Professional Documents
Culture Documents
The rules here are a labour of love. I’ve been a fan of the Warhammer 40,000 universe for most of my life. Working
on the Fantasy Flight Games 40k RPGs was my first job in the RPG industry. Getting a chance to be involved, even only
peripherally (playtesting, a little bit of consulting), in Wrath & Glory was a joy, but as with any new rulebook, there’s
only so much of this vast setting that can be crammed into the pages.
But I like to tinker with rules, and to come up with my own ways of representing different things. Doing that with the
40k universe is how I got into writing RPGs to begin with, so of course I’m going to dabble with that sort of extra
content now that there’s a new 40k RPG to play with. It doesn’t hurt that I find Wrath & Glory quite easy to create
stuff for.
The rules content here is all my own work, and not official in any way—any resemblance it may bear to official rules
that come out later is purely coincidental. If official rules resemble the ones found here, then it’s just a case of “great
minds think alike”. The background, of course, is a mixture of Games Workshop’s intellectual property and my own
spin on a few less-explored things, though I’ve tried to keep my own additions to the lore to a minimum to allow this
to be usable by as many Wrath & Glory fans as possible.
Note: To make the updates to this document manageable, I’ve removed the Expanded Bestiary section, which will be
released separately. This document contains only the player-facing content.
To make comments, point out errors, and make suggestions, please either go to the homebrew channel of the Wrath
& Glory Discord, where I am regularly active, or email me here.
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Gorkamorka, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop Limited, variably
registered around the world. All Rights Reserved. Used Without Permission.
An Abundance of Apocrypha
Change Log
As of Version 4, I have marked any content where an official version of that archetype, item, etc., exists in the Forsaken System
Player’s Guide. In total, this affects the Sister Dialogus, Sister Repentia, Sister Seraphim, Lexmechanic, Sicarian Ruststalker, Sicarian
Infiltrator, Apothecary, Space Marine Chaplain, Space Marine Librarian (though not Primaris versions of the Apothecary, Chaplain,
or Librarian), and Primaris Reiver archetypes, and wargear associated with them, as well as the Librarius psychic discipline, and
the Blessed weapon trait. Your GM’s word is final as to which version applies to their game.
First Complete Version: 25th August 2019 Version 3.3.1: 23rd January 2021 – error correction
Version 2: 5th January 2020 – added Primaris Vanguard Version 4: 26th January 2021 – Annotations made based on
archetypes and gear, redefined Priest abilities, new content in the Forsaken System Player’s
Asuryani Exarch powers, added Runes of Fortune Guide.
and Revenant psychic disciplines, removed Strength
Version 5: 27th March 2021 – Revisions to Drukhari
from Death talent, added Reborn (Ynnari)
characters based on Codex: Drukhari, addition of
ascension package and associated Ynnari talents,
Adeptus Custodes characters, plus Craftworld,
minor adjustments and clarifications.
Sisters Orders, and Forge World sub-faction
Version 3: 16th April 2020 – major updates to account for bonuses, and additional Las-weapons.
Revised Core Rulebook changes
Version 6: 20th July 2021 – Revisions to Adeptus Mechanicus,
Version 3.1: 30th May 2020 – adding omitted weapon stats, Adepta Sororitas, and Orks options based on new
additional Mechanicus weapons from Psychic Codex: Adeptus Mechanicus, Codex: Adepta
Awakening: Engine War. Sororitas, and previews of Codex: Orks.
Version 3.2: 25th July 2020 – revisions in line with errata for Version 7: 23rd October 2021 – Assorted corrections and
core rulebook. minor amendments.
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Contents
Change Log.......................................................................................................................................................... 2
Contents ..................................................................................................................................................................... 3
New and Expanded Species....................................................................................................................................... 10
Human Homeworld ............................................................................................................................................... 10
Death World...................................................................................................................................................... 10
Hive World ........................................................................................................................................................ 10
Voidborn ........................................................................................................................................................... 11
Forge World ...................................................................................................................................................... 11
Schola Progenium ............................................................................................................................................. 12
Shrine World ..................................................................................................................................................... 12
Custodian.............................................................................................................................................................. 13
Playing a Custodian ........................................................................................................................................... 13
Drukhari ................................................................................................................................................................ 14
Playing Drukhari ................................................................................................................................................ 14
Pariahs .................................................................................................................................................................. 15
Pariah Roles ...................................................................................................................................................... 15
Playing a Pariah ................................................................................................................................................. 15
Squats ................................................................................................................................................................... 16
Squat Roles ....................................................................................................................................................... 16
Beastman .............................................................................................................................................................. 18
Beastman Roles................................................................................................................................................. 18
New and Expanded Factions ..................................................................................................................................... 19
Additional Archetypes ........................................................................................................................................... 19
Adeptus Astartes Chapters .................................................................................................................................... 22
Black Templars .................................................................................................................................................. 22
Crimson Fists ..................................................................................................................................................... 22
Grey Knights...................................................................................................................................................... 22
Emperor’s Children [Legion] .............................................................................................................................. 23
Iron Warriors [Legion] ....................................................................................................................................... 23
Night Lords [Legion] .......................................................................................................................................... 23
World Eaters [Legion] ........................................................................................................................................ 24
Death Guard [Legion] ........................................................................................................................................ 24
Thousand Sons [Legion]..................................................................................................................................... 24
Black Legion [Legion] ......................................................................................................................................... 25
Word Bearers [Legion] ...................................................................................................................................... 25
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Alpha Legion [Legion] ........................................................................................................................................ 25
Adepta Sororitas Orders Militant........................................................................................................................... 27
Order of the Argent Shroud ............................................................................................................................... 27
Order of the Bloody Rose .................................................................................................................................. 27
Order of the Ebon Chalice ................................................................................................................................. 27
Order of Our Martyred Lady .............................................................................................................................. 27
Order of the Sacred Rose................................................................................................................................... 27
Order of the Valorous Heart .............................................................................................................................. 27
Adeptus Mechanicus Forge Worlds ....................................................................................................................... 28
Agripinaa........................................................................................................................................................... 28
Graia ................................................................................................................................................................. 28
Lucius ................................................................................................................................................................ 28
Mars ................................................................................................................................................................. 28
Metalica ............................................................................................................................................................ 28
Ryza .................................................................................................................................................................. 28
Stygies VIII......................................................................................................................................................... 28
Asuryani Craftworlds ............................................................................................................................................. 29
Alaitoc............................................................................................................................................................... 29
Biel-Tan ............................................................................................................................................................. 29
Iyanden ............................................................................................................................................................. 29
Saim-Hann ........................................................................................................................................................ 29
Ulthwé .............................................................................................................................................................. 29
Adeptus Arbites .................................................................................................................................................... 30
Adeptus Custodes ................................................................................................................................................. 32
Officio Assassinorum ............................................................................................................................................. 34
The Drukhari ......................................................................................................................................................... 37
Drukhari Kabals ................................................................................................................................................. 37
Wych Cults ........................................................................................................................................................ 38
Haemonculi Covens ........................................................................................................................................... 38
The Squat Remnant ............................................................................................................................................... 40
New Archetypes........................................................................................................................................................ 42
Beastman Auxiliary (Astra Militarum, Tier 1) ..................................................................................................... 42
Enforcer (Adeptus Arbites, Tier 1)...................................................................................................................... 43
Frateris Militia (Adeptus Ministorum, Tier 1) ..................................................................................................... 44
Guardian (Aeldari, Tier 1) .................................................................................................................................. 45
Imperial Guard Medic (Astra Militarum, Tier 1) ................................................................................................. 46
Imperial Guard Officer (Astra Militarum, Tier 1) ................................................................................................ 47
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Kabalite Warrior (Drukhari, Tier 1)..................................................................................................................... 48
Khorngor (Chaos, Tier 1) .................................................................................................................................... 49
Pestigor (Chaos, Tier 1)...................................................................................................................................... 49
Sister Dialogus (Adepta Sororitas, Tier 1) ........................................................................................................... 50
Sister Famulous (Adepta Sororitas, Tier 1) ......................................................................................................... 51
Slaangor (Chaos, Tier 1) ..................................................................................................................................... 52
Tzaangor (Chaos, Tier 1) .................................................................................................................................... 52
War-Pledged Warrior (Squat, Tier 1).................................................................................................................. 53
Wych (Drukhari, Tier 1) ..................................................................................................................................... 54
Arbitrator (Adeptus Arbites, Tier 2) ................................................................................................................... 55
Astropath (Adeptus Astra Telepathica, Tier 2) ................................................................................................... 56
Beast Snagga Boy (Ork, Tier 2) ........................................................................................................................... 57
Bonesinger (Aeldari, Tier 2) ............................................................................................................................... 58
Burna Boy (Ork, Tier 2) ...................................................................................................................................... 59
Corpuscarius Electro-Priest (Adeptus Mechanicus, Tier 2) ................................................................................. 60
Fulgurite Electro-Priest (Adeptus Mechanicus, Tier 2)........................................................................................ 61
Magistrate (Adeptus Arbites, Tier 2) .................................................................................................................. 62
Lexmechanic (Adeptus Mechanicus, Tier 2) ....................................................................................................... 63
Mekboy (Ork, Tier 2) ......................................................................................................................................... 64
Painboy (Ork, Tier 2).......................................................................................................................................... 65
Runtherd (Ork, Tier 2) ....................................................................................................................................... 66
Sister Repentia (Adepta Sororitas, Tier 2) .......................................................................................................... 67
Skitarius Vanguard (Adeptus Mechanicus, Tier 2) .............................................................................................. 68
Tankbusta (Ork, Tier 2) ...................................................................................................................................... 69
Transmechanic (Adeptus Mechanicus, Tier 2) .................................................................................................... 70
Apothecary (Adeptus Astartes, Tier 3/Tier 4) ..................................................................................................... 71
Assault Space Marine (Adeptus Astartes, Tier 3) ................................................................................................ 72
Chaos Space Marine (Chaos, Tier 3) ................................................................................................................... 73
Chaos Space Marine Havoc (Chaos, Tier 3) ........................................................................................................ 74
Chaos Space Marine Raptor (Chaos, Tier 3) ....................................................................................................... 75
Chastener (Adeptus Arbites, Tier 3) ................................................................................................................... 76
Confessor (Adeptus Ministorum, Tier 3) ............................................................................................................ 77
Dark Reaper Aspect Warrior (Aeldari, Tier 3) ..................................................................................................... 78
Detective (Adeptus Arbites, Tier 3) .................................................................................................................... 79
Devastator Space Marine (Adeptus Astartes, Tier 3) .......................................................................................... 80
Dire Avenger Aspect Warrior (Aeldari, Tier 3) .................................................................................................... 81
Fire Dragon Aspect Warrior (Aeldari, Tier 3) ...................................................................................................... 82
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Flash Git (Ork, Tier 3)......................................................................................................................................... 83
Guild Engineer (Squat, Tier 3) ............................................................................................................................ 84
Hearthguard (Squat, Tier 3) ............................................................................................................................... 85
Howling Banshee Aspect Warrior (Aeldari, Tier 3) ............................................................................................. 86
Incubus (Drukhari, Tier 3) .................................................................................................................................. 87
Shining Spear Aspect Warrior (Aeldari, Tier 3) ................................................................................................... 88
Sicarian Infiltrator (Adeptus Mechanicus, Tier 3) ............................................................................................... 89
Sicarian Ruststalker (Adeptus Mechanicus, Tier 3) ............................................................................................. 90
Sister of Silence Null-Maiden (Adeptus Astra Telepathica, Tier 3) ...................................................................... 91
Sister Seraphim (Adepta Sororitas, Tier 3) ......................................................................................................... 92
Striking Scorpion Aspect Warrior (Aeldari, Tier 3) .............................................................................................. 93
Swooping Hawk Aspect Warrior (Aeldari, Tier 3)................................................................................................ 94
Verispex Adept (Adeptus Arbites, Tier 3) ........................................................................................................... 95
Warp Spider Aspect Warrior (Aeldari, Tier 3) ..................................................................................................... 96
Weirdboy (Ork, Tier 3) ....................................................................................................................................... 97
Ancestor Lord (Squat, Tier 4) ............................................................................................................................. 98
Chaos Space Marine Sorcerer (Chaos, Tier 4) ..................................................................................................... 99
Chaos Space Marine Warpsmith (Chaos, Tier 4)............................................................................................... 100
Dark Apostle (Chaos, Tier 4) ............................................................................................................................ 101
Genetor (Adeptus Mechanicus, Tier 4) ............................................................................................................ 102
Grey Knight Space Marine (Adeptus Astartes, Tier 4) ....................................................................................... 103
Harlequin Player (Aeldari, Tier 4) ..................................................................................................................... 104
Khorne Berzerker (Chaos, Tier 4) ..................................................................................................................... 105
Logis (Adeptus Mechanicus, Tier 4) ................................................................................................................. 106
Magos (Adeptus Mechanicus, Tier 4) ............................................................................................................... 107
Nurgle Plague Marine (Chaos, Tier 4)............................................................................................................... 108
Primaris Aggressor (Adeptus Astartes, Tier 4) .................................................................................................. 109
Primaris Vanguard Eliminator (Adeptus Astartes, Tier 4).................................................................................. 110
Primaris Hellblaster (Adeptus Astartes, Tier 4)................................................................................................. 111
Primaris Inceptor (Adeptus Astartes, Tier 4) .................................................................................................... 112
Primaris Vanguard Incursor (Adeptus Astartes, Tier 4) ..................................................................................... 113
Primaris Vanguard Infiltrator (Adeptus Astartes, Tier 4)................................................................................... 114
Primaris Reiver (Adeptus Astartes, Tier 4)........................................................................................................ 115
Sister of Silence Oblivion Knight (Adeptus Astra Telepathica, Tier 4) ................................................................ 116
Slaanesh Noise Marine (Chaos, Tier 4) ............................................................................................................. 117
Space Marine Chaplain (Adeptus Astartes, Tier 4/Tier 5) ................................................................................. 118
Space Marine Librarian (Adeptus Astartes, Tier 4/Tier 5) ................................................................................. 119
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Space Marine Techmarine (Adeptus Astartes, Tier 4)....................................................................................... 120
Callidus Assassin (Officio Assassinorum, Tier 5) ............................................................................................... 121
Culexus Assassin (Officio Assassinorum, Tier 5) ............................................................................................... 122
Custodian Guard (Adeptus Custodes, Tier 5).................................................................................................... 123
Eversor Assassin (Officio Assassinorum, Tier 5) ................................................................................................ 124
Harlequin Death Jester (Aeldari, Tier 5) ........................................................................................................... 125
Harlequin Shadowseer (Aeldari, Tier 5)............................................................................................................ 126
Harlequin Solitaire (Aeldari, Tier 5) .................................................................................................................. 127
Harlequin Troupe Master (Aeldari, Tier 5) ....................................................................................................... 128
Vindicare Assassin (Officio Assassinorum, Tier 5) ............................................................................................. 129
New Talents ............................................................................................................................................................ 130
New Ascension Packages ........................................................................................................................................ 141
Agent of the Inquisition....................................................................................................................................... 141
Apocryphon Oath ................................................................................................................................................ 141
Crux Terminatus.................................................................................................................................................. 142
The Rubicon Primaris .......................................................................................................................................... 142
Lost Upon The Path of the Warrior ...................................................................................................................... 143
Lost Upon The Seer Path ..................................................................................................................................... 144
Reborn ................................................................................................................................................................ 144
Willing Possession ............................................................................................................................................... 145
New Wargear.......................................................................................................................................................... 146
New Weapon Traits............................................................................................................................................. 146
Melee Weapons .................................................................................................................................................. 147
Ordinary Melee Weapons................................................................................................................................ 147
Force Weapons ............................................................................................................................................... 148
Chain & Power Weapons ................................................................................................................................. 148
Exotic Melee Weapons .................................................................................................................................... 150
Chaos Melee Weapons .................................................................................................................................... 152
Aeldari Melee Weapons .................................................................................................................................. 153
Drukhari Melee Weapons................................................................................................................................ 155
Ork Melee Weapons........................................................................................................................................ 156
Ranged Weapons ................................................................................................................................................ 157
Bolt Weapons.................................................................................................................................................. 157
Grav Weapons................................................................................................................................................. 159
Las Weapons ................................................................................................................................................... 160
Plasma Weapons ............................................................................................................................................. 162
Flame Weapons .............................................................................................................................................. 163
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Exotic Ranged Weapons .................................................................................................................................. 163
Grenades & Grenade Launchers ...................................................................................................................... 167
Chaos Ranged Weapons .................................................................................................................................. 169
Aeldari Ranged Weapons ................................................................................................................................ 171
Drukhari Ranged Weapons .............................................................................................................................. 176
Ork Ranged Weapons ...................................................................................................................................... 178
Weapon Upgrades .............................................................................................................................................. 179
Upgrades......................................................................................................................................................... 179
Reloads and Ammunition ................................................................................................................................ 181
Drukhari Poisons ............................................................................................................................................. 184
Armour ............................................................................................................................................................... 187
Basic Armour................................................................................................................................................... 188
Astartes Armour .............................................................................................................................................. 190
Force Shields ................................................................................................................................................... 194
Chaos Armour ................................................................................................................................................. 196
Aeldari Armour................................................................................................................................................ 197
Drukhari Armour ............................................................................................................................................. 198
Ork Armour ..................................................................................................................................................... 199
Squat Armour .................................................................................................................................................. 199
Tools & Equipment.............................................................................................................................................. 200
Combat Drugs and Consumables ..................................................................................................................... 204
Eldar Equipment.............................................................................................................................................. 208
Augmetics ........................................................................................................................................................... 212
Ork Bioniks ...................................................................................................................................................... 215
Drukhari Fleshcraft .......................................................................................................................................... 216
Exarch Powers ........................................................................................................................................................ 217
Prayers and Litanies ................................................................................................................................................ 224
Invoking Prayers .............................................................................................................................................. 224
Litanies of Devotion ............................................................................................................................................ 224
Hymns of Battle .................................................................................................................................................. 225
Prayers to the Dark Gods..................................................................................................................................... 226
New Psychic Powers ............................................................................................................................................... 228
Adeptus Astartes Psychic Powers ........................................................................................................................ 228
Sanctic Discipline............................................................................................................................................. 228
Librarius Discipline .......................................................................................................................................... 230
Obscuration Discipline..................................................................................................................................... 231
Geokinesis Discipline ....................................................................................................................................... 233
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Indomitus Discipline ........................................................................................................................................ 234
Interromancy Discipline................................................................................................................................... 236
Promethean Discipline .................................................................................................................................... 237
Sanguinary Discipline ...................................................................................................................................... 239
Stormspeaking Discipline................................................................................................................................. 240
Technomancy Discipline .................................................................................................................................. 242
Tempestas Discipline ....................................................................................................................................... 243
Umbramancy Discipline................................................................................................................................... 245
Dark Hereticus Discipline <Heretic Astartes> ....................................................................................................... 247
Aeldari Psychic Powers........................................................................................................................................ 249
Runes of Fortune ............................................................................................................................................. 249
Runes of Shaping Discipline ............................................................................................................................. 250
Runes of Fate Discipline .................................................................................................................................. 251
Phantasmancy Discipline ................................................................................................................................. 253
Revenant Discipline ......................................................................................................................................... 254
WAAAGH! Discipline ........................................................................................................................................... 256
Ancestral Rites Discipline .................................................................................................................................... 258
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New and Expanded Species
The following additional species options may be used at your GM’s discretion, and function in the manner described
from page 85 of the Wrath & Glory Core Rulebook.
Human Homeworld
This section provides several additional options for human characters, providing varying abilities for the assortment
of different types of homeworld found across the Imperium. Any Human character may select one of these options to
reflect the world of their birth and how that world has influenced their outlook and abilities.
Each option contains one or more special abilities, as well as recommendations for thematic increases to their
Attributes and Skills to reflect their homeworld; consider buying at least one extra rank in one each of the Attribute
and Skill recommendations.
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Voidborn Forge World
Born and raised in the darkness between the stars, the You hail from a domain of the Adeptus Mechanicus and
voidborn are a strange breed. Accustomed to the were raised invoking psalms to the Omnissiah rather
peculiar life aboard city-sized voidships and vast orbital than prayers to the God-Emperor. You are a cog within
stations, they are often seen as warp-touched, and the a grand machine that contains trillions of souls, honed
weird, insular customs of life in space often set them to serve your specific purpose.
apart from planetborn people.
Abilities Ave Omnissiah: The character has
Abilities Voidwise: The character is memorised countless operation
accustomed to the vagaries of life litanies and maintenance
aboard ship or station and is well- hymnals, giving them an innate
versed in protective rites and familiarity with machines and the
emergency doctrines. The Cult Mechanicus. They receive +1d
character gains +1d on all tests to on all Tech tests and Scholar tests
resist radiation and ignores all relating to the Adeptus
penalties to action caused by low- Mechanicus.
or zero-gravity environments. Stranger to the Church:
Ill-Omened: Voidborn are Forgeworlders are unfamiliar with
considered strange and the ways of the Ministorum and
inauspicious by others, who look the Imperial Creed and suffer
for even the slightest sign of ill- +2DN on all Scholar tests relating
fortune. When attempting an to the Imperial Creed. The
interaction test with a non- character may not take any
Voidborn, two dice are treated as archetypes with the ADEPTUS
Wrath dice, rather than one, and MINISTORUM keyword.
the character is unable to score Attributes Strength, Intelligence
criticals on these tests. Skills Scholar, Tech
Attributes Initiative, Willpower
Skills Pilot, Tech
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Schola Progenium Shrine World
You were an orphaned child of a notable servant of the You were raised on a world which exists to exalt the
Imperium, raised in one of the Schola Progenium God-Emperor. You were raised amidst faith and fury,
abbeys scattered across the galaxy. Under the tutelage exposed to lore of saints and martyrs and the
of Drill-Abbots and other stern teachers, young Emperor’s righteousness at every moment of every
Progena are honed into devout, highly capable day.
servants of Him-on-Terra. Many of the most renowned
Abilities The Scorn of the Devout: The
figures in Imperial history are former Progena,
character is filled with holy hatred
recruited into positions of status and power.
and fury. They receive +1 to
Abilities Schola Education: The character Resolve and Conviction, and +1d
was groomed from a young age to on all Weapon Skill tests made to
be an example to others. You gain attack enemies with the Heretic
+1d on any two of the following keyword.
skills, chosen during character Abhor the Unhallowed: The
creation: Insight, Intimidation, character is filled with an
Leadership, Scholar. instinctive revulsion for the unholy
Cloistered Upbringing: Progena or unclean. They suffer +1DN on
have little patience for, or all Scholar or Tech tests relating to
understanding of, the dregs of items or characters with the
society. The character suffers HERETIC or CHAOS keywords, or
+2DN on all non-hostile with any keyword belonging to a
Interaction tests made when Xenos species.
dealing with characters who have Attributes Willpower, Fellowship
the SCUM keyword. Skills Insight, Scholar
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Custodian
Where one thinks of the gene-forged warriors of the Playing a Custodian
Imperium, one might imagine the Adeptus Astartes and If you wish to play a Custodian character, use the
their new Primaris Astartes brethren, and the demi- following species entry.
god Primarchs who came before them. But they are far
from the only warriors the Emperor created. The XP Cost: 330
Attributes: Agility 5, Fellowship 3, Initiative 5, Intellect
Emperor’s personal retinue, the Custodian Guard, were
3, Strength 6, Toughness 6, Willpower 3
the result of refined gene-sculpting and alchemical
Skills: Athletics 4, Awareness 5, Ballistic Skill 4, Insight
engineering long before the Primarchs were created, 3, Scholar 2, Stealth 3, Weapon Skill 4
and their design was perfected even then. Speed: 7
Sculpted by the most ancient secrets of gene-craft and Aegis of the Emperor: A Custodian may roll
Determination against Mortal Wounds.
biomancy, each Custodian is a unique creation,
Indomitable, Incorruptible: You add +2 to your
distinct and individual. Each of them towers above
Resolve, and you automatically succeed on all
even the Astartes and are said to have been almost as Corruption Tests. Your Maximum Wounds are
large as the Primarchs themselves, and their physical increased by +4.
power and martial prowess exceed that of nearly any Solitary: A Custodian maintains a unique pool of Glory.
individual Space Marine. Yet they are not only They may save up to 3 points of Glory, and they
enhanced on the physical level: their minds are as cannot save points into the group pool nor can
carefully wrought as their bodies. they spend Glory generated by anyone else.
Despised by the Unholy: If a Custodian is present in a
Each Custodian has a mighty intellect, with keen game, the GM’s starting and maximum Ruin
senses and an enhanced ability to process and are increased by 1.
understand information. Each is as much a scholar
and a philosopher as a warrior, entrusted with secrets Additional Details
of the universe that the Emperor shared with few Age: Custodes are functionally immortal and will
others, and engineered to be purely devoted to their persist for centuries or millennia if not slain through
duty to the Master of Mankind. They are profoundly extreme violence. If you’re randomly rolling for a
vigilant, maintaining a perfect awareness of anything Custodian character’s age, roll 4d6 x 5, and then
that might threaten them or the Emperor, and they multiply the total by the game’s Tier.
continually seek to refine their knowledge, hone their
Colouration: As transhumans, Custodians possess a
skills, and master themselves even more fully so that
similar range and variety of skin pigments, hair colours,
they do not fail in their duty again.
and eye colours to baseline humans.
Custodian Names
The Custodes have an unusual relationship with names. Height: Custodians typically stand taller than the
Their original, true names, the ones which they bore at Astartes and are close in height to the Primarchs of old.
birth, are secret, recorded nowhere. Instead, each If you’re randomly rolling a Custodian character’s
Custodian answers to a given name of their choosing, height, roll 8’ +2d6”.
often some moniker of note from Terran history or Languages: The Custodians speak Low Gothic and High
legend. Each also accepts additional names throughout Gothic and are often fluent in numerous obscure
their lives, etched microscopically within their armour historical human languages, as well as other forms of
as a testament to their accomplishments; the mightiest communication, including the Thoughtmark and
Custodians may have dozens, even hundreds of names, Battlemark sign languages used by the Silent
never spoken aloud outside of their order. Sisterhood, and Astartes battle-sign.
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Drukhari
The Dark Eldar, referred to more correctly as the Drukhari Names
Drukhari or "Dark Ones" in the Aeldari Lexicon, are a While sharing a common language and history with
forsaken and corrupt Aeldari kindred, like their their Craftworlder cousins, the Drukhari tend to favour
Asuryani counterparts in some ways, but vastly names with a harsher edge to them, often choosing
different in others. names which symbolise the pain and terror they wish
to spread. Examples include:
The Drukhari revel in piracy, enslavement, and torture,
and are sadistic in the extreme. They strike with little Akhirion, Anarkyss, Anielyn, Bekliel, Ethrilliac,
or no warning, using an interdimensional labyrinth Grendett, Grevyth, Kylos, Laelanyel, Madrax, Melikka,
known as the Webway to traverse the galaxy safely and Mellyx, Monsatos, Narlek, Nyktos, Peiythia, Phyrix,
far more quickly than most advanced starfaring species Selithrian, Theskril, Thessa, Thraed, Thresyn, Thrixxesh,
can with their Warp jumps. Quaez, Uless, Vrexith, Vylekh, Vypus, Xela, Xurul
The Drukhari are unique amongst the intelligent races Playing Drukhari
of the Milky Way Galaxy because they do not live on a If you wish to play a Drukhari character, use the
settled world or worlds, but rather the bulk of their following species entry instead of the normal Aeldari
population is concentrated in one foul city-state -- the one.
Dark City of Commorragh -- that lies within the
XP Cost: 20
"ordered" Immaterium of the Aeldari Webway.
Attributes: Agility 3, Strength 2
The Drukhari are mainly pirates and slavers who prey Skills: Intimidation 2
on targets across the galaxy to feed their unholy Speed: 8
appetites for other sentient beings' souls, a terrible Blade Artist: When you make an attack with a melee
desire called "the Thirst," though they are sometimes weapon, increase the weapon’s AP by 1 (i.e.,
from -1 to -2) if you shift one or more Icons on
used as mercenaries by other voidfaring species.
the attack. This stacks with effects such as the
The Drukhari are the living embodiments of all that is Rending weapon trait.
wanton and cruel in the Aeldari character. Highly The Thirst: You cannot recover Shock by spending
intelligent and devious to the point of obsession, these Wrath, or through the Medicae skill. However,
piratical people revel in the physical and emotional you recover 1d3+Rank shock whenever you
inflict Shock on an opponent, kill an opponent,
pain of others, for feeding upon the psychic residue of
whenever you succeed at an Intimidation
suffering is the only way they can stave off the slow
interaction attack, or when an enemy fails a
consumption by the Chaos God Slaanesh of their own Resolve test. The GM gains +1 Ruin whenever
souls. you become Exhausted.
Unlike their Craftworld Aeldari cousins, the Drukhari do She Who Thirsts: Reduce your Maximum Shock by an
amount equal to your Corruption Level.
not integrate their still-powerful latent psychic abilities
into their culture, and indeed have a great disdain for
psykers of any kind.
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Pariahs
Pariahs, also known as untouchables, nulls, and blanks, Pariah Roles
are a rare form of human mutant that possess no Though extremely rare, the Imperium seeks out
presence in the Warp. Indeed, their souls actively blot pariahs to serve the Imperium. Most who are
it out, disrupting psychic phenomena in their proximity discovered are found in orphanages and similar,
and rendering them utterly impervious to psychic abandoned by parents who found themselves
effects. instinctively disgusted by their child.
Most sentient beings have an innate connection to the Those who are discovered are a rare and valuable tool
Warp, and their conscious minds and emotions are in the war for humanity’s survival. The Silent
reflected within it. This echo, this signature presence, Sisterhood served in this capacity during the Great
is commonly thought of as the soul by humans and Crusade and Horus Heresy, and have recently returned
Aeldari alike. Psykers – and Aeldari – have especially in a time of dire need, and both the Inquisition and the
strong connections to the Warp, and thus their souls Officio Assassinorum employ them to hunt and slay
are bright flames in the Immaterium compared to the witches and sorcerers.
flickering sparks of the average human. Pariahs,
however, have no connection to the Warp at all; However, not all pariahs are so fortunate, and tend to
indeed, their spirits somehow repel the Warp, like an live lives of isolation on the edges of society, often
oppressive shadow that swallows the lights nearby. eking out an existence by doing solitary work, or work
where the revulsion they inspire is little impediment. A
In practice, this means that a pariah dampens the few discover that the extent of their abilities and hire
effects of psychic and warp-spawned powers occurring themselves out as freelance witch-hunters and wyrd-
nearby. A psyker standing in the area will find their banes, or as bodyguards to the paranoid.
powers weakened or nullified entirely. The pariah
themselves is immune to all direct psychic effects Playing a Pariah
(though not indirect ones, such as having a boulder Any Human character may be chosen to be a Pariah
telekinetically dropped or hurled at them). They are during character creation. This has an additional XP
entirely immune to daemonic possession and cost, and applies additional special abilities to the
corruption by the powers of Chaos. They cannot be character, but it also comes with some penalties and
detected by most psychic means, though especially restrictions too.
perceptive psykers may infer a pariah’s presence by the This additional cost must be paid if you choose any
absence they produce. Human archetype. It is already included in the cost of
Ensouled beings perceive the universe as much all Pariah archetypes.
through their immaterial spirit as through their XP Cost: 30
physical senses. Many humans think of this as instinct, Abhorrent Presence: +2DN to all interaction tests with
intuition, gut feeling, or as an ability to judge character. non-pariah characters. +4DN to interaction
To such perceptions, a pariah creates a feeling of deep tests with PSYKERS. Pariahs reduce their
unease and foreboding, and even revulsion or hostility. Influence by 1.
To psykers these feelings are amplified a hundredfold, Psychic Abomination: A pariah cannot be directly
creating an instinctive disgust that borders on pain. affected by psychic powers or other warp
Many pariahs feel the absence of human contact and phenomena, whether positive or negative. A
socialisation keenly, while others are utterly without pariah can never gain the PSYKER keyword, nor
emotion. In either case, they are often driven to the can they ever gain Faith points or any other
ability that requires drawing upon the Warp for
fringes of society, leading short, unhappy lives:
power. Any psychic powers attempted or
ironically, many are persecuted as witches, when
targeted within a number of metres of the
nothing could be further from the truth. Pariah equal to their Willpower increase their
DN by twice the Pariah’s Rank.
Untouchable: A pariah cannot gain Corruption from
warp phenomena, and they automatically
succeed at Resolve tests caused by DAEMONS.
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Squats Squat Roles
An Abhuman breed from the inhospitable high-gravity Squats could be found in all walks of life during the days
worlds near the galactic core, the Squats once ruled of their civilisation, and many left the Homeworlds in
empires of their own. Descended from the colonists seek of glory, adventure, or wealth, often aligning
sent to mine the resource-rich worlds of that region themselves with Rogue Traders, Adeptus Mechanicus
long ago, they were cut off from humanity during the Explorators, and others who range across the stars.
Age of Strife, and evolved to suit their environments, Now, such wandering Squats are all who remain.
becoming short, solid, and hardy folk.
Many Squats are miners and prospectors by trade, but
The Squats are a tenacious, grim people, hardened by all Squats are trained and armed to defend their homes
the harsh environments of their stronghold-worlds, but from aggressors. In addition to being hardy, they’re
they’re also loyal, hard-working, and honourable, and strong and dextrous, and with unyielding resolve,
with an intellect and technical aptitude not often found especially now that they have so little left to lose. Some
in Abhumans. Indeed, so successful were they in Squats have taken this to extremes, swearing oaths of
settling their worlds that by the time the Great vengeance and ruin upon the enemies of their kind,
Crusades discovered them, they were given permission pledging to seek the destruction of those who have
to remain autonomous of the Imperium, as allies rather harmed the Squats with their dying breaths.
than subjects. How they achieved such a feat is lost to
Squats have a natural aptitude for technology, at least
time. Even then, the Squats were isolationist and
compared to most in the Imperium. Anyone looking at
inward-looking, seldom involving themselves in the
Squat technology in detail would see many things in
affairs of the wider galaxy unless the galaxy came to
common with the technology of the Imperium, but also
them.
many differences. Squat Engineers and the Priesthood
During the Age of the Imperium, the many Leagues and of Mars have a similar technological base—humanity’s
Strongholds of the Squats saw a slow decline, their technical achievements in the distant past—but they
civilisation eroded by feuds and grudge-wars, to say have developed these technologies differently,
nothing of the malign incursions of Xenos breeds – through different conflicts and struggles, and to suit
especially the Orks, who seemed to always find the different circumstances. Millennia of living without the
Strongholds an enticing target – and the servants of strictures of the Adeptus Mechanicus allowed the
Chaos. The populations of many failing Strongholds Squats to develop technologies unseen within the
migrated to nearby Imperial worlds, integrating into Imperium, and Squat Master Engineers were able to
the Imperium. When the Cicatrix Maledictum opened, rival the Magi of Mars in their artifice.
tearing the galaxy in two, the Squat Homeworlds were
Squat Names
caught within the middle of the rift, and precious few
Many Squat names are traditional, with a recurring use
of the remaining Squats survived the cataclysm. Those
of names used by honoured ancestors from
who remained were offworld in expeditionary groups,
generations past, and often use a patronym or
were those who had joined the Imperium, or were
matronym (the name of a parent to indicate lineage) or
outcasts and exiles in mercenary bands, and they are
clan name. Squats often also have a nickname or other
far too few to rebuild what they have lost.
earned identifier. Squats don’t get to choose their own
Squats are, as their name suggests, a short, sturdy nicknames—these are given to them by mentors and
people. They tend to have hard, broad features, with superiors during their apprentice years—and young
prominent noses, and male Squats always bear long, Squats are caught in the tension between standing out
thick facial hair, often elaborately braided or styled. enough to get a worthy moniker and not being so
Though shorter than most humans, their broad frames outlandish that they receive a shameful one. The
and solid bodies suggest that they are far from weak or following names are examples:
frail – indeed, the average Squat is more resilient than
Algunella, Athgni, Athlun, Balgrimella,
a baseline human.
Beladokina, Burnir, Burzin, Drokgrimella, Dronglin,
Elanya, Elruna, Fimagrin, Fimarun, Gadrinella, Gimzin,
Grendl, Grimgrund, Grimtoka, Hakakin, Harmin,
Harnina, Kazgrond, Lundor, Moranina, Mori, Odaskina,
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Olfmir, Ollagona, Ollanya, Ragni, Rorangona, Rorgar, Additional Details
Skagromina, Skoraskina, Skordokina, Snoragund, Age: Squats, with their hardier physiology, tend to live
Throngana, Thuramin, Uthagrund, Zakgni longer lives than baseline humans, and feel the effects
of age more slowly; indeed, Squats tend to endure for
Species Abilities
a similar length of time to Adeptus Astartes, frequently
XP Cost: 28
living for two or three centuries if battle, mishap, or
Speed: 5
illness does not take them first, and some can live for
Attributes: Toughness 3, Willpower 3
Skills: Tech 1, Weapon Skill 2 far, far longer. If you’re randomly rolling for a Squat
Abhuman: +1DN to all Interaction tests with characters character’s age, roll 4d6 x 5, and then multiply the total
possessing the IMPERIUM keyword. by the game’s Tier.
Grudges: +1d to all melee attacks against characters
Colouration: As an abhuman breed, Squats possess a
possessing the ORK or CHAOS keywords. +2DN
similar range and variety of skin pigments, hair colours,
penalty on all non-hostile Interaction skill tests
vs. targets possessing the ORK or CHAOS and eye colours to baseline humans.
keywords. Height: As their name suggests, Squats are not a tall
Legacy of the Cataclysm: Your Resolve and Conviction people. An average Squat stands a little over four feet
increase by +1 each. You begin play with +3
tall, or around 1.3 metres. If you’re randomly rolling a
corruption.
Squat character’s height, roll 4’ +2d6”.
