test, the target may not activate this turn.
Multi-target: Yes
Keywords: Psychic, Technomancy Premonition
Effect: Upon manifesting, the target suffers a Complication in Point Cost: --
addition to any other Complication effect generated on their next DN: Target’s Willpower
attack. Activation: Action
Duration: Sustained
Hammer Hand Range: 30m
Point Cost: -- Multi-target: Yes
DN: 7 Keywords: Psychic, Telepathy
Activation: Action Effect: Upon manifesting, any threats this Psyker succeeded on
Duration: Sustained their test against, receive a +2DN bonus when being attacked by
Range: Self that threat.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Potency [4] Increase to 10+1ED, AP -1
Psychic Assault
Point Cost: -- Unbreakable Will
DN: Targets Willpower, Opposed Point Cost: --
Activation: Full Action DN: 5
Duration: Instant Activation: Action
Range: 36m Duration: Sustained
Multi-target: Yes Range: 18m
Keywords: Psychic, Telepathy Multi-target: Yes
Effect: Upon manifesting, if successful, the target suppers 1 Keywords: Psychic, Telepathy
wound and d3 shock. Effect: When manifested all allies within range use the Psykers
Potency [3] Increase to d3 wounds and d3+1 shock Willpower instead of their own for any Willpower based test they
Potency [5] Increase to d3+1 wounds and 2d3 shock make.
Gang Tactics
Gang Tactics are similar to the Stratagems detailed in the Codex: Heroes of the Imperium Document. Their use is optional in Wrath & Glory
play. If using Gang Tactics, each character will begin with Tier+1 Wrath Points instead of the normal 2 Wrath Points. Each Gang Tactic
lists the number of Wrath Points, if other than 1 point, that must be spent to use the Tactic and each Tactic may only be used once per game
session (unless noted otherwise). Wrath Points may be gained through normal game play.
Any NPC’s under a PC’s control may have Tactics used for their benefit but these must be paid for with Glory. Tactics can be used by the
GM for NPC Threats, but these are paid for by Ruin.
Each Tactic will list any keyword restrictions after the cost that must be met in full for the Tactic to apply. Unless noted otherwise, Tactics
effects end at the end of that character or threats activation.
Note: Champions and Threats may use Stratagems that are keyworded to them in addition to the Tactics below.
The following Tactics are generic to any faction or race and may be used more than once per game:
The following Tactics are available to units, except those restricted by <Allegiance> and may be used only once per game unless noted
otherwise:
X <XX>
XX. Blade For Every Occasion
Use this Tactic and choose for yourself or an ally to gain the use
A Present For You! of a basic Knife, Sword, or Axe for the rest of the combat.
Use this Tactic when a threat activates that is within line of sight
and (Strength x 4)m. Roll a d6 to determine the type of Grenade Blood Fury
that affects them: Use this Tactic when you or an ally suffers one or more wounds to
• 1-2: Concussion Grenade have that unit gain the Berserker Talent until healed.
• 3-4: Flash Grenade
• 5-6: Fear Gas Grenade Blood Money <Venator>
Use this Tactic after a combat to have you or an ally gain a
Apprentice Wealth bonus equal to the number of ally troop units and
Use this Tactic to add the Overseer Talent to yourself or an ally champions that were killed during the combat. This Wealth bonus
for the duration of the game session. is good for one future purchase.
Section 2:
Wargear
Heroes of the Imperium
Armour Traits
Bulk X: Reduce speed of wearer by X
Powered X: Raise the bearer’s Strength by X. Bearer ignores the
Cumbersome: Bearer cannot run or sprint. Heavy Weapons Trait.
Force Shield: Bearer can soak mortal wounds. This armour rating Rad Resistant: This armour adds its rating to Toughness rolls
is Invulnerable and cannot be reduced by AP. made to resist radiation, corrosion, and environmental energy
hazards.
Invulnerable: This armors’ rating cannot be reduced by AP.
These are noted by an ‘*’. Shield: This armour grants its rating to attacks coming from the
front and side as the GM sees fit. Some Shields are Invulnerable
Phobos: Increases the DN to notice or locate the wearer by and are denoted by an *.
+2DN.
Heroes of the Imperium
Armour Types
Please note that if there are any discrepancy between the listings Allarus Terminator Armour: Armour Rating 7; Cumbersome;
in this section and those elsewhere in this document, that the Powered 6; Crux Terminatus: Allows the wearer to soak mortal
information presented in this section takes precedence. <Adeptus Custodes>
Aquilla Mark I Armor: Armor Rating 2, Cumbersome, Powered
Basic Armour Types 1
Aquilla Mark II Armor: Armor Rating 2, Cumbersome,
Arbites Carapace Armour: Armour Rating 5, Bulk 1, Sealed, Powered 2
Vox Caster Aquilla Mark III Armor: Armor Rating 3, Cumbersome,
Armoured Body Glove: Armour Rating 3 Powered 2
Armoured Undersuit: Armour Rating 1, Stacks with all other Aquilla Mark IV Armor: Armor Rating 4, Cumbersome,
armour. Powered 2
Armourweave Armour: Armour Rating *3 Aquilla Mark V Armor: Armor Rating 4, Cumbersome,
Astartes Scout Amour: Armour Rating 4 Powered 3
Body Glove: Armour Rating 2 Aquilla Mark VI Armor: Armor Rating 4, Powered 3
Bullgryn Plate: Armour Rating 6 Aquilla Mark VII Armor: Armor Rating 5, Powered 3
Carapace Armour: Armour Rating 4, Bulk 1 Aquilla Mark VIII Armour: Armour Rating 6, Powered 3
Carapace Armour, Light: Armour Rating 4 Auric Aquilla Armour: Armour Rating *6, Powered 3 <Adeptus
Carapace Armour, Heavy: Armour Rating 5, Bulk 1 Ablative Overlay Custodes>
Flak Armour: Armour Rating 3 Cataphracti Terminator Armor: Armour Rating 6;
Flak Coat: Armour Rating 3 Cumbersome; Powered 4; Crux Terminatus: Allows the wearer
Furnace Plate: Armour Rating 8, Bulk 1 to soak mortal wounds
Hardened Flak Armour: Armour Rating 3, 4 vs Blast and Flame Centurion Armour: Armour Rating 10; Cumbersome; Powered 7
Attacks. Reduce the AP or ranged attacks against this armour by Heavy Powered Armour: Armour Rating 6, Bulk 1,
1. Cumbersome, Powered 3
Layered Flak Armour: Armour Rating 3, 4 vs Blast and Flame Ignatus Powered Armour: Armour Rating 5, Powered 2
Weapons. Light Powered Armour: Armour Rating 4, Powered 1
Haz-Mat Suit: Armour Rating 2, Immune to Blaze or Rad Sisters of Silence Armour: Armour Rating 5, Powered 2
effects. Sororitas Power Armour: Armour Rating 5, Powered 2
Mesh Armour: Armour Rating 3 Squat Exo Armour: Armour Rating 7; Cumbersome; Powered 4.
Palantine Flak Armour: Armour Rating 3, 4 vs Blast and Flame Includes integral Auspex, Boltgun, and Power Axe.
Attacks Tactus Mk X Gravis Powered Armour: Armour Rating 7,
Palantine Hardened Flak Armour: Armour Rating 3, 4 vs Blast Cumbersome, Powered 6 <Primaris>
and Flame Attacks. Reduce the AP or ranged attacks against this Tactus Mk X Phobos Powered Armour: Armour Rating 7,
armour by 1. Cumbersome, Powered 5, Phobos <Primaris>
Palantine Hardened Layered Flak Armour: Armour Rating 4, Tactus Mk X Powered Armour: Armour Rating 7,
5 vs Blast and Flame Attacks. Reduce the AP or ranged attacks Cumbersome, Powered 5 <Primaris>
against this armour by 1. Tartaros Terminator Armor: Armour Rating 6; Powered 4;
Palantine Layered Flak Armour: Armour Rating 4, 5 vs Blast Crux Terminatus: Allows the wearer to soak mortal wounds
and Flame Attacks. Terminator Armour: Armour Rating 7; Cumbersome; Powered
Primitive Armour: Armour Rating 2, Bulk 2 5; Crux Terminatus: Allows the wearer to soak mortal wounds
Skitarii Auto-Cauirass: Armour Rating 3, Rad Resistant
Synskin: Armour Rating 3, Sealed, +4 Bonus Dice to Survival in Shields
Hostile Environments.
Tempestus Carapace: Armour Rating 4, Sealed, Vox Caster, Aquilla Aegis Field: Grants a +*2 Armour Bonus
Omnishield Helm Belt of Russ: +*2 Force Shield <Space Wolves>
Blizzard Shield: *3 Force Shield, Shield, Dreadnaught Only
Powered Armor Types <Space Wolves>
Brute Shield: *4, Shield
Aegis Armour: Armour Rating 6, Powered 3, A Psyker adds ½ Ceramite Shield: *4 Shield, Ignore attacks with the Melta trait if
their Psychic Mastery as an Invulnerable Armor Bonus vs from the direction protected by the shield.
Daemons, incorporates a Wrist-Mounted Storm Bolter <Grey Combat Shield: Armour Rating +*1; Force Shield, Shield
Knights> Conversion Field: *2 Force Shield. In addition, if the attacker
Aegis Terminator Armour: Armour Rating 7; Cumbersome; rolls a critical hit, all within 6m must make an Agility (DN3) Test
Powered 5; Crux Terminatus: Allows the wearer to soak mortal or be blinded till the end of the round.
wounds, A Psyker adds ½ their Psychic Mastery as an Displacer Field: *2 Force Shield. In addition, if the attacker rolls
Invulnerable Armor Bonus vs Daemons, incorporates a Wrist- a critical hit, the bearer of this field is teleported a number of
Mounted Storm Bolter <Grey Knights> meters equal to the base damage of he attack in a random
direction.
Heroes of the Imperium
Emanatus Force Field: Provide a bonus +*2 Force Shield Armor Armour Spikes: Body slam type attacks gain the Brutal trait.
Rating and gains an additional +1 for each other friendly <Forge Corpse Grinder Masks <Corpse Grinder Cult>
World> vehicle with an Emanatus Force Field within 12. • Butcher’s Mask: Armour Rating *1 Shield, any threat
<Adeptus Mechanicus> charging this unit must pass a Resolve (DN3) Test or be
Iron Halo: +*2 Force Shield Feared and cannot move toward this unit and their
Refractor Field: Armour Rating *3; Force Shield activation is ended.
Repulsor Grid: Provide a bonus +*2 Force Shield Armor Rating
vs Ranged attacks. If the attacker rolls a Complication on the • Cutter’s Mask: Armour Rating *1 Shield, any threat
attack, it suffers 1 mortal wound. <Adeptus Mechanicus> charging this unit must pass a Resolve (DN3) Test or be
Scrap Shield: Armour Rating 2, Shield vs Melee only. Terrified and cannot move toward this unit and their
Suppression Shield: Armour Rating +*3, Shield activation is ended.
