Professional Documents
Culture Documents
Credits
Produced by Foreward
Messiahcide The Mandragora Apocrypha as a project was begun as an
effort to collect, organize, and ratify the homebrew rules I
Cover Art had used over the years and approved for my personal
Blazbaros campaigns. Having developed the little explored Mandragora
into my stand-alone setting, I came to the conclusion to
combine both a setting primer with this collection of
Version homebrew rules into a campaign series to share with the
Draft 2 - 5/1/2017 gaming community. As I shared this early effort with fellow
enthusiasts, it soon became a catalyst for greater endeavors
Source Materials - leading to countless revisions and many months of work.
Dark Heresy 1st Edition Core and Supplements Within this series there exists materials drawn from the
Burning Wheel by Luke Crane works of others, intertwined with original and official
Civilians in Warhammer 40,000 AD by Kid Kyoto materials updated for second edition. As there is no intention
to claim all works as my own (save for the effort of collecting
and binding them into a singular cohesive whole), when
applicable, source materials used for each volume will be
listed for ease of reference and accreditation. With that in
mind, I certainly hope you enjoy the fruits of this laborious
effort!
Mandragora Apocrypha
Contents
The Dread Mandragora Sector Falmina's World.............................................24 Determining Starting Disposition...................57
Hepheron.......................................................24 Personality.......................................................57
Types of Planets................................................2
Laslock Run...................................................25 Personalities And Social Skills......................57
Agri-Worlds......................................................2
Laslock Run Penal Regiment......................25 Example Personalities.....................................58
Hive Worlds.....................................................2
Stendaris Quintus..........................................25 Aggressive.....................................................58
Cemetery Worlds.............................................2
The Twelfth Gate...........................................25 Clever............................................................58
Dead Worlds....................................................2
Dhanabine Borderlands...................................26 Confident.......................................................58
Death Worlds...................................................2
Aegisine.........................................................26 Submissive....................................................58
Developing Worlds..........................................2
Dhanab..........................................................27 Unhinged.......................................................59
Feral Worlds....................................................2
Kharanos.......................................................27 Conversation Structure....................................59
Feudal Worlds.................................................2
Port Junction..................................................27 Social Skill Tests...........................................59
Forge Worlds...................................................2
Cappavocian Sub-Sector.................................28 Npcs And Social Skill Tests...........................59
Frontier Worlds................................................3
Al'Jzarrid........................................................28 Duel of Wits.....................................................60
Mining Worlds..................................................3
Cappavocia....................................................28 Dueling Skills.................................................60
Pleasure Worlds..............................................3
Cappavocian Gnosticators..........................29 Statement of Purpose....................................60
Shrine Worlds..................................................3
Crixus............................................................29 State your Case.............................................60
War Worlds......................................................3
LR-10/14B.....................................................29 Agree to the Terms........................................60
Quarantined Worlds.........................................3
Magna Gargano.............................................29 The Body of Argument...................................61
The Sea of Shadows.........................................4
Mortton..........................................................30 Body of Argument........................................61
Ashirra...............................................................4
The Cathayan Sarcophagus..............................30 Body of Argument Skills..............................61
Boukephos.........................................................4
Cardinale.......................................................30 Unskilled Body of Argument........................61
Generys...........................................................4
Halimede.......................................................31 Big Deal.......................................................61
Libellus............................................................5
Regicide.........................................................31 Not a Big Deal.............................................61
Nar-Sheptha....................................................5
Trantor Secundus...........................................31 The Duel........................................................61
Sector's End....................................................5
The Apocryphan Ravine....................................32 Verbal Exchange.........................................61
The Hadronian Wall...........................................6
Cezaerus II....................................................32 Volley to Volley............................................61
Drakonskyr......................................................6
The Sea of Cinders..........................................32 Exchange to Exchange................................61
Holy Hadronia..................................................6
Otnak..............................................................32 Speaking the Part........................................62
Phaenon Prime................................................7
The Dendray Mires..........................................33 Elements of Elocution....................................62
Mark of the Phaenonites................................7
Galatea..........................................................33 Interactions..................................................62
The Marjories Regency.....................................8
Tryphosa........................................................33 Walking Away................................................62
Advent.............................................................8
Vasantasena..................................................33 Take Them Away.........................................62
Belmayr...........................................................9
The Wylds........................................................34 Walking Away from the Group.....................62
Belmaryan Sharrex Regiment.......................9
Serioli.............................................................34 Violence within the 39th Millennium............62
Cauvis..............................................................9
Duel of Wits Actions......................................63
Gaustadt..........................................................9
Avoid the Topic............................................63
Graecia..........................................................10 The Powers of Mandragora Dismiss........................................................63
Heraion..........................................................10 The Adeptus Administratum............................35 Feint.............................................................63
Iolcos.............................................................11 The Carta Principary......................................35 Incite............................................................64
Kaitain............................................................11 Departmento Cartigraphicae.........................35 Obfuscate....................................................64
Lhiannan........................................................11 The Departmento Munitorum.........................36 Point............................................................64
Philileos.........................................................12 Hierarchy of the Administratum.....................37 Rebuttal.......................................................64
Salvus Tertius................................................12 The Divisio Agricultae....................................39 Baiting Beliefs..............................................65
Thade............................................................12 The Senatorum Draconem............................39 Resolving the Argument................................59
Trilia...............................................................13 Imperial Decreeist........................................39 Winning a Duel of Wits................................65
Valgus............................................................13 Homeworld: Imperial World.............................40 Compromises................................................65
Yanov............................................................13 Background: Officio Medicae...........................42 Minor Compromise......................................65
Ziegsturhl.......................................................13 Background: Planetary Defense Force............44 Compromise................................................65
The Abbas Sub-Sector....................................14 Role: Emissary................................................46 Major Compromise......................................65
Annazir..........................................................14 Role: Politico....................................................47 Losing............................................................66
Homeworld: Annazir....................................15 Role: Seneschal..............................................48 Shocking Defeat..........................................66
Lhasum..........................................................15 Role: Artisan....................................................49 Tying..............................................................66
Malkavia........................................................15 Crafting Rules..................................................50 Tied Compromise........................................66
Namaah.........................................................15 Using Crafting Skills......................................50 Murder most Foul........................................66
The Sixth Great Maelstrom..........................16 Step One: Define the Task............................50 Honor Besmirched.......................................66
Vasteras........................................................16 Step Two: Assign Factors..............................50 Helping in the Duel of Wits............................66
Vodaccair Sextus...........................................16 Difficulty.......................................................51 Disposition & Personalities in a Duel of Wits.66
The Drift Worlds...............................................17 Duration.......................................................51 Elocution Imperialis.........................................67
Bonisagus......................................................17 Dividing Tasks.............................................51 Skills and Skill Uses......................................67
Ephemera......................................................18 Material Cost...............................................52 Trade (Diplomacy).......................................67
Flambeaux.....................................................18 Step Three: Make Adjustments.....................52 Special Interactions in the Duel of Wits......67
Homeworld: Flambeaux...............................18 Step Four: Tests............................................52 Lore and Trade Skills in a Duel of Wits.......67
Hecuba..........................................................19 Improving Craftsmanship.............................53 Talent Descriptions........................................67
Metallus Quartus...........................................19 Cooperation.................................................53 Air of Authority.............................................67
Shaehol.........................................................19 Setting Things Aside....................................53 Ambassador Imperialis................................67
Sikun Secundus.............................................19 Step Five: Complete the Task.......................53 Clues from the Crowds................................67
Queensland...................................................20 Failure..........................................................53 Contact Network..........................................68
The Iron-Bounds..............................................20 The Auspices of the Officio Medicae...............55 Coordinated Interrogation............................68
Cathedral of Flesh.........................................20 Chem-Use.....................................................55 Enemy (X)....................................................68
Bravitovich Sub-Sector....................................21 Alien Toxins.................................................55 Frenzy..........................................................68
Caern of the Sentinel.....................................21 Concealing Poisons.....................................55 Halo of Command........................................68
Enceladus......................................................22 Detecting Poisons........................................55 Hatred..........................................................68
Makhavius Quintus.................... ...................22 Install Implants and Bionic Components.......55 Inspire Wrath...............................................69
Vrai Sombra...................................................22 Failed Tests.................................................55 Jaded...........................................................69
The Poisoned Shores......................................22
Master Orator..............................................69
Hagon Primus................................................23
Temple of Knowing........................................23 Social Interaction Peer (X).......................................................69
Reputation And Power...................................69
The Catepanates.............................................24 Disposition.........................................................57 Ally of The Departmento Munitorum............69
Ahrimanes.....................................................24 Testing Disposition........................................57
Mandragora Apocrypha
Conciliator.....................................................69 Nail Bomb....................................................87 Predator.......................................................108
Committed Xanthite.....................................70 Melee...............................................................87 Ptera-Beast..................................................108
Crimelord.....................................................70 Magistratum “Punisher” Baton.......................87 Scavenger...................................................108
Denouncer...................................................70 Armor...............................................................88 Shadowed Stalker.......................................109
Hidden Cultist..............................................70 Hardened Body Glove...................................88 Slithering Creature.......................................109
Oath Bonded to the Angels of Death...........70 Low Hiver’s Overcoats...................................88 Verminous Swarm.......................................109
Outspoken Monodominant..........................70 Mirker’s Greaves...........................................88 Venomous Terror.........................................110
Pious Observation.......................................71 Riot Shield.....................................................88 Walking Creature.........................................110
Renowned Warrior.......................................71 Tower Shield..................................................88 Creating Unique Creatures............................110
Revolutionary...............................................71 Volcanis Shroud............................................88 Plantlife..........................................................118
Throne-Agent...............................................71 Clothing and Gear...........................................89 The Kamalinka Genus.................................118
Voice of the Masses....................................71 Axe-Rake.......................................................89 Creating Unique Flora.................................118
Warmonger..................................................71 Bio-Sample Kit...............................................89 Generating Exotic Flora.................................118
Watched from on High.................................71 Chem Lamps.................................................89 Flora and Fauna Toxicity...............................124
Worthy Of the Mandragoran Elite................71 Coded Data-Slate..........................................89 Creating Your Own Xenos Species...............126
Traits..................................................................72 Cognomen.....................................................89 Generate Xenos Equipment........................143
Increasing The Scope....................................72 Court Robes..................................................89 Mutations.......................................................145
Groups versus Groups................................72 Forgery Kit.....................................................89 Servants of the Imperium..............................116
Crowd Control..............................................73 Hand Vox.......................................................90 The Law of the Imperium.............................116
Social Encounters............................................74 Heretic’s Wake Deck.....................................90 Bounty Hunter............................................116
The Role Of Social Encounters In Narrative..75 Holo Wafers...................................................90 Enforcer.....................................................117
Playing Npcs................................................75 Mantle-Shrine................................................90 Kill Squad Trooper.....................................117
Using Personality...........................................75 Mercantile Bodyglove....................................90 Magistrate..................................................118
Using Disposition...........................................75 Mercantile Cognomen...................................90 Ordo Hereticus Inquisitorial Ward..............118
Using Duel of Wits.........................................75 Money Pouch.................................................90 The Adeptus Arbites....................................119
Using Social Skills.........................................75 Ocular Catechizer..........................................90 Proctor............................................... .......119
Charm..........................................................76 Pass Tokens..................................................90 Cyber-Mastiff Handler................................120
Command....................................................76 Penthrift Dreadfuls.........................................90 Cyber-Constructs, Beasts, and Servitors..121
Deceive........................................................76 Pheromone Mister.........................................91 Cyber-Construct Use.................................121
Intimidate.....................................................76 Pheromone Nasal Filtration-Plugs.................91 Grapplehawks............................................121
Scrutiny........................................................76 Rag-Robes....................................................91 Adeptus Arbites Cyber-Mastiff...................122
Salvation Auger.............................................91 “Bullpup” Cyber-Mastiff..............................122
Toxin Wands..................................................91 "Bloodhound" Cyber-Mastiff......................123
Life in the Mandragora Sector Vox Caster.....................................................91 Eliminator Mastiff.......................................123
Imperial Culture & Local Worlds......................77 Vox-Phonograph............................................91 Bomb Disposal Servitor.............................124
Technology....................................................77 Vox-Thief.......................................................91 Suppressor Servitor...................................124
Faith...............................................................77 Ward Accessor..............................................92 Servo-Hunter.............................................125
Transportation...............................................78 Drugs and Consumables.................................92 Harrier-Skull...............................................125
Currency and Commerce..............................78 Amorouso Pheromone...................................92 Servants of the Emperor..............................126
Violence and Weapons..................................78 Mors Ira Pheromones....................................92 Administratum Adept.................................126
Clan and Company........................................79 Mors Ventus Pheromones.............................92 Administratum Ordinate.............................127
Media and Information...................................79 Soylens Viridians...........................................92 Astropath Minoris.......................................128
Education.......................................................79 Tremora Pheromones....................................92 Imperial Guardsman..................................128
Sex, Love and Families.................................79 Cybernetics......................................................93 Ministorum Cleric.......................................129
The Law.........................................................80 Adrenal Spike................................................93 Ministorum Preacher.................................129
Government...................................................80 Analgesia Infuser...........................................93 Ministorum Confessor................................130
Decay............................................................81 Hexis-Implants...............................................93 Space Marine............................................130
Classes and Caste..........................................82 Services.........................................................94 Citizenry of Mandragora..............................131
Upper Classes...............................................82 Luminum Tats................................................94 Citizen........................................................131
Imperial..........................................................82 Resusatrix Chamber......................................94 Entertainer.................................................131
Off Worlders and Spacers.............................82 Furnace Worker.........................................131
Nobility...........................................................82 Planetary Commander...............................132
Wealthy..........................................................83 The Mandragoran Bestiary PDF Praetorian Guard...............................132
Honored Servants..........................................83 The Plagues of Dread Mandragora.................95 Planetary Defense Force Trooper.............132
Middle Classes..............................................83 Cryptos..........................................................96 Heavy Repair Servitor...............................133
Tradesmen and Freeholders.........................84 Enslavers.......................................................97 Merchant Magnate.....................................133
Skilled Workers..............................................84 Humines Nocturnae.......................................98 Noblite Scion.............................................134
Lower Classes...............................................84 Mandragoran Reaper....................................99 Scribe........................................................134
Menials, Laborers and Peasants...................84 Reaper Mutate.............................................99 Slaughterman............................................134
Slaves, Helots and Servitors.........................85 Nostrafex.....................................................100 The Lawless of the Imperium........................134
Outcasts...........................................................85 Nostrafex Thrall.........................................101 Outcasts......................................................134
Outlaws and Heretics....................................85 Ptera-Squirrel..............................................102 Dreg...........................................................134
Mutants...........................................................85 Umbra..........................................................102 Heavy........................................................134
Xenos............................................................85 Flora and Fauna of Mandragora....................103 Heretek......................................................134
Creatures.....................................................103 Hive Ganger..............................................134
Demi-Pach.................................................103
Armaments of the Masses Grox...........................................................103
Recidivist...................................................134
Scum.........................................................135
Ranged Weapons............................................86 Grox Calf...................................................104 Scrounger..................................................135
Flamers..........................................................86 Saurian Carnosaur....................................104 Skulker.......................................................135
Gas Torch Flamer........................................86 Sharrex......................................................104 Underhive Merchant..................................135
Tox Spray....................................................86 Other Animals & Vermin................................105 Mutants........................................................136
Las Weapons.................................................86 Apex Predator..............................................105 Mutant........................................................136
Civitas Pattern Laspistol..............................86 Avian Beast.................................................105 Mutant Abomination...................................136
Melta Weapons..............................................86 Domesticated Beast....................................105
Melta Cutter.................................................86 Herd Beasts.................................................106
Low-Tech Weapons.......................................87 Harmless Creature......................................106
Drive Nailer..................................................87 Behemoth....................................................106
Impaler.........................................................87 Domesticated Mount....................................107
Scrap Cannon..............................................87 Ferocious Creature......................................107
Grenades.......................................................87 Flying Vermin...............................................107
Mandragora Apocrypha
he bore down, his knee driving into his abdomen and
vonne had been distressed. He was pouring over the expelling the air from his lungs.
vellum-stacks, data-slates and As'patchic communicae logs "Clean getaway!?" Yvonne yelled, spitting a mouthful of
spread haphazardly across his private study. There had blood to the plasteel decks beside them. "You, boy, dare to
been multiple variances and instances of suspected pass judgment on me!?." He had calmed down now. Still
conspiracies, potential leads and a countless multitude of breathing heavy, but no longer raging with indignation. "You
pleas begging for assistance that had emerged in a know nothing of the world you live in."
disturbing pattern throughout the past decade. Yet, despite Silas himself wasn't shocked at suddenly finding himself
all these, his anger grew more with pure ichor as he stared on the deck with an armored knee in his gut. He had
at the latest report he had received when the Pillar of expected far worse for striking one of the most powerful men
Penitence had emerged from the immaterium, allowing the in the sector. For him, it showed what good having morals
vessels venerable Astropath to enter a Nuncio trance and resulted in. The acolyte swallowed something that tasted like
receive the encrypted reports from the Mandragoran blood, and hoped it wasn't as bad as it felt.