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Beastman Beastman Names
Often regarded as mutants, rather than Abhumans, Beastmen tend to have either simple, descriptive Low
Beastmen possess numerous bestial features. Gothic names, or whatever guttural combinations of
However, unlike mutants, Beastmen are relatively syllables their mouths can pronounce. The former is
stable in form, and tend to possess similar features. more common amongst “Imperial” Beastmen, while
The average Beastman has a thick hide covered in the latter is prevalent amongst those who fall outside
patches of wiry fur, the head of a ruminant mammal, of normal society.
with sturdy horns, and digitigrade legs ending in cloven Species Abilities
hooves. They stand slightly taller and broader than the XP Cost: 20
average human, and are generally stronger, faster, and Attribute Modifications: Strength 3, Toughness 3
more resilient, but their intellect is as close to the Speed: 7
beasts they resemble as it is to that of humans. Reviled Abhuman: +2DN to all Interaction tests with
characters who do not possess the CHAOS
What they lack in intelligence, they make up for in keyword.
ferocity and determination, however. They are quick- Horns: You may make melee attacks with your horns
tempered, and despite their resemblance to (5+2ED; AP 0). Thus, you are always armed.
herbivores, they are decidedly carnivorous beings, and Bestial Savagery: +1d to all Intimidation tests.
bloodthirsty ones. Many are easily swayed to the Child of Chaos: You begin play with +3 corruption.
worship of Chaos, often mutating further and
becoming even more monstrous. Some, however, are Additional Details
taught devotion to the God-Emperor, and instructed in Age: Beastmen tend not to live out their natural
a crude form of the Creed; these devout Beastmen lifespan, as most are killed or die off far younger than
believe the sin of their twisted existence and seek to that, whether through battle or mishap. Beastmen
atone for their shameful nature by spilling the blood of reach maturity relatively quickly, and they are forced
the Emperor’s enemies. to either learn how to survive quickly or be denied the
opportunity. If determining a Beastman character’s age
Beastman Roles randomly, roll 3d6 + 10 and multiply the total by the
Before the Cicatrix Maledictum opened, nearly a third game’s Tier.
of the Imperium regarded Beastmen as mutants, rather
than Abhumans. On most of the others, Beastmen Colouration: Beastmen tend to have fur in the same
populations were considered to be a source of itinerant range of colours as human hair, though darker colours
labour at best. Today, their numbers are greater than are more common (roll twice for hair colour and
ever – perhaps as some consequence of the rift’s choose the lowest). Their eyes vary between human
opening – and desperate times have called for colourations and more savage-appearing crimson or
desperate measures. amber eyes.
On those worlds which see a use for the Beastmen, Height: Beastmen tend to stand a similar height to
they’re often used as auxiliary troops for PDF and Astra baseline humans, though their gait (having hooves) and
Militarum forces, driven into a zealous, flagellating their horns often make them appear taller.
frenzy and herded towards the enemy as expendable Languages: Beastmen are barely equipped to speak
shock troops. Low Gothic, though they can manage a mangled
On any other world, they’re driven to the edges and rendition of it through mouths not well-suited to
depths of society. In these places, they may find work speech. They do not possess a distinct language of their
as mercenaries and hired guns, or they may find their own.
ways to cults devoted to the Dark Gods, where they
revel in their bestial degeneracy.
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Aeldari Archetypes
Tier Archetype Description Page
1 Guardian Citizen-soldiers, taking up arms in their defence of their homes. 45
2 Bonesinger Seers skilled in growing the psychoreactive wraithbone from which 57
Aeldari technology is made.
3 Dire Avenger Aspect warriors, skilled in the arts of aggressive defence. 81
3 Dark Reaper Aspect warriors, merciless and deadly at range. 78
3 Fire Dragon Aspect warriors, turning all in their path to molten ruin. 82
3 Howling Aspect warriors, swift shock troops whose shriek freezes the hearts of 86
Banshee their foes.
3 Shining Spear Aspect warriors, jetbike-mounted lancers who slay the mightiest foes. 88
3 Striking Scorpion Aspect warriors, stealthy killers who strike with unseen power. 93
3 Swooping Hawk Aspect warriors, flitting across the skies to deal vengeance. 94
3 Warp Spider Aspect warriors, appearing from nowhere to cut down their prey. 96
4 Harlequin Player All worlds are a stage to these enigmatic warrior-troubadours. 104
5 Harlequin The masterful leaders of Harlequin Troupes, enigmatic and deadly. 128
Troupe Master
5 Harlequin Seers who specialise in illusion, misdirection, and performance. 126
Shadowseer
5 Harlequin Death Skull-faced killers with grim humour and deadly aim. 125
Jester
5 Harlequin Accursed, for their soul goes to She Who Thirsts, and terrifyingly deadly. 127
Solitaire
Ork Archetypes
Tier Archetype Description Page
2 Beast Snagga Larger, stronger, battle-scarred Orks who hunt monsters and other 57
Boy large prey.
2 Mekboy Engineers and mechanics, whose understanding of technology is in his 64
blood.
2 Painboy Healers, of a sort, who patch the wounds of their kin. 65
2 Burna Boy Pyromaniacs, obsessed with fiery destruction 59
2 Tankbusta Orks obsessed with explosions and hunting armoured vehicles 69
2 Runtherd Slave-drivers who coerce and direct the weakling creatures under their 66
charge.
3 Flash Git Big, wealthy, gun-obsessed Orks 83
3 Weirdboy Ork Psykers, who crudely direct the ravening power of the WAAAGH! 97
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Adeptus Astartes Chapters
This section provides additional choices for which Chapter an Astartes character belongs to, following the same rules
as on page 96 of the Wrath & Glory rulebook. Some of these are successor chapters of the original Legiones Astartes,
which have specialised or deviated from their progenitor’s traditions in some way.
Some of the options below are marked [LEGION]. These are not options for loyal Adeptus Astartes, but are instead
options for Heretic Astartes characters, representing the legacy of the Traitor Legions. That said, Belisarius Cawl,
creator of the Primaris Marines, believes that the geneseed of the Traitor Legions can still be salvaged, and may have
experimented with the idea against the wishes of Roboute Guilliman.
Characters with the Black Templars keyword may not, Gene-Seed Flaw (Gene-Seed)
under any circumstances, take the PSYKER keyword: Though proven resistant to mutation and deviance,
The Black Templars accept no psykers within their Rogal Dorn’s gene-seed inhibits two of the Space
ranks. Marine implants.
Crimson Fists As of yet, the Grey Knights do not count any Primaris
The other Second Founding Chapter formed from the Marines amongst their number.
Imperial Fists, the Crimson Fists were formed from Daemonbane
those Imperial Fists who were calm, level-headed, and You have been taught the secrets of daemon-kind to
willing to embrace the logic and reason of the Codex best understand how to end them.
Astartes. In the millennia since, the Crimson Fists have
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When attacking a creature with the DAEMON masters, specialising in the destruction of fortified
keyword in melee combat, you add +Rank ED to the positions. Even while loyal, they were rivals to the
attack’s damage. You also add +Rank to your Imperial Fists, and their fury and resentment went
Conviction. hand-in-hand, making them ferocious and merciless in
battle. Since their fall, they have grown crueller still,
Secretive (Tradition)
creating twisted fortifications that entrap and punish
Grey Knights do not trust outsiders, and their nature
their foes, using slaves as cannon fodder to expend an
cannot be permitted to be known to any outside the
enemy’s ammunition, and exploiting whatever
chapter.
technological abominations they can create to gain an
You suffer a +2DN penalty for Interaction tests advantage.
involving anyone who lacks the Grey Knights or
Iron Warriors are known to despise mutation, and
Inquisition keywords.
often replace mutated flesh with augmetics.
Emperor’s Children [Legion]
Legion: IV
One of the nine Legions that betrayed the Emperor
Primarch: Perturabo
during the Horus Heresy, the Emperor’s Children were
once a shining example of what the Legiones Astartes Siege Masters
could be. Driven to the pursuit of perfection in all of Iron Warriors know fortifications.
their endeavours, the Emperor’s Children pushed
themselves to the very limits of their abilities in the You may reroll Double Rank dice whenever you
performance of their duties. During and after the attack a building, fortification, or an enemy in cover.
Heresy, the Emperor’s Children and their Primarch You may also add +Rank dice whenever you
became creatures of excess and sensation, twisting make a test related to architectural engineering.
their pursuit of perfection into a desire to experience
ever-greater sensations, and no debauchery is beneath Scorn for the Weak (Tradition)
their appetites. Iron Warriors despise weakness in their comrades.
Characters with the EMPEROR’S CHILDREN keyword If one of your allies fails a Resolve test, you
must take SLAANESH as their [MARK OF CHAOS] must pass a Willpower test (DN 3). On a failure, you feel
keyword. a strong urge to punish that ally. If the failure involves
a complication, the urge becomes a compulsion. The
Legion: III GM may alter the DN based on the severity or
Primarch: Fulgrim significance of the failure.
In Pursuit of Perfection
Each Emperor’s Children Space Marine seeks to perfect Night Lords [Legion]
a single aspect of the arts of warfare. Always regarded with some wariness and suspicion,
the Night Lords were one of the nine Legions that
Select one of the following skills: Awareness,
betrayed the Emperor. Focussed on spreading terror,
Ballistic Skill, Leadership, Pilot, Weapon Skill. You gain
the Night Lords believed that only fear could keep a
+Rank dice as a bonus to all uses of that skill.
populace compliant, based on their Primarch’s
Fear of Imperfection (Tradition) experiences on the Legion’s crime-infested homeworld
The Emperor’s Children cannot abide the imperfect of Nostramo. Their excesses and brutality earned them
and fear the notion that a flaw may mean perfection is censure during the Great Crusades, but the Horus
unattainable. Heresy broke out before any punishment could be
delivered, and the Night Lords sided with Horus. Since
Whenever you suffer a complication on the their fall, the Night Lords have become reavers and
skill chosen for Pursuit of Perfection, above, the GM pirates, taking satisfaction from the terror they spread.
gains 1 Ruin, in addition to any other results.
Legion: VIII
Iron Warriors [Legion] Primarch: Konrad Curze
One of the nine Legions that betrayed the Emperor
during the Horus Heresy, the Iron Warriors were siege-
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Ave Dominus Nox Death Guard [Legion]
Night Lords revel in the fear of others and are swift to One of the Legions that betrayed the Emperor during
spread it. the Horus Heresy, the Death Guard were a grim, stoic,
While under cover of darkness, you may add and implacable force, consisting primarily of rank after
+Rank to your Defence and Speed. rank of remorseless infantry. They believed that
oppression could be overcome with an iron will and
As a free action at the start of combat, you may stern resolve, a reflection of their Primarch’s struggle
spend one Glory to cause Fear for the duration of the for freedom on the world of Barbarus. During the
fight; enemies who see you must pass a Fear test (DN Heresy, after purging their ranks of any lingering
2 + Double Rank). loyalist presence, this was twisted into a belief that any
who were too weak to fight for themselves were not
Blood of Nostramo (Tradition):
Night Lords often recruit from amongst the criminal deserving of freedom, and this shift was accompanied
by unleashing armouries of proscribed toxic and
element and have little love for a fair fight.
radioactive weaponry.
If you see an ally fail a Resolve or Fear test, you
Characters with the DEATH GUARD keyword must take
must attempt a Resolve test (DN 3) or become pinned.
NURGLE as their [MARK OF CHAOS] keyword.
World Eaters [Legion]
Legion: XIV
One of the Legions that betrayed the Emperor during
Primarch: Mortarion
the Horus Heresy, the World Eaters were always known
for their ferocity and brutality. The Twelfth Legion Inexorable Advance
always applied maximum force to every conflict, The brutal, relentless stride of the Death Guard is
leaving mountains of corpses in their wake, and they accompanied by a constant barrage of fire.
were only unleashed against enemies who could not be
reasoned with or forced to yield. During the Heresy, The short range of your ranged weapons is
their brutality grew, turning them into bloodthirsty increased by Double Rank, up to a maximum of the
berserkers who would struggle to tell friend from foe weapon’s medium range.
in the crimson haze of their frenzy. You suffer no penalty for operating a Heavy weapon
Characters with the WORLD EATERS keyword must without bracing it, nor do you suffer the +2 DN for firing
take KHORNE as their [MARK OF CHAOS] keyword. an Assault weapon when Running.
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Changer of Ways made this worse, leading the Legion’s You also gain +1 Resolve.
Chief Librarian, Ahriman, to perform a great ritual to
Bitter Pride (Tradition)
burn this flaw from his brethren. This ritual led to all
The Black Legion have little love for those outside their
those with psychic power becoming mightier, but
ranks.
turned the rest of the Legion into automata, their
bodies turned to dust within their armour. You suffer a +2DN penalty for Interaction tests
involving anyone outside the Black Legion, unless those
These rules reflect those who possess psychic abilities,
people are subordinate to the Black Legion character.
rather than the Rubricae automata that accompany
them into battle. Word Bearers [Legion]
Long ago, they were devout servants of the Emperor,
Characters with the THOUSAND SONS keyword must
faithful in an age where faith was scorned. They
take TZEENTCH as their [MARK OF CHAOS] keyword.
brought the Emperor’s light to many worlds, building
Legion: XV great monuments to the Imperium and converting
Primarch: Magnus the Red populations to the Imperial Truth. But, when the
Emperor rebuked their worship, the Word Bearers
The Rubric turned to other, darker gods, and set in motion events
A Thousand Sons are legendary for their mastery of that would tear the Imperium asunder. The Legion now
warp-craft. consists of warbands of daemon-worshipping zealots,
You gain the Favoured By The Warp talent. sorcerer-priests, and the possessed.
Legion: XX
Primarch: Alpharius Omegon
Mutable Tactics
The Alpha Legion are masters of misdirection and
sabotage, undermining their foes long before battle is
joined.
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Adepta Sororitas Orders Militant
This section provides specific benefits for ADEPTA SORORITAS characters hailing from the most prominent Orders
Militant. These are like the benefits received by Adeptus Astartes characters for their Chapter and Astra Militarum
characters for their Regiment. In each case, the name of the craftworld replaces the character’s [ORDER] keyword.
This applies primarily to Sisters of the Militant Orders, rather than Sisters Hospitaller, Sisters Famulous, or Sisters
Dialogous.
Deeds, Not Words: When you make an attack, you may The Blood of Martyrs: You regain all spend Faith points
re-roll up to Rank dice on that attack. when you start Dying. You regain 1 Faith point
whenever an ally starts Dying.
Order of the Bloody Rose
Once their battle fury is roused, none prosecute the Order of the Sacred Rose
wars of the Adeptus Ministorum with greater fervour The Sisters of the Order of the Sacred Rose are
than do those warriors who belong to the Order of the renowned for their calm and implacable resolve in
Bloody Rose. battle. Even in the face of overwhelming odds, the
heirs of Saint Arabella stand unyielding.
Quick to Anger: Add +Rank bonus dice to your melee
attacks when you Charge. Devout Serenity: You increase your Resolve by +Rank.
Further, if you ever roll a 6 on your Wrath die when
Order of the Ebon Chalice making a Resolve test, you gain 1 Faith.
The Order of the Ebon Chalice is the oldest of the
Orders Militant, and they strive to be exemplars, both Order of the Valorous Heart
martial and spiritual, to the followers of the God- Like their patron saint, Lucia, those of the Order of the
Emperor. Their purity and nobility of spirit can see Valorous Heart are willing to bear any agony in the
them perform miraculous acts of survival. name of atonement. Such is their willingness to suffer
for their cause that they can shrug off seemingly mortal
Daughter of the Emperor: When you roll wounds without breaking stride.
Determination, you may spend 1 Faith. If you do so,
negate all damage the attack would cause, including Stoic Endurance: You add +Rank bonus dice to
Mortal Wounds, but do not suffer any Shock. Determination rolls.
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Adeptus Mechanicus Forge Worlds
This section provides specific benefits for ADEPTUS MECHANICUS characters hailing from the most prominent Forge
Worlds. These are like the benefits received by Adeptus Astartes characters for their Chapter and Astra Militarum
characters for their Regiment. In each case, the name of the craftworld replaces the character’s [FORGE WORLD]
keyword.
Agripinaa Metalica
Battle-hardened by constant clashes with the horrors Those of Forge World Metalica seek nothing less than
that issue out of the Eye of Terror, those from Forge to completely obliterate their foes and to re-order the
World Agripinaa have learned the lessons of defensive galaxy according to their own dictates. They will let
warfare well. nothing sway their appointed task.
Staunch Defenders: When you are in cover and did not Relentless March: When you Sprint, you may fire a
move during your turn, you add +Rank bonus dice to ranged weapon as if it had the Assault trait. You may
your ranged attacks. not fire a Heavy weapon in this way.
Graia Ryza
Steely minded tenacity and the refusal to retreat are Tech-Priests of Ryza point to aggressive combat
more than just character traits of those who serve doctrines and zealous training protocols to explain the
Graia. Indeed, such qualities are hardwired into all who exceptional hand-to-hand prowess of their troops.
bear the forge world’s symbol. Sceptics, however, counter that such designs do not
explain why Ryza troops seem to revel in close-quarters
Refusal to Yield: When you make a Test while Dying, violence.
you heal 1 Wound for each Wrath Critical you roll.
When you make a Test while under the effects of Fear, Red in Cog and Claw: You may re-roll up to Rank dice
Terror or Pinning, a Wrath Critical causes you to when making a melee attack.
recover from that condition immediately. However,
Stygies VIII
you must spend a point of Glory to Fall Back.
When the armies of Stygies VIII march to war, they do
Lucius so beneath stealth screen projectors and target-
Lucius is renowned for its craftsmanship and its unique befouling apparatus. That the Tech-Priests of this forge
solar-blessed ores. Those clad in such raiment consider world deny owning such technology only reinforces
themselves armoured in their faith of the Omnissiah. their untrustworthy reputation.
The Solar Blessing: When attacked by a weapon with Shroud Protocols: You add +Rank bonus dice to Stealth
only 1 ED, gain +1 Resilience. Tests and gain an additional +1 to Defence against
ranged attacks from more than 12 metres away.
Mars
In all the Cult Mechanicus, there are no forge worlds
more holy or more blessed than Mars. The favour of
the Machine God can be seen in the powerful
optimisation granted by every static-ridden psalm
incanted by his most faithful followers.
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Asuryani Craftworlds
This section provides specific benefits for ASURYANI characters hailing from the most prominent craftworlds. These
are like the benefits received by Adeptus Astartes characters for their Chapter and Astra Militarum characters for their
Regiment. In each case, the name of the craftworld replaces the character’s [CRAFTWORLD] keyword.
Alaitoc Saim-Hann
Far out on the frontiers of the galaxy, on the edge of The Asuryani craftworld of Saim-Hann was one of the
explored space in the Ultima Segmentum, lies the first craftworlds to abandon what became the Crone
Alaitoc craftworld. The Alaitoc Asuryani are zealous in Worlds as the Fall of the Aeldari approached, heeding
their guard against the touch of Slaanesh, even more their Farseers' warnings. They are fierce warriors, who
so than is common amongst the other Craftworld place upon honour a higher value than their
Aeldari. As such, Alaitoc is strictly governed to prevent sophisticated kin. They are hot-blooded, quick to
any emergence of the sadistic obsessions that the battle, eager for satisfaction for perceived slights and
Aeldari are prone to as a species. hungry for the glory of victory.
PURITANICAL DISCIPLINE: Your Conviction is increased FURY OF THE WILD HUNT: You increase your Speed by
by +Rank. +Rank when you Sprint or Charge.
Biel-Tan Ulthwé
Biel-Tan is renowned for the strong warrior ideals of its During the Fall of the Aeldari, the lamentable event
people. For the Asuryani of Biel-Tan, the Way of the that heralded the birth of the Dark Prince Slaanesh,
Warrior, the life-stage that encompasses the Aspect Ulthwé was caught in the pull of the Eye of Terror. Here
Warriors, is considered the first step upon the Asuryani it has remained for millennia, trapped, where the
Path. Upon reaching physical maturity a Biel-Tan Immaterium intersects with realspace. They must
Asuryani becomes an Aspect Warrior, and only once remain vigilant, and their psychic instincts have been
they have fulfilled this role can they continue along the honed by proximity to the Eye of Terror and the peril it
other roles of the Asuryani Path. presents.
PROWESS OF THE BLADEWIND: Select either ranged FORESIGHT OF THE DAMNED: You increase your
attacks or melee attacks. You may re-roll up to Rank Passive Perception by +Rank.
dice on the chosen type of attack.
Iyanden
Iyanden drifts through the stars of the eastern rim.
Once, its halls were busy and vibrant with life, but no
longer. Now, it is but a shadow of its former glory, a
sombre and desolate vessel where the dead walk and
the living dwindle. The Iyanden people have endured
much, and suffered great tragedy, but they do not
allow their despair to consume them.
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Adeptus Arbites
The Adeptus Arbites is the Imperial Adepta that serves Arbitors have little pity or compassion for the
as the galactic police force of the Imperium of Man, transgressions of Imperial citizens. Years of dealing
responsible for enforcing Imperial Law (the Lex with the scum of the galaxy has made many of them
Imperialis) on all Imperial-controlled worlds. They have cynical and bitter. Others have become religious
been granted the right by the High Lords of Terra to zealots, seeing the Emperor's divine hand in the letter
serve as judge, jury and executioner to any Imperial of the law and only death is deserved for those who
citizen they discover having broken Imperial law and would break it.
the concept of due process is not one that generally
A few might maintain idealistic notions for bringing
applies in the Imperium.
order to the Imperium, but the realities of endless,
However, in those cases where Imperial law is unclear sometimes horrific crimes constantly erode such
or the law breaker has committed a truly heinous deed notions. The arrival of an Arbitrator patrol is seldom
or is of unusually high-ranking stature, the offender will welcome, given the brutal way in which they operate
be taken back to an Arbites Precinct House for during their investigations, arrests, and executions,
judgement by a Magistrate or Judge, the sentence to even though it might mean an end to vicious criminal
be carried out immediately. Imperial justice is swift and enterprises or corrupt Imperial or planetary officials.
sure, but not always just.
Arbitors must deal with ineffectual or corrupt local
Only through constant watch and the execution of government agencies. These are often an Arbitor’s
brutal law can the Imperium survive, and it is the greatest foes as he must clean up a local situation,
Adeptus Arbites who carry out this function. While the taking over the Enforcers of a hive city, orbital station,
armies of the Astra Militarum struggle to hold back the or even entire planet to purge it of crime and
aggression of alien empires and protect the worlds of corruption in a series of bloody and unforgiving
Mankind from without, the Adeptus Arbites roots out sweeps.
rebels, recidivists, and threats to the stability of the
On Imperial worlds the Adeptus Arbites are the last,
Imperium from within.
most absolute law, answering only to the Marshalls
They operate as they best see fit, using their greater and Judges of star systems and entire sectors, and not
training and weaponry to tackle foes that might be to local authorities. It is a thankless task, for the
beyond the scope of local Enforcers, or in many cases anonymous, helmeted Arbitrator usually only receives
to deal with a planetary government which has itself fear and hatred for his actions.
become corrupted. Remorseless and single-minded,
To ensure their loyalty is to the Imperium and the Law
the Arbites do not forgive or forget any crime, and
first, foremost, and only, Arbitors never serve on the
pursue their quarry relentlessly until the Emperor's
world upon which they were born. Indeed, they will
Justice has been served.
receive training on one world and then be deployed to
The laws of the Imperium of Man are a complex web of another entirely, ensuring that bonds of local
tradition, obligation, and local custom. Thus, they can familiarity cannot compromise enforcement of the law.
vary from world to world or sector to sector, with each This often means that Arbites are well-travelled, with
Planetary Governor, local prefect, or headman veterans having served on several worlds across
pronouncing his own laws. Arbitors care little for such multiple sectors during their storied careers.
trivialities and enforce the serious crimes against the
Author’s note: The Adeptus Arbites as presented in this
Imperium while leaving such petty matters to local
document are based on the Arbites as depicted in the
officials. Murder or theft, for example, are considered
Shira Calpurnia novels by Matt Farrer, which are
inconsequential unless they affect the Imperium
available here, but using the term Magistrates rather
directly, are perpetrated against Imperial officials, or
than Judges to describe the legal side of the Arbites.
somehow fundamentally threaten a world’s security or
safety.
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Adeptus Custodes
The Adeptus Custodes, known as the Legio Custodes since they always stand the closest to the Emperor, the
during the Great Crusade and Horus Heresy eras, is the Captain-General often holds a position amongst the
Imperial Adepta responsible for protecting the Imperial ruling High Lords of Terra on the Senatorum Imperialis.
Palace and the physical body of the Emperor of The Captain-General commands the Ten Thousand,
Mankind, as well as serving as His most important inheriting a post that has been passed down from one
emissaries, His companions, and the keepers of His gallant leader to the next ever since the mysterious
many secrets. disappearance of Constantin Valdor. The Captain-
General has absolute authority over the Custodes,
The Custodes is an elite cadre of genetically engineered
acting as the ritual proxy for the Emperor Himself and
transhuman warriors who are even more potent in
speaking with the voice of the Master of Mankind.
combat than the Adeptus Astartes. They are to the
Space Marines as the Emperor is to His Primarchs, and Immediately below the absolute authority of the
it is rumoured that they were each created by the Captain-General were the two Tribunes, the senior
Master of Mankind personally. members of the Custodian Tribunate; a senior cadre of
ten veteran Custodians, forming the Adeptus Custodes'
These warriors have stood in the presence of the
council of war and policy who
immortal Emperor of Mankind
acted as advisors to the Captain-
since before the time of the
General. This body has the
Unification Wars. For ten thousand
incomparable privilege of providing
Terran years and more, the
their services as counsel to the
Custodians have stood watch over
Emperor Himself should He so desire it,
their lord and master, serving as the
and in the matters of the security of the
Emperor's personal heralds and
Imperial Palace's inner sanctums and the
praetorian bodyguard.
person of the Emperor, no higher
During the Great Crusade, these authority exists. Membership of this
resplendent warriors guarded the body changes periodically to ensure
Emperor wherever He went and a blend of established wisdom and
swore to give their lives to fresh ideas.
protect His. After His
Below this ruling council can be
incarceration in the Golden Throne following the
found the Custodian Prefectorate and the Shield-
Horus Heresy ten millennia ago, they have
Captains. The title of Prefect is accorded as a
taken a far more limited role in the
reward of veterancy and favour in service
Imperium of Man.
by the Emperor, while the rank of Shield-
With the birth of the Great Rift in the Era Indomitus, Captain indicates an active field command over a
and the resurrection of the Primarch Roboute particular detachment or deployment of the Custodes.
Guilliman as the Lord Commander of the Imperium, the These two ranks fulfil the roles of inspiring leaders,
Adeptus Custodes have been forced to take a more gifted generals, and selfless champions. Their titles
active role in galactic affairs. A force of Custodians has vary enormously, from "Supreme Castellans" and
followed Guilliman's Indomitus Crusade out into the "Aquila Commanders" to "Master Guardians," often
galaxy, often serving as the heralds of a Torchbearers borne in accordance with the specific duties to which
fleet. they have been assigned. It is Shield-Captains that take
charge of the Adeptus Custodes' military engagements;
As befits such a body of elite warriors, the internal one is typically afforded overall command of an
hierarchy of the Adeptus Custodes is remarkably flat. operation, while several others of his rank may lend
The overall command of the Adeptus Custodes of him their strength and wisdom in a supporting
course lies within the purview of the Emperor directly capacity.
but serving as the head of the Order is a single officer;
the Captain-General, and due to the importance of the
Adeptus Custodes in the governing of the Imperium,
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Officio Assassinorum
The Officio Assassinorum is a highly secretive agency of prospective Assassins left, or sometimes—if the
the Imperium of Man's government that employs instructors deem every recruit to be unworthy—none
different "temples" that train human Assassins to at all.
further the goals and protect the security of the
Upon arrival at Terra, the surviving Initiates begin the
Imperium of Man. Although the Inquisition strikes fear
next stage of their training. Sailing past the space-
in the hearts of all Imperial citizens, loyal and corrupt
borne basilicas, immense queues of pilgrim craft and
alike, the deadly disciples of the Officio Assassinorum
military cordons that congest Terra's outer orbit, they
strike fear in the hearts of even the most savvy, battle-
are carried down into the Temples Assassinorum under
hardened of Imperial warriors.
the most advanced of shrouding protocols. In
Assassins are typically deployed alone wherever subterranean safehouses, these new recruits are
feasible, having been trained to operate extensively divided amongst the hidden temples of the Officio
behind enemy lines with no support. Given the sheer Assassinorum. Each temple has its own ancient ways
potential political power of this Adepta and the fact and mysteries, and each specialises in a different
that its operatives are known to have been used aspect of the art of murder. There are many such
against rival High Lords of Terra in the past, the temples, some of which are known to the others and
authorization to assassinate a target must come from some that remain completely secret. There, the
the very highest echelons of Imperial command. For Initiates train for a full decade, labouring under the
this reason, Assassins are watched very closely to make auspices of Lord Assassins so harsh they make the Drill
sure that they are under the control of the Imperium. Abbots of the Schola Progenium look like kindly uncles
by comparison.
The training of an Assassin is a long and arduous
business. Almost every recruit is an orphan, taken from The training procedure becomes ever more rigorous
the wreckage of their former life among the population over the years as the temples test each candidate to
of a Death World, feral society, or Hive City, and their utmost limits. Days are spent battling with bone-
transported to the Schola Progenium for tutelage. wrenching exercise engines, fighting in deadly bouts, or
There, they train alongside the youths who will become mastering their tolerance for pain. Initiates must
the foremost agents of the Imperium. Life in the survive lengthy courses of psycho-indoctrination and
Scholas is extremely hard, a relentless grind of physical aggressive hypnosis, undergo physical tests of ever-
and mental challenge where only the strongest thrive. escalating severity, and digest vast quantities of
Taught to strive for excellence and obedience in all information about the Imperium that will soon be their
things, the minds and bodies of the recruits are hunting ground. They must train in the most esoteric of
sharpened to a killing edge whilst their spirit learns to weaponry and steel their bodies against the ravages of
embrace the Emperor as master and immortal father. endless steroids and stimms. Even then, they have only
Most of these intense young men and women go on to scratched the surface of their temple's potential
train as Militarum Tempestus Scions, Commissars or, in arsenal. The hidden orders of the Assassinorum
the most unusual cases, Inquisitors. Those of their conceal masterpieces of destruction, some of which
number who are born killers, however, are instead were devised by the Primarchs, Malcador the Sigillite,
appropriated by the shadowy figures that haunt each and even the Emperor Himself. Truly, it is said that each
Selection Day. Those recruits are never seen again by temple houses a thousand deaths and more.
their fellows. From that day onwards, their only true
Unlike other warriors of the Imperium, who can focus
friend is death itself. Training starts even as the
on war and war alone, the Assassin must be truly
Assassinorum ships return to Terra, with the Officio
autonomous. Once an operative is in the field, he must
instructors testing their prospective pupils mercilessly.
be able to cross the galaxy from one side to the other,
The recruits must survive on limited food or air for solar
by means fair or foul. He must not only master his own
days at a time. They must constantly fight each other
lethal calling, but also be proficient in a dozen others.
in armed and unarmed combat, in conditions of total
He must know how to drive and sanctify everything
darkness or blinding light, zero gravity or crushing
from an armoured bike to a small spacecraft, must be
weight, stifling heat, or freezing cold. By the time of
able to convince truculent Machine Spirits to do his
their arrival, there may be only a tenth of the
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bidding, and clean, disassemble, and reconsecrate his
wargear whenever necessary. He must have a
professorial knowledge of the Imperium's history,
organisation, and common languages. His
understanding of human anatomy must be complete,
and every fact the Imperium has uncovered about the
physicality of the xenos is bequeathed to him under
oaths of secrecy. Few human minds can process such
vast quantities of information, let alone master them.
Not all survive the rigours of their training with their
spirits intact, and many have fallen into madness at the
sheer quantity of the trials they face. Yet an Initiate
that joins the ranks of his temple's operatives will have
all these skills at his command.
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The Drukhari The denizens of Commorragh, however, were tucked
The origins of the Dark Eldar can be found in the Fall of away safely in the Webway, protected from Slaanesh
the Eldar, the great cataclysm that nearly destroyed and its thirst. Though much of the Webway was in ruin,
the entire Eldar race. It was an event so terrible that they had endured and, unlike their Craftworld
not only did it kill trillions of Eldar, but it breached the counterparts, remained unrepentant. Though they
gap between real space and the Warp, and gave birth discovered Slaanesh was still slowly claiming their
to Slaanesh, a Chaos God. souls, the denizens of Commorragh soon discovered
that by absorbing the pain and torments of another's
Life on the Eldar Worlds was idyllic, with fantastically soul they could rejuvenate themselves and cheat
sophisticated machines to take care of all labour and death. Assuming they could feed regularly, the Eldar of
manufacturing required, leaving the Eldar free to the Webway had become physically immune to the
indulge in other, more aesthetic pursuits. With all
passage of time. Soon the Eldar of the Webway began
menial work taken care of for them, the Eldar became raiding Realspace in search of captives and slaves to
indolent and decadent. They began to explore more rejuvenate themselves with. So it was that the Dark
and more the arts of pleasure, delving ever deeper into Eldar were born, a race of sadistic murderers who feed
hedonism. This descent into decadence spanned upon the anguish of others to prevent the death of
millennia. Tradition and order disintegrated, as they their immortal souls.
limited the pursuit of pleasure. Sects called Pleasure
Cults were formed, dedicated to achieving the highest Drukhari Kabals
levels of hedonistic sensation, and their ceremonies The Kabals are massive political entities, part noble
and practices became ever wilder, eventually devolving house, part pirate warband, part economic power, and
into violence and sacrifice of their own kind. Some not dissimilar in structure to the criminal syndicates
Eldar hated what their race had become and left the found on many Imperial worlds.
homeworlds, leaving the Pleasure Cults to their
If you have the KABALITE keyword, you will also have
madness. Building realms and outposts within the
the [KABAL] Keyword, which is replaced with the name
Webway to act as ports for inter-galactic travel, the city
of the Kabal you are a member of.
of Commorragh was founded. Isolated within the
Webway, Commorragh itself soon became a bastion The most prominent Kabals are as follows:
for pleasure cults and increasingly depraved acts.
• The Black Heart: The enforcer’s of Asdrubael
Meanwhile, something terrible was stirring in the Vect’s iron rule of Commorragh, the Kabal of
Warp. The millennia of Eldar hedonism had made a the Black Heart are ruthless and cruel. Increase
massive impact in the psychic realm of Chaos. Within the character’s Resolve and Determination by
the warp the decadent Eldar civilisation was giving +Rank.
shape to a Power of Chaos, which grew and grew over • The Poisoned Tongue: The Kabal of the
thousands of years, getting stronger and more defined Poisoned Tongue are cunning, using guile and
until suddenly it sparked into an intelligence - a subtlety to corner their foes before striking
shatteringly huge and malign intelligence, with an with the vilest of poisons. The character adds
immense and bottomless thirst for Eldar souls. This was +Rank dice to Stealth tests, and adds +Rank ED
the birth of Slaanesh. The process lasted for thousands to any damage rolls with Poisonous weapons.
of years, corresponding to mankind's Age of Strife, • The Flayed Skull: The Kabal of the Flayed Skull
although when Slaanesh finally came into being, the are masters of the skies, bringing death from
results with the universe were apocalyptic and sudden. above to countless worlds. The character adds
An almighty psychic shockwave scythed across the +Rank to all ranged attacks or melee attacks
galaxy. The souls of almost every Eldar were stripped made when they are above their target.
from them in an instant and devoured by the new-born • The Obsidian Rose: The Kabal of the Obsidian
Chaos god. There were few survivors. Most were Rose are noted for their exquisite artisanship,
driven mad, their minds trapped half in the real world whose implements of agony and death are
and half in the swirling insanity of the Warp. A great crafted with obsessive precision. The short
Warp rift was created, encompassing the entire Aeldari range of any ranged weapon the character
empire and creating the Eye of Terror. possesses is increased by +Rank, the medium
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range is increased by +Double Rank, and the Haemonculi Covens
long range is increased by three times Rank. In The Haemonculi band together for mutual benefit,
addition, the character may re-roll up to Rank collaborating on research and experimentation, and
ED when determining damage with one of providing services to the rest of the Dark City. These
their own weapons. groups of Haemonculi and their followers are known as
Covens.
Wych Cults
Each Wych Cult is collective of gladiatorial fighters The [COVEN] Keyword is replaced with the name of the
known as Wyches, or Hekatarii, whose battles Haemonculus Coven you belong to. The most
entertain the masses of the Dark City, and whose skills prominent Covens are:
can be hired by raiding parties when the price is right.
• The Prophets of Flesh: No sadistic art is
If you have the WYCH keyword, you will also have the beyond or beneath these fleshcrafters and
[CULT] Keyword, which is replaced with the name of their countless, mutated thralls. The character
the Cult you are a member of. adds +Rank to their Determination, and each
Exalted Icon rolled when rolling Determination
The most prominent Wych Cults are as follows:
restores a single lost Wound after the attack is
• The Cult of Strife: The mightiest and most resolved.
respected of Wych Cults, the Cult of Strife are • The Dark Creed: This monstrous coven
exemplars of the spectacle of bloodshed, and cultivate terror, and wield it as the first
they do not hesitate to show their skill. The weapon in their arsenal. Enemies within 6m
character may Seize the Initiative without add +2 DN to all Resolve tests. In addition, the
spending Glory. They may do this a number of character adds +Rank dice to all attacks against
times per scene equal to Rank. enemies with a lower Resolve than them.
• The Cursed Blade: The Cult of the Cursed Blade • The Coven of Twelve: Masters of close-
are paragons of betrayal, seeing it as the quarters butchery, the Coven of Twelve are
pinnacle of their craft. When the character known for their inventive approach to
rolls Determination against damage inflicted in violence, seeking to find novel forms of murder
melee, each Exalted Icon rolled inflicts a single to inflict upon their foes. When making a
Mortal Wound upon the attacker. melee attack, the character improves the AP of
• The Red Grief: The Cult of the Red Grief seek their weapon by 1 (i.e., from -1 to -2). In
to attack so swiftly that few even know an addition, the character reduces the penalty of
attack has begun before the first drops of a Multi-Action by Rank.
blood are shed. They are lethally fast, and
compete amongst themselves to be the first
into battle. The character’s Speed is increased
by +Rank when they Advance or Charge.