Rosarius: Armour Rating *4; Force Shield
Slabshield: *5, Shield, Rad Resistant • Initiate’s Mask: Armour Rating *1 Shield.
Storm Shield: Armour Rating *2, Bulk 1, Force Shield, Shield • Skinner’s Mask: Armour Rating *1 Shield, any threat
Vigilance Pattern Assault Shield: Armour Rating *3 Shield. In charging this unit must pass a Resolve (DN3) Test or be
Melee is (4+1ED; AP 0; Range Melee; Assault) Terrified and cannot move toward this unit and their
Voltagheist Field: Armour Rating *2, Force Shield activation is ended.
Wolf Amulet: Armour Rating *4; Force Shield <Space Wolves>
Crux Terminatus: Allows the wearer to soak mortal wounds
Armor Pieces & Misc Clothing Hexagramatic Field: Increase the ranged attack DNs by +2, and
the melee attack DNs by +1 for attacks that target the wearer. If
Ablative Overlay: Increases the Armour Rating of a suit of the attack generates a critical hit, then the field is drained.
armour by 4. Each attack that penetrates the armour ad deals Omnishield Helm: Armour 3 to head only Sealed, Low-Light
damage to the bearer reduces the Ablative Overlay armour rating Vision
by 1. When the Overlay’s armour rating reaches 0, it is exhausted
and must be reapplied.
Heroes of the Imperium
Weapons Traits
For all traits, if no number is listed for X, assume a value of 1. Some weapons will be limited to certain organizations. These will be denoted
by ‘< >’ in the traits listing.
Acidic: Weapons with this trait deal the listed number of Mortal Heavy Sidearm: A Heavy weapon with this trait gains the Pistol
Wounds, Shock, and any other damage effects to all threats in the trait in addition to any other traits when the character or walker
area of effect. using it is within 2m of a threat.
Agonizing: For every wound this weapon inflicts, the victim Indirect: A weapon with this trait may target threats outside of
suffers 1 shock. An exhausted character who suffers more shock line of site and ignores any cover modifiers for all targets
is rendered unconscious.
Invulnerable: A the Armour Trait.
Anti-Air: A weapon with this trait gains +2 bonus dice when
targeting a threat with Fly Lance: When a weapon with this trait is used in a charge attack,
double the users Strength and use that as the base damage instead.
Arc X: A weapon with this trait gains +X ED when targeting a
Vehicle Limit X: Weapons with the Limit trait may only be fired X
number of times before they are effectively permanently out of
Assault: Assault weapons can be fired as part of a run action, ammo. If there is no X listed assume a Limit of 1.
increasing the DN of the attack by +2.
Lucky: Weapons with add +2 Bonus Dice to attack rolls
Bane <X>: Weapons with the Bane trait deal damage as mortal
wounds to threats with the <X> Keyword. In addition, if a Macro: This weapon cannot be fired in the same activation that
weapon with the Bane <Psyker> trait wounds a Psyker, that the bearer moved. Conversely, the bearer of this weapon cannot
Psyker automatically suffers Perils of the Warp at a level equal to move if they fired this weapon this activation. Macro Weapons
half the number of wounds suffered (after soak if any) to a deal double damage versus Titanic size threats.
minimum of 1
Melta; Melta weapons add +1ED at close range against vehicles
Blast (Size): Noted as SBT, MBT, LBT, and HBT for small, and an additional +1 to the ED result at close range against
medium, large, and huge blast template. If an attack with a blast vehicles and fortifications
weapon misses it deviates. If a weapon with the blast and fire
keywords miss, the weapon hits the area intended but no damage Mortal X: Attacks with this weapon that score a critical hit on the
is dealt, Weapons with the blast and fire keywords ignore cover attack roll inflict 1 or more mortal wounds as indicated, in
bonuses to defense. A pistol weapon with the blast keyword only addition to any other damage dealt.
damages the target the welder is engaged with and no one else.
Natural: Attacks made with this weapon do not incur a Multi-
Brutal: When rolling dice for the damage of a brutal weapon, add Attack penalty when combined with any other attacks made by
+1 to the result of each die rolled before calculating icons this threat. If a threat is equipped with 2 or more of the same
generated. A 6 still only generates 2 icons. weapons, that weapon automatically gains the Natural trait.
Fast: When attacking with a weapon with this trait, you may OTH (Over The Horizon): A Weapon with this trait has a
make a second attack with it at no multi-attack penalty. minimum range and no maximum range.
Final Attack: A Threat armed with this weapon can, upon being Parry: A weapon with this trait grants +1 to the wielder’s defense
reduced to 0 wounds, make one attack with this weapon against against melee attacks.
any for nearby.
Penetrating X: When a weapon with Penetrating has any icons
Force: A Psyker wielding a force weapon adds ½ Willpower to shifted to damage, increase the AP of the weapon by X
the weapon’s base damage in addition to Strength.
Pistol: A Pistol weapon can be fired while in close combat using
Devastating: Weapons with trait deal +1 wound if the target of the Weapon Skill instead of Ballistic Skill.
the attack takes 1 or more wounds from the attack.
Psi: A weapon with this trait adds the users Psychic Mastery to
Heavy X: For each point of Strength less than X, the wielder the weapons base damage.
suffers a +2 DN penalty on ranged attacks with tis weapon. A roll
of 1 o the wrath die knocks the user prone as well. Character in Rad X: Weapons with this trait add +X to the ED rolls.
powered armor ignore the Heavy Trait of weapons used.
Heroes of the Imperium
Rapid Fire X: Weapons with this trait add +X Bonus Dice to the Supercharge: A weapon fired in Supercharge modes deals +2ED
attack at close range. but deals d6 mortal wounds to the wielder on a Complication.
Regen X: When a creature kills a threat with this weapon it heals Thunderstrike: When an attack with this weapon reduces a
X wounds. vehicle or Monstrous Creature to 0 wounds, choose a threat within
18m and roll d6. The chosen threat suffers a number of mortal
Seismic: A Weapon with this trait deals double damage to wounds equal to the number of icons generated plus 1.
structures.
Toxic X: A character who is damaged by a weapon with this trait
Shield-Breaker: A Weapon with this trait may reduce becomes Poisoned. The character must make a Toughness Test
invulnerable armor ratings with it’s AP. (DN X) at the end of each turn or suffer X wounds. A Medicae
Test (DN X-2) will cause the effect to end along with making the
Sniper X: A weapon with this trait increase the bonus from Toughness Test.
Aiming to +2d and ignore the penalty for firing into close combat.
In addition, after aiming, increase the weapons ED by X. Twin: A weapon with this trait doubles the salvo of the weapon
(or gains Salvo 2 if it has no Salvo) and is Heavy +2 (or Heavy 2
Spread: When a weapon with Spread kills a troop in a mob, the if it was not a Heavy weapon)
remaining damage is applied to the next nearest troop I the mob
and continues till no damage remains. Unwieldly X: Wielder’s of a weapon with trait suffer an addition
penalty to their attacks equal to -X DN.
Steadfast: Each combat, ignore the first Complication for this
weapon. All repair tests made for this weapon are made at +1 Venomous X: Any threat that suffers a wound by a weapon with
Bonus Dice. this trait suffers an additional DN penalty to all Tasks till the end
of their next activation equal to X.
Heroes of the Imperium
Weapon Upgrades
Autoloader: This upgrade allows the weapon to the reloaded as a Infra-Sight: A weapon with this upgrade ignores smoke/gas
free action during combat. clouds when targeting a threat at short range.
Bayonet Lug: This upgrade allows the weapon to be used in Las Projector: Gain a -1DN modifier for all ranged attacks at
melee with an attached knife or bayonet. This upgrade does not short range.
count against the weapons maximum number of upgrades.
Master-Crafted: This upgrade grants +2 Bonus dice to attacks
Chem Darts: (Needle Weapons only): Allows for the delivery at made with this weapon and the weapon gains Steadfast.
range of a chemical substance.
Megathoule Accelerator (Lucious Pattern): A weapon with this
Distinction: A weapon with this upgrade grants +1 Bonus Dice to upgrade gains +2 Salvo and loses Steadfast (if it possessed it).
Intimidation rolls. Distinction does not count against the weapons Las weapons only.
maximum number of upgrades.
Monoscope: This weapon reduces range DN penalties by 2.
Dueling: This upgrade grants +1 Bonus Dice to attacks made with
this weapon. This upgrade may only be applied to pistols and one- Preysense Sight: This weapon upgrade allows the wielder to see
handed melee weapons. pitch-black darkness by tracking ambient heat.
Focusing Crystals: (Las Weapons Only, except LasCannon): Red-Dot Sight: This upgrade grands +1 Bonus Dice to ranges
Increase weapon AP by -2. attacks.
Gene-Grip Bio-Veritor: A weapon with this upgrade will only Silencer: Weapons with this upgrade are +4DN to Awareness to
function for the designated user. It will lock up and cease to hear. Bolt and Projectile Weapons only, Not available for Heavy
function if used by anyone else. Weapons.
Gun Shroud: Increase the Awareness Test to hear this weapon Suspensors: Remove the Heavy trait from a weapon with this
fire by +2DN. upgrade.
Hot-Shot Las Pack: Turns a normal Laspistol or Lasgun into a Telescopic Sight: This upgrade reduces the range DN modifier by
Hot-Shot Las weapon. 3 at medium or long range.
Heroes of the Imperium
Weapons: Ranged
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.
Man-Portable Weapons
Launchers
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.