Conclave. "I know enough to appreciate life, Imp. I know I look
He was being summoned for censure. young to you, but I've been traveling through this 'verse
That backwater world of Cezaerus II was proving to be an since I was born. I ran the Black for years before you people
ugly thorn that remained embedded in his consciousness. showed up and started preaching the gospel of your own
The taint was clear - the populace allowed a genetic guns. I've seen sights beyond description in human
deviancy beyond the acceptable parameters, and had he not language, and been witness to nightmares only humans
bombed the world the recidivistic nature of the deviant- could dream up. And through it all I learned that only two
blooded abominates would only escape into the grander things matter in this world: Knowledge, and Life. You just
Mandragora, polluting the purity of form the Imperium held threw away more lives than you could count. For what? So
so dear. you could stop some hive-gang riot? You just shot at a vent
He would have to think hard on an adequate response. He wasp with a missile launcher. You call that strength? I say
was not a man of eloquent words like his former mentor, nor it's the worst kind of weakness."
was he a persuasive charmer with a honeyed tongue like so Silas was more than a little light headed now. He wasn't
many priests of the Missionarius Galaxia. He sat, drumming sure if it was the gut-check he'd just taken, or if he was just
the auto-quill impatiently while waiting for the words to coming down off of too much adrenaline. Either way, he'd
formulate in the blankness of his mind - yet all that came said his piece and his conscience was clean. The Inquisitor's
was more emptiness. eye narrowed at him. Fierce, piercing - yet Silas could see a
It was, perhaps, this lack of words that made Yvonne glimmer of recognition. But of what?
appreciative of the sudden intrusion to his quarters by his "You think I'm weak?" Yvonne breathed out. "You speak
acolyte, seconded from the Ordo Bestilius not too long ago. of seeing the wonders of the void and the nightmares only
Silas - a prodigal youth with a technical knack few within the humans can dream of..."
Mechanicus could truly appreciate. His face was scowling, Yvonne lessened his grip on Silas' throat, rising slowly to
but the break from his own agonizing would be welcomed. stand above the man. The arching lights from the overhead
He bade him with a hand, unaware of Silas' own grievances. lumen globes flooded from behind his head, shadowing his
The Inquisitor turned and started to speak. It would have features as he looked down upon his Acolyte.
been something like, 'what is it that you wish to speak with "Then you know what my job is. What my job has always
me about?', if Silas hadn't already buried his elbow into the been, and shall always be. Those nightmares you speak of
man's face. are real, Silas. They await in the dark, waiting for the
"Shut your hole!" It was less a voice then a roaring sound leniency of a single mind," Yvonne paused. A mind like
that Silas didn't even know he could make. "How many?" He silas', "...to break free into our reality. It is a burden I hold, to
yelled as the one eyed man picked himself up off the floor. pass judgment on entire worlds, but it is a burden I do not
"How many died on that planet so you could have your clean hold lightly or without regard."
getaway?" Silas motioned to speak, but gurgled some unintelligible
Yvonne had been accustomed to being hurt throughout spattering before his eyes rolled back and he passed out.
his life. From lasburns, to the icy sting of xenos weapons, he Yvonne frowned. He had not intended to hit him with such
had suffered them all at the hands of the myriad enemies of force. He waited for a moment, before he concluded.
Mankind the Inquisition sought to defend against. Yet the "One day, you'll understand. When it is your time to pass
simplicity of being struck by a belligerent acolyte, rising well judgment on a few, so that a great many can live." He turned
beyond his station to express his anger - was profoundly to move away, but stopped a few short steps away. He
insulting, and on a deeper level, embarrassing. He had let whispered to no one in particular, since Silas had drifted far
his guard down. beyond consciousness and no one else was around to
Yvonne rose slowly to a knee, pausing just before he witness.
sprung out at the acolyte. With anger fueling his movements, "There were 2,432,032,372 who died that day." And with
the Inquisitor grasped Silas by his throat, wrenching the that said, with a trail of his coattails, the Inquisitor
acolyte's hand that moved to defend himself. He spun the disappeared down the corridors.
youth with a well-placed boot behind his legs, tripping him as
The Mandragora Apocrypha Part II: The Powers of Mandragora
Scholars and historian savants believe the fall of
“On salvations wings lay the divide; between intent and desire; for the
Mandragora could have been prevented were it not for the
shadow of the Imperium is cast from the fires held aloft by the
servants.”
ineffectual and divided lords of the sector. Between millennia
of overly-complex bureaucracy, politically driven planetary
- Inquisitor-Ordinary Yvonne Mengsk defense forces, and ambitious planetary governors, the
sector's strengths were divided piecemeal. The
Administratum of the sector suffered from this internal and
he Mandragora Apocrypha is an irregular series of inflated meritocracy the most, its own esteemed lords and
articles, collected volumes, and optional game rules for the ordinates vying for sub-sectorial dominance amongst each
Dark heresy 2nd Edition Roleplay game. The Apocrypha other. The discordance between those capable of levying the
contains all manner of exciting things such as rules forces of the Imperium would prove Mandragora's folly.
additions, new types of characters and different ways of
constructing groups of Acolytes, as well as idea for running Part III: Social Interaction
particular types of games. Such knowledge however, comes
with a warning - it is anticipated that some Apocrypha will Just as much as with a gun or power blade, the battles of
have substantial implications for your games of Dark Heresy Mandragora were won by wit and words. In this part, the
if you choose to use them. The Apocrypha are subject to social interaction mechanics are revisited. Porting the Duel
change and sit slightly outside of the purity of Dark Heresy’s of Wits ruleset from the Burning Wheel RPG, this section
core rules. For those of you who have steeled your soul and integrates satisfying social conflict mechanics that match the
crave forbidden knowledge, you read at your own risk! complexity of the core rulebook's combat systems, without
Enjoy! unnecessary complications. Intertwining the Disposition and
In the first compendium of the Mandragora Apocrypha, the standard skill tests into the system are intuitive and create
introduction to the previously unexplored sector begins. Set an easy to utilize way to engage in high profile, intense and
in the dawning centuries of the 39th millennium, this volume important dialogues for games set in the Mandragora Sector.
illuminates the state of the sector near its downfall, and
inevitable collapse in the years just crowning the birth of the Part IV: Life in the Imperium
newly founded Calixis Sector. While the infamous Angevin
Crusade comes to its natural conclusion, the great founding
Life in the Imperium is varied, but most often harsh and
and mass exodus of the Mandragora and Gehenna sectors
subject to the uncaring and eternally grinding bureaucracy of
begins - the colonial expeditions tainted by the dark horrors
the Adeptus Terra. The rigid hierarchy and social structures
left behind. By the end of 610.M39, the sector would be
are highly pronounced in Mandragora, in no small part due
known as the Dread and Perished Mandragora region, cut
to its history stretching back far into the early millennia of the
off from the rest of the Imperium by turbulent warp storms
Imperium's existence. Far from the distant core worlds of
that had raged for centuries. The Aegisine Crusades would
Segmentum Solar, and counted amongst the Sectors
be declared in the same century, first lead by the Black
Occularis that border the raging maelstrom of the Eye of
Templars, and later, the Red Scorpions chapters of the
Terror, its ancient and civilized worlds were able to firmly
Adeptus Astartes to reclaim the heart of the sector. It is this
entrench themselves in tradition and dogma without many
tumultuous epoch that the Apocrypha seeks to cover.
external influences.
"In the end, you just get tired. Tired of the struggle. Tired of losing
To trailing, the Mandragora Sector is bordered by the
everyone that matters to you. Tired of everything...turn to dust. If you civilized Ixaniad sector and to coreward by the Gehenna and
live long enough, you'll certainly be left alone. That's the price worth Finial Sectors. On its spinward front its nearest neighbor is
paying.." the Scarus Sector, and rimward lay the contested and
unregulated frontiers of the Halo Stars. Because of its
-Auto-Dictation recorded by Inquisitor-Ordinary Yvonne Mengsk position, Mandragora is considered one of the Sectors
Occularis, or one of the Bastion Sectors that border the
he Dread and Perished Mandragora Region was once periphery of the Eye of Terror.
Ashirra
The world of Ashirra is constantly
shifting under intense tectonic
movements that cause molten lava to
erupt across the planet. The constant
shifting reveals deposits of ore and
fossil fuels, fueling Ashirra's
commerce.
While Ashirra's surface is typically victim of earthquakes
and tremors, the populace are generally safe in suspended until a tithe is overdue or a danger to the world presents
installations across the world. Domed and environmentally itself. Often in these cases, those new found planetary
sealed, the life of the typical Ashirran is a mixture of duteous commandeers are executed for their previous incompetence.
attendance to mining the surface of the world and
maintaining the massive hab-cities. There are also +++Planetary Data+++ .
communities that prosper on the tremendously fertile surface Class: Agri-World
of the world; brave citizens choosing to risk the dangers of Contact With Other Worlds: Stable warp routes run from
being caught by a volcanic eruption. These citizens provide Boukephos to Nar-Sheptha, Phaenon Prime, and Generys.
Ashirra with food and other raw materials, securing its own
resourcefulness and preventing the planet from being Generys
dependent on the Astra Navis Commercia fleets.
Cloaked in darkened day light, the
+++Planetary Data+++ extremely thick atmosphere of
Class: Developing World Generys creates a world that seems
Contact With Other Worlds: Stable warp routes run from perpetually stuck between shadowed
Ashirra to Nar-Sheptha, Phaenon Prime, and Yanov. day and night. Generys' climate is
cold and stormy, it's surface obscured
Boukephos by a mist of low hanging clouds.
Despite the climate and perpetual gloom Generys has
Boukephos is the principle exporter become a Pleasure World of the sub sector. Within its
of agricultural products that sustains cavernous cities exists hundreds upon hundreds of
the neighboring systems in the Sea hydroponic gardens and artificially lightened hab-blocks
of Shadows. Despite its vast beneath the surface. Manses built by the planetary lords are
importance, the planet is relegated as exquisite and opulent, sparring little in their construction.
a back water locale, it's few Agri-lords Public transit systems provide a network of transportation
ruling the settlements of farmers and linking cities together, and communal resorts that cater to
herders on the world in the most simplistic of lifestyles. the excesses of humanity have sprouted across the world
The largest settlement on the world is the Androthi Con like plague-weed.
Space Port, maintained and supplied by the Hysode Generys' subterranean paradises are considered one of
Exchange. Dubbed little more than a glorified 'voider's stop' the twelve great wonders of Mandragora. Irrigation ditches
by the commercia fleet is still the most impressive settlement and canals provide purified mineral waters through a
on Boukephos, maintaining the infrastructure to receive and network of fountains and fonts that supply both a mist like
port orbital landers to the shipyards orbiting the world, where haze throughout the tunnel work of Generys. Entire
the true governance of the planet takes place. chambers are filled with exotic flora sampled from the far
The post of Imperial Commander on Boukephos has long corners of the sector, and because of the traders that
been considered a regency born of failure. Those who have frequent the planet, almost any luxury item can be obtained
been dishonored or pushed into the position by the sector with enough influence or wealth.
lords generally do so as a soft banishment or exile, being +++Planetary Data+++
relegated to the role of conciliator between the nearly feudal Galactic Position: 99/NW/cLI/2.
harvest lords of the planet below. When the position cannot Class: Pleasure World
be filled in a timely manner (relatively speaking), the most Contact With Other Worlds: Stable warp routes run from
influential of the harvest lords assumes nominal command of Generys to Salvus Tertius, Trantor Secundus and
the world - although in most cases they are not informed Cappavocia.
+++Planetary Data+++
Galactic Position: Unknown
Class: Desecrated World
Contact With Other Worlds: There are no stable warp
routes between Drakonskyr and other planets of the
Mandragora Sector, though Generys is the nearest major
planet.
Holy Hadronia
Known as 'Holy' Hadronia, the world is
the seat of power of a breakaway
synod of the Ecclesiarchy. Due to
differing opinions and dissent caused
by the hard line views of the Libellus
diocese, the diocese of Hadronia
separated from the synod in the late 36th
millennium, and was not officially recognized by the sector
synod of Philileos until the early years of M38.
The planet itself is a sober place, ranging in environments
The Hadronian Sub-Sector from fertile fields to desolate plains and scorching deserts,
not quite unlike ancient Terra. The populace of the world
The Hadronian Sub-Sector is one of the smallest sub- observe a more reflective interpretation of the Imperial
sectors of Mandragora, composing only two habitable and Creed, turning inwards towards propriety and acts of self
recognized worlds of the Imperium. Considered backwater abnegation. The clergy of the diocese advocate deep
worlds by the major worlds and enclaves of the sector, the meditations and purging oneself of selfish desires.
Hadronian Wall became a pivotal locale during the early Most of the world's cities are in various states of
years of the Angevin Crusade that would later become the advancement, ranging from simple farming villages to
Calixis Sector. bustling space ports. Having the honor of maintaining a
shrine to the patron saints of Mandragora as well as a
Drakonskyr Schola Progenium, the adherents of the Hadronian faith
have become exemplars of selfless citizens. Despite their
Locked in dreadspace at the very edge nearly rebellious beginnings Hadronia has been used to
of the Hadronian sub sector, exemplify the tenants and virtues of bearing faith in the
Drakonskyr is a desecrated world rife Emperor across the sector.
with immaterial energy saturating the
atmosphere. The population of the +++Planetary Data+++
world, if it could be called that, are Galactic Position: DN/AM/3/N
craven and bestial - mutated beyond Class: Shrine World
recognition of the human form. The inhabitants of the world Contact With Other Worlds: Hadronia is connected by a
worship a deity daemon that the world is named after, a foul singular stable warp route that extends from Graecia. Its
and bloodthirsty creature that demands constant sacrifices to remote location and difficulty of passage makes it a seldom
appease it's unquenchable thirsts. visited world.
There are few with the knowledge of the world, and fewer
Advent Linguistics:
A gaseous giant discovered to contain Vaelic Gothic
vast reservoirs of industrial gasses So influential has the Val Dynasty been in the founding
beneficial to the Mechanicus' forge of the Mandragora sector, and continued wealth of the
worlds, Advent became a focal point sector, that an entire dialect unique to the Marjories
to supply both forge worlds within the Regency is ratified as the official language. Imported
sub sector, as well as the nearby void- long ago from the Segmentum Solar core worlds, this
yards of Metallus Quartus. dialect is archaic yet has been influenced heavily by
The gas giant is orbited by a multitude of vast orbital the decadence of the Vals. In Vaelic gothic, for
stations emplaced by the Mechanicus centuries ago. From example, there are 23 ways to describe
these orbital gas mining operations are undertaken under intoxication, and only two to describe
purity or sobriety.
Namaah
Lhasum
Once, the grand mausoleums of
Lhasum the endless, Lhasum the Namaah were considered the finest of
bountiful. Lhasum is an agri world of the sector and to be interred on the
boundless life that resists world was a great honor. Now it sits
extermination. Unlike other worlds of at the heart of the 6th Great
the Imperium, the flora and fauna Maelstrom, lost to the sector.
reproduce at foracious rates that Before the consumption by the
make the Imperium's taming of the planet maelstrom, Namaah was a popular habitable world by the
extraordinarily difficult. Within hours entire livestock various powers of Mandragora. Because of its exemption
populations can explode into a frenzy of uncontrollable from Imperial taxation and tithing, dynasties of nobles and
swarms. chartist captains used Namaah to hoard their vast wealth
The native life on Lhasum are quite abnormal and without fear of levies from the countless organizations with
strange, with few species that can be naturally deadly to the remit and power to do so.
humans. Rather, their evolutionary path has led to over Now Namaah is gone, and so too are the lost treasures of
breed as a mechanism for survival prior to the planet's a great majority of ancient noble families. Some of which
settlement. The nutrious value of the majority of the Lhasum have become desolate and disposed when Namaah was
ecosystem making it ripe for the Imperium's uses. lost. The wealth of Namaah was not measured simply by
So velocious is the life farms of Lhasum that occasionally foreign currencies, but by deeds of land. and rights, warrants
entire planetary sectors must be let afire with holy of trade and ancient, hereditary artifacts of bygone ages.
promethium to ensure one species does not eradicate Many a noble have gone on expeditions to reclaim their
another, or damage agricultural installations. The Lhasum families forsaken legacies, only to see the end of their
Administratum employing a number of methods, from families line die with them
ordering dictates of destruction to hiring bands of
+++Planetary Data+++
mercenaries to clean sweep smaller outbreaks.
Galactic Position: IE/D1/P-12
+++Planetary Data+++
Galactic Position: 2.UR/B/D The Iron-Bounds
Class: Developing World
Contact With Other Worlds: Sikun Secundus has a key The 'Iron-Bounds' stellar region is bereft of habitable
stable warp route connecting it to Shaehol. systems useful to the Imperium. It is a dark and desolate
region of space that is best avoided.
Queensland
Cathedral of Flesh
Queensland is a world like no other.
