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Xenonian Free Companies

A world of wastelands, ruins, and mutated horrors, Xenan VII First, and most obvious of all, is a particular quirk from their
does not have a long, glorious history with the Imperium. homeworld: excepting only support specialists assigned to
Indeed, the planet was not even discovered till midway their regiments from other parts of the Guard, every member
through M36, already a desolate land with little to offer other of the Xenonian Companies is female. This is the legacy from
than danger and struggle. But still, a history it has; one that one of the last weapons used in the wars that ruined Xenan
has shaped its people and its place in the Emperor's realm for VII: a biological weapon meant to wipe out their entire race
millenia. For from the ruins and wastelands of this all but was mutated by the radiation already let loose by previous
forsaken rock come some of the fiercest outriders to be found bombings; instead of killing everyone, it caused damage in
in the Imperial Guard: the Xenonian Free Companies. the Y chromosomes of men on the planet, resulting in a much
higher rate of mutation and stillborns among future
While the Imperium did not discover Xenan VII until long after male births. To this day, any untainted male child
its founding, humans had lived for thousands of years on the among the tribes is kept safe and away from conflicts
world beforehand. Terraformed and colonised during the to help secure their future.
long-lost Dark Age of Technology, life on Xenan was much
like any other till the Age of Strife, when a warp storm Entire companies of wild, fierce women good with
isolated the planet from the wider galaxy and terrible guns and motorcycles might appeal to the more
earthquakes leveled much of the planet's civilisation. base instincts of other, less-disciplined guardsmen,
Though the people left alive eventually rebuilt six of their but any man foolish enough to act on those urges
great cities, peace still did not come. soon becomes very familiar with the second trait
Struggling over now limited resources, war the Free Companies are known for; they are among
eventually broke out amongst five of the the most violent, rude, and disrespectful people
city-states, and weapons of terrible potency you will ever meet. Life on Xenan VII leaves little
finished what the earthquakes had started. room for speeches or empty promises. Actions,
results, and sisterhood are what matter, not sweet
From these ashes of natural catastrophe and words or fancy gestures; even Commisars and
man-wrought destruction, a new order came Ministorum priests assigned to their regiments must
to Xenan. With all but one of the cities now first prove their worth on the field before their
rendered uninhabitable, the few survivors soldiers will take them seriously. Cadians,
took to the only place they could live now: the Vostroyans, and even Catachans have all learned
wastes themselves. Over the centuries these that the fastest way to a medic bed is often to try
scattered groups formed themselves into and put the moves on a Xenonian girl.
tribes of scavengers, traveling across the
land in ramshackle vehicles patched together Anybody who wonders why Imperial generals
with their own limited understanding of would put up with such difficult soldiers need only
technology; searching for food, shelter, and survive the company of these ladies long enough
weapons needed to defend themselves to see them in action, for the third and final trait the
against creatures spawned by the nuclear Xenonians are known for is their unparalleled
and biological weapons unleashed by their mastery of vehicular warfare. The various beasts
ancestors. The harsh conditions of their lives and mutants of their home world are often
ensured that only the toughest people could stronger and faster than unaugmented humans
live for long out here, eventually weeding out could hope to match, and superior weapons only
the weak amongst them, leaving behind a even the playing field. Xenonians rely on their precious
few tribes of rough, gritty, scrappy warriors. vehicles in battle to maintain their at-times slim dominance
on the planet. From long-range recon missions to
Since being inducted into the Guard, the Free Companies heavy-armoured escorts to lightning-speed raids; if it
have become known among their fellows from other worlds involves wheels, few can pull it off better than the daughters
for three things above all else: of Xenan VII.
Xenonian83rd:
Kia's Cavalry
"So .. how do you reload this piece of junk?"
— unknown Xenonian Scout, inspecting a looted Ork Shoota

