You are on page 1of 107

The galaxy is in flames. The Emperor of Mankind’s vision for humanity is in ruins.

His fa-
voured son, the Warmaster Horus Lupercal, has rebelled against his father and embraced Chaos.
Their armies - the Legiones Astartes, eighteen mighty Space Marine Legions - are locked in a bru-
tal civil war. Fully half have sided with the Warmaster, whilst the rest remain loyal to the Emper-
or. Pre-eminent amongst them, the leaders of the Legions are the primarchs - the crowning
achievement of the Emperor’s genetic science. Thrust into battle against their brothers, victory is
uncertain for either side.

Worlds are burning. At Isstvan V, Horus dealt a vicious blow and three loyal Legions were
all but destroyed. War was begun, a conflict that will engulf all mankind in fire. Treachery and
betrayal have usurped honour and nobility. Assassins lurk in every shadow. Armies are gather-
ing. All must choose a side or die.

Horus musters his armada, Terra itself the object of his wrath. Seated upon the Golden
Throne, the Emperor waits for his wayward son to return. Meanwhile Malcador the Sigillite, the
Regent of Terra and right hand of the Emperor, is gathering men and women of inquisitive na-
ture, hunters who might seek the witch, the traitor, the mutant, the xenos. Amongst them are the
Knights Errant, a fledgling order of loyal Space Marines drawn from Legions on both sides of the
war.

The Imperium is in anarchy. On a million worlds, governments have cast their lot for one side
or the other. Even still, ambitious officials plot to turn their worlds to a new cause and rebels rise
up in defiance of the choice their lords have made. There is no longer any peace among the stars.
No world will be spared.

The screams of the innocent, the pleas of the righteous resound to the cruel laughter of Dark
Gods. Suffering and damnation await all should the Emperor fail and the war be lost. The age of
knowledge and enlightenment has ended.

The Age of Darkness has begun.


The Twilight of the Great Crusade
000.M31

Triumph at Ullanor

Horus is declared Warmaster of the Imperium.

Cleansing of Laeran

Fulgrim recovers a xenos sword from the temple of the Laer.

Chondax Campaign

The Khan and his Talskar are tasked to hunt down the remains of the Ullanor Waaagh.

Akum-Sothos Cluster Rebellion

Corax vows never to fight alongside the Luna Wolves again after the Raven Guard are decimated.

001.M31

Council of Nikaaea

The Emperor disbands the Librarius and forbids the Legions to use psychic powers.

003.M31

Sons of Horus

The XVI Legion are formally renamed the Sons of Horus.

004.M31

The Fall of the Warmaster

Horus is laid low by a corrupt blade and is revived by the sorcery of the Serpent Lodge.

The Folly of Magnus

Magnus seeks to warn the Emperor of Horus’ betrayal, crippling the Emperor’s Webway Project.

Temptation of Ferrus Manus

Fulgrim’s Phoenix Guard decapitate a bodyguard of Morlocks after Ferrus Manus refuses to join Horus.

Olympia Genocide

Perturabo and his Iron Warriors mercilessly put down a rebellion on their home world.

Burning of Prospero

Leman Russ and his Vlka Fenryka all but wipe out the Thousand Sons.

005.M31

Signus Cluster Campaign

Sanguinius and his Blood Angels are sent to fight the Nephilim, finding a legion of Daemons instead.

Muster at Calth

The Ultramarines begin to muster 200 companies at Calth, waiting to be joined by the Word Bearers.
The Age of Darkness
005.M31
Isstvan III Atrocity

The Sons of Horus, Emperor’s Children, World Eaters and Death Guard purge their loyalist elements.
Flight of the Eisenstein

Battle-Captain Garro escapes Isstvan III aboard the Eisenstein to bring a warning to Terra.

006.M31
Schism of Mars

Mars descends into civil war when the Fabricator-General declares for the Warmaster.
Dropsite Massacre

The Iron Hands, Salamanders and Raven Guard are all but wiped out and Ferrus Manus killed.
Raven’s Flight

Corax and survivors of his Raven Guard flee the Isstvan system.
Battle at the Phall System

The Imperial Fists fleet dispatched to Isstvan V retreats after it is attacked by the Iron Warriors.

007.M31
Desperate Measures

Corax returns to Terra to delve into the Emperor’s genetic laboratories, seeking to rebuild his Legion.
The Khan Decides

The Khan takes his Legion to Prospero seeking answers and sentences his rebellious sons to penance.
Battle of Calth

Kor Phaeron leads a Word Bearers force that kills more than half the Ultramarines at Calth.
Knights-Errant

Malcador sends Battle-Captain Garro to recruit loyalists from Legions on both sides of the war.
Shadow Crusade

The Word Bearers and World Eaters ravage Ultramar, resulting in Angron’s ascension.
Imperium Secundus

Guilliman builds a failsafe Imperium in Ultramar and repeals the Edict of Nikaea.
Angel Exterminatus

The Iron Warrios disappear into the Eye of Terror after Fulgrim’s ascension.
The Shattered Legions Rise

Captain Meduson reforges the survivors of Isstvan V with a cellular, guerrilla structure.
Victory is Vengeance

Corax leads his Raven Guard on a guerrilla campaign whilst his gene-project is developed.
008.M31

Abraxxes Cluster

The Vlka Fenryka are corned by the Alpha Legion.

Tuchulcha

The Dark Angels recover a warp engine that gives them an advantage in their war with the Night Lords.

Battle of Molech

Horus discovers the wellspring of immense power beneath the Knight-World of Molech.

Deliverance Lost

Corax’s gene-project is derailed by Alpha Legion sabotage.

009.M31

Thramas Crusade

The Night Lords scatter with their primarch nearly dead after heavy losses fighting the Dark Angels.

Battle of Tallarn

The Iron Warriors lay waste to Tallarn in the largest tank battle in history.

010.M31

The Pharos Beacon

Guilliman summons all loyalist forces to Macragge, making Sanguinius regent of the Imperium.

Deathfire

Sixty-six Salamanders survivors bring Vulkan’s body to Nocturne.

013.M31

The Destroyer Plague

The Death Guard fleet is beset by plague in the warp until Mortarion swears himself to Nurgle.

014.M31

Siege of Terra

The Imperial Fortress, defended by the Talskar, Imperial Fists and Blood Angels, is besieged.

The Scouring

The loyalist Legions pursue the fleeing traitors after the Emperor kills Horus.
Space Marines are created by genetically enhancing ado- False Astartes
lescents, as such the Legionary elite advance may only be This elite advance may be taken by existing characters in
taken during character creation. Full grown humans can exceptional circumstances to become a near imitation of a
be enhanced to similar levels by extensive cybernetic as true Space Marine.
and genetic therapy, although this was only ever used in Cost: 10,000 XP
exceptional circumstances, most notably to enhance fol- Characteristics: +d10 all
lowers of the primarchs too old to become true Legionar- Fate Threshold: Reduce by 1 permanently.
ies as part of the first wave of recruitment from each Le- Skills: Athletics, Awareness, Common Lore (Imperium,
gion’s new home world. Legiones Astartes, War), Linguistics (Battlesign, High
Gothic), Navigate (Surface), Operate (Surface), Stealth,
Legionary Survival
Cost: 14,000 XP Talents: Ambidextrous, Astartes Weapon Training, Kill-
Home World: Whilst not binding, it is recommended ing Strike, Nerves of Steel, Quick Draw, Unarmed Spe-
that a Legionary’s home world is either Terra (for those cialist
elevated before the finding of their primarch) or a Do- Trait: Transhuman
minion corresponding to the chosen Legion (note that the Almost Transhuman: False Astartes gain all the benefits
World Eaters, who have no fixed recruiting world, are an of Transhuman trait except that the Biscopea grants Un-
exception to this). When generating characteristics, add natural Strength (1) and the Ossmodula grants Unnatural
30 rather than 20 to all rolls. Toughness (1) (meaning their total Unnatural Strength
Background: Instead of the normal choice of Back- and Toughness is 3, rather than a true Legionary’s 4) and
grounds, Legionaries choose a Legion and Squad Desig- they are missing the Catalepsean Node, Progenoids or
nation. Sus-an Membrane organs.
Elite Advances: With the exception of the Pariah, Per-
petual and Psyker elite advances, only elite advances pre-
sented in this book may be taken by a Legionary.
Skills: Athletics, Awareness, Command, Common Lore
(Imperium, Legiones Astartes, War), Linguistics
(Battlesign, High Gothic), Navigate (Surface), Operate
(Surface), Parry, Stealth, Survival
Talents: Ambidextrous, And They Shall Know No Fear,
Astartes Weapon Training, Killing Strike, Nerves of Steel,
Quick Draw, Resistance (Psychic Powers), Unarmed Spe-
cialist
Trait: Transhuman
Aptitude: Offence
Skills Catalepsean Node: Immune to sleep deprivation.
Haemastamen: Unnatural Strength (1), Unnatural
Toughness (1), +9 Wounds.
Linguistics (Battlesign)
Larraman’s Organ: True Grit. Immune to blood loss.
Able to communicate simple, battlefield commands in
Lyman’s Ear: Heightened Senses (Hearing)
sign language.
Melanochrome: Resistance (Radiation)

Talents

And They Shall Know No Fear


Immune to the normal effects of Fear. When in the pres-
ence of a Fear-causing foe, suffer -10 penalty per degree Mucranoid: Re-roll T tests caused by temperature ex-
of Fear to any WP tests and Command tests to activate tremes.
Rites of Battle.

Astartes Weapon Training


Multi-Lung: Amphibious. Re-roll T tests for asphyxia-
Weapon Training (Astartes, Bolt, Chain, Flame, Las,
tion. Gain a +30 bonus to tests to resist effects of gas and
Launcher, Melta, Plasma, Power, Low-Tech, Shock, Solid
re-roll failures.
Projectile).
Neuroglotis: Detect toxins by taste with a Challenging
(+0) Awareness test, or by smell with a
Trait Hard (-20) Awareness test. Gain a +10
bonus when using Survival to track an
Transhuman enemy you have tasted.
Note that some Legions are missing particular organs,
have abnormally functioning organs or have unique or-
gans. In all cases the Legion-specific rules presented in Occulobe: Heightened Senses (Sight)
Part II: Crusade Legions take precedence. Omophagea: By consuming biological matter, gain ac-
Betcher’s Gland: Spit up to 3m, caus- cess to memories, a skill or skill group for IntB hours.
ing d5 I damage with Pen 4 and the Oolitic Kidney: Re-roll failed Toughness tests to resist
Toxic (0) quality. Scoring 3 or more poisons, including the effects of the
DoS on the BS test blinds the target for d5 rounds. Given Toxic quality.
time, a Space Marine can spit and chew through nearly
any substance.
Biscopea: Bulging Biceps, Unnatural Strength (2)
Black Carapace: Whilst wearing functioning Astartes
power armour, enemies treat a Space
Marine’s size as Average (4) rather
than Hulking (5).
Ossmodula: Unnatural Toughness (2)
Preomnor: +20 bonus to T tests to resist ingested toxins.
Progenoids: Should a Legionary die, it is essential that Secondary Heart: Unnatural Strength (1), Unnatural
his progenoids be retrieved to create Toughness (1)
future generations - failure to do so Sus-an Membrane: Enter suspended animation when
causes the entire party to reduce their knocked unconscious by critical dam-
Inf by the fallen Legionary’s InfB. Re- age or by meditating for d5 rounds.
moval with a Narthecium is a Full Injuries will neither heal nor worsen.
action requiring a Difficult (-10) Medi- A Hard (-20) Medicae test, with access
cae test, without it takes 3 Full actions to chemical therapy and auto-
and requires an Arduous (-40) Medi- suggestion, is required to revive a
cae test. Failure extends the time tak- character from a Sus-an coma.
en by 1 round for every DoF, failure
by 5 DoF or more destroys the pro-
genoids.
Assault Destroyer
Skill: Operate (Aeronautica: Jump Restrictions: Emperor’s Children,
Pack) Salamanders
Talents: Swift Attack Talents: Counter-Attack, Exotic
Armour: Mark II or III power ar- Weapon Training (Graviton, Volkite),
mour Two-Weapon Wielder (Ranged)
Weapons: Hecate chainsword or Armour: Mark IV power armour
phobos chainaxe, phobos bolt pistol, combat blade, frag Weapons: Hecate chainsword and tigrus bolt pistols (2)
grenades (3), krak grenades (3) or tigrus bolt pistol and rad-missile launcher with 6 rad
Gear: Jump pack missiles, combat blade, frag grenades (3), krak grenades
Hammer of Wrath: On a Challenging (+0) Operate (3), rad grenades (3)
(Aeronautica: Jump Pack) test, add 20m to the range of Gear: Jump pack
the jump pack. Making a Charge using this ability adds Rad-Phage: At the beginning of every game session,
d5 to damage. take a Challenging (+0) T test (this counts as radiation
and therefore benefits from the Melanochrome’s bonus)
Breacher or take d5 points of permanent T damage.
Armour: Hardened Mark III power Weapons of Mass Destruction: Treat rad-missile launch-
armour with cingulum ers, volkite serpenta, rad grenades, rad missiles, phos-
Weapons: Phobos boltgun or phex missiles and phosphex bombs as two levels more
chainsword or lascutter, phobos bolt available.
pistol, combat blade, frag grenades
(3), krak grenades (3), melta bomb Heavy Support
Gear: Boarding shield Restriction: Talskar
One Man Fortress: If he remains stationary, all attacks Talents: Exotic Weapon Training
directed at a Breacher from a 180 degree arc in front of (Graviton, Volkite)
his shield automatically hit his choice of his shield arm or Armour: Mark II or III power ar-
body. mour
Weapons: Voss-incarnadine heavy bolter or anvilus
Despoiler heavy flamer or cthon autocannon or proteus missile
Talents: Swift Attack launcher with 6 frag and 6 krak missiles, phobos bolt pis-
Armour: Mark II or III power ar- tol, combat blade, frag grenades (3), krak grenades (3)
mour The Big Guns: Gain a +10 bonus to Requisition tests for
Weapons: Hecate chainsword or Heavy weapons from the Legiones Astartes armoury (not
phobos chainaxe, phobos bolt pistol, including weapons with Legio n availability).
combat blade, frag grenades (3), krak Immovable Object: Gain the Sturdy trait and +10 to BS
grenades (3) tests to fire Heavy weapons whilst in cover.
Flesh Render: When using a Tearing weapon, roll an
additional die for damage and remove the lowest result.
Pistol Drill: Gain a +10 bonus to BS tests and +2 damage
when using any bolt pistol.
Outrider Tactical
Skill: Operate (Surface: Bike) Armour: Mark II or III power ar-
Armour: Mark IV power armour mour
Weapons: Tigrus boltgun, tigrus bolt Weapons: Phobos boltgun, phobos
pistol, combat blade, frag grenades bolt pistol, combat blade, frag gre-
(3), krak grenades (3) nades (3), krak grenades (3)
Gear: Outrider ground bike Bolter Drill: Gain a +10 bonus to BS
Mounted Warrior: Reduce the penalty for making tests and +2 damage when using any bolt weapon. This
attacks from a moving vehicle by 10 and the time for does not apply to Fury of the Legion attacks.
Mount/Dismount actions to a Half action. Fury of the Legion: Tactical Legionaries may fire bolt-
guns on full auto, treating their RoF as S/3/6. Whilst firing
Reconnaissance on full auto due to Fury of the Legion a boltgun gains the
Armour: Mark IV power armour or Unreliable quality, and for one full round after using Fu-
recon armour ry of the Legion the boltgun gains the Overheats quality.
Weapons: Stalker boltgun or tigris This ability only applies when firing standard ammuni-
sniper rifle or assault shotgun or hec- tion.
ate chainsword, stalker bolt pistol,
combat blade, frag grenades (3), krak Tactical Support
grenades (3), shroud bombs (3) Talents: Exotic Weapon Training
Covert Operations: If recon armour is chosen, the Re- (Graviton, Volkite)
connaissance Legionary also gains a cameleoline. Armour: Mark II or III power armour
Deadeye Shot: Reconnaissance Legionaries reduce the Weapons: Phaestos flamer or rotor
penalties for Long and Extreme range by 10 when mak- cannon, phobos bolt pistol, combat
ing a single shot with a ranged weapon. blade, frag grenades (3), krak grenades (3)
Fire Support: When firing a rotor cannon, graviton gun,
Seeker primus meltagun, ragefire plasma gun or volkite caliver,
Armour: Mark IV power armour Tactical Support Legionaries may re-roll BS tests that
Weapons: Umbra-ferrox boltgun, cause the weapon to Jam or Overheat.
tigrus bolt pistol, combat blade, frag Specialist Weapons: Treat phaestos flamers, rotor can-
grenades (3), krak grenades (3), kra- non, graviton guns, primus meltaguns, ragefire plasma
ken shells (3), scorpius shells (3), guns, and volkite calivers as one level more available.
tempest shells (3)
Marked for Death: The character
may spend a Half action to mark a
target for death. They gain a +10 bo-
nus to BS tests to attack the marked target and these
attacks gain the Vengeful (9) quality. The mark lasts until
the target is slain, and the character may not mark anoth-
er target before this.
Tools of the Trade: Treat Special Issue Ammunition
from the Legiones Astartes armoury (not including
weapons with Legio n availability) and Custom Ammuni-
tion from the Dark Heresy armoury as one level more
available.
When gaining equipment from elite advances, Legionar- Techmarine
ies do not gain duplicates of gear they already have (with Prerequisites: Tech-Use
the exception of consumables such as grenades). Legion Restrictions: Vlka Fenryka
elite advances are divided into the following categories: Cost: 400 XP
Consuls: Specialist roles, including paramilitary divi- Skill: Common Lore (Technology),
sions such as the Apothecarion, Librarius and Reclusiam. Linguistics (Lingua Technis)
Veterans: Insight and skills from extensive service. Talent: Mechadendrite Use (Servo-
Command: Ranked placement in the command struc- Arm)
ture. These are incompatible with all elite advances ex- Trait: Mechanicus Implants
cept Veteran advances. Rite of Battle: Iron Will
Bolster Defences: As a Full action, a Techmarine may
Apothecary increase the AP of a piece of cover he is in physical con-
Prerequisites: Medicae tact with by their IntB.
Restrictions: Vlka Fenryka, Blood Machina Opus: Techmarines may purchase the Ma-
Angels chine (1) trait as a Tier 3 talent with the Technology apti-
Cost: 400 XP tude. They may purchase it up to three times to increase
Weapons: Hecate chainsword or the value up to a maximum of Machine (3).
phobos boltgun or tigrus boltgun
Gear: Narthecium Vexillarius
Rite of Battle: Feel No Pain Prerequisites: Inf 40
Guardian of Purity: Every time an allied Legionary Cost: 400 XP
gains PC, they reduce the value by 2 (to a minimum of 1). Gear: Vexilla
Prime Helix: Restore an additional d5 wounds when Rite of Battle: Rally
giving First-Aid to Legionaries using the narthecium. Bearer of Honour: As long as the character is not them-
selves Pinned, all characters with a line of sight within
Lexicanium 30m gain a +10 bonus to WP tests to avoid or recover
Prerequisites: Psyker (1) from Pinning and to Command tests to activate Rites of
Restrictions: ____________, Emper- Battle. Should the vexilla fall, allies lose Inf equal to half
or’s Children, Vlka Fenryka, Imperial the Vexillarius’ InfB if the vexilla is not recovered.
Fists, World Eaters Standard Bearer: A Vexilla who takes the Chosen veter-
Cost: 400 XP an advance may choose to carry a battle standard. This
Trait: Psyker (2), Sanctioned increases the effect of Bearer of Honour to a +20 bonus
Rite of Battle: Adamantine Will and total immunity to Fear and Pinning within 60m, but
Edict of Nikaea: The Edict of Nikaea ordered the Librar- a battle standard requires a free hand to carry. Should the
ius departments disbanded and returned to the ranks. standard fall, allies lose Inf equal to the Standard Bearer’s
Officially, the Edict is still in force and any loyalist Librar- InfB if the battle standard is not recovered.
ian using psychic powers may face dire consequences.
Librarian: Choose one discipline as a primary disci-
pline. When manifesting powers from this discipline,
count your class of Psyker as Astartes Librarian. For all
other disciplines, count it as Sanctioned.
With the exception of those consul advances which are Chaplain
prerequisites for other consul advances, a Legionary may Prerequisites: WP 45, Fel 40, Inf 50
not take more than 1 consul advance under normal cir- Restrictions: ____________, Vlka Fen-
cumstances. Centurions may not take consul advances, ryka, Blood Angels, ____________
neither may Consuls take any command advances Cost: 3,000 XP
(although Sergeants may take a Consul advance). Talents: Hatred (any one)
Armour: Skull helm
Champion Weapons: Crozius arcanum
Prerequisites: WS 65, Inf 50 Gear: Rosarius
Cost: 3,000 XP Rite of Battle: Only in Death
Rite of Battle: Angels of Death Fearsome Presence: Allies within 90m are completely
Distraction: The Champion may immune to the effects of Fear whilst in audio contact with
make an Opposed Intimidate test the character.
against an opponent’s WP. If success- Litany of Hate: Extends effects of the character’s Hatred
ful, the foe must spend its next turn talents to allies in audio contact. The effects of Hatred are
either moving towards the Champion increased from a +10 to a +20 bonus when Charging.
or attacking him. If the enemy attacks using a Ranged
weapon, the attack suffers a -10 penalty. Distraction lasts Codicier
FelB rounds. Prerequisites: Lexicanium, PR 3, WP
Murderous Strike: When a Champion scores Righteous 45, Inf 50
Fury on an enemy whose current wounds are less than Cost: 1,500 XP
their own total, the enemy must make a Challenging (+0) Battle-Psyker: When using Psychic
T test or be instantly slain. Powers or Force weapons, Codiciers may add their WPB
Oath of the Champion: When a character becomes a to the damage. They gain a +10 bonus to all Opposed Fo-
Champion, choose one of the following oaths: cus Power tests.
Accept Any Challenge, No Matter the Odds: In
Melee, gain a +10 bonus to WS tests to hit and inflict +2
Delegatus
damage, but suffer a -10 penalty to Dodge or Parry.
Prerequisites: Fel 50, Inf 50
None Shall Stay My Wrath: Melee damage is in-
Cost: 1,000 XP
creased by +5, but enemies gain a +10 bonus to tests to
Rite of Battle: Synchronised Assault
Dodge or Parry these attacks.
Talent: Peer (any 1 Legion Astartes)
Suffer Not the Witch to Live: Increase AgB by 1
Emissary: The character never counts
for the purposes of movement when moving towards an
as being outranked, except by the Pri-
enemy Psyker and gain a +20 bonus to resist the effects of
march or First Captain of their Le-
Psychic Powers.
gion. All Inf gained in the presence of
To Die Unrelenting is to be Victorious: Count the
the character is increased by 1. The
character’s TB as 2 higher when calculating damage. The
character gains 2 bonus DoS on all
character is immune to Pinning , but may not use the
successful Fel tests when interacting with Legionaries
Stealth skill.
and wins ties if these are Opposed.
Epistolary Moritat
Prerequisites: Codicier, PR 5, WP 55, Prerequisites: Destroyer, BS 45, Inf
Inf 70 50
Cost: 1,000 XP Restrictions: Salamanders
Psychic Mastery: When an Epistolary Cost: 1,500 XP
triggers the Perils of the Warp, he Talents: Two-Weapon Master
rolls an additional d10 and may substitute this roll for (Ranged)
either the ones or tens die. Rite of Battle: Wrath of the Emperor
Chain Fire: When firing a Pistol, a Moritat may use the
Forge Lord Chain Fire action. This is a Full action with the Attack
Prerequisites: Techmarine, Int 55, Inf and Ranged subtypes. Make a BS test to fire the pistol -
50 on a successful hit, immediately make another. Every hit
Cost: 1,000 XP continues to generate another hit until either a shot miss-
Talent: Peer (Mechanicum), Servo- es or the pistol runs out of ammunition. If an Aim action
Harness Integration was used before making a Chain Fire attack, only the first
Augmented: Forge Lords may contin- shot gains the bonus. Moritats may perform this attack
ue to increase the value of the Ma- with both pistols as per the rules for two-weapon
chine trait as a Tier 3 talent with the fighting.
Technology aptitude up to a maxi- Lone Killer: When the character activates Rites of Battle,
mum of Machine (5). they may only affect Destroyers. They may, however,
Master Armourer: Forge Lords may temporarily sup- activate Rites of Battle on their own if no Destroyers are
press or unlock a single quality in any one weapon of in coherency with them. Moritats may not benefit from a
their choice (it need not be wielded by them) for the du- Rite of Battle activated by another character.
ration of a mission. Unlocking a quality in a weapon that
already has is has no effect, unlocking a quality that is Praevian
contradicted by another also has no effect. Unlockable Prerequisites: Inf 50
qualities are: Balanced, Defensive, Razor Sharp or Shock- Cost: 4,000 XP
ing (Melee); Accurate or Reliable (Ranged). Supressable Talent: Peer (Legio Cybernetica)
qualities are: Primitive, Unbalanced or Unwieldy (Melee); Trait: Mechanicus Implants
Inaccurate, Overheats, Recharge or Unreliable (Ranged). Cybernetics: Cortex controller
Automata: Castellax, Domitar, Kaste-
Master of Signal lan or Vorax Hunter-Killer Robot
Prerequisites: Int 50, Inf 50 Rite of Battle: Co-Ordinated Strike
Cost: 1,000 XP Cortex Designator: When the character makes a success-
Gear: Cognis-signum, nuncio-vox ful ranged attack on an enemy character or unit, all Battle
Rite of Battle: Strongpoint -Automata controlled by their cortex controller may re-
Precision Co-Ordination: When attacking a target roll failed BS tests to shoot the same target.
marked by the character’s cognis-signum, allies gain the Master of Cybernetica: The character treats all Battle-
benefit of a Full action Aim rather than a Half action aim. Automata controlled by their cortex controller as Legion-
When using a nuncio-vox, the character triples the coher- aries and may order them to use Rites of Battle.
ency range of Rites of Battle rather than doubling it.
Primus Medicae Vigilator
Prerequisites: Apothecary, Int 55, Inf Prerequisites: Reconnaissance or
50 Seeker, BS 55, Inf 50
Cost: 2,000 XP Cost: 1,500 XP
Talent: Exotic Weapon Training Rite of Battle: Exploit Weakness
(Needle) Sniper: Any ranged attacks made by
Weapon: Needle pistol the character are made either as
Sacred Trust: Always count as scoring 5 on the d5 roll though their weapon had the Accu-
for Prime Helix. Gain a +10 bonus to Medicae tests to re- rate quality, or as though it did not have the Inaccurate
move Progenoids. quality.
Weak Point: When making a Called Shot with a ranged
Reclusiarch weapon that does not have the Blast quality, the character
Prerequisites: Chaplain, Inf 70 adds their DoS on the BS test to the Pen of and automati-
Cost: 1,500 XP cally confirm Righteous Fury.
Icon of Duty: The character may
spend a Fate point to gain one of the
following effects, extending to up to
5FelB allies in audio contact within 90m for the duration
of the encounter:
Extreme Prejudice: Re-roll failed WS tests when
making a Charge attack.
Fearsome Assault: Fear (1) (or increase level of
Fear by 1, to a maximum of 3).
Hardened Will: +10 bonus to all WP tests.

Siege Breaker
Cost: 1,500 XP, Inf 50
Gear: Nuncio-vox
Rite of Battle: Siege Tactics
Art of Destruction: Allies may re-roll
all damage rolls and add 2 to any
critical damage results when making
ranged attacks against buildings or
vehicles to which the character has a line of sight.
Attrition: The character may re-roll failed BS tests when
making ranged attacks against targets behind cover.
Veteran Honour Guard
Prerequisites: Inf 50 Prerequisites: Chosen or Champion,
Cost: 2,000 XP Inf 80
Talents: Exotic Weapon Training Cost: 2,000 XP
(Graviton, Volkite) Talent: Peer (Legiones Astartes)
Elite: Gain one of the Rites of Battle Honour or Death: Once per combat,
associated with the character’s squad when facing an Elite or Master level
designation in the Sergeant command advance. opponent in melee, a Chosen may choose for his melee
Scars of Experience: Before each game session, a Veter- attacks to gain either the Proven (3), Felling (4) or Razor
an may choose one of the following effects to last for its Sharp quality.
duration: Paragon of Honour: Command tests to activate Rites of
Battle-Hardened: Immune to Fear. Battle in coherency with the character gain a +20 bonus.
Flashback: Spend a Fate point to gain exceptional
insight into the current situation.
Known Enemy: Re-roll any damage rolls against a
particular Legion, organisation or Xenos species chosen
before the mission.
Signature Wargear: Re-roll up to InfB WS or BS
tests (chosen before the mission) with own weapons.
Survivor: Re-roll up to TB T tests.