Natural forming crystal formations This world is a truly horrifying penal
and mineral infused bodies of water colony reserved for the worst of
hold narcotic properties. Literally humanity. This is dark penitentiary
filled with performance enhancing where it's inmates are not only
chemicals and sedatives, the stripped of their personal freedoms,
pleasure-lakes of Queensland induce but their minds and bodies as well.
idyllic states of sublime pleasure by simply submerging The prisoners of the Cathedral are marked for truly
oneself in its waters. So rich are these highly addictive heinous crimes, and befitting their sins are not granted the
narcotics and sedatives in the environment, simply mercy of a swift death. Rather, they are subjected to a
consuming local vegetation is enough to obtain an induced multitude of genetic restructuring and flesh shaping from the
high. Genetors of the Mandragoran Mechanicus. Some are used
Unwilling to destroy the cultivation of these natural to prove a theorem, but the vast majority are made into
wonders, the golden spires of Queensland shoot up high into misshapen abominations intentionally. The full weight of their
the sky, maintaining palaces shrouded by heavy crystal forced mutations are enforced by their mental faculties being
domes. Locked away in these palaces are the populace of preserved. While a prisoner's body is reshaped, their minds
Queensland, who may visit upon the earth but not settle it by are removed completely to ensure the punishments inflicted
ancient decree. From up on high the collectors of within the Cathedral are not lost to insanity and trauma born
Queensland supply the Chymistry and Alchemist of the of pain.
spires to produce an assortment of intensified and purified Not even is death a reprieve in the traditional sense.
drugs, for pleasure and combat, to provide their yearly tithes. Owing to the skills of the Mechanicus, prisoners who 'die'
The act of disrupting or damaging the local ecosystem is naturally are further preserved by conjoining the bodily husks
treated with dire severity. Off-worlders of importance may be of many inmates together, and binding their life essence with
asked to leave, permanently banned from returning to the implants and sustaining technology to create fully aware
surface if permitted to return to the planet at all, while those servitors who are unable to voice their eternal torment.
without the backing of a prestigious and astute organization
or master will be dismembered slowly by the Golden ++Planetary Data+++
Collectors of Queensland. Galactic Position: NW/NC/43289.Q
Class: Penal World
+++Planetary Data+++ Contact With Other Worlds: The Cathedral of Flesh has a
Galactic Position: 802/B-15 stable warp route connecting it to Phaenon Prime, Hecuba,
Class: Pleasure World Port Junction and Metallus Quartus.
+++Planetary Data+++
Galactic Position: FE/99.B/Q
Class: Feudal World
Contact With Other Worlds: Makhavius Quintus has a
stable warp route connecting it to Vrai Sombra and
Enceladus.
Vrai Sombra
The ancient heart of the Bravitovich
Consillium, Vrai Sombra is beautiful
garden world where the architecture The Poisoned Shores
of the cities blends seamlessly into
natural preserves surrounding and The Poisoned Shores is a pseudo sub-sector few are
within them. Artistry is culturally aware of. The stellar region is fraught with danger from
linked with the Vrai Sombra, and the corsairs and pirate activity, as well as turbulent and often
cities of the planet are exquisitely beautiful in comparison to violent warp storms. The region is avoided by the Navis
the typical architecture on other typical worlds of the Nobilite unless absolutely required to travel. Journeys to and
Imperium. from the sub-sector are generally three times as long - most
The population suffer from a genetic defect sometimes chartist fleets not daring to risk the dangers of making
known as 'the curse of Vrai Sombra', inflicting them with prolonged jumps until well beyond the Shores boundaries.
extremely short life expectancies. Most adults on Vrai
Sombra perish in their late second or third decade of life,
and because of this infliction the population of Vrai Sombra
+++Planetary Data+++
Galactic Position: IU/22-M
Class: Death World
Contact With Other Worlds: Mortton has a stable warp
route connecting it to Cappavocia and Port Junction.
Cardinale
Cardinale was once known as the
breadbasket of faith and food.
Celebrating both the deep veneration
of the Emperor and devotion of a
Shrine World, Cardinale was equally
bountiful in rich harvests from it's acres
upon acres of agricultural developments.
Since the vanishing of Cartia, Cardinale's former influence
has faded, but has obtained a much more important role in
the sub sector's health. Missionaries are sent to support the
growing hunger demands of Trantor Secundus, braving
unreliable and unpredictable warp travel to deliver food to
the beleagured hive world. By maintaining these
humanatarian missions, the word of the Emperor and his
servants remain strongly desired by the isolation.
+++Planetary Data+++
Galactic Position: 718/Y/L1
Class: Shrine World
Contact With Other Worlds: Cardinale has a stable warp
route leading connecting it to Lhasum.
+++Planetary Data+++
Galactic Position: WE/12/SQE
Class: Feudal World
Contact With Other Worlds: Serioli has a few unstable
warp routes connecting it to Vasteras and Cappavocia.
the far boundaries of the sector, and sometimes beyond, to organization to respond effectively to threats, regardless of
observe stellar changes and phenomena, as well as correct size and location. The local departments of the organization
and censor data archived from the past. can raise tithes from worlds close to a war zone without
The Astra-Epistolaries of the Departmento Cartigraphicae needing a response from the higher levels of the
are afforded as much as respect and authority as a typical Departmento Munitorum. As the level of a threat increases
adept of their rank would expect. Due to their dependent and more local departments of the Munitorum become
nature however, they are often treated as excessive or involved, the amount tithed, and the amount of planets tithed
unnecessary contingents forced upon void captains to from, increases. At this point higher levels of the
appease the Adeptus Administratum. In protest or disdain, Departmento Munitorum will also become involved, and may
the scribes of the Departmento Cartigraphicae are funnel additional resources from other parts of the Imperium
occasionally accommodated with poor living conditions or in to a war zone. The local Departmento Munitorum
with whatever hovel can be made 'livable' aboard the crew presence in a subsector has the ability to impose instant
quarters of a void ship. tithes, without forewarning, as and when required. Because
of this, central command is not needed, due to the functional
The Departmento Munitorum autonomy of each level of the organization.
The Departmento Munitorum is the department of the The Departmento Conlatio & Auctus
Administratum devoted to the general administration, supply
and command of the Imperial Guard, however despite its The Departmento Conlatio and Auctus is the department
necessity it is often viewed by the Guard as ineffective. The of the Administration tasked with the collection and
Munitorum has ultimate responsibility for the raising of new distribution of tithes. Serving to determine the tithes of the
regiments, training of troops, provision of equipment and various Agri Worlds that litter the Imperium, and making sure
supplies, and transportation of troops and equipment to and that that there is enough food to feed the people of the
from theatres of war. It is primarily a logistical organization, Imperium. Food will still not be distributed equally, however,
like the Administratum, but while the Administratum deals and only the highborn and the Astra Militarum get priority
with civilian logistics, the Munitorum deals with the logistics over food while civilians get whatever scraps are left.
of war. Using military as opposed to civilian ranks, the The Departmento Conlatio and Auctus is financed by
Departmento Munitorum dates back to the Great Crusade. tithes of every Imperial world that provides produce,
The Munitorum is financed by tithes of men, money and livestock, and materials for the Imperium. It is the solemn
material, and all Imperial planets able to support the Imperial duty of the Conlatio and Auctus to determine and dictate the
military forces in a sector are regularly called on to do so. To provisioning needs of a sector's planets, re-distributing
make sure the tithes are provided as and when required, collected tithes to support valued worlds and forfeiting the
representatives of the Departmento Munitorum are present remnants to the core worlds and Terra itself. There are many
on almost every Imperial planet. Representatives of the important, specialized worlds that simply could not exist in a
organization are also present on all Imperial Navy ships, and meaningful manner without the importation provided by the
wherever Imperial Guard forces are stationed. Departmento's vast network.
The Munitorum is organized to allow each level of the
36
The Mandragora Apocrypha
Hierarchy of the Adeptus Administratum
The Adeptus Administratum of the Mandragora Sector is filled with many
Offices Minoris, each following their own adherence to internal hierarchies
while maintaining semblance and correlation with the greater
Administratum's recognized Strata. While variances in nomenclature, ranks,
and titles are typical within each officio, branch and sub-branch, these are
the generally accepted across the Mandragora Sector and it's periphery
borders.
Role Talent
or those who inhabit the highest echelons of Imperial Archivator or Lexographer
society, playing politics comes as naturally as hymns in
praise of the Emperor come to the lips of a pious priest. Role Bonus
Indeed, such skills are not acquired by choice, but rather as
Scandalous Socialite: In addition to the normal uses of
a necessary means of survival in the treacherous courts of
Fate Points, a Politico character may spend a Fate
system lords and Commercia Trade dynasties. Few things
point to reduce or increase a target's Influence
are beyond the scope of those most adept at playing the
Characteristic or Disposition score by 50 percent.
intricate game of favors, obligations, threats and coercion.
This effect lasts for one Skill Test made by the
With the right connections a powerful politico can command
target. Note this Role Bonus cannot be
entire battlefleets, feed or starve entire systems, and all but
used for Requisition tests.
ensure the condemnation or salvation of any man he wishes.
To face an adversary with such political power is a fearsome
task indeed, for it guarantees more than just a single foe.
Each and every soul who owes his trust to such an Politico Characters
adversary is a potential threat.
Playing several groups against one another, acting
The Role of the Politico through intermediaries and agents, manipulating those
around him to his own ends, these are the trademarks of the
Highborn and nobility themselves are often powerful Politico. Often members of high society, these ambition
political forces in the sectors they attend court, and simply motivated characters have spent years amongst the
participating in Imperial politics is a sure way of earning the backbiting and favoritism of the political elite. Characters of
attentions of a rival. For every friend or ally a Politico makes, this sort know full well that what one can do is not so
an adversary lies in the shadows of the aristocracy waiting important as who one knows or what one can make others
for the chance to lay him low. These political nemeses use do. Subtle and slippery in the extreme, these characters are
their influence where more straightforward men and women masters of long-term planning, and often have several
would employ a Boltgun. They pull the strands of their web contingencies prepared for every possible circumstance.
of allies, debtors, and vassals to accomplish their aims When engaged in the intrigues of Imperial politics, the
without ever taking direct action. Politico rises to the spotlight. This is the arena the Politico
While some would argue that the political leanings of fights in, his words the equivalent of a warriors power blade
nobles and the highborn dilute the strength of a planet, or an assassin's garrote. His armor is the Dictates Imperialis,
others are quick to point out the largesse devoted to a his shield his heritage, rank and station. Few outsiders can
planet's governance could otherwise be used for far darker truly appreciate the grace in which he wages his own wars of
ambitions. The constant vying of the nobility of various personal vendetta and amibition.
worlds to gain the sector's governor attention to gain status
or wealth, or to cause the downfall of others they dislike, Sample Politico: Pollux Okane
actually strengthens the Imperium by weeding out the weak Pollux Okane is a spoiled and vain noble of the grand
and incapable from ever reaching the top. Commercia Trade Noble house of Okane, destined by birth
Nepotism is a firmly entrenched practice across the to command an entire star system. Having come into power
Imperium, with the vast bulk of planetary and even sector long before reaching his prime, he rules his demesne as a
law concerning rites of inheritance of titles and estates bored simpleton, throwing entire planets into starvation or
passing from parents to children. Without the planetary, sub destruction on a whim. Protected by Imperial politics, yet
sector and sector courts, these inheritors would come into savvy to their traps and pitfalls, he manipulates those around
full power of their demesne, unchallenged and worse, him with a practiced hand, enjoying full well his guarded
unprepared to serve the Imperium's interests. Protected by position.
Imperial laws, incompetence and lax attitudes could weaken
the strength of an entire sector. Thankfully, the political
ambitions of the countless contenders across the Imperium
ensure this is exception, and not the rule, and that only the
strongest hold power for long throughout the Imperium.
51
The Mandragora Apocrypha
Material Cost Step Three: Make Adjustments
When creating an item, a character must first have access
to the right materials. Whether these materials are on hand A number of factors can affect the Difficulty, Duration, or
is up to the GM, though common sense should play a part Material Cost of a task, some of which may be imposed by
(i.e., a character on a feral world is going to have access to circumstance and some of which are chosen by the
many basic materials good for the Survival skill, but might character. These include adjusting the Duration to make
have trouble finding the parts needed to make an autogun). tasks easier or shorter, the tools or workspace used and the
Once it has been determined whether the materials are on quality of raw materials.
hand, the GM then decides if the character needs to expend A character may voluntarily adjust Duration by one-step
any resources acquiring them. As a general rule, when up or down for a corresponding adjustment to the Difficulty.
creating items using the Tech-Use skill (or the Medicae skill Thus, for each step up in Duration, the GM-assigned
when creating advanced drugs, such as those not occurring Difficulty goes down by one level. However, if the character
naturally), characters must always buy materials. Items decides the task will take more time than he has, he can also
crafted with Survival, on the other hand, can other be made do the opposite, decreasing the Duration by one-step and
from “found” materials, such as fashioning a bow when in a increasing the Difficulty by one level. Any adjustment of
forest, or making a spear from scrap metal in an underhive. Duration below “minutes” has no effect, and any adjustment
When acquiring materials for crafting, determine the item’s above “years” multiplies the Duration roll by 2. Any change in
Availability and then decrease it by one level (i.e., Average Difficulty below Trivial (+60) has no effect, and any shift
items become Common, Common items become Plentiful, beyond Hellish (–60) means that the task is beyond the
etc.). The character then makes a Requisition test to acquire Acolyte’s current abilities.
the materials just as if he were acquiring an item. Once he If the character has access to tools, workspace or
has the materials, he can then try to create the item. materials of Good or Best Craftsmanship, the Difficulty or
The Cost for building things from scratch can require Duration of a project can also be reduced. Items of Good
more creativity, but needn’t be intimidating. The key is to Craftsmanship can reduce Difficulty by one-step. Items of
start from a known point and modify appropriately. Table 2- Best Craftsmanship reduce the Difficulty and Duration by
3: Material Availability is intended to be a starting point and one-step. Use the highest Craftsmanship modifier only in the
guide. case of multiple items that would affect the task. Thus if a
tech-priest had access to a forge world Mechanicus
workshop of Best Craftsmanship and also raw materials of
Example Good Craftsmanship, only the modifier for the workshop
The GM looks at Gyth’s project and reasons that since would apply
cameleoline technology is fairly advanced and few outside the
Adeptus Mechanicus would have any knowledge of its
workings, the Difficulty will be Hard (–20). Since it is a complex
improvement, he assigns a Duration of weeks. Gyth
Example
requisitions the materials and then rolls 2d10 for the Time Gyth is fortunate enough to have access to an Inquisitorial
Range. She gets a 5 and a 3, resulting in eight weeks of workshop with tools of Good Craftsmanship at Phaenon Prime,
estimated work. Fortunately this is about the same amount of which reduces the Difficulty of her task to Difficult (–10). She is
time that her companions will be investigating the archives of also using Good Craftsmanship flak armor, but since she has
Phaenon Prime. already applied a Craftsmanship bonus, it does not produce
another shift. Though she could reduce the Difficulty to
Challenging (+0) by extending the Duration to eight months,
she decides that her fellow Acolytes will be finished with their
investigation long before then.
Table 2-3: Material Availability
Skill Availability Examples
Stone
Basic Abundant Rockcrete, granite, common stone
Exotic Plentiful Marble, slate, veined ouslite
Metals
Step Four: Tests
Basic Abundant Iron, steel
Average Average Plasteel, basic alloys A character tests the appropriate Crafting Skill at the end
Exotic Scarce Adamantine, complex alloys
Composites Rare Ceramite, crysteel of the Time Interval indicated by Table 2-1: Crafting
Components Durations. This assumes the character spends a full six
Simple Plentiful Gears, simple mechanisms hours per day - or the entire Time Interval for shorter
Average Scarce Weapon parts, vehicle parts
Complex Very Rare Auspex parts, explosive collars durations - working on the project. If the character spends
Woods less than the requisite amount of time per day, that day does
Basic Scarce Barrels, planking not count towards earning a Test. Success on the roll
Exotic Very Rare Nalwood, steelbark
Biological Components
reduces the time to complete the job by one Time Interval,
Simple Scarce Basic tissue, muscle but degrees of success or a failure of three or more has
Complex Very Rare Complex tissues, nerves, brain additional effects.
For each degree of success, the character may either
reduce the time necessary to complete the project by an
additional Time Interval or apply it towards improving the
† Some cybernetic systems are only provided to tech-adepts of the Adeptus Mechanicus. It is possible, though, that skilled hereteks might risk the wrath of the Machine Cult
by implanting crude versions of these systems in anyone willing to pay their price.
Dueling Skills
Rather than fighting with poweraxes and chainswords, a
Duel of wits is fought with words. Thus, your main battle
skills are: Influence, Command, Deceive, and Charm.
Intimidate and Inquiry are used in support roles.
Statement of Purpose
To begin a Duel of Wits, there must be two sides willing to
defend their disparate positions. Each side clearly and
succinctly states its case. This is called the statement of
purpose.
You should arrive at this juncture after role-playing and
getting a feel for the situation. If you don't know what you
want from a Duel of Wits, don't start one. Keep role-playing Agree to the Terms
until you want something. Once you do, state your case.
Both sides must then agree to the terms of this debate
State your Case before continuing. This is essentially a meta game condition.
Each player briefly describes his point and why he is "If I win, you'll do X. If you win, I'll do Y.". Each player states
right. State your cases in an orderly fashion. Once you've his terms and agrees to abide by them. Keep the demands
stated your case, write it out. reasonable and achievable. Break larger issues up into
smaller arguments and span them across multiple duels. A
war isn't won in a single clash of arms, nor is a court case
Example won with a single battle of words. The point here is to get the
argument into the mechanics so it can be resolved fairly.
There's nothing worse than two hours of pointless player
Our Planetary Defense Forces has always done right
versus player argument. Bring arguments to the table, set
by itself; there is no need to become embroiled in the
internecine politics of outsiders. the terms, roll the dice and move on.
A player can never be forced to engage in a duel. If he
Unless all stand together, all will fall. This is not a wishes, he may always walk away from a challenge -
problem for one system or army, but all of the disparate refusing to debate the point. Note, though, if a player
lords of the sector. chooses to walk away, he must shut up. No more talking
about it with him! For more details, see page 56.