This regiment was drafted from one of the nomadic tribes Officially, the regiment's vehicle pool is largely made up of
which traverse the Xenonian deserts on the important search Tauros scout cars and transports, although the unit has
for water, food and fuel. The oases scattered across the managed to squeeze a considerable number of locally
wastes are fiercely fought over by Xenan VII's mechanised manufactured combat bikes into the Naval transports that
warrior tribes, both human and mutant. Owing to unique have been shipping them from warzone to warzone. In lieu of
particulars in the planet's subterranean geodynamics, only a suitable spare parts, it is only a matter of time until the last of
small portion of these oases is supplied with fresh water at these autocycles becomes inoperable, but true to their
any time, forcing most tribes to migrate between known scavenging nature, Kia's Cavalry has begun to gradually
sources, whose positions are a valuable trade good in their switch damaged Xenonian bikes for suitable replacements
own right. from the worlds they fought on. In addition to these, the
regiment has a history of 'appropriating' and souping up
Due to the constant need to scout new sources of clean civilian vehicles, which regularly leads to graveyards of
water, as well as combat experience in high mobility raids crudely modified cars left behind as the warriors board the
against armed convoys and farming communities supplying starship that takes them to the next world.
the Walled City, this regiment has started its service in the
Imperial Guard with an aptitude towards hard-hitting The women of Kia's Cavalry are determined fighters, but also
skirmishes and hit & run tactics, often splitting smaller fiercely competitive. When not in battle, it is not uncommon to
scouting parties from the main force to reconnoitre enemy see groups of warriors engaged in activities such as knife
movements and positions, and often attack them right away if throwing contests, games of chance, racing, and scuffles.
an opoortunity presents itself. This doctrine has led to a high Thankfully, Commissar Dewinter's own attitude quickly saw
level of initiative and independence among the troops, often her gain the recognition and grudging respect from the ranks,
causing friction with other regiments for supposedly so that even though the troops and their minder are rarely of
undermining operational planning. one mind, discipline in the regiment is at least tolerable as per
Munitorum standards. To date, only two summary executions
had been deemed necessary, both for "conduct unbecoming"
whilst being billeted in occupied territory.

Regiment Rules
Characters belonging to Kia's Cavalry gain the following advantages:
Characteristic Modifiers: +3 to Agility and Ballistic Skill, +3 to Perception OR Weapon Skill, -3 to Toughness
Starting Skills: Awareness, Linguistic (Low Gothic), Operate (Surface), Survival and Tech-Use
Starting Talents: Accelerated Repairs, Fieldcraft (Urban Ruins), Resistance (Fear) and Resistance (Radiation)
Horrors of the Past: Life in the wastelands is harsh, and most if not all tribal Xenonians carry the mental and sometimes physical
scars of the hardships they had to face with them wherever they go. Tribal Xenonian characters start with 1d5 Insanity Points.
Piecemeal Armour: Tribal Xenonian characters have become adept at repurposing scavenged gear for protection: During
character creation, a player may roll 2d5 and use each die result to generate the AP of a single piece of clothing or armour of the
player's choosing, subject to GM approval. Once per campaign, a player may choose to re-roll one of these items. At a roll of 5, the
player may choose to add a new piece of armour to their kit instead of upgrading the old one (roll again to determine AP).
Resourceful: Characters from Xenon VII are used to scavenging in order to get by and gain a +10 bonus to Survival Tests to
obtain portable food and water, and +10 to Tech-Use Tests to jury-rig or repair equipment that is not overly advanced.
The Few: Xenonian regiments are unusually small, usually drawn from just a single tribe, which limits them to an auxiliary role in
greater conflicts and complicates the replacement of casualties. To replace fallen Comrades, a squad from this regiment must
make a Hard (-20) Logistics Test. If a significant portion of the regiment is not currently in the field, the Logistics Test becomes
Ordinary (+10) instead.
Starting Wounds: Characters from this regiment generate starting Wounds normally.
Starting Equipment: 1 Tauros AV per player character, Lasgun OR Combat Shotgun, any SP sidearm up to Average availability,
2 pieces of random armour (see Piecemeal Armour trait), Combat knife, Blanket OR Sleep bag, Cognomen tags, Basic tools OR
Lamp pack, Mess kit, Transparent flimsiplast raincoat, Rations (2 weeks worth), Rucksack OR Sling bag, Water canteen
Special: two player characters may exchange their individual vehicles for a single Tauros Advector (including an NPC driver)
Xenonian88th:
Freya's Furies
"You wanna ride with us? Fine, Three rules; don't forget your extra
ammo, don't leave your girls behind, and don't brake till everything
else is dead. Got that?" — "Colonel" Freya