Rocket Launchers
Blackstar Rocket Launchers (Damage as Rocket Type; AP As
Rocket Type; Range 5km; Salvo 3; <Deathwatch>)
Cerebus Launcher (Damage As Cerebus Rocket; AP As
Cerebus Rocket; Range 72m; Salvo 1; Heavy 4)
Deathwind Launcher (Damage As Deathwind Rocket; AP As
Deathwind Rocket; Range 20m; Salvo 2)
Exorcist Conflegration Rocket (11+16ED; AP -2; Range 10km;
Salvo 0; LBT, Indirect; Limit 4)
Gatling Rocket Launcher (Damage As Gatling Rocket; AP As
Gatling Rocket; Range 150m; Salvo 4; Anti-Air <Adeptus
Mechanicus>)
Icarus Rocket Launcher (Damage As Rocket; AP As Rocket;
Range 1km; Salvo 2; Heavy 6)
Storm Eagle Rocket Launcher (Damage As Storm Eagle
Rocket; AP As Storm Eagle Rocket; Range 10km; Salvo 0;
Indirect; Limit 4)
Stormspear Rocket Pod (Damage As Stormspear Rocket; AP
As Stormspear Rocket; Range 120m; Salvo 0; <Ad Mech>)
Whirlwind Castellan Rocket Launcher (Damage As Castellan
Rocket; AP As Castellan Rocket; Range 10km; Salvo 0;
Indirect)
Whirlwind Vengeance Rocket Launcher (Damage As
Vengeance Rocket; AP As Vengeance Rocket; Range 10km;
Salvo 0; Indirect)
Heroes of the Imperium
Aquila Macro-Canon (20+6ED; AP -3; Range 100m; Salvo 4; Twin Assault Cannon (14+2ED; AP -1; Range 48m; Salvo 12;
Brutal, Heavy 10, Indirect, Macro, OTH) Heavy 8)
Avenger Gatling Cannon (12+2; AP -2; Range 90m; Salvo 4; Twin Cognis Autocannon (14+2ED; AP -1; Range 120m; Salvo
Brutal, Heavy <Adeptus Mechanicus>) 6; Assault, Heavy 6 <Adeptus Mechanicus>)
Battle Cannon (16+3ED; AP -2; Range 140m; Salvo -; Heavy 6, Twin Cognis Lascannon (18+3ED; AP -3; Range 150m; Salvo
LBT) 2; Assault, Heavy 8; Steadfast <Adeptus Mechanicus>)
Chem Cannon (1d3 mortal wounds, 1d6 shock, Staggered; Twin Grenade Launcher (Damage As Grenade; AP As Grenade;
Range 10m; LBT, Acidic) Range 60m; Salvo 2)
Demolisher Cannon (20+3ED; AP -3, Range 50m; Salvo -; LBT) Twin Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 6;
Dual Turbo-Laser Destructor (22+12ED; AP -3; Range 48m; Brutal; Heavy 6)
Mortal 4, OTH) Twin Heavy Plasma Cannon (16+4ED, AP -3, Range 60m;
Earthshaker Cannon (15+3ED; AP -2; Range 60m; Salvo 3; Salvo 6; Supercharge, Heavy 6)
Heavy 8, Brutal, Indirect, HBT, OTH) Twin Hellfrost Cannon (14+6ED; AP -4; Range 60m; Salvo 2;
Eradicator Nova Cannon (12+3ED; AP -2; Range 70m; Salvo 1; Heavy 4, Brutal, Mortal 2 <Space Wolves>)
LBT, Melta) Twin Icarus Autocannon (13+2ED; AP -1; Range 90m; Salvo 6;
Executioner Plasma Cannon (13+3ED; AP -3; Range 70m; Brutal, Heavy 6 <Adeptus Mechanicus>)
Salvo 1; LBT; Supercharge) Twin Ironhail Autocannon (16+2ED; AP -1; Range 96m; Salvo
Heavy Laser Destroyer (16+6ED; AP -4; Range 180m; Salvo 3; 6; Heavy 6)
Devastating, Heavy 6; Steadfast <Primaris>) Twin Lascannon (18+5ED; AP -3; Range 150m; Salvo 3; Heavy
Hydra Quad Autocannon (20+4ED; AP -1; 3km; Salvo 4) 10, Steadfast)
Icarus Lascannon (16+6ED; AP -3; Range 240m; Salvo 2; Anti- Twin Multi-Melta (16+3ED; AP -4; Range 48m; Salvo 2; Heavy
Air, Steadfast) 2, Melta)
Las-Talon (18+3ED; AP -3; Range 60m; Salvo 1; Heavy 4; Twin Heavy Phosphor Blaster (12+1ED; AP -2; Range 90m;
Steadfast) Salvo 4; Heavy 4, No Cover Saves vs this weapon <Adeptus
Macro-Plasma Incinerator (15+2ED, AP -4, Range 90m; Salvo Mechanicus>)
3; Macro, Supercharge, Heavy 10 <Primaris>) Twin Plasma Cannon (15+2ED, AP -3, Range 48m; Salvo 4;
Onslaught Gatling Cannon (11+1ED; AP -1; Range 60m; Salvo Heavy 2, Rapid Fire 1, Supercharge)
4; Brutal; Heavy 4 <Primaris>) Vanquisher Battle Cannon (16+3ED; AP -3; Range 140m;
Orbital Array (16+6ED; AP -4; Range 180m; Salvo 3; Heavy 6; Salvo -; LBT; Penetrating 10)
LBT, Indirect, Limit 1)
Plasma Obliterator (14+2ED; AP -3; Range 180m; Salvo 3;
Heavy 10, Supercharge)
Predator Autocannon (16+2ED; AP -1; Range 90m; Salvo 4;
Brutal; Heavy 8)
Punisher Gatling Cannon (12+2ED; AP 0, Range 40m; Salvo 5;
Rapid Fire 10; Spread)
Quad-Gun (13+1ED; AP -1; Range 120m; Salvo 4; Brutal,
Heavy 8, Anti-Air)
Quad Icarus Lascannon (18+3ED; AP -3; Range 150m; Salvo 6;
Heavy 8; Steadfast, Anti-Air)
Rapid Fire Battle Cannon (14+3ED; AP -2; Range 180m; Salvo
3; Heavy 12; LBT <Adeptus Mechanicus>)
Taurox Battle Cannon (13+3ED; AP 1; Range 120m; Salvo -;
MBT)
Taurox Gatling Cannon (10+1ED; AP 0; Range 60m; Salvo 8;
Spread)
Thermal Cannon (15+6ED; AP -4; Range 90m; Salvo 2; Heavy
8, Melta <Adeptus Mechanicus>)
Torsion Cannon (14+6ED; AP -4; Range 60m; Salvo 0; Brutal,
Heavy 4 <Adeptus Mechanicus>)
Twin Autocannon (16+1ED; AP -1; Range 96m; Salvo 6)
Heroes of the Imperium
Weapons: Munitions
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.
Grenades wounds, SBT; 4-5: A few more live worms. D3 mortal wounds,
Throw Range is STR x4m unless noted otherwise. LBT; 6: A can full of worms!. 2d3 mortal wounds. LBT)
Mortar Rounds
Frag Round (12+2ED; AP 0; LBT; Value 5 Rare)
Krak Round (16+2ED; AP -3, MBT; Value 7 Rare)
Mole Round (12+1ED; AP -2; SBT)
Plasma Round (12+1ED; AP -1, MBT, Blaze; Value 9 Rare)
Heroes of the Imperium
Special Issue Battle Cannon Ammunition Gas Round: Gains SBT and can deliver a gas compound,
generally Toxic 2.
(Battle Cannon, Taurox Battle Cannon, Vanquisher Battle Gatebreaker Bolts <Imperial Fists>: Weapon is AP -5 and gains
Canon only) +3 ED.
Gunk Bolts: Weapon gains the Toxic 2 trait.
All Special Issue Battle Cannon Ammunition is Value 8 Very Haywire Bolts <Iron Hands> When used against a vehicle, deal
Rare an additional d3 mortal wounds for each icon generated on the
Wrath Die.
Anti-Armour Ammunition: When fired this attack gains the Arc Hellfire Round <Deathwatch>: Weapon gains +2ED, +3ED vs
4 Trait. organic targets
Cannister Ammunition: When fired, the attack loses the Blast Hellfury Bolts <Ultramarines>: Deals 1 mortal wound in addition
Template Trait and gains the Brutal and Spread Traits. to any other damage done.
Chemical Ammunition: When fired, choose one of the following Hyperfrag Round: Increase Salvo of weapon by +2
grenade types for the effect but the attack is a HBT: Anti-Plant, Korvidari Bolts <Raven Guard> Increase the weapons range by
Choke, Hallucination, Tanglefoot. 12m and this weapon gains the Indirect Trait.
Extended Range Ammunition: When fired, increase the Range Kraken Bolt <Deathwatch>: Weapons AP is increased by -2
of the attack by ½. Manstopper: +1ED; Projectile Weapons only, not available for
Illumination Ammunition: When fired, an area 36m in radius Heavy Weapons.
does not suffer any penalties for darkness penalties for 2d3 Turns Mortis Round: Improve AP by -2, Gains +1ED, on a critical hit,
Radium Ammunition: When fired the attack gains the Rad 3 deals 1 mortal wound in addition to any other damage done.
Trait. Penetrator Round: Weapon gins Penetrating 2.
Psybolt <Grey Knights>: A bolter firing this ammo gains the
Special Issue Primitive Bow/Crossbow Ammo Bane <Daemon & Psyker> Trait.
Quake Bolts <Blood Angels>: A bolter firing this ammo gains +1
Bows use arrows, Crossbows use Bolts. Pistol Crossbows use Bonus Dice to the attack. If a hit is scored, the target is knocked
normal bolts but reduce the Base Damage of the ammunition by - prone in addition to any other damage that may be dealt.
2. Shatter Rounds: Weapon gains SBT
Stormwrath Bolts <White Scars>: Increase the weapons base
Standard Arrow (81ED; AP -1) damage by +3, improve the AP by -1. If the target of the attack is
Standard Bolt (9+2ED; AP 1) a Monstrous Creature, increase the ED by +3.
Frag Arrow/Bolt As Frag Grenade Turbo-Penetrator Round: When you make a damage roll for an
Krak Arrow/Bolt As Krak Grenade attack with this weapon, the damage for the attack becomes 2d3+2
mortal wounds.
Vengeance Bolt <Deathwatch>: Weapon gains Spread Trait and
Special Issue Bolter Ammunition ignores any cover bonus to the target’s Defense.
Witchseeker Bolts <Black Templar>: This weapon has the Bane
(Bolter type weapon only, not usable in Heavy Bolter, Twin <Psyker> trait in addition to any other traits when firing this
Heavy Bolter, or Hurricane Bolter). May also be used in Sniper round.
Projectile weapons.
Special Issue Projectile Weapon Ammunition
All Special Bolter Ammunition is Value 10 Very Rare
(Projectile Type weapons only. May not be used in Assault
Bolt of Judgement <Dark Angels>: Weapon gains AP -2 and Cannon, Autocannon and Stubcannon unless noted in the
+3ED. entries below)
Dragonfire Bolt <Deathwatch>: Weapon gains Blaze Trait and
ignores any cover bonus to the target’s Defense. All Special Issue Projectile Weapon Ammunition is Value 6 Very
Dum-Dum Rounds: Weapon gains +1 Base Damage. Rare
Executioner Round: Improve AP by -1, Attack Ignores Cover
Modifier Basic Shotgun Round (10+1ED; AP 0; Range 24m; Spread)
Fragmentation Rounds: Weapon is -1 Base Dame, but gains -
1AP. Acid Rounds: Shotgun Only. Weapons gains the Acidic Trait.
Heroes of the Imperium
Breaching Rounds: Shotgun only. The attack does double
damage versus structures.
Cryptclearer Round: Shotgun Only. (10+1ED; AP 0; Range
30m; Spread, <Deathwatch>)
Dum-Dum Rounds: Weapon gains +1 Base Damage.
Emperor’s Wrath Rounds: Blunderbuss only. Weapon gains
+20m Range and Brutal.