The Duel
The Body of Argument In a Duel of Wits, players plan their strategies a few
moves in advance - they build a hand of actions in order to
Rather than shed blood and break bones, we undermine outwit and overpower their opponent’s feeble arguments.
points and damage egos in the Duel of Wits. The body of
argument represents the strength of your position at the start Verbal Exchange
of the debate.
In a Duel of Wits, we call our "round" the exchange. Each
Body of Argument player plans three verbal actions for the exchange and writes
Once the cases have been made clear, each player tests them down in secret. We call this "scripting." Each action
one of his relevant skill. This base difficulty of this roll is and the opponent's opposing reaction is contained in a
Challenging (+0). Add any Degrees of Success from the smaller time segment called a volley. Players take one
skill test to the character's Willpower Bonus. This total is the action per volley. Their actions are then played against one
body of argument for this duel. Note this total. another.
Example
When presenting his argument, a diplomat with the Volley to Volley
Trade (Diplomacy) skill rolls three Degrees of Once the actions for the exchange are scripted, the GM
Successes and adds that to his Willpower Bonus of 4. calls for each volley of actions to be revealed, one at a time.
His body of argument is 7 for this duel. An unprepared "First Volley!" he says. Each action is spoken and resolved
character who doesn't not possess an appropriate skill, before moving on: The actions for volley 1 are resolved
instead tests makes a Challenging (+0) Willpower test. before moving to volley 2; volley 2 is resolved and then
volley 3 is revealed.
Exchange to Exchange
The purpose of the Duel of Wits is to reduce your If one side's body of arguments isn't reduced to zero at
opponent's body of argument to zero through use of clever the conclusion of volley 3, start a new exchange. Both sides
strategy and outright attack. take a moment to choose three new actions. Do not roll for a
new body of argument or otherwise adjust your current total.
Once both sides have scripted new actions, play the
exchange volley to volley as described above.
Example
The sector envoy wins his argument against the
commander of the Planetary Defense Forces. The
Major Compromise
commander is still against surrendering control of the
PDF. However, now the Planetary Governor has heard If you lost all but a few of your body of argument points,
both sides, he sees merit in the ambassador's plans. you owe your adversary a major compromise. You must
The Planetary Governor, as the audience, agrees to either grant him a major concession regarding your own
the winning proposal - in fact, he must. goal, or agree to an additional related condition of
considerable weight. Granting a major compromise should
feel like losing.
Compromises Example
It is a very rare circumstance in an argument when some Scythius and Silas are arguing with their companions
concessions aren't made by the winning party to the loser. over the fate of an evil heretic. Should the Arch Heretek
Sometimes it is ceding or validating a point, other times it’s Archemax Ventilix be executed or should they join him?
agreeing to disagree and still other times an actual Silas wins, and the party will join forces with him. But
compromise is reached. Silas owes Scythius a major compromise They'll only
join forces with him until he ends this chaos plague.
When your body of argument is reduced by any amount,
After that, Scythius will bring him to the Astra Cardinal
compromises must be made. Victory is unconditional only if
your body of argument is untouched. to account for his past evil deeds and be sentenced
under the laws of the God-Emperor.
Minor Compromise
If your body of argument is reduced by a few points, you
owe your interlocutor a minor compromise. You must grant
him a small concession regarding your goal or agree to an
additional, minor condition that he puts forth.
Example For group duels, its best to adhere to the rules for
providing Assistance (see page 27, Dark Heresy 2nd
Edition). One character - the speaker - acts as the primary
Scythius and Silas, long embittered by each other's
for his side. He scripts the moves he'll use. As he goes, his
personal philosophies, have finally decided to engage
allies may make comments or points to each volley, and
in a prolonged verbal showdown. After a verbose and
throw in a helping bonus of +10 when they raise their voices.
eloquent dictation by Scythius, Silas' body of argument
The only limitations in addition to the normal rules is that no
is reduced to 0. Scythius' points were all made with no
character may render assistance more than once per
reduction to his body of argument. After failing a
Exchange.
Willpower Test, Silas is left at a loss of words - a
Once everyone has made their comments on a particular
moment of hesitation that Scythius uses to run a sword
Volley, the primary speaker rolls for his actions. It's the same
through Silas' chest!
as a regular volley within a Duel of Wits, but with helping
bonuses. In order to grant a helping bonus, a player must
Tying roleplay his character's participation. Failure to speak up or
If both arguments are reduced to zero in the same volley, act means those bonuses may not be used on that
the duel is a tie. Neither party is in a position to leverage a particular roll.
victory. Two options are available: The characters can part Additionally, there's no rule that says a character has to
Ways and agree to take up the argument at another time, or help his own side or group. Supporting players may have
they can agree to a compromise. their character help the opposing side through disparaging
remarks, bad arguments or just plain treachery! Whatever
Tied Compromise they choose to do, they still must abide by the guidelines and
The first rule of a compromise resulting from a tie is intent of the particular verbal action they are supporting.
neither party can achieve the terms he sought at the outset
of the duel. Both parties must agree to a point that sits Disposition and Personalities in a Duel of Wits
squarely in the middle. It is best for each side to set forth a
new offer - one more generous to their opponent than the Disposition and Personalities of an important NPC may
original - and, if possible, have a neutral party offer a third, also be utilized to create truly memorable experiences. With
middle ground offer. The players then choose the most each passing volley in an Exchange, the Disposition of an
appropriate one and move on. NPC may be altered. This can have potentially long lasting
Ties are a difficult and tenuous matter. Hard and fast effects on a character - or result in the NPC reaching zero
mechanics are too rigid to govern the myriad of situations disposition, acting as described by the details of his
that will arise in play using these mechanics. But it is Personality. By incorporating the Personality of an NPC into
important to remember that neither side has won. If a solid the actions and results of an NPC in a Duel of Wits, a
compromise can be reached, great. If not, perhaps it's time Gamemaster can easily determine the reactions that
to escalate. See the Murder most Foul and Honor character may have, and even when to judge it appropriate
Besmirched sections below. to resort to violence or even attempted murder!
“Pride is not a sin. Hubris is not a failing. The Stars are yours if you
have but the strength to grasp them." Lore and Trade Skills in a Duel of Wits
Relevant Lore and Trade skills may be used to substitute
–Anon for Feint, Point and Rebuttal Duel of Wits actions, provided
the skill is relevant to the spoken volley. While the
Gamemaster is the final arbitrator in permitting the skill to be
he ways of the Politico are many, and even the most
used, it is a relatively easy way to apply the knowledge a
proficient of diplomats knows that there can be no perfection character possesses.
to their arts so long as the minds and hearts of men hold to Of special note, however, are Forbidden Lore skills. Any
their beliefs. Steadfast in their convictions, it takes a talented characters who evoke forbidden lore risk corrupting the
orator and a master weaver to convince lords and ladies to untrained and unprepared for unpleasant truths. Those
the wills of others. involved with the Duel of Wits who themselves do not
This following section includes one additional skills to the possess the Forbidden Lore Skill receive one point of
Dark Heresy 2nd Edition system, intended to be used Corruption Degree of Success or Failure on the Skill Test for
primarily with the Duel of Wits mechanics, as well as a listing hearing Blasphemous Lore (see page 289, Dark Heresy
of talents that can influence and affect the Duel of Wits 2nd Edition). Additionally, Forbidden Lore may be used as
mechanics further. part of an Incite Duel of Wits action, with an bonus of +20 to
the Skill Test roll.
Skills and Skill Uses
Talent Descriptions
The following presents the Trade (Diplomacy) skill,
including its effects, prerequisites, and aptitudes, as well as The following presents each talent, including its effects,
a description of how other skills may affect the Duel of Wits prerequisites, and aptitudes as amended by the Duel of Wits
system. sub system.
Contact Network Enemy (2) would grant the character's body of argument an
additional +4).
Tier: 2
Prerequisites: Cover-Up, Intelligence 35
Aptitudes: Fellowship, Leadership Frenzy
Effects: Characters with this talent can leverage their Tier: 1
extensive network of resources to intimidate and threaten Prerequisite: None
their adversary. The character can make Commerce Skill Aptitudes: Strength, Offence
Tests in place of Intimidation or Command tests. Effects: At the conclusion of a Duel of Wits, if a character
with the Frenzy talent loses a Duel of Wits and wishes to
Coordinated Interrogation attack (see Murder most Foul, page 60), he may engage a
state of Frenzy as a half action in the immediate round
Tier: 2
following the Duel of W its. If the Duel of Wits was won per an
Prerequisites: Clues from the Crowds, Strength 40 or
Incite action, the character may instead enter a state of
Willpower 40
Frenzy as a Free Action.
Aptitudes: Intelligence, Social
Effects: The character is skilled at working with his
comrades at plying information and manipulating outcomes Halo of Command
to his favor. With this talent, a character alongside another Tier: 3
character with this talent may gain a bonus of +20 instead of Prerequisites: Fellowship 40, Willpower 40
the normal +10 when given Assistance by another character Aptitudes: Fellowship, Leadership
with this talent in a Duel of Wits. Effects: During a Duel of Wits, a character with the Halo of
Command talent gains a +10 bonus to Command test based
Enemy (X) Incites for every level of Fear he possesses.
Tier: 1
Prerequisite: None Hatred
Specializations: Any listed for the setting, and others at Tier: 2
GM’s discretion Prerequisite: None
Aptitudes: General, Social Specializations: Chaos Space Marines, Daemons, Mutants,
Effects: A character attempting a Duel of Wits with a sworn Psykers, Xenos (specific), others
enemy suffers a -10 penalty to any Fellowship or Influence Aptitudes: Weapon Skill, Social
based tests during the Duel of Wits. Additionally, the Effects: Against the hated, the character with this talent
adversary of the character gains +2 to his body of argument gains a +10 bonus to Dismiss, Avoid the Topic, and Rebuttal
against the character per degree of the Enemy talent. (i.e.
Command Scrutiny
As a skill, Command can inspire or direct those with a
Scrutiny allows a character to discern the subtleties of an
cause to view the speaker’s words as authoritative. This
exchange that are not directly spoken. It can note
authority does not need to be formalized in an official chain
conspicuously avoided topics, unease, mistrust, fear, and
of command, but it must be one that exists prior to the
similar cues. However, no Scrutiny test can determine what
attempted use of this skill. Furthermore, its effective use
another character is thinking, only how they seem to think or
requires that the NPCs being commanded consider the
feel based on available evidence.
orders or speaker to be worth obeying. It is of little to no use
These tests cannot provide proof that someone is or is not
when used on those with no respect, regard, or fear for the
lying, or definitively pin down the reason behind a given
testing character, or when used on NPCs who lack a reason
argument or behavior. Such a test can only provide actual
to consider him an authority. In such situations, Command
evidence for things than can be perceived with the senses,
tests should be made at severe penalties, if they are
although the GM may offer conjecture as to possible causes
possible at all.
at his discretion.
Xenos
Outcasts survive on the rubbish of Imperial civilization and For most Imperial subject aliens are hated and feared and
by doing the jobs that no one else is willing to. They operate have about the same status as mutants. But still, Imperial
the grey and black market businesses people want to edicts and Ecclesiastical commandments must sometimes
unwind. They might take on some extra-legal work for the bow to necessity. On some worlds trade with the Xenos is
powerful, knowing that if they fail their connection will be permitted or at least tolerated. Ork or Kroot mercenaries
denied. might be recognized as part of the planet's military. Less
For many, their fate is to be rounded up sooner or later. intelligent or belligerent Xenos might even be kept as
Perhaps by press gangs that sell them to a mine or factory, servants, slaves or pets.
or by some off-world ship looking for crew or maybe a tech- And of course there are always the heretical worlds where
priest in need of raw materials for more servitors. Some Xenos are tolerated and even embraced.
might survive and prosper long enough to establish a
legitimate business and rise to rank of tradesmen or even
higher. For most life as an outcast is nasty, brutal and short.
But it could worse, while their life is hard most of the
Mandragora Apocrypha 86
Table 4-1: Ranged and Melee Weapons
Name Class Range Rof Dam Pen Clip Rld Special Wt. Availability
Flamer
Gas Torch Basic 5m S/-/- 1d10+1 E 2 5 2 Full Flame 20kg Very Rare
Flamer
Tox Spray Basic 10m S/-/- 1d10 E 0 3 3 Full Flame, Toxic 8 kg Rare
Las
Civitas Pistol 25m S/2/- 1d10+1 E 0 25 Full Reliable 2kg Common
Low-Tech
Drive Nailer Basic 5m -/3/- 1d10+1 R 4 15 3 Full Primitive (7) 7kg Common
Impaler Heavy 30m S/-/- 1d10+5 I 2 1 2 Full Primitive (7), Unreliable 22kg Scarce
Punisher Baton Melee - - 1d10 I 0 - - - 3kg Average
Scrap Cannon Heavy 15m S/-/- 1d10+3 R 0 1 3 Full Scatter, Unreliable 40k Very Rare
Melta
†
Melta-Cutter Basic 10m S/-/- 2d10+4 E 10 5 3 Full - 30kg Scarce
Grenades
Nail Bomb Thrown SBx3m S/-/- 1d10+1 X 0 1 - Blast (2), Unreliable 1kg Average
†
The melta-cutter has an absolute maximum range of 10m and gains no bonus for firing at short range.
Low-Tech Weapons for Pinning. Scrap cannon are Very Rare items outside of the
Underhive, and have Average availability in their depths.
There are many low-tech tools that can quickly be turned
lethal with the right application of force. Grenades
87 Mandragora Apocrypha
Table 4-2: Armor
Name Locations Covered AP Max Ag Weight Availability
Basic Armor
Hardened Body Glove Arms, Body, Legs 3 50 5kg Rare
Low Hiver's Overcoats Arms, Body, Legs 1 - 3kg Plentiful
Mirker's Greaves Legs 4 - 8kg Average
Riot Shield Body, 1 Arm (Bearing) 6 40 5kg Scarce
Tower Shield Body, Arms, Legs 8 20 7kg Rare
Volcanis Shroud Head, Arms, Body, Legs 3 (6) 38 20kg Average
Mandragora Apocrypha 88
Clothing and Gear Table 4-3: Clothing and Gear
Name Weight Availability
"A man is only as strong as his faith, and as useful as the tools at his Axe-Rake 4kg Abundant
disposal." Bio-Sample Kit 4kg Rare
Chem Lamps 2kg Ubiquitous
Coded Data-Slate 0.5kg Average
-Crew-Boss Radim Loight Cognomen - Plentiful
Court Robes - Scarce
In addition to arms and armor, the following items are Forgery Kit 1kg Extremely Rare
Hand Vox 0.5kg Plentiful
particular to imperial worlds, being used by indigenous
Heretic's Wake Deck - Scarce
populations to survive in the often harsh environment of the Holo Wafers - Scarce
sprawling hives and developing cities. Mantle Shrine 1kg Abundant
Mercantile Bodyglove 1kg Scarce
Mercantile Cognomen - Scarce
Axe-Rake Money Pouch - Ubiquitous
Ocular Catechizer - Scarce
A heavy multi-purpose tool, common to hive smelteries,
Pass Tokens - Plentiful
foundries and imperial work crews. The axe-rake is taken Penthrift Dreadfuls - Average
almost universally to symbolize labor and the manual Pheromone Mister 0.5kg Very Rare
Rag-Robes - Ubiquitous
workforce of the hive in the Mandragora Sector. The axe-
Salvation Auger
rake is frequently rendered as an icon both in industrial Basic - Common
architecture and guild livery on most hive worlds. The Superior - Average
genuine article can also make for a handy weapon in skilled Toxin Wands 0.2kg Scarce
Vox Caster 0.6kg Common
hands. Vox-Thief
The axe-rake grants a +10 bonus to Athletics Tests Short-Range 0.5kg Rare
involved with climbing, as well as on Tests made to force Long-Range 15kg Rare
Ward Accessor 0 Average
doors or locks open. It can also be used as a melee weapon,
dealing 1d10+2 I or R Damage with the Primitive and
Unbalanced qualities.
cogitator systems. The only feature on the face of a
Cognomen is the symbol of the issuing hive, guild or Adepta
Bio-Sample Kit whom the citizen serves. In some ways, ownership of a
This commonly carried satchel of the Officio Medicae cognomen is frighteningly important: it represents the only
carries three small bio-storage tubes and a small bio-auspex legal proof of identity, a right to work and even to be fed and
with a range of about a meter or so. Set for human tissue, housed for the average mid-hiver. Its loss might genuinely
the indicator on the auspex will flash red and whine with mean starvation, abandonment, arrest or even being cast
increasing volume in the proximity of anomalous tissue. The down into the underhive in the blind face of Imperial
kit also comes with a long bladed, razor edge mono scalpel bureaucracy. There is, of course, a thriving trade in the theft
(this counts as a knife with the mono weapon modification). and falsification of cognomen, the price for a “face” varies on
the identity fabricated or stolen, and can range from a few
Chem Lamps gelt to thousands.
These small portable lamps use a chemical reaction to
provide light and operate continuously while their shutters Court Robes
are open. Such lamps will illuminate an area of about a three Heavy and encrusted with layers of stitching, these robes
meter radius around it or provide a six meter directed beam are common within the many courts and other judicial
of whitish light. offices, from lowly offence-barkers to sentencing lords.