Officially known as the Xenonian 88th, this regiment was Freya's Furies ride into battle exclusively on Xenonian
drawn from one of the most aggressive tribe of warriors on combat bikes, and have brought with them sufficient spare
Xenan VII. Masters of lightning raid tactics that surprise, parts to ensure maintenance and repairs for the foreseeable
disorient, and then shred their targets apart, these girls in future. A favoured tactic is for the entire regiment to ride in a
particular have a reputation for tenacity and solidarity that can circle around the enemy encampment or an isolated group,
be attributed to the exploits of their leader, Freya. disorienting them whilst the women unleash a hellish barrage
of lasfire, the sheer volume of beams compensating for
When a raid gone wrong against a mutant caravan led to reduced accuracy.
several Ashrider girls being captured, Freya refused to leave
them behind, even when most of the remaining ladies thought This preference has also led the regiment to develop
them lost. Left behind, a month later everyone had given her close-knit teams of two for each of the bikes; a driver and her
up for dead as well, a thought that only made it all the more gunner, who either rides on the pillion or, if the bike has been
incredible when the woman returned to their bunker in a wreck equipped with a heavy weapon, in the sidecar. By tradition,
of a truck, with more than half of the girls who went lost, the the gunner has first right on the bike should its original owner
bodies of all the rest, and the heads of a hundred mutants, or fall in battle.
so the story goes.

These same girls she rescued later became Freya's personal


guard and officers when she was chosen to lead the newest
regiment raised for the Guard. Their closeness and refusal to
abandon each other in the field has turned several near
defeats into victories over the years. It has also made them
very self-reliant, and it takes an extraordinary amount of effort
for others to win their support, let alone trust.

Regiment Rules
Characters belonging to Freya's Furies gain the following advantages:
Characteristic Modifiers: +3 to Agility and Ballistic Skill, +3 to Perception OR Weapon Skill, -3 to Toughness
Starting Skills: Awareness, Linguistic (Low Gothic), Navigate (Surface) and Survival
Starting Talents: Catfall, Fieldcraft (Ash Wastes), Resistance (Fear) and Resistance (Radiation)
Horrors of the Past: Life in the wastelands is harsh, and most if not all tribal Xenonians carry the mental and sometimes physical
scars of the hardships they had to face with them wherever they go. Tribal Xenonian characters start with 1d5 Insanity Points.
Piecemeal Armour: Tribal Xenonian characters have become adept at repurposing scavenged gear for protection: During
character creation, a player may roll 2d5 and use each die result to generate the AP of a single piece of clothing or armour of the
player's choosing, subject to GM approval. Once per campaign, a player may choose to re-roll one of these items. At a roll of 5, the
player may choose to add a new piece of armour to their kit instead of upgrading the old one (roll again to determine AP).
Resourceful: Characters from Xenon VII are used to scavenging in order to get by and gain a +10 bonus to Survival Tests to
obtain portable food and water, and +10 to Tech-Use Tests to jury-rig or repair equipment that is not overly advanced.
The Few: Xenonian regiments are unusually small, usually drawn from just a single tribe, which limits them to an auxiliary role in
greater conflicts and complicates the replacement of casualties. To replace fallen Comrades, a squad from this regiment must
make a Hard (-20) Logistics Test. If a significant portion of the regiment is not currently in the field, the Logistics Test becomes
Ordinary (+10) instead.
Starting Wounds: Characters from this regiment generate starting Wounds normally.
Starting Equipment: Combat Bike and Laspistol OR Lascarbine, any SP sidearm up to Average availability, 2 Frag grenades, 2
Krak grenades, Combat knife, Blanket OR Sleep bag, Cognomen tags, Basic tools OR Lamp pack, Mess kit, Transparent
flimsiplast raincoat, Rations (2 weeks worth), Rucksack OR Sling bag, Water canteen
Special: Heavy Gunners get a sidecar instead of the combat bike (linked to their Comrade's bike)
New Vehicles

Tauros Advector Xenonian Combat Bike


Another variant of the versatile Tauros Assault Vehicle, the A local variant of the rugged autocycle that can be found on
Advector largely resembles its Venator cousin, save for the numerous other human worlds, this class encompasses a
missing primary weapon. Instead, the vehicle's increased wide variety of scratchbuilt bikes only loosely related by their
cargo bay offers sufficient space to transport a small squad of primitive appearance and vehicular properties. Their
soldiers faster than any variant of Chimaera. The ease of comparatively low fuel consumption and ease of maintenance
refitting the passenger bay has led to a number of make them a popular and reliable mount to brave the
sub-variants, such as a voxline carrier equipped with Xenonian wilderness, and many wasteland warriors bond with
cable-laying gear, a command variant with long range vox their rides as if they were sentient animals.
equipment and a "bedstead" aerial frame, and as a
ammunition transporter operating in tandem with the Type: Wheeled Vehicle
mortar-variant of the Venator. Cruising Speed: 100 kph
Tactical Speed: 18 m
The missile hardpoints have been removed and replaced by
Manoevrability: +15
sets of webbing ratchets capable of securing up to two barrels
Structural Integrity: 14
or the equivalent in suitably proportioned crates on either
Size: Hulking
side of the vehicle.
Armour: Front 9, Side 9, Rear 9
Vehicle Traits: Bike, Open-Topped, Ramshackle,
Whilst the Tauros Assault Vehicle and its variants are still
Wheeled Vehicle
unpopular with the leaders of the Departmento Munitorum and
Crew: 1 Driver
their focus on heavy machinery, the Advector also sees use in
Carrying Capacity: 1
a number of other Imperial organisations, including the
Weapons: none
Adeptus Arbites and the Adepta Sororitas.