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Drukhari Archetypes
Tier Archetype Description Page
1 Kabalite Warrior Deadly, murderous raiders, who excel at bringing pain. 48
1 Wych Graceful, ruthless gladiators, for whom war is sport. 54
3 Incubus Masters of the deadly strike, with no regard for anything but killing 87
Drukhari Backgrounds
D3 Origin +1
1 TRUEBORN: You were born naturally, to one of the powerful families of the Dark City whose Influence
resources allowed them to raise a child in the traditional manner. You are a scion of the
powerful, raised from childhood to dominate and terrorise.
2 HALFBORN: You were born from an artificial gestation tube, quickly and efficiently, like the Determination
majority of Drukhari. To thrive in the slums and lower tiers of the Dark City, you had to be
ruthless and ambitious.
3 WROUGHT: You know not from whence you came, only that you awoke upon a Haemonculus’ Max Shock
table fully formed and thirsting for the agony of others. Your mysterious, possibly unnatural
origin may disquiet some, but you are what you have made of yourself.
D3 Accomplishment +1
1 RAIDER: You were part of a victorious real-space raid, and the souls you dragged back, and Wealth
the recorded hologhosts of your kills have earned you prestige, glory, and status.
2 TRIUMPH: You set foot within the arena, and you emerged victorious. The hard-fought victory Max Wounds
came with many scars, the ache of which still reminds you of the fury of the battle.
3 USURPER: You attained your status through guile and skill, undermining and then eliminating Determination
a former superior and assuming their position. You know that others seek to recreate your
ascension and take what you have won, but you will not make it easy for them…
D3 Goal +1
1 DOMINION: You seek to rise to the highest levels of Drukhari society, by any means necessary. Resolve
Nothing short of final death or ultimate dominion will see your ambition sated.
2 TERROR: Out there, in realspace, there is a place which awaits your malicious attentions, Determination
which has not learned to dread your kind. You will find them, and you will feast upon their
anguish.
3 SATIETY: The thirst that gnaws away at your soul, at once part of you and external to you, is Conviction
a perpetual weight upon your existence. You will slake that thirst, or escape it.
Drukhari Objectives
D6 Roll Objective
1 Revel in the pain or distress of another creature
2 Be scornful or dismissive of the taboos of other Aeldari, or another species
3 Coerce or threaten another creature into doing what you want
4 Apply your cruelty and cunning to trick or ambush a foe
5 Explain a number of the different ways you could hurt or kill someone
6 Gain in status or influence through murder or intimidation
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The Squat Remnant and ancestral affiliations, now binding together flotillas
During their time of isolation from the rest of humanity of refugee ships, bonded as much by mutual loss as by
which lasted thousands of years the original human honour and family.
colonists evolved so much that they are no longer
A character with the [LEAGUE] keyword may select one
considered human and the Squat civilization took a
of the Leagues listed on the table below, or the player
divergent path. This adaptation gave the Squats many
may work with the GM to create a League or
advantages over the Imperium of Mankind when
Stronghold of their own. The selected League or
contact was re-established.
Stronghold then replaces the [LEAGUE] keyword on the
Until the opening of the Great Rift—the Ankor-Maraz, character sheet.
in the Squats’ own tongue, meaning Realm-Splitter—
League Description
there were several thousand Homeworlds, each of
League The most powerful and influential
which was home to one or more Strongholds. Each of Thor League, once containing more than
Stronghold was a largely independent community, with three hundred Strongholds. What
its own laws, traditions, and armies. If a world had remains is a fleet of a thousand ships,
more than one Stronghold – as many did – it was typical sailing through the inky void of the
for one to be preeminent, so that it has nominal rule Imperium Nihilus, seeking allies.
over the others. Each Stronghold is built over a League The furthest League from the galactic
labyrinth of mine workings which delve deep into the of core, lying near to the Eye of Terror. The
rock. The Strongholds were vast, some as vast as Hive Emberg remnants gathered up with survivors
Cities, and self-sufficient in almost all ways. from Cadia and are currently waging a
crusade of vengeance against any of the
Although each Stronghold is independent, they often forces of Chaos they encounter.
have strong ties with one another. Some Strongholds League The League with the greatest number of
had alliances that endured for thousands of years, of member Strongholds, though none so
bonded so tightly that they were almost one people. Kapellar influential as those within the League of
Others were loose collections of individual fiefs, Thor. The remnants are scattered far
sharing the duty of patrolling nearby systems and and wide and can normally be found
defending outlying worlds against rampaging Orks or hiring themselves out as mercenaries as
they search for signs of their kin.
Chaos reavers. These alliances were normally formed
League The first of the Leagues to be discovered
for defence or trade, but they also define political
of Norgyr by the Great Crusades, due to its relative
power amongst the Homeworlds, where the most proximity with Earth. Most of the
powerful rivals gather together the other Strongholds survivors rallied to the Imperium after
into mutually supportive Leagues. the cataclysm, and now scour the
western edge of the rift looking for other
Each League was dominated by a single powerful
Squats and for Chaos raiders.
Stronghold – normally the Stronghold for which the
League A rival to the League of Thor, who waged
League is named – and includes other Strongholds that of war against them in the 39th Millennium
either rely upon their leader for trade and defence, or Grindel until they united in the face of WAAAGH
which identify with their League on cultural or historic Grunhag. Few survived the cataclysm,
grounds. There were once as many as seven hundred and the survivors have tried to settle a
Leagues, but the number varied from century to world near the rift in the Imperium
century. Today, the legacies of the Strongholds persist Nihilus.
in scattered families who are constantly listening for
other survivors, and the Leagues are little more than
battered flotillas of exploratory ships and transports,
but no living Squat would forget their ancestry and the
bonds that united those ancestors together.
Squat Archetypes
Tier Archetype Description Page
1 War-Pledged Warrior The rank and file of a Squat Stronghold 53
3 Guild Engineer Masterful artisans, creating the devices necessary for survival. 84
3 Hearthguard Doughty elite warriors pledged to defend hearth and home. 85
4 Ancestor Lord Ancient sages, wise enough to tap into the Warp with care and listen to 98
the voices of the dead.
Squat Backgrounds
D3 Origin +1
1 ADRIFT: You were aboard one of the vessels fleeing the Cataclysm, floating through the void Resolve
as a remnant of a once-proud civilisation.
2 FAR AFIELD: You fought as a mercenary or plied your trade far from your home and found Max Wounds
yourself suddenly cut off from home and support.
3 AMONGST THE ENEMY: You’ve had to fight for every moment of life since the Cataclysm, Determination
surrounded by foes bolstered the disaster.
D3 Accomplishment +1
1 REUNION: You were reunited with some who you thought lost, perhaps old comrades, Influence
perhaps family, perhaps merely other wandering refugees.
2 GRUDGE SETTLED: You worked to defeat a notorious enemy of your kind and bring some Max Wounds
measure of recompense to the lost. It was a long, hard effort, but you’ve now got one less
grudge to avenge.
3 RECLAMATION: A piece of technology, an heirloom, or some other item of great value, Wealth
thought lost, has been returned to your people through your efforts.
D3 Goal +1
1 SURVIVAL: In the face of extinction, to endure for even another day is a victory. Securing as Determination
many days as possible is your priority.
2 RESURGENCE: Your people are hardy, and you once prospered and thrived amidst the least Resolve
hospitable conditions. No disaster is so great that it cannot be recovered from.
3 VENGEANCE: The dark forces that created this disaster will pay for every Squat life they Max Shock
ended, and they will pay in blood.
Squat Objectives
D6 Roll Objective
1 Grumble about human technology, comparing it to the craftsmanship of your own people
2 Compare current events to the accomplishments of an honoured ancestor or relative
3 Swear an oath to avenge a misdeed done to you
4 Describe a glorious victory or major achievement as if it were something casual or expected
5 Dedicate an action to ancestors and kin lost during the Cataclysm
6 Seek to obtain extra necessary supplies, such as ammunition, when preparing for a mission.
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New Archetypes
The following additional Archetype options may be used at your GM’s discretion, and function in the manner described
in the Wrath & Glory Core Rulebook. In this section, suggested talents from the core rulebook are listed with their
page number, while suggested talents from this document are marked in italics.
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Enforcer (Adeptus Arbites, Tier 1)
A law enforcement officer, sworn to uphold the rule often less rigorous standards mean that they are far
of your world’s Imperial Commander. This might more susceptible to corruption. The objectives of local
Enforcers and Imperial Arbitrators often overlap, and
Many worlds have their own cadres of Enforcers, local
the two groups work in conjunction when it is mutually
law enforcement agencies provided by the Imperial
beneficial. However, there are also occasions when
Commander to enforce their will and the common law
they come into direct conflict.
of their world. Unlike the mighty Arbitrators, most
Enforcers, or whatever other local title they use, hold For their local knowledge and useful skills, Enforcers
little loyalty to the law itself or to the tradition of deemed trustworthy are often deputised by the
service (although there are notable exceptions to this). Adeptus Arbites or the Inquisition.
These native Enforcers often mimic the Arbites in SKILLS: Ballistic Skill 2, Investigation 1, Intimidation 1
appearance and armament, but their local ties and
ARCHETYPE ABILITY: Freeze!
INFLUENCE: +0
RATING 2 3 2 2 3 2 2
SUGGESTED TALENTS
Die Hard (p. 132), Gallows Humour (p. 134), Scum Savvy (p. 139)
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Frateris Militia (Adeptus Ministorum, Tier 1)
A single man with faith can triumph over a legion of the faithless. Untold billions of the faithful
can never be opposed.
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Guardian (Aeldari, Tier 1)
When there is no other way, the perilous path is the only road to salvation.
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Imperial Guard Medic (Astra Militarum, Tier 1)
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Imperial Guard Officer (Astra Militarum, Tier 1)
A good soldier obeys without question. A good officer commands without doubt.
— Tactica Imperium
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Kabalite Warrior (Drukhari, Tier 1)
“A flawless shot, surgical in its precision, artistic in its placement, and splendidly sadistic in its
timing. The wretched creature could not have known how near death it truly was.”
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Khorngor (Chaos, Tier 1)
— Unknown Khorngor
It wouldn’t stop. No manner how many shots we put into it; we couldn’t bring it down. It just kept
braying and bellowing and fighting.
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Sister Dialogus (Adepta Sororitas, Tier 1)
An official version of this archetype can be found in the Forsaken System Player’s Guide.
A spiritu dominatus,
— The Fede Imperialis, commonly known as the Battle-Prayer of the Adepta Sororitas
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Sister Famulous (Adepta Sororitas, Tier 1)
“I come now before you not as a Sister of the Sororitas, nor as one of the faithful, nor even as your
judge. I come as an emissary of He who sits on the Golden Throne and I bring you His word: you
have sinned, and you shall pay for your sins.”
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Slaangor (Chaos, Tier 1)
“Gorge and rut, rip and gore. Slake every hunger and thirst you possess. The Dark Prince
commands it.”
"Every abomination is a creation of Tzeentch. Every twisted monstrosity a child of the Changer of
Ways. If I could, I would devour the thoughts of them all, that I too might know the horror of their
existence. But for me there is a different fate."
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Wych (Drukhari, Tier 1)
“The caress of cold steel upon warm flesh is a divine gift, a sensation unmatched in all of existence in its purity
and simplicity. I have drunk deep of its echoes in more opponents than I care to count, but have never felt the
sensation myself. Will you be the first to gift me with the experience, or shall you be another through whom I
must feel this gift vicariously?”
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Arbitrator (Adeptus Arbites, Tier 2)
— Credo Arbites
You are one of the black-armoured enforcers of the
Emperor’s Law, charged with bringing order to the
ARBITRATOR
lawless and justice to those who transgress. With
shotgun and shield and shock maul, you are part of TIER 2 SPECIES Human XP Cost 58
the thin line that stands between civilisation and KEYWORDS: IMPERIUM, ADEPTUS ARBITES
anarchy.
ATTRIBUTES: Strength 3, Toughness 3, Intellect 2
Within the Adeptus Arbites, the Lex Imperialis is
SKILLS: Ballistic Skill 2, Investigation 2, Intimidation 2, Weapon
enforced and protected by two equally important Skill 2
groups: the Arbitrators (Aedile in High Gothic) who
enforce order, and the Judges (Praetors), who pass ARCHETYPE ABILITY: I am the Law!
judgement upon the guilty. When you attempt an Intimidation interaction attack, you may
affect up to Double Rank targets at once. Add +Rank bonus dice
The former of these are the common image of the if you’re attacking enemies who possess the SCUM keyword.
Arbites in the minds of most citizens: clad in heavy
WARGEAR: Arbites Carapace, combat shotgun or shock maul
black carapace armour, mailed fists clutching a
and suppression shield, magnacles, Book of Judgement
shotgun, or locked shoulder to shoulder with others (abridged).
behind a wall of crackling suppression shields during a
INFLUENCE: +1
riot. Arbitrators represent the physical might of the
Law, delivering swift and brutal punishment to SUGGESTED ATTRIBUTES XP Cost 50
transgressors.
ATTRIBUTE S T A I WIL INT FEL
All Arbitors are required to maintain combat readiness RATING 3 4 3 3 3 3 2
and possess knowledge of legal doctrine, but
Arbitrators specialise in the former, studying urban SUGGESTED SKILLS XP Cost 42
pacification tactics, riot suppression methods, and Athletics 2, Awareness 3, Ballistic Skill 3, Insight 1, Intimidation
proficiency with dozens of different weapons and 3, Investigation 2, Leadership 1, Scholar 1, Weapon Skill 3
armoured vehicles. Sometimes, keeping order means SUGGESTED TALENTS
patrolling the streets and dispensing a few summary
judgements on petty crimes. Sometimes it means Brutalist (p. 130), Disturbing Voice (p. 133), Tenacious (p. 140)
waging war on a rebellious fiefdom, or withstanding
a siege from within a Precinct-Fortress.
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Astropath (Adeptus Astra Telepathica, Tier 2)
"I am soul-bound to the Emperor, and through His grace, I speak across the voids."
You were blessed—or cursed—with psychic potential permanently blinded and most of them even suffer
and gathered up by the Black Ships. Your mind was from nerve damage, which results in a loss of smell,
reforged by the Emperor Himself into something that touch or hearing. Although blinded, Astropaths make
could withstand your powers, so that you could listen up for their sensory lacks with the help of their psychic
and speak across the darkness between the stars, abilities: they develop a sort of "near-sense", which
binding the Imperium together. means that few of them choose to have mechanical
eyes implanted.
Astropaths are psykers collected by the Imperium's
Black Ships whose powers are considerable, but who ASTROPATH
lack the mental strength to resist the dangers of the TIER 2 SPECIES Human XP Cost 32
Warp.
KEYWORDS: IMPERIUM, ADEPTUS ASTRA TELEPATHICA,
They are trained at the Adeptus Astra Telepathica, PSYKER
where they undergo years of training and extensive
ATTRIBUTES: Willpower 4
indoctrination. At the end of this period, they undergo
a techno-arcane ritual, known as Soul Binding. They SKILLS: Psychic Mastery 1
prepare for months, fasting and praying; then they are ARCHETYPE ABILITY: Psyker:
brought a hundred at a time in procession to the
You are a Psyker; you know the Telepathy psychic power and
Emperor's Palace and the ritual takes place: they kneel
may purchase additional psychic powers from the Telepathy
before the Emperor and he himself (being the only Discipline. If you purchase an access to an additional Discipline,
psyker powerful enough to complete such a task) it must be Divination.
reshapes their very minds.
Soul-Bound:
You permanently have the Blinded condition, though you can
On one side, Soul Binding shapes their powers,
perceive the world well enough as long as you can use your
allowing them to safely interact with the Warp and to psychic powers. You add +Rank to your Conviction, and you may
broadcast messages through it and preventing them spend ten minutes entering a trance in order to use the
from being tainted by the Warp: they resist easier than Telepathy psychic power with a range of 1 Light Year rather than
other psykers to daemonic possession and daemons' 100m. Each use of Telepathy over this distance may only
communicate with other Astropaths, and it inflicts 1d3 Shock.
powers and they are even less prone to the Perils of the
Warp. In fact, after the ritual they are linked to the WARGEAR: Laspistol, staff, Psykana mercy blade, clothing
Emperor and their new abilities are a result of the (Astropath’s robes), blanket, grooming kit, 2 ration packs.
combination of their powers with a fraction of the SUGGESTED ATTRIBUTES XP Cost 61
Emperor's.
ATTRIBUTE S T A I WIL INT FEL
On the other side, Soul Binding is not an absolutely safe
RATING 1 2 2 2 6 3 2
measure, so Astropaths still face the risk of succumbing
to daemons. In addition, during the ritual they must SUGGESTED SKILLS XP Cost 14
endure several hours of agony and this results in a real Awareness 1, Psychic Mastery 3, Scholar 1
trauma. In general, all have their personalities altered
SUGGESTED TALENTS
to some extent. Touching the mind of the God-Emperor
himself is also such an intense sensory experience that Mind Probe (p. 279), Psychic Shriek (p. 279), Psychometry (p.
it completely overloads their sensory organs, to the 275), Scrier’s Gaze (p. 276),
point that some of the Astropaths are killed or driven
insane during the process. Those who survive are
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Beast Snagga Boy (Ork, Tier 2)
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Bonesinger (Aeldari, Tier 2)
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Burna Boy (Ork, Tier 2)
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Corpuscarius Electro-Priest (Adeptus Mechanicus, Tier 2)
‘ILLUMINATE YOUR DEVOTED CHARGES, LET BUILD THE BOLTS, ’TIL THE SACRED ENERGIES COURSE THROUGH VEINS
ELECTRIC, AND SEND YOUR SEIZURES OF STATIC STRIKING!
I AM BECOME LIGHTNING, AND THIS GIFT I GIVE TO UNBELIEVERS, THAT IN THEIR LAST FLASH-BLINDING THEY
MIGHT SEE THE BRIEFEST GLIMPSE OF THE OMNISSIAH HIMSELF.’
You are a devotee of the Motive Force that flows within their bodies. Incoming fire sparks off their
through the universe, and it surges within your flesh Voltagheist fields, sending chain reactions of arcing
and augmetics. At a moment’s notice, you can unleash charges crackling outwards. At close range, the blazing
it to discharge into non-believers, searing their fanatics can summon lightning at will, stretching out
unworthiness with resplendent arcs of power. their electrostatic gauntlets to send jagged bolts of the
Machine God's wrath into the foe. Those struck by
The Corpuscarii Electro-Priests (sing. Corpuscarius) are
these sacred energies are granted the ecstasy of full-
a rival faction to their Fulgurite brethren. They are
body electrocution. For a brief second before death,
devoted to the Motive Force, and it is their desire to
the unbelievers see the light, their paroxysms shaking
share its glory with every creature and machine not
them apart as their bodies burn from the inside out.
already so aligned. On every Forge World there are
Such is the generosity of the Corpuscarii, for their duty
many different subsects within the factions of Electro-
is to illuminate the galaxy, and to bring the light to non-
priests, each preferring their own rituals and rites to
believers.
worship the Divine Current.
CORPUSCARIUS ELECTRO-PRIEST
The Corpuscarii are truly blessed, for the Motive Force
literally runs in their veins. In battle, the Corpuscarii TIER 2 SPECIES Human XP Cost 46
advance, chanting litanies to build up the charges KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, CULT
MECHANICUS, [FORGE WORLD]
INFLUENCE: +1
SUGGESTED ATTRIBUTES XP Cost 60
RATING 3 4 3 3 4 3 1
SUGGESTED TALENTS
Augmetic (p. 129), Duty Unto Death (p. 133), Tenacious (p. 140)
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Fulgurite Electro-Priest (Adeptus Mechanicus, Tier 2)
ALL PRAISE THE EBB AND FLOW,
You are a devotee of the Motive Force that flows Petrified Lightning," the Fulgurites wish to harness the
through the universe, and it surges within your flesh animus of their foes and bind it to the Omnissiah,
and augmetics. You cannot tolerate the misuse of this reclaiming the Motive Force and solidifying it with the
divine power, so you siphon it from the flesh and power that dwells in the care of the Tech-priests. The
technology of non-believers, ensuring that it can only Fulgurites believe that only those found worthy in the
be used by the faithful. eyes of the Machine God should possess the divine
grace of His galvanising power. They would willingly
Fulgurite Electro-priests crackle with energies stolen
render every culture that did not praise the Omnissiah
from those they slay in mortal combat. A protective
totally inert, plunging the civilisations of the
shroud of lightning known as a "voltagheist" field
unenlightened into eternal night. This selfish creed is
surrounds them, and their rewired veins and
no idle philosophy, but rather a holy crusade, and they
subcutaneous Electoo circuits thrum with divine force.
fight for it night and day.
The Fulgurites are amongst the most blunt and
bellicose of the Omnissiah's disciples—these holy FULGURITE ELECTRO-PRIEST
warriors do not slay their foes at range but bludgeon TIER 2 SPECIES Human XP Cost 50
the life from Heretic and foe-machine alike. It is the
creed of the Fulgurite to tear the life energy from the KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, CULT
MECHANICUS, [FORGE WORLD]
galaxy—in particular the bioelectricity that animates
living souls. Also known as the "Brotherhood of ATTRIBUTES: Toughness 3, Willpower 3
INFLUENCE: +1
SUGGESTED ATTRIBUTES XP Cost 60
RATING 3 4 3 3 4 3 1
SUGGESTED TALENTS
Augmetic (p. 129), Duty Unto Death (p. 133), Furious Charge (p.
134)
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Magistrate (Adeptus Arbites, Tier 2)
“Claims of innocence mean nothing; they serve only to prove a foolish lack of caution.”
— Judge Traggat, Selected Sayings, Vol. III, Chapter IV
Within the Adeptus Arbites, the Lex Imperialis is KEYWORDS: IMPERIUM, ADEPTUS ARBITES
enforced and protected by two equally important ATTRIBUTES: Willpower 3, Intellect 3, Fellowship 3
groups: the Arbitrators (Aedile in High Gothic) who
SKILLS: Insight 2, Intimidation 2, Investigation 2, Scholar 3
enforce order, and the Magistrates (Praetors), who
pass judgement upon the guilty. ARCHETYPE ABILITY: Cast Judgement
The latter of these are less frequently encountered Add +Rank bonus dice when you make an Intimidation test—
including an interaction attack—to coerce or subdue someone.
upon the streets of the Imperium, but they are
Increase that to Double Rank bonus dice your target possess the
nevertheless an everpresent and vital part of every SCUM keyword.
Arbites Precinct-Fortress, whether searching archives
WARGEAR: Flak coat, stubber, auto quill, data slate, Book of
of legal writings for some ancient precedent, or
Judgement (abridged)
determining the judgement and sentence of the
accused at the direction of more senior Judges. INFLUENCE: +1
All Arbitors are required to maintain combat readiness SUGGESTED ATTRIBUTES XP Cost 48
and possess knowledge of legal doctrine, but ATTRIBUTE S T A I WIL INT FEL
Magistrates are legal scholars first and foremost,
RATING 2 3 2 3 4 4 3
providing counsel to other servants of the Imperium as
to what is permitted and what is treasonous, ensuring SUGGESTED SKILLS XP Cost 42
that their comrades act only as the Law commands, Awareness 2, Ballistic Skill 1, Cunning 2, Insight 3, Intimidation
and determining that all who transgress against the 3, Investigation 3, Persuasion 1, Scholar 4
Emperor’s Law are dealt with appropriately.
SUGGESTED TALENTS
Deductive (p. 132), Ever Vigilant (p. 133), Jargon (Scholar) (p.
135)
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Lexmechanic (Adeptus Mechanicus, Tier 2)
An official version of this archetype can be found in the Forsaken System Player’s Guide.
Lexmechanics, also known as Calculus Logi, are a lower ATTRIBUTES: Intellect 3, Willpower 2
order of Tech-Priest devoted to gathering and SKILLS: Investigation 1, Scholar 3, Tech 2
compiling data so that it can be entered into a central
Cogitator repository, noospheric archive, infocrypt, or ARCHETYPE ABILITY: Infovore
other store of information. Lexmechanics are the You may reroll up to Double Rank dice on Investigation and
librarians and scribes of the Mechanicus. They work Scholar tests, and such tests take you only half as long to
with computer-like speed and accuracy, assembling perform.
battle reports, economic statistics, planetary reports, WARGEAR: Calculus Logi implant, one optical or utility
and other masses of necessary if mundane data Mechadendrite, any two Augmetics, mesh armour, laspistol.
required to keep the massive bureaucracy of the
INFLUENCE: +1
Imperium functioning from day to day. Outside of the
Adeptus Mechanicus, their skills are valued across the SUGGESTED ATTRIBUTES XP Cost 43
Imperium, but they are most concentrated in the ATTRIBUTE S T A I WIL INT FEL
Adeptus Administratum.
RATING 1 2 2 2 3 5 1
SUGGESTED TALENTS
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Mekboy (Ork, Tier 2)
"Da best shoota I eva made, dat iz. Loadza barrulz, so dat it’s ded shooty. ‘Sept dat wun, ‘cos dat’s
da skorcha, dat’s burny insted. Yeah, good an’ proppa. An’ da bullitz is ‘splosiv...dey goez boom
inna fings wot you’z shootin.’ An’ dat button dere...dat’s da best bit. Wot it duz, see, iz...iz...oh,
zog. Nah, its nuffin’ boss. Nah, you’z don’t need ta see wot dat button duz... ‘onist. Don’t push it!"
You build things. It’s a compulsion, not just a job. You Without Mekboyz, Orks would lack for light, power,
couldn’t stop if you wanted to. Weapons and vehicles, transport, and even guns (they lack for sanitation
and you’ve got dreams of even bigger, deadlier regardless, but that's another story). Whenever an Ork
contraptions—great Gargant war engines that stomp needs something built, be it a shiny new Shoota or the
across battlefields, and massive starships full of Boyz. Warboss' new ride, they go straight to the Meks.
Furthermore, an Ork with teef to spare will take
A Mekboy, (pl. Mekboyz) also known as a Mekaniak or
existing kit to the nearest Mek in the hope of having
more often simply as a Mek, is a type of Ork Oddboy
damage repaired, and maybe some kustomising done.
who build all the weapons, vehicles, and other
It is a rare day that the customer gets what he asked
advanced technology used by the Greenskins. Mekboyz
for, but whatever the Mek turns out will normally be
are especially important to Ork Speed Freeks, as they
fairly flashy all the same.
maintain the prodigious number of bikes and vehicles
used by Ork warbands. Ork Meks go to war festooned MEKBOY
in clanking, smoke-belching contraptions of their own TIER 2 SPECIES Ork XP Cost 52
design. These eccentric inventions confound friend and
foe alike, as their purpose often remains a mystery KEYWORDS: ORK, [CLAN]
until the big red button gets pushed. When triggered, ATTRIBUTES: Strength 3, Toughness 3, Intellect 3
a Mek's latest invention might fire blasts of energy that
SKILLS: Tech 3
immolate swathes of the enemy, or project wobbling
bubbles of gravitic force to protect nearby Boyz from ARCHETYPE ABILITY: Fix it Proppa
harm. On the other hand, it might belch showers of You gain +Double Rank bonus dice on Tech tests to fix any
sparks before engulfing its operator and everyone weapon, vehicle, or other machine with the ORK keyword. In
nearby in a roiling ball of flame. Yet occasional addition, during a regroup or respite, you may tinker with a
malfunctions are forgiven by the Orks, for even when a weapon, vehicle, or other machine with the ORK keyword. If
tinkering with a weapon, you may add your Rank from the
Mekboy's temperamental new wotsit does decide to
weapon’s Range (add the same to all range categories), ED,
explode, at least it gives the Boyz a good laugh. Salvo rating, or any rated Trait the weapon already possesses.
Other machines gain a bonus of the GM’s discretion. These
bonuses last until the next respite, or until the machine suffers
a complication, whichever comes first.
INFLUENCE: +1
SUGGESTED ATTRIBUTES XP Cost 60
RATING 4 4 4 3 1 4 1
SUGGESTED TALENTS
Augmetic (p. 129), Brutalist (p. 130), More Dakka (p. 137)
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Painboy (Ork, Tier 2)
"It's gonna hurt a lot, but you'll be better! You'll see! Ha Ha HA HA!"
distracted. Still, your patients are tough, and the ones ATTRIBUTES: Strength 3, Toughness 3, Intellect 3
who don’t survive can’t complain anyway.
SKILLS: Medicae 3
An Ork Painboy, also known as a Mad Dok or just a Dok,
ARCHETYPE ABILITY: Make It All Betta
is a member of a special class of Ork Oddboyz who are
responsible for fixing injuries even the highly You add Double Rank bonus dice to all Medicae tests made on
characters with the ORK keyword. In addition, when making a
regenerative Ork physiology cannot repair, such as
Medicae test on an ORK character outside of combat, you may
severed limbs and brain damage. spend an Exalted Icon from to remove a single Traumatic Injury
immediately, as you crudely reattached lost body parts.
An Ork will only go to a Painboy when he has no other
choice, as these Oddboyz are infamous for trying out WARGEAR: ‘Urty Syringe, Choppa, Ork Flak Armour, Dok Bag
experimental procedures (such as the greatly feared INFLUENCE: +1
Squig brain transplant) on patients while they are SUGGESTED ATTRIBUTES XP Cost 75
under anaesthesia (known as a "concussion" to other
ATTRIBUTE S T A I WIL INT FEL
intelligent races).
RATING 4 4 4 3 1 4 1
Painboyz are responsible for attaching crude bionics
called "bioniks" to Ork patients that have been created SUGGESTED SKILLS XP Cost 38
by the Mekboyz, although sometimes they are not Athletics 1, Awareness 1, Ballistic Skill 1, Cunning 2, Intimidation
paying attention and replace the wrong part of the 1, Medicae 4, Survival 1, Tech 1, Weapon Skill 3
patient's body. This is often distressing to a patient who SUGGESTED TALENTS
is the lucky recipient of an exploding leg, especially if it
was his arm that needed attention. Blood Must Flow (p. 130), Brutalist (p. 130), The Flesh is Weak
(p. 140)
Yet Orks are surprisingly
resilient and have had arms,
legs and even heads swapped
around and the Ork in
question has survived to tell
the tale!
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Runtherd (Ork, Tier 2)
Most Orks couldn’t care less about grots and snots a non-Ork as a challenge to be mastered. When an Ork
and other creatures like that. You’re different. You mob goes to war, the Runtherdz will claim the surviving
know you can direct and control the little gits, with enemies as their spoils and start training them as
the right approach and the right mix of rewards and slaves. A Runtherd sees barriers of language and
punishments. You figure you could even get the same behaviour as a challenge to his skill for control and
ideas to work on humans and other species, If you got command rather than to his authority and will apply his
your hands on them. skills to boosting the production of his hapless charges
just as he would with a group of uncooperative
Runtherdz are Ork Oddboyz who exhibit a trait
Gretchin. Successful Runtherdz can handle Humans,
extremely uncommon amongst Orks: patience. Only
Squats, Tau and most other sentient races of the galaxy
they have the right mindset to "care" about their
(with the exception of Tyranids and Necrons),
smaller Orkoid cousins, the Gretchins and Snotlings,
eventually learning enough of their language,
and the patience to perform the task of training them
mannerisms and culture to ensure his slaves are always
to be more efficient at their tasks. Where the average
working at peak efficiency.
Ork only yells his orders and beat his underlings if the
orders are not fulfilled to his liking, a Runtherd has a RUNTHERD
more "reasonable" approach of carrot-and-stick TIER 2 SPECIES Ork XP Cost 58
treatment. He explains to those under his care what is
expected of them, and those that perform efficiently KEYWORDS: ORK, [CLAN]
are rewarded, while only those that perform poorly are ATTRIBUTES: Strength 3, Toughness 3, Fellowship 3
beaten. The simplest and most menial tasks are
SKILLS: Intimidation 3, Leadership 2
undertaken by the tiny Snotlings. Snotlings are not
particularly easy to train because they are slow ARCHETYPE ABILITY: Slaver
learners and need to be slowly and carefully You are accompanied by a mob of Grots (p. 358) equal to your
conditioned to perform even the simplest tricks. Rank x4. If any of your Grots die, they can be replaced between
Runtherdz train Snotlings to cultivate fungus and tend sessions at the GM’s discretion. All Grots, Snotlings, and Squigs
Squigs and take extraordinary pride in their tiny within 10 + Rank metres of you add your Leadership to their
Resolve.
charges.
WARGEAR: Slugga, grabba-stikk, 3 stikkbombs, grot lash, Ork
The Runtherdz make a good living by selling well- Flak armour.
trained Gretchin and Snotling servants and workers to
INFLUENCE: +1
other Orks. Runtherdz often become quite wealthy and
SUGGESTED ATTRIBUTES XP Cost 70
naturally invest their earned teef (teeth, the Ork
currency) in solid weaponry and other wargear. On the ATTRIBUTE S T A I WIL INT FEL
battlefield they tend to either fight alongside the RATING 4 4 4 3 3 1 4
machines crewed by their Gretchin where they can
SUGGESTED SKILLS XP Cost 32
keep a close eye on things, or lead a large mob of
Gretchins forward, using the smaller Orkoids as Athletics 2, Awareness 1, Ballistic Skill 1, Intimidation 4,
diversion, living shields or living mine detectors for the Leadership 3, Survival 1, Weapon Skill 2
other bands of Boyz. SUGGESTED TALENTS
Most Runtherdz also exhibit curiosity, especially for the Dirty Fighter (p. 132), Disturbing Voice (p. 133), Supreme
other sentient races of the galaxy. Where the average Presence [Intimidation] (p. 140)
Ork Boy only sees a non-Ork as either a challenge or a
nuisance to be killed in either case, the Runtherdz sees
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Sister Repentia (Adepta Sororitas, Tier 2)
An official version of this archetype can be found in the Forsaken System Player’s Guide.
“Should any Sister, in her deeds or thoughts, sin, she should willingly and immediately make her
fault known to her Superior and amend with a pure heart. If she does not usually fail in this
manner, let her be given but a week’s penance, but if her sin is great, let her go apart from the
company of her Sisters, so that she may not sit at table with them, nor kneel in prayer at their
side. Let her go alone, submitting herself to the will of the almighty God-Emperor of Mankind. Let
her don the hood of the penitent and take up the ceremonial eviscerator and seek her redemption
upon the field of battle.”
Repentia chose their punishment, few seek to survive Athletics 2, Awareness 1, Intimidation 1, Scholar 2, Survival 2,
their atonement. Weapon Skill 4
SUGGESTED TALENTS
Death Or Glory! (p. 132), Duty Until Death (p. 133), Flagellant (p.
134), Furious Charge (p. 134)
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Skitarius Vanguard (Adeptus Mechanicus, Tier 2)
“Vanguard Maniple Rho-531-Theta deploying. Broadcast all-points bulletin to allied forces: rad-
cleansing in progress, ambient radiance may be harmful to unaugmented personnel.”
baleful radioactive energies of the Forge Worlds as ARCHETYPE ABILITY: Irradiated and Augmented
their weapon and are capable of operating in the
You do not bleed (making you immune to Bleeding), and gain
galaxy's most hostile warzones. +Rank bonus dice to Determination rolls. In addition, any living
creature without the ADEPTUS MECHANICUS keyword within 2
Equipped with pack generators that bleed potent metres of you at the start of their turn must pass a DN 3
radioactive by-products, these Omnissian martyrs are Toughness Test or suffer the Poisoned condition. This poison is
so saturated with radiation that even to approach them radiation poisoning, inflicting 1 Mortal Wound and Rank Shock
is to succumb to their peculiar curse. Their baroque at the start of each of the Poisoned character’s turns.
carbines fill the air around their foe with harmful WARGEAR: Radium carbine, data-tether, Skitarii Auto-Cuirass
emanations, corrupting the atmosphere itself even as
SUGGESTED ATTRIBUTES XP Cost 58
they punch hyper-irradiated shot into the flesh of their
victims. Should their foes survive the worst of the ATTRIBUTE S T A I WIL INT FEL
shooting, critical levels of rad-poisoning may still be
RATING 3 4 4 3 2 2 1
achieved by the very proximity of the Skitarii Vanguard,
who will look on in silent interest as an enemy that SUGGESTED SKILLS XP Cost 32
thought the worst was over stumbles, chokes, and dies Athletics 1, Awareness 1, Ballistic Skill 4, Medicae 1, Tech 3,
of radiation poisoning. Weapon Skill 1
Over the many civil wars waged by the Cult SUGGESTED TALENTS
Mechanicus, the Vanguard have learned to endure and Augmetic (p. 129), Binary Chatter (p. 130), Conversational
weaponise their lethal radioactive emissions. So much Cogitator (p. 131), Protector Imperative
radiation bleeds out from a Skitarii Vanguard's wargear
that foes in close proximity become weakened and
fatigued; for non-Skitarii to be stationed in the same
barracks is a death sentence.
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Tankbusta (Ork, Tier 2)
"'Ere ta blow stuff up!"
— Anonymous Tankbusta
SUGGESTED TALENTS
They equip themselves extensively for dealing death to
enemy armour—their whistling volleys of Rokkits, and Brutalist (p. 130), Deadshot (p. 131), Tenacious (p. 140)
lethal Tankbusta Bomb assaults can spell annihilation
for even the heaviest enemy tanks.
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Transmechanic (Adeptus Mechanicus, Tier 2)
The Omnissiah Knows All, Comprehends All
Transmechanics are those Tech-priests who specialize KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, [FORGE
WORLD], CULT MECHANICUS
in the repair, operation, and maintenance of the
Imperium's various forms of communications ATTRIBUTES: Intellect 3, Willpower 2
technology. Their implants and conditioning permit SKILLS: Investigation 2, Scholar 3, Tech 2
them to perceive and transmit vox signals, tightbeam
las-casts, holopulses, and a variety of other ARCHETYPE ABILITY: Vox Communion
electromagnetic transmission media, and they have a You can silently communicate with any vox or similar
deep understanding of the technologies which produce communications device within Rank x100 kilometres. You may
and receive these signals. also make Awareness or Investigation tests to detect concealed
signals and study intercepted signals. You add +Rank bonus dice
For this reason, they’re invaluable as communications to any Investigation or Scholar test to decipher a code, translate
a language, or create a new cipher.
technicians aboard Imperial Navy vessels and amongst
Imperial Guard forces, as well as working alongside the WARGEAR: Augur array (auspex), enhanced data tether, any
Adeptus Arbites and Inquisition when intercepting two augmetics, mesh armour, laspistol.
seditious or heretical communications is vital. INFLUENCE: +1
SUGGESTED TALENTS
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Apothecary (Adeptus Astartes, Tier 3/Tier 4)
An official version of this archetype can be found in the Forsaken System Player’s Guide.