Chosen
Prerequisites: Veteran, WS 50, Inf 70
Cost: 3,000 XP
Chosen Warrior: Improve the Dispo-
sition of NPCs who are not outright
hostile by 2 degrees, or spend a Fate
point to gain their instant and total
support. Gain a +10 bonus to all Fel tests when dealing
with loyalist or traitor (as appropriate for the character’s
loyalty) Imperial authorities. Whenever a Chosen would
reduce his Inf, reduce it by one less (to a minimum of 1).
Exemplar: Once per round as a Free action, spend a Fate
point to grant a bonus of +5FelB to the next Command
test made by any character in coherency to activate a Rite
of Battle.
Oath-Bound: Gain a +30 bonus to all attempts to control
the character’s mind, including through Psychic Powers.
If no attempt to resist would normally be allowed, the
character may spend a Fate point to make a Challenging
(+0) WP test in order to ignore the effects.
Venerable Ancient Weight of Years: A Venerable Ancient is never consid-
If this advance is taken during character creation, the ered to be outranked. Whenever they attempt to use an
character immediately loses all Fate points. It may other- Int of Fel skill, they must first roll under their IntB on a
wise only be taken by a character who has just burned d10.
their last Fate point or is gravely injured with no Fate
points remaining (at the GM’s discretion, this may be
extended to recently killed characters, especially if their
body is recovered after performing a Heroic Sacrifice).
Prerequisites: Inf 60
Restrictions: Destroyers, White Scars
Cost: 5,000 XP
Talents: Fearless, Peer (Legiones Astartes), Two-
Weapon Wielder (Melee, Ranged)
Detached: The occupant suffers a -20 penalty to Charm,
Deceive, Inquiry, Interrogation, Logic (Gambling) and
Scrutiny tests
Engine of War: The character’s sarcophagus is placed
inside a Dreadnought hull. They may not purchase any
elite advances.
Dreadnought: Two dreadnought weapons (one of
power fist, twin-linked autocannon or twin-linked missile
launcher with frag and krak missiles, and one of power
fist, plasma cannon, twin-linked autocannon, twin-linked
heavy bolters or twin-linked missile launcher)
Mortis-Pattern Dreadnought: +500 XP, a pair of
matching dreadnought weapons (plasma cannon, twin-
linked autocannon, twin-linked heavy bolters, twin-
linked lascannon or twin-linked missile launcher)
Ironclad Dreadnought: +1,000 XP, two dread-
nought weapons (any two of chainfist, frag cannon, hur-
ricane bolter, power fist, seismic hammer, siege wrecker)
Contemptor-Pattern Dreadnought: +1,000 XP, two
dreadnought weapons (any two of the options available
to Dreadnoughts)
Contemptor-Mortis-Pattern Dreadnought: +1,500
XP, a pair of matching dreadnought weapons (as per the
Mortis options or Kheres assault cannon)
Deredeo-Pattern Dreadnought: +1,500 XP, anvilus
autocannon battery
Leviathan-Pattern Siege Dreadnought: +4,000 XP,
two leviathan siege claws
Entombed: The character re-rolls their S and T as d10+1,
reduce Ag to 0, halve their total number of wounds, re-
duce Unnatural Toughness by 3 and may never gain any
Fate points. They are interred in a sarcophagus, which
functions as a fully environmentally sealed life-support
unit with AP 30 and an MIU.
Sergeant Centurion
Prerequisites: Command +10 Prerequisites: Sergeant, Inf 60, Com-
Cost: 1,000 XP mand +20
Talents: Exotic Weapon Training Cost: 1,500 XP
(Graviton, Volkite) Armour: Officer’s crest
Aptitude: Leadership Gear: Refractor field
Inspiring Presence: When an ally in Rite of Battle:
line of sight of the Sergeant spends a Command and Control: When the character activates a
Fate point to use an ability that requires a test, the Ser- Rite of Battle, Sergeants and Consuls in coherency may
geant may choose to allow his ally to use his characteris- choose to attempt to activate the same Rite of Battle as a
tic value and skill bonuses for the test. Free action, effectively bolstering its range and maximum
Squad Leader: Gain two Rites of Battle according to the effect.
character’s squad designation: Commanding Presence: The character may use their S
Assault: Furious Charge, Rampage for Fel tests and never suffer a modifier greater than -20
Breacher: Squad Advance, Soak Fire to Fel tests (including when using their S).
Despoiler: Maelstrom of War, Rampage Jealous Command: Imposes a -10 penalty on any Com-
Destroyer: Swift Assault, Sudden Withdrawal mand test used against them by a Legionary of lower
Heavy Support: Fire for Effect, Fire Support rank (Consuls are considered of equal rank).
Outrider: Lightning Strike, Swift Advance
Reconnaissance: Fire for Effect, Go to Ground Praetor
Seeker: Exploit Weakness, Evasive Manoeuvres Prerequisites: Centurion, Inf 80,
Tactical: Bolter Assault, Tactical Spacing Command +30
Tactical Support: Firestorm, Sustained Suppres- Cost: 2,000 XP
sion Talents: Exotic Weapon Training
Phalanx Warder: Immovable Defence, Soak Fire (Archaeotech)
Executioner: Exploit Weakness, Pile In Gear: Iron halo
Flesh Tearer: Crimson Tide, Maelstrom of War Living Legend: Allies in the Praetor’s presence gain a
Night Raptor: Swift Assault, Pile In +10 bonus to WP tests. Enemies who know or recognise
Medusan Immortal: Ruthless Advance, Iron Bul- the Praetor suffer a -10 penalty to WP tests to resist
wark effects cause by him. Gain a +10 bonus to Fel tests or Fel
Rampager: Crimson Tide, Maelstrom of War based skills and +2 FelB when interacting with someone
Reaver: Co-Ordinated Strike, Furious Charge who could know of his deeds.
Ashen Circle Incendiary: Brawl, Furious Charge Master of the Legion: Gain a +20 bonus to Command
Pyroclast: Fire for Effect, Firestorm tests when dealing with members of the same Legion.
Mor Deythan: Exploit Weakness, Fire for Effect The penalty imposed by Jealous Command is increased
Raptor: Brawl, Feel No Pain to -20 (in addition to other Praetors, Epistolaries, Forge
Headhunter: Exploit Weakness, Sudden With- Lords, Reclusiarchs and Primus Medicae with Inf 80 are
drawal considered of equal rank).
Rites of Battle are special talents that may be taken by Coherency
Legionaries, further divided into Attack Patterns and De- Legionaries are in coherency if they are within a certain
fensive Stances. They may normally only affect Legionary distance of the Unit Leader. If visual range is required,
player characters (although at the GMs discretion they the characters do not need to maintain a constant line of
may extend to Legionary NPCs). sight, but must be able to catch relatively frequent
glimpses of another character in the unit. Audio contact
Using Rites of Battle includes communication using vox or similar long-range
Any Legionary who has a Rite of Battle may choose to communications where this is available.
activate it in their turn by choosing a number of allies in Legionary: Visual range up to 30m
coherency up to their maximum effect using the appro- Veteran: Audio contact up to 30m
priate action and Command test - this test suffers cumu- Sergeant: Visual range up to 60m
lative -10 penalties if any of the Legionaries chosen have Veteran Sergeant: Audio contact up to 60m
the Enemy talent for one another. If successful, the char- Consul or Centurion: Audio contact up to 90m
acters become a Unit with the Legionary who activated Praetor: Audio contact up to 120m
the Rite of Battle as the Unit Leader and enter the chosen
Attack Pattern or Defensive Stance. Maximum Effect
Characters may choose not to join a Unit, or choose to The maximum number of characters who may be affected
leave at the start of their turn as a Free action. A character by a Rite of Battle is determined by the character who
additionally ceases to be part of the Unit if they move out issues the order to activate it. The Halo of Command tal-
of coherency, attempt to activate a Rite of Battle or join ent doubles this number.
another Unit. Legionary: FelB
Characters may join a Unit whilst they are using a Rite Veteran: 2FelB
of Battle (provided the Unit Leader’s maximum effect Sergeant: 3FelB
allows this) by moving into coherency and either spend- Veteran Sergeant: 4FelB
ing a Full action or, as a Free action or Reaction, taking a Consul or Centurion: 5FelB
Command test as if they were activating the Rite of Battle
the Unit is using themselves.
Attack Patterns
If a character is affected by a Rite of Battle, they may not
be affected or attempt to activate another in the same
turn. Mounted characters may not form a Unit with un- Angels of Death
mounted characters. Tier: 2
Some Rites of Battle have enhanced effects that apply Aptitudes: Finesse, Leadership
only if they are activated by characters of a particular Type: Full
Squad Designation or with a particular elite advance. Subtype: Concentration
Where these effects are Legion-specific, they may affect Test: Hard (-20) Command
members of other Legions if they have the appropriate As long as the Unit Leader sustains the Attack Pattern,
Peer talent. attempts to Dodge or Parry attacks made by the Unit
suffer a -10 penalty.
Champion: The penalty is increased to -20.
Bolter Assault Crimson Tide
Tier: 2 Tier: 2
Aptitudes: Ballistic Skill, Leadership Aptitudes: Leadership, Social
Type: Free Type: Full
Subtype: Attack, Concentration, Movement, Ranged Subtype: Concentration
Test: Very Hard (-30) Command Test: Very Hard (-30) Command
The Unit may make an immediate Full Move and then Sustained: Free
make a Standard Attack using any basic or pistol-class As long as the Unit Leader sustains the Attack Pattern,
bolt weapon or a grenade. the Unit gains the Fear (1) trait, or increases it by 1 (to a
Tactical: Tactical Legionaries may fire Semi-Auto or Full maximum of 3).
-Auto Bursts. Flesh Tearer: Blood Angels increase their Charge dis-
tance by AgBm.
Brawl Rampager: World Eaters may enter a Frenzy, increasing
Tier: 2 the Fear trait by 1.
Aptitudes: Agility, Leadership
Type: Free Exploit Weakness
Subtype: Concentration Tier: 2
Test: Hard (-20) Command Aptitudes: Leadership, Perception
Sustained: Free Type: Half
As long as the Unit Leader sustains the Attack Pattern, Subtype: Concentration
the Unit may re-roll Opposed tests to Grapple, gain an Test: Arduous (-40) Command
additional +10 bonus when Ganging Up and gain a +10 Sustained: Free
bonus to Dodge or Parry melee attacks. The Unit Leader singles out an enemy target. As long as
Ashen Circle Incendiary: Incendiaries receive +20 bo- the Attack Pattern is sustained, the Unit may re-roll dam-
nuses to Ganging Up and Dodge. age against that target (either all or none of the dice must
Raptor: Raptors gain a +4 damage bonus when Ganging be re-rolled for weapons that roll multiple damage dice).
Up and win tied Opposed tests to Grapple. Seeker: Seekers treat singled out targets as Marked for
Death (including Legion variants that do not themselves
Co-Ordinated Strike have the Marked for Death ability).
Tier: 2 Vigilator: Activate the Attack Pattern as a Free action.
Aptitudes: Intelligence, Leadership
Type: Free Fire for Effect
Subtype: Concentration Tier: 2
Test: Hard (-20) Command Aptitudes: Ballistic Skill, Leadership
Until the start of the Unit Leader’s next turn, the Unit Type: Half
gains a +2 damage bonus when attacking an enemy that Subtype: Concentration
has already been hit by a member of the Unit since the Test: Hard (-20) Command
Attack Pattern was activated. Sustained: Free
Despoiler: Despoilers making melee attacks receive an As long as the Unit Leader sustains the Attack Pattern,
increased damage bonus of +5. the Unit may use Reactions to make a Standard Attack
Praevian: The damage bonus is increased to +5 when with a ranged weapon.
making ranged attacks or when made by battle-automata. Heavy Support: Heavy Support Legionaries may use a
Semi-Auto or Full-Auto Burst.
Reconnaissance: Attacks made by Reconnaissance Le-
gionaries benefit from a Half Aim.
Tactical Support: Tactical Support Legionaries may use
a Semi-Auto or Full-Auto Burst.
Fire Support Lead by Example
Tier: 2 Tier: 2
Aptitudes: Ballistic Skill, Leadership Aptitudes: Fellowship, Leadership
Type: Half Type: Free
Subtype: Concentration Subtype: Concentration
Test: Difficult (-10) Command Test: Hard (-20) Command
Sustained: Free Sustained: Free
As long as the Unit Leader sustains the Attack Pattern, BS As long as the Unit Leader sustains the Attack Pattern,
tests made by the Unit for Suppressing Fire actions are the Unit gain a bonus on all tests equal to the Unit Lead-
Challenging (+0) rather than Hard (-20). er’s FelB. In addition, once per round the Unit Leader
Heavy Support: Activate as a Free action. may grant one Legionary a re-roll on any test.
Veteran: The bonus is equal to 2FelB.
Firestorm
Tier: 2 Lightning Strike
Aptitudes: Ballistic Skill, Leadership Tier: 2
Type: Half Aptitudes: Agility, Leadership
Subtype: Attack, Concentration, Ranged, Movement Type: Reaction
Test: Very Hard (-30) Command Subtype: Concentration
The Unit may immediately make a Half Move and two Test: Hard (-20) Command
Standard Attacks with any ranged weapon. At the start of a combat in which neither side is Sur-
Tactical Support: Tactical Support Legionaries may ex- prised, the Unit Leader may spend their Reaction to grant
change both Standard Attacks for a single Semi-Auto or the Unit a Surprise Round.
Full-Auto Burst. Outrider: Outriders may roll an additional dice when
calculating initiative, discarding the lowest.
Furious Charge
Tier: 2 Maelstrom of War
Aptitudes: Leadership, Weapon Skill Tier: 2
Type: Free Aptitudes: Leadership, Weapon Skill
Subtype: Attack, Concentration, Melee, Movement Type: Full
Test: Very Hard (-30) Command Subtype: Concentration
The Unit may each immediately make a Charge Move Test: Hard (-30) Command
and a Standard Attack, resolved in order of their initia- Sustained: Free
tive. The Unit may re-roll the damage for these attacks. As long as the Unit Leader sustains the Attack Pattern,
Assault: Assault Legionaries may perform a Swift the Unit counts as having the Devastating Assault and
Attack or Lightning Attack. Frenzy talents.
Despoiler: Despoilers make a Charge action instead of a Despoiler: Activate as a Half action.
Charge move and Standard Attack (thereby gaining the Flesh Tearer: Blood Angels may immediately enter a
+20 bonus to hit). Frenzy as a Free action.
Rampager: World Eaters may immediately enter a Fren-
zy as a Free action.
Rampage Siege Tactics
Tier: 2 Tier: 2
Aptitudes: Leadership, Weapon Skill Aptitudes: Fellowship, Leadership
Type: Half Type: Full
Subtype: Concentration Subtype: Concentration
Test: Hard (-20) Command Test: Very Hard (-30) Command
Until the start of the Unit Leader’s next turn, whenever Sustained: Free
the Unit successfully makes a Standard Attack in melee As long as the Unit Leader sustains the Attack Pattern,
(whether or not the attack does any damage) they may the unit may re-roll damage rolls against enemies behind
immediately make another Standard Attack against the cover.
same opponent, with the same weapon, as a Free action. Siege Breaker: The Unit counts as having the Nowhere
Assault, Despoiler: Activate as a Free action. to Hide talent.
Stor-Bezashk Consul (Iron Warriors): Iron Warriors that
Retribution damage cover when making a ranged attack against an
Tier: 2 enemy may make a Tactical Advance as a Free action.
Aptitudes: Leadership, Social Castellan (Imperial Fists): Enemies behind cover must
Type: Reaction test for Pinning against all ranged attacks made by Impe-
Subtype: Concentration rial Fists.
Test: Difficult (-10) Command
Sustained: Free Squad Advance
The Unit Leader may activate the Defensive Stance when Tier: 2
they, or a Legionary in coherency, suffers damage from Aptitudes: Agility, Leadership
an attack. As long as the Unit Leader sustains the Defen- Type: Half
sive Stance, any Legionary who suffers damage from an Subtype: Concentration
attack gains a +4 bonus to their next damage roll against Test: Difficult (-10) Command
the attacker. Sustained: Free
As long as the Unit Leader sustains the Attack Pattern,
Ruthless Advance the Unit may use Reactions to make a Tactical Advance.
Tier: 2 Breacher: Activate as a Free action.
Aptitudes: Leadership, Willpower
Type: Half Sustained Suppression
Subtype: Concentration Tier: 2
Test: Hard (-20) Command Aptitudes: Ballistic Skill, Leadership
Until the start of the Unit Leader’s next turn, the Unit are Type: Full
immune to Pinning and may spend Reactions to make a Subtype: Concentration
Full Move towards the nearest visible enemy. Test: Hard (-20) Command
Breacher: Activate as a Free action. Sustained: Free
As long as the Unit Leader sustains the Attack Pattern,
the Unit may sustain Overwatch as a Free action as long
as they do not make melee attacks or use a Full-Auto
Burst action, but the BS test to fire when the conditions
are triggered is Hard (-20) if they used an action with the
attack or movement subtype in their last turn. Note that
initially entering Overwatch still requires a Full action.
Tactical Support: The Pinning test for enemies caught
in a Tactical Support Legionary’s kill-zone is Hard (-20).
Swift Assault Tank Buster
Tier: 2 Tier: 2
Aptitudes: Agility, Leadership Aptitudes: Leadership, Technology
Type: Free Type: Free
Subtype: Concentration Subtype: Attack (Ranged) or Movement, Concentration
Test: Very Hard (-30) Command Test: Difficult (-10) Command
Sustained: Free A member of the Unit may either perform a ranged
As long as the Unit Leader sustains the Attack Pattern, attack targeting a vehicle or fortification with a +5 bonus
the Unit gains an additional Half action each turn as long to the BS test for each other Legionary in the Unit, or
as they perform at least 1 action with the Movement sub- move up to 2m for each other Legionary in the Unit to-
type (not including Reactions). wards a vehicle or fortification.
Assault: Enemies attacked by an Assault Legionary Reconnaissance: Reconnaissance Legionaries increase
suffer a -10 penalty to Dodge or Parry. the movement per Legionary to 5m.
Destroyer: Destroyers increase the range of grenades Heavy Support: Heavy Support Legionaries increase
and thrown weapons to 4SBm and increase any Blast the bonus BS per Legionary to +10.
quality these have by 1.
Wrath of the Emperor
Tactical Bolter Drill Tier: 2
Tier: 2 Aptitudes: Leadership, Strength or Toughness
Aptitudes: Ballistic Skill, Leadership Type: Full
Type: Free Subtype: Concentration
Subtype: Concentration Test: Very Hard (-30) Command
Test: Hard (-20) Command Until the start of the Unit Leader’s next turn, the Unit
Sustained: Free gains a +10 bonus to WS, S and T.
As long as the Unit Leader sustains the Attack Pattern, Moritat: The bonus is increased to +20.
the Unit treats all bolt weapons (except those mounted on
a vehicle) as having a Semi-Auto and Full Auto RoF 1 Defensive Stances
higher than normal.

Adamantine Will
Tactical Finesse
Tier: 2
Tier: 2
Aptitudes: Leadership, Psychic
Aptitudes: Finesse, Leadership
Type: Half
Type: Full
Subtype: Concentration
Subtype: Concentration
Test: Very Hard (-30) Command
Test: Very Hard (-30) Command
Sustained: Free
Sustained: Free
As long as the Unit Leader sustains the Defensive Stance
As long as the Unit Leader sustains the Attack Pattern,
the Unit gains a +10 bonus to resist the effects of Psychic
the Unit may make a Half Move or Disengage as a Free
Powers.
action after making a Half action attack (not including
Codicier: The Unit increase their TB by +4 when calcu-
Semi-Auto or Full-Auto Bursts).
lating damage from Psychic attacks and attacks by ene-
mies with the Daemonic trait.
Epistolary: The bonus to resist Psychic Powers increases
to +20 and bonus TB against Psychic and Daemonic
attacks increases to +8.
Zadyin Arga (Talskar): The bonus to resist the effects of
Psychic Powers includes Dodge Reactions for the Talskar.
Counter-Charge Feel No Pain
Tier: 2 Tier: 2
Aptitudes: Leadership, Weapon Skill Aptitudes: Fieldcraft, Leadership
Type: Reaction Type: Free
Subtype: Concentration Subtype: Concentration
Test: Very Hard (-30) Command Test: Very Hard (-30) Command
The Unit Leader may activate the Defensive Stance when Until the start of the Unit Leader’s next turn, the Unit
an enemy makes a Charge against a Legionary in coher- halve all damage they receive (after subtracting AP and
ency. The Unit may make Charge actions against the TB), but may not Dodge or Parry and must make an
Charging enemy, resolved before the enemy’s attack. attack in their turn.
Primus Medicae: The restriction on Dodge and Parry
Dig In reactions no longer apply.
Tier: 2 Flaymaster (Night Lords): Night Lords gain the Fear (1)
Aptitudes: Defence, Leadership trait, or increase it by 1 (to a maximum of 4).
Type: Full Sanguinary Priest (Blood Angels): Blood Angels may
Subtype: Concentration Parry if they are in a Frenzy.
Test: Very Hard (-30) Command
Sustained: Free Go to Ground
As long as the Unit Leader sustains the Defensive Stance, Tier: 2
the AP provided to them by cover is doubled as long as Aptitudes: Defence, Leadership
they remain stationary (i.e. perform no actions with the Type: Reaction
movement subtype). Subtype: Concentration, Movement
Test: Difficult (-10) Command
Evasive Manoeuvres The Unit Leader may activate the Defensive Stance when
Tier: 2 they or a Legionary in coherency is hit by a ranged attack.
Aptitudes: Agility, Leadership The Unit may move up to their AgBm as a Free action
Type: Full after the effects of the hit are resolved, but before any
Subtype: Concentration subsequent hits from the same attack.
Test: Very Hard (-30) Command Reconnaissance: Reconnaissance Legionaries may move
Sustained: Free up to 2AgBm.
As long as the Unit Leader sustains the Defensive Stance,
the Unit do not trigger enemy Overwatch attacks and Iron Bulwark
gain a +20 bonus to Pinning tests. Tier: 2
Seeker: Seekers become immune to Pinning. Aptitudes: Leadership, Willpower
Type: Half
Subtype: Concentration
Test: Hard (-20) Command
Sustained: Free
As long as the Unit Leader sustains the Defensive Stance,
the Unit reduces the penalty from Fear by 10 and gains a
+2 bonus to TB against ranged attacks.
Forge Lord: If a Forge Lord activates the Defensive
Stance, the bonus TB applies to all attacks and the Unit is
also immune to Fear and Pinning.
Medusan Immortal (Iron Hands): Medusan Immortals
increase the reduction to the Fear penalty to 20 and the
bonus TB against ranged attacks to +4.
Immovable Defence Pile In
Tier: 2 Tier: 2
Aptitudes: Defence, Leadership Aptitudes: Fellowship, Leadership
Type: Full Type: Free
Subtype: Concentration Subtype: Concentration
Test: Hard (-20) Command Test: Hard (-20) Command
Sustained: Free Sustained: Free
As long as the Unit Leader sustains the Defensive Stance, As long as the Unit Leader sustains the Defensive Stance,
the Unit gains a +10 bonus to BS tests and +4 AP to all the Unit may use Reactions to make the attacks of anoth-
locations if they remain stationary. er Legionary in the Unit against a single target impossible
Breacher: Breachers increase the bonus to BStests to +20. to Dodge or Parry.
Executioner, Night Raptor: Night Lords gain a +10 bo-
Only in Death nus to WS tests to hit a targets affected by the Defensive
Tier: 2 Stance.
Aptitudes: Leadership, Willpower
Type: Free Rally
Subtype: Concentration Tier: 2
Test: Very Hard (-30) Command Aptitudes: Fellowship, Leadership
Sustained: Free Type: Free
As long as the Unit Leader sustains the Defensive Stance, Subtype: Concentration
the Unit ignore all critical damage effects except the loss Test: Challenging (+0) Command
of limbs or death. Once combat or the Defensive Stance The Unit immediately recovers from being Pinned.
ends, the effects are applied as normal. Standard Bearer: The Unit may move up to 2AgBm to-
Reclusiarch: The Unit increase their melee damage by wards the Standard Bearer without triggering Overwatch
the Critical Damage they have suffered. attacks.
Warden (Blood Angels): Blood Angels also ignore the
effects of MC. Regroup
Iron Father (Iron Hands): An Iron Father may activate Tier: 2
the Defensive Stance as a Full action with an Arduous Aptitudes: Fellowship, Leadership
(-40) Command test in order to combine its effects with Type: Full
the effects of the Iron Will Defensive Stance. Subtype: Concentration, Movement
Test: Hard (-20) Command
Phalanx The Unit may move up to 2AgBm without triggering
Tier: 2 Overwatch attacks.
Aptitudes: Leadership, Weapon Skill
Type: Free
Subtype: Concentration
Test: Hard (-20) Command
Sustained: Free
As long as the Unit Leader sustains the Defensive Stance,
the Unit may Parry attacks that target allies within 2m of
them. Additionally, the Unit may use Reactions to make a
Standard Attack with a melee weapon against an enemy
that successfully makes a melee attack against them.
Soak Fire Sudden Withdrawal
Tier: 2 Tier: 2
Aptitudes: Leadership, Toughness Aptitudes: Agility, Leadership
Type: Reaction Type: Full
Subtype: Concentration Subtype: Concentration, Movement
Test: Hard (-20) Command Test: Hard (-20) Command
When a Legionary in coherency is struck by a Semi-Auto The Unit Leader nominates a member of the Unit to per-
or Full-Auto Burst and is eligible to attempt to Dodge or form a Supressing Fire action as a Free action. The rest of
Parry, the Unit Leader may activate the Defensive Stance the Unit may then perform a Full Move as a Free action.
instead to divide the number of hits evenly among the Destroyer: Activate as a Half action.
Unit, allocating at least 1 hit to the original target. Note Headhunter: Two Legionaries in the Unit may perform
that the Legionaries soaking fire must have been eligible Supressing Fire and each perform a Half Move.
targets for the attack and may not attempt to Dodge or
Parry. Swift Advance
Breacher: Breachers may soak single attacks from Tier: 2
ranged weapons, dividing the total damage equally Aptitudes: Agility, Leadership
among them. Type: Reaction
Subtype: Concentration
Strongpoint Test: Hard (-20) Command
Tier: 2 Sustained: Free
Aptitudes: Leadership, Perception The Unit Leader may activate the Defensive Stance when
Type: Full a Legionary in coherency successfully Dodges a ranged
Subtype: Concentration attack. As long as the Unit Leader sustains the Defensive
Test: Very Hard (-30) Command Stance, the Unit may make a Full Move as a Free action
Sustained: Free when they successfully Dodge a ranged attack.
The Unit Leader nominates a Legionary in the Unit as the Outrider: Outriders may activate the Defensive Stance
centre of the strongpoint - they must remain stationary in when they successfully Jink. They may perform a 90 de-
order for the Defensive Stance to be sustained and are gree turn at the beginning or end of their move.
treated as the Unit Leader as long as this is the case. The
centre may call targets as a Free action in their turn or as Synchronised Assault
a Reaction. Once a target is called, the Unit gains a +20 Tier: 2
bonus to WS and BS tests to attack it, may re-roll damage Aptitudes: Intelligence, Leadership
against it and may use Reactions to make Standard Type: Free
Attacks against it. A target remains called until it is Subtype: Concentration
killed, another target is called or the Defensive Stance is Test: Very Hard (-30) Command
no longer sustained. The Unit Leader may activate the Attack Pattern when
Master of Signal: Targets marked by the Master of Sig- rolling for initiative. The Unit may freely exchange their
nal’s cognis-signum also count as called targets (meaning initiative values before the first round begins.
that 2 targets may be called at a time). Delegatus: The Attack Pattern may be activated outside
the normal turn sequence at the start of a round.
Tactical Spacing
Tier: 2
Aptitudes: Agility, Leadership
Type: Full
Subtype: Concentration
Test: Difficult (-10) Command
Sustained: Free
As long as the Unit Leader sustains the Defensive Stance,
Legionaries in the Unit may allow other Legionaries in
the Unit to use their Reactions.
Tactical: Tactical Legionaries gain an additional Reac-
tion which they may only allow other Tactical Legionar-
ies to use.

Tactical Retreat
Tier: 2
Aptitudes: Intelligence, Leadership
Type: Reaction
Subtype: Concentration
Test: Very Hard (-30) Command
The Unit Leader may activate the Attack Pattern when a
Legionary in coherency is attacked in melee. The Unit
may immediately move up to AgBm as if they has per-
formed a Disengage action.
Loyalists and Traitors Fear, Madness and Damnation
Although the Legions sided with either the Warmaster or Space Marines may be largely immune to the effects of
the Emperor largely as a whole, following the lead of Fear thanks to the And They Shall Know No Fear talent,
their primarch, there were exceptions. Accordingly, refer- but they still gain Mental, Spiritual and Physical Corrup-
ences to ‘traitors’ and ‘loyalists’ refer in the first instance tion like any other character in Age of Darkness. Rather
to all members of the relevant set of Legions, but this than gaining Mental Disorders or being affected by Men-
should always be modified by any character’s specific tal Traumas, however, Space Marines suffer Battle Trau-
knowledge of an individual. mas and each Legion succumbs to their Primarch’s flaw
All loyalists gain the Enemy (Traitors) talent, and all as they gain MC.
traitors gain the Enemy (Loyalists) talent to represent
their inherent distrust of those who claim to have a differ- Battle Trauma
ent allegiance to their primarch. Space Marines take Trauma tests as usual whenever their
total MC increases by 10, but roll a d10 for Battle Trau-
Injury and Healing mas rather than Mental Traumas if they fail. If the charac-
A Space Marine’s enhanced physiology enables them to ter is already affected by that Battle Trauma, re-roll until
recover from wounds that would fell a lesser being. the result is a new Trauma (with the exception of Legacy,
which can affect a character twice).
1-2 - Rage: Whenever the character scores Right-
Wounds
eous Fury on an enemy, he becomes fixated with its de-
Space Marines heal damage at an increased rate, and can
struction. Unless they pass a Challenging (+0) WP test, he
even recover Critical Damage without medical attention
may not direct his attacks against any other target until
given time.
the focus of his Rage is slain.
Lightly Damaged: A Lightly Damaged Legionary recov-
3-4 - Destiny: At the start of each mission, the GM
ers a number of wounds per day equal to half their TB,
rolls a dice. If the result is odd, the character is given a
increasing to their full TB if they spend the day resting or
secret objective he feels compelled to complete, knowing
meditating.
it is somehow vital to the success of his chosen side. This
Heavily Damaged: A Heavily Damaged Legionary re-
can be literally anything, even something completely at
covers 1 wound per day, or a number of wounds equal to
odds with the character or his party’s principal aims,
half their TB if they spend the day resting or meditating.
though it should be possible for the character to complete
Critically Damaged: A Critically Damaged Legionary
on his own.
heals 1 point of Critical Damage per day.