89 Mandragora Apocrypha
Hand Vox Mercantile Bodyglove
These are cheap and battered looking personal Many rising merchants in the Imperium have adopted
communication devices that use a private encrypted these comfortable sheaths of form-fitting, flexible material, a
channel, and are good for a range of a few kilometers. variant of the rougher ones many workers on that planet
Thanks to signal interference in the areas of the a hive, vox wear. While bodygloves are more common for those with
traffic is almost impossible over any real distance or between physical or hazardous duties, they have become a fashion
levels, except by wire station, but these hand vox will let choice, with elaborate glyphs denoting house affiliation.
them keep in touch within a localized region when in a hive.
Mercantile Cognomen
Heretic’s Wake Deck These encrypted metal punch cards are identity markers
In the centuries since the sector’s founding, the which include a permit code tag allowing mercantile
Ministorum has been unstinting in their efforts to stamp-out personnel to carry arms for self defense. They signify that
the game of “Heretic’s Wake”, but with little success. The the bearer are "bonded agents" of the organization of issue.
game is played with a deck of cards made from a twisted Most mercantile operations are of considerable power, some
and debased version of the Emperor’s Tarot and to possess specializing in tech salvage or 'manpower services'.
a set is a crime punishable by “having one’s fingers dipped
in molten gold” - for the blasphemy of holding such lies and Money Pouch
creations of wickedness. The images on each card are Currencies across the Imperium are disparate and wildly
rumored to have been designed by the heretic illuminator, varied. On some worlds, oaths and titles are traded like
Cassilda, and it is said that if the cards are drawn in a certain currency, while on most developing or civilized worlds some
pattern, the player will find themselves granted a vision of a form of credits, coins or script are used. Where physical
far greater game, or perhaps simply go mad. The potential coins or tokens are used, it is common for citizens to
consequences have not prevented Heretics’ Wake from possess small pouches to contain their loose coin. These
spreading throughout the sector to the point where a game are useful for sundries and bribes, regardless if they actually
can be found in almost every dark recess. contain anything of real value.
Mandragora Apocrypha 90
powers-that-be as they serve to reinforce the justly held more than signal danger, while the better models can be
fears and hatreds of the population, although, the Holy read with a Ordinary (+10) Tech-Use Test to determine the
Ordos often keep a weather eye on their contents, just to exact nature of the hazard.
ensure that no dangerous “truths” slip through amid the
purple prose. Toxin Wands
Easy to use by untrained personnel, toxin wands work to
Pheromone Mister detect poisons and recommend counter-agents and
Often mistaken for perfume canister, these devices immunizers. A character can use a toxin wand to determine
frequently expel a hugely concentrated cloud of mind- whether or not someone has been poisoned or not by
altering substances, wreathing their owner in an succeeding at a Challenging (+0) Perception Test or a
undetectable cloud of powerful pheromones and Routine (+20) Medicae Test. Success by two or more
psychoactive drugs. These will often cause nearby people to degrees also grants enough information to identify an
react in a certain way to a person’s presence. Coming in antidote (if one exists).
several varieties, the effects can vary. However, the mister’s
cloud is designed for use on humans, and so has a lesser Vox Caster
effect on aliens. The misters are often supplied with a set of A common piece of tech used by crew chiefs, work labor
nasal-plugs to prevent their users from falling under their
teams and rabble-rousers the galaxy over, a vox Caster
effects. These are most commonly used by nobles,
amplifies the volume of a person’s voice allowing them to be
particularly on Vodaccair Sextus, to influence those around heard further away than normal. Vox casters may be
them to act in much more favorable ways than they normally implanted in a person’s larynx, simply carried by hand,
would. mounted on servo skulls or other familiar, or more exotically
Pheromone Misters make use of a variety of misters as be a form of implant allowing telepathic communication. In
listed in Drugs and Consumables. Characters with game terms, a vox caster allows shouting to be heard and
equipment that gives them bonuses to resisting airborne understood at 3 times their normal range.
toxins get their usual bonus when taking any tests forced by In addition vox casters can be used to produce eardrum
a pheromone mister. However, bonuses from bionic lungs shattering bursts of feedback, which in close proximity to
will not apply, as the pheromones and drugs affect nerve another character can be a useful way of disorientating
centers inside the nostrils and sinuses. Non-humans (not them. As a Half Action, a character utilizing a vox caster can
including abhumans and mutants) gain a +20 bonus against create a burst of feedback. Any character within 3 meters of
all tests caused by a pheromone mister.
the vox caster must pass a Routine (+10) Willpower Test or
be stunned for a single turn. The character activating the
Pheromone Nasal Filtration-Plugs voice thrower is considered immune from the effects of the
These simple devices are inserted into the nasal cavities, feedback as they were expecting the horrific noise!
innocuously hidden from casual view. These nasal plugs
give a +10 bonus to resisting airborne toxins and allow a Vox-Phonograph
character to ignore the effects of a pheromone mister. Nasal A domestic toy of the wealthy, phonographs are bulky
plugs give a +10 bonus to resisting airborne toxins and allow table-piece devices of clockwork-cogs, switches, vox-grills,
a character to ignore the effects of a pheromone mister. Due sounding horns and lens-projectors, built to play music or
to their easily concealable nature, it requires a Difficult (-10) provide flickering holo-lantern shows. The usual fare for a
Scrutiny Test to perceive their use.
vox-phonograph is orchestral symphonies, inspirational
Ecclesiarchy sermons, issued guild reports and pict-slides,
Rag-Robes each recorded on a micro-etched metal cylinder which plugs
Common with the outcasts and downtrodden, these are into the machine’s loom to be played. Better models may
made from assorted cast-off lengths of clothing scavenged record cylinders of their own and play media from other
from corpses or washed up on effluent tides, and then bound sources such as data-slates. Sadly such entertainment is
together into formless coverings. Some of the tatters might well beyond the price of the masses in most hives.
have once been gossamer silks or xenos leathers, but few
notice such details in the feeble lighting and muck encasing Vox-Thief
the material.
This complex device of the Omnissiah’s arts is designed
to pick up, store and analyze both vox and data
Salvation Auger transmissions in the surrounding area. They can either be
About the size of a pocket chrono, the salvation auger is used by an operator or can be covertly hidden to record in a
designed to detect the presence of harmful radiation, particular area. Using a vox-thief ’s basic functions requires
airborne toxins and pollutants. These devices are common a successful Difficult (–10) Tech-Use Test and may be
on most hive worlds, particularly for up-hivers venturing into made considerably harder by the nature of the task.
the depths. Augers alert the wearer when danger is Additionally, heavily encrypted signals need further analysis
encountered, coming in a variety of patterns and makes, to break their code. Short-range vox-thieves are the size of a
varying from ornate hololithic dials to utilitarian lapel-boxes data-slate and have a range of about two to three kilometers,
that shriek alarms when triggered. Basic models do nothing while long-range models are larger units, containing a
91 Mandragora Apocrypha
powerful in-built cogitator and are comparable to military
vox-casters in size (a large backpack), with a range of up to Table 4-4: Drugs and Consumables
50 kilometers. In both cases, this range can be reduced Name Weight Availability
Pheromones
dramatically by local conditions. Amorouso - Scarce
Mors Ira - Very Rare
Mors Ventus - Near Unique
Ward Accessor Tremora - Very Rare
Although often ritualized and little understood by most Soylens Viridians 1kg Average
who use them, ward accessors are electronic passes that
allow access to certain areas that are otherwise restricted. the range of the Mors Ira Pheromones, the effects persist for
Such security measures are commonplace in the Imperium 1d10 rounds.
where individual citizens and workers usually find certain
places off-limits. Individual accessors vary widely in Mors Ventus Pheromones
appearance, from simple cards to holo-coins, badges of
The user is shrouded in pheromones that provoke an
office or even great seals, depending on just where the
instinctive reaction. Most people will instantly begin to back
security is located and what is being guarded. The
away, their subconscious screaming out that the user is
availability listed here is for a “blank” accessor (a potentially
deadly. The pheromones and drugs used activate fear
dubious but not illegal item) ready to be programmed with a
centers in the brain, and often trigger an adrenal surge in
code.
those nearby, regardless of whether or not they can
overcome the fear that grips them. However, the
Drugs and Consumables concentration of the mist is so great that it often has a mild
effect on the user too.
Millennia of experimentation and degradation have led to Characters within 2 meters of a character using Mors
thousands of drugs commonly available to humanity, from Ventus Pheromones must pass a Fear (4) test. If failed, the
simple stimulants to arcane potions that can imbue unholy subsequent Shock roll receives double the normal penalties.
effects. These, along with more usual foodstuffs and drinks, They only make this test once per encounter, when they are
are frequently part of any Acolyte’s travel kit when preparing within 2 meters of the character for the first time. The
for action. character using the pheromone mister is not immune to the
effects of Mors Ventus Pheromones, and must make a Fear
Amorouso Pheromone (2) Test each time a mister is first activated.
This pheromone mist is a sweet-smelling cloud that gives
unsuspecting victims nearby a sudden and overwhelming Soylens Viridians
sense of trust and affection towards those in the immediate A bland but otherwise filling and somewhat nutritious vat-
area. Characters within 2 meters of a character using a grown foodstuff. It is also known as "Corpse-Starch" as it is
pheromone mister loaded with a Amorouso Pheromone said to be made from human corpses, mixed with random
cannot perform hostile actions against that character without dead animals, plants, and other sources of dead biomatter
first passing a Challenging (+0) Willpower Test. If this test typically disposed of in Hive cities to be recycled into food to
is failed, they become Stunned for one round per Degree of lessen waste. Soylens Viridians is a common staple among
Failure. The character using the mister gains a +30 bonus underhives, military rations, and other places where high
with all Interaction Skill Tests against characters affected by demand for food meets low standards for taste. Several
Love Pheromones. Mechanicus worlds favor it, considering it a far more efficient
means of ingesting nutrients than plain animal tissue.
Mors Ira Pheromones
The user of these pheromones is shrouded by toxins that Tremora Pheromones
blocks higher cerebral functions, leaving those under its The pheromones emitted by this canister cause a
effect as little more than beasts with an irresistible urge to powerful and sudden mental reaction in anyone nearby. The
kill. Unlike other pheromones, Mors Ira are rarely used user appears to be shrouded in an aura of dread and
intentionally or willingly, as the effects of these pheromones despair, making them difficult to face. This feeling often
puts the user at a high risk of danger - often ending in a lingers even if the mister ceases to function.
brutally and violent fashion. Characters within 2 meters of a character using Tremora
Characters within 2 meters of a character using Mors Ira Pheromones must pass a Fear (2) Test. They only make this
Pheromones must pass a Hard (-20) Willpower Test. If test once per encounter, when they are within 2 meters of
failed, the target gains the Frenzy talent and immediately the character for the first time.
becomes Frenzied, counting the closest person he is aware
of as an enemy. These effects last as long as the victim
remains within 2 meters of the character. The effects of this
pheromone persist until the victim passes a test to snap out
of the state. If the victim renders the closest person to him
unconscious or kill him, the victim will seek out the next
nearest character and launch a new attack. Once outside of
Mandragora Apocrypha
92
Cybernetics Table 4-5: Cybernetics
Name Availability
Outside the purview of the Adeptus Terra and the Adrenal Spike Rare
Analgesia Infuser Very Rare
highborn, few counted among the common citizenry are Hexis-Implant Scarce
given in the way of cybernetics or implants. However, there
are a few common examples to the found through the
his head, there is a 15% chance the memory coils are
Imperium.
irrevocably damaged, resulting in the loss of the benefits of
these cybernetic implants as well as an additional -1d5
Adrenal Spike permanent Intelligence loss.
This invasive implant floods a person’s system with
adrenaline, increasing their reflexes and boosting their
strength. However, such sudden and sustained exertion The
rapidly exhausts, and as such, Adrenal Spikes are not often
implanted in willing subjects.
Augmenticists
Adrenal spikes boost a character’s Strength and Agility by Augmetic implants are ubiquitous throughout the
+20, but the character must pass a Hard (-20) Toughness Imperium. From the prosthetic limbs of Imperial Guard
test every turn while the Spike is active or suffer 1d5 veterans, to the life-extending sanguinary actuators of
wounds that ignore armor and toughness. Spikes are treated ancient savants, to the multi-jointed mechadendrites of
like injectors, and carry a dose that can be administered with the Adeptus Mechanicus, one is hard pressed to find a
a Half Action and can be activated remotely by another resident of a civilized world who does not sport some
character, via a trigger word, telepathic trigger or simple form of bionic implant. Within the upper classes of
radio control. Imperial society, where money is freely spent in
service to status and fashion, the scions of nobility
strut like peacocks displaying a plumage of coiling wire
Analgesia Infuser
and ribbed augmetic tubing. But for some, bionic
An analgesia infuser is a medical implant that pumps modification is more than a mark of status, age, or
painkillers and system stabilizing agents into a person’s devotion to the Omnissiah. For some, it is an
system in response to trauma. Analgesia Infusers are obsession. For these few, known as Augmenticists,
activated after a character suffers an injury caused by a there is no greater goal than physical and aesthetic
Critical injury. When activated, the character ignores the perfection. It is through repeated bionic surgery that
Stunned condition for 1d5+2 rounds, ignoring the effects of Augmenticists believe such a goal can be attained.
Stunned if this roll equal or exceeds the amount of rounds There are as many reasons for becoming an
indicated by the Critical Injury. However, the drugs affect Augmenticist as there are Augmenticists themselves.
reaction time somewhat and will reduce a character’s An ageing servant, driven by fervent devotion,
Initiative by -4, to a minimum of 1 for up to 1d5+2-TB hours replaces his failing organs one by one lest he die
(minimum of 1). leaving some task incomplete. A warrior of exceptional
skill nevertheless becomes frustrated with the limits of
Hexis-Implants the human body, undertaking repeated muscle grafts
Also known as burnjobs or neurojacks, these invasive and the implantation of evermore-lethal weapons in a
implants are a commonly used to instantaneously instill quest to become death incarnate. The foppish
relevant trade skills and knowledge. Less capable than a merchant prince, a slave to youth and beauty, puts
standard memorance implant, these implants invariably himself under the surgeon’s knife time and again until
cause severe neurological damage and eventually insanity he has attained statuesque allure and an inhuman
and death. However, for those given the opportunity, this tolerance to even the most exotic intoxicants. It is not
even that fate is better than life as a mere unskilled laborer. long before such burgeoning Augmenticists pass the
Characters with Hexis-Implants receive up to two Lore or point of no return, reasoning in their various ways that
Trade Skills at the Experienced Skill Rank. However, the they are better off as beings of mechanical perfection
knowledge instilled into the character is not true than creatures of crude and ugly flesh. As they pursue
understanding of his craft and can damage cerebral their physical ideal, many Augmenticists declare their
functions over prolonged times. Every time one of the contempt for the flesh proudly, displaying each new
chosen skills is used, the character gains 3 Insanity Point, implant with gleeful abandon, every graft moving them
regardless if he passes the test or not. one more step above the ruck and run or humanity.
Good: Good-Quality Hexis-Implants allow a character to Others hide their increasingly artificial bodies behind
gain up to three Lore or Trade Skills, and reduces the knowing smiles and tailored robes, content in the
Insanity Point consequences to 2 each time the related skills knowledge of their own physical superiority. However,
are used. an Augmenticist’s obsession rarely ends in the realm
Best: Best-Quality Hexis-Implants have improved neuro- of the physical. What is the mind, they reason, but
patterns, reducing the Insanity Point consequence to 1 each another organ to be improved upon
time the related skills are used. or replaced?
Drawback: Whenever the character receives a critical hit to
93 Mandragora Apocrypha
Services Table 4-6: Services
Name Weight Availability
Services represent the many mundane requirements that Luminum Tats - Average
Resusatrix Chamber 200kg Rare
Acolytes need to not only exist from day to day, but also to
travel across the sector to prosecute their holy charge.
Necessities such as a base of operations, food and
provisions, and modes of transportation: all these and more
are perhaps less thrilling than combat, but just as essential
to a successful investigation.
These are near limitless in scope, and can vary wildly
from world to world. As such, Game Masters should create
appropriate services and their levels of availability to match
the adventure. The examples in Table 4-6: Services can be
used as guidelines for this process, to give Acolytes a rough
idea of what they may face. Note that some can, at the GM’s
discretion, increase or decrease the group’s Subtlety level.
Luminum Tats
Lumimum tats (or “shine-jobs” as they are also known),
are subdermal circuit and chemical tattoos that are
essentially the “poor cousin” of the electoos crafted by the
Cult Mechanicus. Displaying luminous and sometimes
animate images, markings, slogans and gang-glyphs, they
mark membership to one of the many underhive gangs, ward
the superstitious from evil and brag about the deeds of the
wearer. The more elaborate luminum tats are often the work
of hereteks and some of the more radical tech-priests are
known to favor their forcible removal from offending flesh,
whether the wearer wishes it or not.
Resusatrix Chamber
A medicae device intended to speed and aid the healing
process. The Resusatrix takes the shape of an upright tube-
chamber in which the subject is placed and hooked up to
sedation, drug-regulation and life-support systems,
suspended in a thick curative solution of fluids, antinecrotics
and proteins. Thanks to the level of sophisticated
technoarcana required in their construction and
maintenance, these chambers are often confined to the
medicae facilities found on hive worlds, Officio Medicae
facilities and other tech-advanced locales, although some
noble houses, ship’s captains and guilds are resourced
enough to have their own.