Pain and death are illusions of the weak mind. While his gene-seed returns to the Chapter, a
Marine cannot die. Without death, pain loses its relevance.
He that may fight, heal him.
He that may fight no more, give him peace.
He that is dead, take from him the Chapter's due.
—Unknown
Where your brothers’ duty to the Emperor is to defeat Apothecaries are greatly honoured within the Chapter,
the foes before them, you have the solemn as they are responsible for maintaining the purity of its
responsibility of guarding the flesh of your brethren gene-seed. If its gene-seed were to become mutated,
and ensuring that their geneseed is preserved. You it could well bring the Chapter's extinction or its fall to
bear this burden proudly, for without your efforts, Chaos. Their skills and equipment, when combined
your Chapter could not endure. with the added organs and resilience of a Space
Marine, allow an Apothecary to perform battle surgery
The Apothecary's role is to serve as a field medic and
with a good chance of success.
bio-researcher. Along with being highly trained in
medicine, they are elite warriors, the better to protect It is also the Apothecary's duty to harvest from the
their brothers where the battle is hardest. bodies' of fallen Marines the two implanted Progenoid
glands, allowing for the gene-seed material to be
cultivated and re-implanted in a Neophyte.
APOTHECARY PRIMARIS APOTHECARY
TIER 3 SPECIES Adeptus XP Cost 276 TIER 4 SPECIES Primaris XP Cost 294
Astartes Astartes
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER] KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS,
[CHAPTER]
ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 5,
Willpower 3, Intellect 5 ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 4,
Willpower 3, Intellect 4
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Scholar 2,
Medicae 4, Stealth 3, Weapon Skill 3 SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Scholar 2,
Medicae 4, Stealth 3, Weapon Skill 3
ARCHETYPE ABILITY: Guard Thy Brethren
ARCHETYPE ABILITY: Guard Thy Brethren
Whenever you succeed at a Medicae test upon a Dying ally with
the ADEPTUS ASTARTES keyword, gain 1 Wrath. In addition, you Whenever you succeed at a Medicae test upon a Dying ally with
gain +Rank to Resolve and Determination while you can see or the ADEPTUS ASTARTES keyword, gain 1 Wrath. In addition, you
hear one or more Dying Adeptus Astartes allies. gain +Rank to Resolve and Determination while you can see or
hear one or more Dying Adeptus Astartes allies.
WARGEAR: Aquila Power Armour, Bolt Pistol, Astartes
Chainsword, Narthecium, Reductor, 3 Frag Grenades, 3 Krak WARGEAR: Mar X Tacticus Power Armour, Absolvor Bolt Pistol,
Grenades Narthecium, Reductor, 3 Frag Grenades, 3 Krak Grenades
INFLUENCE: +2 INFLUENCE: +2
Blood Must Flow! (p. 130), Die Hard (p. 132), And They Shall ATTRIBUTE S T A I WIL INT FEL
Know No Fear
RATING 6 6 5 4 3 5 1
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Assault Space Marine (Adeptus Astartes, Tier 3)
Assault Marines are those Space Marines equipped KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER]
with weapons for melee and close quarters combat, ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
fighting as part of an Assault Squad. These warriors Willpower 3, Intellect 3
excel at close quarters fighting and are equipped with
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Pilot 4, Scholar
powerful jump packs that allow them to leap forwards 1, Stealth 3, Weapon Skill 4
across the battlefield, closing the distance quickly and
descending upon their foes at high speed and with ARCHETYPE ABILITY: Hammer of Wrath
incredible force. When you charge into melee using your jump pack, all enemies
2 metres of the point where you land must pass an Agility test
Assault Marines normally form the vanguard of a Space (DN 2 +Rank) or be knocked Prone.
Marine attack, striking hard and fast against weak
WARGEAR: Aquila Power Armour, Bolt Pistol, Astartes
points in the enemy formation. Infantry are torn apart
Chainsword, Jump Pack, 3 Frag Grenades, 3 Krak Grenades
by blade and pistol, while krak grenades and other
demolition devices are used to break open enemy INFLUENCE: +1
armour and fortifications. Assault Marines are ever in SUGGESTED TALENTS
danger of being outflanked and overwhelmed every
And They Shall Know No Fear, Dual Wield (p. 133), Furious
time they range ahead of their brothers. Thus, even
Charge (p. 134)
while they butcher their foes in melee, they must
remain aware of the situation around them, ready to
withdraw and redeploy to avoid being stranded in in a
sea of foes.
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Chaos Space Marine (Chaos, Tier 3)
“Destroy, for the sake of Destruction. Kill, for the sake of Killing.”
— Unknown
A Chaos Space Marine, also sometimes called a Traitor KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC ASTARTES,
Marine, a Renegade Marine, or a Heretic Astartes, is a [LEGION]
former Loyalist Space Marine of the Imperium of Man ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
who has chosen to abandon the service of the Emperor Willpower 3, Intellect 3
of Mankind and dedicate himself to the service of SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Intimidation 1,
Chaos to achieve his own ends. Such corrupt Astartes Stealth 3, Survival 1, Weapon Skill 5
normally belong to one of the nine original Traitor
ARCHETYPE ABILITY: Master of Slaughter
Legions that betrayed the Emperor during the ancient
civil war called the Horus Heresy more than 10,000 When you inflict a critical hit, you count as having spend 1 Glory
standard years ago, while others come from Space to improve the effect. You may still spend additional Glory to
improve the effect further.
Marine Chapters created long after the Heresy ended
that have turned Renegade. Chaos can corrupt Astartes In addition, you gain 1d3x3 Corruption when you select this
of any time and place just as its siren call leads many Archetype.
lesser men to their damnation. WARGEAR: Aquila Power Armour, Bolt Pistol, Boltgun or
Astartes Chainsword, Astartes Combat Knife, 3 Frag Grenades, 3
Krak Grenades, grisly trophies
INFLUENCE: +2
SUGGESTED TALENTS
Disturbing Voice (p. 133), Let the Galaxy Burn (p. 135), Mark of
Chaos (p. 136)
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Chaos Space Marine Havoc (Chaos, Tier 3)
“Impurity shall be our armour. Hate shall be our weapon. Immortality shall be our reward”
— Unknown
INFLUENCE: +1
SUGGESTED TALENTS
Hail of Fire, Let the Galaxy Burn (p. 135), Mark of Chaos (p. 136)
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Chaos Space Marine Raptor (Chaos, Tier 3)
"Who can truly return to the grace of the God-Emperor without the searing pain which
accompanies having one's sin revealed in His just light? This brand I have here is but a small thing
by comparison, but the pain you feel should serve as a sufficient representation. Now, shall we
begin?"
You are an interrogator, seeking to extract truth from Beyond merely subduing and questioning suspects, a
those who transgress. Your methods are invasive, Chastener must be of a mind to rehabilitate them.
unpleasant, and often painful, and serve as a crucible While judgement and punishment will inevitably follow
through which impurity is removed from your any confession, a suspect must come to accept that
subjects. they have sinned and seek absolution in the judgement
they receive. Those who are unrepentant will seek
A Chastener is an Arbites specialist who is skilled in
vengeance for their just punishment, but the penitent
psychology and medicine alike, to allow them to
accepts the punishment as a necessary price to pay.
subdue and coerce wrongdoers, and to efficiently
question them afterwards. Chasteners must be CHASTENER
physically adept, skilled in non-lethal methods of TIER 3 SPECIES Human XP Cost 110
combat and restraint, to ensure that they can
dominate and control any suspect or prisoner they KEYWORDS: IMPERIUM, ADEPTUS ARBITES
face, but they must also have keen wits and an iron will, ATTRIBUTES: Strength 3, Toughness 3, Willpower 4, Fellowship
for they must be able to defeat a suspect’s mind as well 3
as their body to ensure that the truth is properly SKILLS: Cunning 1, Insight 3, Intimidation 3, Medicae 1,
extracted. It would be shameful for a Chastener to Persuasion 2, Weapon Skill 2
cease questioning just because they had received the
ARCHETYPE ABILITY: Subdue and Interrogate
answers they wanted.
You add +Rank bonus dice to all Intimidation and Insight tests
during an interrogation. In addition, when you make an attack
with an Agonizing weapon and your target exceeds their Max
Wounds as a result, you may choose for them to become
unconscious (unable to take further action, unaware of their
surroundings) rather than dying.
INFLUENCE: +2
RATING 3 4 3 3 5 3 4
SUGGESTED TALENTS
Deductive (p. 132), Dirty Fighter (p. 132), Disturbing Voice (p.
133)
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Confessor (Adeptus Ministorum, Tier 3)
An official version of this archetype can be found in the Forsaken System Player’s Guide.
"There are many who have transgressions against the God-Emperor they need to confess. This
simple act of admitting one’s own heresy is the first step towards redemption. It is the duty of my
Confessors to hear the sins of those in greatest need...the unwilling."
— Arch-Cardinal Ignato
A Confessor is a free-roaming zealot priest of the KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, PRIEST
Adeptus Ministorum who uses his evangelical platform ATTRIBUTES: Willpower 4, Fellowship 4
to agitate the crowds of Imperial citizenry that turn up
SKILLS: Leadership 2, Persuasion 3, Scholar 2
to hear his preaching. Under the spell of a Confessor,
swathes of citizens will rush forwards to confess their ARCHETYPE ABILITY: Incite Zeal
personal heresies, reveal their hideous mutations and You add +Double Rank to all Persuasion Interaction attacks
betray their comrades as psykers or other against targets with the IMPERIUM, SCUM, or HERETIC
untrustworthy deviants in the eyes of the God- keywords. In addition, you may spend a Wrath point to make
Emperor. yourself Frenzied; If you do so, then you may make all allies with
the IMPERIUM keyword within 15 +Double Rank metres
A Confessor’s words can stir a population to rise up Frenzied as well.
against a heretical lord or convince rebellious armies to WARGEAR: Laspistol, one melee weapon or one ranged weapon
lay down arms and surrender to the Emperor’s mercy of up to Value 7 and a rarity of up to Rare, Rosarius, knife,
(which is always brief and bloody). They can be found clothing (Ministorum robes), missionary kit, symbol of authority.
wandering the Imperium, berating the faithless and INFLUENCE: +3
imploring the Emperor-fearing citizenry of the
Imperium to denounce those who have sinned and SUGGESTED ATTRIBUTES XP Cost 80
blasphemed. They do not only operate amongst the ATTRIBUTE S T A I WIL INT FEL
masses, however. Confessors are often advisors to
RATING 3 3 3 3 5 3 5
high-ranking Astra Militarum and Imperial Navy
officers, Imperial Commanders, and other important SUGGESTED SKILLS XP Cost 86
personages, and sometimes, with special dispensation Awareness 1, Ballistic Skill 2, Insight 3, Intimidation 3, Leadership
from the Ecclesiarchy, they may even lead Wars of 3, Persuasion 5, Scholar 5, Weapon Skill 2
Faith against the sworn foes of the Emperor’s Light.
SUGGESTED TALENTS
Each Confessor approaches their duties differently.
Supreme Presence [Persuasion] (p. 140), Consecrated Light (p.
Some prefer fiery speeches and rabble-rousing to incite 143), Inspired Blessing (p. 143)
populations into a zealous fervour, while others use
quieter words in the ears of guild leaders and other
organisations to form alliances and coalitions against
the enemies of Man and guiding them along the paths
approved by the Ministorum.
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Dark Reaper Aspect Warrior (Aeldari, Tier 3)
“Let not the fear of death stay your hand nor defeat your courage. The warrior who will prevail is
the one who conquers death, who becomes one with death as we have.”
The Dark Reapers are descended from Maugan Ra, the KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
Harvester of Souls, a mighty Phoenix Lord and the WARRIOR
founder of their Shrines. It was from him that the Dark ATTRIBUTES: Strength 3, Agility 4, Willpower 3
Reapers learned that even the mightiest of weapons
can be wielded with the precision of a scalpel, and so SKILLS: Awareness 3, Ballistic Skill 5
they take pride in the accuracy with which they use ARCHETYPE ABILITY: Inescapable Aim
their signature weapon, the Reaper Launcher. Spitting
You may reroll up to Double Rank dice on any Ranged Attack you
forth a hail of armour-piercing missiles capable of make.
taking down even the best-protected foes, these
WARGEAR: Heavy Aspect Armour, Reaper Launcher, Dark
weapons allow the Dark Reapers to exert total control
Reaper Rangefinder, mono-knife, spirit stone
over the battlefield and destroy targets at will.
INFLUENCE: +1
The Dark Reapers pride themselves on their accuracy.
To absorb the recoil of firing the Launcher and maintain SUGGESTED ATTRIBUTES XP Cost 94
a steady firing position, the powered limb supports ATTRIBUTE S T A I WIL INT FEL
include lower leg armour and boots fitted with
RATING 4 3 5 5 3 3 2
stabilisers and clamps to secure the Dark Reaper to the
ground. Their helmet incorporates specialised range- SUGGESTED SKILLS XP Cost 64
finding sensor vanes which extends out of the helmet
Athletics 2, Awareness 4, Ballistic Skill 6, Intimidation 3,
of their Aspect Armour and allows a Dark Reaper to Leadership 2, Scholar 3, Tech 1, Weapon Skill 3
achieve target lock on even fast-moving vehicles.
SUGGESTED TALENTS
Deadshot (p. 131), Ever Vigilant (p. 133), Legacy of Sorrow (p.
135)
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Detective (Adeptus Arbites, Tier 3)
"No servant of the Emperor dies unavenged. No enemy of the Emperor escapes unpunished!"
You are an investigator, a vigilant agent ever-watchful Some Detectives are skilled spies and infiltrators,
for those who would break the Emperor’s Law. Your operating undercover for long periods to unravel
gaze, extended through surveillance devices and conspiracies. Others are experts in surveillance,
networks of informants, allows you to find utilising pict-captors, vox-thieves, bio-sniffers, and
wrongdoers anywhere. other tools to gather information. Others still cultivate
networks of informants and spies, as well as agents
The Adeptus Arbites are an extremely visible presence
provocateur and saboteurs to provoke or disrupt illegal
upon any world in the Imperium. Even on worlds where
activities.
the Arbites are few in number, their facilities, their
uniforms, and their actions are carefully designed to DETECTIVE
ensure that their presence is felt. No-one should feel as TIER 3 SPECIES Human XP Cost 108
if the Arbites are too far away to worry about.
KEYWORDS: IMPERIUM, ADEPTUS ARBITES
This high-visibility presence is only part of the Arbites
ATTRIBUTES: Willpower 3, Intellect 4, Fellowship 4
methodology, however. The organisation is also
capable of employing subterfuge and deception to SKILLS: Awareness 2, Cunning 2, Deception 2, Investigation 3,
protect the order and stability of the Imperium. Scholar 1, Stealth 2
RATING 2 3 4 4 4 4 5
SUGGESTED TALENTS
Deductive (p. 132), Paranoid (p. 137), Scum Savvy (p. 139)
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Devastator Space Marine (Adeptus Astartes, Tier 3)
“A Devastator's reach shall be without limit and his touch without mercy. Fire shall roar from his
fingertips, but it shall consume him not. Thunder will roar when he calls, yet it will swallow him
not.
Let the Devastator squad be thy blazing wrath, bringing the light of the Emperor's justice to the
darkest corners of the battlefield. Wherever he stands, that shall be his fortress of righteousness.
He shall hold in his gift the fate of all who pass before his unblinking gaze.
All shall fear him, and he shall fear no one.”
You bring heavy firepower to battle, in support of redeploying is one who cannot lay down fire to support
your brethren. No fortification, no overwhelming his brethren.
mass of foes, no armoured vehicle, can escape the
Devastators are trained to employ a wide range of
wrath that pours forth from a Devastator’s weaponry.
different heavy weaponry, from heavy bolters that lay
Devastators provide vital covering fire and long-ranged down curtains of fire, to armour-piercing lascannons,
support for their brethren. This may take the form of and versatile missile launchers, to more exotic plasma
eliminating prime targets, heavy suppressive fire, cannons, multi-meltas, and grav-cannons.
counter-battery fire against enemy heavy weapons, or
DEVASTATOR SPACE MARINE
the destruction of enemy armour. Each Devastator is
an expert at selecting the most important target, and TIER 3 SPECIES Adeptus XP Cost 270
they are all skilled marksmen. Their timely application Astartes
of overwhelming firepower has been a crucial part of KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER]
countless victories.
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
The long reach of a Devastator means that they are Willpower 3, Intellect 3
largely static in the field, moving from a firing position SKILLS: Athletics 3, Awareness 3, Ballistic Skill 5, Scholar 1,
only to relocate to a new one. This is a rare occurrence, Stealth 3, Tech 1, Weapon Skill 4
as the bulk of their weapons means that they are not
ARCHETYPE ABILITY: Unrelenting Devastation
as effective when fired on the move, even with the
prodigious strength of their bearers, and a Devastator When you sacrifice your Move to Brace a Heavy weapon, you
may add +Rank bonus dice to all attacks with that weapon, and
+Rank ED to that weapon’s damage.
INFLUENCE: +1
SUGGESTED TALENTS
And They Shall Know No Fear, Overwatch, Ever Vigilant (p. 133)
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Dire Avenger Aspect Warrior (Aeldari, Tier 3)
“I do not love the blade for its form, or its keen edge, but only for that which it defends. Must we
pay for existence with our very souls?”
You embody Khaine’s aspect of the noble warrior When not at war or embarked upon missions, the Dire
seeking vengeance. You are prepared for battle at a Avengers spend much of their time at their Aspect
moment’s notice, and you will not yield while your foe Shrine, meditating upon battle, studying the tactics and
lives or while your people are threatened. strategies of their ancestors, and practicing their skills
at arms.
The Dire Avengers trace their lineage back to Asurmen,
the first of the Phoenix Lords and founder of the Aspect DIRE AVENGER ASPECT WARRIOR
Shrines. It is because of Asurmen that the Dire TIER 3 SPECIES Aeldari XP Cost 116
Avengers are the most common of the Aspect
Warriors, as he founded more Shrines on more KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
WARRIOR
Craftworlds than any other Phoenix Lord.
ATTRIBUTES: Agility 4, Initiative 4, Willpower 3
The Dire Avengers' signature weapon is the Avenger
Shuriken Catapult, a modified version of the typical SKILLS: Ballistic Skill 4, Leadership 2, Weapon Skill 4
Shuriken Catapult with an extended barrel, power feed ARCHETYPE ABILITY: Defensive Tactics
and inbuilt rangefinder. To wield a shuriken is
You add +Rank to your Defence. In addition, when an enemy
considered an art form by Dire Avengers, who use the
Charges you, you may make a ranged attack against them as a
deadly weapons in battle to create impenetrable Reflexive Action, adding +2 to the DN of the attack. This attack
storms of monomolecular blades which slice their is resolved before the enemy moves.
enemies to ribbons. Even when a Dire Avenger has
WARGEAR: Aspect Armour, Avenger Shuriken Catapult,
removed their armour and left their shrine, they will targeting vane, mono-knife, 3 plasma grenades, spirit stone.
keep these razor-sharp discs hidden under their
INFLUENCE: +2
clothing, never truly unarmed.
SUGGESTED ATTRIBUTES XP Cost 68
Those who attend
the shrine of the ATTRIBUTE S T A I WIL INT FEL
Dire Avengers are RATING 3 2 5 5 4 3 2
the manifestation
of the noble SUGGESTED SKILLS XP Cost 66
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An Abundance of Apocrypha
Fire Dragon Aspect Warrior (Aeldari, Tier 3)
“We bring only death, and leave only carrion. It is a message even a Human can understand.”
You embody Khaine’s aspect of the destroyer, and the Phoenix Lords for the Rhana Dandra, the Final Battle,
brutal, wanton desolation of warfare. With fire do you and be the last one to fall in this epic confrontation.
scour the battlefield clean of the enemy, and not even
They have an unsurpassed mastery of their chosen and
within armoured vehicles or behind fortifications are
highly dangerous weapons, and they take savage
they safe from your fury.
delight in the devastation they create. For this reason,
The Fire Dragons are one of the forms of Eldar Aspect the Aeldari believe that the Fire Dragons are the
Warriors, who represent a different aspect of the Eldar embodiment of the Aeldari War God Kaela Mensha
war god Kaela Mensha Khaine. Embodying the Khaine's penchant for pure destruction. It is said that
writhing, sinewy dragon of Eldar myth, Fire Dragons are Fire Dragon Exarchs generate a corona of lambent
aggressive and warlike close combat fighters who flame around themselves when the battle lust is upon
utilized heat weapons to destroy enemy vehicles and them.
strongpoints.
FIRE DRAGON ASPECT WARRIOR
The founder of the Fire Dragons was Fuegan, the first TIER 3 SPECIES Aeldari XP Cost 108
of the Phoenix Lords who learned the ways of war from
Asurmen and established his own Shrines on many KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
WARRIOR
Craftworlds to school new pupils in the art of fire and
flame. When the Fallen Pheonix Arhra betrayed his ATTRIBUTES: Toughness 3, Agility 4, Willpower 3
fellows and attacked the Shrine of Asur, Fuegan SKILLS: Athletics 2, Ballistic Skill 5, Tech 3
refused to leave and was thought lost when the shrine
was destroyed until he reappeared centuries later. ARCHETYPE ABILITY: Fiery Destruction
Tradition has it that Fuegan will call together the When you attack a vehicle, structure, or monstrous creature,
add +Rank ED to the attack. In addition, add +Rank to your
Resilience against attacks with the FIRE or MELTA keywords.
INFLUENCE: +1
RATING 3 4 5 5 4 3 2
SUGGESTED TALENTS
Deadshot (p. 131), Die Hard (p. 132), Battle Focus, Strike and
Fade
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Flash Git (Ork, Tier 3)
"Bought me a deffblasta off Rotskrag earlier. Nice little killa. Just ask Rotskrag, hur hur."
You’ve got the best guns, the best gear, and the Many Flash Gitz love to flaunt their powerful weapons
shiniest gubbinz! There’s nothing in the universe that to other Orks, and they are often accompanied by well-
can stop you! dressed Grots who often boast of their master's
achievements. Flash Gitz are sometimes kicked out of
Flash Gitz are an elite breed of Ork Nobz who are
Ork tribes for their wealth and general obnoxious
obsessed with their lovingly customised, ostentatiously
behaviour though, which can lead to them going down
polished and painted weapons known as Snazzguns
the path of a Freebooter.
that can potentially wipe out entire squads of infantry
in a hail of fire. Unlike other Nobz, Flash Gitz prefer FLASH GIT
"more dakka" to being "stompier," that is to say, they TIER 3 SPECIES Ork XP Cost 84
prefer ranged fire over melee combat.
KEYWORDS: ORK, [CLAN]
They are powerful ranged heavy infantry troops for an
ATTRIBUTES: Strength 4, Toughness 3, Agility 3
Ork WAAAGH! Many Flash Gitz are members of the Bad
Moons Clan, where they serve as the clan's elite SKILLS: Ballistic Skill 3, Cunning 2, Intimidation 2
infantry. In addition to their powerful armament, Flash
ARCHETYPE ABILITY: Gun-Crazy Show-Off
Gitz often wear garish armour, adorned with bionic
eyes (usually called Gitfindas) and skull trophies If you roll a 6 on your Wrath die when making a ranged attack,
you may spend a reload to immediately make a second shooting
mounted on their weapons or upon their back. Due to
attack with that weapon at the nearest target.
their hulking size and powerful musculature, which is
typical for Ork Nobz, they are still capable close WARGEAR: Snazzgun, Choppa, ‘Eavy Armour, 3 stikkbombs,
ammo runt
combatants with their Choppa Bayonets and Sluggas.
Flash Gitz consider themselves to be at the top of Ork INFLUENCE: +2
society, having accumulated large numbers of Ork SUGGESTED ATTRIBUTES XP Cost 64
teeth. ATTRIBUTE S T A I WIL INT FEL
RATING 5 5 3 4 3 1 2
SUGGESTED TALENTS
Die Hard (p. 132), More Dakka! (p. 137), Trademark Weapon (p.
141)
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Guild Engineer (Squat, Tier 3)
“An Engineer travels light because it's easier. Instead of lugging several thousand tools around
with you, get where you're going, look at the job, decide what tools you need, and make them on
the spot. Far more practical.”
You’re a craftsman first and foremost, an artisan who arms, armour, vehicles, and war machines. There are
knows the value of building something properly. others aboard each Squat vessel, maintaining the
You’re meticulous, precise, and have just the right mix complex systems that keep them voidworthy. Thus,
of creativity and reverence for tradition – enough to even after the cataclysm, many of the Engineer’s Guild
make your own mark on your creations, not enough remain, and though some of their most carefully
to get yourself blown up by your own experiments. Of guarded secrets were lost with the Master Engineers,
course, your skills are expensive; the kind of work you enough survived, with enough lore to maintain the old
do isn’t cheap. traditions.
The Engineer’s Guild – Endrinkalan – had branches, Needless to say, the Adeptus Mechanicus are eager to
known as Lodges, in every Stronghold, on every Squat obtain the knowledge of these scattered abhuman
Homeworld. Their influence ran parallel to the Leagues artisans.
that bound Strongholds together, and no Lord would
GUILD ENGINEER
turn away a Guild Engineer in good standing. The
technology they create rivals the artifice of the Adeptus TIER 3 SPECIES Squat XP Cost 70
Mechanicus, and while Guild Engineers have their KEYWORDS: SQUAT, ABHUMAN, [LEAGUE]
share of “Guild secrets”, they do not wreathe their
ATTRIBUTES: Toughness 3, Willpower 3, Intellect 3
works in the superstition and mystery of the Cult
Mechanicus… much to the consternation of many a SKILLS: Scholar 1, Tech 3, Weapon Skill 2
Magos.
ARCHETYPE ABILITY: Guild Techniques
There was at least one engineer in each company of You receive +Rank on Tech tests to repair a damaged machine,
War-Pledged, hired to oversee the maintenance of or to craft a new one. You may re-roll up to Rank dice on any skill
test made to use a device you’ve personally built. You are
considered to have built all of your starting wargear personally.
INFLUENCE: +2
SUGGESTED ATTRIBUTES XP Cost 87
RATING 3 4 2 2 4 6 2
SUGGESTED TALENTS
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Hearthguard (Squat, Tier 3)
“We have always been a race of traders. It is natural to us that we should trade the fighting skills
of our Brotherhoods. As well as bringing us a profit, it also allows our youngsters to gain
experience and honour, and to keep alive the skills which our strongholds may one day need for
their own defence.”
Hearthguard serve several roles within a company. WARGEAR: Bolter, Power Axe, Bolt Pistol, mono-knife, Ionclad
Outside of battle, they provide counsel to the Jarl, Carapace Armour, 3 frag and 3 krak grenades.
battlefield. The rest are spread throughout the SUGGESTED SKILLS XP Cost 62
company, leading squads of warriors in battle and
Awareness 3, Ballistic Skill 5, Insight 2, Intimidation 3, Leadership
serving as an example for others to follow or gathered 3, Persuasion 3, Tech 2, Weapon Skill 5
together in elite units to anchor a battle line.
SUGGESTED TALENTS
As befits their status, they are equipped with the finest
Brutalist (p. 130), Die Hard (p. 132), Noble Peer (p. 137), Not
wargear, and their arms, armour, and personal effects
Another Step Back
are of the highest quality, lovingly crafted and as
aesthetically pleasing as it is effective.
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Howling Banshee Aspect Warrior (Aeldari, Tier 3)
You embody the sudden wrath of Khaine, attacking one which is felt rather than heard, and that spirits
with such swiftness and certainty that no foe can have been known to disperse unexpectedly during the
properly defend itself. Your speed and you war cries transference between spirit stones. Legend says that
confound foes, robbing them of coherent thought the creation of the Aspect came when the Crone
moments before their lives are ended. Goddess Morai-Heg desired the knowledge contained
within her divine blood and thus sent her daughters to
Howling Banshees are one of the types of Eldar Aspect
haunt their father, the war god Kaela Mensha Khaine,
Warrior who represent a facet of the war god Kaela
as he was the only being capable of harming another
Mensha Khaine. These lightly equipped warrior-
god. Seeking to end his torment, he decided to grant
women are fearsome close combat specialists who
Morai-Heg her wish and severed her hand which
draw their inspiration from the unearthly creature with
allowed her to drink the knowledge contained within.
which they share a name. What they may lack in brute
In exchange for his help, Khaine was granted the
strength they more than make up for in precision and
Howling Banshee Aspect and thus it came into being.
efficiency, and their piercing war cry has signalled the
As such, it is only fitting that the Howling Banshees are
doom of countless foes.
perhaps the most feared of all of the Aspect Warriors.
According to Eldar mythology, banshees are the HOWLING BANSHEE ASPECT WARRIOR
harbingers of woe and death whose cry it is said
heralds’ ill fate, calling forth dead spirits from the Warp TIER 3 SPECIES Aeldari XP Cost 127
and forewarning certain death. A more sinister KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
implication of the banshee's call is that it may even WARRIOR
tempt spirits out from their Spirit Stone and thus lure
ATTRIBUTES: Agility 5, Initiative 4, Willpower 3
them into the arms of Chaos. What is known is that the
release of a spirit is accompanied by a shrieking call, SKILLS: Athletics 2, Intimidation 2, Weapon Skill 5
INFLUENCE: +1
RATING 3 2 6 5 4 3 2
SUGGESTED TALENTS
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Incubus (Drukhari, Tier 3)
“The blade that I wield is an extension of myself, as I am an extension of my blade. We both thirst
for blood. We both seek only murder. Only in death do we find purpose in life.”
You are the killing strike, the decapitating blow. You Incubi and created the first Incubus Shrine in the Dark
are the edge of the blade, the momentum of the City of Commorragh. Some believe Arhra to be Drazhar,
swing. You do not tarnish your prowess with mercy, the Master of Blades, the greatest of the Dark Eldar
nor impair yourself with thoughts of honour. Incubi.
The Incubi are an order of faceless warriors, masters in The Incubi do not swear allegiance to any specific Kabal
the use of the long-bladed weapon known as the or Wych Cult, as servants of Khaela Mensha Khaine,
Klaive. Everything about a fully armoured Incubus their loyalty is first and foremost to their war-shrine, an
conveys menace. His armour is spiked and segmented aspect in which they are eerily similar to the Craftworld
from top to toe, and his ornate helm is framed by a pair Aeldari Aspect Warriors. There are dozens of Incubi
of great razored horns that lend him an almost shrines dotted throughout the Dark City, from towering
daemonic aspect. Incubi possess a sinuous and sinister pinnacles of black crystal to labyrinthine networks of
grace, and each of their movements sings with their brazier-lit caverns. While the smallest of these shrines
barely suppressed potential for violence. Their every may play host to no more than a handful of Incubi—
waking moment is dedicated to the absolute perfection taking the form of a central shrine surrounded by the
of their craft—that of killing as frequently and as trophy-hung cells of the Incubi who train there—the
cruelly as possible with their ritual weapon. larger shrines are rather more spectacular.
In this way the Incubi echo the Aspect Warriors of their INCUBUS
Craftworld kin, supplanting purity of purpose with TIER 3 SPECIES Drukhari XP Cost 102
twisted obsession, and icy calm with channelled hate.
It is believed that the very first Incubus was the first KEYWORDS: DRUKHARI
Phoenix Lord of the Striking Scorpions Aspect Warriors, ATTRIBUTES: Strength 3, Agility 4, Willpower 3
Arhra, the "Father of Scorpions," now usually referred
SKILLS: Athletics 2, Intimidation 2, Weapon Skill 5
to as the "Fallen Phoenix," who fell to the service of
Slaanesh by walking the Path of Damnation and joined ARCHETYPE ABILITY: Lethal Precision
the Drukhari. Arhra became the first Hierarch of the For each Exalted Icon you roll on the damage roll for a melee
attack, you may roll one additional ED. These additional ED
cannot themselves allow you to roll extra ED.
INFLUENCE: +1
RATING 4 3 5 5 4 3 1
SUGGESTED TALENTS
Brutalist (p. 130), Storm of Death (p. 140), Power Through Pain,
Deceptive Retreat
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“The wind whipping across your face as your blades whip across the throats of the foe. It makes
the blood sing.”
You are the Spear of Khaine, striking as lightning, and a number which sometimes includes an Exarch to lead
slaying with a single blow. Atop the swiftest of them.
steeds—a jetbike—you swoop down upon your prey
Yet even a small unit of Shining Spears can turn the tide
and pierce their hearts with your mighty lance.
of a protracted battle, for their legendary charges hit
The Shining Spears are one of the rarest and most home with the force of a thunderbolt. Few enemies can
specialised of the Aeldari Aspect Warriors. The Shining withstand such a devastating charge.
Spears possess a bright and clear virtue that marks
Shining Spears ride sleek, gleaming Aeldari Jetbikes to
each one out as a warrior hero and a champion of the
war, their vehicles' anti-gravitic motors allowing them
Aeldari race. Aeldari mythology is replete with
to skim over even the roughest terrain at a breakneck
examples of noble heroes at one with their steed and
pace. Each Aspect Warrior is so in tune with their
in the Shining Spears, the glories of legend are made
Jetbike that they can execute complex, high-speed
manifest once more.
aerial manoeuvres with a single gesture.
In battle, they fight as the Spear of Kaela Mensha
SHINING SPEAR ASPECT WARRIOR
Khaine, the invincible weapon of the Aeldari God of
War that struck like lightning and killed any foe with a TIER 3 SPECIES Aeldari XP Cost 141
single blow. Shining Spears can be distinguished from KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
all of the other Aeldari Warrior Aspects for they are the WARRIOR
only Aspect Warriors to make use of anti-gravity
ATTRIBUTES: Strength 3, Agility 5, Willpower 3
Jetbikes.
SKILLS: Pilot 5, Tech 2, Weapon Skill 5
The Shining Spears Aspect also have only a tiny
presence on a few Craftworlds, including the major ARCHETYPE ABILITY: Ride the Wind
ones such as Ulthwé, but are regarded as an elite force, You may reroll Double Rank dice on any Pilot test you make
glittering exemplars of the warrior way. Shining Spear when operating an Aeldari Jetbike.
squads are relatively small, just three to five warriors, WARGEAR: Heavy Aspect Armour, Laser Lance, Aeldari Jetbike,
spirit stone.
INFLUENCE: +1
RATING 3 3 6 4 4 3 2
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Sicarian Infiltrator (Adeptus Mechanicus, Tier 3)
An official version of this archetype can be found in the Forsaken System Player’s Guide.
Every Sicarian was once a Skitarii who was grievously Athletics 4, Awareness 4, Ballistic Skill 3, Scholar 3, Stealth 4,
injured in battle, such as losing all their limbs or being Tech 3, Weapon Skill 5
extensively burned. If these fallen are judged still fit to SUGGESTED TALENTS
serve the Omnissiah, they are not incinerated but
instead taken back to be augmented into lethal killing Augmetic (p. 129), Eliminator (p. 133), The Flesh is Weak (p. 140)
machines. This process can take place as long as a Tech-
Priest possesses a
head, torso, and
some limb-stumps.
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Sicarian Ruststalker (Adeptus Mechanicus, Tier 3)
An official version of this archetype can be found in the Forsaken System Player’s Guide.
You have had the weakness of flesh cast away to hone Sicarian Ruststalkers also called "shivs", a reference to
your body into a living weapon in the Omnissiah’s a way they repeatedly plunge their transonic weapons
arsenal. Now, little can stop you from cutting a bloody into their enemies, visible only as a blur of blue and
swathe through the enemy ranks. arcing sprays of scarlet blood.
RATING 4 3 4 5 3 3 1
SUGGESTED TALENTS
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Sister of Silence Null-Maiden (Adeptus Astra Telepathica, Tier 3)
"We are mute but not without power, we are silent but not without resolve, we are untouchable
but not without courage, we are sisters and have but one father. We are seekers and we shall find
our prey; we are warriors and woe to those we oppose, the Emperor's mark is on our brow, all
who deal with the Warp must beware, His Judgement and vengeance is ours to deliver!"
Your very existence is anathema to the witch, the upon being nominated for Sisterhood. Before this,
sorcerer, and the daemon. You guard the Imperium when they are novices, they can converse normally.
against such things, waging a silent, thankless war for Amongst their other duties, novices sometimes act as
a people who know not that you exist and who would interpreters between senior Sisters and other agents of
feel revulsion at your nature were they to encounter the Imperium. Full Sisters converse in their own sign-
you. languages, but most are conversant in numerous other
forms of sign-communication, such as Astartes battle-
The Sisters of Silence were once the Divisio Investigates
sign.
of the Divisio Astra Telepathica, tasked with hunting
down rogue psykers and other psychic threats across The rank-and-file Sisters of Silence are known as Null-
the galaxy. They helped to enforce the Imperium's rigid Maidens, and they are commonly divided into three
laws on the use of psychic powers. The Sisters of groups: flamer-armed Seekers, bolter-armed
Silence's original purpose was to hunt and kill rogue Prosecutors, and the deadly Vigilators with their
human psykers whose activities presented a terrible Execution Blades.
danger to the people of the newborn Imperium of Man
SISTER OF SILENCE NULL-MAIDEN
and to oversee the tithe of psykers from every Imperial
world to Terra. TIER 3 SPECIES Pariah XP Cost 110
Along with the Legio Custodes, answered only to the KEYWORDS: IMPERIUM, ADEPTUS ASTRA TELEPATHICA,
Master of Mankind, and were amongst His most SILENT SISTERHOOD, TALONS OF THE EMPEROR
trusted servants. In the millennia following the Heresy, ATTRIBUTES: Agility 4, Initiative 4, Willpower 4
however, the Sisterhood became less prominent, and
by the late 41st Millennium they had dwindled almost SKILLS: Ballistic Skill 3, Investigation 2, Weapon Skill 3
to extinction. Most of those remaining were occupied ARCHETYPE ABILITY: Witch Hunter
aboard the Black Ships, hunting psykers and
You add +Rank ED to all attacks you make against creatures with
performing the crucial role of damping the potent and the PSYKER keyword.
uncontrolled abilities of their cargo. A few other groups
were scattered around the Imperium, most reduced to WARGEAR: Vratine armour, mono-knife, Psyk-out Grenades,
translator servo-skull, and one of the following: Bolter, Flamer,
a handful of members. or Executioner Greatblade
Yet, after thousands of standard years in obscurity, INFLUENCE: +2
when Roboute
SUGGESTED ATTRIBUTES XP Cost 80
Guilliman
returned, so too ATTRIBUTE S T A I WIL INT FEL
did the Sisters
RATING 3 3 4 5 5 3 1
of Silence.