5-6 - Legacy: Roll a d10 - on an odd result, the per-


Fatigue
sonality of the character’s primarch emerges, on an even
Space Marines gain Fatigue as normal, although because
result it is the character’s personality from before their
of their Unnatural Toughness trait their Fatigue Thresh-
transformation into a Space Marine. If the character is
old is higher.
already affected by Legacy, the result is automatically the
Fatigued Characteristics: Space Marines suffer a -10
one the character does not yet have. Whenever specific,
penalty to all tests to use a fatigued characteristic.
triggering event occurs, the character must take a Chal-
Removing Fatigue: Space Marines recover 2 points of
lenging (+0) WP test or his personality will drift for d5
Fatigue per hour when resting, or 1 point per hour other-
hours.
wise (even in combat).
7-8 - Contempt: The character views humans as
weak and untrustworthy, never willingly seeking their
aid and suffering -20 to his Fel when interacting with
them.
9-0 - Redemption: Once an obj ective has been set Mixed Forces
for the character, by himself of others, he must attempt to
Most Space Marines are deployed in forces consisting
complete them regardless of cost or danger. He may take
only or principally of their own Legion. During the Age
a Challenging (+0) WP test to resist if attempting an ob-
of Darkness, however, a number of mixed forces of Space
jective would mean almost certain death.
Marines scattered by the vagaries of galactic civil war
have united.
The Flaw of the Primarch
Each Legion suffers a flaw, the effects of which are cumu-
Imperium Secundus
lative and become more severs at 11, 61, 91 and 100 MC.
In the Realm of Ultramar, the Dark Angels and Blood
Additionally, some may result in Legionaries gaining
Angels Legions have joined the Ultramarines’ secondary
particular specific battle traumas, malignancies and mu-
empire. They are joined by Iron Hands, Raven Guard and
tations rather than rolling randomly. Once a character
Salamanders survivors of Isstvan V, banished penitents
has all the malignancies or mutations specified, they roll
of the Talskar, the Imperial Fists’ retribution fleet and a
randomly for any further cases.
loyalist Warsmith named Barabas Dantioch.
Permanent Frenzy: Many of the Primarch’s flaws
result in a character entering a permanent Frenzy at 100
Knights-Errant
MC. To make characters reasonably playable, they
Malcador is gathering a new force of loyalist Space Ma-
should be allowed to make a WP test to snap out of a
rines drawn from Legions on both sides of the war and is
Frenzy (without any of the usual bonuses) once all the
mustering them on Titan.
enemy are dead - but they will immediately enter a Fren-
zy again if they fail a Challenging (+0) WP test when con-
fronted with even the slightest hostility, and will auto- Shattered Legions
matically become Frenzied in combat. It can be worth The shattered Legions are the Iron Hands, Raven Guard
installing a locking mechanism in a Frenzied character’s and Salamanders who escaped the killing fields of Is-
armour so that they can be controlled between combats! stvan V. They have since been joined by penitents of the
Talskar, banished by their primarch to find redemption
in death after they unwittingly threw their lot in with the
Heroic Sacrifice
Warmaster.
When a player is in a position to burn their final Fate
threshold to save their character’s life, they may choose
instead to burn the Fate point to make a Heroic Sacrifice.
The player declares at the start of their turn that they are
making a Heroic Sacrifice, which will last for a number of
turns equal to the character’s TB.
During this time, the character ignores all critical effects
(except those that render limbs or senses useless) and
gains one free Fate point each turn (even though a char-
acter with no Fate threshod cannot normally have Fate
points), which may be spent in the usual fashion, but is
lost at the end of the turn if not used.
At the end of the Heroic Sacrifice the character dies re-
gardless of any other factors and, having no Fate thresh-
old, cannot burn Fate to survive.
Provided the Heroic Sacrifice was neither in vain nor
compelled by the character’s Corruption, the player
should receive a suitable bonus for their next character to
honour their valiant last stand.
The Loyalist Legions VI Legion: Vlka Fenryka
Crusade (c.001.M31): ~120,000
Outset (c.005.M31): Unknown
I Legion: Dark Angels
Midpoint (c.009.M31): Unknown
Crusade (c.001.M31): ~186,000
Scouring (c.014.M31): ~12,000
Outset (c.005.M31): ~216,000
Midpoint (c.009.M31): Unknown
Scouring (c.014.M31): ~62,000 VII Legion: Imperial Fists
Crusade (c.001.M31): ~100,000
Outset (c.005.M31): ~100,000
V Legion: Talskar
Midpoint (c.009.M31): ~95,000
Crusade (c.001.M31): ~130,000
Scouring (c.014.M31): ~27,000
Outset (c.005.M31): ~120,000
Midpoint (c.009.M31): Unknown
Scouring (c.014.M31): ~7,000
IX Legion: Blood Angels VIII Legion: Night Lords
Crusade (c.001.M31): ~120,000 Crusade (c.001.M31): ~130,000
Outset (c.005.M31): ~120,000 Outset (c.005.M31): ~130,000
Midpoint (c.009.M31): Unknown Midpoint (c.009.M31): ~10,000
Scouring (c.014.M31): ~9,000 Scouring (c.014.M31): ~10,000

X Legion: Iron Hands XII Legion: World Eaters


Crusade (c.001.M31): ~113,000 Crusade (c.001.M31): ~150,000
Outset (c.005.M31): ~113,000 Outset (c.005.M31): ~115,000
Midpoint (c.009.M31): Unknown Midpoint (c.009.M31): Unknown
Scouring (c.014.M31): ~3,000 Scouring (c.014.M31): Unknown

XIII Legion: Ultramarines XIV Legion: Death Guard


Crusade (c.001.M31): ~270,000 Crusade (c.001.M31): ~95,000
Outset (c.005.M31): ~270,000 Outset (c.005.M31): ~70,000
Midpoint (c.009.M31): ~122,000 Midpoint (c.009.M31): Unknown
Scouring (c.014.M31): ~72,000 Scouring (c.014.M31): Unknown

XVIII Legion: Salamanders XV Legion: Thousand Sons


Crusade (c.001.M31): ~89,000 Crusade (c.001.M31): ~10,000
Outset (c.005.M31): ~89,000 Outset (c.005.M31): ~1,000
Midpoint (c.009.M31): ~6,000 Midpoint (c.009.M31): ~1,000
Scouring (c.014.M31): ~1,000 Scouring (c.014.M31): ~1,000

XIX Legion: Raven Guard XVI Legion: Sons of Horus


Crusade (c.001.M31): ~90,000 Crusade (c.001.M31): ~130,000-170,000
Outset (c.005.M31): ~81,000 Outset (c.005.M31): ~70,000-110,000
Midpoint (c.009.M31): ~4,000 Midpoint (c.009.M31): Unknown
Scouring (c.014.M31): ~6,000 Scouring (c.014.M31): Unknown

The Traitor Legions XVII Legion: Word Bearers


Crusade (c.001.M31): ~150,000
Outset (c.005.M31): ~150,000
III Legion: Emperor’s Children
Midpoint (c.009.M31): ~100,000
Crusade (c.001.M31): ~110,000
Scouring (c.014.M31): Unknown
Outset (c.005.M31): ~50,000
Midpoint (c.009.M31): Unknown
Scouring (c.014.M31): Unknown XX Legion: Alpha Legion
Crusade (c.001.M31): ~90,000-180,000
Outset (c.005.M31): ~90,000-180,000
IV Legion: Iron Warriors
Midpoint (c.009.M31): Unknown
Crusade (c.001.M31): ~150,000-180,000
Scouring (c.014.M31): Unknown
Outset (c.005.M31): ~150,000-180,000
Midpoint (c.009.M31): Unknown
Scouring (c.014.M31): Unknown
Numeration: I Legion Astartes Legion Advances
Progenitor: Lion El’Jonson
Cognomen: Dark Angels
Ravenwing Lancer
Prior Cognomen: Primus
Prerequisites: Outrider, Veteran
Observed Strategic Tendencies:
Restrictions: Ironwing, Deathwing
Noteworthy Domains: Caliban
Cost: 1,000 XP
(home world)
Weapons: Corvus hammer
Gear: Corvex ground bike, teleport homer
Playing a Dark Angel Skilled Rider: Never take a penalty greater than -10 for
Characteristics: +5 BS, +5 Int any hazard or terrain when riding a mount, and perform
Edict of Nikaea: Lion El’Jonson repealed the Edict of Evasive Manoeuvring as a Half action.
Nikaea. Dark Angels Librarians who are or were part of Master of the Ravenwing: A Lancer with the Master of
the Thramas Crusade gain a force sword, force axe or the Order advance gains a corvex jetbike.
force staff and Epistolaries gain a psychic hood.
Stoic Defence: Once per combat, gain 6 temporary
Stormwing Shieldbearer
wounds whilst remaining in a fixed location.
Prerequisites: Assault or Breacher, Veteran
Storm of Vengeance: Once per combat, when making a
Restrictions: Ravenwing, Ironwing, Dreadwing,
Semi-Auto Burst, Full Auto Burst, Overwatch or Supress-
Deathwing
ing Fire attack, gain an additional 2 DoS.
Cost: 1,000 XP
Shield Slam: Stormwing Shieldbearers gain the Thun-
Dominions der Charge talent when performing a Charge attack using
a shield. For every DoS after the first on the WS test, the
Caliban shield’s damage is increased by d10 (up to a maximum of
Characteristic Modifiers: + BS, + Int, - Fel +2d10). If the target is successfully knocked Prone, they
Fate Threshold: 2 may make a Standard Attack against them as a Free ac-
Beast Hunter: Gain a +1 bonus to damage against ene- tion.
mies for every value their Size trait is above (4) Average. Master of the Stormwing: A Shieldbearer with the Mas-
Aptitude: Toughness ter of the Order advance gains a thunder hammer and
Wounds: d5+9 vigil storm shield.
Language: Calibanite
Ironwing Cataphract Paladin
Prerequisites: Veteran, Sergeant Prerequisites: Champion
Restrictions: Ravenwing, Stormwing, Dreadwing, Cost: 1,500 XP
Deathwing Armour: Paladin knight helm
Cost: 600 XP Weapon: Blade of Caliban or halberd of Caliban
Gear: Auspex, cognis-signum, nuncio-vox Pure Blade: Paladins may choose one of the following
Master of Gunnery: The weapons of any vehicle the effects before a mission, lasting for its duration.
Cataphract is commanding count as having the Auto- Chivalric Duty: As long as the Paladin is visible,
Stabilised trait. Tank Commanders gain a +10 bonus to BS enemies must attack him rather than his allies unless they
tests to fire vehicle-mounted weapons. pass a Challenging (+0) WP test.
Tank Commander: If a vehicle the Cataphract is com- Knight of the Order: In melee, add +2 to any criti-
manding is attacked, he may attempt to Dodge without cal damage caused, or +d5 to damage to a Horde’s mag-
any penalty for the vehicle’s Size - on a successful Dodge nitude. Leaving an enemy alive requires a Challenging
test, the attack counts as striking the vehicle’s front ar- (+0) WP test.
mour. Slayer of Great Beasts: Melee attacks gain the
Master of the Ironwing: A Cataphract with the Master Felling (1) quality, increasing the value by 1 for each level
of the Order advance gains the Mechanicus Implants an enemy’s Size trait is above 4 (Average).
trait, the Mechadendrite Use (Servo-Arm) talent, hard-
ened armour and a servo-arm. Master of the Order
Prerequisites: Praetor
Dreadwing Errant Cost: 1,600 XP
Prerequisites: Destroyer, Veteran Armour: Lion helm
Restrictions: Ironwing, Deathwing Gear: Adamantine mantle, displacer field
Cost: 600 XP Brilliant Planning: Masters gain a number of re-rolls
Dual Shot: If the Errant fires two Pistols of the same equal to 1/2 InfB to use in each game session.
type at the same target, he may fire them as if they were a Invincible Reason: Gain a +10 bonus to WP tests. Mas-
single Pistol with the Twin-Linked quality. ters may re-roll one WP test per game session and never
Master of the Dreadwing: An Errant with the Master of suffer a negative WP modifier greater than -20.
the Order advance gains an executioner axe.

Deathwing Knight
Prerequisites: Veteran
Restrictions: Ravenwing, Stormwing, Ironwing, Dread-
wing
Cost: 2,000 XP
Armour: Cataphractii terminator armour
Weapons: Proteus power sword, phobos combi-bolter
Unerring Retribution: Knights reduce the AP of any
cover benefitting their target by 1 for every DoS on the BS
test to attack. If he has d5 hours to carefully disassemble
and reassemble a ranged weapon with which he is
trained, it gains the Storm quality when next used to
make an attack.
Master of the Deathwing: A Knight with the Master of
the Order advance gains a relic blade and a ryza-phobos
combi-plasma boltgun.
The Flaw of El’Jonson:
The Beast Within
Battle Trauma: Contempt.

Dark Dreams
Mental Corruption: 30
At the start of any mission, the Dark Angel must pass a
Challenging (+0) T test or suffer a level of Fatigue.

Shadowed Threat
Mental Corruption: 60
The Dark Angel focuses his attention on the dark shad-
ows, neglecting to observe what should be more easily
seen and therefore suffering a -10 penalty to Awareness
tests to perceive anything happening in lighter areas of a
location with shadowed corners or alcoves. He must take
a Challenging (+0) WP test to avoid opening fire instinc-
tively should he perceive a threats.

Makes Play it is a Man


Mental Corruption: 90
The Dark Angel suffers a -20 penalty to all social interac-
tion. Whenever he is frightened, startled or injured he
must take a Challenging (+0) WP test. Failure results in
extreme hostility or open violence to the source. The test
for Shadowed Threat is Difficult (-10).

Like Unto the Beast


Mental Corruption: 100
The Dark Angel halves his Int, reduces his WP by d10+5,
increases his S by d5+1 and gains the Bestial trait. Instead
of fleeing when he fails the WP test, he enters a Frenzy,
dropping anything he is holding and attacking with only
his unarmed attacks.
Numeration: II Legion Astartes Legion Advances
Progenitor: Fulgrim
Cognomen: Emperor’s Children
Palatine Warrior
Prior Cognomen: -
Prerequisites: WS 50, Swift Attack
Observed Strategic Tendencies:
Cost: 2,000 XP
Combined arms warfare, use of complex manoeuvre and
Talent: Counter-Attack
discursive tactical planning, asymmetrical assault
Weapon: Charnabal sabre
Noteworthy Domains: Chemos (home world)
Distraction: A Palatine may make an Opposed Intimi-
date test against an opponent’s WP. If successful, the foe
Playing a Child of the Emperor must spend its next turn either moving towards the Pala-
Characteristics: +5 WS, +5 Ag, +5 Fel tine or attacking him. If the enemy attacks using a
Armour: Any traitor may replace their Mark II or III Ranged weapon, the attack suffers a -10 penalty. Distrac-
power armour with Mark IV power armour. tion lasts FelB rounds.
Weapons: Any traitors may replace a phobos boltgun Sublime Swordsman: When performing a Swift Attack
with a tigrus boltgun and phobos bolt pistol with a tigrus or Lightning Attack, a Palatine Warrior counts as scoring
bolt pistol. a number of additional DoS equal to the difference be-
Edict of Nikaea: The Emperor’s Children have no Li- tween his AgB and that of his opponent (provided the
brarians and are unaffected by the Edict. Palatine’s is the higher). This cannot increase the number
Burst of Speed: Once per game session, increase AgB by of hits scored over his WSB.
2 for 1/2 InfB rounds (including raising the character’s Prefector: A Palatine who takes the Champion advance
initiative). gains a suit of artificer armour.
Flourish: Emperor’s Children gain a +10 bonus to Feint,
and may substitute the WS test for a Charm or Ag test.
Phoenix Guard
Perfection: No Psyker or Pariah may j oin the III Legion.
Prerequisites: Honour Guard
The Emperor’s Children do not deploy Destroyers.
Cost: 2,500 XP
Whenever a Child of the Emperor would gain PC, reduce
Talent: Bodyguard
it by 2 (to a minimum of 1).
Armour: Tartaros terminator armour, phoenician helm
Weapon: Phoenix power spear
Dominions Sudden Strike: Once per combat at the start of a round,
a Phoenix Guard may temporarily double his AgB for the
Chemos purposes of determining initiative for 1 turn. Any
Characteristic Modifiers: + WS, + Ag, - WP attempt to Dodge or Parry a Phoenix Guard’s attack
Fate Threshold: 1 suffers a -10 penalty.
Breeding Counts: Whenever a Chemosian character Living Icon: Allies within FelBm ignore the effects of
would reduce their Influence, it is reduced by 1 less (to a Fear and Pinning.
minimum of 1).
Aptitude: Intelligence
Wounds: d5+9
Language: Chemosian
Lord Commander The Flaw of Fulgrim:
Prerequisites: Praetor
The Blight
Cost: 2,000 XP
Battle Trauma: Contempt.
Armour: Gilded panoply
Malignancy: Ill-Fortuned, Palsy, Poor Health, Wasted
Coupe de Grâce: When a Lord Commander makes an
Frame.
All Out Attack, he adds the DoS on his WS test to his
damage and Pen. When making a Charge attack, a Lord
Commander may forgo the bonus +20 to WS in order add Personal Pride
the DoS on his WS test to his damage and Pen. Mental Corruption: 30
Command tests targeting the Child of the Emperor suffer
a -10 penalty unless the character making the Command
test also passes a Charm test with the same difficulty and
modifiers.

Pursuit of Perfection
Mental Corruption: 60
If the Child of the Emperor fails a Challenging (+0) test
(or easier), he may only take a Half action in his next
turn. He suffers a -10 penalty to Fel tests when interacting
with Psykers or individuals with noticeable mutations.

Above All Others


Mental Corruption: 90
If the Child of the Emperor fails a Challenging (+0) WS or
BS test (or easier), he must take a Full action Aim before
making his next melee attack (if it was a WS test) or
ranged attack (if it was a BS test). He will attempt to hu-
miliate his opponents in combat, slowly carving them
apart with carefully placed blows until delivering the
final, artful death blow. The Fel penalty from Pursuit of
Perfection applies to humans and Legionaries, increasing
to -20 for Psykers and mutants.

The Reflection Crack’d


Mental Corruption: 100
The Child of the Emperor loses his next turn whenever
he fails a test. He must always attempt to Feint before
making a melee attack if possible - if this attack is Parried,
he will enter a Frenzy until the enemy that dared deny
his blade is slain.
Numeration: IV Legion Astartes Dominions
Progenitor: Perturabo
Cognomen: Iron Warriors
Olympia
Prior Cognomen: -
Characteristic Modifiers: + T, + Int, - Inf
Observed Strategic Tendencies:
Fate Threshold: 1
Siege warfare, co-ordinated mass-
Like a Steel Trap: Olympians add twice their IntB to
theatre warfare, armoured assault,
any Opposed WP tests they make to resist an effect, and
planetary decimation, attrition, retri-
may use their IntB rather than AgB to calculate initiative.
bution and counter-insurgency campaigns
Aptitude: Toughness
Noteworthy Domains: Olympia (home world, perdita
Wounds: d5+9
004.M31), Meratara Cluster
Language: Olympian

Playing an Iron Warrior


Legion Advances
Characteristics: +5 T, +5 Int
Armour: Any Iron Warrior may replace their Mark II
power armour with Mark III power armour. Iron Havoc
Weapons: Iron Warriors replace their combat blade Prerequisites: Heavy Support
with a trench tool. Iron Warriors may replace any bolt- Cost: 1,000 XP
gun with a phobos boltgun and any bolt pistol with a Deadly Aim: Every DoS scored on BS test after the first
phobos bolt pistol. All Iron Warriors boltguns start with a reduces the AP of any cover the target has by 1 (before
chainblade attachment. Any Iron Warrior who has a voss the modifier due to the Siege Master ability and up to a
-incarnadine heavy bolter as starting equipment may re- maximum of PerB).
place its standard ammunition with shrapnel bolts. Tank Hunter: When using ranged weapons against ve-
Gear: Techmarines gain a cortex controller. hicles, Havocs may re-roll damage and gain the Vengeful
Edict of Nikaea: Traitor Iron Warriors Librarians gain a (9) quality.
force sword, force axe or force staff, Epistolaries gain a
psychic hood. Siege Tyrant
Siege Master: The AP of enemy cover is counted as half Prerequisites: Heavy Support, Veteran
by Iron Warriors when making their attacks. Whilst an Cost: 3,500 XP
Iron Warrior is stationary, the AP of any cover he is in Armour: Cataphractii terminator armour
counts as double. Weapons: Cyclone missile launcher with omni-scope,
Unto the Breach: Once per day, an Iron Warrior may frag missiles (6), krak missiles (6), chainfist, phobos com-
increase his Unnatural Strength value by 4 for 1/2 InfB bi-bolter
rounds. Storm of Iron: A Tyrant may fire both his cyclone mis-
Wrack and Ruin: When using grenades, bombs or sile launcher and a basic weapon (such as his phobos
placed explosives against buildings, Iron Warriors may re combi-bolter) as a single attack action. The type of attack
-roll damage. need not be the same, nor must both attacks have the
same target, but any Aim action only benefits the basic
weapon.
Wrecker: Tyrants may re-roll damage and have the
Vengeful (9) quality for attacks against buildings.
Stor-Bezashk Consul The Flaw of Perturabo:
Prerequisites: Siege Breaker
The Hollow Crown
Cost: 1,000 XP
Battle Trauma: Redemption.
Sunderer: A Stor-Bezashk Consul has the Shatter Defenc-
Mutation: Cursed Fleshmetal.
es special ability, and (when equipped with a nuncio-
vox) confers it on allies if he has a line of sight to the cov-
er they are targeting. The Bitter End
Mental Corruption: 30
The Iron Warrior must pass a Challenging (+0) WP test to
Warsmith
perform a Disengage action or otherwise retreat.
Prerequisites: Praetor
Cost: 2,000 XP
Skills: Common Lore (Tech), Tech-Use Corpse Grinder
Trait: Mechanicus Implants Mental Corruption: 60
Armour: Hardened artificer armour The enemy should be given a single chance to surrender.
Gear: Cognis-signum or nuncio-vox If they fail to comply, they must be wiped out to a man
Siegecraft: Provided he has time to prepare the battle- unless the Iron Warrior’s hand is stayed by a direct com-
field (at least d5 hours), a Warsmith may increase the AP mand from a superior. The WP test for the Bitter End is
of up to 1/2 InfB pieces of cover by his IntB. This bonus is Hard (-20).
not cumulative with itself, but it cumulative with Bolster
Defences. The bonus AP are applied after any effect from Raze it to the Ground
the Siege Master ability. Mental Corruption: 90
Shatter Defences: By targeting pieces of cover with a Collateral damage is a small price to pay for the Iron
shooting attack, permanently reducing the AP by the Warrior. He dismisses any considerations of preserving
amount the damage roll exceeds the AP of the cover. infrastructure or civilian life, carving his way through
Steel Over Flesh: Warsmiths may purchase the Machine crowds of innocents and levelling cities to achieve his
(1) trait as a Tier 3 talent with the Technology aptitude. objectives. The lives of his allies are worth no more to
They may purchase it up to three times to increase the him, and he will willingly shoot into melee if the poten-
value up to a maximum of Machine (3). tial damage inflicted on the enemy would be greater than
the loss of any ally caught in the crossfire. The WP test
for the Bitter End is Very Hard (-30).

Obliteration
Mental Corruption: 100
The Iron Warrior will never retreat or stay his hand (for
friend or foe), relentlessly advancing until either he is
dead or the enemy destroyed, making a Heroic Sacrifice
when possible.
Numeration: V Legion Astartes Dominions
Progenitor: Jaghatai Khan
Cognomen: Talskar (Wh ite Scars)
Chogoris (Mund us Planus)
Prior Cognomen: -
Characteristic Modifiers: + Ag, + WP, - Inf
Observed Strategic Tendencies:
Fate Threshold: 2
Noteworthy Domains: Chogoris
Born in the Saddle: Ignore penalties for the Size of a
(home world)
Bike when Jinking and turn up to 180 degrees by taking a
-10 penalty to the Operate test, or passing a Challenging
Playing a Talskar (+0) Operate test if none would otherwise be required.
Characteristics: +5 Ag, +5 WP Never take a penalty greater than -10 for any hazard or
Skill: Operate (Surface: Beast, Bike) terrain when riding a mount, and perform Evasive
Armour: Any Talskar may replace their Mark II or III Manoeuvring as a Half action.
power armour with Mark IV power armour. Aptitude: Strength
Weapons: Talskar may replace a phobos boltgun with a Wounds: d5+9
tigrus boltgun and a phobos bolt pistol with a tigrus bolt Language: Khorchin
pistol. Any Talskar with a chainsword may replace it
with a tulwar or guan dao. A Talskar with a power weap-
Legion Advances
on may replace it with a power tulwar, power spear or
power guan dao.
Edict of Nikaea: Although the Talskar are compliant Zadyin Arga (Sto rm se e r)
with the Edict, the Khan trusted the psykers in his ranks Prerequisites: Lexicanium
to keep their paraphernalia. Talskar Librarians from Weapon: Force sword or force axe or force staff
Chogoris gain the Zadyin Arga advance. Stormseer: The Zadyin Arga take the Elementalism dis-
Fight on the Move: Talskar may not have the Heavy cipline as their primary discipline. Epistolaries gain a
Support Squad Designation. At the end of a round of psychic hood.
combat, Talskar may Disengage as a Free action by pass-
ing an Opposed Ag test (note that if engaged with multi- Mogoi (Co b ra)
ple enemies, they must successfully beat all of them on Prerequisites: Tactical, Tactical Support
the test). Cost: 500 XP
Flesh Over Steel: Talskar Techmarines cannot have a Skill: Operate (Aeronautica: Jump Pack)
Machine trait above Machine (1), Forge Lords cannot Gear: Jump pack
have a Machine trait above Machine (3). Striking Cobra: Mogoi gain the Hip Shooting talent
Swift as the Wind: After making a ranged attack, a when moving using a jump pack.
Challenging (+0) Ag (or, if driving a vehicle, Operate) test
allows a Talskar to move his half his AgB (or half his
mount’s Tactical Speed) as a Free action (even if he has
already used an action with the movement subtype that
round).
Aduu (Ho rse Maste r) Khan (Ch ie f tain)
Prerequisites: Outrider Prerequisites: Centurion
Cost: 500 XP Cost: 1,000 XP
Weapon: Guan dao Gear: Trophy rack
Gear: Talskar ground bike Battlecry: Once per combat the Khan may shout a
Lords of the Steppes: Aduun may guide a Talskar battlecry as a Free action, granting all allies within ear-
ground bike or jetbike hands-free without penalty. shot either a re-roll on failed WS tests when making a
Merkit: Aduu Veterans may replace their outrider Charge attack or a Free Standard Attack following a suc-
ground bike with a Talskar bullock jetbike. They gain the cessful WS test on a Charge attack that round. The Khan
Operate (Aeronautica: Jetbike) skill at the same level as suffers a level of Fatigue.
they have Operate (Surface: Bike). Chieftain: Whenever a Khan slays an enemy and recov-
ers their head, he may mount it on his trophy rack to gain
Süns Arkhichin (So ul Drink e r) the Fear (1) trait against enemies of that type. Mounting
Prerequisites: Champion, Counter Attack the head of an elite grants Fear (2) and a master Fear (3).
Cost: 1,500 XP Honour Gift: At the beginning of a mission, a Khan
Weapon: Power tulwar may choose one of his allies to gain either +2 WS when
Gear: Refractor field making a Charge or +2 to all tests on S, T, WP or Fel.
Pre-Emptive Counter: When an enemy wishes to attack
the character in melee, they must pass an Opposed Ag Noyan-Khan (G re at Ch ie f tain)
test. If the character succeeds, they may immediately Prerequisites: Praetor
make a Standard Attack as per the Counter Attack talent. Cost: 1,000 XP
If the enemy is hit by this attack, their attack is negated. The Oncoming Storm: Whenever he moves a distance
Soul Drinker: When temporarily gaining a skill or skill greater than twice his AgB on foot or at least twice the
group using the Omophagea organ, Süns Arkhichin gain Tactical Speed of his mount, a Noyan-Khan gains the
the skill or skill group at the level the consumed enemy Fear (1) trait for 1 round (or increases it by 1). This effect
had it rather than simply as a Known skill. is cumulative with itself if the Noyan-Khan continues to
move at sufficient speed for several turns, up to a maxi-
Keshig (Ble ssed ) mum of Fear (3).
Prerequisites: Honour Guard, Lightning Attack Savage Combatant: Noyan-Khans automatically pass WS
Cost: 2,500 XP tests to cause extra damage due to Righteous Fury.
Talent: Bodyguard
Weapon: Chogorian lightning blade or power guan dao
Gear: Talskar bullock j etbike or Talskar outrider
ground bike
Lightning From a Clear Sky: When making a Charge
attack, Keshiga inflict an additional hit for every DoS af-
ter the first on their WS test (provided they are not using
an Unbalanced or Unwieldy weapon).
Unbreakable: Keshiga may replace their Talskar bull-
ock jetbike or Talskar outrider ground bike with tartaros
terminator armour and a tigrus combi-bolter.
The Flaw of the Khan: Elementalism
Savage Scars The Elementalism discipline is accessible only to charac-
ter’s with Chogoris as their home world.
Battle Trauma: Rage.