Type: Wheeled Vehicle


Cruising Speed: 110 kph
Options
Tactical Speed: 20 m This vehicle may take a sidecar, which if installed adds +1 to
Manoevrability: +10 the bike's passenger capacity and the option to pintle-mount a
Structural Integrity: 25 heavy weapon. Sidecars decrease manoeuvrability, and all
Size: Enormous Riding Tests suffer a -10 penalty.
Armour: Front 18, Side 15, Rear 15
Vehicle Traits: Enhanced Motive Systems, Open-Topped,
Rugged, Wheeled Vehicle Tauros
Crew: 1 Driver
Carrying Capacity: 4
Advector
1: Player
Weapons: none
2: Comrade
3: Player
4: Comrade
Options 5: NPC
The Advector may take one pintle-mounted weapon mounted on
top of the vehicle, just behind the driver's seat, to be controlled
by one of its passengers:
- Heavy Stubber Tauros Assault
(100m; -/-/8; 1d10+4 I; Pen 3; Clip 75; Reload 2 Full) Vehicle
- Stormbolter
1: Player
(90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; 2: Comrade
Storm, Tearing)

Special Rules 1: Player


The Advector follows the same special rules for its motive Combat Bike 2: Comrade
systems as the Tauros Assault Vehicle. In addition, all
passengers may fire their weapons from inside the vehicle
whilst counting their Body and Legs as concealed by cover.
The Free
Companies in
Only War
Due to the tribes' size and the Munitorum's reluctance to Each Free Company is structured much like a raiding party of
recruit competing factions into a single regiment, Xenonian the tribe it was recruited from, although equipped with
levies are among the smallest formations in the entire vehicles and weapons that would often be considered a luxury
Imperium. Each individual draft is officially still listed as a on their homeworld. A regiment recruited from the Steelborn
regiment, as is standard throughout the Imperial Guard, but tribe of Martinet, for example, can be expected to contain at
whenever force levels are specified, they feature only a single least a handful of battle tanks or artillery pieces, whereas a
company. To avoid mix-ups and misuse by Imperial generals unit of Dust Devils from north of Hemistagrad would feature a
unfamiliar with the Free Companies' modus operandi, each mix of Tauros cars, Chimaeras and autocycles. The
unit is tagged as Auxiliary, so that similar to Ogryn regiments' small size makes them impractical for isolated
detachments they are rarely deployed on their own but rather commitment, but in the past they have proven highly useful as
attached to larger Imperial Guard Army Groups, usually as fast reaction troops that can be assigned and reassigned to
recon or skirmish elements. hotspots with much greater mobility than a full-sized regiment,
as long as there are other units of the Imperial Guard in the
By tradition, each regiment's byname references its area to support them.
commanding officer, the first letter of her name also being the
first letter of the second part. Should the colonel fall in battle, Unlike other units in the Imperial Guard, a Free Companies
the name is usually kept, although there have been cases in regiment has no wagon train of its own and very little in the
the past where her successor proved so popular that the way of logistics, making them depend on the regiments they
regiment has adapted its name. This practice is not supported are attached to for supplies. Most of the time, the Xenonian
by the Departmento Munitorum, for the cogs of the Imperial warriors are content with keeping to themselves in their
bureaucracy are turning slowly, creating a risk that conflicting section of the camp, if they are residing there at all, but a
reports create the illusion of multiple regiments active in a convoy of Advectors with tribal markings rolling up to another
warzone when in truth, there was only one. As always, regiment's supply depot is bound to give every quartermaster
however, the warriors of Xenon VII pay little attention to such a headache. Fortunately, these warriors are also very adept at
regulations, and the best a Commissar can hope for is to "procuring" supplies from the warzones they fight in, raiding
achieve an understanding when to use the new name, and local villages on other worlds much like they did the farms at
when the old. home.