Executioner Rounds: Shotgun only: Weapons gains Penetrating
2 and Mortal 2 traits.
Firestorm Rounds: Shotgun only. The attack gains the Blaze and
Spread traits.
Fragmentation Rounds: Weapon is -1 Base Dame, but gains -
1AP.
Full Metal Jacket Rounds: The attack gains the Penetrating 2
trait.
Gas Round: Shotgun only. Loses Spread and gains SBT and can
deliver a gas compound, generally Toxic 2.
Hollow Point Rounds: The attack gains the Mortal 2 trait.
Hyper-Velocity (H-V) Rounds: The attack gains the Arc 2 Trait
but gains a Complication on a 1 or 2 on the Wrath Die for the
attack roll. A weapon firing these rounds loses the Steadfast trait.
Inferno Rounds: Shotgun Only. Weapon gains the Melta trait.
Non-Lethal Rounds: Shotgun only. The attack gains the
Agonizing trait.
Phosphor Rounds: Ranged attacks vs threats that have ben bit by
an attack with this ammo gain +1 Bonus Dice. The Phosphor can
be removed as a full action.
Plantbuster Round: +1 Based Damage and +2ED vs Plant-based
targets.
Purgation Shot: Blunderbuss only. Weapon gains Blaze.
Rad Rounds: The attack gains the Rad 1 trait. Used in Assault
Cannon and Autocannon weapons only.
Salvo Rounds: Shotguns only. Gains +2 to Salvo.
Shatter Rounds: Shotguns only. Weapon loses Spread and gains
SBT
Shredder Rounds: Shotgun only. Weapon gains Mortal 1.
Solid Rounds: Shotguns only. The attack loses the Spread Trait
gains the Brutal trait.
Static Rounds: Auto and Stub guns only. Weapons gains Shield
Breaker.
Xenopurge Slug: Shotgun Only. Weapon gains <Bane (Xeno
Type)> <Deathwatch>
Wyrmsbreath Shell: Shotgun Only. Weapon gains Melta.
<Deathwatch>
Heroes of the Imperium
Weapons: Melee
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.
Vehicle Weapons incorporate the vehicles inherent strength into the Base Damage already.
• 6: Increase the DN of the Psychic Mastery Test by +3 • Medi-Skull: Ads +2 Dice to Medicae Tests of owner.
Equipped with a Bio-Scanner.
Psychic Focus: User gains +1 Bonus Dice for Psychic Mastery
Tests. • Repair Skull: An ally vehicle (or this one) within 24m is
Psychic Hood: provides +1 Icon for Deny the Witch Tests and the repaired d3 wounds.
user does not need to use a Hold Action to perform a Deny the
Witch test, but is limited to one Deny the Witch test per turn per • Sensor Skull: Adds +2 Bonus Dice to Awareness Tests
Tier Level. of owner. Is equipped with a Bio-Scanner.
Adamantine Mantle
When this Champion would take any wound, roll a d6. If you roll Headtaker’s Trophies
an exalted icon, ignore that wound. Threats within 12m of this Champion are -2 Willpower.
Section 3:
NPCs
Heroes of the Imperium
Warlord Traits
Warlord Traits are usable by NPC Champions only. Typically, only 1 trait may be used by a Champion at a time.
Wargear Weapons
Weas Mesh Armour. Armed with a Boltgun or Combat Shock Whip
Shotgun and either a Power Hammer or Power Sword.
Special Abilities
Weapons Iron Jaw
Weapons as determind above Where there’s a whip: When this champion activates, an ally
troop withing 12m may activate at the same time. This counts
Special Abilities as the ally’s activation. If the selected ally has already
Munitioneer activated this turn, they suffer 1 mortal wound and activate
(Mob) Mob-Up: This troop may form a mob. again.
Wargear Wargear
None Wears Flak Armour and a Butcher’s Mask
Weapons Weapons
8x Shock Tendril (10+1ED; AP 0; Range Melee 4m; Melee Weapons Only
Agonizing)
Special Abilities
Special Abilities Any 2 Talents desired
Sensor Array: Add +1 Bonus Dice to any Awareness Tests First in the Fray: When this Champion performs a Charge
allies make when within 6m of a Cephalopod Spekter. Action, increase their Speed by 2d3.
Threat Response: Ignore up to -2DN of Multi-action (Ruin) Champion: This champion may take Ruin Actions
penalties when targeting 3 or more threats with a single attack.
Watchdog: Gain +3 Bonus Dice for Passive Awareness tests Corpse Grinder Cult:
and Initiative Tests before the first activation in a combat.
Cutter
(Mob) Mob-Up: This troop may form a mob.
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Wargear Wargear
Wears Plate Armour and a Skinner’s Mask Wears Light Carapace Armour and a Displacer Field. May
have any number of Bionic and Cybernetic enhancements or
Weapons Chems.
Melee Weapons Only
Weapons
Special Abilities Bolt Pistol
Heroes of the Imperium
Shotgun Skills: Default 5; Weapon Skill 7; Ballistic Skill 7
Grenades Size: Average
• Frag Keywords: Imperium, <Allegiance>
• Krak
Wargear
Special Abilities Armed with a Fighting Knife and either a Shotgun or
Any 1 Talent Autopistol.
Cyborg: This threat ignores blinding effects of weapons and
any airborne toxins/gases. Ignore wound penalties except for Weapons
heavily wounded. Shotgun
(Ruin) Champion: This champion may take Ruin Actions AutoPistol
Fighting Knife
Factoria Work Gangs: Special Abilities
Factoria Overseer (Mob) Mob-Up: This troop may form a mob.
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Factoria Work Gangs:
Strength 5 Intellect 6
Agility 5 Willpower 6 Work Party Boss
Toughness 5 Fellowship 4 Threat Classification: Tier 1+: Troop
Initiative 5 Defense 4
Speed 4 Wounds 5 Strength 3 Intellect 6
Shock 6 Soak 5 Agility 5 Willpower 6
Resolve 5 Conviction 6 Toughness 5 Fellowship 5
Passive Awareness: 3 Initiative 5 Defense 4
Resilience: 6 (Mesh Armour: Armour Rating X) Speed 4 Wounds 5
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8 Shock 6 Soak 5
Size: Average Resolve 5 Conviction 6
Keywords: Imperium, <Allegiance>, Champion Passive Awareness: 3
Resilience: 6
Wargear Skills: Default 6; Weapon Skill 10; Ballistic Skill 8
Wears Mesh Armour Size: Average
Keywords: Imperium, <Allegiance>, Champion
Weapons
Combi-Pistol Wargear
• Auto-Pisol None
• Plasma Pistol
Shock Baton Weapons
Laspistol
Special Abilities Shock Whip
Commanding Prescience
Overseer Special Abilities
(Mob) Mob-Up: This troop may form a mob. Iron Will
(Ruin) Champion: This champion may take Ruin Actions (Mob) Mob-Up: This troop may form a mob.
(Ruin) Champion: This champion may take Ruin Actions
Wargear Wargear
Wears a Hazmat Suit and has any weapons Armed with a Stubgun, any melee weapon of choice and 1
grenade of choice.
Weapons
As above Weapons
As determined above
Special Abilities
Any 1 Talent desired Special Abilities
Extra Arm: This threat may wield a second weapon that is (Mob) Mob-Up: This troop may form a mob.
Heavy or Unwieldly and suffer no penalty or he may make an
additional attack each activation without incurring an added
multi-action penalty. Goliath Bruiser
(Ruin) Champion: This champion may take Ruin Actions Threat Classification: Tier 1+: Troop
Strength 5 Intellect 4
Genestealer Cult: Neophyte Hybrids Agility 5 Willpower 3
Threat Classification: Tier 1+: Troop Toughness 5 Fellowship 4
Initiative 5 Defense 4
Strength 5 Intellect 4 Speed 5 Wounds 5
Agility 5 Willpower 7 Shock 3 Soak 5
Toughness 5 Fellowship 5 Resolve 2 Conviction 3
Initiative 5 Defense 4 Passive Awareness: 3
Speed 4 Wounds 5 Resilience: 6
Shock 7 Soak 5 Skills: Default 6; Weapon Skill 8; Ballistic Skill 8
Resolve 6 Conviction 7 Size: Average
Passive Awareness: 3 Keywords: Imperium, <Goliath>
Resilience: 6 (Hazmat Suit: Armour Rating X)
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8 Wargear
Size: Average Any non-heavy weapon of choice and 2 grenades of choice.
Keywords: <Genestealer Cult>, <Tyranid>
Weapons
Heroes of the Imperium
As determined above
Special Abilities
Special Abilities Any 2 Talents of choice
Any 1 Talent desired Gang Activation: When this champion activates, an ally troop
(Mob) Mob-Up: This troop may form a mob. withing 12m may activate at the same time. This counts as the
ally’s activation. If the selected ally has already activated this
turn, they suffer 1 mortal wound and activate again.
Goliath Forge-Born (Ruin) Champion: This champion may take Ruin Actions
Prospect
Threat Classification: Tier 1+: Troop Goliath Forge Tyrant
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Strength 5 Intellect 3
Agility 5 Willpower 3 Strength 5 Intellect 5
Toughness 5 Fellowship 5 Agility 7 Willpower 4
Initiative 5 Defense 4 Toughness 5 Fellowship 7
Speed 5 Wounds 5 Initiative 7 Defense 6
Shock 3 Soak 5 Speed 4 Wounds 7
Resolve 2 Conviction 3 Shock 4 Soak 5
Passive Awareness: 3 Resolve 3 Conviction 4
Resilience: 6 Passive Awareness: 4
Skills: Default 6; Weapon Skill 8; Ballistic Skill 7 Resilience: 6 (Carapace Armour: Armour Rating 3 or
Size: Average
Furnace Plate: Armour Rating X)
Keywords: Imperium, <Goliath> Skills: Default 8; Weapon Skill 10; Ballistic Skill 10
Size: Average
Wargear Keywords: Imperium, <Goliath>, Champion
Fighting Knife and a Stubgun, Storm-Welder, or Heavy Rock
Saw Wargear
Wears Light Carapace Armour or Furnace Plate
Weapons
As determined above Weapons
Any combination of weapons desired
Special Abilities
Hot Headed: Must pass a Willpower Test (DN 3) to resist Special Abilities
charging the nearest threat each activation Any 2 Talents of choice
(Mob) Mob-Up: This troop may form a mob. Gang Activation: When this champion activates, an ally troop
withing 12m may activate at the same time. This counts as the
Goliath Forge Boss ally’s activation. If the selected ally has already activated this
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop turn, they suffer 1 mortal wound and activate again.