Anchin (Hunte r o n th e Plains)


A Moment Unrestrained
Prerequisites: Per 45
Mental Corruption: 30
Action: 3 Full
When performing a Charge action, a Talskar must take
Focus Power: Challenging (+0) Psyniscience test
an Ordinary (+10) WP test. If he fails, he will take unnec-
Range: Self
essary risks to recklessly pursue the enemy until they are
Sustained: Free
slain.
Subtype: Concentration
Hunt down the quarry, no matter how far it flees. The
Always Laughing
Zadyin Arga attempts to divine the location of a person
Mental Corruption: 60
or object for which they have some specific frame of ref-
When attacking an Unaware enemy, the Talskar takes a
erence, or with which they have some familiarity. They
Challenging (+0) WP test to refrain from roaring a savage
gain a +10 bonus if they possess a part of their quarry and
cry to herald his coming. If the test is failed, any enemy
+5 if they are very familiar with the quarry or have an
that would normally have no turn due to a Surprise
closely linked item. The distance of the quarry may also
round instead has a turn resolved at an initiative of 1.
affect the difficulty at the GM’s discretion. The effect is
determined by the DoS + PR:
Kill-Urge 2-4: The Zadyin Ara knows the rough direction.
Mental Corruption: 90 5-7: The Zadyin Arga knows the specific direction and
The Talskar seeks combat at every opportunity, becom- rough distance.
ing restless and ill-tempered when there is no battle to be 8+: The Zadyin Arga knows the specific direction and
found. The WP tests for A Moment Unrestrained and exact distance.
Always Laughing suffer a -20 penalty. Sustaining the power allows the Zadyin Arga to maintain
an up-to-date version of the information he divined,
Warmongering keeping track of the quarry’s movement.
Mental Corruption: 100
Always fail tests for A Moment Unrestrained and Always Boshigloj (Th e Pro p h e cy)
Laughing. The Talskar takes a Challenging (+0) WP test if Prerequisites: Chogorian
he has not been in combat for 24 hours and enters a Fren- Action: Half
zy until he has made a kill if he fails. Focus Power: Challenging (+0) Psyniscience test
Range: Self
Sustained: No
Subtype: Concentration
Glimpse what is yet to come. The Zadyin Arga gains a
+5PR bonus to the next non-Evasion test they take before
the end of their next turn.
Boshigloj
Chogorian
Make a prophecy
100 XP

Shuurga Jad Salkhi Khurdan


S 45 Ag 45
Empower a weapon Become like the wind
Gaslan Salkhi 400 XP Anchin
200 XP
WP 50 Per 45
Conjure a whirlwind Track a quarry
300 XP 200 XP
Shuurga Khayakh
WP 55
Cast a bolt of lightning
Shuurgany Unasan Khagany Zürkh
200 XP
PR 4 Fel 55
Herald the storm Channel the Khagan
400 XP 400 XP

Tngri
PR 5
Summon steppe-spirits
500 XP

Gaslin Salkhi (Th e Ho w ling Wind ) Khagany Zürkh (He art o f th e Kh agan)
Prerequisites: WP 50 Prerequisites: Fel 55
Action: Half Action: Half
Focus Power: Challenging (+0) WP test Focus Power: Challenging (+0) Fel test
Range: 20PRm Range: PRm
Sustained: Free or Half Sustained: Free
Subtype: Attack, Concentration Subtype: Concentration
Send a howling whirlwind across the battlefield. If the Gain the dauntless heart of the Khagan. This power can
power is sustained, the Blast area will move PRm in a only affect Talskar. The target gains +5PR WS and Ag (to
straight line away from the Zadyin Arga, unless they use a maximum of 95).
a Half action to sustain it, in which case they may move it
PRm in any direction. This cannot be done if the Blast Salkhi Khurdan (Be th e Wind )
area has moved out of range. All targets struck by the Prerequisites: Ag 45
Blast must take a S test with a -5PR penalty or be pushed Action: Half
away from the centre of the Blast by DoFm and be Focus Power: Challenging (+0) WP test
knocked Prone. The power automatically end when it Range: Self
moves more than 30PRm away from the Zadyin Arga. Sustained: Free
Subtype: Concentration
Gaslin Salkhi Psychic Blast
Become swift and untameable as the wind. The Zadyin
Range Damage Pen Special Arga gains the Unnatural Agility (PR) trait.
20PRm d10+PR I 0 Blast (PR)
Shuurga Jad (Sto rm lance ) Tngri (Sp irits o f th e Ste p p es)
Prerequisites: S 45 Prerequisites: PR 5
Action: Half Action: Full
Focus Power: Challenging (+0) WP test Focus Power: Difficult (-10) Fel test
Range: Self Range: 5PRm radius
Sustained: Free Sustained: Half
Subtype: Concentration Subtype: Concentration
Transform a melee weapon into a crackling stormlance. Be empowered by the savage spirits of the steppes as
Increase the damage of a single melee weapon by PR. they foul the devises of the enemy. The Zadyin Arga and
Attacks with this weapon always inflict E damage and all allies in range gain a bonus to all tests equal to 2PR,
gain the Shocking quality. If the Zadyin Arga sustains while all enemies in range suffer a penalty of -2PR to all
this power, they may cast Shuurga Khayakh as a Free tests. Additionally, every turn the Zadyin Arga sustains
action (this immediately ends the effect of Shuurga Jad). this power they may cast Shuurga Khayakh as a Free ac-
tion.
Shuurga Khayakh (Flying Sto rm lance )
Prerequisites: WP 55
Action: Half
Focus Power: Difficult (-10) Opposed WP test
Range: 20PRm
Sustained: No
Subtype: Attack, Concentration
Hurl a stormlance at the enemy.
Shuurga Khayakh Psychic Bolt

Range Damage Pen Special

10PRm 2d10+PR E 5 Shocking

Shuurgany Unasan (Rid e r o n th e Storm )


Prerequisites: PR 4
Action: Half
Focus Power: Difficult (-10) WP test
Range: PR+2m
Sustained: Free
Subtype: Attack, Concentration
Ride at the head of a storm. The Blast area is located so
that the edge is approximately 2m behind the Zadyin
Arga (to allow it to safely travel behind a bike) and fol-
lows wherever they go as long as the power is sustained.
Any target the Blast passes over immediately takes 2 hits,
one with each profile of Shuurgany Unasan. If the Zadyin
Arga does not make a move action whilst sustaining this
power, the storm catches them and inflicts its damage
twice before dying out.
Shuurgany Unasan Psychic Blast

Range Damage Pen Special


PR+2m d10+PR I 0 Blast (PR)

PR+2m d5+PR E PR Blast (PR), Shocking


Numeration: VI Legion Astartes Dominions
Progenitor: Leman Russ
Cognomen: Vlka Fenryka (th e Ro ut,
Fenrys (Fe nris)
Sky Warriors, Wolves of Fenris)
Characteristic Modifiers: + Per, + Fel, - Int
Prior Cognomen: Space Wolves
Fate Threshold: 2
Observed Strategic Tendencies: -
Murder-Make: Temporarily gain the Hatred (any one)
Noteworthy Domains: Fenrys (home world)
talent for 1 round after performing a Charge action.
Aptitude: Toughness
Playing a Sky Warrior Wounds: d5+9
Characteristics: +5 Per, +5 Fel Language: Juvykka
Talents: Counter-Attack, Enemy (Thousand Sons)
Gene-Seed: Unique additional Canis Helix organ.
Legion Advances
Canis Helix: Heightened Senses (Smell), causes
the Flaw of Russ: The Curse of the Wulfen.
Weapons: Seekers may replace their starting clips of Einnvaldyr (Lo ne Wo lf )
kraken shells and tempest shells with dragonfire Cost: 600 XP
(eldrflóð) shells and Helvetr (Helwinter) bolts. Characteristics: -3 Fel
Edict of Nikaea: The Vlka Fenryka counted themselves Talent: Hatred (any one)
exempt from the Edict. They use the Gothi advance rather A Glorious Death: When heavily or critically damaged,
than Codicier. Einnvaldyr ignore the effects of Fatigue, gain +10 to all
The Emperor’s Executioners: Command tests targeting a WS tests and +2 to melee damage rolls and any Heroic
Sky Warrior suffer a -10 penalty unless made by another Sacrifice he performs last TB+2 rounds.
Sky Warrior or a character born on Fenrys. Sworn to Vengeance: Once per combat, re-roll damage
Mark of Freki: Assault and Despoiler Legionaries gain on a hit made against the enemy chosen as Hated
the Frenzy talent. through this advance. Einnvaldyr are considered to auto-
Mark of Geri: Breacher, Tactical and Tactical Support matically pass the WS or BS test to score extra damage
Legionaries add +1 to damage from Righteous Fury. through Righteous Fury against this enemy.
Mark of Haegr: Heavy Support Legionaries and Veter-
ans may reduce the damage from a single hit (after re- Gothi (Rune Priest)
duction for AP and TB) by half once per game session. Lexicanium variant
Mark of Lokyar: Destroyers, Einnvaldyr and Moritats Prerequisites: Psyker (1)
gain the Combat Master talent, and are treated as having Restrictions: Járnsmiðr, Valkyrj a
the Whirldwind of Death talent when alone in combat. Cost: 400 XP
They may not purchase increases for Fel, or take any ad- Armour: Rúnic Mark II, III or IV power armour
vances that have Fel prerequisites. A character with the Weapons: Rúnbrandr (Rune Sw ord ), rúnøx (Rune Axe ) or
Mark of Lokyar may never gain the benefits of any other rúnestǫng (Rune Staff )
Mark (except the Mark of the Wulfen). They are all sub- Gear: Gnyrllshǫttr (Hoo d o f Gnyrll), Lakkanstaufr
ject to the Moritat’s Lone Killer rule. (Amulet of the Runed Wolf)
Mark of Ranek: Seekers may treat Stealth as a Per-based Mark of Lakkan: Gothi take the Wyrð discipline as their
skill (therefore benefitting from Predatory Senses). primary discipline. When manifesting powers from this
Mark of Torvald: Reconaissance Legionaries gain +3 to discipline, count your class of Psyker as Astartes Librari-
Awareness tests. an. For all other discipline, count it as Rogue.
Predatory Senses: Whilst unhelmed, the Rout can re-roll
failed Per tests.
Járnsmiðr (Iro n Prie st) Prerequisites: Chosen
Techmarine variant Cost: 500 XP
Prerequisites: Tech-Use Talent: Bodyguard
Restrictions: Gothi, Valkyrja Saga of the Warrior Born: Each successful hit against an
Cost: 400 XP opponent grants a cumulative +3 bonus to further WS or
Skills: Common Lore (Tech), Linguistics (Lingua Tech- BS tests (as appropriate for the attack) made against the
nis) same opponent for the duration of the encounter.
Talent: Mechadendrite Use (Servo-Arm)
Trait: Mechanicus Implants Gramrsvǫrðr (K ingsguard )
Gear: Járnulfstaufr (Am ule t o f th e Iron Wo lf ) Prerequisites: Vaerangi
Mark of the Iron Wolf: Járnsmiðr may re-roll failed Re- Cost: 2,000 XP
pair tests and reduce the penalty for Rush Jobs to -20. Talent: Bodyguard
They may purchase the Machine (1) trait as a Tier 3 talent Armour: Indomitus terminator armour
with the Technology aptitude. They may purchase it a Weapons: Tigrus combi-bolter
second time to increase the value up to Machine (2). If Saga of the Beastslayer: Spend a Fate point to gain the
they become a Forge Lord, they may purchase it up to Felling (4) quality to all melee attacks for the duration of
twice more to increase the Machine trait up to Machine a single combat.
(4). Shield Brother: When in the presence of his Jarl, a
Gramrsvǫrðr automatically passes WS and BS tests to
Sverðhjera (Sw o rd Maste r) score extra damage from Righteous Fury. He will enter a
Prerequisites: WS 50, Blademaster Frenzy if the Jarl is slain.
Cost: 500 XP
Swordmaster: When wielding a sword, a Sverðhj era Jarl (Wo lf Lo rd )
may Feint as a Free action. Prerequisites: Praetor
Cost: 1,500 XP
Valkyrja (Wo lf Prie st) Armour: Kaldrherklæði (Ch ill Arm o ur)
Apothecary/Consul (Chaplain) variant Gear: Thengirstaufr (Am ule t o f th e King Wolf )
Prerequisites: Int 45, WP 45, Fel 45, Inf 50, Medicae Mark of Thengir: Gain a +10 bonus to WS tests for eve-
Restrictions: Gothi, Járnsmiðr ry enemy the Jarl killed in the previous round.
Cost: 4,500 XP Saga of Majesty: Jarls never suffer any penalties to
Talent: Hatred (any one) Command tests and gain a bonus equal to their FelB.
Armour: Ulfhausstyri (Wo lf Sk ull Helm )
Weapons: Crozius arcanum
Gear: Morkaistaufr (Am ulet o f th e De ath wo lf ),
Morkaistǫnn (Fang o f the Deathw o lf)
Litany of Hate: Extends effects of Hatred to allies within
earshot. The effects of Hatred are increased from a +10 to
a +20 bonus when Charging.
Mark of Morkai: Valkyrj a are completely immune to
the effects of Fear and extend this ability to all allies with-
in FelBm. They may spend a Fate point on behalf of an
ally within FelBm, allowing them to gain the benefits of
an ability requiring a Fate point to be spent as if they had
spent a Fate point of their own.

Vaerangi (Wo lf G uard )


The Flaw of Russ: The WyrÐ
The Curse of the Wulfen The Wyrð discipline is accessible only to characters with
the Mark of Lakkan. Focus Power tests for the discipline
Battle Trauma: Rage.
of the Wyrð do not benefit from an ordinary psy focus or
Malignancy: Bloodlust, Ashen Taste, Strange Addiction
psychic hood. Unlike other psychic disciplines, progres-
(Human Flesh).
sion through the Wyrð tree is from bottom to top.
Mutation: Razor Fangs, Bone-Blades, Cannibalistic Urge,
Quadruped.
Banisvindr (Murd e ro us Wind )
Prerequisites: WP 55
Shadow of the Wolf
Action: Full
Mental Corruption: 30
Focus Power: Challenging (+0) WP test
Suffer a -10 penalty to Fel when dealing with Astartes
Range: 20PRm
who are not of the Rout, and -20 for non-Astartes.
Sustained: No
Subtype: Attack, Concentration
Scent of Prey
The fearsome wind that scours the highest peaks of Fen-
Mental Corruption: 60
rys. Targets are thrown PRm, -1 for every metre between
The first time in each combat that the character inflicts at
them and the Rúngjótar, and are knocked Prone. Targets
least 1 wound, make an Easy (+20) Per test. On a pass, he
reduce the distance they are thrown by 2m for every level
may only make a Half action in his next turn. Giving
their Size trait is above 4 (Average) and increase it by 2m
ground or retreating requires a Hard (-20) WP test.
for every level their Size trait is below 4 (Average). Tar-
gets that are Massive (7) or larger are not knocked Prone.
Mark of the Wulfen
Banisvindr Psychic Storm
Mental Corruption: 90
Range Damage Pen Special
At the end of any turn the character inflicts damage in
20PRm d10+PR I 0 Spray, Vengeful (9)
melee, they must take a Challenging (+0) WP test or
transform into the Wulfen until the end of combat. The
Wulfen has +10 WS, Ag and Per, -10 WP, 1/2 Int, 01 Fel
Hríðkveðja (Te m p e st’s Wrath )
and 00 BS. The Wulfen is always Frenzied, increases the
Prerequisites: PR 4
value of the character’s Unnatural Strength by 4, has the
Action: Full
Bestial, Deadly Natural Weapons and Quadruped traits
Focus Power: Challenging (+0) WP test
and the Swift Attack, Lightning Attack and Preternatural
Range: 150PRm radius
Speed talents.
Sustained: Half
Subtype: Concentration
The Wolf Unleashed
The wrath of the tempest united from above and below.
Mental Corruption: 100
Any creature with the Flyer or Hoverer trait must pass a
Transformation into the Wulfen is permanent.
Challenging (+0) S test with a -5PR penalty to move
through the air - even those that pass halve their move-
ment. Pilots flying vehicles suffer a -5PR penalty on all
Operate tests and reduce their Tactical Speed by half. BS
tests for Thrown and Primitive ranged weapons suffer a
penalty of -2PR. Whilst sustained, this power grants the
Rúngjótar +2 effective PR when using Banisvindr,
Kykrljósta, Svellmóðr or Þunraz. The power’s area of
effect remains fixed at the point where the Rúngjótar cast
it. He can continue to sustain it if he moves beyond its
radius, but cannot use it again whilst sustaining it.
Ragnarøkk
PR 6
Unleash a tide of fire
500 XP

Banisvindr Valdyrja
WP 55 WP 45, Fel 60
Kykrljósta
Release a hurricane wind Summon wolf spirits
WP 50
300 XP 500 XP
Bring down lightning
200 XP

Hríðkveðja
PR 4
Call forth a storm
400 XP

Þunraz
S 45
Create a deafening noise
300 XP
Morkai Svellmóðr
PR 4 Per 45
Open a depthless abyss Conjure a blizzard
400 XP 200 XP
Wyrðrbrunnr
Mark of Lakkan
See the course of fate
100 XP

Kykrljósta (Living Ligh tning) Morkai (Th e De ath w o lf )


Prerequisites: WP 50 Prerequisites: PR 4
Action: Half Action: Full
Focus Power: Challenging (+0) WP test Focus Power: Difficult (-10) Opposed WP test
Range: 30PRm Range: 20PRm
Sustained: No Sustained: No
Subtype: Attack, Concentration Subtype: Concentration
Living lightning from the sky. Any attempt to Dodge the The jaws of Morkai come to swallow his prey. The target
attack suffers a -20 penalty, but failing the test by less Opposes the Rúngjótar’s WP test with Ag, gaining a +10
than 2 DoF halves the damage. bonus for every level their Size trait is above 4 (Average),
Kykrljósta Psychic Barrage and suffering a -10 penalty for every level below. The

Range Damage Pen Special


target suffers PR R damage with Pen PR, adding +d10
damage and +1 Pen for every DoF the target loses by. If
30PRm d10+PR E PR Shocking
the target loses by 5 DoF or more, Morkai swallows them
whole and they disappear forever. They are considered to
have been killed.
Ragnarøkk (Th e End o f Days) Valdyrja (Fury o f th e Wo lf Sp irits)
Prerequisites: PR 6 Prerequisites: WP 45, Fel 60
Action: Full Action: Half
Focus Power: Hard (-20) WP test Focus Power: Difficult (-10) WP test
Range: 5PRm Range: 5PRm radius
Sustained: Half Sustained: Free
Subtype: Attack, Concentration Subtype: Concentration
The flametide that will consume the world. The Blast area The fury of the wolf spirits Freki and Geri sent from the
remains fixed at the point where the Rúngjótar cast it. He primarch’s side. The Rúngjótar summons the spectral
cannot use it again whilst sustaining it. form of Freki the Fierce or Geri the Cunning - or both if
Ragnarøkk Psychic Blast he succeeds by 3 or more DoS. As long as the power is
Range Damage Pen Special sustained, the summoned spirits follow him within the

5PRm 2d10+2PR E PR Blast (PR), Flame


power’s range, ignoring any kind of terrain. If either wolf
is hit by an attack, the Rúngjótar must immediately make
a Focus Power test as a Free action to continue sustaining
Svellmóðr (Blizzard ) them - if he fails, the power ends (for that wolf only if
Prerequisites: Per 45 both were summoned) and if he succeeds the wolf is un-
Action: Half affected. In combat they may make a single attack during
Focus Power: Challenging (+0) WP test the Rúngjótar’s turn as a Free action. The attacks hit auto-
Range: 5PRm radius matically, but can be dodged or parried as normal. Dam-
Sustained: Free aged targets must roll on the Shock table unless immune
Subtype: Concentration to Fear.
The blizzard rising from the coldest depths of the under- Valdyrja: Freki Psychic Bolt
world. BS and Per tests made by characters or with a tar-
Range Damage Pen Special
get in the power’s radius suffer a -5PR penalty. The
5PRm d10+PR R PR -
power’s effect moves with the Rúngjótar whilst it is sus-
Valdyrja: Geri Psychic Bolt
tained.
Range Damage Pen Special

Þunraz (Th und e rclap ) 5PRm d5+PR R 3PR -

Prerequisites: S 45
Action: Half
Wyrðrbrunnr (We ll o f th e Wyrð )
Focus Power: Challenging (+0) WP test
Prerequisites: Mark of Lakkan
Range: Self
Action: 10 Full
Sustained: No
Focus Power: Ordinary (+10) Psyniscience test
Subtype: Attack, Concentration
Range: Self
The thunderclap of earth’s protest when Morkai rises or
Sustained: Free
the storm descends. The power strikes every target in the
Subtype: Concentration
Blast radius (friend or foe, but not the Rúngjótar) in the
The well of the Wyrð from whence all futures come. The
head. Any target that suffers damage from the attack
Rúngjótar asks (or is asked) a question, then casts the
must take a Challenging (+0) T test with a penalty equal
runs, adding his DoS to the effective PR.
to 5 times the power’s PR, reduced by 1 for every 5m the
2-4: The Rúngjótar knows not the answer, but knows how
target is from the Rúngjótar. Failure deafens the target for
it might be found.
d10 rounds. Fragile objects (glass, crystal, ceramics) in the
5-7: The Rúngjótar perceives the best and worst possible
Blast radius are shattered.
outcomes, but does not know how to affect the balance.
Þunraz Psychic Blast 8-10: The Rúngjótar identifies factors key to the question,
Range Damage Pen Special but without a sense of how they are related.
Self d10+PR I 0 Blast (10PR) 11+: The Rúngjótar answers the question in detail.
Numeration: VII Legion Astartes Legion Squad Designation
Progenitor: Rogal Dorn
Cognomen: Imperial Fists
Phalanx Warder
Prior Cognomen: -
Breacher variant
Observed Strategic Tendencies: Ship
Armour: Hardened Mark IV power armour
-borne assaults and boarding actions,
Weapons: Tigrus boltgun, tigrus bolt pistol, combat
defensive and fortification operations in extremis, strong-
blade, frag grenades (3), krak grenades (3)
hold assaults, conquest and forced compliance of void-
Gear: Boarding shield
fairing civilisations
Bolter Drill: Gain a +10 bonus to BS tests and +2 dam-
Noteworthy Domains: Inwit (home world), Inwit Clus-
age when using firing any bolt weapon.
ter
Defensive Fighter: Provided he is armed with a shield,
a Phalanx Warder who performs a Half action Movement
Playing an Imperial Fist or a Standard Attack may enter a Defensive Stance as a
Characteristics: +10 WP Half action.
Talent: Enemy (Iron Warriors)
Gene-Seed: Absent Betcher’s Gland and Sus-as Mem-
Legion Advances
brane.
Edict of Nikaea: Rogal Dorn ordered the Librarians
locked away in a vault aboard the Phalanx. The Imperial Executioner
Fists therefore have no Librarians during the Age of Prerequisites: Veteran
Darkness. Cost: 1,000 XP
Disciplined Fire: Treat all bolt weapons (except those Gear: Boarding shield
mounted on a non-Dreadnought vehicle) as having a Rann’s Chosen: When carrying a shield, Executioners
Semi-Auto and Full Auto RoF 1 higher than normal. may wield two-handed axes single-handed without pen-
Siege Master: The AP of enemy cover is counted as half alty and perform a Lightning Attack with single-handed
by Imperial Fists when making their attacks. Whilst an axes. An Executioner with the Centurion advance gains
Imperial Fist is stationary, the AP of any cover he is in an executioner axe.
counts as double.
Unshakeable Defence: Once per game session, for up to Void Commander
1/2 InfB rounds, an Imperial Fist may treat his Unnatural Consul variant
Toughness value as 4 higher. Prerequisites: Inf 50
Cost: 400 XP
Dominions Skills: Navigate (Stellar), Operate (Voidship)
The Crimson Fist: Re-roll all failed Manoeuvre, Shooting
and Detection tests when operating a starship.
Inwit
Characteristic Modifiers: + T, + WP, - Ag
Fate Threshold: 2
Ice-Cast: Increase SB and TB by 1 when at least 1 ally is
in the same combat.
Aptitude: Toughness
Wounds: d5+9
Language: Inuit
Templar The Flaw of Dorn:
Prerequisites: WS 50
The Pain Glove
Cost: 1,000 XP
Battle Trauma: Redemption.
Armour: Artificer armour with Templar helm
Mutation: Swollen Brute.
Weapon: Templar blade
Sword Brethren: Before each mission, a Templar may
choose one of the following abilities for its duration: The Bitter End
Duellist’s Touch: Any melee weapons wielded by Mental Corruption: 30
the Templar count as having the Proven (3) quality. The Imperial Fist must pass a Challenging (+0) WP test to
Eternal Crusader: Once per combat, add WPB to perform a Disengage action or otherwise retreat.
TB when determining the damage from one hit.
Righteous Rage: Gain the Frenzy talent. Whilst Blood and Honour
Frenzied, the effect of the Hatred talent is increased to a Mental Corruption: 60
+20 bonus. When challenged or taunted by an enemy, the Imperial
Wrathful Firepower: The effects of Hatred also Fist must pass a Challenging (+0) WP test to resist engag-
apply to the Templar’s ranged attacks. ing it in combat, favouring melee unless this is clearly
impossible. Once he has lost a wound in combat with a
Praetorian foe that challenged or taunted him, he must pass a Hard
Prerequisites: Champion or Chosen (-20) WP test to back down before the foe is slain. The WP
Cost: 2,500 XP test for the Bitter End is Hard (-20).
Armour: Cataphractii terminator armour
Weapon: Solarite power gauntlet Suffer Not Failure
Gear: Vigil storm shield Mental Corruption: 90
Defender: Huscarls may re-roll failed Parry tests. The Imperial Fist starts with a level of Fatigue for every
Man of Stone: Once per game session, a Praetorian may Challenging (+0) test (or easier) he failed in the last mis-
increase his S, T and WP by 10 for 1 round. sion (up to a maximum of his Fatigue Threshold, after
Thunderous Strike: Single attacks in melee count as which he begins the next mission Unconscious for 10-TB
having the Concussive (4) quality. minutes and with TB levels of Fatigue. He may never lie
or use the Deceive skill. The WP test for the Bitter End is
Castellan Very Hard (-30).
Prerequisites: Siege Breaker or Centurion
Cost: 1,000 XP No Deed Unpunished
Gear: Cognis-signum Mental Corruption: 100
Disciplined Fire: Against vehicles targeted by the Cas- The Imperial Fist starts with a level of Fatigue for every
tellan’s cognis-signum, allies making ranged attacks may test he failed in the last mission - causing him to die in
re-roll damage and gain the Vengeful (9) quality. the pain glove between missions if this exceeds twice his
Siegecraft: Provided he has time to prepare the battle- Fatigue Threshold. He never retreats, refuses a challenge
field (at least d5 hours), a Castellan may increase the AP or backs down from a challenge until either he or his op-
of up to 1/2 InfB pieces of cover by his IntB. This bonus is ponent is dead. He will make a Heroic Sacrifice when
not cumulative with itself, but it cumulative with Bolster possible.
Defences. The bonus AP are applied after any effect from
the Siege Master ability.
Numeration: VIII Legion Astartes Trophies of Judgment: For every 2 days of preparation,
Progenitor: Night Haunter (Konrad and with access to suitably grisly materiel (i.e. corpses), a
Curze) Night Lord may make a Hard (-20) Intimidate test to gain
Cognomen: Night Lords the Fear (1) trait or increase its level by 1 (up to 4). Failure
Prior Cognomen: - on one of these tests mean he cannot increase his Fear
Observed Strategic Tendencies: Pu- rating any further unless he begins the entire process
nitive actions, decimation, enforced again.
pacification, terror assaults, psycho-
logical warfare Dominions
Noteworthy Domains: Nostramo (home world, de-
stroyed 984.M30)
Nostramo
Characteristic Modifiers: + Ag, + Per, - WP
Playing a Night Lord Fate Threshold: 1
Characteristics: +5 Ag, +5 Per, -5 WP A Talent for Murder: When Ganging Up in melee, gain
Talent: Enemy (Imperial Fists, Salamanders) a +2 bonus to damage if the foe is outnumbered 2 to 1, or
Gene-Seed: Superactive Occulobe grants the Dark Sight a +4 bonus if they are outnumbered 3 to 1.
trait. Counteractive Melanochrome has no effect. Psycho- The Sunless World: Nostramans have the Dark Sight
active Catalepsean Node allows Psykers to ignore the trait, but are affected by bright light in the same way that
skill tree when purchasing Divination powers, and con- normal characters are affected by darkness.
tributes to the Flaw of the Haunter: Visions of Death. Aptitude: Toughness
Armour: Any Night Lord may replace their Mark II or Wounds: d5+9
III power armour with Mark IV power armour. Language: Solruthisun
Weapons: Night Lords may replace a phobos boltgun
with a tigrus boltgun and a phobos bolt pistol with a
Legion Squad Designations
tigrus bolt pistol.
Edict of Nikaea: Sevatar banished the Librarians of the
Night Lords. Whilst the Legion makes no attempt to Night Raptor
sanction those using psychic powers, they do not have Assault variant
access to the Librarius’ paraphernalia. Armour: Mark IV power armour
In Midnight Clad: Penalties to target a Night Lord and Weapons: Hecate chainsword, tigrus bolt pistol, combat
bonuses to Stealth from combat circumstances are in- blade, frag grenades (3), krak grenades (3)
creased by 20. Gear: Jump pack
Seeds of Dissent: Command tests targeting Night Lords Onslaught: When making a Charge attack using their
suffer a cumulative -10 penalty for each Night Lord, to a jump pack, Raptors score an additional hit for every 2
maximum of -50. The maximum penalty is reduced by 10 DoS after the first on the WS test (to a maximum of WSB
for each level of Fear the character making the Command hits).
test has. Slash and Run: At the end of a round of combat, Rap-
Tactical Cowardice: When fleeing melee, a Night Lord tors may Disengage as a Free action by passing an Op-
may move as though he had the Sprint talent. When out- posed Ag test (note if engage with multiple enemies, they
numbered in melee by enemies with the Fear (1) or Size must successfully beat all of them on the test).
(5) Hulking trait (or higher), a Night Lord must pass a Huntmaster: A Raptor with the Sergeant elite advance
Challenging (+0) WP test, with a -10 modifier if outnum- replaces his hecate chainsword and tigrus bolt pistol with
bered 2 to 1 or more and a -20 modifier if outnumbered 3 a pair of lightning talons
to 1 or more, to perform any action other than movement.
Executioner Atramentar
Despoiler/Seeker variant Prerequisites: Chosen
Armour: Mark IV power armour Cost: 2,500 XP
Weapons: Hecate chainsword, tigrus bolt pistol, combat Armour: Cataphractii terminator armour with skull
blade, frag grenades (3), krak grenades (3) helm
Terror Squad: Executioners have the Fear (1) trait, Weapons: Lightning talons (2) or charatran power
which may be increased up to 4 using the Trophies of chainaxe and phobos combi-bolter
Judgment ability. The time required to prepare Trophies Horrific Visage: The Atramentar have the Fear (1) trait,
of Judgment is reduced to 1 day per level of Fear. increased to Fear (2) wearing their skull helm. It may be
Torturer: Executioners gain a +10 bonus to Opposed increased up to 4 using the Trophies of Judgment ability.
tests to extract information for every hour they spend Nostraman Lionheart: The Atramentar each count as
slowly flaying their victim alive. Before they give the Exe- two characters for the purposes of calculating bonuses
cutioner any information, victims must take a Fear test and penalties due to Ganging Up (including the A Talent
with a -10 modifier for every DoF on the Opposed test. for Murder and Tactical Cowardice abilities).
Headsman: An Executioner with the Sergeant elite ad- Rampage: When the Atramentar make a Charge attack,
vance replaces his hecate chainsword with a Nostraman they may choose to inflict a hit on every other target
chainglave. (friend or foe) within 1m of the original target in addition
to the normal Charge attack. These additional hits gain

Legion Advances the same bonuses and penalties as the Charge attack.
Sevatar’s Enforcers: The presence of the Atramentar
reduces the penalty for Seeds of Dissent by 10.
Flaymaster
Prerequisites: Executioner, Apothecary, Int 40,
Kyropteran
Blademaster
Prerequisites: Praetor
Cost: 500 XP
Cost: 2,000 XP
Weapon: Combat blade gains the Razor Sharp quality
Talent: Exotic Weapon Training (Widowmaker)
Surgical Precision: Whenever a Flaymaster deals critical
Armour: Flayed plate
damage to an enemy, he may make a Challenging (+0) Int
Weapons: Widowmakers (5)
test to reduce the damage by up to his IntB and inflict a
Fear Itself: The character has the Fear (1) trait, or in-
level of Fatigue per DoS. He gains +30 to Medicae tests to
creases it by 1. The Intimidate test for Trophies of Judg-
treat wounds he inflicted.
ment is Difficult (-10).
Vicious Fighter: In the hands of a Kyropteran, all melee
weapons gain the Tearing quality. Weapons that already
have this quality gain the Razor Sharp quality, and weap-
ons that have both gain the Proven (2) quality (or in-
crease the Proven quality by 1).
The Flaw of the Haunter:
Visions of Death
Battle Trauma: Contempt.
Malignancy: Dark-Hearted, Morbid, Night Terrors,
Blackouts. Always re-roll Night Eyes. During Night Ter-
rors and Blackouts the Night Lord experiences fragmen-
tary glimpses of nightmare futures.
Mutation: Deathsight, Witch-Curse. If the Night Lord
has the Night Terrors Malignancy, he chooses either Pres-
cience or Foreboding as a free Psychic Power from the
Witch-Curse rather than following the usual rules (unless
he already has both).