SUGGESTED SKILLS XP Cost 80
Each Sister
Athletics 2, Awareness 3, Ballistic Skill 5, Investigation 3, Scholar
swears a life-
2, Stealth 2, Survival 2, Weapon Skill 5
long oath of
silence known SUGGESTED TALENTS
as the Oath of Deductive (p. 132), Ever Vigilant (p. 133), Anathema
Tranquility
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Sister Seraphim (Adepta Sororitas, Tier 3)
An official version of this archetype can be found in the Forsaken System Player’s Guide.
"They appear upon the field of battle; the suns are their halos and their arms are the Emperor’s
judgement. I welcome their arrival as the number of executions I must perform decreases
significantly."
You are one of the elite of the Adepta Sororitas, a Seraphim are schooled in the Orders Militant’s most
warrior who delivers the Emperor’s Judgement from ancient fighting techniques, learning to wield their
on high, borne upon wings of flame. Every report from sidearms in brutal melees as other warriors brandish
your pistols is another heretic condemned. knives and swords. Seraphim deflect the strikes of their
foes with fluid grace before landing a killing blow of
The Seraphim are elite warriors of the Orders Militant
their own, typically with a point-blank headshot from a
of the Adepta Sororitas who serve as the Sisters of
Bolt Pistol.
Battle's primary assault infantry. Amongst the highly
devoted warriors of the Orders Militant there are those SISTER SERAPHIM
Battle-Sisters whose faith burns so brightly that it TIER 3 SPECIES Human XP Cost 86
appears as if the Emperor Himself guides their actions.
These angelic warriors are known as Seraphim, and KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA
SORORITAS, [ORDER]
they are exclusively trained to use Jump Packs.
ATTRIBUTES: Strength 3, Toughness 3, Agility 3, Willpower 3
More importantly, they are also taught the co-
ordination, dexterity and control to fire two pistols at SKILLS: Ballistic Skill 3, Scholar 1, Pilot 2, Weapon Skill 2
once. These warriors dedicate many painstaking Terran ARCHETYPE ABILITY: Angelic
years to perfecting these arts. Time and again
You and any allies within 15 metres gain +Double Rank bonus
Seraphim have struck like avenging angels, descending
dice to Corruption Tests and Resolve Tests. You gain +Double
into the thickest of fighting upon wings of fire, their Rank bonus dice to any Test to resist the effects of a Psychic
Bolt Pistols spitting death at their foes. Power.
INFLUENCE: +2
RATING 3 4 4 5 4 1 2
SUGGESTED TALENTS
Dual Wield (p. 133), Simultaneous Strike (p. 139), Shield of Faith
(p. 144), The Emperor Protects (p. 144)
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Striking Scorpion Aspect Warrior (Aeldari, Tier 3)
"Attack swiftly, and without warning. This is the mantra of the striking scorpions -- it is the way of
all our kind."
You are a silent hunter, a predator stalking prey upon former master with the patience necessary to become
battlefields across the galaxy. When you strike, it is consummate hunters. Karandras would be responsible
against foes who did not suspect you were there. for spreading this new teaching and installing new
Aspect Shrines on the Eldar Craftworlds.
The Striking Scorpions are one of the forms of Aspect
Warriors used by the Eldar, focusing on the close STRIKING SCORPION ASPECT WARRIOR
combat aspect of battle. They epitomise the deadly TIER 3 SPECIES Aeldari XP Cost 108
attributes of their namesake, which can sting and kill a
creature many times its size. Preferring to stalk their KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
WARRIOR
enemy and strike at them from the shadows, they are
merciless killers who revel in the hunt and the kill. ATTRIBUTES: Strength 3, Agility 4, Willpower 3
The history of the Striking Scorpions is shrouded in SKILLS: Athletics 2, Stealth 3, Weapon Skill 5
infamy from their very beginning. The founder of their ARCHETYPE ABILITY: Hunt in the Shadows
Aspect Shrine, Arhra, was lured to darkness and
You may reroll up to Double Rank dice when making a Stealth
betrayed Asurmen and the other, Asurya, by bringing
test. In addition, you add +Rank bonus dice when you make a
daemons into the First Shrine to wage war upon his Surprise Attack.
fellow Phoenix Lords. Those loyal to Asurmen were
WARGEAR: Heavy Aspect Armour, Scorpion Chainsword,
defeated and scattered
Shuriken Pistol, Mandiblaster Helm, 3 plasma grenades, Spirit
across the stars, but Arhra Stone
himself would eventually
INFLUENCE: +1
flee into the Webway,
becoming "the SUGGESTED ATTRIBUTES XP Cost 94
Fallen Phoenix
ATTRIBUTE S T A I WIL INT FEL
who burns with
the dark light of RATING 4 3 5 5 4 3 2
Chaos." In his place SUGGESTED SKILLS XP Cost 68
rose Karandras, Arhra's
Athletics 3, Awareness 3, Ballistic Skill 4, Scholar 2, Stealth 5,
greatest pupil, who would
Weapon Skill 6
give the Striking Scorpions
their current form by SUGGESTED TALENTS
tempering the murderous Eliminator (p. 133), Silent (p. 139), Deceptive Retreat
nature instilled by the
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Swooping Hawk Aspect Warrior (Aeldari, Tier 3)
“I am a messenger upon swift and glittering wings; the message I bring is retribution.”
You soar through the air, seeking those deserving of The Fall itself, but it is foretold he will die his final death
your wrath. Once you have found your quarry, you during the Rhana Dandra, the last battle against Chaos.
descend from the skies, the feather-plates of your Of all the Aspect Shrines the Swooping Hawks are
wing-pack shrieking like your namesake hawk, and among the most mobile, thanks to their Swooping
you rain a fusillade of plasma fire and searing light Hawk Wings, which allow them to lift off into the air at
upon them. a moment's notice and fly across the battlefield. The
speed and agility this give the Swooping Hawks more
The Swooping Hawks are a type of Aspect Warrior,
than makes up for the fact that their Aspect Armour,
Eldar who fight according to one of the aspects of Kaela
compared to that worn by other Shrines, is thinner and
Mensha Khaine. The Swooping Hawks take their name
offers less protection. The armour is typically coloured
from the wild hunting birds of Eldar mythology, who
like the sky, such as a pale blue or grey, with
symbolize revenge and retribution. Just as the birds of
contrasting colours as well, especially on the wings.
legend contain the spirit of a murdered Eldar, hovering
over their killers as a mark of guilt, so too do the SWOOPING HAWK ASPECT WARRIOR
Swooping Hawks fly across the battlefield, dealing swift TIER 3 SPECIES Aeldari XP Cost 101
death to their enemies.
KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
The Swooping Hawks were founded by Baharroth, the WARRIOR
Winged Phoenix, said to be the finest student of
ATTRIBUTES: Agility 5, Willpower 3
Asurmen. Like the other Phoenix Lords, he is as old as
SKILLS: Athletics 2, Ballistic Skill 5
So long as you are able to Fly, you may Fall Back as a Simple
action, rather than a Combat Action. In addition, when you take
the Full Defence action, you immediately move twice your Flying
Speed (instead of halving your Speed) away from the enemy and
add +Rank bonus dice to the Initiative test to increase your
Defence. Naturally, these abilities require that you be able to fly,
and have room to do so.
INFLUENCE: +2
RATING 2 2 6 6 4 3 2
SUGGESTED TALENTS
Acute Sense (Sight) (p. 129), Battle Focus, Strike and Fade
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Verispex Adept (Adeptus Arbites, Tier 3)
"There is here such a wealth of evidence, that the perpetrator has all but signed his name to the
crime. One needs only the proper knowledge and tools to find it. Your culprit will be condemned
presently."
In situations where the perpetrator of a crime cannot of their temples, though they are not fully inducted
be located or identified, it is your responsibility to members of their order in the way that Techmarines of
study the scenes of their crimes, discerning even the the Adeptus Astartes are. Nonetheless this is
smallest detail that might uncover the guilty. considered a high honor, and Verispex sport a blue
steel armband to mark them out as ordained by the
Verispex are specialists in the gathering and analysis of
Omnissiah. This makes some Arbites commanders
forensic evidence. They are able to track a weapon
sceptical of the Verispex, who view them as not having
from a spent slug, determining its exact pattern from
complete loyalty to the ideals of the Lex Imperialis.
the temperature of a las-burn or the tear-pattern of a
Chain Weapon. They are able to filter out and separate The skills of a Verispex Adept are highly prized, and
tiny organic traces clinging to a burgled Adeptus shrine they are often seconded by Inquisitors, either
so that Cyber-Mastiffs can be put on the scent or temporarily or long-term, to aid in difficult
identify the print-mill three systems away whose stolen investigations.
inks were used on underground pamphlets inciting
VERISPEX ADEPT
sedition.
TIER 3 SPECIES Human XP Cost 107
A Verispex may spend years of their career cataloguing
the unique signatures of the artificial atmosphere KEYWORDS: IMPERIUM, ADEPTUS ARBITES, ADEPTUS
MECHANICUS
aboard every starship in their Sub-Sector so that a
suspect can be traced by the residue found in their ATTRIBUTES: Willpower 3, Intellect 5
lungs. Though often confined in laboratories, Verispex SKILLS: Awareness 3, Investigation 3, Scholar 3, Tech 2
are known to
work in the ARCHETYPE ABILITY: Crime Scene Investigation
field with You have seen enough crime scenes that you can quickly identify
standard common patterns. When you shift one or more Exalted Icons on
Arbitrators as an Investigation test, you count as having shifted +Rank
additional Exalted Icons (this doesn’t affect whether you pass or
well as
fail, just the number of extra benefits you get from shifting).
Detectives.
Because their WARGEAR: Bodyglove, clothing, Laspistol, knife, Auspex, data-
slate, Preysense goggles, Memorance Implant
skills require a
great deal of INFLUENCE: +2
technical and
SUGGESTED ATTRIBUTES XP Cost 68
scientific
knowledge, ATTRIBUTE S T A I WIL INT FEL
Verispex are RATING 2 3 3 3 4 6 2
trained by
SUGGESTED SKILLS XP Cost 62
Tech-Priests
of the Awareness 5, Ballistic Skill 2, Investigation 5, Scholar 4, Tech 3
Adeptus
SUGGESTED TALENTS
Mechanicus in
the lesser lore Acute Sense (p. 129), Deductive (p. 132), Loremaster (p. 136)
Page 95 of 258
An Abundance of Apocrypha
Warp Spider Aspect Warrior (Aeldari, Tier 3)
"The enemy thinks themselves secure, their position unassailable from any direction. They would
be correct, if our methods of approach were as limited as their understanding."
You are a silent hunter, a predator stalking prey upon warriors, the Warp Spiders' unique teleportation
battlefields across the galaxy. When you strike, it is abilities negates this disadvantage. The colouration of
against foes who did not suspect you were there. this armour is traditionally some variation on red and
black, and it is warded to allow for safer travel through
The Warp Spiders are one of the types of Aspect
the Warp, which provides some protection against
Warriors, Eldar who represent a facet of their war god
psychic powers.
Kaela Mensha Khaine. Taking their name from the
same creatures who protect the Infinity Circuits of their Of all the Aspect Shrines the Warp Spiders are
Craftworlds, Warp Spiders epitomise aggressive considered the bravest simply for their normal method
defence and make use of their teleportation devices to of operation. Even traveling a short distance through
attack the enemy suddenly and disappear before they the Warp is a tremendous risk, with not just their lives
can retaliate. but their very souls on the line. Despite this they are
also regarded as strange and terrifying, the furthest
Warp Spiders are deadly warriors who model their
removed from the normal Eldar mindset of all the
weaponry and armour on those of the warp spiders,
Aspect Shrines. Warp Spiders also tend to have a bleak
which swarm and destroy any intruding psychic
outlook on life, and rarely mix with warriors from other
presence within the Wraithbone skeleton of their
Aspect Shrines.
Craftworld. The signature piece of equipment used by
Warp Spiders is the Warp Spider Jump Generator, a WARP SPIDER ASPECT WARRIOR
compact device housed within the armoured backpack TIER 3 SPECIES Aeldari XP Cost 108
of their Aspect Armour which allows for short journeys
through the Warp. Using this warp-generator Warp KEYWORDS: AELDARI, ASURYANI, [CRAFTWORLD], ASPECT
WARRIOR
Spiders can unexpectedly materialize right next to their
foes and fire their ritual weapon, the Death Spinner, ATTRIBUTES: Agility 4, Intellect 3, Willpower 4
which easily slices through flesh and bone. SKILLS: Awareness 3, Ballistic Skill 4, Tech 2
Warp Spider armour is much bulkier compared to ARCHETYPE ABILITY: Flickerjump
those worn by most other Shrines, making them more
As a Reflexive Action when a ranged attack is made against you,
heavily armoured but slower. While this would be
you may add +Double Rank to your Defence, as you use your
more constricting for the movements of other Eldar Warp Jump Generator to flicker in and out of reality.
INFLUENCE: +1
RATING 3 3 5 4 5 4 2
SUGGESTED TALENTS
Page 96 of 258
An Abundance of Apocrypha
Weirdboy (Ork, Tier 3)
— Weirdboy Gazrog
Your brain hurts. All the other Orks are boiling over inconvenient. Any Weirdboy lucky enough to reach
with aggression, and every shout and every thrill of maturity will have learned how to release his powers in
excitement they feel goes straight to your brain, like a searing energy blast or destructive wave. Though this
you’re a lightning rod for all their fury. But that power makes the Weirdboy feel fantastic, it can result in a
has to go somewhere, and you’ve learned that when messy death for anyone in his vicinity.
it gets too much, you can make all that power do
Some Weirdboyz, known as "Warpheads," become
things… strange things.
addicted to the thrill of spewing WAAAGH! energy,
A Weirdboy is one of the Orks' psykers, unique in that actively seeking out the deadly rush of battle. For
he acts as a psychic sponge, absorbing and channelling whatever reason, unlike normal Weirdboyz,
the natural psychic energies constantly emanated by Warpheads have survived enough battles for their
other Orks. Weirdboyz are the most psychically minds to become saturated with the power of the
attuned of all Orks. Weirdboyz unconsciously channel Warp, and actually revel in and enjoy the use of their
the background mental emissions of nearby powers.
Greenskins.
FLASH GIT
Even a close-run Squig-eating contest between two TIER 3 SPECIES Ork XP Cost 66
rowdy Boyz will cause waves of energy to pulse
through any Weirdboy that strays near. Unless the KEYWORDS: ORK, [CLAN], PSYKER
Weirdboy finds some way to release this pent-up ATTRIBUTES: Strength 3, Toughness 3, Willpower 4
energy his head will explode, detonating the heads of
SKILLS: Psychic Mastery 2
nearby Orks into the bargain. This can prove highly
ARCHETYPE ABILITY: The Power of the WAAAGH!
You are a Psyker; you know the Smite psychic power. You know
the WAAAGH discipline, and one power from that Discipline.
When using psychic powers, you do not choose a Power Level;
rather, you gain one additional Wrath die for every five Orks
within 20 metres of you. You must roll these Wrath dice. Each 1
rolled on a Wrath die when using a Psychic Power inflicts one
Mortal Wound on you instead of a roll on the Perils of the Warp
table, and if you exceed your Max Wounds from this, you
explode, dying instantly and inflicting 1d3+Tier Mortal Wounds
on all Orks within 20 metres.
RATING 5 5 3 3 6 1 1
SUGGESTED TALENTS
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An Abundance of Apocrypha
“I have seen this but once before. Six hundred years before your birth, your revered ancestor Lord
Thyngrim, whose name you bear in your turn, was on the world of Dioscis Theta. I was younger
then, undistinguished amongst the mass of the Brotherhood.”
“I cannot tell you how to win as he did. But if you don't mind uncomfortable truths, I can tell you
how to avoid losing as he did.”
You are one of the revered ancients of your people, and will often advise Lords of various Squat
centuries old and bearing the wisdom of that long life. strongholds.
And with that advanced age comes greater potency
Only a handful of Ancestor Lords remain, and it is
too, for psychic talents are unlocked in your mind, the
unlikely that any other Squats will survive long enough
better to guide and protect your people.
to attain that lofty status. Their knowledge and power
The typical lifespan for a Squat is about 300 years. are highly prized in these dark days, for they are often
However, a small portion of the population can live up the strongest link back to a sundered past.
to 800 years. This select part of Squat society are
LIVING ANCESTOR
treated with enormous respect, being known as Living
Ancestors or Spirit Lords. They are treated as living TIER 4 SPECIES Squat XP Cost 182
members of the ancestor group which forms the basis KEYWORDS: SQUAT, ABHUMAN, [LEAGUE], PSYKER
of Squat religion. Their long lives have filled them with
ATTRIBUTES: Toughness 5, Willpower 5, Intellect 4, Fellowship
wisdom, as well as enhanced their psychic potential,
3
which begin to manifest at around 500 years old. The
fact that psychic powers are practically unknown SKILLS: Leadership 2, Persuasion 2, Psychic Mastery 4, Scholar 3,
amongst other Squats makes the Living Ancestor Tech 1, Weapon Skill 2
When a Squat reaches Living Ancestor status, he You are a Psyker; you know the Smite psychic power. You know
surrenders his name and his goods to his descendants, one power from the Ancestral Rites discipline, and may learn
other powers from the Telekinesis and Ancestral Rites
and even has a funeral ritual held by his clan. After, the
disciplines.
Living Ancestor goes to live with other revered ancients
WARGEAR: Ionclad Carapace armour, ancestor’s robes
(clothing), Master-Crafted Force Rod, Master-Crafted Bolt Pistol
INFLUENCE: +4
SUGGESTED ATTRIBUTES XP Cost 105
RATING 3 6 3 4 6 5 4
SUGGESTED TALENTS
Page 98 of 258
An Abundance of Apocrypha
Chaos Space Marine Sorcerer (Chaos, Tier 4)
“Those who ignore the blessings of the gods of the Warp are doomed to suffer at their hands.”
Once a Librarian of the Adeptus Astartes, or perhaps energies of the Warp into potent hexes and blasts of
even the Legiones Astartes during the Great Crusades, wyrdflame, and they mould the fabric of the material
you have forsaken former loyalties to serve the Dark universe with little more than a hate-filled curse.
Gods and your own ambitions, pursuing forbidden Because of their constant exposure to the power of
power from daemonic pacts and blasphemous lore. Chaos, Sorcerers are inevitably haunted by the
prospect of eventually succumbing to crippling
A Sorcerer or Chaos Sorcerer is the most powerful type
mutation or insanity. Though they believe they are
of psyker found among the Chaos Space Marines and
above mortal concerns, the truth is that they, too, are
the other Forces of Chaos, serving the same role as
only pawns, raised up and then expended by the Dark
Librarians do for Loyalist Space Marine Chapters and
Gods for their own amusement.
Sanctioned Psykers do for the Astra Militarum, though
many powerful Sorcerers can also be considered CHAOS SORCERER
psychically-gifted Champions of Chaos. Instead of the TIER 4 SPECIES Adeptus XP Cost 237
subtle psychic manipulation and divination used by the Astartes
Farseers of the Eldar or the strength-boosting powers
KEYWORDS: CHAOS, [MARK OF CHAOS], HERETIC ASTARTES,
of the Space Marine Librarians, the Sorcerers of Chaos [LEGION], PSYKER. You may not select the KHORNE keyword.
wield death, destruction, and mutation, the mightiest
powers of the Warp. ATTRIBUTES: Strength 4, Toughness 4, Agility 4, Initiative 4,
Willpower 5, Intellect 4
Sorcerers of Chaos shape destiny itself with arcane
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Psychic Mastery
rituals and unspeakable pacts with the malefic entities 2, Scholar 2, Stealth 3, Weapon Skill 3
of the Empyrean. They channel the soul-blasting
ARCHETYPE ABILITY: Sorcery
You are a psyker; you have all the Universal psyker abilities, you
know the Smite psychic power. You know the Dark Hereticus
discipline, and receive one power from that Discipline, and you
may select one other Psychic Discipline of your choice to learn
powers from.
INFLUENCE: +3
RATING 4 4 5 5 6 4 3
SUGGESTED TALENTS
Soul Shrivel (p. 281), Infernal Gaze (p. 281), Diabolic Strength,
Warptime
Page 99 of 258
An Abundance of Apocrypha
Chaos Space Marine Warpsmith (Chaos, Tier 4)
Though each Warpsmith is an expert in battlefield You add +Rank to all Tech tests to control or repair daemonic or
repair and siege craft, his true calling lies in the soul corrupted technology, or to corrupt Imperial technology. You
only take half as long as normal to perform a Tech test.
forges of the Warp, especially those in the Eye of
Terror. There, the spirits of captured Imperial machines In addition, you gain 1d3x4 Corruption when you select this
are driven to madness as their physical forms are Archetype.
rebuilt into bestial and terrifying new shapes. Daemons WARGEAR: Fleshmetal Armour, Bolt Pistol, Power Axe, Astartes
are thrust into the cogs of giant, mechanoid birth- Combat Knife, 3 Frag Grenades, 3 Krak Grenades, one
factories that crank out red-hot engines of destruction Mechadendrite of your choice, choice of two augmetics
from their cabled wombs. INFLUENCE: +2
RATING 5 6 5 5 3 5 1
SUGGESTED TALENTS
Augmetic (p. 129), Let the Galaxy Burn (p. 136), The Flesh is
Weak (p. 140)
“Cast down the idols! Destroy the temples! Slay the priests! Show these fools that they worship
nothing more than a rotting corpse!”
RATING 5 5 5 5 4 3 4
SUGGESTED TALENTS
Disturbing Voice (p. 133), Dark Zealotry, Litany of Despair
"Everything organic we know of is simply machinery, in one form or another. Tendons replace
pistons; flesh in the place of steel; blood is simply biological coolant. To deny this and shun it is
more than just Mechanicus orthodoxy – it is idiocy."
A devotee of the biological sciences, you are a skilled engage upon the Quest for Knowledge in much the
surgeon, geneticist, and bioengineer, crafting and same way. The difference is that they are not so quick
maintaining machines of flesh no less remarkable to judge flesh and blood as inferior to steel and plasma
than the devices of steel that your kin exalt. and view living creatures as extremely complex and
adaptable machines. Where some are content to make
Essentially geneticists, a Genetor is a high-ranking
this observation distantly, others embrace it, seeking
Adeptus Mechanicus Tech-priest who studies all
to improve their forms not with steel, but with better
matters genetic and biological. Sometimes referred to
flesh and better blood.
as a Magos Biologis, a Genetor is a member of the
Adeptus Mechanicus’ ruling Priesthood, possessing
access to knowledge and resources far beyond that of
GENETOR
the lesser members.
TIER 4 SPECIES Human XP Cost 98
A Genetor's obsession with organic life often makes
them seem strange to their more mechanically-inclined KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, CULT
MECHANICUS, [FORGE WORLD]
brethren. For the most part, Genetors differ little from
other Tech-priests—they bear the same manner of ATTRIBUTES: Toughness 3, Intellect 4
augmetic implants, venerate information and SKILLS: Medicae 3, Scholar 2, Tech 4
understanding as the manifestation of divinity, and
ARCHETYPE ABILITY: Magos Biologis
You add +Rank bonus dice to any Medicae test you attempt and
take only half as long to perform a Medicae test. In addition,
your bioengineered and genetic augmentations increase your
Max Wounds and Max Shock by +Rank.
INFLUENCE: +3
RATING 3 4 2 2 4 8 1
SUGGESTED TALENTS
“We are the warriors of the Grey Knights, armoured in faith, shielded by devotion and armed with
purity of purpose. But greater even than these, we carry the light of the divine Emperor of Man
into the dark places to purge the daemonic wherever it may be found.”
You are the Emperor’s sword against the Daemon. The majority of Grey Knights are formed up into Strike
Your spirit is unyielding, your armaments are fortified Squads, analogous to the Tactical Squads of
with sanctity and righteous purpose, and your will is a conventional Astartes Chapters. These warriors must
weapon honed to purge the unholy. be decisive and flexible in their approach to warfare,
employing sudden and overwhelming force to
The Grey Knights are anathema to Daemons, their very
vanquish a daemonic foe or seize a key objective.
presence raw and painful to the creatures of the Warp.
No other warriors of the Emperor are so adept at
fighting Daemons, and each Battle-Brother is expertly
GREY KNIGHT SPACE MARINE
trained in the many methods of banishing and
destroying these deadly yet ephemeral foes. There are TIER 4 SPECIES Adeptus XP Cost 340
Astartes
many ways to banish a Daemon, almost as many as
there are Daemons themselves. So it is that the Grey KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, GREY KNIGHTS,
Knights possess a myriad means for vanquishing the PSYKER, INQUISITION, ORDO MALLEUS
denizens of the Warp, though not every method works ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
on every Daemon, or even twice on the same creature. Willpower 4, Intellect 4
The Chapter is therefore always adapting to combat
SKILLS: Athletics 3, Awareness 4, Ballistic Skill 5, Psychic Mastery
the ever-changing face of their foe. It is a constant war 4, Scholar 2, Stealth 3, Weapon Skill 5
of escalation that has been waged since the inception
of the Chapter and before, when the Emperor first ARCHETYPE ABILITY: Psyker
began unravelling the secrets of the Warp. For every You are a Psyker; you begin play with the Rites of Banishment
weapon and tactic that the Grey Knights develop and psychic power. You may purchase additional powers from the
employ, the Daemons counter with Warp-sorcery and Sanctic discipline (but only that Discipline).
trickery. WARGEAR: Aegis Power Armour, Nemesis Force Sword, Storm
Bolter (wrist-mounted), 3 psyk-out grenades, armoured copy of
the liber daemonica.
INFLUENCE: +1
SUGGESTED TALENTS
You are a performer upon a galactic stage, playing Whatever the means of becoming a Harlequin, to
your part in a performance that shapes worlds and become one means erasing all that has come before
lives. Your existence is enigma, but there can be no including friends, family, and purpose. However, it
doubting your skill or your lethality. happens, once an Eldar becomes a Harlequin, every
aspect of their old identity is erased. Each joins a Light,
The Harlequins, or Rillietann, are a unique subset of the
Twilight, or Dark Troupe and assumes a new role at the
Eldar race, who split their time between being talented
direction of their Troupe Master. These roles—each
battlefield fighters and theatrical performers. They
known by a ritual character name such as the Sun
exist outside of normal Eldar society and hold no
Prince or Shaimesh the Poisoner or Webway Witch—
allegiance to any Craftworld, Kabal, or other form of
inform every facet of the Harlequin's new personality.
authority other than to their own belief in the Eldar
Known as the Theyldh, this process of becoming their
deity Cegorach, the Laughing God.
"true" self is far more intense than anything
No Eldar is born a Harlequin, all of their number are experienced by any other performer in the galaxy.
recruited from other parts of Eldar society. Some are HARLEQUIN PLAYER
supposedly drawn from amid bustling crowds,
beckoned into the shadows by a masked figure only TIER 4 SPECIES Aeldari XP Cost 200
they can see. Others simply vanish from their personal KEYWORDS: AELDARI, HARLEQUIN, [MASQUE]
chambers. Others are swept up in a Harlequin
ATTRIBUTES: Strength 3, Agility 5, Initiative 5, Willpower 3
performance and stolen away, lose a wager with a
Troupe Master, or follow mysterious laughter into a SKILLS: Athletics 4, Deception 3, Insight 3, Scholar 2, Weapon
Webway Gate. Every Eldar culture has strange and Skill 5
cautionary tales regarding the Harlequins as a result. ARCHETYPE ABILITY: We Dance the Dance of Death
INFLUENCE: +3
RATING 4 3 6 6 4 3 3
SUGGESTED TALENTS
use any weapon they can get their hands on, even their When you make an All-Out Attack, you may add up to +Rank
own bodies, as long as they can continue to engage in additional Wrath dice to your dice pool, in addition to the
bloodshed. normal Wrath die. If any of these Wrath dice are 6s, then you
score a Critical hit. That Critical Hit increases in effect as if a Glory
point had been spent, for each Wrath die after the first which
rolls a 6.
INFLUENCE: +2
SUGGESTED TALENTS
Berzerker (p. 130), Blood Must Flow (p. 130), Frenzy (p. 134)
“The universe is not like a puzzle-box that you can take apart and put back together again and so
solve its secrets. It is a shifting uncertain thing which changes as you consider it, which is changed
by the very act of observation. A powerful man is not a man who dissects the universe like a
puzzle-box, examining it piece by piece and measuring each piece with scientific precision. A
powerful man has only to look upon the universe to change it.”
–Technomagos Gaelos
Through mathemantic rite and numerological and Titans, many Logi serve as strategists, calculating
prophecy, you discern the future from the raw data of the doctrine-imperatives that guide the Omnissiah’s
today. From data, you glean knowledge. From forces to victory.
knowledge, you attain comprehension. From
LOGIS
comprehension, you achieve insight.
TIER 4 SPECIES Human XP Cost 109
A Logis (plural Logi) is a high-ranking Tech-priest skilled
in mathematics and data analysis who serves in the role KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, CULT
MECHANICUS, [FORGE WORLD]
of a logistician, data analyst, or statistician. Their
purpose is to predict future large-scale sociological or ATTRIBUTES: Intellect 5
demographic trends and make forecasts about the SKILLS: Investigation 3, Scholar 3, Tech 4
required expenditure or other strategic needs. They
are regarded as prophetic figures by the Cult ARCHETYPE ABILITY: Technoprophet
Mechanicus. You may purchase psychic powers from the Divination discipline
even though you are not a Psyker, and you know one power
The skills of a Logis cannot be overstated. Through from that Discipline. Using these powers requires an
processing of vast amounts of data, a Logis is able to Investigation test in place of a Psychic Mastery test, and you do
accurately determine possible futures to a degree of not choose a power level. Use of these abilities is not considered
a psychic power. A Complication that results from one of these
accuracy normally only seen amongst psykers
abilities inflicts 1d3+1 Shock, due to logic errors and paradoxical
specialising in divination. In conjunction with outcomes.
information gathered by Mechanicus informants
across the Imperium, a Logis can discern opportunities WARGEAR: Omnissian Axe, Calculus Logi implant, any 3
augmetics, any one cybernetic of up to Availability 7 (Unique),
and crises before they happen and determine the most light power armour, and any one weapon of up to Availability 6
effective uses for a Forge World’s resources. Given that (Very Rare).
a Forge World’s resources include Legions of Skitarii
INFLUENCE: +3
RATING 3 3 2 2 4 8 1
SUGGESTED TALENTS
Deductive (p. 132), Rite of Pure Thought (p. 139), The Flesh is
Weak (p. 140), Prescience (p. 274), Psychometry (p. 275),
Scrier’s Gaze (p. 275)
“In ancient times, men built wonders, laid claim to the stars and sought to better themselves for
the good of all. But we are much wiser now.”
You are a high priest of the Machine God, your These senior Tech-Priests attend the Machine Altars of
existence utterly devoted to the Quest for the Forge Worlds which contain the sum of knowledge
Knowledge. You are the lord of one of the many of the Adeptus Mechanicus which in turn represents
domains of the Adeptus Mechanicus, subordinate the will of the Omnissiah.
only to your Forge World’s Fabricator-General.
MAGOS
A Magos (plural Magi) is a high ranking member of the TIER 4 SPECIES Human XP Cost 138
Adeptus Mechanicus and are devoted disciples of the
principles associated with the Machine God. These KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, CULT
MECHANICUS, [FORGE WORLD]
individuals have perfected as well as refined their field
of expertise making them each the master of their ATTRIBUTES: Willpower 5, Intellect 5
chosen discipline. SKILLS: Leadership 2, Scholar 3, Tech 4
Their dedication has led to them sacrificing great ARCHETYPE ABILITY: Forge-Lord
portions of their body in order to emulate the sacred
You halve the time it takes to attempt any Tech test, and you
form of the machine. After decades of service, a Magos
add +Double Rank bonus dice to interact with machinery. In
has replaced many of his organs and limbs with addition, as a Simple Action you may invoke one of the Canticles
superior cybernetic implants. As is fitting with the Cult of the Omnissiah (see sidebar).
Mechanicus, these replacement limbs and organs
WARGEAR: Omnissian Axe, augmetic servo-arm, any two
never tire or grow weak with age, thus highlighting the augmetics, any two cybernetics of up to Availability 7 (Unique),
greatness of the Machine. Many senior Magi barely light power armour, and any two weapons of up to Availability 7
resemble the humans they once were, having (Unique).
discarded the frailties of their flesh long ago. INFLUENCE: +4
" Sickness, disease, plague and pox, suffering and the slow, living rot. Such wondrous gifts does
Nurgle seek to bestow upon the unworthy human cattle of the Imperium. We are merely the
vectors by which his virulent beneficence may be spread to the undeserving masses."
INFLUENCE: +2
SUGGESTED TALENTS
Die Hard (p. 132), Fear (p. 133), Feel No Pain (p. 134)
“Burn the heretic from his lair. Put the torch to his foul idols and cast all that he treasures into the
flames. Only then, when he realises the true cost of his perfidy, grant unto him the oblivion he
deserves."
You push relentlessly towards the enemy, unleashing as they stride forward, their arms sending sweeping
a perpetual storm of fire that few can withstand. Your arcs of fire billowing out.
heavy armour allows you to withstand the heaviest
Unlike other fire support troops, Aggressors’ armour
fighting, providing close support where it is needed
allows them to fire effectively on the move, making
most.
them ideal for battles in confined spaces.
Clad in heavy Gravis power armour, and armed with a
fearsome array of weaponry, Primaris Aggressors are
warriors armed to unleash overwhelming firepower at PRIMARIS AGGRESSOR
close range. They are used to counter-attack against
TIER 4 SPECIES Primaris XP Cost 228
enemy assaults, or to spearhead heavy advances into Astartes
dense terrain, where the short range of their weaponry
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS,
is of little detriment. Any who get past the fusillade of
[CHAPTER]
shells from the Aggressor’s Boltstorm Gauntlets and
grenade launchers are met by the gauntlets themselves ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 4,
– a pair of crackling power fists, that tear through Willpower 3, Intellect 3
armour and crush flesh and bone with ease. SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Stealth 3,
Weapon Skill 3
For especially dense terrain, or when facing foes that
cover the ground in great number, Aggressor Squads ARCHETYPE ABILITY: Relentless Advance
will instead wear paired Flamestorm Gauntlets. When When you fire an Assault weapon while Sprinting, you ignore the
equipped this way, their armour's raised shoulder normal +2DN modifier.
guards protect against the inevitable flame backwash Firestorm: When you make a ranged attack and do not move
during your turn, you increase the Salvo of your weapons by
+Rank. In addition, when you wield a pair of Auto Boltstorm
Gauntlets or Flamestorm Gauntlets, you may benefit from the
Dual Wield or Simultaneous Strike talents even though those
weapons lack the Pistol trait.
INFLUENCE: +1
RATING 6 6 5 5 3 3 1
SUGGESTED TALENTS
“There is no place for traitors to hide from us. Let them go to ground. Let them surround
themselves with throngs of baying Warpspawn or high fortress walls. It makes no difference. Our
scopes will seek them out and we shall deliver unto them the Emperor's Justice."
You move silently behind the enemy lines, seeking a thermoscopic vision to precision auspex scans that can
vantage from where you can deliver the killing shot to penetrate several feet of solid matter. Once locked on
your target. Nothing can get between you and your to, there is nowhere for an Eliminator's prey to hide.
target. Each member of the squad carries spare magazines
filled with special ammunition, tailored for every
These fire support Primaris Marines haunt the shadows
eventually. Hyperfrag rounds detonate in a shower of
of the battlefield, seeking out high-value targets and
shrapnel, Executioner rounds are sophisticated self-
bringing them down with pinpoint volleys of bolt
guided missiles slaved to a miniaturized cogitator that
rounds.
can seek their target from behind cover, while mortis
Eliminator Squads utilize a version of the Mark X rounds spew self-replicating mutagenic toxins into the
Phobos Armour, allowing them to operate with flesh of a target.
maximum stealth. These warriors serve as dedicated PRIMARIS VANGUARD ELIMINATOR
marksmen and fire support specialists that haunt the
shadows of the battlefield seeking out targets of TIER 4 SPECIES Primaris XP Cost 228
Astartes
opportunity and bringing them down from a range.
Their primary armament is the Mark III Shrike Pattern KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS,
Bolt Sniper Rifle, though they sometimes carry the [CHAPTER]
powerful Las Fusils for dealing with harder targets. ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 4,
Willpower 3, Intellect 3
The optical sights of this weapon can be tailored for any
situation, SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Stealth 3,
from Weapon Skill 3
When you aim, you add +Rank bonus dice onto the following
ranged attack, in addition to the other benefits of aiming.
INFLUENCE: +1
RATING 6 6 6 4 3 3 1
SUGGESTED TALENTS
“A fortress will not stop Space Marines. But it may slow them down."
—Proverb
Armed to provide heavy fire support to their brethren, KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS,
Hellblasters are all armed with sophisticated Plasma [CHAPTER]
Incinerators, functioning similarly to the Tactical ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 4,
Support Squads that once fought in the Legiones Willpower 3, Intellect 3
Astartes. Witnesses have compared the firepower of a
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Stealth 3,
Hellblaster squad to that of a solar flare: those caught Weapon Skill 3
in their searing, blinding volley are swiftly annihilated,
ARCHETYPE ABILITY: Hellblaster Focus
reduced to ash, molten ruin, and acrid smoke.
When you make an attack with a Plasma weapon, you may re-
The only real drawback of their lethal barrage is the roll up to Double Rank dice.
relative scarcity and instability of their weapons. Thus,
Hellblasters are amongst the finest marksmen WARGEAR: Mark X Tacticus Power Armour, Plasma Incinerator,
Heavy Bolt Pistol, Astartes Combat Knife, 3 frag grenades, 3 krak
available, and they will only overcharge their weapons grenades
when absolutely necessary. However, such dire
circumstances are not uncommon in these dark times, INFLUENCE: +1
and more than one squad has martyred itself in battle, SUGGESTED ATTRIBUTES XP Cost 75
turning the tide at the cost of their own immolation.