The chamber halves the length of time normally taken to
heal Wounds naturally. It also prevents infection and adds a
+10 bonus to Toughness Tests to overcome the effects of
most poisons and diseases. In the case of serious injuries,
surgery and other attention may still be needed as
appropriate. While in the chamber, the character may do
nothing but float in a drugged sleep. The various bio-
auguries fitted to the chamber also count as a medical
auspex and grant +20 bonus to Medicae Tests to diagnose
the patient. The chamber may only be operated successfully
by a character possessing both the Medicae and Tech-Use
skills.
Mandragora Apocrypha 94
The Mandragoran Bestiary race whose desires and thoughts remain hidden from others
and possess an implacable and patient intelligence. Masked
in human flesh, they walk amongst mankind and secretly
There are countless variations of beasts and vermin, flora infest communities, twisting them until they are completely
and indigenous 'things' that inhabit the Mandragora Sector. under their dominion. They treat humans with utter disdain
and a callous disregard, for these seemly immortal creatures
The Plagues of Dread Mandragora carry themselves as fallen gods fleeing something greater
and more terrible yet, and mankind is to them no more than
cattle to be used and disposed of at will. The Cryptos are a
Of all the strange, strange creatures found in the
rare and utterly insidious threat, and though no cities have
Mandragora Sector, there are some that are considered
burned in their name nor have they raised armies against the
nightmares made manifest. The worst and epidemic of these
dominion of the God-Emperor, they are the manifestation of
deadly and dangerous creatures are known collectively as
the 'Plagues of Dread Mandragora" by void travelers. why the alien is loathed and mistrusted in all of its forms.
The Cryptos are encountered in two forms. Their natural
form is a strange green-tinted cloud of energized gas, and
Cryptos
their parasitic form is an apparently ordinary human who is
The strange and sinister xenos race known to the
possessed and controlled. The rules that follow cover the
Inquisition as the Cryptos comes from the cold darkness of Cryptos in its incorporeal form and also give an example of a
the interstellar void where it can scarcely be conceived that possessed human.
anything could live. Without solid physical form, they appear
as strange gaseous clouds tinted with an eerie greenish
glow and filled with maddening, half-formed shapes. They
are able to pass through solid matter and even through the
hulls of star vessels, and far more dangerously, they have
the power to take living human bodies as hosts in order to
fulfill their inscrutable aims. They are a cold and mysterious
realm. Their very existence is a closely guarded secret, with 11-20 3 21-30 3 39 20 51
-
only a select few knowing what these beings truly represent, B Per Wp Fel
and the hideous fate that could befall the Imperium should 31-70 3 49 67 03
they overpower mankind. - - Inf
Lr Ll
Descriptions of Enslavers are rare and fragmentary, but —
most detail a grotesque, sickly pink–brown bulbous body.
71-85 3 86-00 3
Tentacles writhe underneath them, assisting in movement as HALF 2 FULL 4 CHARGE 6 RUN 12 THREAT 24
they hover through the air, while grasping mandibles are
used to grip their prey.
Psychic Tendril Class Melee
Inquisitorial Scholars are divided as to whether Enslavers RNG — R OF — DMG 1d10+2 (E)
are sentient. While they seem to act in an intelligent manner, PEN 0 Clip — RLD — Wt . — AVL —
they make no attempts to communicate or use tools of any SPECIAL: WARP WEAPON
kind. Instead they use psychically controlled slaves to
conduct any physical work, and it is this power which gives
them their name. Enslaver victims become complete Skills: Awareness (Per) +10, Psyniscience (Per) +20
puppets to the alien’s will, performing even the most self– Talents: Favored by the Warp
destructive or heretical acts without hesitation. While the Traits: Psy Rating (6), Fear (2), From Beyond, Hoverer (3),
Enslavers themselves can be felled by regular weapons fire Multiple Arms, Size (Hulking), Strange Physiology, Unnatural
due to their corporeal forms, it is their dominated thralls that Senses (15m)
often pose a greater threat, for few can bear to kill their Psychic Powers (Psy Rating 6): All Telepathy Psychic
comrades even when clearly under alien control. †
Powers plus Enslavement
Enslavers travel on the currents of the Immaterium and Creature of the Warp: Enslavers never invoke Psychic
are drawn to the psychic emanations of living creatures, Phenomena.
especially from unprotected psykers, who they can detect Warp Gate: Enslavers need a warp-gate to enter the
from many light years away. Once a psyker is found, three material universe from the Warp. First, an Enslaver must
Enslavers form a dominating mental bond with the target and succeed at a Very Hard (-30) Psyniscience Test in order to
bring about a sickening transformation. The host is distorted locate a suitable Psyker upon a single planet. Next, three
and twisted over a period of days, falling into lethargy and Enslavers focus their efforts upon this Psyker. One Enslaver
finally becoming a living warp portal, a pulsating arch of makes a single Hard (-20) Willpower Test, assisted by the
ruptured flesh which permits the trio of Enslavers ingress other two Enslavers. For every degree of success, the target
into the material plane. Psyker gains 1 level of Fatigue which cannot be removed.
Once Enslavers have appeared on a world, they seek out Once the target lapses into permanent unconsciousness, its
and transform more psykers so that more and more flesh begins to transform into an Enslaver Gate, mutating
enslavers appear, thus often heralding the end of that world. over 1d10 rounds until finally forming a stable entryway for
Enslavers can bind living creatures, including non–psykers, three Enslavers to enter the material realm (note that only
to their will, using them to defend their new masters and those three Enslavers can use that Gate, in the case of
attack any who have not been enslaved yet. While some few multiple Gates in play). The Gate has Toughness 40, 20
have resisted or thrown off this awful shackle, most victims Wounds, and no Armor for purposes of destruction. Only by
are dominated for the remainder of their pitiful lives total destruction can its use be stopped.
Enslaved subjects usually bear no outward appearance of †
Enslavement: This psychic power works in the same
their domination, but after time the lack of proper care and manner as Dominate, but if successful, the target can only
nourishment leave them sick and desiccated, though this break free with another Opposed Willpower Test at a -20
could be a side effect of their alien oppression. penalty. Once a target is Enslaved, the Enslaver can then
Once an Enslaver infestation has begun, it is very hard to target another living creature at the beginning of each Round
stop; soon thousands of the horrific creatures are breaching (the GM should keep track of which Enslavers are controlling
the Warp, binding millions to their will and dooming the which Acolytes or NPCs). Issuing orders to those Enslaved
planet. While their presence is still a very rare occurrence in is a Half Action for the Enslaver, no matter how many are
this sector, those worlds which have seen Enslavers appear currently under its control.
are now often Exterminatus, as the Holy Ordos have had no
other recourse but to unleash unrelenting death on the
planet. Only by catching the initial enslavement is there
much hope for stopping an Enslaver Plague from claiming a
world.
(which makes them visibly bigger) and regurgitating their 11-20 2 21-30 2 25 30 22
-
remains after digesting them. Their long legs are capable of B Per Wp Fel
will use its considerable psychic abilities to wipe all memory 11-20 10 21-30 10 50 45 76
-
of this attack from the minds of victims. While maintaining a B Per Wp Fel
35 35 03
H -
WS BS S
3 3 Inf
01-10 2 Lr Ll
38 — 22 —
- -
71-85 8 86-00 8
Ar Al T Ag Int
11-20 2 21-30 2 22 42 19 HALF 1 FULL 2 CHARGE 3 RUN 6 THREAT 1
-
B Per Wp Fel Nictomantic Pseudopod Class Melee
31-70 2 23 22 15
RNG — R OF — DMG 1d10+3 (R)
- - Inf
Lr Ll PEN 2 Clip — RLD — Wt . — AVL —
—
71-85 2 86-00 2 SPECIAL: TEARING
HALF 4 FULL 8 CHARGE 12 RUN 24 THREAT 1 Deathshriek Class Ranged
Razor Sharp Claws Class Melee RNG — R OF — DMG 1d10+2 (R)
RNG — R OF — DMG 1d10+2 (R) PEN 2 Clip — RLD — Wt . — AVL —
PEN 1 Clip — RLD — Wt . — AVL — SPECIAL: PRIMITIVE (6)
SPECIAL: RAZOR SHARP,PRIMITIVE (6)
Bite Class Melee Skills: Awareness (Per) +10, Dodge (Ag), Stealth (Ag) +30
RNG — R OF — DMG 1d10+2 (R) Talents: Ambidextrous, Iron Jaw
Traits: Dark Sight, From Beyond, Hoverer (5), Size (1)
PEN 2 Clip — RLD — Wt . — AVL —
Miniscule, Natural Armor (3), Phase, Strange Physiology,
SPECIAL: PRIMITIVE (6)
Undying
Nictomancy: Umbra can manifest greater forms formed of
Skills: Awareness (Per) +10, Dodge (Ag) +30, Stealth (Ag) shadows. They can increase their size trait at will as a Full
+30 Action per degree of difference. Additionally, this grants
Talents: Swift Attack them a number of attacks equal to their size trait.
Traits: Bestial, Flyer (4), Size (2) Puny, Natural Weapons, Photo-vulnerability: Very bright lights and Las-weapons
Quadruped are harmful to Umbra. Las, Melta and Plasma weapons are
considered Armor Piercing (+3) to Umbra. A complete
Umbra absence of shadow is fatal to Umbra, for they not only
manipulate darkness, they are maintained by it. By contrast,
An Umbra appears to be a black sphere to the naked eye,
all other weapons are considered Primitive (3).
but it possesses the capacity to manipulate shadows as
Deathshriek: When an Umbra dies, it releases a psionic
weapons. The Umbra are known to be related in some way
pulse. Anyone within 30 meters must pass a Willpower test
to the Warp and are often sighted near starships' Warp-
or suffer 1d10 X damage, with the Warp Weapon Trait.
Drives. When provoked (the various stimuli are varied)
Demi-Pach 01-10 7 34 — 46
- -
A common livestock in Mandragora, the Demi-Pach are Ar Al T 3 Ag Int
of a continent might barely rate the notice of desperate beast 11-20 3 21-30 3 30 45 16
-
traders, while the more competitive Death worlds might have B Per Wp Fel
Harmless Creature
Skills: Awareness (Per)
Either through generations of careful breeding, or by some
Talents: Combat Master or Fearless or Hardy or Iron Jaw
quirk of natural evolution, this creature is generally harmless.
Traits: Bestial, Natural Armour (5), Natural Weapons, Size
These creatures often make perfect pets, as they lack any
(7) (Massive), Unnatural Strength (3)
real means causing harm.
Overbearing: This attack can only be used on enemies
smaller than the Behemoth, as it represents the creature
Harmless Creature (Troop) 2 attempting to squash its opponent underfoot. For each size
H -
WS BS S category by which the Behemoth exceeds its target, this
01-10 - 10 — 05
attack increases its Damage and Penetration by 1 (typically
- - providing a bonus of +3 to Damage and Penetration against
Ar Al T Ag Int
characters and other Average sized creatures). This Size-
11-20 - 21-30 - 05 15 25
- based bonus is doubled when the Behemoth attempts to
B Per Wp Fel
Trample a foe as part of a Charge attack. It should be noted
31-70 - 25 35 35 that this attack never counts as having the Primitive quality,
Inf
Lr - Ll - as even the most advanced armours do very little to protect
71-85 - 86-00 - — their wearer from being crushed inside of them.
environments.
11-20 3 21-30 3 35 35 16
-
B Per Wp Fel
Predator (Troop)
31-70 3 48 35 10
15
- - Inf
H - Lr Ll
WS BS S —
01-10 4 71-85 3 86-00 3
48 — 45
- -
Ar Al T Ag Int HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 3
11-20 4 21-30 4 40 40 16 Cruel Talons, Barbed Tail, or Vicious Class Melee
-
B Per Wp Fel Beak
31-70 4 RNG — R O F — D MG 1d10+4 R
40 45 08 RLD — Wt . — AVL —
PEN 0 Clip —
- - Inf
Lr Ll SPECIAL: PRIMITIVE (7)
—
71-85 4 86-00 4
HALF 6 FULL 12 CHARGE 18 RUN 36 THREAT 1
Skills: Awareness (Per), Dodge (Ag)
Claws or Fangs Class Melee Talents: Double Team or Lightning Reflexes or Step Aside
RNG — R OF — DMG 1d10+4 R Traits: Bestial, Flyer (6), Natural Weapons, Size (6)
PEN 0 Clip — RLD — Wt . — AVL — Enormous
SPECIAL: PRIMITIVE (8)
Scavenger
This Base Profile could represent a weaker predatory
Skills: Awareness (Per), Survival (Int) beast, as well as a carrion eater capable of holding its own
Talents: Swift Attack against its peers once the true hunters have abandoned their
Traits: Bestial, Brutal Charge, Natural Weapons, Size (4) kill, or even a foraging omnivore. It could also represent any
Average fierce or dangerous creature less mighty than the Predator
Base Profile.
Ptera-Beast
Scavenger (Troop) 12
Flying creatures of significant size are extremely rare, and
most exceptions to this rule rely on exploiting conditions -
H WS BS S
specific to the home world of their species. The requirements 01-10 3 40 — 36
for flight become increasingly harsh for creatures of great
- -
size, and most species cannot harness the necessary power Ar Al T Ag Int
for them. This tends to mean that those larger life forms
11-20 3 21-30 3 36 40 16
-
which do achieve flight are particularly memorable and B Per Wp Fel
- - Inf
11-20 3 21-30 3 10 35 05
Lr Ll B -
— Per Wp Fel
71-85 3 86-00 3 31-70 3 40 10 01
HALF 4 FULL 8 CHARGE 12 RUN 24 THREAT 3 Lr -
Ll - Inf
—
Deadly Adaptation Class Melee 71-85 3 86-00 3
RNG — R OF — DMG 1d10+4 R or I HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 3
PEN 0 Clip — RLD — Wt . — AVL —
Abundance of Fangs, Claws, or Stingers Class Melee
SPECIAL: PRIMITIVE (7)
RNG — R OF — DMG 1d10 R
PEN 1d5 Clip — RLD — Wt . — AVL —
Skills: Acrobatics (Ag), Stealth (Ag), Survival (Int) +20 SPECIAL: TEARING
Talents: Assassin Strike, Crushing Blow or Furious Assault
Traits: Bestial, Brutal Charge or Toxic or Sonar Sense,
Natural Weapons, Size (4) Average Skills: Awareness (Per)
Traits: Bestial, Fear (1), Natural Weapons, Overwhelming†,
Slithering Creature Size (Swarm), 30% chance of Flyer (6)
Overwhelming: A Verminous Swarm is made up of many
This entry describes any creature that crawls, oozes or
hundreds of creatures at least, and is capable of attacking
slithers. Examples include serpents, massive centipedes,
many things at once. For every 10 Wounds the Swarm has
roaches and other disgusting critters.
remaining, it may make one additional melee attack as part
of a Standard Attack Action. These attacks may never be
Slithering Creature (Troop)
8 against the same target.
H -
WS BS S
Swarm: By definition, a Verminous Swarm is made up of the
01-10 3 35 — 10
smallest of lifeforms, creatures too tiny to fit on the scale
- -
typically used. However, when gathered into a Verminous
Ar Al T Ag Int
Swarm, such creatures gain an effective Size Trait similar to
11-20 3 21-30 3 35 50 10 other Fauna. This profile represents a typical size of a fully
-
B Per Wp Fel
active swarm, hive, colony, or other group of the species. A
31-70 4 35 40 09 Swarm receives 20 additional Wounds for every Size
Lr -
Ll - Inf category past Average (so a Hulking Swarm would have 30
— Wounds). This also works in reverse, meaning as a swarm
71-85 3 86-00 3
takes Wounds, it shrinks in Size, representing the
HALF 2 FULL 4 CHARGE 6 RUN 12 THREAT 2 component creatures dying or fleeing.
Bite or Hoof Class Melee In addition, swarms may fill rooms, cover fields, and
generally take up large amounts of space at the GM’s
RNG — R OF — DMG 1d10+1 I
discretion.
PEN 0 Clip — RLD — Wt . — AVL — Swarm Creature: Any attack that does not have the Blast,
SPECIAL: TOXIC (1) Flame, or Scatter Quality only inflicts half damage on a
Swarm Creature. In most circumstances, a Swarm cannot be
Knocked Down, Grappled, or Pinned; the Swarm may “pour”
Barbed Tail
Vanisher
A barbed tail allows the creature to make an extra attack
This creature has some method of escaping a fight that
in close combat in addition to those it would normally be
turns out to be unfavorable. It might spray blinding musk,
allowed to. This counts as a melee weapon with a reach of 4
have an adaptive camouflage triggered by pain and stress,
meters, inflicts D10+3 damage (modified by Strength as
or possess some other, even more bizarre capability. Such
normal) and cannot be used to parry.
creatures rarely continue to fight when reduced below half
their health, or when they take Damage greater than their
Regenerative Wings
No matter how badly injured the creature is, it seems The creature is equipped with wings that unfurl from its
capable of rapid recovery. These adaptations may be back allowing it to swoop gracefully over battlefields. The
necessary to live on the harshest of death worlds, but quickly creature gains the Flyer (15) trait.
allow such creatures to expand rapidly when introduced into
docile environments. The creature gains the Regenerate (3-
5) and Undying Traits
Secondary Jaws
The creature’s jaws are able to open much wider than a
human’s, and a secondary jaw linked to powerful intercostal
muscle fibers can shoot out and take a bite from the alien’s
opponent. When in close combat, the beast may use this
attack as a Free Action in addition to those it is normally
Irritable
This creature is not terribly friendly at the best of times,
and once its ire is ignited, it is all that a rider can do to stay
on and survive. Of course, the rider will likely fare much
better than anyone unfortunate enough to be caught in its
path. This Mount grants its rider a +20 bonus to Survival
Tests to use the Crushing Charge and Rearing Strike
Mounted Special Actions. However, whenever the rider of a
Mount with this Trait fails a Survival Test to control it, he
adds 1 additional Degree of Failure to his failed Test. A
Mount with this Trait cannot be given the Placid or Skittish
Traits.