Retribution for Sins


Mental Corruption: 30
Rather than slay enemies outright, Night Lords will
attempt to capture them (particularly prominent figures)
to deliver their punishment over an extended period.

Fear of Punishment
Mental Corruption: 60
The Night Lord is treated as having an Addiction to caus-
ing Fear, which functions in the same way as Addiction
to drugs. An enemy must fail the Fear test to satisfy his
craving, there is no penalty for Excessive Drug Use and
the Addiction cannot be overcome.

Sinful Nature
Mental Corruption: 90
Whenever the Night Lord cannot satisfy his Addiction to
Fear with the terror of his enemies, he will make do with
causing Fear in civilians or his allies - by flaying them
alive if need be. Failure to feed his addiction causes him
to temporarily reduce his WP by d5 (cumulative if he
fails to cause Fear for more than one addiction interval).
This temporary WP damage cannot begin to heal until he
has satisfied his Addiction.

Fear Incarnate
Mental Corruption: 100
The Night Lord’s Addiction is satisfied only by causing
victims to gain Insanity points by failing the Fear test by
3 or more DoF. He will go to ever more extreme lengths
to achieve this and considers allies and civilians a close
second-best as victims rather than a last resort.
Numeration: IX Legion Astartes Legion Squad Designation
Progenitor: Sanguinius
Cognomen: Blood Angels
Flesh Tearer
Prior Cognomen: -
Despoiler variant
Observed Strategic Tendencies: -
Characteristics: -15 Fel
Noteworthy Domains: Baal (home
Talents: Frenzy, Swift Attack
world)
Armour: Mark II or III power armour
Weapons: Heavy chainsword, phobos bolt pistol, com-
Playing a Blood Angel bat blade, frag grenades (3), krak grenades (3)
Characteristics: +5 WS, +5 Ag Flesh Render: When using a Tearing weapon, roll an
Gene-Seed: Psychoactive Catalepsean Node allows additional die for damage and remove the lowest result.
Psykers to purchase Divination powers in any order, ig- Taste for Blood: When making a Charge against an ene-
noring the skill tree. Superactive Omophagea causes the my that has been bloodied (any living enemy that has
Flaw of Sanguinius: The Black Rage suffered at least 1 wound), increase Charge range by 5m
Weapon: Blood Angels combat blades gain the Tearing and gain a +10 bonus to the WS test (cumulative with the
quality. Charge bonus).
Edict of Nikaea: Sanguinius supported Guilliman’s re-
peal of the Edict of Nikaea. Blood Angels Librarians who
Legion Advances
are or were in Imperium Secundus gain a force sword,
force axe or force staff, Epistolaries also gain a psychic
hood. Sanguinary Priest
Blood Frenzy: Once per combat, for a number of rounds Apothecary variant
equal to 1/2 InfB, a Blood Angel may re-roll damage dice Prerequisites: Medicae
for melee attacks (re-rolling either all or none for weap- Cost: 800 XP
ons that roll multiple damage dice). In addition, his me- Characteristics: +5 Fel
lee attacks have the Vengeful (9) quality. Weapons: Hecate chainsword
Descent of Angels: Once per game session, a Blood An- Gear: Exsanguinator, blood chalice
gel with a jump pack may gain the Flyer (18) trait for 1/2 Rite of Battle: Feel No Pain
InfB rounds and counts as having rolled a 10 for initia- Guardian of Purity: Every time a Space Marine in the
tive. party gains PC, they reduce the value by 2 (to a minimum
of 1).
Prime Helix: Restore an additional d5 wounds when
Dominions
giving First-Aid to Space Marines using the exsanguina-
tor.
Baal Secundus Scion of Sanguinius: Sanguinary Priests and any Blood
Characteristic Modifiers: + WS, + Ag, - Fel Angels within FelBm with the Frenzy talent may enter a
Fate Threshold: 2 Frenzy as a Free action. If a Sanguinary Priest’s body and
By the Blood: May Parry whilst in a Frenzy. wargear are not recovered when he is slain, all Blood An-
Aptitude: Toughness gels in the party lose d5 Inf.
Wounds: d5+9 Grail Bearer: A Sanguinary Priest who takes the Primus
Language: Sanguis Medicae advance replaces his hecate chainsword with
heaven’s teeth.
Warden The Flaw of Sanguinius:
Consul (Chaplain) variant
The Black Rage
Prerequisites: WP 45, Fel 40, Inf 50
Battle Trauma: Rage.
Cost: 4,000 XP
Malignancy: Bloodlust, Strange Addiction (Blood),
Armour: Skull helm
Night Terrors.
Weapon: Blood crozius or executioner axe
Mutation: Razor Fangs, Cannibalistic Urge, Witch-
Gear: Black talisman
Curse, Wings. If the Blood Angel has the Night Terrors
Grim Redeemer: Wardens add a target’s MCB (the tens
Malignancy, he chooses either Prescience or Foreboding
value of their MC) to the damage of their melee attacks.
as a free Psychic Power from the Witch-Curse rather than
Wardens who take the Reclusiarch advance gain a suit of
following the usual rules (unless he already has both).
Flayed Plate.
Guardian of the Lost: On a successful Hard (-20) Fel test,
Wardens may bring a character out of a Frenzy (provided Flawed
it was not caused by the Butcher’s Nails). Mental Corruption: 30
Take a Challenging (+0) WP test to refrain from finishing
off a surrendering or captured foe.
Sanguinary Guard
Prerequisites: Honour Guard
Cost: 2,500 XP Red Thirst
Armour: Seraphic armour Mental Corruption: 60
Weapon: Glaive encarmine or axe encarmine, angelus Attempt to close into melee with a foe whenever possible.
boltgun After killing an enemy, the character must pass a Chal-
Gear: Seraphim j ump pack, death mask lenging (+0) WP test or spend the next round drinking
Exemplar of the Host: Re-roll any failed tests to avoid or their blood (and therefore be unable to perform any ac-
reduce SC. Every time a Sanguinary Guard gains SC, re- tion).
duce the value by 1 (to a minimum of 1).
The Ragefire
Mental Corruption: 90
If the Blood Angel has the Frenzy talent, he must take a
Difficult (-10) WP test whenever he takes damage, is con-
fronted with a clear danger or in a position of great stress
to avoid becoming Frenzied. The WP tests for Flawed
and the Red Thirst are Hard (-20), and the character will
spend d5 rounds slaking their thirst for blood.

Moripatris
Mental Corruption: 100
Enter a permanent Frenzy and automatically fail the WP
test for the Red Thirst.
Numeration: X Legion Astartes Legion Squad Designation
Progenitor: Ferrus Manus
Cognomen: Iron Hands
Medusan Immortal
Prior Cognomen: Storm Walkers
Breacher variant
Observed Strategic Tendencies: Ar-
Talent: The Flesh is Weak (1)
moured and high-intensity warfare,
Armour: Hardened Mark III power armour
line breaker attacks, planetary pacification and suppres-
Weapons: Phobos boltgun, phobos bolt pistol, combat
sion campaigns, anti-materiel operations
knife, frag grenades (3), krak grenades (3)
Noteworthy Domains: Medusa (home world)
Gear: Boarding shield
Gun Them Down: Whenever an Immortal has the op-
Playing an Iron Hand portunity to make a Free action attack as a result of an
Characteristics: +5 BS, +5 T enemy fleeing, he may fire a Semi-Auto Burst.
Cybernetics: Good bionic left hand Perdition: Immortals may only take the Veteran and
Armour: Any Iron Hand may replace their Mark II Sergeant elite advances (except during character creation,
power armour with Mark III power armour. when they count as having been acquired before banish-
Weapons: Any Iron Hand may replace their hecate ment to the Immortals) unless pardoned by a Clan Fa-
chainsword with a hiebmessr. They may replace any bolt- ther, at which point they lose all armour, weapons, gear
gun with a phobos boltgun and any bolt pistol with a and special abilities associated with the Immortal Squad
phobos bolt pistol. Designation and may select a new Squad Designation.
Gear: Techmarines gain a cortex controller.
Edict of Nikaea: The Legion is in disarray following the
Legion Advances
death of Ferrus Manus, but still keeps to the Edict.
The Flesh is Weak: Iron Hands may purchase the Ma-
chine (1) trait as a Tier 3 talent with the Technology apti- Morlock
tude. They may purchase it up to three times to increase Prerequisites: Chosen, 5 cybernetics
the value up to a maximum of Machine (2). Iron Hands Cost: 2,000 XP
Techmarines may purchase up to Machine (5). Traits: Mechanicus Implants
Inviolate Armour: Provided an Iron Hand has adequate Armour: Gorgon or cataphractii terminator armour
time to maintain his armour, its AP is treated as 2 higher Weapons: Heraspex power axe or charatran power
against all ranged attacks. chainaxe, tigrus combi-bolter or phobos combi-bolter
Suffer No Weakness: Once per combat, select a single The Flesh is Weak: Gain the Machine (1) trait or add 1
enemy against which to gain the Hatred talent and inflict to its value (to a maximum of 5).
half IntB bonus damage. Hammerbearer: Morlocks with the Sergeant elite ad-
vance gain a thunder hammer instead of a heraspex pow-
er axe.
Dominions

Medusa
Characteristic Modifiers: + BS, + T, - Fel
Fate Threshold: 1
Maintenance: Gain the Technical Knock talent and ig-
nore the effects of the Unreliable quality.
Aptitude: Intelligence
Wounds: d5+9
Language: Avernii
Frater The Flaw of Ferrus:
Prerequisites: Chaplain or Forge Lord, 10 cybernetics
The Legacy of Asirnoth
Cost: 500 XP + elite advances (see below)
Battle Trauma: Contempt.
Armour: Martian ironhelm
Mutation: Cursed Fleshmetal.
Weapon: Omnissian greataxe
The Flesh is Weak: Gain the Machine (1) trait or add 1
to its value (to a maximum of 5). Not My Hands
Iron Father: The character must purchase necessary elite Mental Corruption: 30
advances such that they have both the Chaplain and Suffer a -20 penalty to all social interaction, except when
Forge Lord advances, contrary to the normal restriction dealing with members of the Mechanicum or the Iron
on taking multiple Consul advances. Hands Legion. This is reduced to -10 if the character has 3
Machine Empathy: Pass a Challenging (+0) Fel test to or more cybernetics, and removed completely if he has 5
gain a +10 bonus to the next Tech-Use test the Iron Father or more (the Machine trait counts its value towards these
attempts. requirements).

Clan Father The Weakness of Others


Prerequisites: Praetor, 8 cybernetics Mental Corruption: 60
Cost: 2,500 XP The Iron Hand takes a Challenging (+0) WP test when
Trait: Mechanicus Implants confronted by a hostile NPC or something or someone
Armour: Gorgon terminator armour deemed weak. Failure leads to confrontation or, if the test
Weapons: Thunder hammer, phobos combi-bolter is failed by 3 or more DoF, open violence. Command tests
Gear: Cortex controller targeting the Iron Hand suffer a -10 penalty unless made
The Flesh is Weak: Gain the Machine (1) trait or add 1 by an Iron Hand or a character with either the Machine
to its value (to a maximum of 5). or Mechanicus Implants trait.
Master of Arms: Choose two qualities from Accurate,
Blast (2), Felling (4), Scatter or Tearing. Whenever the The Forgechain
Clan Father makes a ranged attack, he may choose to ap- Mental Corruption: 90
ply one of the two qualities to the attack. At the end of every combat, the Iron Hand must take a
Challenging (+0) WP test for every part of his body that
suffered critical damage (this is automatically failed for
body parts that were severed or otherwise destroyed). If
he fails, he must attempt to either obtain a bionic en-
hancement for that body part or upgrade an existing one
at the next opportunity. The Machine trait can count as
fulfilling this criterion for a body part of the player’s
choice, but cannot count as multiple parts.

Deus Ferrum
Mental Corruption: 100
The character deems anyone with fewer cybernetics than
him to be weak, and must take a Challenging (+0) WP
test, modified by -5 times the difference in the number of
cybernetics he and the target possess, or enter a Frenzy
until the weakness has been destroyed.
Numeration: XII Legion Astartes Legion Squad Designation
Progenitor: Angron Thal’kr
Cognomen: World Eaters
Rampager
Prior Cognomen: War Hounds
Assault/Despoiler variant
Observed Strategic Tendencies:
Talent: Exotic Weapon Training (Caedere), Swift Attack
Shock assault, planet-kill and extermi-
Armour: Mark II power armour
natus operations, close-quarters ac-
Weapons: Phobos chainaxe or heavy chainsword, pho-
tions
bos bolt pistol, combat blade, frag grenades (3), krak gre-
Noteworthy Domains: Bodt (muster
nades (3)
world), Sarum (fortress station)
Gear: Jump pack
Caedere: A Rampager may replace his phobos chainaxe
Playing a World Eater or heavy chainsword and phobos bolt pistol with a cae-
Characteristics: +5 WS, +5 S dere weapon.
Skill: Linguistics (Nagrakali) One With the Nails: When in a Frenzy induced by the
Talent: Enemy (Vlka Fenryka) Butcher’s Nails, Rampagers gain a +10 bonus to Opposed
Cybernetics: The Butcher’s Nails tests using the Unstoppable Wrath ability.
Weapons: Any World Eater with a chainsword may re-
place it with a phobos chainaxe. Any World Eater with a
Legion Advances
power weapon may replace it with a caedere weapon.
Edict of Nikaea: The World Eaters complied with the
Edict, until they slaughtered the few surviving Librarians Triarius
on Armatura. Prerequisites: Breacher or Rampager, Veteran
Berserker: World Eaters may purchase Hatred Cost: 500 XP
(Everything) as a Tier 3 talent with the Offence aptitude. Talents: Exotic Weapon Training (Caedere)
Incarnate Violence: Once per combat, after making a Gladiatorial Carnage: Choose a type of melee weapon.
full movement, force opponents with a line of sight to the The Triarius gains +2 initiative in combat when wielding
World Eater to make an Opposed WP test with a -10 pen- a weapon of that type and gains a +10 bonus to WS tests
alty. If the enemy fail, they suffer a -20 penalty to target and +2 damage when attacking with a weapon of that
the World Eater on their next turn. type.
The Only Order Worth Remembering: Command tests
targeting a World Eater suffer a -20 penalty unless they Devourer
are to activate Attack Patterns, in which case no penalty Prerequisites: Honour Guard
applies if it include the ability to make an immediate Cost: 3,000 XP
attack or the penalty is reduced to -10 if it does not. A Talents: Bodyguard, Two-Weapon Master (Melee), Two-
World Eaters Sergeant may exchange any Defensive Weapon Wielder (Melee)
Stance gained from his Squad Designation for any Attack Armour: Cataphractii terminator armour
Pattern associated with Assault, Despoiler or Rampager Weapons: A pair of charatran power chainaxes, power
squads. fists, chainfists, lightning talons or thunder hammers
Unstoppable Wrath: Make an Opposed S test to ignore Unrelenting Fury: Whenever a Devourer has 3 wounds
a successful Parry or a Challenging (+0) T test to ignore or less, they increase their SB and TB by +2. They also
the effects of an Injury, Stun, Fatigue or even Death for gain a re-roll to use on any WS, BS, S or T test in the same
one round. This can only be used to ignore Death once turn as they gain a level of Fatigue.
per combat.
The Flaw of Angron:
The Berserker Rage
Battle Trauma: Rage.
Malignancy: Bloodlust, Malign Sight.
Mutation: Razor Fangs, Deathsight, Swollen Brute.

Red Sands
Mental Corruption: 30
Suffer a -10 penalty to WP tests to snap out of a Frenzy
caused by the Butcher’s Nails before the character has
made a melee kill.

Let the Blood Flow


Mental Corruption: 60
Suffer a -10 penalty to WP tests to snap out of a Frenzy
caused by the Butcher’s Nails. Snapping out of a Frenzy
caused by the Butcher’s Nails before the character has
made a melee kill causes +1 MC.

Red Butcher
Mental Corruption: 90
Every time the character wishes to make an action other
than an attack or movement towards an enemy, he must
pass a Challenging (+0) WP test or enter a Frenzy (this is
not considered a Frenzy caused by the Butcher’s Nails
until the usual conditions for entering a Frenzy as a result
of the Butcher’s Nails are met).

Lost to the Nails


Mental Corruption: 100
Enter a permanent Frenzy induced by the Butcher’s
Nails.
Numeration: XIII Legion Astartes Dominions
Progenitor: Roboute Guilliman
Cognomen: Ultramarines
Macragge
Prior Cognomen: War-Born
Characteristic Modifiers: + any two
Observed Strategic Tendencies:
Fate Threshold: 2
Mass-assault, targeted decimation,
Model Citizen: Characters from Macragge have no “-”
planetary interdiction, liberation and
characteristic.
limited theatre compliance campaigns
Aptitude: Any one characteristic Aptitude (except
Noteworthy Domains: Macragge (home world), Ultra-
Weapon Skill or Ballistic Skill)
mar
Wounds: d5+9
Language: Ultramarian
Playing an Ultramarine
Characteristics: +5 any two
Ultramar
Talents: Enemy (Word Bearers, Alpha Legion)
Characteristic Modifiers: + any two, - any one
Edict of Nikaea: Roboute Guilliman repealed the Edict
Fate Threshold: 1
of Nikaea. Ultramarines Librarians who are or were in
Five Hundred Worlds: Choose the special ability from
Imperium Secundus gain a force sword, force axe or force
any of the following archetypal worlds: Agri-World
staff, Epistolaries also gain a psychic hood.
(Masali, Prandium, Quintarn, Sotha, Tarentus), Death
Exemplar of Honour: Re-roll failed Fel tests when deal-
World (Eskrador), Feral World (Nuceria, Talassar), Forge
ing with Astartes or the Solar Auxillia. Gain a +10 bonus
World (Annuari, Gantz, Konor), Garden World (Iax),
to Command tests to activate Rites of Battle.
Hive World (Gathis Secondus, Honorum, Ulixis), Indus-
Practical: Ultramarines gain a +10 bonus to Command
trial Colony (Calth, Circe), Knight Protectorate
tests to activate Rites of Battle. They may exchange a
(Espandor), Legion Dominion (Armatura, Bathor, Orphe-
number of re-rolls gained via the Theoretical ability equal
us Prime, Parmenio), Penal Colony (Talasa Prime).
to one tenth of the difficulty penalty, to a minimum of 1,
Aptitude: Any one characteristic Aptitude (except
in order to automatically succeed a skill test.
Weapon Skill or Ballistic Skill)
Tactical Assessment: At the end of his turn an Ultrama-
Wounds: d5+9
rine may elect to switch positions in the initiative order
Language: Ultramarian
with an enemy character who has already acted during
the current combat round. His turn is then over and the
round continues from the end of his original initiative
Legion Advances
position.
Theoretical: At the start of any combat, an Ultramarine Locutarus
may make a tactics test - this a Hard (-20) Int test (or, at Prerequisites: Assault, Veteran
the GM’s discretion, an appropriate Lore skill). Success Cost: 500 XP
grants a re-roll for each DoS which may be used at any Opening Salvo: Locutari may fire any pistol weapons
time during combat. Any re-rolls remaining at the end of they have as a Free action before making a Charge attack.
combat are lost.
Fulmentarus The Flaw of Guilliman:
Prerequisites: Heavy Support, Veteran
Rigidity of Thought
Cost: 3,000 XP
Battle Trauma: Redemption.
Armour: Cataphractii terminator armour
Weapons: Meridius power maul, reaper autocannon or
cyclone missile launcher with 6 frag and 6 krak missiles False Theoretical
and phobos combi-bolter Mental Corruption: 30
Gear: Peritarch targeter If an Ultramarine fails the tactics test from the Theoretical
Advanced Targeting: A Fulmentarus may fire both his ability, the enemy gains the ability to force him to make a
cyclone missile launcher and a basic weapon (such as his number of re-rolls in the combat equal to his DoF.
phobos combi-bolter) as a single attack action. The type
of attack need not be the same, nor must both attacks Planning is Essential
have the same target, but any Aim action only benefits Mental Corruption: 60
the basic weapon. Failure on the tactics test from the Theoretical ability im-
poses a -5 penalty to all tests the Ultramarine makes in
Invictarus Suzerain the combat.
Prerequisites: Honour Guard
Cost: 1,000 XP The Price of Disobedience
Weapon: Legatine axe Mental Corruption: 90
Gear: Invictarus boarding shield The Ultramarine loses the ability to confer re-rolls using
Lords of Ultramar: Ultramarines and loyalist Auxillia Chain of Command to any individual who has disobeyed
Imperialis soldiers in coherency with the character gain a his order in the past. The penalty for Planning is Essential
+10 bonus to all WP and Command tests. increases to -10.

Captain To Deviate is to Err


Prerequisites: Centurion Mental Corruption: 100
Cost: 1,000 XP The penalty for Planning is Essential is increased to -20.
Cunning Strategist: Captains may re-roll their initiative Defiance of the Ultramarine’s orders is defiance of their
and Theoretical tactics tests. primarch. The punishment is execution.
Natural Leader: Gain +3 to Command tests. Once per
session, the character may automatically pass a Com-
mand test with IntB DoS.

Chapter Master
Prerequisites: Praetor
Cost: 1,500 XP
Armour: Mantle of Ultramar
Laurels of Command: Gain +3 to Command test. If a
Chapter Master also has the Captain Legion Advance,
this is increased to +5.
Unyielding Will: Chapter Masters are not subj ect to any
negative WP modifiers of any kind.
Numeration: XIV Legion Astartes Dominions
Progenitor: Mortarion
Cognomen: Death Guard
Barbarus
Prior Cognomen: Dusk Raiders
Characteristic Modifiers: + T, + WP, - Ag
Observed Strategic Tendencies:
Fate Threshold: 2
Heavy infantry assault, attrition war-
Toxic Wasteland: Ignore any penalties and negative
fare, hazard/death zone warfare,
effects from terrain such as mud, swamps and toxic
Xenos eradication and purgation
sludge.
Noteworthy Domains: Barbarus
Aptitude: Toughness
(home world)
Wounds: d5+9
Language: Barbaran
Playing a Death Guard
Characteristics: +10 T, +5 WP, -10 Ag
Legion Advances
Gene-Seed: Superactive Multilung, Oolitic Kidney and
Preomnor ignore all penalties for T tests due to inhaled or
ingested poisons and attacks with the Toxic quality. Grave Warden
Armour: Any Death Guard may replace their Mark II Prerequisites: Chosen
power armour with Mark III power armour. Cost: 2,000 XP
Weapons: Death Guard start with a hecate chainsword Armour: Arkonak terminator armour with death cloud
and phobos boltgun in addition to their normal starting chimneys and Mark IV power armour helm
equipment. They may replace any boltgun with a phobos Weapons: Power fist, assault grenade launcher with 6
boltgun and any bolt pistol with a phobos bolt pistol. krak grenades and 6 toxin grenades or anvilus heavy
Any Death Guard with a flamer weapon as starting flamer with chem-munitions
equipment may choose to replace its ammunition with Biological Warfare: Grave Wardens are immune to the
chem-munitions. effects of death clouds and toxin grenades. They may fire
Edict of Nikaea: Mortarion loathes psychic powers and a Semi-Auto Burst from their assault grenade launcher
stripped his Librarians of their psychic paraphernalia when using the Hip Shooting talent.
long before the Edict. Holding Ground: In a turn that a Grave Warden did not
Extreme Endurance: As a Reaction, a Death Guard may move, he gains a +10 bonus to WS tests.
make a Difficult (-10) T test to reduce the wounds taken
from an attack by 1 for every DoS. If the damage is re-
duced to 0 by this effect, the Death Guard gains the Fear
(1) trait to the foe who made the attack.
Flesh Over Steel: Death Guard Techmarines cannot
have a Machine trait above Machine (1), Forge Lords can-
not have a Machine trait above Machine (3).
Indomitable Will: Once per game session, re-roll all T
tests for 1/2 InfB hours.
Remorseless Advance: The Death Guard are immune to
Fear and Pinning.
Deathshroud The Flaw of Mortarion:
Prerequisites: Honour Guard, T 60
The Shadow of the Reaper
Cost: 3,500 XP
Battle Trauma: Redemption.
Talent: Bodyguard
Malignancy: Ashen Taste, Skin Afflictions, Palsy, Ma-
Armour: Tartaros terminator armor with cingulum and
lign Sight. Always re-roll results of Wasted Frame or
Mark III power armour helm
Poor Health.
Weapons: Deathshroud power scythe, forearm-mounted
Mutation: Warp Regeneration, Swollen Brute, Corrupt-
anvilus hand flamer with chem-munitions
ed Flesh.
Gear: Tattered cloak
Mangling Strike: All critical damage caused by the
Deathshroud is increased by +2. Any attack that scores Limitation of Flesh
Righteous Fury gains the Crippling (X) quality, where X Mental Corruption: 30
is the number of times Righteous Fury was scored on the Whenever the Death Guard fails a T test, he gains a level
attack. of Fatigue and may only make a Half action in his next
Mortarion’s Chosen: Increase the Unnatural Toughness turn.
trait by 2 (normally to Unnatural Toughness (6)). The
Deathshroud are immune to the effects of death clouds Killing Ground
and toxin grenades. Mental Corruption: 60
The Death Guard must take a Challenging (+0) WP test to
retreat or take cover. He favours a slow, relentless ad-
vance and will rarely, if ever, Run.

Facing the Lead


Mental Corruption: 90
The Death Guard becomes increasingly fatalistic and de-
termined to meet his fate head on, halving the AP of any
cover he is behind. The WP test for Killing Ground is
Hard (-20).