ATTRIBUTE S T A I WIL INT FEL
Yet for every warrior to suffer such a fiery death, there
is another that obliterates its foes amidst searing RATING 6 6 6 4 3 3 1
tempests of star-born nuclear fury. SUGGESTED SKILLS XP Cost 40
SUGGESTED TALENTS
Deadshot (p. 131), Duty Unto Death (p. 133), Tenacious (p. 140)
“They shall be pure of heart and strong of body, untainted by doubt and unsullied by self-
aggrandisement. They will be bright stars on the firmament of battle, Angels of Death whose
shining wings bring swift annihilation to the enemies of Man. So it shall be for a thousand times
for a thousand years, unto the very end of eternity and the extinction of mortal flesh."
You soar above the battlefield, delivering wrath and PRIMARIS INCEPTOR
retribution to the Emperor’s foes, in torrents of bolter TIER 4 SPECIES Primaris XP Cost 230
shells and plasma blasts. The roaring sound of your Astartes
jump pack as you descend from the skies like a meteor
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS,
is an omen for the destruction you will bring. [CHAPTER]
The swiftest Primaris Marines, Inceptors are spearhead ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 4,
troops, arriving in battle from the skies and delivering Willpower 3, Intellect 3
a massive blow that leaves the enemy reeling as the
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Pilot 1, Stealth
second wave of troops arrive to drive home the attack. 3, Weapon Skill 3
Equipped with heavy jump packs and the sturdy Gravis
ARCHETYPE ABILITY: Meteoric Descent
armour variant, Inceptors are able to withstand re-
entry from the edge of a planet’s atmosphere, You run, sprint, or charge using your jump pack, any enemy
plummeting into battle from far above at break-neck within 2m of the point where you landed must pass an Agility
test (DN 2+Rank) or be knocked prone and suffer a Mortal
speeds. Many Inceptor squads use this to their
Wound.
advantage, descending within debris from orbital
battles to disguise their approach. Guns Blazing: When you wield a pair of Assault Bolters or Plasma
Exterminators, you may benefit from the Dual Wield or
When they make planetfall, striking the ground with Simultaneous Strike talents even though those weapons lack the
thunderous force, Inceptors unleash a torrent of fire Pistol trait.
from their twinned Assault Bolters, tearing foes apart WARGEAR: Mark X Gravis Power Armour, Jump Pack, Grav-
in moments before the Inceptors leap to the skies Chute, two Assault Bolters or two Plasma Exterminators
again, seeking a new target.
INFLUENCE: +1
RATING 6 6 6 4 3 3 1
SUGGESTED TALENTS
Angel of Death (p. 129), Dual Wield (p. 133), Simultaneous Strike
(p. 139)
“Enemy sighted. Four contacts north, six East, all moving north. Breach in three… two…"
The visors of the Incursors also allow them to see foes ATTRIBUTE S T A I WIL INT FEL
through solid walls, smoke, and absolute darkness. RATING 6 6 5 5 3 3 1
They can detect high-altitude drop troops, the
SUGGESTED SKILLS XP Cost 48
signatures of teleporting foes before they materialize,
the tectonic tremors that indicate an enemy is about to Athletics 3, Awareness 4, Ballistic Skill 5, Scholar 1, Stealth 4,
emerge from a tunnel, and even the predictive models Tech 1, Weapon Skill 5
of their opponents' fighting patterns in real time. They SUGGESTED TALENTS
coupled this ability with constant training in Combat
Blindfighter (p. 130), Dual Wield (p. 133), Silent (p. 139)
Knife techniques and heavy duty Haywire Mines to
knock out enemy armor.
“Objective in sight. I count 13 hostiles. Aevar, prepare to deploy smoke. The rest of you, preysight
and mark targets. On my mark…"
You fight deep behind enemy lines, often for Known as Helix Adepts, these warriors receive
extended periods, undermining enemy infrastructure, additional training from the Apothecarion, and stand
sabotaging communications and other opportune ready to ascend to the rank of full Primaris Apothecary
targets. should a tragic loss occur.
INFLUENCE: +1
RATING 6 6 5 5 3 3 1
SUGGESTED TALENTS
Deadshot (p. 131), Ever Vigilant (p. 133), Silent (p. 139),
“There is nothing quite so pleasing as a foe who is oblivious to their doom. Except the look on their
faces when you deliver it to them.”
You strike at foes who did not suspect your approach, guns that allow them to scale obstacles like buildings
eluding their defences with stealth and overwhelming easily. These are then accompanied by the sound and
them with shock and terror, before vanishing back fury of debilitating shock grenades, and compact bolt
into the shadows. carbines, heavy bolt pistols, and combat knives for the
actual killing.
Reivers are infiltration, shock assault, and terror
specialists, creeping up upon an enemy before
unleashing a brutal and terrifying attack. A Reiver
PRIMARIS REIVER
assault is an abrupt cacophony of bolter fire, grenade
detonations, and vox-amplified battle-cries, which TIER 4 SPECIES Primaris XP Cost 228
Astartes
ends as suddenly as it begins, leaving any survivors
stunned into inaction as the Reivers withdraw to find KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, PRIMARIS,
new prey. [CHAPTER]
The Reivers’ armament is perfectly suited to this end. ATTRIBUTES: Strength 5, Toughness 5, Agility 4, Initiative 4,
Willpower 3, Intellect 3
Their armour is a stripped-down variant which allows
for greater mobility, while being modified for SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Stealth 3,
completely silent running; a modification adopted from Weapon Skill 3
Raven Guard armourers. Their skull-mask helms also ARCHETYPE ABILITY: Terror Troops
broadcast and enhance the roars and battle cries of the
When you charge an enemy who was unaware of you before you
wearer, amplifying them in such a way as to inspire fear
charged, they must make a Fear test with a DN equal to your
and panic. They pair this with grav-chutes that allow Stealth Score.
them to descend silently into position, and grapnel
WARGEAR: Mark X Phobos Power Armour, heavy bolt pistol,
bolt carbine, Astartes combat knife, grav-chute, grapple gun, 3
shock grenades, 3 frag grenades, 3 krak grenades
INFLUENCE: +1
RATING 6 6 5 5 3 3 1
SUGGESTED TALENTS
Dirty Fighter (p. 132), Furious Charge (p. 134), Silent (p. 139)
— Inquisitor D’Maros
There is a howling void where your soul should be… also that they are much more effective at countering
and it is your deadliest weapon. Honed and mastered, psychic and daemonic activity. This rare power is such
your presence is anathema to the witch and the that a situation must be dire for Oblivion Knights to be
daemon, and such abhorrent beings cannot long deployed as a cadre rather than individually.
survive your wrath.
SISTER OF SILENCE OBLIVION KNIGHT
Oblivion Knights are senior Sisters who lead other TIER 4 SPECIES Pariah XP Cost 245
Sisters of different ranks on various missions on behalf
of the Emperor and the Sisterhood. During the Great KEYWORDS: IMPERIUM, ADEPTUS ASTRA TELEPATHICA,
Crusades and the Heresy, Oblivion Knights were usually SILENT SISTERHOOD, TALONS OF THE EMPEROR
only deployed on a large-scale to combat the threat of ATTRIBUTES: Strength 3, Toughness 3, Agility 5, Initiative 5,
Alpha-level psykers, putting down psyker-instigated Intellect 3, Willpower 5
uprisings, and population purges. These roles
SKILLS: Ballistic Skill 5, Intimidation 2, Investigation 3,
combined with the sinister aura given off by these Leadership 2, Weapon Skill 5
Pariahs makes them an object of dread and fear among
the masses of the greater Imperium. ARCHETYPE ABILITY: Ex Oblivio
For the purposes of your Pariah species abilities, and any Pariah-
Each Oblivion Knight is equipped to strike at the very
specific talents you possess, your Willpower is increased by
heart of the enemy, clad in artificer-wrought armour +Rank. Additionally, for the purposes of Pariah species abilities
and energy-dispersing cloaks, and carrying deadly or Pariah-specific talents, your Rank is counted as 1 higher than
executioner blades that allow them to end the life of a normal.
rogue psyker with a single decapitating strike. They are WARGEAR: Vratine armour, Voidsheen Cloak, mono-knife, Psyk-
chosen from amongst the deadliest of the Silent out Grenades, translator servo-skull, bolt pistol, and master-
Sisterhood, but their prowess is not the only reason crafted Executioner Greatblade
they are elevated. INFLUENCE: +3
"The mind-curdling cacophony of the battlefield! Shape it, savour it, add to it until your senses
shake and your minds quiver with deafening bliss!"
You have become obsessed with the deadly thrill of aural stimulations, causing them to undergo feelings of
intense sound. The battlefield contains unappreciated intense euphoria and emotion that increase in
symphonies that you simply must partake in. proportion to the volume and frequencies of the
sounds they experience. Noise Marines relish these
Noise Marines, also known as Kakophoni, are Chaos
sensations above all others and are entirely obsessed
Space Marine foot soldiers deeply dedicated to the
with indulging their unique abilities, often subjecting
Chaos God Slaanesh who are most commonly found in
themselves to the most overwhelming and chaotic
the Emperor's Children Traitor Legion, but also in other
noises imaginable at the slightest provocation.
Slaanesh-devoted Heretic Astartes warbands such as
the Flawless Host. Noise Marines are perfect hedonists, SLAANESH NOISE MARINE
completely dedicated to pushing their corrupted minds TIER 4 SPECIES Adeptus XP Cost 301
and bodies to the absolute limits of sensation. All have Astartes
spent centuries enraptured in the throes of Slaanesh's
KEYWORDS: CHAOS, SLAANESH, HERETIC ASTARTES, [LEGION]
service, and their ceaseless devotions have corrupted
their bodies until only the most extreme sensations ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 4,
hold any satisfaction for their pleasure-addled Willpower 4, Intellect 3, Fellowship 2
synapses. Now their every thought is bent wholly SKILLS: Athletics 3, Awareness 5, Ballistic Skill 5, Insight 1,
towards their own self-gratification, and their Persuade 2, Stealth 3, Weapon Skill 4
imaginations incessantly overflow with insane visions
ARCHETYPE ABILITY: Cacophony and Ecstasy
of reckless and loathsome indulgences.
You add +Double Rank bonus dice on Awareness and Insight
Along with the fabled transhuman physiology of an tests that relate specifically to hearing, and you can pick out
Astartes, Noise Marines also possess an extraordinary sounds, and variations in sounds that a normal human cannot.
Further, you recover Rank Shock at the end of every turn, as you
sense of hearing. This auditory acuteness is a
revel in the din of battle. However, if you reach Max Shock, you
blasphemous mutational gift from Slaanesh himself, are Staggered as well as Exhausted, as you are overcome by
extending far beyond that of a normal human, and is sensation.
sensitive enough to distinguish
In addition, you gain 1d3x4 Corruption when you select this
subtle changes in Archetype.
pitch and tone
within even the WARGEAR: Aquila Power Armour, Sonic Blaster, Astartes
Combat Knife, 3 frag grenades, 3 krak grenades
most cacophonous
noises. INFLUENCE: +2
"We fight to protect the spiritual and physical heart of our Chapter. That, surely, is worth
shedding blood."
You are a priest and spiritual leader for your Chapter’s A formal sign of entente between the Ecclesiarchy and
cult, tending to the spiritual wellbeing of your battle- the Space Marines is the Rosarius, a holy symbol, taking
brothers and urging them to glory. the form of a necklace, amulet or brooch which often
displays the Imperial Eagle or the Crux Terminatus, or
Each Chapter has its own unique cult, which is often
other shapes to suit the particular devotional qualities
thousands of years old. As these cults often predate the
of the Chapter concerned. Gifted to Space Marine
rise of the Ecclesiarchy, the Chapter cults are not
Chaplains by the Ecclesiarchy, this blessing represents
simply facets of the common Imperial Cult. While the
the brotherhood of the Imperial Faith and formally
Ecclesiarchy and its followers worship the Emperor of
marks the continuance of religious concord between
Mankind as a deity, most Chapter cults regard him as
the two groups. In practice, though, the link between
merely their master and forebear, though with scarcely
the organisations remains rather tenuous.
less reverence. The chapter's own Primarch is also a
major part of the Chapter's specific cult, revered as Chaplains may purchase Litanies of Devotion, found
much as the Emperor. later in this manuscript.
SPACE MARINE CHAPLAIN PRIMARIS CHAPLAIN
TIER 4 SPECIES Adeptus XP Cost 312 TIER 5 SPECIES Primaris XP Cost 384
Astartes Astartes
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER], KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER],
PRIEST PRIMARIS, PRIEST
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5, ATTRIBUTES: Strength 6, Toughness 6, Agility 5, Initiative 5,
Willpower 4, Intellect 3, Fellowship 3 Willpower 4, Intellect 3, Fellowship 3
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Intimidation 2, SKILLS: Athletics 3, Awareness 4, Ballistic Skill 5, Intimidation 2,
Leadership 1, Persuasion 4, Scholar 2, Stealth 3, Weapon Skill 4 Leadership 2, Persuasion 2, Scholar 2, Stealth 3, Weapon Skill 5
You, and all allies with the IMPERIUM keyword within 15+Rank You, and all allies with the IMPERIUM keyword within 15+Rank
metres add +Rank to Resolve. This increases to +Double Rank if metres add +Rank to Resolve. This increases to +Double Rank if
they share your [CHAPTER] keyword. they share your [CHAPTER] keyword.
WARGEAR: Aquila Power Armour, Bolt Pistol, Crozius Arcanum, WARGEAR: Mark X Tacticus power armour, Crozius Arcanum,
3 Frag Grenades, 3 Krak Grenades, Rosarius Rosarius, Absolvor bolt pistol, 3 frag and 3 krak grenades.
INFLUENCE: +3 INFLUENCE: +3
Disturbing Voice (p. 133), In His Name (p. 143), Righteous Wrath Disturbing Voice (p. 133), In His Name (p. 143), Righteous Wrath
(p. 144), Litany of Hate, Catechism of Fire, Exhortation of Rage (p. 144), Litany of Hate, Catechism of Fire, Exhortation of Rage
"I can pulp your flesh and snap your bones in less than a second and without so much as lifting a
finger. What is the power of technology compared to that?"
You are a warrior-sage of the Adeptus Astartes, a screening and training to bend the powers of the Warp
student of the art of warfare, the histories of your to their will for the benefit of their fellow Battle-
Chapter, and the mysteries of the Warp. Your mind is Brothers and in service to the Emperor of Mankind.
as much as weapon as your body, and you wield it in Beyond their psychic duties, the Librarians of the
defence of your Brothers and the Imperium. Astartes are also expected to record the great deeds of
their Chapter and maintain the Chapter's storehouse of
Librarians are the psykers of the Space Marines who
ancient lore, the functions for which they are named.
survive an Adeptus Astartes Chapter's rigorous
SPACE MARINE LIBRARIAN PRIMARIS LIBRARIAN
TIER 4 SPECIES Adeptus XP Cost 367 TIER 5 SPECIES Primaris XP Cost 375
Astartes Astartes
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER], KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER],
PSYKER PRIMARIS, PSYKER
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5, ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
Willpower 6, Intellect 4 Willpower 6, Intellect 4
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3, Leadership 1, SKILLS: Athletics 3, Awareness 4, Ballistic Skill 4, Intimidation 1,
Psychic Mastery 4, Scholar 3, Stealth 3, Weapon Skill 4 Leadership 1, Psychic Mastery 4, Scholar 3, Stealth 3, Weapon
Skill 4
ARCHETYPE ABILITY: Psyker
ARCHETYPE ABILITY: Psyker
You are a psyker; you have all the Universal psyker abilities, you
know the Smite psychic power. You know the Librarius You are a psyker; you have all the Universal psyker abilities, you
discipline, and receive one power from that Discipline, and you know the Smite psychic power. You know the Librarius
may select one other Psychic Discipline of your choice to learn discipline, and receive one power from that Discipline, and you
powers from. may select one other Psychic Discipline of your choice to learn
powers from.
WARGEAR: Aquila Power Armour, Bolt Pistol, Force Staff, 3 Frag
Grenades, 3 Krak Grenades, Psychic Hood WARGEAR: Mark X Tacticus power armour, force sword, psychic
hood, heavy bolt pistol, 3 frag and 3 krak grenades.
INFLUENCE: +2
INFLUENCE: +2
SUGGESTED TALENTS
SUGGESTED TALENTS
Fury of the Ancients, Psychic Fortress, Psychic Scourge
Fury of the Ancients, Psychic Fortress, Psychic Scourge
"Yours is to heed the machine as others heed their kin. Tend to the war spirits all about, but do so
in the knowledge that you do the Emperor’s duty. Without your ministrations, no bolt may be
fired, and no enemy slain."
You tend to the forms and spirits of the wargear and rituals, furthermore, have variations to cover every
machines of your Chapter, much as Apothecaries and conceivable circumstance in battle. A fully-fledged
Chaplains tend to you and your brethren. Techmarine is expected to be able to "feel" the pain of
a damaged machine and heal it. Techmarines pledge
A Techmarine is an Adeptus Astartes technician and
allegiance to both the Cult Mechanicus and their
engineer, a fully-initiated member of the Cult
Chapter, which makes them something of an oddity
Mechanicus, as well as a full Battle-Brother of his
among their battle-brothers.
Chapter.
A Techmarine's armour is modified to accommodate
Space Marine Chapters identify prospective
his cybernetic enhancements and his armour's
Techmarines from within their own companies,
backpack is also upgraded with several servo-arms and
favouring those who show the greatest affinity for
mechadendrites. His armour bears the rust-red colours
machines. These aspirants are then sent to Mars for
of the Adeptus Mechanicus, but his Chapter badge is
thirty years of training, where they are taught the lore
retained and displayed on one of the shoulder guards,
of the Machine God, how to divine the Runes of
so as not to disrespect the armour's spirit.
Engineering and the Liturgy of Maintenance. The
PRIMARIS TECHMARINE
SPACE MARINE TECHMARINE
TIER 5 SPECIES Primaris XP Cost 403
TIER 4 SPECIES Adeptus XP Cost 329
Astartes
Astartes
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER],
KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, [CHAPTER],
ADEPTUS MECHANICUS, CULT MECHANICUS
ADEPTUS MECHANICUS, CULT MECHANICUS
ATTRIBUTES: Strength 6, Toughness 6, Agility 5, Initiative 5,
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5,
Willpower 3, Intellect 5
Willpower 3, Intellect 5
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 5, Pilot 2, Scholar
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 4, Pilot 2, Scholar
3, Stealth 3, Tech 4, Weapon Skill 4
3, Stealth 3, Tech 4, Weapon Skill 4
ARCHETYPE ABILITY: Hymn of Reforging
ARCHETYPE ABILITY: Hymn of Reforging
You receive +Double Rank to Tech tests to repair damaged
You receive +Double Rank to Tech tests to repair damaged
machinery. All Tech tests you make take half the standard time.
machinery. All Tech tests you make take half the standard time.
WARGEAR: Artificer Armour, Heavy Bolt Pistol, Omnissian Axe,
WARGEAR: Artificer Armour, Bolt Pistol, Omnissian Axe, 3 Frag
Heavy Bolter, 3 Frag Grenades, 3 Krak Grenades, Augmetic
Grenades, 3 Krak Grenades, Augmetic Servo-arm, and any 2
Servo-arm, and any 2 augmetics.
augmetics.
INFLUENCE: +2
INFLUENCE: +2
SUGGESTED TALENTS
SUGGESTED TALENTS
Armourbane (p. 129), Augmetic (p. 129), Binary Chatter (p. 130)
Armourbane (p. 129), Augmetic (p. 129), Binary Chatter (p. 130)
“To assume the shape of the accursed and deliver death from the purity within you—that is to be
Callidus.”
— Dictatus Callidus
You are an infiltrator of supreme skill, employing plans and eventually assassinate the main target at the
shape-changing chemicals and extensive training to best possible moment. Once the target is eliminated,
get close to your target so that you can learn their the Assassin may even replace the victim by assuming
secrets and end their existence. his appearance.
The Callidus Assassins are the most cunning of all the CALLIDUS ASSASSIN
assassins. Their greatest asset is their ability to use the TIER 5 SPECIES Human XP Cost 328
shape-changing drug Polymorphine. This drug, coupled
with special training, allows Callidus agents to change KEYWORDS: IMPERIUM, OFFICIO ASSASSINORUM, TEMPLUM
CALLIDUS
their very shape and appearance allowing them to
impersonate other persons, changing the appearance ATTRIBUTES: Strength 4, Toughness 4, Agility 5, Initiative 5,
of height, weight, ancestry, gender, and even species Intelligence 3, Willpower 3, Fellowship 3
to assume the guise of someone close to their target. SKILLS: Athletics 3, Awareness 2, Ballistic Skill 4, Deception 4,
Meh'Lindi, one of the most cunning agents, managed Insight 4, Medicae 1, Persuasion 2, Pilot 1, Scholar 1, Stealth 4,
to successfully impersonate a Genestealer Hybrid at Survival 2, Tech 1, Weapon Skill 4
least twice (though she required additional surgery to ARCHETYPE ABILITIES: Assassinorum Conditioning
complete the illusion).
You add +Rank ED to all damage rolls, and you add +Double Rank
This makes them experts at getting close to their to the damage value of your Unarmed Strikes. In addition, so
long as you are not immobilised or Restrained, you may use
targets, be they rebellious Imperial Governors, corrupt
Agility instead of Toughness when you roll Determination, and
Imperial high officials, heretic prophets, or alien you may roll Determination against Mortal Wounds.
leaders. This allows them to manipulate the enemy's
Betrayal’s Blade: When disguised or otherwise concealing your
identity, you gain a Stealth Score based on the total of your
Deception test. This score only decreases when you take actions
which may reveal your true intentions (GM’s discretion).
RATING 4 4 6 6 4 3 4
SUGGESTED TALENTS
Counter Attack (p. 131), Eliminator (p. 133), Lip Reader (p. 136)
“That which is unknown and unseen always commands the greatest fear”
You are anathema, witch-bane, wyrdslayer, psychic more. This extreme rarity, coupled with the inevitable
abomination. Your foes dread your presence, losses during training, makes the Culexus assassins the
desperately hoping that you are a nightmarish rarest of all Imperial assassins. The Culexus temple is
figment, for their minds cannot bear to acknowledge known to hunt down and recruit these Pariahs but also
the abyss within your soul. to vat-grow them, an arduous and complex process
that produces only a few viable candidates a year.
The Culexus Assassins are the most sinister, feared, and
hated of all Imperial Assassins. They are null-entities in CULEXUS ASSASSIN
the warp, and their unnatural lack of a presence TIER 5 SPECIES Pariah XP Cost 308
inspiring a sense of unease even in non-psykers. To
psykers their mere presence is terrifying, invoking KEYWORDS: IMPERIUM, OFFICIO ASSASSINORUM, TEMPLUM
CULEXUS
panic. In the confusion caused by this fear, the assassin
can move in on its target and eliminate them. To purely ATTRIBUTES: Strength 4, Toughness 4, Agility 5, Initiative 5,
psychic entities like daemons, they are nigh-invisible at Intelligence 3, Willpower 4
best, akin to trying to see a black hole amidst the inky SKILLS: Athletics 3, Awareness 2, Ballistic Skill 4, Medicae 1, Pilot
void of space. 1, Scholar 1, Stealth 4, Survival 3, Tech 1, Weapon Skill 4
The Culexus Assassins possess the "Pariah Gene", ARCHETYPE ABILITIES: Assassinorum Conditioning
making them for all intents, "soulless," accounting for You add +Rank ED to all damage rolls, and you add +Double Rank
their lack of warp-presence. This gene manifests itself to the damage value of your Unarmed Strikes. In addition, so
very rarely, in a single individual among a billion, or long as you are not immobilised or Restrained, you may use
Agility instead of Toughness when you roll Determination, and
you may roll Determination against Mortal Wounds.
Life Drain: Enemies engaged with you at the end of their turn
must pass a Willpower test (DN 2+Rank) or suffer Shock equal to
your Rank. PSYKERS suffer Shock equal to twice your Rank
instead.
RATING 5 4 6 6 5 3 1
SUGGESTED TALENTS
A Custodian is a member of the Adeptus Custodes, the ATTRIBUTES: Strength 6, Toughness 6, Agility 5, Initiative 5
valiant transhuman bodyguard and praetorians of the Intellect 3, Willpower 3, Fellowship 3
Emperor of Mankind, which is based in the Imperial SKILLS: Athletics 4, Awareness 5, Ballistic Skill 4, Insight 3,
Palace complex on Terra. The Adeptus Custodes are Scholar 2, Stealth 3, Weapon Skill 4
the Emperor's vengeance made manifest. They defend
ARCHETYPE ABILITIES: Magisterium Lex Ultima
the Master of Mankind with singular determination
and breath-taking skill, and whether their vigil requires You answer only to the Emperor. You gain +Rank bonus dice
them to stand immovable before the gates of the whenever you make a social Skill Test against another character
with the IMPERIUM keyword. In addition, characters with the
Imperial Palace or storm into battle on a distant alien
IMPERIAL keyword add +Rank to their Resolve when within 10m
world, they do their duty without a moment's of you.
hesitation.
WARGEAR: Auramite Custodian Power Armour, Guardian Spear,
Custodian Guard are steadfast in defence and Misericordia. Some Custodian Guard bear a Sentinel Blade and
unstoppable on the attack. Such squads do not have Storm Shield instead of their Guardian Spear.
enough for them to know that they fight shoulder to SUGGESTED SKILLS XP Cost 40
shoulder with respected comrades, and that their
Athletics 4, Awareness 5, Ballistic Skill 5, Insight 4, Intimidation
fellows will watch their backs when the enemy press 2, Investigation 2, Scholar 2, Stealth 3, Weapon Skill 5
close.
— Dictatus Eversor
When you are given a target, your role is to turn that bionics and genetic alterations; the assassin is
target into a cautionary tale for the foes of the implanted with adrenal ducts, which speed up the
Imperium, a crimson example that cannot be ignored. brain's higher functions, allowing the Eversor to make
complex calculations and tactical decisions in seconds.
Eversor Assassins are the most gruesome products of
The adrenal ducts are also able to feed the brain,
the Officio Assassinorum. They are drug crazed killing
allowing the assassin to work briefly in a hard vacuum.
monsters, enhanced by bio-engineering and
In addition, a secondary heart is implanted in order to
experimental surgical procedures. Their state of mind
help the assassin's body cope with the various changes
is amplified to turn a mere dislike for the enemy into
and to act as a fail-safe in case the primary heart is
raging hatred, or the wish to serve the Imperium into
damaged in combat.
suicidal determination. Their main objective on the
battlefield is to rip out the heart of an enemy operation EVERSOR ASSASSIN
in the most unsubtle way. By slaughtering all enemies TIER 5 SPECIES Human XP Cost 320
in the vicinity, they ensure the command structure is
entirely destroyed. KEYWORDS: IMPERIUM, OFFICIO ASSASSINORUM, TEMPLUM
EVERSOR
These berserk killers are trained to be utterly ruthless
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5
and completely dedicated to the Imperium. In addition, Willpower 4
specialized use of genetic engineering and human
SKILLS: Athletics 3, Awareness 2, Ballistic Skill 5, Intimidation 2,
biology result in the Eversors' modification to be more
Scholar 1, Stealth 4, Survival 3, Tech 1, Weapon Skill 5
efficient killers making them almost superhuman. Their
bodies are modified to make them superb killing ARCHETYPE ABILITIES: Assassinorum Conditioning:
machines and include augmentations that strain the You add +Rank ED to all damage rolls, and you add +Double Rank
limits of their human physiology through the use of to the damage value of your Unarmed Strikes. In addition, so
long as you are not immobilised or Restrained, you may use
Agility instead of Toughness when you roll Determination, and
you may roll Determination against Mortal Wounds.
RATING 6 6 6 5 4 3 1
SUGGESTED TALENTS
Brutalist (p. 130), Fear (p. 133), Storm of Death (p. 140)
Upon the stage and the battlefield alike, you portray HARLEQUIN DEATH JESTER
Death itself—aloof, bold, inescapable, cruel, and TIER 5 SPECIES Aeldari XP Cost 238
often ironic.
KEYWORDS: AELDARI, HARLEQUIN, [MASQUE]
A Death Jester, also known as a margorach ("death-
ATTRIBUTES: Strength 3, Agility 5, Initiative 5, Willpower 3
head" in the Aeldari Language), is a heavy weapons
specialist of the Aeldari Harlequins. Death Jesters can SKILLS: Athletics 4, Ballistic Skill 4, Deception 3, Intimidation 2,
make use of a wide array of deadly and exotic Insight 3, Scholar 2, Tech 1, Weapon Skill 5
weaponry; from the humble Shuriken Cannon, to the ARCHETYPE ABILITIES: We Dance the Dance of Death
specialised Firepike, or the morbid Shrieker Cannon.
You add +Rank to Speed, and enemies may never attempt a
The Shrieker Cannon is their trademark weapon,
Reflexive Attack against you when you move out of Engagement.
however, as only the Death Jesters can create and
maintain them. Greatcoat billowing, bells jingling with Death is Not Enough: Damage rolls you make against enemies
who are currently suffering from the effects of Fear, Terror, or
obscene cheer, the Death Jester lets fly, the shrieking
Pinning add +Rank ED.
report of his weapon counterpointed by the screams of
his dying foes. WARGEAR: Holo-suit, Agaith, Flip-Belt, Master-Crafted Shuriken
Cannon, 3 Shrieker Bio-Explosive Discs
Through it all the Death Jester looks on with avid
INFLUENCE: +4
amusement, keenly watching for any way in which to
make their victims' deaths more darkly comedic. It is a SUGGESTED ATTRIBUTES XP Cost 110
credit to their twisted ingenuity that they will normally ATTRIBUTE S T A I WIL INT FEL
succeed.
RATING 4 3 7 6 5 3 3
SUGGESTED TALENTS
Deadshot (p. 131), Gallows Humour (p. 134), Strike and Fade
Pivotal Role
Many senior Harlequins take on specific roles within a Troupe or a
performance, that differ from the normal role of the Harlequin.
When you select this Archetype, you may choose to replace Death
is Not Enough with one of the following:
HARVESTER OF TORMENT: When you make a successful ranged
attack against a Mob, you count as scoring +Double Rank additional
Icons when determining how many of the Mob you hit.
THE JEST INESCAPABLE: Add +6 to the short range of your ranged
weapon, +12 to the medium range, and +18 to the long range. In
addition, the weapon gains the Mortal [1] trait.
HUMBLING CRUELTY: Your ranged weapon gains the Inflict [Pinned]
trait, and enemies add your Rank to the DN of tests to resist being
Pinned or to recover from pinning.
“As the fate of all creatures is hidden from all but the keenest gaze, so do we cloak eventuality in
veils of deception and shrouds of misdirection”
You personify Fate, and all who look upon your HARLEQUIN SHADOWSEER
mirrored face see something different; what was, TIER 5 SPECIES Aeldari XP Cost 281
what might be, what could have been, or what must
be. KEYWORDS: AELDARI, HARLEQUIN, [MASQUE], PSYKER
“My soul is given unto She Who Thirsts upon my death. I spend every breath before my last to
spite Her.”
Your soul is forfeit, for you portray the Great Enemy HARLEQUIN SOLITAIRE
in the grimmest of performances, and none can do so TIER 5 SPECIES Aeldari XP Cost 283
without cost. But you pay that price willingly, to
defend your people from the horror that awaits you. KEYWORDS: AELDARI, HARLEQUIN, [MASQUE]
“Poor human, so bereft of understanding. You are not the hero of your own story. You are merely
a bit player in mine.”
Your soul is forfeit, for you portray the Great Enemy HARLEQUIN TROUPE MASTER
in the grimmest of performances, and none can do so TIER 5 SPECIES Aeldari XP Cost 226
without cost. But you pay that price willingly, to
defend your people from the horror that awaits you. KEYWORDS: AELDARI, HARLEQUIN, [MASQUE]
SUGGESTED TALENTS
Dual Wield (p. 133), Furious Charge (p. 133), Storm of Death (p.
140)
Pivotal Role
Many senior Harlequins take on specific roles within a Troupe or a
performance, that differ from the normal role of the Harlequin.
When you select this Archetype, you may choose to replace
Choreographer of War with one of the following:
PRINCE OF LIGHT: When you or any HARLEQUIN allies within 6
metres Charge, you increase your total movement by +Rank.
DARKNESS’ BITE: After you make a melee attack, you may inflict a
number of Mortal Wounds equal to your Rank, allocated amongst
any enemies you hit during your attack.
TWILIGHT’S GRASP: When you make a melee attack against an
enemy which is not a Vehicle or Monstrous Creature, your melee
weapon gains the Warp Weapon trait.
— Dictatus Vindicare
With single, perfect shots, you have quelled hiding in a ruined tower. The Eldar advance in the face
rebellions, ended wars, and put down uprisings. of this tower was stalled again and again by a hail of
deadly sniper fire which slew Exarchs, Warlocks, and
The Vindicare Assassins specialise in vengeance and
Support Weapons crews in quick succession.
revenge killings. They make use of a specially designed,
Eventually, the Eldar called in their scouts to clear the
long-range Sniper Rifle called the Exitus Rifle. The
tower, but when they entered it, they found it full of
Vindicare Assassin brings inglorious death to the
grenade traps ready to meet them.
Emperor's enemies with a sniper's bullet. Vindicare
Assassins have been known to wait in a position for as VINDICARE ASSASSIN
long as two weeks before taking a shot. Many TIER 5 SPECIES Human XP Cost 320
rebellions and cults have been ended with one, perfect
shot from a Vindicare's rifle. KEYWORDS: IMPERIUM, OFFICIO ASSASSINORUM, TEMPLUM
VINDICARE
The Vindicare Temple teaches the assassin the art of
ATTRIBUTES: Strength 5, Toughness 5, Agility 5, Initiative 5
patience and the perfection of marksmanship. These Willpower 4
stoic assassins are conditioned by their temple to be
SKILLS: Athletics 3, Awareness 3, Ballistic Skill 6, Scholar 1,
unflinchingly loyal to the Imperium, often being trained
Stealth 4, Survival 2, Tech 2, Weapon Skill 4
to limit their vocabulary only to words that are useful
for their profession, cutting off all emotional ARCHETYPE ABILITIES: Assassinorum Conditioning:
attachments to other humans so that they will never You add +Rank ED to all damage rolls, and you add +Double Rank
hesitate to eliminate any target. The intense training of to the damage value of your Unarmed Strikes. In addition, so
a Vindicare Assassin enables them to pick out a single long as you are not immobilised or Restrained, you may use
Agility instead of Toughness when you roll Determination, and
target even amongst roving hordes of enemies on the
you may roll Determination against Mortal Wounds.
battlefield.
Perfect Shot: When you aim with a ranged weapon, you double
In one celebrated (but carefully concealed) the listed Range of the weapon, and you add +Rank bonus dice
engagement, a massed Eldar assault in the Lammas to the subsequent ranged attack.
Campaign was halted by a lone Vindicator Assassin WARGEAR: Exitus Longrifle, Exitus Pistol, Exitus Ammunition
(one round of Shield-Breaker, one round of Turbo-Penetrator,
one round of Hellfire), Stealth Suit, Spy Mask
RATING 6 6 6 5 4 3 1
SUGGESTED TALENTS
Little can compare to the momentum of a charging Ork. Your mere presence is bane to daemons and psykers.
When you Charge, you increase your Speed by +Rank. Whenever you succeed at a melee attack against a
In addition, you gain +1 ED on your attacks when you creature with the DAEMON or PSYKER keywords, your
charge. attack inflicts mortal wounds equal to your Rank in
addition to any other damage inflicted. In addition,
Abhor the Witch
creatures with the DAEMON keyword within a number
XP Cost: 20
of metres of you equal to your Willpower may not
Prerequisites: BLACK TEMPLARS keyword attempt to roll Determination.
Your disdain for sorcery is palpable, repelling the vile And They Shall Know No Fear
arts of wyrd and witch. XP Cost: 5
When a psyker attempts to target you with a psychic Prerequisites: Adeptus Astartes or Primaris Astartes
power, increase the difficulty of their Psychic Mastery species
test by +Rank. This applies to both friendly and enemy
You are one of the Defenders of Humanity, a bulwark
psykers, as you consider no psyker your ally.
against terror forged in the furnace of war.
Acolyte of Ynnead
You may re-roll any failures on any Resolve test you
XP Cost: 15
make.
Prerequisites: Aeldari species, PSYKER keyword,
Armour of Contempt
YNNARI keyword
XP Cost: 20
Those psykers amongst the Ynnari hosts can use the
Prerequisites: Adeptus Astartes or Primaris Astartes
souls of the recently dead to focus their powers.
species, Toughness rating 5+
When you attempt a Psychic Mastery test, you may
You will not yield while there is still a battle to be won,
spend 1 Soul token to add +Rank bonus dice to the test.
nor while an enemy of the Imperium still draws breath.
Aggressor Imperative
When you roll Determination, you add +Double Rank
XP Cost: 20
bonus dice to the roll.
Prerequisites: SKITARII keyword
Armour-Monger
Though doctrina imperatives are normally initiated by XP Cost: 20
a Tech-Priest overseeing the Skitarii in action, you have
Prerequisites: ADEPTUS MECHANICUS keyword
been equipped with protocols for independent action.
You can engage an imperative which enhances your Your craft allows you to enhance the effectiveness of
mobility for short periods. your armour.
At the start of any of your turns, you may activate the Select a single suit of armour you possess when you
Aggressor Imperative. This adds +Rank to your Speed choose this Talent. When you wear that armour,
but reduces your Resilience by 2. At the end of a turn increase the Armour Rating by +Rank. You must be able
in which you activate the Conqueror Imperative, you to spend at least an hour a day maintaining and
suffer 1d3+2 Shock. adjusting the armour in order to gain this bonus.
Prerequisites: Aeldari or Drukhari species, YNNARI Prerequisites: CHAOS keyword, KHORNE keyword
keyword
You are a blood-soaked devotee of the Lord of Skulls,
When one of the Reborn sees the soul of their foes and your desire to slay cannot be sated.
departing their bodies, they feel a renewed sense of
You gain +1d3 Corruption. After you make a melee
purpose.
attack, you may spend 1 Wrath to make an additional
You may spend a Soul token to add +Rank bonus dice attack.
to your next attack.