(Ruin) Champion: This champion may take Ruin Actions
Strength 5 Intellect 4
Agility 5 Willpower 4 Goliath Stimmer
Toughness 5 Fellowship 6 Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Initiative 5 Defense 4
Speed 4 Wounds 6 Strength 6 Intellect 4
Shock 4 Soak 5 Agility 5 Willpower 5
Resolve 3 Conviction 4 Toughness 6 Fellowship 4
Passive Awareness: 4 Initiative 5 Defense 5
Resilience: 6 (Light Carapace Armour: Armour Rating 3 or Speed 4 Wounds 7
Furnace Plate: Armour Rating X) Shock 5 Soak 6
Skills: Default 8; Weapon Skill 8; Ballistic Skill 10 Resolve 4 Conviction 5
Size: Average Passive Awareness: 5
Keywords: Imperium, <Goliath>, Champion Resilience: 7 (Armoured Undersuit: Armour Rating 3;
Furnace Plate: Armour Rating X)
Wargear Skills: Default 10; Weapon Skill 10; Ballistic Skill 10
Wears Light Carapace Armour or Furnace Plate Size: Average
Keywords: Imperium, <Goliath>, Champion
Weapons
Any combination of weapons desired Wargear
Heroes of the Imperium
Armoured Undersuit and Furnace Place. Has any Passive Awareness: 3
combination of ranged and melee weapons desired. Bio- Resilience: 5 (Flak ArmourArmour: Armour Rating X)
Booster, Combat Chem Stack Skills: Default 6; Weapon Skill 8; Ballistic Skill 8
Size: Average
Weapons Keywords: Imperium, <Guild>, Champion
As determined above
Wargear
Special Abilities Wears Flak Armour and has a Knife of choice and any pistol
Bio-Booster and rifle of choice.
Combat Chem Stack
Any 2 Talents desired Weapons
(Ruin) Champion: This champion may take Ruin Actions As above
Special Abilities
Goliath ‘Zerker (Ruin) Champion: This champion may take Ruin Actions
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Wargear Weapons
May have any Armour and weapons of choice As above
Special Abilities
Master Charlatan
(Mob) Mob-Up: This troop may form a mob.
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Wargear Weapons
May have any Armour and weapons of choice Needle pistol
Stiletto Sword
Weapons 4x Digilasers
As above
Special Abilities
Special Abilities Evade
Any 2 Talent desired Infiltrate
Call the Gang: When this champion activates, an ally troop Step Aside
withing 12m may activate at the same time. This counts as the (Ruin) Champion: This champion may take Ruin Actions
ally’s activation. If the selected ally has already activated this
turn, they suffer 1 mortal wound and activate again.
(Ruin) Champion: This champion may take Ruin Actions
Military Attaché:
Jagerkin
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Houseless Ganger
Threat Classification: Tier 1+: Troop Strength 4 Intellect 3
Agility 4 Willpower 4
Strength 4 Intellect 4 Toughness 4 Fellowship 4
Agility 4 Willpower 5 Initiative 4 Defense 3
Toughness 4 Fellowship 4 Speed 5 Wounds 4
Initiative 4 Defense 3 Shock 4 Soak 4
Speed 5 Wounds 4 Resolve 3 Conviction 4
Shock 4 Soak 4 Passive Awareness: 4
Resolve 4 Conviction 5 Resilience: 5 (Mesh Armour: Armour Rating X)
Passive Awareness: 4 Skills: Default 8; Weapon Skill 8; Ballistic Skill 10
Resilience: 3 Size: Average
Skills: Default 6; Weapon Skill 8; Ballistic Skill 6 Keywords: Imperium, <Allegiance> or <Regiment>,
Size: Average
Keywords: Imperium Wargear
Wears Mesh Armour
Wargear
Heroes of the Imperium
Weapons Special Abilities
Shotgun Fearsome
Non-Sanctioned Psyker: As a Sanctioned Psyker but cannot
Special Abilities perform a Deny the Witch Action.
Bodyguard (Mob) Mob-Up: This troop may form a mob.
Wargear
Wears an Armoured Undersuit and Flak Armour. Is armed Pit Trainer
with a Stubgun, Enforcer Shotgun or Enforcer Boltgun, Threat Classification: Tier 1+: Troop
and 2 Stun Grenades
Strength 5 Intellect 5
Weapons Agility 4 Willpower 4
Stubgun Toughness 5 Fellowship 5
Enforcer Shotgun Initiative 5 Defense 4
Enforcer Boltgun Speed 5 Wounds 5
Stun Grenade Shock 4 Soak 5
Resolve 3 Conviction 4
Special Abilities Passive Awareness: 4
Fresh From The Academy: The Rookie must pass a Resolve Resilience: 6
(DN2) Test to not Run towards the nearest threat during their Skills: Default 8; Weapon Skill 10; Ballistic Skill 8
first activation of the combat round. Size: Average
(Mob) Mob-Up: This troop may form a mob Keywords: Imperium, <Allegiance>
Wargear
Palantine Enforcer:
None
Sergeant
Threat Classification: Tier 1+Troop
Heroes of the Imperium
Weapons
Fighting Knife
Chain Sword
Rebel Lord
Threat Classification: Tier 1+: Adversary
Special Abilities
Mentor Strength 5 Intellect 6
Agility 5 Willpower 6
Toughness 5 Fellowship 5
Propagandist Initiative 5 Defense 4
Threat Classification: Tier 1+: Troop Speed 5 Wounds 7
Shock 5 Soak 5
Strength 4 Intellect 4 Resolve 5 Conviction 6
Agility 4 Willpower 5 Passive Awareness: 4
Toughness 4 Fellowship 6 Resilience: 6 (Light Carapace Armour: Armour Rating X;
Initiative 4 Defense 3 Displacer Field or Refractor Field)) Skills: Default 8; Weapon
Speed 5 Wounds 4 Skill 10; Ballistic Skill 10
Shock 5 Soak 4 Size: Average
Resolve 5 Conviction 5 Keywords: Imperium, <Allegiance>, Champion
Passive Awareness: 3
Resilience: 6 Wargear
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8 Wears Light Carapace Armour and has either a Displacer
Size: Average Field or Refractor Field)
Keywords: Imperium, <Allegiance>
Weapons
Wargear Paired Master Crafted Laspistols or Boltgun
None Extra Stiletto Sword or Thunderhammer
4x Digilasers
Weapons
Laspistol or Stubgun Special Abilities
Any 2 Talents of choice
Special Abilities (Ruin) Champion: This champion may take Ruin Actions
Inspirational
(Mob) Mob-Up: This troop may form a mob. Rogue Doc
Threat Classification: Tier 1+: Troop
Proxy (Guild or House)
Threat Classification: Tier 1+: Troop Strength 3 Intellect 8
Agility 4 Willpower 8
Strength 4 Intellect 6 Toughness 4 Fellowship 8
Agility 4 Willpower 5 Initiative 4 Defense 4
Toughness 4 Fellowship 5 Speed 6 Wounds 5
Initiative 4 Defense 3 Shock 5 Soak 8
Speed 5 Wounds 4 Resolve 7 Conviction 8
Shock 5 Soak 4 Passive Awareness: 3
Resolve 4 Conviction 5 Resilience: X (XX: Armour Rating 3, XX)
Passive Awareness: 3 Skills: Default N; Weapon Skill N; Ballistic Skill N
Resilience: 5 Size: Average
Skills: Default 5; Weapon Skill 7; Ballistic Skill 7 Keywords: Imperium, <Allegiance>, Outlaw
Size: Average
Keywords: Imperium, <Allegiance> Wargear
Medicae Kit and Dataslate
Wargear
None extra Weapons
Laspistol or Stubgun
Weapons
Shotgun or Laspistol Special Abilities
‘Patch ‘em Up’: Gain a number of bonus dice to Medicae
Special Abilities tests equal to your Rank.
Evade (Mob) Mob-Up: This troop may form a mob.
(Mob) Mob-Up: This troop may form a mob.
Heroes of the Imperium
Scabber Servitor: Orlock ‘Lugger’
Threat Classification: Tier 1+: Troop Cargo Servitor
Threat Classification: Tier 1+: Troop
Strength 4 Intellect 6
Agility 4 Willpower 34 Strength 7 Intellect 4
Toughness 4 Fellowship 5 Agility 5 Willpower 3
Initiative 4 Defense 3 Toughness 7 Fellowship 5
Speed 4 Wounds 4 Initiative 5 Defense 6
Shock 4 Soak 5 Speed 4 Wounds 7
Resolve 3 Conviction 4 Shock 3 Soak 7
Passive Awareness: 3 Resolve 2 Conviction 3
Resilience: 5 Passive Awareness: 3
Skills: Default 6; Weapon Skill 7; Ballistic Skill 8 Resilience: 12
Size: Average Skills: Default 6; Weapon Skill 7; Ballistic Skill 8
Keywords: Imperium, <Allegiance>, Champion Size: Average
Keywords: Imperium, <Orlock>
Wargear
No armour Wargear
Equipped with Servitor Combat Arm, And either a Harpoon
Weapons Launcher, Heavy Bolter, Heavy Stubber, or Heavy Flamer.
Shotgun
Weapons
Special Abilities Servitor Combat Arm
Savvy Trader Harpoon Launcher
(Mob) Mob-Up: This troop may form a mob.
Special Abilities
Servitor: Defense As Servitor in W&G Rulebook
Servitor Ammo Hopper: Ignores the first Out of Ammo Complication
Threat Classification: Tier 1+: Troop each combat.
Weapons Platform: Ignores the Heavy weapon trait.
Strength 7 Intellect 4 (Mob) Mob-Up: This troop may form a mob.
Agility 5 Willpower 3
Toughness 7 Fellowship 5 Slaver Entourage: Chain
Initiative 5 Defense 6 Lord
Speed 4 Wounds 7 Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Shock 3 Soak 7
Resolve 2 Conviction 3 Strength 4 Intellect 3
Passive Awareness: 3 Agility 4 Willpower 5
Resilience: 12 Toughness 4 Fellowship 5
Skills: Default 6; Weapon Skill 7; Ballistic Skill 8 Initiative 4 Defense 4
Size: Average Speed 4 Wounds 5
Keywords: Imperium
Shock 5 Soak 4
Resolve 4 Conviction 5
Wargear
Passive Awareness: 4
Equipped with Servitor Combat Arm, and any heavy
Resilience: 5 (Light Carapace Armour: Armour Rating X)
weapon.
Skills: Default 8; Weapon Skill 10; Ballistic Skill 6
Size: Average
Weapons
Keywords: Imperium, <Mercator Sanguis>, Champion,
Servitor Combat Arm
Outlaw
Heavy Weapon of Choice
Wargear
Special Abilities
Wears Light Carapace Armour and has a Stim-Stash and
As Servitor in W&G Rulebook
Ammo Hopper: Ignores the first Out of Ammo Complication Bio-Booster. Armed with a Chain Axe and either a Shock
Whip or Chain Glaive.
each combat.
Weapons Platform: Ignores the Heavy weapon trait.
Weapons
(Mob) Mob-Up: This troop may form a mob.