Loyal
Over time, some creatures develop a sense of loyalty to
their riders, expressing this in both a willingness to perform
dangerous actions and in the way they will stay with their
masters to the bitter end, often waiting with the body of a
fallen rider, unaware that their companion is seriously injured
or even dead. Loyal Mounts do not leave their riders when
they are Thrown from the saddle. Further, Riders gain a +10
bonus to Survival Tests when attempting to control a Mount
with this Trait.
120
The Mandragora Apocrypha
Carrion Vector Mimicry
This flora can only reproduce from flesh, sprouting from This flora can mimic the voices and sounds of others
the dead or dying. Whether it caused the death or not is accurately, even capturing the subtle complexities of most
irrelevant. These plants will always be found growing from alien languages. Most such flora can typically imitate a
the remains of dead fauna. Mechanically, if a creature that is number of calls and cries from any species from the
exposed to the spores of such a growth dies within 24-48 surrounding area with ease. Listeners must succeed on a
hours, it will sprout a new podling of this flora. Difficult (–10) Scrutiny Test to penetrate the deception. In
In some, simply growing from the dead isn't sufficient. In many flora, this is an effective way to attract prey.
some carrion vector flora, the growing plants hijack the
nervous system of the deceased, re-animating the creature. Neural Network
The deceased creature loses all Skills, Talents and Psychic This flora is a specimen that is firmly connected through
Powers after its reanimation. All reanimated corpses also synaptic neural exchanges throughout its ecology. The
become immune to the effects of Fear and reduces all of its impulses of bio-electric exchanges allows it to transfer
characteristics by -10. They react sluggishly, but information and react to threats. When one specimen is
aggressively, seeking to either kill others to continue its threatened, these creatures may react on a larger scale - as
reproductive cycle or to move to a location more suited to nearby growths release defensive spores, move, or
the flora's growth patterns. otherwise react with eerie grace. Once a threat is perceived
by the growth, all attempts at Stealth and Navigation suffer a
Dispersed Growth -60 penalty when dealing with such a flora. Hopefully, the
The flora possesses a dispersed growth pattern, it's roots, growth is not capable of attacking!
stems or stems stretching out far and wide. For these plants,
it is difficult to ascertain their 'main' body. These flora occupy Parasitic Control
a 10 times Size Trait radius, with their roots descending This plant can take control or hijack a creatures nervous
beneath the ground deeply entrenched by a measure of 3 system or biology by attaching itself, or part of itself or it's
times Size trait in meters. spores, to the victim. The victim is nearly always unaware of
the danger he is in and has a single chance to feel the prick
Edible of this plants barbs, or inhaled spores, before it is too late. At
Either the plant itself is edible, or it produces fruit or the moment the plant's method of control makes contact, the
vegetation. Typically this is part of the growths reproductive target must succeed on a Challenging (+0) Agility or
cycle, with buds, seeds, or similar being capable of growing Toughness Test or the plant latches on (or the victim
into a new specimen of the flora. Mechanically, this means inhales the spores) and rapidly begins to subvert the victim’s
the growth can provide sustenance if it is properly treated or nervous system, causing the victim to fall prone and twitch. It
prepared. Mechanically, a character can attempt a takes 1d10 minutes to infiltrate the victim’s nervous system
Challenging (+0) Trade (Cook) Skill Test to prepare the fully and, if the plant or spore is removed during this time,
vegetation for consumption, while a Challenging (+0) the victim recovers consciousness but loses 1d10 points
Scholastic Lore (Chymistry) Skill Test can determine any permanently from Toughness and gains 1d10 Insanity
applicable boons the growth may have; some of these Points. Unless the process is stopped, after the required
include medicinal purposes for treating infection, wounds, or time has passed, the victim becomes a parasitic thrall. The
can be turned into poisons. thrall loses all Skills, Talents and Psychic Powers whilst
enthralled. All thralls also become immune to the effects of
Flypaper Trap Fear and reduces all of his characteristics by -10. They react
The flypaper trap utilizes sticky mucilage, or glue. The sluggishly; their only evident behavior is to stand sentry over
leaves of such plants are studded with mucilage-secreting their parent plant, hurling themselves spasmodically against
glands, which may be short or long and mobile. When a anything threatening it.
creature makes contact with these leaves, the sticky Should the plant or spore be ripped from a thrall, the thrall
substance can keep them trapped - with the plant itself immediately lets out a horrific scream of agony and
twisting slowly to entrap its meal for digestion. Mechanically, collapses unconscious, as the severing of the plant’s control
when a creature or character makes contact with the leaves causes a massive trauma to the victim’s nervous system.
of this plant, it is treated as if being struck with a Snaring Once the threat is removed, a thrall must pass a Toughness
weapon. The flora has the Snaring (X) Trait, where X is Test or die. If he survives he recovers but retains the
equal to half of its Size Trait. reduction of Weapon Skill, Ballistic Skill, Toughness, Agility
While entrapped within this plant, the victim will suffer a and Perception as permanent Characteristic Damage. The
number of wounds equal to the growths Strength Bonus, released thrall also gains 3d10 Insanity Points.
every few rounds equal to the growths Size Trait (a Size 4 Note: In most cases, a resilient, sealed covering over the
flypaper trap with a Strength Bonus of 3 would cause 3 victim's head and neck can protect against a physical
wounds every 4 rounds). This damage ignores armor, as latching, while a respirator will protect against sporic
these wounds are caused by constriction, suffocation, or indoctrination. A resilient, sealed covering over the victim’s
similar non-direct methods. head and neck (sufficient to provide 2 AP) can protect
against an attack.
Paralytic
These poisons paralyze the musculature, rendering the
victim immobile or helpless without rendering them
unconscious. The victim suffers 1d10 temporary Strength
Damage plus a further 1d10 per degree of failure. If reduced
to “0” Strength, they are completely paralyzed and unable to
act. This paralysis and Strength Damage wears off in 2D5
minus the victim’s Toughness Bonus in hours.
Sedative
These poisons incapacitate and render the victim
unconscious. Those failing the Toughness Test are Stunned
for 1d10 minutes, however, if the Test is failed by 3 or more
degrees the victim falls unconscious for 1d5 hours.
Necrotic
These poisons cause localized damage to the body by
corroding or otherwise damaging tissue and cells. Many
acids and industrial pollutants cause damage this way, as do
many natural types of venom intended to liquefy and digest
flesh. Victim’s failing a Toughness Tests against this form of
poison suffer a variable amount of extra Damage to their
Wounds (usually 1d10) with no reduction for armor or
Toughness Bonus.
Animalistic
Apex
These xenos species remain closer to their evolutionary
These creatures are at the top of their planet’s ecology,
roots than most other sentient species'.
and are often highly developed and adaptable with few or
Talents: Animalistic xenos have a 25% chance of gaining
any natural predators, some may even be on the verge of
the Sprint talent.
sentiency. Increase their Intelligence and Fellowship each by
Traits: The xenos gains the Quadruped trait and has a 50%
1d10, and their perception by +5. They gain 1d10 additional
chance of gaining the Sturdy trait.
Wounds, and acquire and any two Talents.
Crawler
Arboreal
These creatures are worm-like or insectoid. These xenos
Some creatures adapt to live above ground in trees, or
race crawlers will have manipulative limbs of some sort.
even in vast forests of massive fungi or razor-sharp
Skills: Crawlers have a 25% chance of gaining the Athletics
stalactites. These arboreal creatures are renowned for their
skill.
agility and speed. They add +10 to Agility, and gain
Traits: These xenos gain the Crawler trait and have a 25%
Acrobatics +20, Climb +20, Dodge and the Catfall and
chance of gaining the Burrower trait.
Lightning Reflexes talents.
Avian
Armored
These xenos have wings or some other ability to fly.
Tough, resilient protection encases this xenos. Whether
Characteristics: Reduce the xenos’ Toughness by 10.
this armor is simply a rough hide, a layer of bark, scales,
Traits: The xenos has either the Hoverer (Agility Bonus x 2)
bony plates, or even the result of sub dermal metal deposits,
trait (01–50) or Flier (Agility Bonus x 2) trait (51–00).
the effect is the same. The xenos gains the Natural Armor
(1d5) Trait.
Amorphous
Amorphous xenos have formless, ooze-like bodies with no
Atavistic
limbs or separate body parts. Xeno races with this form can
Although evolved to sentiency, these creatures remain
generate manipulative pseudo-pods from their body mass as
closely linked to their biological forbears in physical form.
needed, and may need technology to communicate vocally.
Choose either Table 6-3: Physiologies and Abilities (see
Characteristics: Increase Toughness by 10.
page109) or Table 6-6: Flora Adaptations and Defenses
Skills: The xenos has a 25% chance of having the Climb
(see page 117), rolling once on each column.
skill.
Traits: Amorphous creatures gain the Amorphous, Fear (2),
and Unnatural Senses (1d10+5 meters) traits, and have a
25% chance of gaining Regeneration (TB) Trait.
Tunneller
Some species possess the ability to tunnel through the
earth, whether through secreting corrosive slime or tearing at
the soil with huge fore-claws. Tunneller creatures gain the
Burrower Trait at a value equal to their Strength Bonus.
Voidborn
This classification of xenos is common to lifeforms on
worlds with weak atmospheres, or ones that lack air
altogether. Xenos with this trait do not need to breathe and
are thus immune to Suffocation and inhaled toxins. Some
xenos species have adapted to the void itself, able to live
without air or gravity; while in an airless environment, these
creatures gain the Flyer Trait at a value equal to their Agility
Bonus.
—
71-85 8 86-00 8
he Imperium is home to billions upon billions of souls.
Each Imperial citizen has a duty to fulfill in service to the HALF 4 FULL 8 CHARGE 12 RUN 24 THREAT 8
Imperium, yet not all are content with their lot in life. In order Hand Cannon Class Pistol
to prosecute their investigations and missions, Acolytes must RNG 35M ROF S/–/– DMG 1d10+4 I
interact with a wide range of Imperial society, from the PEN 2 RLD 2 Full Wt . 6 Kg AVL Av
Clip 5
maddled dregs to mighty Rogue Traders. Some of these
SPECIAL: NONE
individuals gladly offer assistance, while others oppose the
Acolytes through machinations, obstruction, and direct Chainsword Class Melee
violence.
RNG — R OF — DMG 1d10+5 (R)
PEN 0 Clip — RLD — Wt 6 Kg AVL Av
The Law of the Imperium
SPECIAL: BALANCED, TEARING
“They live there in that great plascrete tower surrounded by walls and
razor wire, only emerging to seize some unfortunate who has
Skills: Awareness (Per) +10, Common Lore (Imperium) (Int),
transgressed against the Imperial Laws or to patrol the city to prove
that it belongs to them. There are crystal lenses and sound wave
Dodge (Ag), Inquiry (Fel), Interrogation (WP), Intimidate (S)
detectors on that tower that can watch citizens and listen to their +10, Linguistics (Low Gothic) (Int), Medicae (Int), Operate
conversations 100 leagues away, Imperial spy satellites watch what (Surface) (Ag), Security (Ag), Stealth (Ag), Survival (Per).
they can’t see directly and even the Governor fears them. They aren’t Talents: Constant Vigilance, Disarm, Hip Shooting, Nerves
from here and have nothing to do with us, no more than Orks or of Steel, Rapid Reload, Weapon Training (Las, SP, Chain,
Eldar, if they have families or children we don’t know about them and Shock, Low-Tech, Launcher, Heavy)
we don’t care. They wouldn’t so much as buy a glowbulb from us and
Gear: Enforcer light carapace armor, Slick clothing, 3 hand
we would not sell it to them. It’s ironic that they have the rather
benevolent title of Arbitrators.”
cannon clips, photo-visor, respirator, manacles, Shock Maul
- Vorkas Zolowski prior to his arrest for pernicious sedition or Chainsword
against the Emperor of Mankind. Take Them Alive: The Bounty Hunter is well versed in
laying his enemies low without killing them, able to
ach of the Imperium's worlds have their own incapacitate his targets and limit the damage he inflicts to
government, laws, and their own local police forces to them. When the Bounty Hunter makes a Called Shot attack
enforce those laws. The role of everyday control and policing against an enemy, he may choose to reduce the damage he
usually falls to local security forces, working under the orders inflicts after reduction by the target’s Armor or Toughness
of the Imperial Commander and his staff. Their exact Bonus by a number equal to his Perception Bonus, and
function and powers will vary from world to world depending inflict a level of Fatigue for each point of damage reduced in
upon the nature of the Governor. Worlds ruled by an this way. In addition, the Bounty Hunter’s familiarity with
authoritarian or paranoid regime will have many military nonlethal weaponry means that enemies do not gain the
police secret service enforcers watchmen and patrols, while usual bonuses from armor to resist the stunning effect of
more liberal commanders may only have a private Shocking weapons, and suffer a –10 penalty to avoid or
bodyguard and a standing force to repel out-and-out escape any attack with the Snare quality.
insurrection and rebellion. The Arbites concern themselves
only with the enforcement of the broader laws to which the
entire Imperium is subject. Their organization represents the
soldiers and police of the Adeptus Terra.
Skills: Awareness (Per), Common Lore (Imperium) (Int), Skills: Awareness (Per), Athletics (S), Common Lore
Interrogation (WP), Linguistics (Low Gothic) (Int), (Imperium) (Int), Interrogation (WP), Linguistics (Low Gothic)
Talents: Double Team, Disarm, Takedown Weapon, (Int).
Training (Low-Tech, SP). Talents: Disarm, Marksman, Nowhere to Hide, Takedown,
Gear: Club, Uniform, Enforcer Riot Shield, Stub Automatic, Weapon Training (SP, Low-Tech)
Stub Automatic with 2 spare clips, light flak coat, micro-bead. Gear: Autogun with Man-stopper rounds, motion predictor
Enforcer Riot Shield: These transparent circular shields and 2 spare clips, enforcer light carapace, Uniform, micro-
have a diameter of about 2 feet, and are constructed of bead, respirator, photovisor, stub automatic with dumdums
lightweight polycarbonate that offers protection against and 2 spare clips.
impact attacks and limited protection against many other Killer’s Eye: The Kill Squad Trooper can find the
types of assault. Because the shield is attached at the wrist, weaknesses of his prey with only a few moments of
an Enforcer may prefer this shield over other protection, as it observation. When he makes a Called Shot attack and
keeps his hand free to operate other equipment (such as a scores a number of Degrees of Success on the attack roll
vox) or a pistol. These shields offer +3 AP against attacks equal to or greater than the target’s Agility Bonus, he
made against the body and one arm from weapons with the immediately inflicts a 1d5 critical damage result on the target
Primitive quality, and +1 AP to attacks of all other kinds in addition to any normal damage. Roll on the appropriate
made against the same areas. An Enforcer using an Critical Hit table for the damage type and location struck.
Enforcer riot shield may still carry and manipulate objects in Any modifiers to critical damage from Talents or other
his shield hand, up to pistol-sized weapons. sources apply as normal. However, the Critical Damage
Granted Authority: Enforcers are charged with authority by inflicted from this ability does not stack with actual Critical
their planetary commander or governor. All Enforcers may Hits.
re-roll one Disposition or Fellowship Test per game session
when invoking a higher authority for whom they work.