Bloodlust
Avatar of Blood XP Cost: 20
XP Cost: 20
Your fury has not been sated by those you have already
Prerequisites: Weapon Skill 3+ slain… maybe the next one will quench your thirst for
blood.
Bloodshed inspires and invigorates you.
Immediately after you kill an enemy with a melee
Whenever you inflict a Critical Hit with a melee attack,
attack, you may move up to half your Speed towards
you immediately recover Double Rank Shock.
the next nearest enemy.
Back from the Brink
Bolter Drill
XP Cost: 20
XP Cost: 20
Prerequisites: Aeldari or Drukhari species, YNNARI
Prerequisites: IMPERIAL FISTS keyword or CRIMSON
keyword
FISTS keyword
Those infused with death are not easy to slay.
Your aim is guided by years, even decades, of
When you start Dying, you may immediately spend a marksmanship training, and you can unleash a
Soul token to heal 1 Wound. devastating fusillade of bolter fire.
Battle Focus When you make a successful attack with a weapon with
XP Cost: 10 the Bolt keyword, and you roll a 6 on your Wrath die,
instead of inflicting a critical hit you may choose to
Prerequisites: Aeldari species, ASURYANI keyword
spend 1 ammo and make an additional attack with that
The warriors of the Craftworlds are swift and certain, weapon immediately, at the same target or another
able to fight on the move with startling effectiveness. within 2+Rank metres of the initial target. This
additional attack may not generate any further attacks.
You do not have to move in a straight line when you
sprint. Further, when you Sprint, you may make a Brotherhood of Psykers
ranged attack with any weapon as if that weapon had XP Cost: 10
the Assault trait. You do not suffer the normal +2DN on Prerequisites: GREY KNIGHTS keyword
the attack for doing this. This does not apply to
weapons with the Heavy trait. Your mind is a piece of a greater weapon against the
darkness, one that is only complete alongside the wills
of your brothers.
Your powerful form allows you to wield heavy weapons The tenets of the Codex Astartes are sacrosanct to you,
more easily. and you lean upon their guidance to see you through
the worst of times.
When you wield a Heavy weapon, you are no longer
knocked Prone by a Complication when firing the You increase your Conviction and Resolve by +Rank.
weapon.
Conqueror Imperative
Bull Charge XP Cost: 20
XP Cost: 10
Prerequisites: SKITARII keyword
Prerequisites: Strength 3+
Though doctrina imperatives are normally initiated by
The force of your charge is undeniable. a Tech-Priest overseeing the Skitarii in action, you have
been equipped with protocols for independent action.
When you Charge, your melee weapons gain the Inflict
You can engage an imperative which enhances your
(Prone) trait for that attack. This has no effect on
ferocity and aggression for short bursts.
enemies who are larger than you.
At the start of any of your turns, you may activate the
Bulwark Imperative
Conqueror Imperative. This adds +Double Rank bonus
XP Cost: 20
dice to any melee attacks you attempt during that turn
Prerequisites: SKITARII keyword but increases the DN of any ranged attacks you attempt
that turn by +3. At the end of a turn in which you
Though doctrina imperatives are normally initiated by
activate the Conqueror Imperative, you suffer 1d3+2
a Tech-Priest overseeing the Skitarii in action, you have
Shock.
been equipped with protocols for independent action.
You can engage an imperative which braces you against Death to the False Emperor
incoming fire. XP Cost: 30
At the start of any of your turns, you may activate the Prerequisites: CHAOS keyword, HERETIC ASTARTES
Bulwark Imperative. This adds +Rank to your Resilience keyword
but reduces your Speed by 3. At the end of a turn in
Endless is your spite. Eternal is your hate.
which you activate the Bulwark Imperative, you suffer
1d3+2 Shock. When you make a successful melee attack against a
character with the IMPERIUM keyword and roll a 6 on
Catfall
the Wrath die, you may choose to make an additional
XP Cost: 10
melee attack instead of inflicting a critical hit. This
Prerequisites: Agility 3+ additional attack cannot be used to gain more attacks.
Your mind and soul are upon the precipice, tormented Grandfather Nurgle bestows life and vitality upon his
by visions of Sanguinius’ demise and barely able to children. Your wounds knit with tumorous growths,
slake the rage and bloodlust in your heart. and vile ichor bubbles forth to replace spilt blood.
When you charge into melee, you may add +Rank ED You gain +1d3 Corruption. As a simple action, you may
to the damage of that attack. However, you increase spend 1 Wrath to regain 1d3+2 Wounds.
the Difficulty of any Willpower test to resist The Red
Evade
Thirst by an amount equal to your Rank, and a
XP Cost: 20
Complication suffered in combat may cause you to
hallucinate that you are Sanguinius himself, battling Prerequisites: Initiative 3+
traitors in the Horus Heresy. Primaris Space Marines
You are elusive and difficult to target.
who take this talent become subject to The Red Thirst
despite being Primaris. If you are not in cover, enemies making ranged attacks
against you add +1 to the DN if you are at Medium
Deceptive Retreat
XP Cost: 20 range, or +2 to the DN if you are at Long range. This
does not apply if you are Restrained, Staggered,
Prerequisites: Aeldari or Drukhari species otherwise unable to move freely.
Aeldari in battle wield deception like a blade, slipping Excruciating Sensation
from the fray in feigned retreat only to follow their XP Cost: 20
flight with another attack.
Prerequisites: CHAOS keyword, SLAANESH keyword
After you make a melee attack, whether successful or
The Prince of Pleasure has granted you the greatest
not, you may spend one Glory to Disengage as a free
depths of awareness, to better appreciate the
action.
sensations of existence. Your mind burns with glorious
Ded ‘Ard! agony as you open your senses to perceive more
XP Cost: 40 deeply than any mortal should.
Prerequisites: Ork species, Toughness rating 5+ You gain +1d3 Corruption. When you attempt an
Awareness or Insight Test, you may choose to suffer 1,
Injuries that would slay even other Orks are mere flesh
2, or 3 Shock in order to gain that many additional dice
wounds to you.
on the Test.
Your Resilience is increased by +Rank, and you add
Fallen Angel
+Rank to the number of Traumatic Injuries you can
XP Cost: 10
suffer before dying.
Prerequisites: HERETIC ASTARTES keyword, DARK
Descent of Angels
ANGELS keyword
XP Cost: 20
You broke faith with The Lion of Caliban during the
Prerequisites: BLOOD ANGELS keyword
Imperium’s darkest hour. Or perhaps he broke faith
You emulate your winged Primarch as you descend with you.
from the skies into the heart of the enemy.
Due to your ancient origins, you gain +Rank to Scholar
If you Charge into melee while using a Jump Pack, roll tests regarding historical events. You gain +2 bonus
a number of dice equal to Double Rank. For each 6 dice on any melee attack made against characters with
rolled, you inflict a single Mortal Wound upon an the DARK ANGELS keyword, and they gain +2 dice on
enemy within 2 metres of your landing. Resolve this melee attacks against you. You gain the FALLEN
before making the melee attack from your Charge. keyword.
Prerequisites: ASTRA MILITARUM keyword Prerequisites: ADEPTA SORORITAS keyword, must not
possess the CHAOS keyword
Sharp steel, with some guts behind it, is a vital part of
defending the Imperium. Your faith is such that you will not yield before the
Emperor’s enemies.
You increase the base damage of a bayonet you wield
by +Double Rank when you charge, or when you attack You, and all ADEPTA SORORITAS characters within
an enemy who charged you since your last turn. 15m of you, add +Rank to Resilience. In addition, when
you suffer damage in excess of your Maximum
Guardian
Wounds, you gain 1 Faith. If you die, all characters with
XP Cost: 20
the ADEPTUS MINISTORUM or ADEPTA SORORITAS
You are a shield for your allies. Whenever an ally within keywords gain 2 Faith and recover +Double Rank
Rank metres of you is the target of an attack, you may Shock, as they are spurred on by your martyrdom.
spend 1 Glory as a Reflexive Action to interpose
Inner Circle
yourself an become the target of that attack instead.
XP Cost: 40
You cannot use this talent if you are Restrained or
otherwise have impaired movement. Prerequisites: DARK ANGELS keyword, Willpower 5+
Hail of Fire You have been granted true knowledge of the
XP Cost: 20 Unforgiven’s quest for absolution, and you bear that
burden with solemnity and furious purpose.
Prerequisites: Ballistic Skill Rating 2+
You automatically pass all Fear and Terror tests. You
On command, you can produce a veritable wall of
are also immune to Interaction attacks made using
firepower that few foes can withstand. When you use
Intimidation. Further, you may re-roll up to Double
a Salvo option when making a ranged attack, you add
Rank dice on any melee attacks made against
+Rank ED to the attack’s damage.
characters with the FALLEN keyword. Finally, you gain
Heroic Intervention the DEATHWING keyword.
XP Cost: 20
Inspirational
When an enemy takes the Charge action and concludes XP Cost: 10
their move within 6 metres of you, you may spend 1
Prerequisites: Leadership Rating 2+
Glory as a Reflexive Action to move up to your Speed
towards that enemy to engage them and make a melee Your presence bolsters and reassures your allies.
attack before the enemy makes their attack. You are
considered to be charging for the purposes of your When an ally within 15+Rank metres who can see you
attack. fails a Resolve test, you may make a Leadership test as
a Reflexive Action against the same DN as their Resolve
Hunt from the Shadows test. If you succeed, then the ally is considered to have
XP Cost: 10 passed their Resolve test rather than failed it.
Prerequisites: Drukhari species.
Prerequisites: DARK ANGELS keyword, Agility 5+ Prerequisites: ADEPTUS MECHANICUS keyword, CULT
MECHANICUS keyword, Luminen Capacitor augmetic
You are a paragon of high-speed mounted combat, and
few foes can draw a bead upon you when you’re at full By reciting the proper litanies, you can channel the
speed. energy of your Luminen Capacitor through your
electoos and other implants and direct it at your
When you pilot a Space Marine Bike, Attack Bike, or
enemies.
Land Speeder, the vehicle’s Defence increases by
+Rank if you are travelling faster than the vehicle’s You may make a ranged attack using this talent. The
Cruising Speed. In addition, you gain the RAVENWING attack has a range of 10m, and inflicts damage equal to
keyword. twice your Willpower, plus Rank ED, with the Agonizing
and Spread traits, and a Salvo rating of –. Instead of
Lie Low
reloads, this attack uses charges from your Luminen
XP Cost: 10
Capacitor.
Prerequisites: Initiative 3+
Luminen Defiler
You know how to avoid attention when trouble is near. XP Cost: 20
When you are Prone, you add +Rank to your Defence Prerequisites: DARK MECHANICUS keyword, Luminen
against attacks from 6 or more metres away, and +Rank Capacitor augmetic
bonus dice on Stealth tests when you attempt to Hide.
You have found ways to alter and twist the energies of
Lightning Assault your Luminen Capacitor, imbuing it with the hellish
XP Cost: 20 light of Chaos and your own twisted spirit.
Prerequisites: WHITE SCARS keyword You gain +1 Corruption. When you use a charge from
your Luminen Capacitor, you may suffer a Mortal
You are a master of the hunt, and your fury is
Wound to corrupt the energy you unleash. If you are
inescapable.
using this to power a machine, then the machine is also
When you take the Run or Sprint action, you increase tainted and corrupted, and the GM will work with you
your Speed by +Rank. Any vehicle you pilot increases to determine the effect. If you are using that corrupted
its Cruising Speed by +Rank. power to make an attack (using the Luminen Blast or
Luminen Shock talents, or any weapons which use your
Lightning-Fast Reactions
Luminen Capacitor), then the attack gains the Rad (2)
XP Cost: 20
trait.
Prerequisites: Aeldari or Drukhari species
Luminen Shock
The Aeldari process thought and emotion far faster XP Cost: 20
than a human, and their physical reactions are so quick Prerequisites: ADEPTUS MECHANICUS keyword, CULT
that they can slip past flickering blades and fusillades MECHANICUS keyword, Luminen Capacitor augmetic
of gunfire with astonishing ease.
You may channel the energy of your Luminen Capacitor
When you are targeted by a ranged or melee attack, into your fists.
you may spend 1 Glory as a Reflexive Action to increase
your Defence by +Double Rank until the start of your When you make an unarmed attack, you may spend 1
next turn. charge from your Luminen Capacitor to increase the
damage by your Willpower, and to gain +Rank ED. This
attack gains the Agonizing trait.
You spurn the weakness of flesh and embrace the You are an expert in the science of weaponry, and the
purity of steel, forging a unique bond with the spirits of most advanced munitions are all the deadlier in your
the machines you work with. You gain a bonus to Tech worthy hands.
tests, and to Piloting tests for vehicles with the
When you use a weapon with the Melta, Plasma, Arc,
ADEPTUS ASTARTES keyword, equal the number of
Power, or Adeptus Mechanicus keywords, you may add
cybernetic replacement parts you have.
+Rank ED to the weapon’s damage.
Master Artisan
Not Another Step Back
XP Cost: 15
XP Cost: 15
Prerequisites: SALAMANDERS keyword
Prerequisites: Squat species
The Salamanders are craftsmen of renown, and their
You have lost too much, and retreat tastes like the
weapons are crafted and maintained to an exceptional
ashes of the dead.
standard.
When you fail a Resolve test, you may suffer 1d3 Shock
Whenever you make an attack with one of your own
in order to count as having succeeded.
weapons (i.e., any weapon with which you began the
current adventure), you may re-roll up to Rank dice on Only in Death Does Duty End
the attack. XP Cost: 30
Maglev Transcendence Prerequisites: Adeptus Astartes or Primaris Astartes or
XP Cost: 20 Custodian species, Toughness rating 5+, Willpower
rating 4+
Prerequisites: ADEPTUS MECHANICUS keyword, CULT
MECHANICUS keyword, Maglev Coils augmetic You will not allow so trivial a thing as a mortal wound
interfere with delivering death to the enemies of the
You have proven your devotion to the Machine God by
Imperium.
expanding the network of gravitic and magnetic coils
throughout your flesh, allowing you to defy gravity When you are Dying, you may continue to act normally,
more easily. though you continue to suffer Traumatic Wounds and
additional Wrath Dice as normal for a Dying character.
You may now run and sprint while using your Maglev
If ever you roll a 6 on all your Wrath dice while Dying,
Coils to fly, and your flying speed is increased to twice
you immediately regain 1 Wound.
your Willpower.
Overseer
Mighty Leap
XP Cost: 25
XP Cost: 10
Prerequisites: Leadership Rating 3+
Prerequisites: Strength 2+, Agility 2+
Allies follow your direction without hesitation, trusting
You’re capable of leaping considerable distances.
your judgement in the heat of battle.
When you make a Long Jump or High Jump, add +Rank
As a Full Action, you may command a single ally within
to your Strength to determine how far or how high you
15+Rank metres. That ally may immediately take
can jump.
Movement, a Combat Action, and a Simple Action as if
it was their turn. This does not prevent the ally from
taking a turn of their own later in the round. Once you
have used this option, you may not do so again until
after your next Regroup.
You’ve trained to be able to snap off a burst of fire at a Your shots are lethally precise, able to hit a target’s
charging foe. weak points with terrifying ease.
When you are Charged, you may use your Reflexive When you aim and make a successful ranged attack
Action and spend 1 ammo to make a ranged attack with the Called Shot option, the weapon gains the
against the enemy Charging you. This attack is resolved Mortal (1) trait.
before the Charge begins, and the enemy’s receives +3
Prey Upon the Weak
Defence against this attack. This is considered a Salvo
XP Cost: 15
option, so you must reload your weapon after this
attack before you can fire it again. Prerequisites: Drukhari species, Ballistic Skill rating 2+
Power Through Pain Your senses heighten in the presence of terrified prey.
XP Cost: 20
When you make a ranged attack against an enemy who
Prerequisites: Drukhari species is currently under the effects of any of the Fear, Terror,
or Pinned conditions, re-roll Double Rank dice on the
Your soul slips away, little by little, and you replenish it
attack.
by drinking deep of the anguish and despair of others.
Properly Prepared
You gain one Pain point whenever an enemy does one
XP Cost: 20
of the following within Willpower+Rank metres of you:
a character suffers three or more Wounds from a single Prerequisites: Squat species
attack, you affect an enemy with an Intimidation
You’re never without a few extra magazines and a
interaction attack, a character fails a Resolve test, a
back-up sidearm or two. Can’t be too careful.
character becomes Exhausted.
You may carry up to 5 reloads as standard, rather than
You immediately recover +Rank Shock whenever you
3; this may be increased by equipment as normal. In
gain a Pain point. Further, you gain an increasing bonus
addition, you may spend a Wrath point to declare that
for the number of Pain points you’ve obtained, as
you’ve still got a back-up gun, which you immediately
described on the table below. You lose all accumulated
produce from its hiding spot. This is a hand cannon with
Pain points upon taking a Regroup or Respite.
a single reload, and it’s better not to ask where you
Total Effect were keeping it.
Pain
Points Prosanguine
1 Inured to Suffering: +1 Resilience XP Cost: 20
2 Eager to Flay: +Rank to Speed. Prerequisites: ADEPTUS MECHANICUS keyword,
3 Flensing Fury: +Rank bonus dice to Autosanguine augmetic
Weapon Skill tests.
4 Emboldened by Bloodshed: +Rank Between your iron will and your devotion to the
Resilience Omnissiah, you are able to accelerate the effects of
5+ Mantle of Agony: Your Resolve increases your Autosanguinator systems. You may attempt a
by +Double Rank. Tech test (DN 3) to do this, and if successful, you regain
1d3+1 Wounds immediately, +1 per Exalted Icon you
shift. Once you have attempted this, you cannot
attempt it again until you have received a Respite.
You can quickly regain your feet. You know that there is no shot quite as effective as the
unexpected one.
When you stand up from Prone you are not restricted
in the actions or combat options you use during your When you make a ranged attack against an unaware
turn. enemy, the target, and all enemies within 5 metres of
the target, must pass a Resolve test with a DN equal to
Sorcerous Might
your Stealth score or be Pinned.
XP Cost: 25
Take Cover!
Prerequisites: CHAOS keyword, TZEENTCH keyword,
XP Cost: 20
PSYKER keyword
Prerequisites: ASTRA MILITARUM keyword
You have seen the maddening truth of the Changer of
Ways and emerged with your mind intact and surging If you mean to survive to fight another day, it helps to
with knowledge. put something between you and the enemy.
Gain +1 Corruption. When you succeed at a Psychic When you are targeted by a ranged attack while in
Mastery test, you may spend a point of Wrath to gain cover, you may take cover as a Reflexive action to
+Rank additional Exalted Icons to shift. increase your Defence by +Rank until the start of your
next turn. If you do so, you may not move during your
Strike and Fade
next turn.
XP Cost: 20
Victor of the Blood Games
Prerequisites: Aeldari or Drukhari species
XP Cost: 30
The Aeldari are elusive, withdrawing from battle mere
Prerequisites: Custodian Species
moments after striking with full force, then rallying to
strike once more. What foe could best a warrior who has pierced the
defences of Holy Terra itself?
After making a ranged attack, whether successful or
not, you may spend one Glory to move up to your Each turn in combat, you may add one bonus die to a
Speed. Test, add +1 to the damage value of an attack, or
increase the severity of a Critical Hit as if you had spent
Strike from The Shadows
a point of Glory.
XP Cost: 20
War Hymns
Prerequisites: RAVEN GUARD keyword
XP Cost: 20
The Sons of Corax emerge from the shadows and fall
Prerequisites: ADEPTUS MINISTORUM keyword
upon their prey in a swift, deadly strike that leaves the
enemy dead before they can respond. Your voice is heard above the clamour and clangour of
battle, rallying the servants of the Emperor to greater
When you attack an enemy unaware of your presence,
heights of piety and fury.
or make an attack during an ambush, your target
becomes Vulnerable with a rating equal to your Rank. You may sing war hymns as a simple action, and all
allies with the IMPERIUM keyword within 15+Rank
metres gain +Rank bonus dice on all melee attacks until
the start of your next turn.
Prerequisites: Aeldari or Drukhari species, YNNARI Prerequisites: Squat species, Tech rating 5+
keyword
Your forebears taught you the ways of technology far
The Ynnari are surrounded by the souls of the dead, better than the craft of those superstitious tech-
whose sibilant whispers distract and unnerve nearby priests, and you’re not afraid to show it.
foes.
You never count technology with the IMPERIUM or
Enemies within 3m of you adds +1 to the DN of Resolve ADEPTUS MECHANICUS keywords as being foreign or
tests for every two Soul tokens you possess. unfamiliar. When you roll a 6 on your Wrath die when
making a Tech test to repair a device of Imperial or
Witch’s Nightmare
Adeptus Mechanicus origins, you may declare that the
XP Cost: 30
device now “works properly”, and that Tech-Priest
Prerequisites: Pariah species nonsense was interfering with it before. The GM will
determine the precise extent and effect of this
Your presence is an impossible void to psykers, and
improvement with you.
they cannot bear your presence.
Agent of the Inquisition first, and often only, line of defence against these
You have been recruited by an Inquisitor to continue inhuman horrors.
the ongoing fight against the Enemies of the Imperium. Unlike other Space Marines, the ones serving in the
You’re not merely an informant or minion bearing the Deathwatch are not truly a separate Chapter of the
Inquisition’s mark, but a trusted associate and Adeptus Astartes; rather, they are a collection of
confidante of an Inquisitor, with valued skills, veteran Space Marines drawn from all of the different
experience, and insights, and the ability to wield some extant Chapters who serve together in the Inquisition's
measure of their authority. service for a discrete period of time.
XP COST: 10 x new Tier To be chosen by one's Chapter to serve in the
ATTRIBUTE REQUIREMENT: Willpower 3 Deathwatch is a great honour for any Space Marine, as
only the most elite and experienced members of a
SKILL REQUIREMENT: Insight (2) or Awareness (2) Chapter are ever chosen for this extremely hazardous
KEYWORDS: INQUISITION, [ORDO] tour of duty, the specifics of which must be kept secret
by Inquisitorial order and sacred oath even from a
INFLUENCE BONUS: +1 per Tier ascended Deathwatch Astartes' home Chapter.
STORY ELEMENT: Your new status as an Agent of the XP COST: 10 x new Tier
Inquisition means that they may invoke the name of
your Inquisitor to gain +Rank to an Influence or social ATTRIBUTE REQUIREMENT: Willpower 4
Skill test involving a character with the IMPERIUM SKILL REQUIREMENT: Ballistic Skill 5 or Weapon Skill 5,
keyword, once per scene. Scholar 2
Because of the circumstances of your recruitment to OTHER REQUIREMENTS: You must be Adeptus
the Inquisition, you gain 3 Corruption points and a Astartes or Primaris Astartes. This archetype can only
Memorable Injury. be used in games at Tier 4 or higher.
WARGEAR: Inquisitorial Rosette (symbol of authority), KEYWORDS: DEATHWATCH, INQUISITION, ORDO
plus up to two items of Rare Wargear, or one item of XENOS
Very Rare Wargear, with a Value up to 3 + the new Tier.
INFLUENCE BONUS: +1 per Tier ascended
Apocryphon Oath
The Deathwatch Space Marines serve the Ordo Xenos STORY ELEMENT: You join the ranks of the
of the Imperial Inquisition as its Chamber Militant, the Deathwatch, and you are initiated into secrets that
warriors of last resort when the Inquisition needs allow you to hunt Xenos more effectively. You receive
access to firepower greater than the Astra Militarum or the normal benefit for having the Ordo Xenos keyword
a team of its own Acolytes or even Throne Agents can (page 64 of the Wrath & Glory core rulebook) and have
provide. access to special Deathwatch arsenals containing rare
and specialised equipment.
Across the galaxy there are innumerable hostile alien
civilisations that threaten Mankind, from the green- Further, due to your specialised training, at each
skinned Orks, to the monstrous Tyranids, sadistic Regroup, you may select a single keyword which
Drukhari, spectral C'tan, and undying Necrons. It is the relates to a Xenos faction. You add +Rank ED to all
sacred task of the Deathwatch to stand sentry against attacks against enemies with that keyword.
all of these terrible xenos races. They are ready to act WARGEAR: One reload each of Dragonfire, Hellfire,
when such ancient evils rise to threaten Mankind once Kraken, and Vengeance bolt rounds, and one Weapon
more. The Space Marines of the Deathwatch form the Upgrade with a value of up to 7 (Very Rare).
Indirect Tearing
The weapon can be fired at enemies which are not The weapon rips and tears at their enemies, inflicting
visible to the bearer, adding +2 to the DN. Enemies horrific wounds. When you roll for damage with this
attacked indirectly do not receive any bonus to weapon, you may re-roll any number of ED.
Defence for being in cover.
Tesla
Luminagen The weapon fires arcs of crackling lightning, leaping
Phosphor weapons illuminate their targets with a from foe to foe. When you shift Exalted Icons from a
searing light. A character hit by a Luminagen weapon successful attack, you may shift Exalted Icons to hit
cannot benefit from being in cover until the start of enemies within 3m of an existing target as well as the
their next turn. main target, using the weapon’s normal damage and
AP. Each Exalted Icon shifted may only be used to hit
Mortal (X)
additional enemies or to gain +ED, not both.
The weapon deals horrific, deadly wounds that are
nigh-impossible to withstand. For each Exalted Icon
Axe Greatsword
A hafted melee weapon with a wedge- or crescent- Coming in a variety of forms and styles, these long
shaped blade, intended to apply maximum cutting blades require two hands to wield effectively, but the
power to a small cross-section. They’re used as tools two-handed grip allows the wielder greater leverage,
for woodcutting and similar activities across the galaxy, which translates into swift strikes and deadly force.
but they are as effective at felling foes as they are at Spear
felling trees. The most common form of weapon ever devised. A
Flail pointed head on a long haft makes for a simple
A hafted melee weapon, with one or more chains weapon, but one which is nevertheless effective, able
attached to weighted or spiked heads, able to batter to hold opponents at a distance and extend the killing
through a foe’s defences and inflict considerable reach of their wielder.
damage.
Greataxe
Large, two-handed axes used both as heavy-duty
cutting tools in primitive cultures, and as deadly
weapons by mighty warriors. Few have the skill to
wield them in battle effectively, but they are deadly in
the right hands.
Nemesis Falchion shards of silver and inset with ancient runes of daemon
Wielded in a pair, Nemesis Falchions are smaller slaying. Advanced power field generators are also
variants of the Nemesis Force Sword. By triggering the contained within.
circuitry within each Falchion, a Grey Knight can swing
Nemesis Warding Stave
the Force Weapon with incredible speed, striking
Unlike most of the Nemesis Force Weapons used by the
several blows with pinpoint accuracy.
Grey Knights, the Nemesis Warding Stave has abilities
Nemesis Force Halberd used in defensive situations. The wielder of the stave
A Nemesis Halberd is a two-handed weapon that can channel his psychic might into the haft to activate
consists of a long adamantium haft with an iron and the refractor fields within. The refractor fields, once
silver blade set upon the top. This extra reach often activated, then project a force field around the wielder,
allows a Grey Knight to land a fatal blow, killing the softening any blows and thus increasing the chance for
enemy before coming within reach of its weapons. retaliation.
Phase Sword
A Phase Sword—often referred to as a C’Tan Phase
Sword—is a metal blade of unknown composition that,
through the use of seemingly impossible physics, is
capable of phasing through any object irrespective of
its physical properties. Energy shields, armour and
even daemonic bodies are of no defence against a
Phase Sword.
Poisoned Blades
In sealed pockets across their synskin bodygloves,
many Callidus Operatives keep an array of envenomed
needles, each several inches long and wickedly sharp.
A Callidus is an expert at slamming them point-first
through eye-slits, armour joints and other weak spots
to ensure their victim's swift demise.
ANCIENT WEAPONS: Any Aeldari Weapon with the Any target wounded by a Diresword may also have
ANCIENT keyword predates the Fall of the Eldar and is their mind assailed by the spirit residing within the
normally only borne by the champions of the Asuryani Spirit Stone. When a blow is struck, the spirit within the
and Anhrathe today. They will invariably draw sword will attempt to destroy the enemy's mind.
attention to the wielder, especially if the wielder is not
Executioner
Aeldari.
The Executioner is a large two-handed glaive, axe, or
Biting Blade halberd, commonly used by Howling Banshee Exarchs,
Biting Blades are large, two-handed, long-bladed which is capable of slicing an opponent in half with a
Chainswords wielded by the Craftworld Aeldari Striking single blow. Despite their size, they are lightweight and
Scorpions Aspect Warriors reminiscent of the massive extremely swift in the hands of their wielders, and their
Eviscerators used by religious zealots within the blades are often a blur as they move from
Imperium. However, where Imperial Eviscerators are impenetrable defence to unstoppable attack.
heavy, noisy machines, Biting Blades are slender and
Special: The Parry trait of an Executioner adds +2 to the
quiet, but no less deadly for their relatively light
wielder’s Defence in melee, rather than +1.
weight.
Diresword Harlequin’s Blade
A Diresword is an Aeldari Power Weapon only wielded These perfectly balanced swords are so light as to be
by Exarchs of the Dire Avengers Aspect. These one- almost weightless, and so sharp that those who are cut
handed, single-edged Power Swords are crafted in the may not realise it for several seconds. They seem
graceful Aeldari style, into which a potent Aeldari spirit almost to sing as they pass through the air, their tune
has been placed through the incorporation of a Spirit an accompaniment to the Harlequins’ deadly dance.
Stone into the blade.
Poisoned Weapons: A selection of alternative Drukhari smooth and glassy when inert, but it can be made to
poisons is presented in the Reloads and Ammunition grow and shed impossible profusions of lethal
section, which can be applied to replace the effect of crystalline blades while in combat.
the Inflict (Poisoned X) trait on DRUKHARI weapons.
Impaler
Many Drukhari also add the Envenomed Blade upgrade
The Impaler is a Dark Eldar weapon used by both Kabals
to their BLADE weapons.
and Wych Cults. It is a large monomolecular melee
Agoniser weapon resembling a short spear with twin blades.
An Agoniser is an extremely sophisticated Drukhari They are frequently used by Wyches called Yraqnae in
weapon which takes the form of a barbed whip or flail. combination with a Shardnet.
They inflict massive amounts of pain, often overloading
Klaive
a victim’s senses through a mixture of nerve toxin and
The Klaive is a Dark Eldar power weapon favoured by
bioelectric shock.
elite Incubi. Every Klaive is a masterpiece of a weapon,
Hekatarii Blade perfectly balanced, and extremely deadly. In the right
Each Wych owns an elegant dagger made individually hands, they can cleave though even Space Marine
for her only by artisans of Commorragh. These knives power armour, or take a foe’s head off with a single
are kept in a sheath with an inbuilt sharpening field to strike.
ensure it stays eternally keen.
Razorflail
Huskblade Wyches known as Lacerai wield a pair of razorflails, a
Perhaps the most lethal weapon in the arsenals of kind of retracting sword which can be wielded either as
Drukhari Archons, Husk Blades evaporate the moisture a solid blade or as a flexible whip-like series of
from everything they touch, leaving desiccated flesh segmented blades. Razorflails are a difficult weapon to
and dry bone in their wake. Even the toughest foes counter, as they are almost impossible to block or
have been struck down by these blades, reduced to the parry.
dried-out husks for which the blade is named.
Shardnet
Hydra Gauntlets Shardnets are Hekatarii weapons which entrap foes,
Hydra Gauntlets are bizarre weapons used by Dark making them vulnerable to other attacks – they’re
Eldar Wyches called Hydrae. These gauntlets are normally used in conjunction with an Impaler, which
extremely strange weapons made from a flexible are used to eviscerate an ensnared victim. The
weave of semi-sentient, extraplanar crystals. They are Shardnet is electrified, barbed, and designed to tighten
Page 155 of 258
An Abundance of Apocrypha
and constrict once they have caught their prey, causing substances in the galaxy—that make the blade
intense pain and cruel lacerations. extremely lethal to any foe with just the slightest
scratch.
Venom Blade
The Venom Blade is a favoured melee weapon of the Special: While suffering the Poisoned condition from a
ancient Drukhari nobility and was considered their Venom Blade, a creature also suffers 1d3
hallmark. These weapons each are host to thousands Mortal Wounds at the start of each of their
of micropores that constantly exude a distilled elixir of turns.
hypertoxins—a lethal mixture of the most toxic
Ork Melee Weapons
ORK MELEE WEAPONS
NAME DAMAGE ED AP RANGE TRAITS VALUE RARITY KEYWORDS
‘Uge Choppa (S) +8 4 -3 2 Brutal, Waaagh! 6 Rare CHAIN, TWO-
HANDED, ORK
‘Urty Syringe (S) +4 4 – – Careful, Inflict (Poisoned 4), 4 Uncommon EXOTIC, ORK
Waaagh!
Grabba Stikk (S) +5 3 – 2 Inflict (Restrained), Waaagh! 4 Uncommon EXOTIC, ORK
Grot Prod (S) +5 5 -1 – Agonizing, Waaagh! 5 Rare EXOTIC, ORK
Killsaw (S) +7 6 -4 – Brutal, Unwieldy (3), Waaagh! 10 Very Rare POWER FIELD,
ORK
Power (S) +5 5 -2 – Brutal, Waaagh! 7 Very Rare POWER FIELD,
Snappa ORK
Power (S) +5 4 -2 – Waaagh! 6 Rare POWER FIELD,
Stabba ORK
Tankhammer (S) +10 5 -2 – Careful, Blast (2), Waaagh! 8 Uncommon EXPLOSIVE, ORK
Bolt Weapons
BOLT WEAPONS
RANGE
NAME DAMAGE ED AP SALVO TRAITS VALUE RARITY KEYWORDS
SHT MED LNG
Absolvor Bolt 12 2 -1 8 16 24 1 Brutal, Pistol 8 Very BOLT, ADEPTUS
Pistol Rare ASTARTES, PRIMARIS
Auto Bolt Rifle 10 1 – 12 24 36 3 Assault, 7 Very BOLT, ADEPTUS
Brutal, Rapid Rare ASTARTES, PRIMARIS
Fire (3)
Auto- 10 1 – 9 18 27 3 Assault, 8 Very BOLT, POWER FIELD,
Boltstorm Brutal, Paired, Rare ADEPTUS ASTARTES,
Gauntlet* Rapid Fire (3) PRIMARIS
Bolt Carbine 10 1 – 12 14 36 2 Assault, 6 Rare BOLT, ADEPTUS
Brutal, ASTARTES, PRIMARIS
Reliable, Rapid
Fire (1)
Bolt Sniper 12 1 – 18 36 54 1 Brutal, Heavy 8 Very BOLT, ADEPTUS
Rifle* (6), Sniper (2) Rare ASTARTES, PRIMARIS
Boltstorm 10 1 – 6 12 18 3 Brutal, Pistol 8 Very BOLT, POWER FIELD,
Gauntlet* Rare ADEPTUS ASTARTES,
PRIMARIS
Executor Bolt 12 2 -2 21 42 63 1 Brutal, Heavy 7 Very BOLT, ADEPTUS
Rifle (4), Sniper (1) Rare ASTARTES, PRIMARIS
Executor 12 3 -2 21 42 63 2 Brutal, Heavy 7 Very BOLT, ADEPTUS
Heavy Bolter (4), Rapid Fire Rare ASTARTES, PRIMARIS
(2)
Hellstorm Bolt 12 1 – 15 30 45 3 Assault, 7 Very BOLT, ADEPTUS
Rifle Brutal, Heavy Rare ASTARTES, PRIMARIS
(4), Rapid Fire
(3)
Hellstorm 12 2 – 15 30 45 4 Brutal, Heavy 7 Very BOLT, ADEPTUS
Heavy Bolter (4), Rapid Fire Rare ASTARTES, PRIMARIS
(4)
Heavy Bolt 12 1 -1 18 36 54 2 Brutal, Heavy 7 Very BOLT, ADEPTUS
Rifle (4), Rapid Fire Rare ASTARTES, PRIMARIS
(2)
Instigator Bolt 10 2 -1 12 24 36 1 Assault, 7 Rare BOLT, ADEPTUS
Carbine Brutal, Silent, ASTARTES, PRIMARIS
Sniper (1)
Marksman 10 1 0 12 24 36 1 Brutal, Rapid 6 Rare BOLT, ADEPTUS
Bolt Carbine Fire (1), Sniper ASTARTES, PRIMARIS
(1)
Occulus Bolt 10 1 – 12 24 36 1 Brutal, Rapid 6 Rare BOLT, ADEPTUS
Carbine* Fire (1) ASTARTES, PRIMARIS
Stalker Bolt 10 2 -2 18 36 54 1 Brutal, Heavy 7 Very BOLT, ADEPTUS
Rifle (4), Rapid Fire Rare ASTARTES, PRIMARIS
(1), Sniper (1)
Stalker- 10 1 -1 15 30 45 2 Brutal, Heavy 7 Very BOLT, ADEPTUS
pattern (4), Rapid Fire Rare ASTARTES,
Boltgun (1), Sniper (1) DEATHWATCH
A more compact version of the Bolter used by Primaris Heavy Bolt Rifle
Reiver Space Marines. Bolt Carbines are easier to wield A bulkier, more powerful version of the Bolt Rifle,
than full-size Boltguns, due to their lighter, simpler chambered to use Heavy Bolter shells and wielded by
construction and recoil suppressors. Heavy Intercessors.
Grav Weapons
GRAV WEAPONS
RANGE
NAME DAMAGE ED AP SALVO TRAITS VALUE RARITY KEYWORDS
SHT MED LNG
Grav- 8 1 -3 6 12 18 1 Grav, Pistol 6 Very GRAV, ADEPTUS ASTARTES,
pistol Rare ADEPTUS MECHANICUS,
SQUAT
Grav-gun 8 1 -3 9 18 27 1 Grav, Rapid 6 Very GRAV, ADEPTUS ASTARTES,
Fire (1) Rare ADEPTUS MECHANICUS,
SQUAT
Grav- 8 2 -3 12 24 36 4 Grav, 7 Very GRAV, ADEPTUS ASTARTES,
cannon Heavy (8) Rare ADEPTUS MECHANICUS,
SQUAT
Executioner Pistol
The executioner pistol is the standard sidearm of all
Eversor assassins, consisting of a master-crafted bolt
pistol combined with a needle pistol.