Creating a Xenonian Free Company


The rules listed for the Xenonian Free Companies have been created using the Regiment Creation
Rules from the Only War core rulebook and the supplements Hammer of the Emperor and Shield of
Humanity. To create your own Free Company, simply use the following primer and add a vehicle-based
Regiment Type, Doctrines and Special Equipment as appropriate.
Home World: Post-cataclysmic World
Commanding Officer: Maverick
Doctrines: Fieldcraft
Drawbacks: The Few
Total Cost: 4 points (8 remaining)
Xenonian Primer
The wastelands of Xenan VII are home to a number of Outside the city walls, the Xenonian landscape can be roughly
disparate factions, ranging from roving bands of motorised divided into deserts, ash wastes and swamplands, all hosts to
tribal warriors to dangerous mutant pariahs to Imperial agents a variety of different dangers threatening the health and
scouring ancient ruins for technology long lost to humankind. safety of any would-be-adventurers.

Most of the few visitors and immigrants to the planet arrive at The Xenonian ash wastes are mostly unpopulated, as the vast
Port Tarbert, a giant disk-shaped platform floating high above planes of contaminated residue are even more hostile to life
the walled city of Hemistagrad. The spaceport, itself a than the deserts. How such inconceivable quantities of ash
remnant of the planet's pre-cataclysmic age, is suspended in particles came to be concentrated in a single region is a
mid-air by a series of massive anti-gravity generators matter of ongoing debate between Mechanicus surveyors,
generating a constant droning sound still noticeable on the though leading theories suggest a connection to the warp
streets below. A circular array of massive cables keeps the storms that ravaged the system for several thousand years, or
platform anchored right above the city whilst also allowing more precisely the effects they had on planetary climate and
cargo and supplies to be sent back and forth. Although rarely possible supernatural phenomena.
used to service interstellar transportation, the central landing
field is spacious enough to allow even a frigate-sized transport A single tribe of humans is known to live in the ash wastes,
to moor. occupying a large underground bunker shielded against the
Nominally the seat of the Planetary Governor ever since hostile environment. Members are known to ritually cover their
Xenan's integration into the Imperium of Man, administrative bodies with a layer of ash upon leaving the bunker, and
control of Port Tarbert belongs to the Adeptus Mechanicus, favouring speedy autocycles rather than larger vehicles,
which uses the platform for interim storage of salvaged bonding with their bikes as riders from other worlds would with
technology, and as headquarters for their planetary living mounts.
operations.

Below Port Tarbert lies Hemistagrad, the only major Most of the planet is covered by extensive deserts, dotted by
settlement on the planet not destroyed by the manmade few oases fiercely fought over by Xenan VII's mechanised
apocalypse that had forever changed Xenan VII's landscape, warrior tribes, both human and mutant. Owing to unique
climate and people. Originally a minor colony whose neutrality particulars in the planet's subterranean geodynamics, only a
in the conflict spared it from total ruin, the city was small portion of these oases is supplied with fresh water at
ill-equipped to handle the waves of refugees pouring through any time, forcing most tribes to migrate between known
its gates or the rise of the techno-barbarians in the sources, whose positions are a valuable trade good in their
wastelands, and - cut off from vital trade routes with its own right. However, some of the tribes are not above raiding
warring neighbours - subsequently fell into a spiral of ongoing the farming communities for food and other supplies if
decline and disrepair. The arrival of an Imperial Explorator pressed, much to the detriment of the Hemistagrad city
fleet in M36 has stabilised the situation more than rectifying it, council, which tends to hire mercenaries in a token effort to
but occasionally, attempts are made to reclaim former parts of preserve order.
the city from the surrounding desert.
One of the largest tribes are the Steelborn, who occupy a
The city itself is surrounded by massive walls of white-tinted permanent "capital" of sorts in the ruins of Martinet. Once a
ferrocrete designed to protect against both the elements as center of industry, this former city has been reduced to a
well as the motorised bands of raiders occasionally harrying treasonous maze of derelict manufactories and scrapyards
the outlying moisture collectors and hydroponic farms. The that supply an endless amount of material used in the
cramped conditions within the settlement may resemble a construction of a wide variety of haphazardly assembled
hive, although only a handful of buildings in the town centre vehicles, from heavy autocycles to crudely refitted battle
are higher than five levels. tanks. Owing to their superior firepower, the Steelborn are
considered the most influential of the wasteland tribes,
Whilst the Adeptus Mechanicus has claimed the floating although the lumbering nature of their warbands has earned
starport above the city, the Ecclesiarchy has established a them the derogatory byname Crawlers from the other tribes.
sizeable temple in the Imperial district of Hemistagrad, which
it shares with the local branch of the Administraum and an
Adeptus Arbites precinct staffed by an overworked Marshal
and a single deputy Arbitrator. The handful of clerics and
missionaries assigned to this planet not only care for the
spiritual wellbeing of the city inhabitants but are also
half-heartedly engaged in an ongoing effort to suppress the
outlawed Cult of Artemis. All in all, transfer to Xenan VII is
usually seen as an indirect punishment, even when it comes
with a promotion.
In the mountainrange of Bella Geri, the Adeptus Mechanicus Regardless of the truth, the mutant kingdom built from the
maintains a research outpost embedded into the rock - the remains of an ancient refinery complex resembles a crude,
result of one of the Machine Cult's most recent excursions. Its perverse imitation of a human city, complete with neon lighting
official function is to serve as a collection point for salvaged and a cacophony theorised to be the Croakers' attempt at
technology gathered by the tribes, whose warriors have taken music, audible even from outside the fortified complex every
to simply calling the base's inhabitants "Red Priests" and single night. The swamps are not the only region plagued by
regularly trade their findings for Imperial technology, in the frogmen menace, but they are by far the place where they
particular las weapons and cybernetic limbs. exert the most visible control.