Chain Axe
Heroes of the Imperium
Shock Whip Size: Average
Chain Glaive Keywords: Imperium, <Mercator Sanguis>, Champion,
Outlaw
Special Abilities
Where there’s a whip: When this champion activates, Slaver Wargear
troop withing 24m may activate at the same time. This counts Wears Flak Armour and has a Cult Icon. Is armed with a
as the ally’s activation. If the selected ally has already Fighting Knife, Shock Stave, and Harpoon Launcher
activated this turn, they suffer 1 mortal wound and activate
again. Weapons
Hurl Fighting Knife
Overseer Shock Stave
(Ruin) Champion: This champion may take Ruin Actions Harpoon Launcher
Special Abilities
Slaver Entourage: Pit Where there’s a whip: When this champion activates, Slaver
Figher troop withing 12m may activate at the same time. This counts
Threat Classification: Tier 1+: Troop as the ally’s activation. If the selected ally has already
activated this turn, they suffer 1 mortal wound and activate
Strength 5 Intellect 2 again.
Agility 5 Willpower 4 Disarm
Toughness 5 Fellowship 4 (Ruin) Champion: This champion may take Ruin Actions
Initiative 5 Defense 6
Speed 5 Wounds 5 Slopper
Shock 3 Soak 5 Threat Classification: Tier 1+: Troop
Resolve 3 Conviction 4
Passive Awareness: 4 Strength 3 Intellect 7
Resilience: 6 (Flak Armour: Armour Rating X) Agility 4 Willpower 7
Skills: Default 8; Weapon Skill 8; Ballistic Skill 6 Toughness 4 Fellowship 7
Size: Average Initiative 4 Defense 4
Keywords: Imperium, <Mercator Sanguis>, Outlaw, Slave Speed 4 Wounds 5
Shock 7 Soak 5
Wargear Resolve 6 Conviction 7
Wears Flak Armour Passive Awareness: 3
Resilience: 5
Weapons Skills: Default 5; Weapon Skill 5; Ballistic Skill 5
Chain Glaive Size: Average
Keywords: Imperium
Special Abilities
Bodyguard: If a Chain Lord ss hit by a ranged attack while Wargear
with 4m of a it Fighter, the damage of he attack may be Slop Kit
transferred to a Pit Fighter.
Rain of Blows Weapons
(Mob) Mob Up Knife
Weapons Wargear
Sling Gun Wears Flak Armour and has either a Club or Pole Arm. Is
Stiletto Knife Armed with either a Heavy Stubber, Twin Linked Heavy
Stubber, or Heavy Flamer
Special Abilities
Step Aside Weapons
Overseer Club
(Mob) Mob-Up: This troop may form a mob. Pole Arm
(Ruin) Champion: This champion may take Ruin Actions Heavy Stubber
Twin Linked Heavy Stubber
Heavy Flamer
Smuggler Shore Party:
Void-Born Scum Special Abilities
Threat Classification: Tier 1+: Troop Intelligent Control: The Stig-Shambler may reroll Willpower
based Tests.
Strength 7 Intellect 5 Move or Shoot: When a Stig-Shambler activates, it may only
Agility 7 Willpower 5 declare a move or an attack action.
Toughness 7 Fellowship 4 (Ruin) Champion: This champion may take Ruin Actions
Initiative 7 Defense 6
Speed 4 Wounds 7 Uphive Agent
Shock 5 Soak 5 Threat Classification: Tier 1+: Troop
Heroes of the Imperium
Size: Average
Strength 4 Intellect 8 Keywords: Imperium, <Allegiance>
Agility 3 Willpower 8
Toughness 4 Fellowship 8 Wargear
Initiative 3 Defense 2 Wears Mesh Armour and a Displacer Field
Speed 6 Wounds 5
Shock 8 Soak 5 Weapons
Resolve 7 Conviction 8 Laspistol
Passive Awareness: 4
Resilience: 6 (Mesh Armour: Armour Rating x, Displacer Special Abilities
Field: Armour Rating X, Special) (Mob) Mob-Up: This troop may form a mob.
Skills: Default 8; Weapon Skill 10; Ballistic Skill 8
Heroes of the Imperium
Section 4:
Vehicles
Heroes of the Imperium
Vehicle Traits
Assault Vehicle: When this vehicle ends its movement, all Open Top: An open top vehicle leaves its crew and
passengers may disembark and make an immediate move at passengers exposed to the elements and enemy attacks, but
Speed+2. This movement does not count as an activation for leaves passengers and crew free to attack from the vehicle
that passenger nor can they charge into attack. without penalty (see Attacking from Vehicles on page 235).
Attacking an occupant of an open top vehicle does not require
Crash Webbing: Occupants strapped into a vehicle with crash a called shot.
webbing are immune to Shock caused by impacts, Blast
weapons, and System Shock. Getting into or out of crash Sealed: Occupants of a sealed vehicle are immune to toxic
webbing is an action. gasses and airborne diseases while all hatches are closed. The
occupants of a Sealed vehicle cannot be targeted by called
Crawler: A vehicle with this trait may not perform a charge shots. A vehicle cannot possess both the Open Top and Sealed
attack, but suffers no penalty to moving and shooting weapons traits.
with the Heavy trait.
Tracked: Tracked vehicles are equipped with caterpillar
Explodes: When this vehicle is reduced to 0 Wounds, roll a treads that chew through rough ground. A tracked vehicle
d6, if an icon is rolled this unit explodes. On an Icon, any takes no penalty from rough terrain when moving up to its
character within 10m takes 1 mortal wound, mobs take d3 Cruising Speed.
mortal wounds. On an Exalted Icon, damage is increased to d3
and 2d3 mortal wounds respectively. Transport: Any vehicle that carries 3 or more troops or
walkers to deploy on the battlefield is a Transport.
Gyro-Stabilised: A Gyro-Stabilised vehicle grants a +1d
bonus to Pilot tests. Vacuum Hardened: Vacuum Hardened craft can function in
absolute vacuum and are equipped with life support
Hover: Hover vehicles ignore all penalties from rough terrain, capabilities. Vacuum Hardened vehicles have all the benefits
pass over obstacles and obstructions, and can lift 10m off the of the Sealed trait. Flying vehicles with the Vacuum Hardened
ground as part of its movement. trait are space worthy and capable of surface to orbit flight.
Immobile: A vehicle with this trait cannot move after it is Walker: A walker takes no penalty from rough terrain when
deployed and has a Defense of 0. Nothing may embark upon moving up to half its Cruising Speed, can ascend sharp
this vehicle after it has disembarked its passengers. inclines, and can perform a ram stunt without moving against
targets within 1m by “stomping” them.
Heroes of the Imperium
Vehicle Catalog: Wheeled/Tracked
Vehicles
Vehicles are crewed and not autonomous (Machine Spirit being the exception to this!). The crew is standard Infantry (based on
keywords) and if a vehicle commander is listed in the Crew, then they are the equivalent of a Sergeant. If the crew of a vehicle is ever
reduced to half or less of the amount needed to operate, then all skill tests for the vehicle are made at an added +2DN penalty.
XX
Crew: X
Passengers: X
Cruising Speed: X
Defense: X
Wounds: X
Resilience: X
Default Skill: X
Piloting: X
Ballistic Skill: X
Traits: X
Weapons:
XX
Variants
X Variant
Passengers: X
Weapons: X
Heroes of the Imperium
Luther-Pattern Resilience: 13
Excavation Automata Default Skill: 8
(Ambot) Piloting: 10
Weapon Skill: 8
Crew: 0 Ballistic Skill: 8
Passengers: 0
Traits: Walker, Gyro-Stabilized, Explodes
Cruising Speed: 12m
Defense: 2 Key Words: Imperium
Wounds: 7
Resilience: 7 Weapons:
Heavy Rock-Cutter
Default Skill: 8
Piloting: 10 Variants
Weapon Skill: 8
Ballistic Skill: 8 None known at this time
Weapons: Crew: 1
Tunneling Claw or Grav-Fist Passengers: 0
Tunneling Claw
• Melee: 11+2ED; AP -1; Range Melee; Brutal Cruising Speed: 10m
• Ranged: 12+2ED; AP -2; Range 20m; Salvo -; Defense: 3
Melta Wounds: 6
Grav-Fist Resilience: 10
• Melee: 11+2ED; AP -1; Ranged Melee; Brutal
• Ranged: 12+2ED, AP -1; Range 30m, Salvo 1; Default Skill: 6
SBT Piloting: 8
Weapon Skill: 8
Special: Ballistic Skill: 8
Automata: Ignores all Willpower based Tests
Cranial Governor: When in ‘Safe Mode’ will not attack Traits: Walker, Gyro-Stabilized
others. When ‘Safe Mode’ is off, will attack all within 2m
(friend or foe) and has the Berserk Talent. Key Words: Imperium, <Van-Saar>
Variants Weapons:
4x Servo Arm (12+1ED, AP 0; Range Melee)
None known at this time Twin-Linked Heavy Las-Carbine (10+1ED; AP 0; Range
72m; Salvo 4; Rapid Fire 3; Steadfast)
Rad Gun (8+1ED, AP-2; Range 60m; Salvo 1; Rad 2)
Mining Automata Plasma Gun
Crew: 0 Notes:
Passengers: 0 Up to 2 Servo Arms may be replaced with a Rad Gun or
Plasma Gun
Cruising Speed: 12m Superior Weapons Array: Ignore up to -2DN of multi-action
Defense: 2 penalties when targeting 2 or more targets simultaneously.
Wounds: 13
Variants
Heroes of the Imperium
Weapons: X
X Variant
Passengers: X
Heroes of the Imperium
Vehicle Catalog: Aeronautica Vehicles
Vehicles are crewed and not autonomous (Machine Spirit being the exception to this!). The crew is standard Infantry (based on
keywords) and if a vehicle commander is listed in the Crew, then they are the equivalent of a Sergeant. If the crew of a vehicle is ever
reduced to half or less of the amount needed to operate, then all skill tests for the vehicle are made at an added +2DN penalty.
Heroes of the Imperium
Section 5:
Battlefield Terrain,
Emplacements, &
Fortifications
Heroes of the Imperium
Barrier Material
& Breaching Barriers
Various materials are in use throughout the Imperium to construct buildings, vehicles, and other barriers that will get in a character’s
way while adventuring, and there will be a time when a character must try and bust or blat his way through these barriers.
Below is a list of various material examples and the Resilience When making an attack against a barrier or construction made
and Wounds for the materials. of the material, the attack is made against a Defense 1, but any
Material Thickness Resilience Wounds Complications rolled on the attack still apply. Various attacks
Dirt, Loose 1m 2 1 will produce different final effects based on the type of
Dirt, Hard Packed 1m 2 2 weapon used.
Wood 1m 3 3
Concrete 1/2m 4 5 Arc/Power Weapons: Double their AP when dealing damage
Steel Reinforced 1/2m 6 7 to any metal materials
Concrete Bolt/Projectile Weapons: Pierce the material but do not create
Basic Metals 1/2m 7 9 anything larger than a small hole
Hardened Metals 1/4m 9 13 Blast Template Weapons: Create a hole in the material that is
Armour Plate 1/10m 12 15 1m in diameter per icon of damage dealt over the wound
threshold.