Ar -
Al -
T Ag Int
01-10 9 37 35 34
11-20 2 21-30 2 28 33 42 Ar 6
Al 6
T Ag Int
B -
Per Wp Fel
11-20 9 21-30 9 34 32 40
31-70 2 35 34 38 B 6
Per Wp Fel
- - Inf
31-70 9 32 33 33
Lr Ll
71-85 2 86-00 2 43 Lr 6
Ll 6 Inf
71-85 9 86-00 9 —
HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 1
Las Pistol Class Pistol HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 1
RNG 30M ROF S/2/– DMG 1d10+2 I Inquisitorial Hellgun Class Pistol
PEN 0 Clip 30 RLD Half Wt .1.5 Kg AVL Co RNG 110M ROF S/3/– DMG 1d10+4 E
SPECIAL: RELIABLE PEN 7 Clip 30 RLD 2 Half Wt 6 Kg AVL Ra
SPECIAL: NONE
Ceremonial Sword Class Melee
R OF —
Inquisitorial Hellpistol Class Pistol
RNG — DMG 1d10-1 (R)
PEN 0 Clip — RLD — Wt 3 Kg AVL Co RNG 35M ROF S/2/– DMG 1d10+4 (E)
SPECIAL: BALANCED PEN 7 Clip 40 RLD 2 Full Wt 4 Kg AVL Ra
SPECIAL:
avians are all employed for this purpose. Such animals are
11-20 8 21-30 8 20 50 15
6
usually crafted in special Adeptus Mechanicus facilities B Per Wp Fel
H 6
WS BS S 01-10 12 40 20 60
01-10 10 15 — 30 Ar 6
Al 4
T Ag Int
Ar 6
Al 6 T Ag Int 11-20 12 21-30 12 60 10 05
11-20 10 21-30 10 40 10 15 B 6
Per Wp Fel
B 6
Per Wp Fel
31-70 12 20 10 —
31-70 10 30 40 — 6 6 Inf
Lr Ll
—
Lr 6
Ll 6 Inf
71-85 12 86-00 12
—
71-85 10 86-00 10
HALF 1 FULL 2 CHARGE 3 RUN 6 THREAT 1
HALF 1 FULL 2 CHARGE 3 RUN 6 THREAT 1 Auto-Grenade Launcher Class Launcher
Shotgun Pistol Class Pistol RNG 60m ROF S/2/- DMG Special
RNG 10m ROF S/-/- DMG 1d10+4 I PEN 0 Clip 40 RLD 4 Full Wt 3.5 Kg AVL —
PEN 0 Clip 3 RLD 2 Full Wt 1 Kg AVL — SPECIAL: CHOKE GRENADES, BLAST (3)
SPECIAL: NONE
Webber Class Exotic
Demolition Charge Class Grenade
RNG 50m ROF S/-/- DMG —
RNG — R OF — DMG 3d10 (X) PEN 0 Clip 40 RLD 4 Full Wt 8 kg AVL Ra
PEN 5 Clip — RLD — Wt — AVL — SPECIAL: BLAST (5), SNARE
SPECIAL: TEARING
Pneumatic Piston Launcher Class Melee
RNG — R OF — DMG 1d10+6 (I)
Skills: Awareness (Per), Tech-Use (Int)
PEN 2 Clip — RLD — Wt — AVL Ra
Talents: None
Traits: Dark Sight, Machine (6) SPECIAL: DUAL ATTACK MODE, UNWIELDY
Gear: Combi-tool, pict-recorder, data-slate-controlled
Data-Slate-Controlled Demolition Charge: The servitor is
equipped with a demolition charge that can be activated by Skills: Awareness (Per), Tech-Use (Int)
someone nearby with the correct authorization codes via a Talents: None
data-slate and a short range vox-relay. The charge has a Traits: Machine (6), Size (5) Hulking
range of 200m, requires an Ordinary (+10) Tech-Use Test Dual Attack Mode: Instead of attacking normally with its
to activate and has a radius of 10m. Pneumatic Piston Launcher, the Suppression Servitor may
make choose to make one of the following attacks.
Area Burst: The servitor raises his launcher and fi res a
tremendous burst into the ground, knocking its opponents
away with a powerful blast. The servitor does not roll to hit
with this attack. Anyone within one meter must make a
Challenging (+0) Agility Test or take 1d5+3 Impact damage
with 0 Pen. Average sized targets and smaller are also
knocked directly away 1d5 meters then fall prone.
the Administratum on each planet. These adepts are largely 11-20 2 21-30 2 23 22 58
-
collectors and counters and certainly not warriors. When B Per Wp Fel
confronted with violence, flight and panic are the most 31-70 2 53 46 28
common response. - - Inf
Lr Ll
71-85 2 86-00 2 50
Administratum Adept (Troop) 5
- HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 3
H WS BS S
01-10 3 Compact Laspistol Class Pistol
22 23 24
Ar -
Al -
T Ag Int
RNG 15m ROF S/-/- DMG 1d10+1 E
11-20 3 21-30 3 34 26 29 PEN 0 Clip 15 RLD Full Wt 0.6 Kg AVL Co
-
B Per Wp Fel SPECIAL: RELIABLE
31-70 3
25 22 23
- - Inf
Lr Ll Skills: Command (Fel), Commerce (Fel) +10, Common Lore
71-85 3 86-00 3 32
(Adeptus Arbites) (Int) +10, Common Lore (Administratum,
Imperium, Navis Nobilite, Rogue Traders) (Int) +20,
HALF 4 FULL 8 CHARGE 12 RUN 24 THREAT 1
Linguistics (High Gothic, Low Gothic) (Int) +20, Logic (Int),
Scholastic Lore (Bureaucracy) (Int) +30, Scrutiny (Per) +20,
Skills: Awareness (Per), Common Lore (Imperium) (Int), Tech-Use (Int)
Linguistics (Low Gothic, High Gothic) (Int)+10, Trade (any Talents: Air of Authority, Constant Vigilance (Intelligence),
one) Contact Network, Peer (5) (Administratum), Prosanguine,
Gear: Robes, data-slate, auto-quill, parchment Gear: Chrono, Ordinate’s robes, auto-quill, several
Master of Paperwork: An Administratum Adept can dataslates, transcription servo-skull, bionic respiratory
increase or reduce the Availability of a particular kind of system, bionic hips, bionic shoulder, scribe-tines,
equipment (such as tools or drugs), ranged weapons, melee Autosanguine
weapons or armor. Frozen Assets: An Ordinate has the ability to freeze assets
and limit a target’s purchasing power. Once per week, An
Ordinate may make a Challenging (+0) Opposed
The Song of Scholastic Lore (Bureaucracy) Test versus a target’s
Scribes and Slates Influence. If he succeeds, he temporarily reduces the
target’s Influence by 1 per Degree of Success. These assets
The Offices of the Administratum of Libellus,
are not lost, and the target may recover Influence if the
Hecuba and Philileos vie for dominance across the
Ordinate (or another Administratum official) gives the order
sector. Through the long ages, the importance of each
to lift the freeze. Otherwise, the target recovers Influence lost
of the Administratum's core worlds have waxed and
this way automatically, at a rate of 1 per month (as he slowly
waned. Strangely enough, the deciding factor of which
regains access to his assets).
world is deemed the most prestigious at any given
time is the amount of data processed, rather than
actual, tangible executive powers within the sector.
This has lead to the rise of massive archives,
cryptographic-monasteries, data-combs, and
censorum librariums being built and commissioned.
This has inadvertently served as a
cornerstone of industry for
millennium.
-
31-70 3 30 35 35
H WS BS S
01-10 4 38 24 30 Lr -
Ll - Inf
—
Ar 3
Al 3 T Ag Int
71-85 3 86-00 3
11-20 7 21-30 7 41 29 29 HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 1
3
B Per Wp Fel
31-70 7 Shotgun Class Basic
25 22 40
Inf
RNG 30m ROF S/-/- DMG 1d10+4 I
3 3
Lr Ll
— PEN 0 Clip 8 RLD 2 Full Wt 5 Kg AVL Av
71-85 7 86-00 7
SPECIAL: SCATTER
HALF 2 FULL 4 CHARGE 6 RUN 12 THREAT 5
Shotgun Class Basic
Skills: Awareness (Per), Charm (Fel), Common Lore
RNG 30m ROF S/-/- DMG 1d10+4 I (Imperial Creed) (Int), Scholastic Lore (Imperial Creed) (Int)
PEN 0 Clip 8 RLD 2 Full Wt 5 Kg AVL Av +10, Linguistics (High Gothic, Low Gothic) (Int)
SPECIAL: SCATTER Talents: Air of Authority, Face in a Crowd
Gear: Ecclesiastical robes, prayer book, numerous small
Chainsword Class Melee
devotional items.
RNG — R OF — DMG 1d10+5 R Sway the Masses: A Ministorum preacher can. as a Full
PEN 2 Clip — RLD — Wt 6 Kg AVL Av Action, make an Ordinary (+10) Charm, Command or
SPECIAL: BALANCED, TEARING Intimidate. If he succeeds on the test, a number of
characters in line of sight and earshot (up to his Fellowship
bonus in meters) gain a +10 bonus to their next Skill Test.
Skills: Awareness (Per), Charm (Fel), Common Lore This effect lasts for a number of rounds equal to his
(Imperial Creed) (Int), Linguistics (Int), Parry (WS) +10, Fellowship bonus and does not stack with multiple uses.
Scholastic Lore (Imperial Creed) (Int) +10, Speak Language When used in narrative time, this action can be taken as part
(High Gothic, Low Gothic) (Int). of conversation.
Talents: Air of Authority, Demagogue, Hatred (Chaos Space
Marines, Daemons, Heretics, Mutants, Psykers, Renegades,
Xenos [All]), Adamantium Faith The
Gear: Ecclesiastical robes, shotgun, chainsword, chain
reinforced robes, prayer book
Hadronian Wall
Sway the Masses: A Ministorum cleric can. as a Full Action, In 439.M38 Aeban Van'daoro, a prominent Cardinal
make an Ordinary (+10) Charm, Command or Intimidate. of the Hadronian Synod came into the height of his
If he succeeds on the test, a number of characters in line of power. Having spent most of his early life as a
sight and earshot (up to his Fellowship bonus in meters) gain reclusive anchorite, Van'daoro believed whole heartily
a +10 bonus to their next Skill Test. This effect lasts for a that isolation and contemplation were the pillars of true
number of rounds equal to his Fellowship bonus and does faith, and began to vigorously preach of the merits of
not stack with multiple uses. When used in narrative time, seclusion and limitation of the chartist fleets. In the
this action can be taken as part of conversation. course of a century, Aeban's increasing tariffs and
uncalled for persecutions strained the relationships
with the mercantile fleets, who inevitably
began to avoid the planet altogether.
Ar 5
Al 5 T Ag Int
01-10 9 45 45 40
11-20 8 21-30 8 36 41 46 Ar 6
Al 6
T Ag Int
B 5
Per Wp Fel
11-20 9 21-30 9 35 30 30
31-70 8 32 53 60 B 6
Per Wp Fel
Inf
31-70 9 35 35 30
5 5
Lr Ll
71-85 8 86-00 8 53 Lr 6
Ll 6 Inf
—
71-85 9 86-00 9
HALF 4 FULL 8 CHARGE 12 RUN 24 THREAT 23
Ryza-Pattern Plasma Pistol Class Pistol HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 6
Skills: Awareness (Per), Common Lore (Imperium, Imperial Frag Grenade Class Thrown
Guard, Imperial Navy, Administratum, Adeptus Arbites,
RNG SBx3 ROF S/-/- DMG 2d10 X
Trade, War) +10 (Int), Operate (Surface) (Ag), Inquiry (Fel)
PEN 0 Clip 1 RLD — Wt 0.5 Kg AVL Co
+10, Linguistics (High Gothic, Low Gothic) (Int) +10, Logic
+10 (Int), Navigation (Surface) (Int), Scholastic Lore SPECIAL: BLAST (3)
(Bureaucracy, Judgment, Tactica Imperialis) +10 (Int),
Scrutiny (Per), Tech Use (Int).
Talents: Two Weapon Wielder (Ballistic), Peer (Adeptus Skills: Awareness (Per), Common Lore (Imperium, War)
Arbites, Administratum, Enforcers, Government, Hivers, (Int), Dodge (Ag), Interrogation (WP), Linguistics (Low
Middle Class, Nobility, PDF, Planet (Pick One), Workers), Gothic) (Int), Scrutiny (Per) +10
Touched By the Fates (3 Fate Points) Talents: Double Team, Disarm, Jaded, Takedown, Quick
Gear: Dress uniform (Best quality clothing), personal Draw
microvox, best-quality bionic eye, best quality refractor field, Gear: Club, Uniform, Storm Trooper Carapace Armor,
power sword, enforcer light carapace, ryza-pattern plasma Hellgun with backpack ammo pack, combat knife with mono
pistol modification, micro-bead, lamp pack, respirator, 2 frag
Pax Imperialis: At the beginning of his turn, a Planetary grenades
Governor may spend a Fate Point to grant all of his allies Granted Authority: Planetary Defense Force Praetorian
participating in the Combat the ability to inflict Righteous Guard are charged with authority by their planetary
Fury until the end of his next turn. commander or governor. All PDF may re-roll one Disposition
or Fellowship Test per game session when invoking a higher
authority for whom they work.
Tactical Mind: A commander of the Praetorian Guard has a
sound grasp of unit tactics. As a half action, he may make a
Challenging (+0) Command Test. For every degree of
success, one of his allies may immediately make a Move
Half Action. They still take a full action on their next turn.
Skills: Awareness (Per), Common Lore (Imperium, War) Skills: Tech-Use (Int)
(Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Traits: Machine (4), Deadly Natural Weapon, Unnatural
Talents: Double Team, Disarm, Takedown Weapon, Strength (3)
Training (Low-Tech, SP). Gear: Cybernetic physiology, Integral micro-bead, multi-tool
Gear: Club, Uniform, Guard Flak Armor, lasgun with 3 spare
clips, combat knife, micro-bead, lamp pack, respirator Merchant Magnate
Granted Authority: Planetary Defense Force troopers are Merchants owe their station to their ability to survive in a
charged with authority by their planetary commander or world of profit and loss as they turn fortune’s wheel.
governor. All PDF may re-roll one Disposition or Fellowship Charming yet often utterly ruthless, they are best not
Test per game session when invoking a higher authority for crossed.
whom they work.
71-85 4 86-00 4 —
Driven out of society, or never being born into, the
outcasts of the Imperium are a wide and varied lot; Few HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 2
meek out a pitiful existence, while others thrive by asserting Brass Knuckles Class Melee
their strength over the weak and pitiful. RNG — R OF — DMG 1d5+3 I
PEN 0 Clip — RLD — Wt — AVL —
Dreg SPECIAL: PRIMITIVE (7), UNBALANCED
The lowest of the low, dregs, sometimes known as
scavvies or wasters, are addicts, degenerates, outcasts, Chainsword Class Melee
madmen and worse. Utterly desperate, and often ruined in RNG — R OF — DMG 1d10+6 R
body and mind, some of them can be far more dangerous PEN 2 Clip — RLD — Wt 6 Kg AVL Av
than any sane man, and willing to do anything for very little
SPECIAL: BALANCED, TEARING
payment at all…
Heavy
Dumb muscle always has a market for hire,
and many thugs, cut-throats and brawlers
augment their own prowess with crude vat-
grown muscle implants, dangerous chemical
treatments and brain-damaging combat drugs.
HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 2 HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 2
Compact Laspistol Class Pistol Autogun Class Basic
RNG 15m ROF S/-/- DMG 1d10+1 E RNG 100m ROF S/3/6 DMG 1d10+3 I
PEN 0 Clip 15 RLD Full Wt 0.6 kg AVL Av PEN 0 Clip 30 RLD Full Wt 5 kg AVL Av
SPECIAL: RELIABLE SPECIAL: NONE
Ar -
Al - T Ag Int
01-10 3 28 28 35
11-20 3 21-30 3 30 30 20 Ar -
Al - T Ag Int
B -
Per Wp Fel
11-20 3 21-30 3 30 30 28
31-70 3 27 25 30 B -
Per Wp Fel
- - Inf
31-70 3 38 29 37
Lr Ll
3 3 — - - Inf
71-85 86-00 Lr Ll
71-85 3 86-00 3 —
HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 2
Stub Automatic Class Pistol HALF 3 FULL 6 CHARGE 9 RUN 18 THREAT 2
RNG 30m ROF S/3/- DMG 1d10+3 I Stub Automatic Class Pistol
PEN 0 Clip 9 RLD Full Wt 1.5 kg AVL Av RNG 30m ROF S/3/- DMG 1d10+3 I
SPECIAL: NONE PEN 0 Clip 9 RLD Full Wt 1.5 kg AVL Av
SPECIAL: NONE
Knife Class Melee
RNG — R OF — DMG 1d5+1 R Knife Class Melee
PEN 0 Clip — RLD — Wt 1 Kg AVL Av RNG — R OF — DMG 1d5+1 R
SPECIAL: PRIMITIVE (7) PEN 0 Clip — RLD — Wt 1 Kg AVL Av
SPECIAL: PRIMITIVE (7)
Mono-Knife Class Melee Skills: Awareness (Per), Commerce (Int) +10, Command
(Fel), Common Lore (Imperium) (Int), Deceive (Fel),
RNG — R OF — DMG 1d5+1 R
Linguistics (High Gothic, Low Gothic) (Int), Logic (Int), Trade
PEN 2 Clip — RLD — Wt 1 Kg AVL Av (armorer or merchant)
SPECIAL: MONO Gear: Mid-fashion clothes, mesh vest, compact laspistol,
personal encrypted mercantile bodyglove, micro-bead,
mono-knife, seal of guild/trade cartel, data-slate, jewellery
Skills: Athletics (S), Awareness (Per), Common Lore
Make Do: When the underhive merchant succeeds on a
(Imperium) (Int), Deceive (Fel) +10, Dodge (Ag) +10, Inquiry
Ballistic Skill Test to clear a jammed weapon, it does not
(Fel), Intimidate (S), Linguistics (Low Gothic) (Int), Logic
waste the ammunition in the weapon, and the weapon does
(Int), Security (Ag), Stealth (Ag) +20
not need to be reloaded.
Talents: Rapid Reload, Sprint
Gear: Cool clothing, mono-knife, compact silenced stub
automatic with 2 spare clips, multikeys
Underhive Merchant
There is always a strong demand for weapons, armor, and
other such necessities of underhive life, and merchants are
the people who fill that need. Some work as part of
organized gangs, some operate independently and rely on
their own bodyguard force for defense, but all fill an essential
role in the violence. Most merchants have long established
deals with suppliers, who live higher in the hive, to smuggle
in low grade wargear and supplies. Some hive lords even
condone this, knowing weapons and equipment will always
exist and preferring the dregs below their feet to fight
amongst themselves over scraps that the Hive Enforcers can
easily ignore, should the need arise. Few underhive factions
are content with such castoffs though, and the Merchant who
can find better goods to sell will prosper, but often attract
unwanted attention from local authorities.
167
The Mandragora Apocrypha