NURGLE’S ROT: Any Weapon with the NURGLE Special: When firing a Blastmaster, choose which
keyword and the Inflict (Poisoned X) Trait is coated in a profile you wish to use before resolving the
mixture of virulent diseases and deadly warp-toxins. A attack.
character Poisoned by a NURGLE weapon suffers 1d3
Mortal Wounds at the start of each of their turns. Blight Grenades
Also known as a Death’s-Head of Nurgle, Blight
PESTILENT weapons with the Flamer trait do not inflict Grenades are explosive devices bloated and swollen
the On Fire condition. Rather, they inflict the Poisoned with pathogens used by Plague Marines. When they
4 condition. explode the resulting shrapnel carries deadly toxins
and contagions that can penetrate cracks in armour,
Blastmaster
The Blastmaster is a heavy Sonic Weapon that when cause flesh to boil and slough away, and fill the air with
fired focuses a throbbing bass note into an explosive blinding spores, all the while keeping the victim alive
sonic crescendo that can burst eyeballs and rupture until the very end. Some versions of Blight Grenades
internal organs. By varying the frequency of the blast, resemble maggot-filled shrunken heads, while others
the effect of the weapon can be altered to produce are made from the actual heads of slain enemies.
different effects. The Blastmaster is used alongside the
smaller Sonic Blaster weapon.
ANCIENT WEAPONS: Any Aeldari Weapon with the It is also more accurate than a lascannon, making
ANCIENT keyword predates the Fall of the Eldar and is armor below a certain thickness redundant.
normally only borne by the champions of the Asuryani
Deathspinner
and Anhrathe today. They will invariably draw
The Death Spinner is an Eldar Monofilament gun and
attention to the wielder, especially if the wielder is not
the ritual weapon of the Warp Spider Aspect Warriors.
Aeldari.
Often just referred to as a 'Spinner', it uses the same
Aeldari Missile Launcher basic technology as weapons such as the Harlequin's
The Aeldari Missile Launcher is commonly used by Kiss and the Shadow Weaver, projecting a long thread
Asuryani and Anhrathe forces. Instead of the primitive of single-molecule chain, or monofilament wire. The
launching-tubes favoured by the Imperium, they use weapon uses a magnetic containment field to spool the
complex chambered pods designed to contain several wire together and discharge it as rapidly expanding
types of ammo, greatly decreasing the need to reload. mist-like mass called a "spinner cloud". Targets within
The ammunition held in its internal magazines is in fact the cloud are sliced apart as the wires' own tension
so compact that they can fit scores of projectiles inside causes it to writhe and lash, slicing through not only
a single launcher. While portable, they are most exposed flesh but also seeking out gaps in their armour,
commonly mounted on Grav Platforms and Eldar where it uncoils within and liquefies their innards.
vehicles. Sunburst missiles generate a high-energy
Dragon’s Breath Flamer
pulse that blasts and sears infantry, while Starshot
A relic found in some temples of the Fire Dragon Aspect
missiles produce a concentrated blast which can
Warriors, Dragon’s Breath flamers are lightweight but
overcome armoured targets.
powerful weapons, turning their foes to ash.
Avenger Shuriken Catapult
Firepike
The Avenger Shuriken Catapult is a weapon unique to
A sophisticated form of Eldar fusion weapon, these
the Dire Avengers Aspect Warriors shrine. This
long-barrelled devices are commonly used by Fire
upgraded version of the Shuriken Catapult features an
Dragon Exarchs to deliver burning ruin over a
extended barrel, additional power feeds, in-built
considerable distance.
rangefinders, a greater firing range and more
sophisticated targeting systems, as befits high status Fusion Pistol
troops. Most commonly Dire Avengers use these A compact form of fusion gun, these weapons are
weapons in carefully-controlled bursts, but in the heat commonly used by Harlequins and corsairs for their
of an assault or a close-range firefight, the weapon's tank-busting power, granting the ability to blast
fully automatic function can empty its magazine in through even the toughest armour in a compact
seconds. package.
Bright Lance
A refined laser weapon, similar to an Imperial
lascannon, the Bright Lance is extraordinarily precise. It
operates similar to its Imperial counterpart, firing a
concentrated laser-blast for destroying enemy
vehicles, however the weapon is far more efficient
thanks in part to the use of psychically grown crystals.
Damage ED AP Traits
Brutal,
(S) +6 5 -1
Overwhelming
Special: A Web of Skulls ignores up to 4 points of DN
increase for making a Multi-Attack as part of a
ranged attack, but it can Multi-Attack against a
maximum of three targets, each of whom must
be within 12m of at least one other target.
Splinter Weapons: A selection of alternative Drukhari prevent the Darklight from damaging the weapon or its
poisons is presented in the Reloads and Ammunition user. The Darklight is accelerated very rapidly down the
section, which apply additional effects. barrel by these same containment fields. Upon striking
its target, it reacts violently, tearing through armor
Blast Pistol
regardless of thickness or composition, and in the
The Drukhari utilise potent streams of darklight in
event of the Dark Lances use on infantry, it's incredibly
some of their weaponry. A blast pistol is the most
rare that any sign of the unfortunate target is left
compact form of this, able to project flickering dark
whatsoever.
beams of energy that sear through flesh, bone, and
armour alike. Haywire Blaster
Haywire Blasters are Aeldari and Drukhari weapons
Blaster
which harness destructive electromagnetism to
A Blaster is a smaller, lightweight version of a Dark
devastate machinery. These are long-barrelled
Lance, which includes a semi-liquid stabilizer like that
weapons so lightweight that can be fired even when
found in the Dark Eldar Splinter Cannon. This allows for
moving. A well-aimed haywire blast can destroy an
Warrior squads to launch volleys of this devastating
enemy tank's control system in a single shot.
energy while on the move.
Heat Lance
Dark Lance
Heat Lances are Drukhari weapons which combine the
The most commonly seen example of Darklight
power of melta- and high-yield las-technology in one
Weaponry is the Dark Lance. Similar in construction to
weapon, using a powerful laser as a conduit for an
the Bright Lance of their Eldar cousin's forces, a Dark
intense melta blast. As with every melta weapon, the
Lance is redesigned to allow for the use of Darklight
heat lance has short range but is extremely
ammunition. It's commonly found mounted on Raiders
devastating.
and Ravagers, although Kabalite Warriors are seen
carrying them across the battlefield as well. The device
uses magnetic containment and stabilization fields to
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Shredder Splinter Pistol
The Shredder is a weapon used primarily by the The Splinter Pistol is the sidearm of choice for most
Drukhari, similar to the monofilament weapons used Dark Eldar, finding frequent use across the Dark City.
by the Asuryani. When the gun is fired at its target, it Usually paired with a blade or used as a pair for added
unleashes an expanding mesh of monofilaments with effectiveness in assaults. The Splinter Pistol uses the
miniscule barbs along their length. The mesh entangles same ammunition and firing mechanisms as the rifle,
the victim in an invisible net that slices apart the target although compacted and therefore have shorter range,
as it struggles. and with a smaller ammunition crystal to reduce the
weight even further.
Shardcarbine
The Shardcarbine is a splinter weapon with an enlarged Splinter Rifle
barrel able to launch even greater volleys of toxic The most common weapon in the Dark Eldar Armoury,
crystal-ammunition than the normal Splinter Rifle the Splinter Rifle is used by nearly every citizen of
without interrupting the shooter at all. This weapon's Commorragh at some point in their lives. It is the
range is somewhat reduced, but this is of little concern standard weapon of choice for Kabalite Warriors. The
to the warriors who choose to use it, who prefer to face weapon is lightweight and usually sports
their enemies at close quarters. Monomolecular Blades for added functionality in
melee combat. It features a medium sized ammunition
Splinter Cannon
crystal to reduce weight while still maintaining a
The Splinter Cannon is the largest and most lethal of
decent amount of ammo before the user needs to
splinter weapons, and much more expensive to
reload.
produce, as it incorporates sophisticated grav-
suspensors and gyrostabilisers to allow the user to fire
this large, bulky weapon even while in the move.
Any melee weapon with the BLADE keyword may take Effect: The weapons gain the Paired trait.
this upgrade. Value: 4 (Uncommon)
Keywords: ANY
Effect: The wielder of the weapon may spend a Simple
Action during combat applying venom to the Overcharge Capacitor
blade from a hidden reservoir. The weapon This modification to a las weapon increases the energy
gains the Inflict (Poisoned 3) trait until the end of each shot, though at the cost of reduced reliability
of the current scene. and a lowered refire rate. While sanctioned patterns of
Value: 4 (Uncommon) high output lasgun exist, most instances of
Keywords: [ANY]
overcharged las weapon are illegal modifications,
which the Adeptus Mechanicus does not look kindly
Exterminator Cartridge
Common amongst some of the most destructive upon.
zealots and redemptionist sects in the Imperium, an This modification may be applied to any las weapon
Exterminator cartridge is a compact, improvised flame- which lacks the Heavy trait.
projector—like a hand flamer—affixed to a larger
weapon. Effect: +2 ED, weapon loses the Reliable trait and
reduces Salvo by 1.
An Exterminator may be mounted onto any two- Value: 5 (Uncommon)
handed melee weapon, or onto any rifle or heavy Keywords: IMPERIUM, ASTRA MILITARUM, SCUM
weapon, and counts as a hand flamer which may only
be fired once. Powered Blade
The Aeldari do not commonly mount crude bayonets
Value: 5 (Uncommon) onto their weapons, but a few exotic Aeldari weapons
Keywords: FIRE, IMPERIUM, SCUM, ADEPTUS do mount a slender powered blade, such as the scythe-
MINISTORUM like blades found on some Shuriken Cannons used by
Dark Reapers in emulation of their forebear’s
Independent Weapon Mount
Maugetar.
This heavy bracing allows a single ranged weapon to be
mounted along the arm, on a shoulder, or somewhere Effect: You may use this weapon as a Power Blade.
else on the character’s body or armour. It allows the Value: 6 (Rare)
user to keep both hands free to use other weapons or Keywords: AELDARI, ASURYANI
tools.
These rounds may be used by weapons with the Dragonfire Bolt Rounds
PROJECTILE keyword. Weapons with the Heavy trait These bolt rounds detonate in a wash of flame near
may not use this ammunition. their targets, allowing the firer to flush enemies out of
cover.
Effect: +1 ED and the Brutal trait.
Value: 6 (Rare) Effect: Weapon gains the Spread trait and the FIRE
Keywords: IMPERIUM, ASTRA MILITARUM keyword.
Value: 7 (Rare)
Blessed Promethium Keywords: DEATHWATCH
This flame weapon has been carefully sanctified, and
its fuel supply has been purified and thrice blessed. No Executioner Shells
foe of humanity can withstand these holy flames. Executioner shells are most commonly used by the
Adeptus Arbites. They contain a tiny machine spirit that
This modification may be applied to any FIRE weapon allows them to home in on their target. However, it
with the IMPERIUM keyword. takes a moment for them to acquire their target and so
Effect: The weapon’s damage is increased by +2 and it are more accurate at longer ranges.
gains the Blessed (2) trait.
These shells may be used with a shotgun or combat
Value: 5 (Uncommon)
shotgun.
Keywords: IMPERIUM, ADEPTUS MINISTORUM
Effect: Weapon loses Spread, but gains +1ED. A
Bolt Shells shotgun using Executioner shells reverses the
Many hive gangers and others cannot afford a proper normal modifiers for firing at Short or Long
bolter, but they often jury-rig scavenged bolt rounds to range.
be fired from a shotgun. These are a little unreliable, Value: 7 (Rare)
but nevertheless effective. Keywords: ADEPTUS ARBITES
Drukhari Poisons
These upgrades may be used on any DRUKHARI Value: 7 Rare
weapon with the Poisonous trait, applying an KEYWORDS: DRUKHARI, TOXIN
additional effect upon any target who suffers one or
more wounds from the weapon. This adds the Inflict Feralex
(Poisoned 3) trait to the weapon, if it does not already Those infected with this venom find themselves lashing
have that trait or a better version, and applies a specific out uncontrollably at all around them. Allies look on in
effect determined by the poison. terror as they are struck on by frenzied death throes.
Mark X armour is issued according to battlefield role, but some Primaris officers (Lieutenants, Captains, Librarians, etc)
can choose freely between Tacticus, Gravis, or Phobos armour depending on their mission.
Some of the armour below has the RELIC keyword. Armour with the RELIC keyword is ancient and harkens back to the
earliest days of the Imperium of Man, granting +1 to the Resolve of characters with the IMPERIUM keyword within
10m if worn by a loyal Space Marine. If worn by Traitor Astartes, it instead calls back to the start of the Long War, and
it adds +1 Resolve to characters with the HERETIC or HERETIC ASTARTES keywords within 10m.
Sigil of Corruption
A blasphemous icon or talisman, defiled with profane
rites and horrific sacrifices, and then worn as an amulet
or worked into flesh or armour, can be a potent source
of protection for the servants of Chaos, turning attacks
away as reality recoils from the champion’s presence.
Squat Armour
Exo-Armour Ionclad Carapace Armour
During the Great Crusade, the Mechanicum of Mars While seeming like ordinary carapace armour—a suit
reverse-engineered the technology of ancient of thick plates of ceramite and plasteel—Ionclad
protective suits used in extremely hostile armour represents the cunning artifice of the Squats.
environments, such as starship reactor cores or debris- Each layer of the armour, crafted using alloys and
strewn orbits. They were not the only ones to do so, alchemical processes only Squat Engineers can
however. The Engineers Guilds of the Squats perform, is configured to conduct a potent
engineered Exo-Armour in much the same way, electromagnetic charge that hardens the armour and
creating a tough armoured suit that can withstand allows it to resist attacks more effectively than material
phenomenal punishment and extreme conditions, such strength alone would permit.
as those found upon the Squat Homeworlds. These
During the height of Squat civilisation, Ionclad armour
suits are lavishly decorated to display the honours and
was commonly used by elite soldiers such as
accomplishments of the wearer, and their
Hearthguard—at least, those who couldn’t afford Exo-
predecessors, and each suit has been handed down
Armour—and by the rank-and-file War-Pledged from
through the generations.
wealthier Strongholds.
Once, long before their slow decline or the cataclysm
Armour Rating: 5
that shattered their society, the Squats produced Value: 6 (Rare)
copious quantities of this armour in their forges. These Keywords: HEAVY, SQUAT
days, they are the prized possessions of the most elite
Hearthguard, and while a few of the surviving fleets can
still manufacture small quantities of the armour, many
who knew the secrets have been lost.
Every day a hundred new volumes of encoded Whenever an enemy attempts to attack a Culexus
holoscript are added to its number. Volume upon Assassin, they must pass a Willpower test (DN 5).
leather-bound volume sits upon rows of iron shelves Failure means that they refuse to believe the Culexus
that fill the Hall of Judgement. In this vast body of laws, exists and cannot continue their attacks. The Culexus
rulings and precedents compiled through the loses this ability while wounded.
Imperium's existence, the Judges find the resolution to
Value: 11 (Unique)
uphold the Lex Imperialis (Imperial Law) from the
Keywords: TEMPLUM CULEXUS
words of the Emperor himself from the days he walked
among men, to the most recent decrees of the High Force Matrix
Lords of Terra. The Force Matrix consists of a series of psychic conduits
Individual Arbitrators routinely carry around concise, which are made of a material similar to that used in the
abridged volumes. These are not binding legal texts, construction of Force Weapons. When connected to a
but serve as a symbol of the Arbitrator’s duty, and it is Culexus Assassin, the Force Matrix gathers excess warp
common to read passages from it during an arrest, energy drawn upon by nearby psykers, storing it so that
interrogation, or when passing judgement. it can be used to fuel the assassin’s Animus Speculum.
Value: 5 (Rare)
Keywords: ADEPTUS ASTARTES
Value: 6 (Rare)
Keywords: COMBAT DRUGS, IMPERIUM, SCUM
Recaff
Recaff is a popular hot beverage in the Imperium made
from crushed and brewed plant matter. Its
composition, preparation—and common name—can
vary depending on the planet it is found, but most
blends contain some form of mild stimulant such as
caffeine or detoxified pharamoxine compounds. The
When taken by a character who does not have the Value: 4 (Rare)
PSYKER keyword, the character must immediately take Keywords: COMBAT DRUGS, IMPERIUM, SCUM
a Corruption test, with failure adding 1d3 Corruption
instead of 1. If the character succeeds, they gain the
Value: 9 (Unique)
Keywords: AELDARI, ASURYANI
Value: 6 (Rare)
Memorance Implant Keywords: ADEPTUS MECHANICUS, SKITARII
A neurally-linked datavault and pict-capture array is
built into the recipient’s brain and eyes (which are Scribe-Tines
normally replaced with augmetics), which records The hand and lower forearm are replaced with
information on people or scenes viewed. These images specialised and sensitive tools for page-turning,
can later be replayed, or the implant can apply data autoscribing, data-slate manipulation, and other
from previous recordings as an overlay onto the invaluable activities for a sage. While disquieting in
present view. It is a tool of remembrancers, appearance, they are a sign of significance amongst
chroniclers, and any who need detailed information scholars, lexmechanics, and others who must sift
close at hand. through ancient tomes and archive slates for lore.
The recipient always has a perfect visual record of The user gains a +2d bonus on Investigation tests, as
everything they see, which may be transferred to other they are able to record and retrieve information
data storage if they have a way to connect to those quickly.
devices (such as an interface port). Further, they gain a
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Value: 4 (Uncommon) minimise tissue and pressure damage to internal
Keywords: IMPERIUM, ADEPTUS MECHANICUS, tissues and absorb radiation.
ADEPTUS ADMINISTRATUM
The character gains a +3d bonus on all tests to resist
Voidskin the effects of exposure to hard vacuum, extreme cold,
Subdermal skin tissue is treated with flakweave and and radiation.
chemical toughening agents, such that the recipient
Value: 4 (Uncommon)
can tolerate exposure to the void for longer before ill- Keywords: IMPERIUM, ADEPTUS MECHANICUS,
effects occur. Synthetic chem-glands also help IMPERIAL NAVY
Ork Bioniks
Gyro-Stabilised Monowheel Effect: This is a normal Augmetic Arm, granting you +1
The Ork’s legs have been entirely replaced with a single Strength. In addition, you may release the
wheel, normally salvaged from a Bike or a smaller squig as free action on your turn. The squig
Trukk. Complex ‘spinny gubbinz’ allow the Ork to immediately attacks the nearest creature of
maintain balance upon this seemingly-precarious your choice within 1m (if there are no other
creatures within 1m, it attacks you), rolling 6
wheel, and the Ork will find that he can move much
dice for its Weapon Skill test. If it hits, it inflicts
faster than before… so long as he doesn’t run into any
8+4ED damage with the Inflict (Bleeding) trait.
obstacles. Whether or not it hits, the squig then flees, is
Effect: Your Speed is doubled. However, you can no killed, or skulks away with a chunk of fresh
longer climb ladders or stairs, and you can no meat. You must load a new squig—requiring a
longer jump without the aid of a ramp. Survival test with a DN of 5—during a Regroup
Whenever you attempt to Run, Charge, or or Respite to use this ability again;
Sprint through Difficult Terrain, you must pass complications on this test may result in the
an Athletics test (DN 5) or suffer 1d3 Mortal squig biting you and escaping, as above.
Wounds as you crash. Value: 5 (Rare)
Value: 5 (Rare) Keywords: ORK
Keywords: ORK
Teleskopik Legz
Spike Arm These bionik legs conceal a mechanism of true Orky
This appears to be a normal bionik arm—by Ork kunnin’. On command, the legs can extend a
standards, at least—but conceals a number of considerable distance, allowing their new owner to
retractable spikes and blades. stride over tall obstacles or elevate himself to see over
intervening terrain.
Effect: This is a normal Augmetic Arm, granting you +1
Strength. In addition, your unarmed attacks Effect: This is a normal pair of Augmetic Legs, granting
now deal 3+3ED damage, adding your Strength you +2 Speed and +2m on any jump you
as normal to the damage rating. perform. In addition, as a simple action, you
Value: 5 (Rare) may extend or retract the legs. When
Keywords: ORK extended, the legs allow you to step over
obstacles and gaps up to 2m tall or wide as part
Squig Attack Arm of your movement. In addition, when
This appears to be a normal bionik arm—by Ork extended, your height is increased by 2m,
standards, at least—but conceals a compartment which may allow you to see over tall obstacles
containing a gnasher squig which is quite angry at being (but may leave you exposed in turn).
stuffed into a hidden compartment in a bionik arm. This Value: 5 (Rare)
Keywords: ORK
can be opened quickly during a fight to surprise an
opponent.
"I've never grafted limbs this massive onto one of your kind before. I wonder if your spine can
support the weight of the additional musculature? I have my doubts, but we shall soon find out
conclusively. Feel free to express your discomfort as loudly as you find necessary."
The Drukhari do not use or make augmetics in any manner recognisable to most humans, Orks, or even other Aeldari.
Rather, the art and science of physical augmentation within the Dark City is dominated by the Covens of the
Haemonculi, ancient and depraved fleshsmiths and bioartisans who can cure (or inflict) any disease or injury, and even
resurrect the dead. Of course, such services come at a price, and the Haemonculi have little use for conventional forms
of wealth: the price of a Haemonculus’ aid may come in some gruesome and esoteric form, never the same twice.
Augmetic Reconstruction, and any Augmetic Enhancement or Augmetic Implant with the [ANY] Keyword can be
produced by Haemonculus fleshcraft by choosing the DRUKHARI keyword. These augmetics are biological in nature
rather than technological but provide the same effect.
An Exarch may purchase up to two of these powers, at the costs listed, so long as the Exarch meets the listed
prerequisites. Some of the powers in this section are distinct to Exarchs of particular Aspect Temples, and they may
only be selected by an Exarch of that aspect.
Many of the powers in this section affect the Exarch’s students (referred to in the powers below as “your squad”) as
well, granting a benefit to the Aspect Warriors under their command. This applies to the Devotees gained from the
Students of War benefit of the Exarch Ascension Package.
Ambush Bladestorm
XP Cost: 30 XP Cost: 30
Prerequisites: Striking Scorpion aspect, Stealth rating Prerequisites: Dire Avenger, Ballistic Skill rating 6+
5+
Little can withstand the tempest of blades that issues
You have a perfect sense of precision and timing, and forth from shuriken weapons under your command.
your ambushes are virtually impossible to detect. You When you or any member of you squad, scores a
and your squad add +Rank to your Stealth Scores, and critical when making a ranged attack with a weapon
enemies may not spend Ruin to become aware of the with the Shuriken keyword, they may choose to make
ambushing Striking Scorpions. a second attack with that weapon instead of inflicting
a critical hit. These additional attacks may not generate
Avenging Strikes extra attacks of their own.
XP Cost: 20
Bounding Leap
Prerequisites: Dire Avenger aspect, Willpower 4+ XP Cost: 30
Little can withstand your cold fury when you avenge Prerequisites: Athletics rating 5+
the fallen. If your squad has taken any casualties during
the current day, then you and any remaining member Your speed and grace are superlative, and little can
of your squad add +Rank bonus dice to all melee and match the pace at which you cross the battlefield. You
ranged attacks you make until your next Respite. may use you Agility instead of your Strength for all
Athletics tests, and you use your Agility to calculate
Battle Fortune how far you can jump. Finally, you may disengage as a
XP Cost: 25
Simple Action.
Prerequisites: Dire Avenger aspect Burning Heat
You are protected by fate, warded from death until XP Cost: 25
your purpose is done. You may roll Determination Prerequisites: Fire Dragon aspect, Toughness 5+
against Mortal Wounds. In addition, when you Roll
Determination, you do not suffer Shock. Enemies who close with you find their strength and
their will to fight sapped by searing, stifling heat.
Blademaster Whenever an enemy makes a melee attack against you
XP Cost: 40
or a member of your squad, they add +2 to the DN
Prerequisites: Weapon Skill rating 7+ required to hit.
The precision and lethality of your shots is legendary. You do not leave battle to chance, for you eliminate
You may re-roll all rolls of 1 whenever you make a your foe’s weapon at the first opportunity. You ignore
ranged attack or roll for damage with a ranged attack. up to Double Rank of the normal DN penalty for a called
shot when making a melee attack, so long as you are
Crushing Blow
making the called shot to disarm an opponent.
XP Cost: 25
Distract
Prerequisites: Strength 5+
XP Cost: 20
Your physical might is bolstered by your will to
Prerequisites: Athletics rating 5+
overcome the foes arrayed before you, and little can
withstand the impact of their blows. The base damage The Exarch’s motions in battle are misleading, even
of your melee attacks is increased by +Double Rank. entrancing, leaving enemies off-balance and unable to
perceive when the true attack will come. You may
Deadly Touch
make an Athletics Interaction attack as a Simple Action,
XP Cost: 35
rather than a Combat Action.
Prerequisites: Weapon Skill rating 7+
Dragon’s Bite
You know the myriad ways in which living creatures can XP Cost: 20
be slain, and with precision you can deliver death with
Prerequisites: Fire Dragon aspect, Weapon Skill rating
but a touch. Any melee weapon you wield, as well as
5+
your unarmed attacks, gain the Mortal (1) trait.
You and your squad are adept at bringing your
Decapitating Strikes
weapons to bear even in the closest confines. You and
XP Cost: 30
your squad may treat your Fusion Guns or any other
Prerequisites: Weapon Skill rating 7+ weapon with the Melta keyword, as if they had the
Pistol trait.
Your sweeping strikes seldom miss their mark, leaving
maimed and butchered foes in their wake mere Evade
moments after the charge. When you inflict a critical XP Cost: 30
hit with a melee attack, the severity of that critical hit
Prerequisites: Swooping Hawk or Shining Spear or
automatically increases as if two Glory had been spent.
Crimson Hunter aspect, Agility 7+
You may still spend Glory to increase the severity
further, if desired. Your airborne movement is difficult for the eye to
follow or predict, making you and exceptionally
Defend
difficult target. When you fly—yourself, or while
XP Cost: 40
operating a flying vehicle—add +2 to your Defence or
Prerequisites: Dire Avenger aspect, Weapon Skill rating that of your vehicle until the start of your next turn.
6+
Expert Hunter
You are well-versed in the principles of unyielding XP Cost: 30
defence, and your squad are well-drilled to ensure that
Prerequisites: Weapon Skill or Ballistic Skill rating 5+
no enemy can overcome them without great sacrifice.
You and your squad increase Defence and Resilience by Like the heroes of old, you are foe to the mightiest
+2. enemies on the battlefield. When you make a melee
attack, or a ranged attack at close range, against a
vehicle or a Monstrous Creature, add +3ED to the
attack’s damage and re-roll any ED which result in
failures.
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Fast Shot Focussed Fire
XP Cost: 50 XP Cost: 30
You are a master at making the most of your firepower, You direct your attention—and your firepower—at a
laying down lethally-accurate volleys of fire. When you single foe, seeking to eliminate them utterly, regardless
make a ranged attack, you may count their weapon’s of other factors or distractions. You may nominate a
Salvo value as twice its normal value, as long as the single enemy—not a mob, but any individual threat—
weapon had a Salvo of at least 1. In addition, when within 36m as a priority target as a free action at the
making a ranged attack, you may spend 1 ammo to start of your turn. Until the start of your next turn, any
make a second attack with that weapon. ranged attacks from you or members of your squad at
that priority target may re-roll any dice which roll 1 on
Fighting Fury
their skill test and on their damage roll. Further, the
XP Cost: 40
enemy may not use any Ruin abilities or other special
Prerequisites: Weapon Skill 7 rating+ abilities which would redirect the attack to another
target.
You remain in perpetual motion in melee, never
missing an opportunity to strike. When you make a Graceful Avoidance
melee attack, you may spend 2 Glory to make a second XP Cost: 30
melee attack. In addition, when the Exarch makes a
Prerequisites: Howling Banshee aspect
multi-attack with a melee attack, the penalty is
reduced by Double Rank. Your motions make it almost impossible to land a
telling blow upon you. When you roll Determination
Flickering Assault
against damage inflicted by a melee attack, you or a
XP Cost: 30
member of your squad may use Agility instead of
Prerequisites: Warp Spider aspect Toughness to Soak, and may roll Determination against
Mortal Wounds.
You slip between reality and the Warp seamlessly,
stepping out to strike and then withdrawing to find a Grim Visage
new target. When you, or any member of your squad, XP Cost: 25
makes a multi-attack as part of a melee attack, you may
Prerequisites: Willpower 6+
count your Speed as double its normal value when
determining if they can reach their targets, and do not Your presence inspires feelings of foreboding and
provoke Reflexive Attacks for leaving engagements. dread in their foes. Characters within 12 yards of you
Characters benefiting from this ability must be wearing add +Rank to the DN of Resolve tests they are required
Warp Spider Jump Generators. to take. Your squad is immune to this effect.
Immortal Endurance
XP Cost: 30
Prerequisites: Toughness 5+
You are a peerless aerial combatant, effortlessly You can channel all your fury and all your concentration
proficient at fighting opponents in the sky. When you, into well-placed blows which splinter armour and
or a member of your squad, makes an attack against a shatter bone. When making a melee attack, you may
flying enemy, they may re-roll any failures on their skill make a Mighty Strike, choosing to suffer Shock to
test. increase the damage; each Shock you suffer adds +1ED
to the attack’s damage; you may not suffer more Shock
Lancer
from one attack than your Tier. A Mighty Strike may not
XP Cost: 20
be combined with a multi-attack.
Prerequisites: Shining Spear aspect
Nerve-Shredding Shriek
You wield a lance as if it were an extension of your arm. XP Cost: 30
When you score a critical hit with an attack with a Laser
Prerequisites: Howling Banshee aspect
Lance, Star Lance, or similar weapon while charging,
you may choose to make an additional attack with the You lead your students in a war-cry that not only
weapon instead of inflicting a critical hit. This overwhelms foes’ minds, but also inflicts lasting
additional attack cannot produce further attacks. neurological and psychological harm. When you, or a
member of your squad, charges while using a Banshee
Long-Ranged Fire
Mask, roll 1d6 for each enemy affected by the mask; on
XP Cost: 30
an Icon, that foe suffers 1d3 Mortal Wounds in addition
Prerequisites: Dark Reaper aspect, Ballistic Skill 7+ to the mask’s other effects.
Prerequisites: Dark Reaper aspect, Ballistic Skill rating Prerequisites: Dire Avenger aspect
7+
You understand your weapons instinctively,
You are a master at delivering precision barrages that understanding the way to make the most from every
few enemies can escape. When the you use a Tempest shot. When you make a ranged attack with a SHURIKEN
Launcher or other Indirect ranged weapon to make a weapon, the weapon changes its AP to -3, but loses the
ranged attack, they may increase the rating of the Blast Rending (3) trait.
trait of the weapon by Double Rank (this also increases
Skilled Rider
the number of enemies in a Mob hit by +Rank). In
XP Cost: 25
addition, enemies hit by the blast must pass a Resolve
test (DN = your Ballistic Skill rating) or become pinned. Prerequisites: Shining Spear aspect, Pilot rating 7+
Rapid Assault You control your jetbike with effortless ease, dodging
XP Cost: 30 and weaving between incoming attacks like a leaf
caught in a summer’s breeze. You gain an automatic
Prerequisites: Swooping Hawk aspect, Weapon Skill
Exalted Icon on all Pilot tests to operate an Aeldari
rating 6+
Jetbike.
You hurtle into the fray, flitting between opponents
Spider’s Bite
and delivering a storm of attacks. When you charge
XP Cost: 20
while flying, they may ignore up to Double Rank points
of DN penalty when making a multi-attack. Further, Prerequisites: Warp Spider aspect, Weapon Skill rating
against a Mob, each Icon scored above the target’s 5+
Defence strikes two additional members of the mob
Your blades thrust and stab like the mandibles and
instead of one.
forelimbs of a spider, scything through foes with
Scorpion’s Grasp ruthless efficiency. When you make a melee attack
XP Cost: 30 using a pair of Power Blades or similar weapons, add
the Brutal trait and increase the weapons’ damage by
Prerequisites: Striking Scorpion aspect
+Rank ED.
Your claw is especially deadly, tearing foes apart in a
Spider’s Lair
spectacular fashion. When you wield a Scorpion’s Claw
XP Cost: 30
or similar weapon, add the Mortal (1d3) trait to the
weapon. Prerequisites: Warp Spider aspect
Scorpion’s Sting You are deadly in dense terrain, weaving tangles of
XP Cost: 30 monofilament wire around their location to ensnare
and eviscerate the unwary foes who stumble through
Prerequisites: Striking Scorpion aspect
the nearly-invisible wires. When the Exarch is in terrain
Through extensive training and profound combat which provides cover, or which counts as difficult
instinct, your charges are carefully planned to create as terrain, you may spend 1 Glory as a Simple Action to
many opportunities as possible for you and your trap that location. Characters other than the Exarch or
squad’s mandiblasters to fire. When you or a member their squad who enter that terrain must pass an
of your squad charges, and their Mandiblasters fire, roll Awareness Test with a DN of 5, or immediately suffer
two d6 for the Mandiblaster Helm instead of one, 1d3 Mortal Wounds and the Restrained condition. A
inflicting 1d3 Mortal Wounds for each die which rolls trap created dissolves at the start of the Exarch’s next
an Icon. turn.
Prerequisites: Striking Scorpion aspect, Stealth rating Prerequisites: Striking Scorpion aspect, Weapon Skill
6+ rating 6+
You are evasive and shadowy, never directly observed, You are unrelenting, landing blow after ferocious blow
only ever glimpsed out of the corner of an enemy’s upon your foes. When you succeed at a melee attack
eyes; aiming at such a target is nigh-impossible. You and score a critical hit, you may choose to make a
and all members of your squad add your Rank to their second attack instead of inflicting a critical hit. This
Defence when in cover, in addition to of the normal second attack cannot generate further attacks.
bonus to defence for cover.
Swiftstep
Stand Firm XP Cost: 20
XP Cost: 30
Prerequisites: Agility 7+
Prerequisites: Willpower 5+
You lead your warriors across the battlefield at a
You possess absolute certainty and lead with tremendous pace, delivering them to battle swiftly.
unbreakable conviction: nothing short of death will see When you or your squad, takes the Run or Sprint
your duty unfulfilled. When you, or any of your Squad, action, increase your Speed by +3.
attempt a Resolve or Conviction test, you automatically
Swooping Barrage
succeed without needing to roll. In addition, any attack
XP Cost: 20
or effect which uses your, or a member of your Squad’s,
Resolve as a DN automatically fails. Prerequisites: Swooping Hawk aspect
Suppressing Fusillade Your munitions are always well-placed for maximum
XP Cost: 30 effect. When you, or a member of your squad, makes
an attack using grenades or a grenade launcher of
Your volleys are a staccato torrent of fire, carefully
some kind, add an automatic Exalted Icon to the attack.
timed and aimed to disorient and demoralise. When
you spend ammo to make a Suppressive Fire attack, Swooping Dive
you score one automatic Exalted Icon. Further, if a XP Cost: 25
target becomes Pinned as a result of this attack, they
Prerequisites: Shining Spear aspect
also become Staggered while they’re pinned.
You descend from the skies upon your shining steed, to
Surprise Assault
XP Cost: 40 tremendous effect. When you, or a member of your
squad, moves with their jetbike with the intention of
Prerequisites: Warp Spider aspect, Stealth rating 4+ charging into melee, you increase the normal charge
bonus to your melee attack to +3d, and ignore the DN
You are a master of capitalising on the ignorance of
penalty for moving faster than the vehicle’s cruising
your foes. The first time in a scene that you, or a
speed.
member of your squad, attacks an unaware enemy,
you may re-roll any failures on that attack.
You have an eye for the flaws in armoured targets and You know hidden paths through the Warp and Webway
can fine-tune the use of your weapons to exploit these and can lead your students to places where your skills
flaws easily. When you make an attack with a Firepike are most necessary. Once per scene, you may perform
or similar weapon, the weapon gains the Sniper (2) a warp jump by spending a point of Wrath and taking a
trait. If the weapon had the Blast (X) and/or Spread Full Action. You and your squad immediately vanish
traits, it loses them while it benefits from this ability. from the battlefield, reappearing anywhere within 500
metres, though you may not reappear within 10m of an
Turn Aside Blow
enemy.
XP Cost: 20
Whirling Blades
Prerequisites: Weapon Skill 6+
XP Cost: 30
You are a master of parrying and deflecting incoming
Prerequisites: Howling Banshee aspect
attacks and has even modified their armour to include
additional parrying surfaces on their hands and You are a razor-edged whirlwind in battle, slicing apart
forearms. When you use Full Defence against melee any foe who steps within reach. If you are wielding a
attacks, you may make a Weapon Skill test instead of pair of Mirrorswords or other Paired weapon, you may
simply rolling Initiative. ignore up to 4 points of DN penalty when making a
multi-attack in melee. Further, when making a multi-
Wall of Fire
action in melee, you may make up to three melee
XP Cost: 25
attacks with their Mirrorswords, each as separate
Prerequisites: Fire Dragon aspect actions within a multi-action.
XP Cost: 10
Omen of Potency
You begin to radiate the unbridled power of the Warp.
Feculent Beseechment
You beg the Grandfather of Pestilence to bless your
form with wondrous disease, every syllable expelling a
cloud of flies.
XP Cost: 10
Effect: If this Prayer is successful, then while the Prayer
remains in effect, you add +Rank to your
Toughness.
Fury of Nocturne
Point Cost: 20
DN: 6
Activation: Action
Duration: Instant
Range: 18m
Multi-Target: No
Keywords: FIRE, PSYCHIC
Prerequisite: Psyker must have the SALAMANDERS
keyword.
Unbind Souls
Point Cost: 20
DN: 5
Activation: Action
Duration: 1 Round
Range: 18m
Multi-Target: No
Keywords: AELDARI, PSYCHIC
Prerequisite: Psyker must have the YNNARI
keyword.
Effect: You reach out with your powers to
weaken the bond between soul and body. The
power affects all enemies in a Blast (6) within
range. Until the start of your next turn, all
attacks made against the affected enemies
gain +1ED and may re-roll any failures.
Potency:
*[1] The area affected is a Blast (10).
[1] +1ED to all attacks against the affected
enemies.