The Relentless March


Mental Corruption: 100
The Death Guard must move towards the enemy whilst
firing any ranged weapons he has whenever it is possible
to close with an enemy not yet in Charge range. He must
pass a Hard (-20) WP test to make a Full move, Run or
Aim and will never retreat or take cover. Once in melee,
he must perform a Heroic Sacrifice when possible.
Numeration: XV Legion Astartes Dominions
Progenitor: Magnus the Red
Cognomen: Thousand Sons
Prospero
Prior Cognomen: -
Characteristic Modifiers: + Int, + WP, - Fel
Observed Strategic Tendencies: -
Fate Threshold: 2
Noteworthy Domains: Prospero
Scholar: When purchasing Common Lore, Forbidden
(perdita 004.M31)
Lore or Scholastic Lore skills, always pay the price for
two matching Aptitudes even if you do not have them.
Playing a Thousand Son Aptitude: Intelligence
Characteristics: +5 Int, +5 WP Wounds: d5+9
Skills: Scholastic Lore (any one) Language: Prosperine
Talent: Enemy (Vlka Fenryka)
Gene-Seed: Psychoactive Catalepsean Node, granting
Legion Advances
the Psyker (1) trait. Mutagenic Biscopea and Ossmodula,
causing the Flaw of Magnus: The Flesh-Change.
Weapons: Thousand Sons replace their combat blade Philosophus
and chainsword (if they have one) with a force sword. Prerequisites: Psyker (3)
Edict of Nikaea: The Thousand Sons were a Legion of Cost: 1,500 XP
psykers unable to hold fast to the Edict. Librarians may Trait: Unnatural Willpower (1)
replace their force sword with a force axe or force staff, Armour: Kheltaran helm
Epistolaries gain a psychic hood. Brotherhood of Sorcerers: The Philosophus may assist
Enumerations: When rolling for the Perils of the Warp, other Psykers manifesting Psychic Powers that he knows.
roll an additional die which may be substituted for either The Psyker manifesting the power must be within
the ones or tens result. 2WPBm of the Philosophus and gains 1 PR on the effec-
Foreknowledge: Once per combat, expend a Half action tive PR of the power they are manifesting (and an addi-
to negate an enemy’s Reaction. Alternatively, when fac- tional +1 for every level of Unnatural Willpower the
ing a Horde a successful Challenging (+0) Int test grants Philosophus has). The Philosophus can only use a Half
either +10 to all tests against that Horde or +10 to all action in his next turn, and this cannot have the concen-
attempts to Dodge or Parry the Horde’s attacks until the tration subtype.
next turn.
Prosperine Cults: Thousand Sons must choose one of
the Prosperine Cults. The corresponding discipline is
considered a primary discipline. When manifesting pow-
ers from this discipline, class of Psyker counts as Astartes
Librarian. For all other discipline, count it as Sanctioned.
Athanaean: Telepathy
Corvidae: Divination
Pavoni: Biomancy
Pyrae: Pyromancy
Raptora: Telekinesis
Adept Exemptus The Flaw of Magnus:
Prerequisites: Philosophus, Psyker (5)
The Flesh-Change
Cost: 2,750 XP
Battle Trauma: Destiny.
Gear: Crown of Prospero
Master of the Art: Increase the value of Unnatural Will-
power to Unnatural Willpower (2). When characters sup- Seeds of Corruption
port the Adept Exemptus using Brotherhood of Sorcerers, Mental Corruption: 30
they are no longer restricted to a Half action on their next Whenever the character triggers or is affected by the Per-
turn. ils of the Warp, gain 1 PC.
Scholar Supreme: May treat any S or Ag based tests as
Int tests and use IntB rather than AgB when rolling for Corruption Takes Root
initiative. Mental Corruption: 60
Whenever the character triggers or is affected by the Per-
Sorcerer Librarian ils of the Warp he gains d5-2 PC (to a minimum of 1).
Prerequisites: Adept Exemptus, Codicier Whenever he triggers or is affected by psychic phenome-
Cost: 1,000 XP na he gains 1 PC.
Sorcerer Supreme: May use 2 actions with the concen-
tration subtype each round. If the character gives support Corruption Revealed
using Brotherhood of Sorcerers, he may still use 1 action Mental Corruption: 90
with the concentration subtype in his next turn. Whenever the character triggers or is affected by the Per-
ils of the Warp, he gains d5 PC and must take a Mutation
Sekhmet test. Whenever he triggers or is affected by psychic phe-
Prerequisites: Chosen, Philosophus nomena, he gains d5 PC. Whenever the character mani-
Cost: 2,000 XP fests or is affected by a Psychic Power, he gains 1 PC.
Armour: Cataphractii or Indomitus terminator armour
with Kheltaran crest Corruption Unfolds
Weapon: Phobos combi-bolter with inferno bolts or Mental Corruption: 100
tigrus combi-bolter with inferno bolts Whenever the character triggers or is affected by the Per-
Instinctive Aim: The Sekhmet may gain the benefits of ils of the Warp or Psychic Phenomena, he gains d5 PC
a Half action Aim as a Free action. and must take a Mutation test. Whenever the character
manifests or is affected by a Psychic Power, he gains d5
PC.
Numeration: XVI Legion Astartes Legion Squad Designation
Progenitor: Horus Lupercal
Cognomen: Sons of Horus
Reaver
Prior Cognomen: Luna Wolves
Despoiler variant
Observed Strategic Tendencies:
Talent: Swift Attack
Shock assault, harrowing actions,
Armour: Mark IV power armour with spiked helm,
strategic decapitation strikes
backpack and legs
Noteworthy Domains: Cthonia
Weapons: Reaver chainaxe, tigrus boltgun with
(home world), Serenax
banestrike shells, tigrus bolt pistol, combat blade, frag
grenades (3), krak grenades (3)
Playing a Son of Horus Assassin’s Eye: When determining hit locations, the
Characteristics: +5 Int, +5 Fel character may choose to use the WS or BS test result
Talent: Enemy (Raven Guard) without reversing the digits.
Armour: Any traitor may replace their Mark II or III Cut Them Down: When making a Charge attack against
power armour with Mark IV power armour. targets already engaged in melee, make an additional hit
Weapons: Any traitors may replace a phobos boltgun for every 2 DoS on the WS test after the first (to a maxi-
with a tigrus boltgun and phobos bolt pistol with a tigrus mum of WSB hits).
bolt pistol. Seekers and Vigilators may replace their start-
ing clips of scorpius shells with banestrike shells.
Legion Advances
Edict of Nikaea: Traitor Sons of Horus Librarians gain a
force sword, force axe or force staff, Epistolaries also gain
a psychic hood. Catulan Reaver
Merciless Fighter: Sons of Horus may re-roll the dice to Prerequisites: Reaver, Chosen
confirm Righteous Fury and, if this still does not succeed, Cost: 800 XP
may re-roll the critical damage result. Talents: Jaded
No Backward Step: Use one Reaction per turn to move The Black Reaving: The character inflicts an additional
up to AgBm (at least 1m) towards the enemy targeting d10 damage when making a Called Shot.
the character before the attack is resolved. The enemy Slaughter: When making a Charge attack against targets
suffers a -10 penalty on the WS or BS test. already engaged in Melee, the character gains 2 bonus
Renewed Vigour: Once per game session, ignore the DoS on a successful WS test to hit.
effects of a single critical effect (not including loss of
limbs or death) for 1/2 InfB rounds. Justaerin
Prerequisites: Chosen
Dominions Cost: 2,500 XP
Talents: Jaded
Armour: Cataphractii terminator armour with spiked
Cthonia
arms and legs and Justaerin warhelm
Characteristic Modifiers: + Int, + Fel, - WP
Weapons: Carsoran power axe, phobos combi-bolter
Fate Threshold: 2
with banestrike shells
Gang War: Gain an additional +10 bonus for Ganging
Furious Charge: When making a Charge attack, the
Up.
character gains the Vengeful (9) quality.
Aptitude: Strength
Point of the Spear: The Justaerin roll an additional dice
Wounds: d5+9
for initiative, discarding the lowest. They re-roll failed
Language: Cthonic
WS tests when making a Charge attack.
The Flaw of Horus:
Thirst for Glory
Battle Trauma: Contempt.

Bitter Pride
Mental Corruption: 30
Command tests targeting the Son of Horus suffer a -10
penalty unless made by another Son of Horus. He must
pass a Challenging (+0) WP test to back down from his
position in a debate with anyone outside the Legion.

Decapitating Strike
Mental Corruption: 60
The Son of Horus always seeks out the leader of the ene-
my, disengaging from lesser battles (but never fleeing) in
order to engage the most important, powerful or other-
wise most impressive enemy in sight. He will only hesi-
tate or wait for assistance (but never ask for it) if the ene-
my is obviously more powerful than he could hope to
best on his own.

First Among Equals


Mental Corruption: 90
If the Son of Horus is disobeyed or upstaged by an ally, it
is liable to lead to hostility - especially if his ally claimed
the kill on an enemy leader. The Son of Horus will repri-
mand his ally severely, striking him if he fails a Challeng-
ing (+0) WP test.

Apex Killer
Mental Corruption: 100
The Son of Horus will attempt to kill enemy leaders sin-
gle-handedly, no matter how powerful they are, making
a Heroic Sacrifice in an attempt to take the enemy with
him if he falls. An ally who disobeys an order or steals
his prize kill will be killed for his temerity.
Numeration: XVII Legion Astartes Dominions
Progenitor: Lorgar Aurelian
Cognomen: Word Bearers
Colchis
Prior Cognomen: Imperial Heralds
Characteristic Modifiers: + WP, + Fel, - Per
Observed Strategic Tendencies:
Fate Threshold: 2
Mass assault, policing actions, gnoetic
Hand of the Gods: Whenever a Colchisian spends a Fate
purgation, suppression of ideological
point, roll a d10. On a roll of 1, the character’s number of
revolt
Fate points is not reduced, but the effect still takes place.
Noteworthy Domains: Colchis
Aptitude: Willpower
(home world), Khur (perdita
Wounds: d5+9
964.M30), Melkeji, Ipisia, Golkoron
Language: Colchisian

Playing a Word Bearer


Legion Squad Designation
Characteristics: +5 WP, +5 Fel
Talent: Adamantium Faith
Armour: Any traitor may replace their Mark II or III Ashen Circle Incendiary
power armour with Mark IV power armour. Assault/Destroyer variant
Weapons: Word Bearers’ combat blades gain the Sancti- Armour: Hardened Mark IV power armour
fied quality. Any traitors may replace a phobos boltgun Weapons: Axe-rake, anvilus hand flamer, combat blade,
with a tigrus boltgun and phobos bolt pistol with a tigrus frag grenades (3), krak grenades (3)
bolt pistol. Gear: Jump pack
Edict of Nikaea: Traitor Word Bearers Librarians gain a Bitter Duty: Incendiaries may not form a Unit except
force sword, force axe or force staff, Epistolaries also gain with other Incendiaries or a Word Bearers Moritat.
a psychic hood. Burning Descent: Incendiaries may fire their hand flam-
Acts of Faith: As a Free action, spend a Fate point to ac- ers as if they had the Hip Shooting talent when moving
tivate a Faith Talent (Dark Heresy p296) for the remain- using their jump packs.
der of the encounter. Only one Faith Talent may be active Scorched Earth: Add d5 to damage and gain the Flame
at any time. Word Bearers with 100 SC cannot activate quality to attacks when Charging.
Faith Talents, but instead use Chaos Talents in the same
way.
Grace of the Gods: Once per game session, for a num-
ber of rounds equal to 1/2 InfB, roll a d10 whenever the
Word Bearer spends a Fate point and immediately recov-
er it if the roll is less than 1/2 InfB.
Higher Powers: A Word Bearer with less than 100 SC
reduces his MC by the same amount as any decrease in
SC. If this causes him to drop a level in the Flaw of Lor-
gar: Destiny’s Hand, the effects of the level are undone.
This cannot reduce MC below 0.
True Believer: Re-roll failed WP tests (with the exception
of Focus Power tests).
The Flaw of Lorgar:
Destiny’s Hand
Battle Trauma: Destiny.

Fideletas Lex
Mental Corruption: 30
Lose the Adamantium Faith talent (this may not be re-
purchased).

De Profundis
Mental Corruption: 60
Lose the Acts of Faith and Grace of the Gods abilities.

Vox Dominus
Mental Corruption: 90
Lose the Hand of the Gods and True Believer abilities.

Infidus Diabolis
Mental Corruption: 100
Automatically fail all WP tests. Lose the Daemonic trait
and become unable to reacquire it. Ascension to Daemon-
hood instead causes death and results of the Warp Made
Manifest for mutation must be re-rolled.
Numeration: XVIII Legion Astartes Dominions
Progenitor: Vulkan
Cognomen: Salamanders
Nocturne
Prior Cognomen: Dragon Warriors
Characteristic Modifiers: + T, + Int, - Per
Observed Strategic Tendencies:
Fate Threshold: 2
High-intensity and asymmetric war-
Fireborn: When attacking a Nocturnean using flame or
fare, zone mortalis engagements,
Melta weapons, the attacker rolls an additional d10 for
planetary interdiction, liberation and defensive opera-
damage and discards the highest result.
tions
Aptitude: Toughness
Noteworthy Domains: Nocturne (home world), Prome-
Wounds: d5+9
theus (moon of Nocturne), Caldera
Language: Promethean

Playing a Salamander
Legion Squad Designation
Characteristics: +5 T, +5 Int
Gene-Seed: Superactive Melanochrome grants Re-
sistance (Heat) trait. Para-active Occulobe grants the Fear Pyroclast
(1) trait against unaugmented humans when unhelmed. Tactical Support variant
Latent mutagenic Ossmodula contributes to the Flaw of Armour: Mark II or III power armour
Vulkan: The Promethean’s Curse. Weapons: Flame proj ector, phobos bolt pistol, combat
Armour: Chaplains replace their skull helm with a blade, frag grenades (3), krak grenades (3)
dragonfang helm. Mantle of Ash: Pyroclasts count as having a Force Field
Edict of Nikaea: The Salamanders are compliant with with a rating of 30 that never overloads against flamer,
the Edict. plasma, melta and volkite weapons.
Blacksmiter: Add the Proven (2) quality to one weapon,
or remove one of the Unreliable, Unbalanced or Un- Legion Advances
wieldy qualities.
Eye-to-Eye: In the hands of a Salamander, all flame
Firedrake
weapons deal +3 damage and gain the Tearing quality,
Prerequisites: Veteran
and all Melta weapons gain the Reliable quality.
Cost: 2,500 XP
Flesh Over Steel: Salamanders Techmarines cannot
Armour: Cataphractii terminator armour
have a Machine trait above Machine (1), Forge Lords can-
Weapons: Thunder hammer, phobos combi-melta with
not have a Machine trait above Machine (3).
drum magazine or dragonscale storm shield
Humanitarian: Salamanders cannot have the Destroyer
Gear: Drakescale cloak
squad designation, take the Moritat consul advance or
Branded: Whenever a Firedrake gains Inf, roll a d10 for
carry any rad or phosphex weapons.
each point gained. Every roll of 10 grants an additional +1
Inf, but does not grant another roll.
Pyre Guard The Flaw of Vulkan:
Prerequisites: Honour Guard
The Promethean’s Curse
Cost: 3,500 XP
Battle Trauma: Redemption.
Armour: Dragonscale armour
Mutations: Bestial Hide, Searing Blood, Bone Blades.
Weapon: Relic blade
Gear: Mantle of the elder drake
Branded: Whenever a Pyre Guard gains Inf, roll a d10 Intransigent
for each point gained. Every roll of 10 grants an addition- Mental Corruption: 30
al +1 Inf, but does not grant another roll. When attempting to reconsider the situation or change
Promethean’s Blessing: Melee weapons wielded by the his mind, the character must first pass a Challenging (+0)
Pyre Guard gain the Flame quality. WP test or stick with his previous decision or course of
Unburnt: The Pyre Guard are immune to flamer wea- action.
ponry or any other fire-based attacks and cannot be set
on fire. Whilst wearing their own artificer armour, the Sacrificial
Pen of any plasma, melta or volkite weapon counts as Mental Corruption: 60
reduced by 6 when targeting a Pyre Guard. The Salamanders must take a Challenging (+0) WP test to
retreat, even if his own life is in clear and present danger,
unless no allies or civilians would be endangered by do-
ing so. He must retreat at the rate of his slowest ally. The
WP test for Intransigent is Difficult (-10).

Destructive
Mental Corruption: 90
Any healing the Salamander receives (both medical and
natural) is halved due to his excessive branding. He must
attempt to completely destroy the remains of enemies
(ideally by burning them). The WP test for Intransigent is
Hard (-20) and the test for Sacrificial is Difficult (-10).

The Ultimate Price


Mental Corruption: 100
The character must attempt to protect the lives of his al-
lies and civilians, no matter the cost to himself. He must
perform a Heroic Sacrifice if in a position to do so.
Numeration: XIX Legion Astartes Legion Squad Designations
Progenitor: Corvus Corax
Cognomen: Raven Guard
Mor Deythan
Prior Cognomen: -
Seeker variant
Observed Strategic Tendencies: Rap-
Armour: Mark VI power armour
id deployment operations, strategic
Weapons: Stalker bolter or tigris-exitus sniper rifle or
interdiction operations, reconnaissance in force, guerrilla
Deliverance shotgun, tigrus bolt pistol, combat blade,
actions, low-collateral damage imperative compliance
frag grenades (3), krak grenades (3), shroud bombs (3)
operations
Fatal Strike: Once per game session, a Mor Deythan
Noteworthy Domains: Kiavahr (home world), Deliver-
may treat all ranged attacks he makes with his own
ance (moon of Kiavahr)
weapons as having the Twin-Linked and Vengeful (9)
qualities for 1 round.
Playing a Raven Guard Shadow-Walk: Entering a shadow-walk is a Full action
Characteristics: +5 Ag, +5 Per with the concentration subtype. Whilst shadow-walking,
Gene-Seed: Absent Betcher’s Gland and Mucranoid. Mor Deythan gain a +20 bonus to Stealth tests, and ene-
Counteractive Melanochrome has no effect. Superactive mies suffer a -30 penalty to perceive or target them. Mov-
Occulobe grants Dark Sight trait. ing further than a Half Movement, speaking or attacking
Armour: Raven Guard Reconnaissance Legionaries and will instantly end a shadow-walk.
Seekers may replace their Mark IV power armour with
Mark VI power armour. Chaplains replace their skull
Raptor
helm with a corvian helm.
Armour: Mark V power armour
Gear: Corvia
Weapons: Hecate chainsword, phobos boltgun, phobos
Edict of Nikaea: The Raven Guard are compliant with
bolt pistol, frag grenades (3), krak grenades (3)
the Edict.
Traits: Brutal Charge (3), Deadly Natural Weapons, Fear
Flesh Over Steel: Raven Guard Techmarines cannot
(2), Sturdy
have a Machine trait above Machine (1), Forge Lords can-
Custom Wargear: Raptors count as Hulking in spite of
not have a Machine trait above Machine (3).
the Black Carapace. Any armour and weapons they ac-
Guerilla Strike: After attacking a target who is Una-
quire must be modified (notably the removal of trigger
ware, a Raven Guard may make either a Half action Aim
guards on a ranged weapon) with a Challenging (+0)
(if it was a ranged attack) or a Disengage action (if it was
Trade (Armourer) test before they can use it.
a melee attack) as a Free action.
Mutant: Raptors start with 60 PC. They have the Ill-
Wraith-Slipping: Re-roll failed Stealth tests and gain +4
Fortuned, Night Eyes, Morbid and Ashen Taste malig-
Pen against Surprised targets.
nancies and the Bestial Hide, Swollen Brute, Razor Fangs
and Bone-Blades mutations.
Dominions

Kiavahr
Characteristic Modifiers: + Ag, + Per, - WP
Fate Threshold: 1
Deliverance: Attacks gain the Crippling (2) quality
against Unaware targets or after a Full action Aim.
Aptitude: Intelligence
Wounds: d5+9
Language: Lycaean
Legion Advances The Flaw of Corax:
The Sable Brand
Dark Fury Battle Trauma: Redemption.
Prerequisites: Assault Malignancy: Night Eyes, Ill-Fortuned, Morbid.
Cost: 1,000 XP
Armour: Mark VI power armour
Lure of the Shadows
Weapons: Lightning talons (2)
Mental Corruption: 30
Unexpected Strike: Dark Furies may temporarily in-
When commanded into a direct attack when an ambush
crease their AgB by up to their AgB at any point in a
or other, more stealthy approach would be possible, the
round that does not interrupt another character’s turn,
Raven Guard becomes resistant to the point of disobedi-
provided they then use their turn to make a Charge
ence.
attack.

Salvation in the Dark


Chooser of the Slain
Mental Corruption: 60
Prerequisites: Dark Fury, Sergeant
The Raven Guard does not speak unless absolutely neces-
Cost: 1,000 XP
sary and executes any enemy - even if they have surren-
Weapons: Raven’s talons (2)
dered, possess valuable intelligence or are not frontline
Winged Deliverance: Choosers of the Slain triple their
combatants - unless he passes a Difficult (-10) WP test.
movement rate when using their jump pack and gain the
Others may attempt to Oppose this test using a Challeng-
Flyer (18) trait for up to 10 minutes when overcharging
ing (+0) Command, Charm or Intimidate test.
their jump packs (which then require 10 minutes to cool).

Void of Oblivion
Deliverer
Mental Corruption: 90
Prerequisites: Chosen
When confronted with the opportunity to inflict mass
Cost: 2,000 XP
casualties on the enemy, kill an enemy leader or achieve a
Armour: Cataphractii terminator armour
mission objective through means with a high risk of
Weapons: Lightning talons (2) or power fist and phobos
death, the Raven Guard must pass a Challenging (+0) WP
combi-bolter
test to resist taking the chance. The test is Routine (+20) if
Hell’s Anvil: Once per combat, a Deliverer may add
the course of action borders on suicidal. The test for Sal-
half his WPB to all attacks made in melee or at point
vation in the Dark is Hard (-20).
blank range in a single round.

Ash Blind
Shadow Commander
Mental Corruption: 100
Prerequisites: Praetor
The character will not hesitate to commit to suicidally
Cost: 1,000 XP
dangerous courses of action to inflict maximum casual-
Weapons: Raven’s talons (2)
ties on the enemy, performing a Heroic Sacrifice when
Gear: Reflex shield
possible. He automatically fails the WP test for Salvation
Unkindness of Ravens: When making a Charge attack
in the Dark.
using a jump pack, gain a +20 bonus to the WS test
(cumulative with the normal bonus) and the attack gains
the Crippling (3) quality.
Numeration: XX Legion Astartes Legion Squad Designation
Progenitor: Alpharius
Cognomen: Alpha Legion
Headhunter
Prior Cognomen: -
Seeker variant
Observed Strategic Tendencies: Sur-
Armour: Mark VI power amour
prise assault, sabotage, infiltration,
Weapons: Power dagger, stalker boltgun with
insurgency and counter-insurgency warfare, multi-vector
banestrike shells, stalker bolt pistol with banestrike
attack, interplanetary pursuit and decimation campaigns,
shells, combat blade, venom spheres (3), krak grenades
deep-range raiding operations
(3)
Noteworthy Domains: -
Kill Team: The character may re-roll damage rolls of 1.
A Knife in the Dark: Headhunters inflict +10 bonus
Playing an Alpha Legionnaire damage against Unaware targets.
Characteristics: +5 Int, +5 Per
Talents: Enemy (Ultramarines)
Legion Advances
Armour: Any Alpha Legionnaire may replace their
Mark II or III power armour with Mark IV power ar-
mour. Seekers and Reconnaissance Legionnaires may Exodus
replace their Mark IV power armour with Mark VI power Prerequisites: Vigilator, BS 65
armour. Cost: 1,300 XP
Weapons: Alpha Legionnaires may replace a phobos Talents: Exotic Weapon Training (The Instrument)
boltgun with a tigrus boltgun and a phobos bolt pistol Armour: Exodus helm
with a tigrus bolt pistol. Seekers and Vigilators may re- Weapons: The instrument
place their starting clips of scorpius shells with The Assassin: Exodus reduces the time for Aim actions
banestrike shells. Veterans may replace their standard by a Half action. When making a Called Shot, his target
boltgun ammunition with banestrike shells. Seekers, Tac- does not benefit from any cover and the damage is dou-
tical Legionaries, Apothecaries, Consuls, Veterans and bled (after reduction for AP and TB). Exodus may only
Centurions may replace their frag grenades with venom form a Unit with Reconnaissance and Seeker Legionaries.
spheres.
Gear: Vigilators gain a comm leech, signal j ammer and Effrit
static generator Prerequisites: Stealth +30
Edict of Nikaea: Compliance with the Edict in the XX Cost: 1,500 XP
Legion was inconsistent. Alpha Legion Librarians gain a Armour: Effrit stealth armour
force sword, force axe or force staff, Epistolaries gain a Weapons: Tigris-exitus stalker bolter, stalker bolt pistol
psychic hood. The Omega: Once per combat, Effrit Legionnaires may
Insidious Mastermind: Alpha Legionnaires gain a +20 either may choose for a single attack to ignore either all
bonus to tests to coerce or manipulate others (not includ- their target’s AP or TB.
ing Astartes) and +10 to Stealth tests. One Eye Open: Gain +10 to Per tests and +1 PerB. The
Insurrectionist: Once per game session, make a Chal- GM may allow Effrit Legionnaires to make tests to notice
lenging (+0) Scrutiny test to reveal a contact who can help things even when he is not actively looking for them. Ex-
to accomplish a stated goal - if any such contact is to be cept in extraordinary circumstances, Effrit Legionnaires
found. cannot be Surprised.
Princeps of Deceit: Once per game session, an Alpha
Legionnaire may substitute his Deceive skill for any one
skill or characteristic test.
Lernaean The Flaw of Alpharius:
Prerequisites: Chosen
A House Divided
Cost: 3,000 XP
Battle Trauma: Legacy (Alpharius), Legacy (Omegon),
Talent: Exotic Weapon Training (Volkite)
Destiny.
Armour: Cataphractii terminator armour
Weapons: Charatran power chainaxe, volkite charger
Cut Off One Head: Whenever a Lernaean spends a Fate In His Own Image
point, roll a d10. On a roll of 10, the Lernaean immediate- Mental Corruption: 30
ly regains the spent Fate point. On a roll of 9, the Fate The Alpha Legionnaire gains the Legacy Battle Trauma
point is spent as normal, but the Lernaean gains one re- with the personality of either Alpharius (if he does not
roll to use on any tests resulting from critical damage already have the Legacy Battle Trauma) or Omegon (if he
within 24 hours. does). This means Alpha Legionnaires can have the Lega-
No Survivors: Lernaeans add 2 to all critical damage cy Battle Trauma a total of 3 times. The personalities of
they inflict (not including critical effects caused by Right- Alpharius and Omegon should begin more or less identi-
eous Fury). They must pass a Challenging (+0) WP test to cal, but they will gradually diverge.
leave an enemy alive.
The Serpent Beneath
Harrowmaster Mental Corruption: 60
Prerequisites: Praetor The Alpha Legionnaire gains the Legacy Battle Trauma
Cost: 2,500 XP with the personality of Omegon if he does not already
Armour: Pythian scales have it. If he has the Destiny Battle Trauma, he is always
Weapons: Thunder hammer, proteus power sword given 2 missions instead of one, each of which should
Gear: Cognis-signum make accomplishing the other more difficult. The pri-
The Alpha: A successful Very Hard (-30) Deceive test march personalities begin to diverge, with one working
can convince others that the Harrowmaster is Alpharius. against the other and neither fully aligned with the Alpha
This only works when the Harrowmaster is wearing the Legionnaire’s own loyalties.
pythian scales, and is Opposed by the target’s Int (or
Common Lore (Alpha Legion) or Forbidden Lore (Alpha The Devil is Not Mocked
Legion)). Success grants the Harrowmaster Inf 100 and Mental Corruption: 90
the total support of the target if they are allied - of course, The Alpha Legionnaire gains the Destiny Battle Trauma if
if the target turns out to be hostile, there are few individ- he does not already have it. The 2 missions he is given as
uals they would rather kill than the traitor Alpharius. a result should now be mutually exclusive - it is only pos-
Harrowing: When making any attack not using the sible to achieve one, ideally because they are polar oppo-
rules for two-weapon fighting with either a sword or sites. One of the primarch personalities is now firmly op-
hammer, a Harrowmaster may choose, after the number posed to the Legionnaire’s loyalty (i.e. if he is a loyalist, it
of hits scored has been calculated, to roll damage for up is a traitor) whilst the other follows some unfathomable
to half of those hits using the other weapon (provided he third course.
has both a hammer and sword to hand at the time).
Hydra Dominatus
Mental Corruption: 100
One of the primarchs’ personalities wins out at the cost of
the Alpha Legionnaire’s own. He believes with absolute
conviction that he is Alpharius (or Omegon) and will kill
anyone that dares defy his orders. He believes himself
capable of defeating almost any foe in combat, up to and
including a primarch. Even the real Alpharius could not
persuade him he is wrong (after all, he might not be).
The Knights-Errant are a group of Legionaries loyal the Knight-Errant
Emperor drawn from Legions on both sides of the war - Prerequisite: Legionary or False Astartes
making them ideal for roleplaying a group of space ma- Cost: 300 XP
rines in Age of Darkness. They are few in number com- Characteristic: +5 Inf
pared to the Legions and so tend to deploy only a hand- Skills: Forbidden Lore (Titan)
ful of operatives on any given mission, and are far more Armour: Mark VI power armour
likely to work with non-Astartes specialists - some nota- New Beginnings: Upon becoming a Knight-Errant, a
ble examples of which are the Officio Assassinorum, De- Space Marine may surrender any equipment granted by
partmento Invesitgates, Legio Custodes and Malcador’s their Squad Designation and choose a new Squad Desig-
nascent Ordo Inquisitiones - rules for which may be nation.
found in the Agents of Terra sourcebook. Malcador’s Will: Irrespective of the Legion from which
The Knights-Errant forsake their former Legion, wear- they hail, Knights-Errant are granted exemption from the
ing suits of grey Mark VI power armour unadorned but Edict of Nikaea and may freely use Psychic Powers. Any
for the seal of Malcador the Sigillite inscribed on the left Knight-Errant with the Psyker trait gains a psychic hood
shoulder pauldron - where a Legionary would wear his and force sword, force axe or force staff.
Legion’s heraldry.
Availability Qualities
Non-Astartes suffer a -30 penalty whenever attempting to
acquire items from this armoury. Destroyer Weapon
Characters who take damage from a weapon with this
Legion quality, or carry one for more than once every third mis-
Equipment with the Legio n availability is normally re- sion, permanently become subject to the Rad-Phage rule
stricted to one or two Legions. Unless otherwise speci- (note that Destroyers always start subject to this rule and
fied, it is considered Near Unique to Legionaries from the the effects do not stack).
Legion or Legions identified in its description, or other- Rad-Phage: At the beginning of every game ses-
wise Unique. Knights-Errant are treated as hailing simul- sion, take a Challenging (+0) T test or take d5 points of
taneously from their own Legion, the Dark Angels, the permanent T damage. The T test is Hard (-20) for unaug-
Vlka Fenryka, the Imperial Fists, the Blood Angels, the mented humans.
Raven Guard and the Alpha Legion for the purposes of
requisitioning such items.
Astartes Weapons Solid Shot Weapons
Astartes weapons require the Astartes Weapon Training Fulcrum Hand Cannon: Raven Guard only.
talent. Even if they possess this talent, Size (4) Average Deliverance Shotgun: Raven Guard only.
characters treat all Astartes weapons as a Class larger Iliastus Assault Cannon: Blood Angels, Imperial Fists
than normal (Pistol weapons become Basic, Basic weap- and Thousand Sons only. If the weapon jams, a Very
ons become Heavy) and require two hands to wield a one Hard (-30) Tech-Use test is required to fire the weapon
-handed melee weapon. Characters with less than Unnat- again after it has been unjammed.
ural Strength (3) suffer a -20 penalty to attack rolls, treat
Astartes ranged weapons as Inaccurate and Astartes me- Exotic Weapons
lee weapons as Unwieldy. Conversion Beamer: At over 15m, damage increases by
2d10, Pen increases by 6 and gains the Felling (4) quality.
Ranged Weapons At over 50m, damage increases by another 3d10+3, Pen
increases by another 6 and gains the Blast (2) quality.
Digital Weapons: May be worn as rings or built into
Bolt Weapons
armour. May be fired whilst holding another weapon in
Most bolt weapons fire the same standard ammunition -
the hand. Cannot be reloaded.
bolt shells. Whilst the individual rounds are compatible
Drakaina: Alpha Legion only. A Drakaina is considered
with nearly all bolt weapons, the magazines are not. This
a needle weapon for the purposes of Exotic Weapon
means whilst magazines from one type of bolt weapon
Training. Any target that suffers damage as a result of the
can be emptied and used to fill a magazine from another,
Toxic quality must continue to take T tests with the same
the magazine cannot be directly loaded.
modifiers each round until the test is passed.
Angelus Boltgun: Blood Angels only. Angelus boltguns
Graviton Gauntlet: Iron Hands only. Follows the rules
require bloodshard shells and come with them as their
for graviton weapons. Adds an extra d10 damage against
standard ammunition.
buildings.
Stalker Weapons: Stalker boltguns and bolt pistols
Graviton Weapons: Graviton weapons inflict additional
come with stalker shells as their standard ammunition.
damage equal to the AP of the struck location or facing.
Tigris-Exitus Stalker Boltgun: Night Lord, Raven Guard
Vehicles that suffer critical damage from a graviton
and Alpha Legion only. Tigris-exitus stalker boltguns
weapon always use the Motive Systems critical effects
come with stalker shells as their standard ammunition.
table, no matter what location was actually hit. Charac-
Primarch’s Wrath: Ultramarines only.
ters injured by a graviton weapon halve their movement
rate and initiative in the next round.
Flame Weapons
The Instrument: Alpha Legion only. The Instrument is
Flame Projector: Salamanders only. Flame proj ectors
Unique. It cannot be requisitioned, only obtained by Al-
may be fired in either dispersed or focussed mode.
pha Legionnaires with the Exodus Legion Advance. The
Instrument may be fired in either execution shot or rapid
Launcher Weapons shot mode.
Proteus Missile Launcher: Clips loaded into a Proteus Parthinian Serpent: Talskar only. Always requires two
missile launcher may contain any 3 missiles the owner hands to fire.
has in any order. Note that because it does not have a fire Volkite Weapons: For every 5 wounds inflicted on an
selector, they can only be fired in this order unless the enemy (after subtracting AP and TB), immediately re-
launcher is reloaded in a different order. solve another hit using the weapon’s profile (these addi-
Cyclone Missile Launcher: Can only be mounted on tional hits do not themselves generate additional hits). If
terminator armour (provided the terminator armour does the original target is dead, these extra hits arc to the near-
not have death cloud chimneys). est target within 5m (friend or foe!).
Ranged Weapons Class Range RoF Damage Pen Clip Rld. Special Wt. Avail.
Astartes Bolt Weapons
Phobos Bolt Pistol Pistol 30m S/2/- d10+9 X 4 8 Full Tearing 5.5kg AV