Vehicle Plate 1/10m 15 18
Melta/Plasma Weapons: Create a hole in the material that is
Hull Plate 1/10m 20 25
1/2m in diameter per icon of damage dealt over the wound
threshold and sets the material on fire.
Each doubling of the thickness of the material triples the
Wounds of the barrier.
Heroes of the Imperium
Battlefield Terrain
In this section you will find expanded terrain rules based on new material from Chapter Approved 2019 and the Necromunda Game.
All of the following terrain features presume that the feature is closer to the shooter than the target is, if not the target does not gain a
bonus to cover from the terrain feature.
Abandoned Hardware: Cranes and Servitors Some terrain, as noted in its description, will count as
With a successful Tech-Use (DN3) Test, you may activate Dangerous Industrial Terrain and has the following added
cranes or servitors to move yourself, al ally, or cargo up to effects.
20m away. If using a crane, you may also move an added 10m • If Damaged: If purposefully targeted by an attack,
up or down. Alternately, they may be used to attack with at a the affects of the terrain happen automatically.
range of up to 20m distant as Industrial Cranes & Hooks. • If used for Cover: If the attack misses its target and
the Wrath die was a complication, the terrain is hit
Abandoned Hardware: Force Barricades instead as if purposefully targeted.
Provides those on opposite sides a bonus versus ranged attacks
as if equipped with a Refractor Field (*3 Force Shield) Death World Forests
These features grant a +1 DN cover bonus but also reduce
Abandoned Hardware: Medicae Station movement as Woodlands. Death World Forests come in 4
This station contains preserved Medicae supplies and allows a varieties:
user to make Medicae Tests at +3 Bonus Dice while they are • Barbed Venomgorse: When a unit moves with
within 6m of it. If a Complication is rolled on any of these 6m of this feature, roll a d6. If an Exanted Icon is
tests, then the station supplies are depleted. generated that unit suffers d3 mortal wounds as
the feature lashes out and attacks the unit.
Abandoned Hardware: Vox Relay • Eldritch Ruin: Psykers making a Psychic
A Vox Relay will, with a Tech-Use (DN3) Test, you can Mastery Test with 6m of this feature gain +2
communicate with anyone within the ‘local area’. Bonus Dice for the test.
• Grapple Weed: As Barbed Venomgorse but at
Ancient Imperium: Ancient Terminal the end of the Turn, Grapple Weed moves 2d6m
With a successful Tech-Use Test, you gain a one-use bonus to towards the nearest unit but stops when within
a future skill test of your choice equal to the number of 2m of any unit or another terrain feature.
Exalted Icons generated on the Tech-Use Test plus 1 from the • Shardwrack Spine: When a unit moves with 6m
information gained. The Terminal ceases to function of this feature, roll a d6. If an Exalted Icon is
afterwards, permanently. After this the Terminal counts as generated that unit suffers d3 mortal wounds as
Mechanicus Arcana below. If the Tech-Use Test has a the feature shoots piecing spines and attacks the
Complication, the user is electrocuted and suffers (8-1ED, AP unit.
0; Agonizing) damage from electro shock. Doors
Doors can be made of any material and be of any size. If a
Ancient Imperium: Mechanicus Arcana door is locked, either mechanically or electronically, then the
These not-quite Archaeotech devices have minor value on the door will have to be forced (Strength (DN2 + Material
black market. Increase you Wealth by +d3 for one purchase Resilience) Test) open, or lock picked (Tech-Use (DN 5)) to
when using this device as trade. open.
Ancient Imperium: Statuary Ductways
Statuary grants a +1 DN cover bonus to infantry within 4m of Ductways represent crawlspaces built into structures to move
it. Any Imperial unit within 6m of Imperial Statuary that is a air or access areas from inside the walls. Generally, these are
minimum of 50% identifiable as such gain +3 Bonus Dice to no more than 2m square in shape and infinitely long. As a
any Resolve Tests general rule, combat may only be performed with a target
directly ahead of you in the ductway and the character or ally
Barricades in the front will block line of sight for all attacks made from
Barricades provide infantry with a +1 DN bonus from cover those behind. Movement is also made at half Speed.
and reduce movement by 2m when crossing over them.
Flooded Passageways/Sewage Channels
Craters Flooding, in a hive, ship, or other structure can be devastating.
Movement thru a crater is slowed by 2m. Infantry wholly in a The area that is flooded can have many affects on movement
crater gain a +1 DN cover bonus. and combat. If partially flooded (you can walk through it),
then movement is halved and any combat is done at an
Dangerous Industrial Terrain additional -1DN penalty. Fully flooded areas must be swam
across. If the character cannot swim then movement is reduced
Heroes of the Imperium
to 2 and they must pass Strength or Agility (DN3) Test to keep Galvanic Servohaulers
from drowning. Those that can swim may move up to half- Infantry within 2m of a Servohauler gains a +1 DN cover
Speed. If a character is injured and submerged in water or bonus.
sewage, they risk having their wounds become infected. They
must pass a Toughness (DN2 or DN4 if sewage) Test or have Haemeotropic Reactors
their wounds become infected, Infections deal d3-1 mortal Infantry within 6m of a Reactor gains a +2 cover bonus and is
wounds each day unless treated by a Medicae (DN 3) Test or considered Hazardous Cover.
the character succeeds in 3 consecutive Toughness (DN2)
Tests to resist the infection. Hatchways
Provides an added+1DN cover modifier. Has a Barrier rating
Forgotten Fuel Drums & Ammo Crates as Armour Plate.
Has the following effects:
• Considered Dangerous Industrial Terrain Hazardous Cover
• If targeted by a ranged attack, explodes a Frag If the attack generates a Critical Hit while targeting a unit
Grenade. within a terrain feature that is considered Hazardous Cover
• Ammo Crates may be looted by characters to then roll a d6. The unit closest to the reactor, either friend or
gain 3 reloads each. foe, (or a random one if more than one) suffers a number of
• Fuel Drums may be looted to refuel any one mortal wounds equal to the number of Icons Generated.
vehicle the characters have.
Imperial Statuary
Forgotten Ordinance: Munition Containers Statuary grants a +1 DN cover bonus to infantry within 4m of
When these containers are opened, roll a d6 and consul the it. Any Imperial unit within 6m of Imperial Statuary that is a
table below to determine the contents: minimum of 50% identifiable as such gain +2 Bonus Dice to
• 1: Unstable Ordinance that explodes as Frag any Resolve Tests.
Grenade destroying the container.
• 2-4: Nothing of use any more. Industrial Cranes & Hooks
Have the following effects:
• 5-6: As an ammo crate above.
• Quick Climbing: May be ascended or
Forgotten Ordinance: Treasure Casket descended at normal Speed.
These Treasure troves can be worth a one-time bonus to a • Death From Above: May be dropped on a threat
future Wealth Test. When opened, roll a d6 and consul the with a Tech-Use (DN3) Test. Damage done to
table below to determine the contents: the threat is (10+1ED; AP 0; Brutal). Exalted
• 1: Click! Trapped: Explodes as Frag Grenade Icons on the Tech-Use Test can be shifted to
destroying the container. damage.
• 2-4: Family Threads: Gain +d3 to your Wealth • Hailing Cargo: A Tech-Use (DN3) Test is
for one purchase. needed to activate and use the machinery.
• 5-6: Nobles Ransom: Gain +2d3 to your Wealth
Lifts
for one purchase.
Lift are used for moving cargo or personnel between level of
structure. A Tech-Use (DN2) Test is required to activate the
Forgotten Ordinance: Unexploded Ordinance
lift. If an ally or threat are located under a lift that is coming
Has the following effects:
down, they must make an Initiative (DN3) Test to jump out of
• Considered Dangerous Industrial Terrain
the way or be crushed taking (12+3ED, AP -5) damage. If they
• May be disarmed with a Tech-Use (DN4) Test. If pass the Initiative test, move them up to 4m away from the lift.
a Complication is generated, the ordinance A lift moves 10m per turn unless hacked (Tech-Use (DN5) to
explodes dealing d3 mortal wounds in a SBT.
double movement of the lift.).
• If the ordinance is targeted with a ranged attack,
the ordinance explodes as above. Munitorum Armoured Containers
These containers provide a +1 DN cover bonus if the target is
Furnace Barricade inside a container, a +2 cover bonus if on the other side of a
If a target is granted a cover bonus by the barricade, they also container. Any infantry within 2m of a container that is
ignore Blaze and Melta traits of attacks against them. equipped with a Storm Bolter may, on their activation,
operate the Storm Bolter as if they are equipped with it.
Furnace Floor Storm Bolter (10+1ED; AP 0; Range 40m; Salvo 4, Brutal,
These open floor sections into the heart of an active furnace Rapid Fire 2)
are nasty things to fall into. Anyone who fails to jump the
opening of a furnace falls in and is considered dead. Anyone Obstacles
who attempts to shoot over a furnace floor opening does so at Obstacles fall into 2 categories: Tank Traps for Vehicles and
an added -1DN modifier from the fire haze. Monster, and Tanglewire for Infantry. Any unit moving thru
Heroes of the Imperium
an obstacles has its Speed reduce by half. Obstacles do not • Fuel Slick: At the beginning of each turn, roll a
affect Flyers or Titanic units. d6 for each length of pipes. On a 1, that length of
pipes has sprung a leak and a slick forms. Each
Pitfalls turn, roll a d6, for each icon generated, the slick
Pitfalls represent areas of large holes in the floor of a structure increases in size by 2m. Movement thru a slick is
with unsteady flooring around or over the hole. Movement is halved. Any movement faster than half Speed
reduced to half -Speed unless an Agility (DN3) Test is made. requires an Agility (DN3) Test to avoid falling
If the test is failed, the character must pass a Strength (DN3) prone and loses any further actions this
Test to catch themselves before falling into the hole and activation. If the slick is targeted by a Fire type
possibly to their death. If a blast weapon goes off over or weapon, roll a d6. On a 4+ the slick is set afire
within 2m of the edge of a pitfall, roll a d6 for each ‘side’ of and all within it or who move thru it suffer the
the pitfall. On a 1, the pitfall opens by 2m on that side as the effects of a Flamer attack.
structure collapses. Any bridges across the chasm opening
have a 1 in 6 chance of collapsing in as a result of these blasts. Protein Reclamators
These are huge vats that grind down any living things put into
Pitfalls may also be traps set by others for one reason or the them into base material for becoming food substrates. If
other, usually to catch other creatures in for food or other anyone is unfortunate enough to fall into one, they become
needs. When a character or ally enters an area occupied by a prone and pinned and their activation ends. On their next
pitfall hey must make an Initiative Test (DN3) or set off the activation they must declare a double movement and pass an
pitfall and suffer the effects of it. The base damage is falling Agility (DN4) Test to climb out. Anyone located with 4m of
damage as detailed in the W&G rulebook plus any spikes or the control panel for the reclamator may perform a Tech-Use
whatnot at the bottom. Typical added damage is (6+2ED, AP - (DN3) Test to activate the reclemator on their activation.