Due to the low value of most samples sold to the outpost by Frogmen rule in the swamps is not unchallenged, however, for
tribal delegations, it has been hypothesised that the Adeptus a particularly seclusive tribe of humans has also settled in the
Mechanicus is more interested in building a good relationship area. Eschewing the usual Xenonian penchant for vehicular
with the unofficial rulers of the Xenonian wastes rather than warfare and ranged weapons, the so-called Gorestalkers are
getting a fair deal on their products. A more conspirational said to excel in stealth tactics, assassination and fierce,
theory uttered in some of Hemistagrad's taverns suggests that death-defying charges wielding electrified spears and
this is all a front, and the Red Priests have located one of the fiendishly jagged knives. Committed to an ongoing cold war
legendary pre-war caches of archaeotech rumoured to await with the frogmen that frequently results in bloody skirmishes,
discovery and are either in the process of breaching its vault, they are as likely to capture or kill any other human they come
or already experimenting on its contents. across as they may be willing to trade with them. Other
Xenonian humans consider them quite insane, and Munitorum
The Savage Swamps are said to be the origin of the froglike officials rarely attempt to tithe soldiers from this tribe.
biped mutants known as Croakers, perhaps brought from the
stars as indicated by the skeletal remains of an ancient
starship scattered across the marshlands. On the other hand,
the Magos Biologis who had first discovered the genetical link
between the frogmen and the human population has
suggested a darker origin connected to the fate of mutant
male children banished from the human tribes, pointing to the
fact that the ship itself predates the first appearance of the
frogmen by several millennia.
Postface
The origins of this regiment can be found in a very small Primarily, this supplement is intended to allow playing Tribal
number of older publications from Games Workshop, namely Xenonian characters in Only War, but the background could
the 3rd Edition Codex: Imperial Guard, the updated Force easily be adapted for implementation in one of the other 40k
Disposition Table for the Third War of Armageddon RPGs. The detailed description of our take on their world also
(post-Season of Fire), and the Last Chancers special lends itself to using Xenan VII as a stage for adventures, be
character "Warrior Woman" in Chapter Approved 2001. The them about an Only War campaign that focuses on one of the
references were small and offered little detail beyond them tribes rather than the Imperial Guard, or a game of Dark
being women and what they wore, but as with many such Heresy where Acolytes investigate discrepancies in the local
small hooks scattered throughout the franchise, they were AdMech excavation team's reports, or a game of Black
sufficient to inspire. Crusade where the Heretics aim to infiltrate the Cult of
Artemis and forment rebellion against the planet's Imperial
Based on their appearance, the Xenonian Free Companies Commander.
could be anything from Feral- or Feudal-world warriors to a
Hive gang - and perhaps someone will explore these variants However you may end up using it, we hope you'll have as
in the future - but for this document, we have opted for what much fun playing with this material as we had writing it.
can be summed up as "badass biker-girls with guns", hailing

el l a n
from a post-apocalyptic setting reminiscent of Mad Max, Tank
Girl or Fallout. Following in the footsteps of Games
Workshop's own style of worldbuilding, the background of this
regiment contains several innuendos, all the while aiming to
Lynata & R a m
create something new and internally consistent.

Disclaimer
This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy
Flight Games.

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