Stalker Bolt Pistol Pistol 30m S/2/- d10+9 X 4 8 Full Accurate, Silencer, Tearing 6kg SC
Tigrus Bolt Pistol Pistol 30m S/2/- d10+9 X 4 6 Half Tearing 4.5kg SC

Umbra Bolt Pistol Pistol 30m S/2/- d10+9 X 4 12 Full Expanded Magazine, Tearing 6.5kg AV
Angelus Boltgun Basic 50m S/3/- d10+9 X 6 36 2 Full Drum Magazine, Forearm 13kg Legion
Weapon Mounting, Tearing
Phobos Boltgun Basic 100m S/3/- d10+9 X 4 24 Full Tearing 10kg AV
Stalker Boltgun Basic 200m S/-/- d10+9 X 4 24 Full Accurate, Silencer, Tearing 10.5kg SC

Tigris-Exitus Stalker Basic 200m S/2/- d10+9 X 4 16 Half Accurate, Silencer, Tearing, 10.5kg Legion
Boltgun Telescopic Sight
Tigrus Boltgun Basic 100m S/3/- d10+9 X 4 16 Half Tearing 9kg SC
Umbra Boltgun Basic 100m S/3/- d10+9 X 4 36 Full Expanded Magazine, Tearing 11kg AV
Umbra-Ferrox Boltgun Basic 100m S/3/- d10+9 X 4 36 Full Fire Selector, Tearing, Tele- 11kg SC
scopic Sight
Primarch’s Wrath Basic 100m S/2/4 d10+9 X 4 30 Full Tearing 10kg Legion

Phobos Combi-bolter Basic 80m S/4/- d10+9 X 4 96 2 Full Drum Magazine, Tearing, 19kg Rare
Twin-Linked
Tigrus Combi-bolter Basic 80m S/4/- d10+9 X 4 72 2 Full Tearing, Twin-Linked 17kg Rare
Voss-Incarnadine Heavy 150m -/-/6 d10+12 X 5 120 Full Drum Magazine, Tearing 50kg Rare
Heavy Bolter
Astartes Flame Weapons
Anvilus Hand Flamer Pistol 10m S/-/- d10+7 E 4 6 2 Full Flame, Spray 6kg AV

Phaestos Flamer Basic 20m S/-/- d10+9 E 4 6 2 Full Flame, Spray 10kg AV
Anvilus Heavy Flamer Heavy 30m S/-/- d10+12 E 6 6 2 Full Flame, Spray 50kg SC

Flame Projector Basic 20m S/2/- d10+9 E 4 6 2 Full Forearm Weapon Mounting, 22kg Legion
(Dispersed) Flame, Spray
Flame Projector 15m S/-/- d10+12 E 10 Forearm Weapon Mounting,
(Focussed) Melta
Astartes Las Weapons

Sol Lascannon Heavy 300m S/-/- 5d10+10 E 10 6 2 Full Proven (3) 55kg VR
Astartes Launcher Weapons

Assault Grenade Heavy 70m S/2/- - - 12 2 Full Fire Selector, Terminator 24kg Rare
Launcher Mounting
Proteus Missile Launch- Heavy 300m S/-/- - - 3 2 Full - 37kg SC
er
Rad-Missile Launcher Heavy 300m S/-/- - - 6 2 Full Suspensor Web 26kg ER

Cyclone Missile Launch- Mounted 300m S/2/- - - 12 3 Full Fire Selector 80kg Rare
er
Astartes Melta Weapons
Mars Inferno Pistol Pistol 10m S/-/- 2d10+13 E 12 3 Full Melta 5kg ER

Primus Meltagun Basic 20m S/-/- 2d10+13 E 12 6 2 Full Melta 17kg Rare

Maxima Multi-Melta Heavy 60m S/-/- 2d10+19 E 12 12 2 Full Melta 45kg VR


Ranged Weapons Class Range RoF Damage Pen Clip Rld. Special Wt. Avail.
(cont’d)
Astartes Plasma Weapons
Ryza Plasma Pistol Pistol 30m S/2/- d10+10 E 8 12 3 Full Maximal, Overheats 4kg Rare

Ragefire Plasma Gun Basic 100m S/2/- d10+12 E 10 24 5 Full Maximal, Overheats 18kg Rare
Ragefire Plasma Blaster Basic 100m S/3/- d10+12 E 10 36 6 Full Maximal, Overheats, Storm 27kg ER

Ragefire Plasma Cannon Heavy 150m S/-/- 2d10+12 E 10 16 5 Full Blast (3), Maximal, Overheats 45kg VR
Astartes Solid Shot Weapons

Fulcrum Hand Cannon Pistol 60m S/-/- d10+5 I 5 5 2 Full Concussive (1), Tearing 7kg Legion
Assault Shotgun Basic 30m S/3/- d10+6 I 0 20 2 Full Reliable, Scatter 11.5kg AV

Deliverance Shotgun Basic 30m S/-/- d10+6 I 0 18 Full Reliable, Scatter, Silencer 10kg Legion
Tigris Sniper Rifle Basic 200m S/-/- d10+4 R 3 6 2 Full Accurate, Felling (4), Reliable, 9kg Rare
Telescopic Sight
Rotor Cannon Heavy 150m -/-/10 d10+7 I 2 200 - Backpack Ammo Supply, Tearing 60kg Rare
Iliastus Assault Cannon Heavy 100m -/-/10 2d10+12 I 6 200 4 Full Devastating (1), Tearing, Termina- 80kg Legion
tor Mounting, Unreliable
Cthon Autocannon Heavy 300m S/3/- 3d10+8 I 6 120 - Backpack Ammo Supply, Reliable 60kg VR

Reaper Autocannon Heavy 300m S/4/- 3d10+8 I 6 40 2 Full Reliable, Terminator Mounting, 60kg VR
Twin-Linked
Astartes Exotic Weapons
Archaeotech Pistol Pistol 30m S/-/- 2d10+6 E 9 10 2 Full Accurate, Reliable 3.5kg NU

Conversion Beamer Heavy 100m S/-/- d10+9 E 2 4 2 Full - 40kg NU


Digital Flamer Pistol 4m S/-/- d10+2 E 3 1 - Flame, Spray 0.1kg NU

Digital Laser Pistol 4m S/-/- d10+4 E 7 1 - Reliable 0.1kg NU


Digital Melta Pistol 4m S/-/- 2d10+5 E 12 1 - Melta 0.1kg NU

Drakaina Pistol 30m S/-/- d10+9 R 5 6 Full Razor Sharp, Toxic (5) 3kg Legion
The Instrument Heavy 200m S/-/- d10+15 R 6 12 2 Full Accurate, Custom Grip, Modified 20kg Legion
Stock, Razor Sharp, Reliable, Si-
The Instrument -/2/4 d10+12 R 5 lencer, Tripod

Parthinian Serpent Heavy 100m S/-/- d10+10 R 8 - - Accurate, Recharge, Reliable 6kg Legion
Astartes Exotic Weapons (Graviton)

Graviton Pistol Pistol 15m S/-/- d10+3 I 6 6 Full Concussive (1) 4.5kg NU
Graviton Gun Basic 30m S/3/- d10+6 I 8 9 2 Full Concussive (2) 10kg ER

Graviton Gauntlet Basic 20m S/3/- d10+6 I 8 9 2 Full Concussive (2), Forearm Weapon 17kg Legion
Mounting, Haywire (1), Spray
Graviton Cannon Heavy 45m S/-/- d10+6 I 8 5 3 Full Blast (5), Concussive (3), Haywire 50kg ER
(5)
Astartes Exotic Weapons (Volkite)

Volkite Serpenta Pistol 25m S/-/- d10+12 E 5 8 2 Full - 5kg NU


Volkite Charger Basic 60m S/2/- d10+12 E 5 16 2 Full - 5kg ER
Volkite Caliver Heavy 120m S/3/6 d10+15 E 5 32 3 Full - 5kg ER

Volkite Culverin Heavy 180m -/3/6 d10+15 E 5 48 3 Full - 5kg ER


Grenades and Explosives tion at the end of each round, provided doing so will re-
sult in at least 1 more target being caught in the blast ar-
ea. The trail left by the moving blast area continues to be
Grenades
affected.
Rad Grenade: Targets do not reduce damage by their
Rad Missile: Targets do not reduce damage by their TB.
TB. Whether or not the target suffers damage, they must
Whether or not the target suffers damage, they must take
take a Hard (-20) T test or suffer d10 permanent T dam-
an Arduous (-40) T test or suffer d10 permanent T dam-
age.
age.
Stasis Grenade: Generates a stasis field in the blast area
for d5 rounds. Everyone and everything in the stasis field
Explosives
can neither do nor perceive anything for the duration of
Breaching Charge: When used against buildings,
the effect. Entering the stasis field makes a character im-
breaching charges gain the Proven (4) quality and in-
mediately subject to the effects of the stasis field for the
crease critical effects by 1.
remaining duration.
Phosphex Bomb: Phosphex weapons continue to deal
Toxin Grenade: Death Guard only. For d10+10 rounds,
d10+12 E damage with the Corrosive, Destroyer Weapon
any character in the blast radius of the toxin grenade at
and Toxic (5) qualities to objects in the blast area at the
the start of their turn suffers an automatic hit that deals
end of each round, and characters at the start of their turn
2d10 I damage with the Corrosive and Toxic (3) qualities.
forever. The blast area will move up to 5m in any direc-
Venom Sphere: Alpha Legion only.
tion at the end of each round, provided doing so will re-
sult in at least 1 more target being caught in the blast ar-
Missiles
ea. The trail left by the moving blast area continues to be
Eclipse Missile: Raven Guard only.
affected.
Phosphex Missile: Phosphex weapons continue to deal
Rad Missile: Targets do not reduce damage by their TB.
d10+12 E damage with the Corrosive, Destroyer Weapon
Whether or not the target suffers damage, they must take
and Toxic (5) qualities to objects in the blast area at the
an Arduous (-40) T test or suffer d10 permanent T dam-
end of each round, and characters at the start of their turn
age.
forever. The blast area will move up to 5m in any direc-

Grenades and Class Range RoF Damage Pen Clip Special Wt. Avail.

Grenades

Frag Grenade Thrown 3SBm S/-/- 2d10+2 X 0 1 Blast (4) 0.7kg AV


Krak Grenade Thrown 3SBm S/-/- 2d10+8 X 6 1 Concussive (0) 0.7kg SC

Rad Grenade Thrown 3SBm S/-/- d10 E 0 1 Blast (2), Destroyer Weapon 1kg VR
Stasis Grenade Thrown 3SBm S/-/- - 0 1 Blast (2) 1kg NU

Toxin Grenade Thrown 3SBm S/-/- 2d10 X 6 1 Blast (3), Corrosive, Toxic (3) 1.5kg Legion
Venom Sphere Thrown 3SBm S/-/- 2d10 X 0 1 Blast (4), Toxic (2) 1kg Legion

Missiles
Eclipse Missile - - - 2d10 X 4 - Blast (5), Concussive (2), Smoke (10) 2kg Legion

Phosphex Missile - - - d10+12 E 10 - Blast (4), Corrosive, Destroyer Weapon, 2kg NU


Toxic (5)
Rad Missile - - - d10+9 E 8 - Blast (5) 2kg ER

Explosives
Breaching Charge Placed 0m S/-/- 5d10+7 X 6 1 Blast (10), Concussive (3) 15kg Rare
Phosphex Bomb Thrown 3SBm S/-/- d10+12 E 10 1 Blast (4), Corrosive, Destroyer Weapon, 5kg ER
Toxic (5)
Shroud Bomb Thrown 3SBm S/-/- - 0 1 Smoke (5) 0.8kg SC
Melee Weapons Low-Tech Weapons
Charnabal Sabre: Users may re-roll their initiative and
Counter-Attack when they successfully Parry.
Chain Weapons
Corvus Hammer: Dark Angels only. May choose to
Heaven’s Teeth: Blood Angels only.
have the Concussive (2) quality instead of Razor Sharp.
Heavy Chainsword: Two-handed weapon.
Guan Dao: Talskar only. Two-handed weapon. Add SB
Nostraman Chainglaive: Night Lords only. Two-handed
damage when making a Charge or Hit and Run action on
weapon.
a mount.
Axe-Rake: Word Bearers only. Make a Standard Attack
Hiebmessr: Iron Hands only.
against enemies using the Disengage action as a Free ac-
Trench Tool: Iron Warriors only. Spending a Half ac-
tion. Gain +10 to all Grapple tests.
tion to entrench behind cover improves the AP of the
cover by +2, a Full action improves it by +4.
Force Weapons
Tulwar: Talskar only. May perform a Standard Attack
Gauntlet: Doubles the user’s SB. Penalty to manual dex-
as a Free action when entering a Defensive Stance.
terity increased to -20.
Glaive: Two-handed weapon.
Power Weapons
Guan Dao: Talskar only. Two-handed weapon. Add SB
Axe Mortalis: Blood Angels only. Always Best crafts-
damage when making a Charge or Hit and Run action on
manship.
a mount.
Blade of Caliban: Dark Angels only. Always Best crafts-
Halberd: Gains the Tearing quality when used two-
manship.
handed.
Blood Crozius: Blood Angels only. Follows the rules for
Hammer: Doubles the user’s SB.
a crozius arcanum. Grants a +20 bonus to Fel tests to use
Khopeshs: Thousand Sons only. A heavy khopesh is
the Guardian of the Lost ability.
two-handed and can be used to parry a khopesh, ignor-
Brennakrafli: Vlka Fenryka only. Follow the rules for
ing the Flexible quality.
lightning claws.
Rúnic Weapons (Rune Axe, Rune Staff , Rune Sw ord ):
Carsoran Power Axe: Sons of Horus only. Roll an addi-
Vlka Fenryka only. After making the Opposed test due to
tional d10 damage when Charging and discard the low-
the Force quality, the user may choose to activate one of
est result.
his Psychic Powers from the discipline of the Wyrd as a
Chainfist: Doubles the wielder’s SB. Penalty to manual
Free action instead of inflicting additional damage. The
dexterity increased to -20.
power must target the opponent damaged by the user’s
Chogorian Lightning Blade: Talskar only. Always Best
runic weapon and is manifested with an effective PR of 1
craftsmanship.
for every DoS on the Opposed test.
Crozius Arcanum: Always Best craftsmanship. Foes
Scythe: Two-handed weapons. When making a Charge
may not take the Defensive Stance action if the wielder
or All Out Attack, inflict a single hit identical to the first
has the relevant Hatred talent.
on one additional target in range for every 2 DoS after the
Deathshroud Power Scythe: Death Guard only. Follows
first on the WS test.
the rules for scythes and relic weapons.
Staff: Two-handed weapon. Counts as a psy focus whilst
Encarmine Weapons: Blood Angels only. Follow the
held.
rules for relic weapons.
Talon: Deal +1 damage for every second DoS after the
Frost Weapons (Fro staxe, Fro stb lad e ): Vlka Fenryka on-
first on the WS test to attack. When used as a pair, they
ly. Two-handed weapons. Add +3 to any critical damage.
count as a single weapon rather than using the rules for
Glaive: Two-handed weapon.
two-weapon fighting and deal +1 damage for every DoS
Guan Dao: Talskar only. Talskar only. Two-handed
after the first. Increase the penalty for poor manual dex-
weapon. Add SB damage when making a Charge or Hit
terity to -30.
and Run action on a mount.
Tulwar: Talskar only. May perform a Standard Attack
Halberd: Gains the Tearing quality when used two-
as a free action when entering a Defensive Stance.
handed.
Melee Weapons Class Range Damage Pen Special Wt. Avail.
Chain Weapons
Hecate Chainsword Melee - d10+3 R 3 Balanced, Tearing 10kg AV

Teeth of Terra Melee - d10+10 R 5 Balanced, Tearing, Shocking, Vengeful (9) 12kg Unique
Heaven’s Teeth Melee - d10+5 R 3 Balanced, Tearing, Razor Sharp, Sanctified 7kg Legion

Heavy Chainsword Melee - 2d10+2 R 3 Tearing, Unbalanced 16kg SC


Nostraman Chainglaive Melee - 2d10+2 R 3 Balanced, Tearing 16kg Legion

Phobos Chainaxe Melee - d10+5 R 3 Tearing 14kg SC


Reaver Chainaxe Melee - d10+6 R 5 Tearing, Unbalanced 16kg Rare

Axe-Rake Melee - d10+8 R 3 Tearing, Unbalanced 14kg Legion


Force Weapons

Force Axe Melee - d10+4 R 3 Force, Unbalanced 8kg NU


Force Chainaxe Melee - d10+2 R 2 Force, Tearing 14kg NU

Force Chainsword Melee - d10+2 R 2 Force, Tearing 10kg NU


Force Gauntlet Melee - 2d10 I 8 Force, Unwieldy 20kg NU

Force Glaive Melee - 2d10+2 R 2 Force, Unbalanced 9kg NU


Force Halberd Melee 2m d10+3 R 2 Force 9kg NU

Force Hammer Melee - 2d10+9 I 8 Force, Unwieldy 20kg NU


Force Maul Melee - d10+2 I 0 Force, Shocking 8kg NU

Force Scythe Melee 2m d10+4 R 3 Force, Unbalanced 10kg NU


Force Spear Melee 2m d10+2 R 3 Force 8kg NU

Force Staff Melee - d10+1 I 0 Force 4kg NU


Force Sword Melee - d10+2 R 2 Balanced, Force 8kg NU

Force Talon Melee - d10+2 R 4 Force 30kg NU


Khopesh Melee - d10+4 R 4 Balanced, Flexible, Force 2kg Legion

Heavy Khopesh Melee - d10+8 R 8 Balanced, Concussive (1), Force 6kg Legion
Force Guan Dao Melee 2m d10+2 E 2 Force 7kg Legion

Force Tulwar Melee - d10+2 E 2 Balanced, Force 5kg Legion


Force Weapons (Rúnic)

Rúnøx Melee - d10+4 I 3 Force, Unbalanced 8kg Legion


Rúnstǫng Melee - d10+1 I 0 Force 4kg Legion

Rúnbrandr Melee - d10+2 I 2 Balanced, Force 3kg Legion


Low-Tech Weapons

Charnabal Sabre Melee - d10+5 R 3 Balanced, Duellist Grip, Razor Sharp 10kg VR
Combat Blade Melee - d10 R 2 - 2kg AV

Corvus Hammer Melee - d10+5 R 2 Razor Sharp, Unbalanced 5kg Legion


Guan Dao Melee 2m d10+1 R 2 - 7kg Legion

Hiebmessr Melee - d10+4 R 2 Razor Sharp, Unbalanced 5kg Legion


Trench Tool Melee - d10 R 2 - 2kg Legion

Tulwar Melee - d10+2 R 2 Balanced 5kg Legion


Power Weapons

Power Glaive Melee - 2d10+4 E 8 Power Field, Unbalanced 17kg ER


Relic Blade Melee - d10+12 E 9 Power Field 25kg NU
Melee Weapons (cont’d) Class Range Damage Pen Special Wt. Avail.
Power Weapons (Axes)
Heraspex Power Axe Melee - d10+8 E 7 Power Field, Unbalanced 8kg Rare
Charatran Power Melee - d10+6 E 6 Power Field, Tearing, Unbalanced 9kg VR

Omnissian Greataxe Melee - d10+9 E 7 Power Field, Unbalanced 14kg ER


Executioner Axe Melee - d10+13 E 8 Felling (4), Power Field, Unwieldy 22kg NU

Frostøx Melee - d10+13 E 10 Power Field, Unbalanced 13kg Legion


Axe Encarmine Melee - 2d10+5 E 9 Power Field, Unbalanced 9kg Legion

Axe Mortalis Melee - d10+9 E 7 Power Field 6kg Legion


Legatine Axe Melee - d10+9 E 7 Power Field, Proven (3) 10kg Legion

Carsoran Power Axe Melee - d10+8 E 7 Power Field, Unwieldy 10kg Legion
Power Weapons (Gauntlets)

Lightning Talons Melee - d10+4 E 8 Power Field, Proven (4), Tearing 30kg VR
Lightning Claws Melee - d10+6 E 8 Power Field, Proven (4) 35kg VR

Brennakrafli Melee - d10+8 E 8 Power Field, Melta, Proven (4) 30kg Legion
Raven’s Talons Melee - d10+8 E 9 Power Field, Proven (4), Razor Sharp 20kg Legion

Chainfist Melee - 2d10 E 12 Power Field, Tearing, Unwieldy 48kg ER


Solarite Power Gauntlet Melee - 2d10 E 10 Power Field, Proven (3), Unwieldy 48kg Legion

Halberd of Caliban: Dark Angels only. Always Best ity as lightning talons. They are always Best craftsman-
craftsmanship. Follows the rules for a halberd. When ship. Any Force Field the target has suffers a -10 penalty
used two-handed, the user may increase the weapon’s to its FR and increases its overload threshold by 5 (if it
damage and Pen by 1, but the weapon temporarily gains has one).
the Unbalanced quality. Relic Weapons: Two-handed weapons, always Best
Legatine Axe: Ultramarines only. Always Best crafts- craftsmanship.
manship. Scoring 3 or more DoS on the WS test to attack Scythes: Two-handed weapons. When making a Charge
grants the weapon the Vengeful (9) quality. or All Out Attack, inflict a single hit identical to the first
Lightning Gauntlets: Deal +1 damage for every second on one additional target in range for every 2 DoS after the
DoS after the first on the WS test to attack. When used as first on the WS test.
a pair, they count as a single weapon rather than using Solarite Power Gauntlet: Imperial Fists only. Increases
the rules for two-weapon fighting and deal +1 damage Unnatural Strength by 1 and doubles the wielder’s SB.
for every DoS after the first. Lightning claws can be Penalty to manual dexterity increased to -20. Considered
sheathed or unsheathed as a ready action and increase a power fist for the purposes of terminator compatibility.
the penalty for poor manual dexterity to -20. Lightning Templar Blade: Imperial Fists only. Always Best crafts-
talons cannot be sheathed and increase the penalty to -30. manship. This is a two-handed weapon, although it may
Omnissian Greataxe: Follows the rules for relic weap- be wielded in one hand using the profile for a proteus
ons and also functions as a combi-tool. power sword.
Paragon Blade: Always Best craftsmanship. If 3 or more Tǫnnsverð: Vlka Fenryka only. Damaged targets must
DoS are scored on the WS test to attack, it gains the Crip- pass a Challenging (+0) S test or suffer d10 additional
pling (5) quality. damage.
Phoenix Power Spear: Emperor’s Children only. Fol- Thunder Hammer: Doubles the user’s SB.
lows the rules for relic weapons. Gains +2 damage and Tulwar: Talskar only. May perform a Standard Attack
Pen when making a Charge action. as a free action when entering a Defensive Stance.
Raven’s Talons: Raven Guard only. These gain the
same bonus damage and penalty for poor manual dexter-
Melee Weapons (cont’d) Class Range Damage Pen Special Wt. Avail.
Power Weapons (Mauls)
Meridius Power Maul Melee - d10+6 E 4 Power Field, Shocking 8kg Rare

Crozius Arcanum Melee - d10+7 E 7 Balanced, Power Field, Shocking 10kg ER


Blood Crozius Melee - d10+7 E 7 Balanced, Concussive (2), Power Field 10kg Legion

Thunder Hammer Melee - 2d10+9 E 9 Concussive (3), Power Field, Unwieldy 30kg VR
Power Flail Melee - 2d10+6 E 5 Concussive (3), Flexible, Power Field, Unbalanced 30kg ER

Power Weapons (Scythes)


Power Scythe Melee 2m d10+7 E 7 Felling (1), Power Field, Unbalanced 9kg ER

Deathshroud Power Melee 2m 2d10+7 E 7 Felling (4), Power Field, Proven (3), Unwieldy 10kg Legion
Scythe
Power Weapons (Spears)

Power Spear Melee 2m d10+6 E 7 Power Field 8kg Rare


Power Halberd Melee 2m d10+7 E 6 Power Field 9kg VR

Halberd of Caliban Melee 2m d10+8 E 6 Power Field 16kg Legion


Phoenix Power Spear Melee 2m 2d10+6 E 8 Balanced, Power Field 7kg Legion

Power Guan Dao Melee 2m d10+5 E 5 Power Field 7kg Legion


Power Weapons (Swords)

Power Dagger Melee - d10+3 E 5 Power Field 3kg Rare


Proteus Power Sword Melee - d10+6 E 6 Balanced, Power Field 5kg Rare
Paragon Blade Melee - d10+13 E 9 Balanced, Power Field 27kg NU
Blade of Caliban Melee - d10+9 E 6 Balanced, Power Field 6kg Legion

Power Tulwar Melee - d10+6 E 4 Balanced, Power Field 5kg Legion


Chogorian Lightning Melee - d10+7 E 10 Balanced, Power Field 3kg Legion
Blade
Frostbrandr Melee - d10+11 E 9 Balanced, Power Field, Tearing 10kg Legion

Tǫnnsverð Melee - d10+8 E 6 Balanced, Power Field, Razor Sharp 10kg Legion
Templar Blade Melee - 2d10+6 E 6 Balanced, Power Field 7kg Legion

Glaive Enarmine Melee - 2d10+2 E 6 Balanced, Power Field 7kg Legion


Exotic Weapons

Fractal Harrow-Blade Melee - d10+2 R 6 Balanced, Mono, Razor Sharp 5kg Legion
Gladius Invictus Melee - d10+6 E 6 Balanced, Duellist Grip, Power Field, Razor Sharp 4kg Legion

Photonic Blade Melee - d10+8 E 8 Flame, Power Field, Storm Field 19kg Legion
Widowmaker Melee / 3SBm d10+3 R 2 Accurate, Razor Sharp 0.5kg Legion
Thrown
Exotic Weapons (Caedere)

Barb-Hook Lash Melee 3m d10+5 R 4 Felling (4), Flexible, Tearing 10kg Legion
Excoriator Chainaxe Melee - d10+8 R 6 Tearing, Unwieldy 22kg Legion