1, Brutal) for spikes or whatnot. Anyone or thing in the reclamator when it is activated suffers
a (15+5ED, AP -5) melee attack.
Plasma Pipes & Generators
Has the following effects: Ruins
• Considered Dangerous Industrial Terrain Infantry and non-Titanic vehicles that are wholly within a ruin
• High Pressure Plasma: If hit by an attack, roll a gain a +3 DN bonus from cover. If partially within a ruin, the
d6. If an Icon is generated, the terrain feature is benefit is only +1 DN. Speed is reduce by 2m for Infantry and
pierced. Center a LBT at the puncture point, all by half for non-titanic vehicles or monsters that move within a
targets in this area suffer the effects of a Plasma Ruin.
Grenade.
• Harsh Glow: Provides illumination equal to Sealed Frontierus Structure
daylight out to 12m and fouls Infrared and Photo Provide +3 DN cover bonus to any target with 4m of the
Goggles in the wearer is within 6m. structure. Any target on top of the structure gains no cover
• Plasma Cannister: If thrown (up to Str x3m and bonus. Vehicles and Monsters cannot gain a cover bonus from
at -2 DN) or shot, may be used as a Plasma these structures.
Grenade with a MBT blast radius.
Sector Mechanicus Structures
Power Generators Act as a Ruin for cover modifiers but do not restrict movement
Throughout the hive power generators are set up in blocks to for Infantry. Vehicles and Monsters of any type may not
collect and distribute energy. Sometimes these will move thru a Sector Mechanicus Terrain Feature.
malfunction due to neglect or direct damage to them from
firefights. Generators will normally have a nearby console or Sludge Vats
terminal to control this bank of generators. A Tech-Use (DN3) These pits collect the runoff from various places in the hive
Test can be made to operate them (Turn on/off, etc). While the and are not normally nice to fall into. Anyone who falls into
generators are running, power will arc from one to another at one is considered pinned and their activation ends. On their
times. At the beginning of each turn, roll a d6 for each pair of next activation they can make either a Strength or Agility
generators, on a 1 the generators arc. Anyone caught between (DN3) Test to climb out. Otherwise they just kind of float
generators at this time will suffer (10+1ED; AP 0; Agonizing) there!
damage immediately.
Smokestacks
Promethium Pipes & Reserves Have the following effects:
Has the following effects: • Belching Smoke: At the beginning of a turn, roll
• Considered Dangerous Industrial Terrain a d6. On a 1, a smokestack activates and belches
• High Pressure Gas: If hit by an attack, roll a d6. smoke and fumes. Until the end of the following
If an Icon is generated, the terrain feature is turn, the area within 12m of the smokestack
pierced. Center a LBT at the puncture point, all counts as blocking terrain for determining line of
targets in this area suffer the effects of a Flamer. sight.
Heroes of the Imperium
• Foul Air: The around an active smokestack is
fouled and prevents movement in excess of half Launcher weapons have their range halved when shooting
speed unless eqiopped with a Respirator of in a against the air flow; and increased by half with the airflow.
sealed suit. Any ranged attacks across or against the flow of air is done at
• Flammable Fumes: The air around an active -3DN. Any attack that scatters does so automatically with the
smokestack is flammable. An fire type weapons flow or air.
have their Base Damage increased by +2 against
targets in this area of effect. If a character is attacking though a turbine, the attack is made
at an addition -4DN penalty. The Turbine machinery has a
Stairs Resilience of 4, and wounds of 10 to resist damage.
Generally, a character may move up or down stairs at normal
Speed. A Character or threat on a higher stair than a target of a Waste Compactor
melee or ranged attack gains +1 Bonus Dice to their attack. If This terrain feature is treated like a pitfall (see above) but a
a complication is rolled while performing an attack while on character that falls in is Pinned and must try to climb out
stairs, you must pass a Agility (DN2) test of fall prone, ending before the compactor activates. At the beginning of each turn,
your current activation. roll a d6, if a 1 is rolled the compactor activates automatically.
A nearby terminal may be accessed by a Tech-Use (DN3) Test
Thermic Plasma Conduits to activate or deactivate a compactor. Anyone in the
Act as Barricades but are Hazardous Cover. compactor when it activates immediately suffers a (14+3ED;
AP -5; Brutal) melee attack.
Thermic Plasmic Regulators
Act as Sector Mechanicus Structures but are Hazardous Cover. Woodlands
Infantry has Speed reduced by 2m, Vehicles under Titanic in
Toxic Sludge Size have Speed Reduced by half until completely cleared of a
Whenever a character, ally, or threat begins their activation in woodland terrain feature. Shooting attacks mad against a
whole or part in a pool of Toxic sludge, if they are not in a target wholly within a woodlands terrain feature gain a +2 DN
sealed suit of some type, they must make a Toughness (DN2 bonus from cover, if partially within, the bonus is only +1 DN.
plus number of activations they have been in contact with the
sludge the whole session) or go unconscious from toxic Xenos Hatching Sites
exposure. On any subsequent activations, they must pass These area of a hive, structure, or ship are area that xenos have
Defiance checks to resist death if not removed from the pool infested and laid their spore/eggs for hatching. When a
by an ally. character ends their movement within 2m of such, roll a d6, on
a 1, the spores/eggs hatch and the character is attacks by d3
Ventilation Tunnels hatchlings who hit for (5+1ED; AP 0; Brutal) damage due to
These tunnels move the air needed to exist in a hive and do so acidic mucus or digestive juices to assist them in feeding.
by pushing a lot of air at tremendous velocities. Anyone They can be killed easily with any successful attack.
wishing to move against the airflow must pass a Strength
(DN3) to move up to half-Speed (at most). A Strength (DN3)
test is also required to move less that full Speed with the flow
of the air current. Failure means the character moves double
Speed before stopping on their own.
Heroes of the Imperium
Emplacement Weapon
& Fortification Traits
Automated Weapons: This weapon or fortification may Magazine Explosion: When this fortification is reduced to 0
attack when no crewmen are present. Use the Ballistic Skill wounds, roll a d6. If a 6 is rolled this fortification suffers a
listed in the abilities section for attacks. All attacks must me catastrophic magazine explosion. Roll a d6 for each infantry
directed to the nearest threat that is more then 2m away. or vehicle embarked in or within 2d6m the fortification and
deal a number of mortal wounds equal to the number of icons
Battlements: This fortification provides minimal defensive generated on the die roll.
structures for infantry manning the tops of walls and
structures. Any attacks targeting infantry on the battlements Mighty Bulwark: This fortification has open-air fire points on
are made at +1DN for cover. top of the fortification for up to half of the allowable amount
of infantry to attack from. Infantry manning the bulwark may
Crew-Served: This weapon or fortification requires one or be attacked but they gain a +*3 Armour Bonus.
more crewman to operate. The crew is standard Infantry
(based on keywords) and if a vehicle commander is listed in Plasma Explosion: When this fortification is reduced to 0
the Crew, then they are the equivalent of a Sergeant. If the wounds, roll a d6. If a 4+ is rolled this fortification suffers a
crew of a vehicle is ever reduced to half or less of the amount catastrophic magazine explosion. Roll a d6 for each infantry
needed to operate, then all skill tests for the vehicle are made or vehicle embarked in or within 3d6m the fortification and
at an added +2DN penalty. Any additional crew requirements deal a number of mortal wounds equal to the number of icons
will be listed in the abilities section of the entry. generated on the die roll.
Fire Points: This fortification has points that any embarked Reactor Explosion: When this fortification is reduced to 0
infantry may fire from. The entry will not in the abilities how wounds, roll a d6. If a 6 is rolled this fortification suffers a
many embarked infantry may use the fire points. Attacks are catastrophic reactor explosion. Roll 2d6 for each infantry or
measured from the closest point on the fortification to the vehicle embarked in or within 3d6m the fortification and deal
targeted threat. a number of mortal wounds equal to the number of icons
generated on the die roll.
Immobile: This weapon or fortification is not able to be
moved without the aid of heavy machinery. It always has a Emplacement Weapons and Fortifications all count as
Cruising Speed of 0. This weapon or fortification has an Vehicles for the purpose of being targeted by abilities, powers,
effective Defense of 0. Roll to attack as normal and shift all and other weapons.
exalted icons generated on the attack roll to Glory or Damage.
Heroes of the Imperium
Emplacement Weapon
& Fortifications Catalog
Defense Servitor Weapons Emplacement
Threat Classification: Adversaries at all Tiers
Strength 7 Intellect 4
Agility 7 Willpower 3
Toughness 7 Fellowship 0
Initiative 7 Defense 6
Speed 0 Wounds 12
Shock 6 Soak 7
Resolve 6 Conviction 3
Passive Awareness: 4
Resilience: 8
Skills: Default 8; Weapon Skill 10
Traits: Servitor, Immobile, Magazine Explosion, Size: Large (+1ED) to Huge (+2D)
Section 6:
Bestiary
Heroes of the Imperium
Thunderwolf
Strength 8 Intellect 5
Agility 8 Willpower 5
Toughness 8 Fellowship 5
Initiative 8 Defense 5
Speed 10 Wounds 9
Shock 5 Soak 8
Resolve 4 Conviction 4
Passive Awareness: 5
Resilience: 9
Skills: Default 10; Weapon Skill 12
Size: Large (+1D)
Keywords: Beast, Troops
Weapons
Crushing Teeth & Claws (15+1ED; AP -1; Range Melee,
Brutal)
Special Abilities
Cavalry Mount: Thunderwolves are large enough to be
ridden (using Pilot) into battle. An infantry squad in Mk VII or
lower armor, Scout armour, or non-powered armour may use a
Thunderwolf as mounts.
(Mob) Mob-Up: This threat may form a mob.
Heroes of the Imperium
Section 7:
Conversion Notes
Heroes of the Imperium
40K S = Strength
40K T = Toughness Weapon Profiles:
40K A+2 = Initiative and Agility
40K L/2 (round down) = Intellect, Willpower, and Fellowship Base Damage: S+6
Melee: 4+weapon S for small to average size
For some Necromunda Stats to W&G use (12-Rating) creatures; 5+ weapon S for large or monstrous
Necro Int = Intellect creatures; a S of ‘X2’ is a base 10.
Necro Will = Willpower
Necro Ld or Cl = Fellowship ED: =D
Rapid Fire Weapons add X x.5 to ED
Fellowship is modified up or down based on the race.
Creatures have ½ Leadership AP: =AP
Soak: Toughness
Conviction: Willpower
Resilience: Toughness +1