Falax Blade Melee - d10+3 R 4 Balanced, Razor Sharp 8kg Legion


Meteor Hammer Melee 3m 2d10+6 E 4 Concussive (3), Flexible, Power Field 26kg Legion
Earth Breaker Trident Melee / 2m / d10+10 R 7 Unwieldy 24kg Legion
Thrown 3SBm
Exotic Weapons Duellist Grip
Barb-Hook Lash: Two-handed weapon. The user gains +5 to WS tests to Parry with the weapon.
Caedere Weapons: World Eaters only. Upgrades: Any Balanced melee weapon.
Earth Breaker Trident: Two-handed weapon. When the
weapon is thrown, it gains an additional d10 damage and Drum Magazine
+3 Pen. Whenever the trident is in contact with the Doubles the weapon’s clip size, but gives it the Unrelia-
ground at the start of a round, within 20m all buildings ble quality.
lose d5 Integrity, all vehicles lose d5 Integrity (suffering Upgrades: Any bolt weapon.
any critical damage to the Motive Systems) and all char-
acters (friend or foe, including the wielder) suffer d10
Maglock
damage with the Concussive (1) quality (with no reduc-
Grants the Quick Draw talent when drawing the weapon.
tion for AP) and count their Ag as half (affecting their
If the user has Quick Draw, it may be drawn as part of a
movement rate).
Parry reaction. Stowing the weapon is a Free action.
Excoriator chainaxe: Two-handed weapon. Deal +1 dam-
Upgrades: Any pistol or basic weapon, any one-handed
age for every two DoS after the first on the WS test.
melee weapon.
Falax Blade: If wielding a pair of falax blades, instead
of the normal rules for two-weapon fighting the user may
Nemesis Warding
make a Swift Attack even if they do not have the talent,
Grants the Sanctified quality.
or a Lightning Attack if they do.
Upgrades: Any force weapon.
Fractal Harrow-Blade: Raven Guard only.
Gladius Invictus: Ultramarines only. The user may re-
roll initiative and ignores bonus AP granted by shields. Psy-Crystal Inlay
Meteor Hammer: Two-handed weapon. Doubles the us- Removes the Primitive quality and grants the Force quali-
er’s SB. ty. If the weapon is not Primitive, it gains +2 damage.
Photonic Blade: Blood Angels only. Two-handed weap- Upgrades: Any low-tech melee weapon.
on. Damage ignores TB and targets hit by the weapon
must test as if hit with a photon flash grenade. Spectre Field
Widowmaker: Night Lords only. If 2 or more DoS are Alpha Legion only. Targets suffer -10 to Parry or Dodge.
scored on a WS or BS test, the widowmaker bypasses Upgrades: Any weapon with the Power Field quality.
force fields - 4 or more and it also overloads force fields.
Weapon Modifications Wt. Availability

Chainblade Attachment +2kg Scarce


Weapon Modifications
Phaestos Combi-Flamer Attachment +5kg Scarce

Belt Feed +0kg Scarce


Belt Feed
Combi-Graviton Attachment +5kg Near Unique
Increases its clip size to 100 and adds 2 to weapon’s Full
Auto RoF. Loses the Reliable quality or gains Unreliable. Combi-Grenade Launcher Attachment +6kg Scarce

Upgrades: Any bolt or solid shot weapon with a Full Primus Combi-Melta Attachment +9kg Very Rare
Auto RoF of 1 or more. Ragefire Combi-Plasma Attachment +9kg Very Rare
Duellist Grip +0kg Rare
Chainblade Attachment Drum Magazine +2kg Scarce
The weapon may be used in melee as a chainblade. Maglock +0.5kg Scarce
Upgrades: Any basic weapon. Nemesis Warding +0kg Unique
Psy-Crystal Inlay +0.5kg Near Unique
Combi-Weapon Attachment
Spectre Field +0.5kg Legion
Adds a weapon attachment with a clip size of 1.
Storm Field +0.5kg Very Rare
Upgrades: Any boltgun.
Terminator Mounting +5kg Scarce
Storm Field and can only be attempted at half the normal distance.
Increase the weapons damage and Pen by 2. Any weapon When used in a Stalker bolt weapon, no test to hear the
without the Force, Natural Weapon, Power Field or Warp shot is possible.
Weapon quality that Parries or is Parried by the weapon Tempest Shells: Range is reduced by a quarter and its
is automatically destroyed. If the user rolls 91 or more on damage and Pen by 2. It gains the Blast (2) quality.
the WS test, they take 1 hit from the weapon (not includ-
ing the user’s SB) that cannot be avoided. Flame Ammunition
Upgrades: Any weapon with the Power Field quality. Chem-Munitions: Death Guard only. The weapon gains
the Overheats and Toxic (2) qualities.
Terminator Mounting High-Grade Promethium: Increases range by 20m.
Attaches a Heavy weapon to a suit of terminator armour.
The weapon cannot be dropped. Plasma Ammunition
Upgrades: Anvilus heavy flamer, maxima multi-melta, Purified Plasma: Loses the Overheats quality.
ragefire plasma cannon.
Solid Shot Ammunition
Special Issue Ammunition Breaching Rounds: The weapon’s range is reduced by
half and the damage type changed to X.
Ignis Rounds: The weapon’s damage type becomes E
Bolt Weapon Ammunition
and it gains the Flame quality.
Banestrike Shells: Sons of Horus and Alpha Legion on-
Penetrator Rounds: The weapon increases its Pen by 5
ly. The weapon’s range is reduced by a quarter and it
and loses the Scatter quality.
gains the Razor Sharp quality.
Shredder Rounds: The weapon increases its Pen by 1
Bloodshard Shells: Blood Angels only. The weapon
and gains the Tearing quality.
gains +2 Pen.
Slug Rounds: The weapon loses the Scatter quality, but
Dragonfire Shells: Vlka Fenryka and Salamanders only.
gains the Felling (4) and Tearing qualities.
The weapon gains the Flame quality and anyone within
2m of the target must also take a Challenging (+0) Ag test Special Issue Ammunition Used With Availability
or be set on fire. Damage is reduced by 2. Banestrike Shells Bolt Legion
Helvetr Bolts (Helw inter Bolts): Vlka Fenryka only. Bloodshard Shells Bolt Legion
Damaged targets must pass a S test or suffer d10 addi- Breaching Rounds Solid Shot Rare
tional damage.
Chem-Munitions Flame Legion
Implosion Shells: In addition to normal damage, the
Dragonfire Shells Bolt Legion
target suffers d5 permanent Ag damage.
Helvetr Bolts Bolt Legion
Inferno Bolts: Thousand Sons only. The weapon loses
the Tearing quality and its RoF becomes S/-/-. It gains the High-Grade Promethium Flame Scarce

Blast (2) and Warp Weapon qualities. Ignis Rounds Solid Shot Rare

Kraken Shells: The weapon’s range is increased by half Implosion Shells Bolt Near Unique
and its Pen is increased to 8. Inferno Bolts Bolt Legion
Scorpius Shells: The weapon gains the Razor Sharp Kraken Shells Bolt Very Rare
quality and inflicts +1 damage for every 2 DoS after the
Penetrator Rounds Solid Shot Scarce
first on the BS test. The weapon’s RoF becomes S/-/-.
Purified Plasma Plasma Very Rare
Shrapnel Bolts: Iron Warriors only. The weapon’s Pen
Scorpius Shells Bolt Very Rare
is reduced by 2, but it gains the Blast (2) quality. Targets
Shrapnel Bolts Bolt Legion
must take a Challenging (+0) Pinning test. Using the Su-
pressing Fire action causes targets in the kill-zone to take Shredder Rounds Solid Shot Rare

a Hard (-20) Pinning test. Slug Rounds Solid Shot Scarce


Stalker Shells: Damage is reduced by 2. Awareness tests Stalker Shells Bolt Scarce
to hear shots made with the weapon suffer a -30 penalty Tempest Shells Bolt Very Rare
Armour Mark VI: Provides AP 8 to head, arms and legs and AP 9
to body.
Aegis: Aegis armour is not cross-compatible. Provides
Recon Armour
AP 8 to head, arms and legs and AP 10 to body. Has the
Grants AP 7 to body and arms, AP 5 to legs. Provides a
hexagrammatic warding modification.
+10 bonus to Stealth tests and a -10 penalty to enemies
trying to detect the wearer using Auto-Senses, auspex or
Artificer Armour
augur arrays. Recon armour has the following systems:
Most artificer armour is a modified version of a Mark of
Auto-Injector Cuff: Grants +5 to tests to resist the Toxic
power armour - represented by the artificer armour mod-
quality, contains 2 doses of pain suppressants and limits
ification - these specific sets are the exception to the rule.
the effects of being stunned to d5 rounds.
Artificer armour contains all the systems of Astartes
Body Glove: Grants +10 to tests to resist contact poi-
power armour and an MIU. Artificer armour is always
sons, radiation, acid or chemicals.
Best craftsmanship. Only the helms of artificer armour
Interlocutor Beacon: Identifies wearers location to al-
are cross-compatible.
lies, may be set to send a distress signal.
Armour Indomitus: The wearer gains a Force Field with
Scout Vox: Funtions as a micro bead with 35km range.
FR 25 and an overload threshold of 01. Once per game
session the field may be overcharged to increase its rating
Power Armour
to 75 for 1 round, but this also increases its overload
Astartes power armour comes with all Astartes power
threshold to 10.
armour systems, subject to modifiers according to the
Dragonscale: Salamanders only. Dragonscale armour
specific Mark. All Marks of power are cross-compatible,
includes a Dragonfang helm. Bonus S from Servo-
and may be mixed into a suit of Mark V power armour.
Musculature increased to +25. Has the cingulum,
Mark I: Provides AP 8 to body, 6 to arms and head and 4
pteruges and reinforced ceramite modifications. The
to legs. Bonus S from Servo-Musculature varies from +15
wearer cannot be set on fire.
to +25. Helm contains no Auto-Senses or Osmotic Gill.
Flayed Plate: Night Lords and Blood Angels only. The
No pain suppressant doses, Nutrient Recycling, Magsoles
wearer gains the Fear (1) trait, or increases its value by 1.
or Recoil Suppression. Manual dexterity modifier in-
Comes with either a talonmaster jump pack and kyrop-
creased to -15. Does not interface with the Black Cara-
teran deathshead (for Night Lords) or a seraphim jump
pace.
pack (for Blood Angels). Night Lords versions have the
Mark II: Provides AP 7 to head, arms and legs and AP 9
raptor talons modification.
to body. Nutrient-Recycling lasts 1 week before test.
Gilded Panoply: Emperor’s Children only. Whenever a
Manual dexterity modifier increased to -20.
weapon with a Pen of 6 or less strikes the armour (this
Mark III: Provides AP 9 to head, arms and legs and AP
does not include damage blocked by a force field), centre
10 to body at the front. Provides AP 6 to all at the back.
a photon flash grenade blast on the wearer (who remains
Contains 2 extra pain suppressant doses. Nutrient-
unaffected). Has the cingulum, pteruges and reflective
Recycling lasts 1 week before test. Manual dexterity mod-
plating modifications. Comes with a phoenician helm
ifier increased to -20.
with the officer’s crest modification.
Mark IV: Provides AP 7 to head, arms and legs and AP 9
Kaldrherklæði (Ch ill Arm o ur): Vlka Fenryka only. Char-
to body.
acters within 1m reduce their initiative by 2 (to a mini-
Mark V: Mark V armour is a mixture of other Marks.
mum of 1) - this can interrupt a character’s turn! Has the
Any suit of power armour consisting of parts from differ-
Rúns modification. Comes with an ulfhjálmar.
ent Marks is considered Mark V armour. When acquiring
Mantle of Ultramar: Ultramarines only. Provides AP 12
a suit of Mark V armour, roll a d10 for each part (helm,
to head, arms and legs and AP 13 to body. Has the cingu-
torso, right arm, left arm, right leg, left leg). A roll of 1-3
lum, pteruges and raised gorget modifications. A Mantle
is Mark II, 4-7 Mark III, 8-9 Mark IV and 10 Mark VI.
of Ultramar includes a Varthion helm.
Astartes Power Armour Systems
Astartes power armour, and terminator armour of all
marks and patterns contains a set of standard systems.

Helm Systems
Auto-Senses: Grant the Dark Sight trait and a +10 bonus
to hearing and sight. Wearer may make a Called Shot as a
Half action.
Osmotic Gill: Armour is environmentally sealed with
internal oxygen recycling as long as power is maintained.
Vox-Link: Functions as a micro-bead. Can transmit data
from the Bio-Monitor system.

Backpack Systems
Nutrient Recycling: The wearer is immune to the nor-
mal effects of starvation and dehydration. Instead, for
every 2 weeks where this system is their only source of
nutrition, take a Hard (-20) T test or suffer 1 level of Fa-
tigue.
Reactor: Grants a functionally unlimited power supply
as long as the backpack is not damaged.

Torso Systems
Bio-Monitor: Gain +10 bonus to tests to resist the Toxic
quality. Contains 6 doses of pain suppressants which
each allow the user to ignore characteristic damage or
characteristic penalties from critical effects for d10
rounds. The wearer is never stunned for more than 1
round.

Leg Systems
Magsoles: When activated, the wearer adheres to metal-
lic surfaces and reduces their Ag by half (affecting their
movement rate).
Servo-Musculature: Increases the wearers S by +20. This
applies only when using the legs and is not cumulative
with the Servo-Musculature bonus from the arm system.

Arm Systems
Power armour imposes a -10 penalty to delicate tasks
when using equipment not designed for Astartes.
Recoil Suppression: The wearer suffers no penalties for
firing Basic weapons one-handed.
Servo-Musculature: Increases the wearers S by +20. This
applies only when using the arms and is not cumulative
with the Servo-Musculature bonus from the leg system.
Armour Locations Covered AP Auto- Strength Stealth Ag Wt. Avail.

Recon Armour Body, Arms, Legs 5/7 - - +10 - 30kg Rare

Power Armour
Mark I Power Armour All 4/6/8 - * -10 - 250kg Unique
Mark II Power Armour All 7/9 +5 +25 -20 - 280kg ER

Mark III Power Armour All 9(6)/10(6) +5 +25 -20 - 300kg ER


Mark IV Power Armour All 7/9 +10 +20 - - 220kg ER

Mark V Power Armour All * * * * - * VR


Mark VI Power Armour All 8/9 +15 +20 - +10 170kg NU

Aegis Power Armour All 8/10 +10 +20 - - 100kg Unique


Artificer Armour
Armour Indomitus All 12 +10 +20 - - 100kg Unique
Dragonscale Armour Body, Arms, Legs 12 - +25 - - 100kg Legion
Flayed Plate Body, Arms, Legs 12 - +20 - +10 100kg Legion
Gilded Panoply Body, Arms, Legs 12 - +20 - +10 100kg Legion

Kaldrherklæði Body, Arms, Legs 12 - +20 - - 100kg Legion


Mantle of Ultramar Body, Arms, Legs 12/13 - +20 - - 100kg Legion

Pythian Scales Body, Arms, Legs 12/13 - +20 +20 - 50kg Legion
Seraphic Armour All 12 +10 +20 - +10 100kg Legion
Terminator Armour
Cataphractii Primus Body, Arms, Legs 17(14) - +35 - -30 500kg Legion
Cataphractii Terminator Armour Body, Arms, Legs 16(13) - +35 - -30 500kg NU

Arkonak Terminator Armour Body, Arms, Legs 16(13) - +35 - -20 475kg NU
Tartaros Terminator Armour Body, Arms, Legs 14 - +30 - -10 375kg NU

Saturnine Terminator Armour Body, Arms, Legs 14 - +30 - -10 375kg NU


Indomitus Terminator Armour All 14 +10 +30 - -20 400kg NU

Gorgon Terminator Armour All 14 +10 +30 - -20 450kg Legion


Armour of Antilochus Body, Arms, Legs 15 - +30 - -20 450kg Legion

Aegis Terminator Armour All 14 +10 +30 - -10 300kg Unique

Pythian Scales: Alpha Legion only. Includes an iron come with power armour helms).
halo. Comes with a serpent crown and cameleoline. Has Cataphractii Primus: Sons of Horus only. Always Best
the effrit stealth armour and raised gorget modifications. craftsmanship. Comes with a Justaerin warhelm and uses
Seraphic: Blood Angels only. Seraphic armour comes the rules for cataphractii terminator armour. The Pen of
with a seraphim jump pack and forearm-mounted ange- all attacks directed against the wearer is reduced by 2 and
lus boltgun. Has the reflective plating modification. Gain the wearer increases their Unnatural Toughness value by
a +10 bonus to Ag and +1 to initiative rolls. 2 against ranged attacks (this does not affect True Grit).

Terminator Armour
Terminator armour contains all the systems of Astartes
power armour and all Astartes terminator armour sys-
tems, subject to modification dependent on pattern. Un-
like power armour, different patterns are no cross-
compatible (except for the helms of those patterns that
Astartes Terminator Armour Sys-
tems
Astartes terminator armour of all patterns contains a set
of standard systems.

Torso Systems
Can support a mounted cyclone missile launcher. The
Black Carapace does not negate the Size (5) Hulking trait
when wearing terminator armour.
Reinforced Ceramite: The wearer suffers a -20 penalty to
Ag whilst in terminator armour. They are treated as hav-
ing a Force Field with FR 35 that cannot overload. Any Cataphractii Pattern Arkonak Pattern
hit to the head from behind hits the body instead. Terminator Armour Terminator Armour
Sensorium: Functions as an auspex.

Leg Systems
The wearer cannot Run or Dodge.
Servo-Musculature: Increases the wearers S by +30 ra-
ther than the +20 conferred by power armour. This ap-
plies only when using the legs and is not cumulative with
the Servo-Musculature bonus from the arm system.

Arm Systems
The wearer cannot hold Pistol class weapons (although
these can be attached with a forearm weapon mounting).
They may only carry Heavy weapons with a terminator Tartaros Pattern Saturnine Pattern
mounting modification and only wear gauntlet weapons Terminator Armour Terminator Armour
specified to be compatible with the pattern.
Advanced Recoil Suppression: The armour confers the
Auto-Stabilised trait. The wearer may fire Heavy weap-
ons single-handed , wield two-handed Melee weapons
single-handed without penalty and use Supressing Fire
as a Half action.
Servo-Musculature: Increases the wearers S by +30 ra-
ther than the +20 conferred by power armour. This ap-
plies only when using the arms and is not cumulative
with the Servo-Musculature bonus from the leg system.

Indomitus Pattern
Terminator Armour
Armour (cont’d) Locations Covered AP Auto-Senses Max. Ag Weight Availability
Power Armour Helms
Diagnostor Helm Head 7 +10 - 14kg VR
Skull Helm Head 9 +10 - 10kg ER

Paladin Knight Helm Head 8 +15 - 10kg Legion

Ulfhjálmar Head 8 +10 - 13kg Legion


Ulfhausstyri Head 9 +10 - 12kg Legion

Martian Ironhelm Head 9 +10 - 15kg Legion


Sarum Helm Head 7 +10 - 11kg Legion

Kheltaran Helm Head 7 +10 - 16kg Legion


Justaerin Warhelm Head 9 +10 - 17kg Legion

Corvian Helm Head 9 +15 - 14kg Legion


Exodus Helm Head 8 +15 - 7kg Legion

Artificer Armour Helms


Lion Helm Head 12 +10 - 13kg Legion

Phoenician Helm Head 12 +15 - 9kg Legion


Blind Helm of the Black Judges Head 12 +15 - 12kg Legion

Templar Helm Head 12 +15 - 9kg Legion


Kyropteran Deathshead Head 12 +10 - 13kg Legion

Varthion Helm Head 12 +10 - 13kg Legion


Barbaran Thurible Helm Head 13 +10 - 15kg Legion

Dragonfang Helm Head 12 +10 - 10kg Legion


Serpent Crown Head 12 +20 - 8kg Legion

Cataphractii: Comes with a Mark III power armour Armour of Antilochus: Ultramarines only. Always Best
helm. Provides AP 16 at the front and AP 13 at the back. craftsmanship. Comes with a varthion helm and uses the
The FR is increased to 45. Has the cingulum, pteruges rules for indomitus terminator armour. Has the cingulum
and raised gorget modifications. Compatible with light- modification and functions as a teleport homer.
ning talons, power fists and chainfists. Aegis: The Ag penalty is reduced to -10. Has the hexa-
Arkonak: Comes with a Mark III power armour helm. grammatic warding modification.
Provides AP 16 at the front and AP 13 at the back. The FR
is increased to 40. Has the cingulum, pteruges and raised Specialist Helms
gorget modifications. Compatible with lightning talons, Diagnostor: Grants +10 to Medicae tests and functions
power fists and chainfists. as a preysense sight. Compatible with power armour.
Tartaros: Comes with a Mark IV power armour helm. Skull: Grants +10 to Intimidate tests. Compatible with
The wearer may Run, but not Sprint. Has the raised gor- power and terminator armour.
get modification. Compatible with lightning claws, pow- Paladin Knight: Dark Angels only. Increases Auto-
er fists and chainfists. Senses to +15.
Saturnine: Comes with a Mark III power armour helm. Lion: Dark Angels only. Functions as a preysense sight.
Has the cingulum and raised gorget modifications. Com- Phoenician: Emperor’s Children only.
patible with lightning claws, power fists and chainfists.
Indomitus: Compatible with lightning claws, power
fists and chainfists.
Gorgon: Iron Hands only. Torso includes a built-in con-
version field. Requires the Machine and Mechanicus Im-
plants traits.
Blind Helm of the Black Judges: Iron Warriors only. signum and nuncio-vox. Has the effrit stealth armour and
Incorporates a digital laser with the Recharge and Spray officer’s crest modifications.
qualities. This cannot be activated manually and instead
automatically discharges when an enemy enters range as Armour Modifications
if the wearing were using it to perform Overwatch. Com-
patible with indomitus terminator armour.
Artificer Armour
Ulfhjálmar (Wo lf He lm ): Vlka Fenryka only. Allows the
The armour is upgraded to artificer armour. It gains +4
wearer to benefit from the Predatory Senses ability whilst
AP to all locations (to a maximum of 12) and reduces its
wearing this helm. Compatible with indomitus termina-
weight by half. The armour is considered Best craftsman-
tor armour.
ship (therefore any previous AP bonus due to craftsman-
Ulfhausstyri (Wo lf Sk ull He lm ): Vlka Fenryka only.
ship is removed from the +4) and includes an MIU. Any
Grants +10 to Intimidate tests. Allows the wearer to bene-
penalty to Stealth tests is reduced by half.
fit from the Predatory Senses ability whilst wearing this
Upgrades: Any complete suit of Mark II, III, IV or VI
helm. Compatible with indomitus terminator armour.
power armour.
Templar: Imperial Fists only.
Kyropteran Deathshead: Night Lords only. Grants +10
to Intimidate tests and grants the Fear (1) trait (or increas- Cingulum
es it by 1). Functions as a preysense sight. Reduces any critical effect to the legs by 2.
Martian Ironhelm: Iron Hands only. Grants +10 to In- Upgrades: The legs of any power or terminator armour.
timidate and Tech-Use tests. Compatible with indomitus
and gorgon terminator armour. Death Cloud Chimneys
Sarum: World Eaters only. Grants +20 to Intimidate Death Guard only. All characters within 2m of the death
tests. cloud chimney (friend or foe, including the wearer)
Varthion: Ultramarines only. Wearer gains +10 to all WS suffers d10 E damage with the Toxic (1) quality, ignoring
and BS tests when attacking and treats all their weapons the AP of armour that is not environmentally sealed, at
as having +3 Pen. Includes an officer’s crest. Compatible the beginning of each of the wearer’s turns. The death
with indomitus terminator armour. cloud chimneys continue to function as long as the ar-
Barbaran Thurible: Death Guard only. Grants unlim- mour has a power supply. This prevents the armour
ited doses of pain suppressants to characters from Barba- mounting a cyclone missile launcher.
rus. If worn by a character with another home world, Upgrades: The body of cataphractii or arkonak termina-
they suffer d10 E damage with the Toxic (1) quality each tor armour.
turn they keep it on, making no reduction for AP.
Kheltaran: Thousand Sons only. Functions as a psychic Effrit Stealth Armour
hood and psy focus. Alpha Legion only. The armour’s weight is reduced by
Justaerin Warhelm: Sons of Horus only. Grants the Fear half and it reduces its AP on the body by 1. If wearing a
(1) trait or increases it by 1. Compatible with indomitus complete, sealed suit, the wearer is invisible to detection
terminator armour. by auspices and similar systems and any enemy targeting
Dragonfang: Salamanders only. Grants the Fear (1) trait them gains no benefits from Auto-Senses, motion predic-
or increases it by 1. Has the reinforced ceramite modifica- tors, photo-visors, preysense goggles, sights or targeters.
tion. Compatible with indomitus terminator armour. Upgrades: Any complete suit of Mark IV or VI power
Corvian: Raven Guard only. Grants +10 to Intimidate armour.
tests. Compatible with indomitus terminator armour.
Exodus: Alpha Legion only. Functions as a motion pre-
Hardened Armour
dictor, preysense sight, red-dot laser sight, targeter and
The armour treats the Pen of weapons with the Blast
telescopic sight. Has the effrit stealth armour modifica-
quality as half its normal value.
tion. Only compatible with Mark VI power armour.
Upgrades: Any complete suit of Mark II, III, IV, V or VI
Serpent Crown: Alpha Legion only. Includes a cognis-
power armour.
Hexagrammatic Warding Rúns (Rune s)
The armour is Holy and ignores the Warp Weapon quali- Vlka Fenryka only. Provides a Force Field with an FR of
ty. Enemy Psykers targeting the wearer suffer -10 to their 35 against Psychic Powers that never overloads. Psynisci-
Focus Power test. Any daemon striking the wearer with ence tests to detect the source of Psychic Powers used by
Natural Weapons suffers d5 damage ignoring AP and TB. the wearer gain a +20 bonus.
Upgrades: Any complete suit of power or terminator Upgrades: Any complete suit of power or terminator
armour. armour (helm optional).

Kheltaran Crest Spikes


Thousand Sons only. Functions as a psychic hood and Any melee hits against a spiked piece of armour inflicts
psy focus. d5+1 R damage to the attacker (Dodge tests may be taken
Upgrades: The helm of any power armour or the body against this, but not Parry tests).
of any terminator armour. Upgrades: Any location on power or terminator armour.

Officer’s Crest Armour Modifications Wt. Availability

Allies with a line of sight to the wearer may use their WP Artificer x1/2kg Unique
for Fear and Pinning tests. It is considered highly im- Cingulum +15kg Very Rare
proper to wear below the rank of Centurion. Death Cloud Chimneys +10kg Legion
Upgrades: The helm of any power or terminator ar- Effrit Stealth Armour x1/2kg Legion
mour.
Hardened Armour +80kg Very Rare

Hexagrammatic Warding +0kg Unique


Pteruges
Kheltaran Crest +6kg Legion
Reduces any critical effect to the arms by 2.
Officer’s Crest +2kg Scarce
Upgrades: The arms of any power or terminator armour.
Pteruges +15kg Very Rare
Raised Gorget +8kg Very Rare
Raised Gorget
Raptor Talons +4kg Legion
Whenever an attack hits the wearer’s head, roll a d10. On
a 9 or 10 the attack hits the body instead. Reflective Plating +5kg Very Rare

Upgrades: The body of any power armour. Reinforced Ceramite +12kg Extremely Rare

Rúns +0kg Legion

Reflective Plating Spikes +1.5kg Common


The armour treats its AP as 3 higher against las weapons.
Shields and Force Fields
Upgrades: Any complete suit of power or terminator
Force Fields in Age of Darkness have a Field Rating (FR),
armour.
the equivalent of the Protection Rating in Dark Heresy.

Reinforced Ceramite
Shields
The armour treats its AP as 3 higher against flame, melta,
Boarding: The user may make a Guarded Attack as a
plasma and volkite weapons.
Half action and Brace a Basic weapon against the shield’s
Upgrades: Any complete suit of power or terminator
firing notch to make Supressing Fire a Half action.
armour.
Combat Shield: The user may carry a Pistol class weap-
on in the hand carrying a combat shield.
Raptor Talons
Night Lords only. A successful WS test to Charge with a
jump pack grants 2 additional hits resolved using the
rules for a combat blade.
Upgrades: The legs of any power armour.
Zeroth Conductor: Salamanders only. Uses the rules for attacker takes d5 hits with the field’s damage profile. The
combat shields. Whenever the user makes a successful field may not otherwise be used to make attacks.
Parry, the enemy attacking them must test as if being hit Morkaistaufr and Thengirstaufr (Am ule ts o f th e De ath -
by a photon flash grenade . wolf and the King Wolf): Vlka Fenryka only.
Dragonscale: Salamanders only. Increases the FR of ter- Black Talisman: Blood Angels only. Best craftsmanship
minator armour by 15 and halves the damage from flame, conversion field. The user deals +1 melee damage for eve-
melta, plasma or volkite weapons. The user cannot be set ry point of critical damage suffered to a single location.
on fire. Crown of Prospero: Thousand Sons only. Functions as a
Vigil Storm: Imperial Fists only. The Force Field covers psychic hood. It doubles its FR to 60 against Psychic Pow-
all locations. The user may make a Guarded Attack as a ers and force weapons. Repairing the field if it overloads
Half action. Repairing the Force Field requires an Ardu- requires a Very Hard (-20) Focus Power test.
ous (-40) Tech-Use test. Reflex Shield: Raven Guard only. As a Free action, a
Shield Eternal: Imperial Fists only. Always considered reflex shield may be switched between refractor and re-
Unique. It follows the rules for a vigil storm shield and flex mode - this takes 1 Full round to activate, during
negates 2 points of Pen from incoming attacks. which time the shield has no effect. In refractor mode, a
Invictarus Boarding: Ultramarines only. This is a board- reflex shield functions as a refractor field. In reflex mode,
ing shield with a built-in tigrus boltgun with a belt feed. the user gains a +10 bonus to Stealth tests, and enemies
suffer a -20 penalty to perceive or target him. The illumi-
Force Fields nating effect of a refractor field is negated in reflex mode,
Rosarius: Uses the rules for conversion fields. and technological means of perception, including Auto-
Warp Shunt Field: Protects against ranged attacks only. Senses and sights, are ineffective when targeting the user.
Whenever the field absorbs a hit from an attacker with a Moving further than a Half action or attacking negates
direct line of sight, roll a d10. On a roll of 9 or 10, the the effects of the reflex shield for 1 round.

Shields and Locations Covered AP FR Ov’d. Class Damage Pen Special Wt. Avail.

Shields
Boarding Shield One Arm, Body +4 25 10 Melee d10 I 0 Defensive 10kg Rare

Combat Shield One Arm, Body +2 25 10 Melee d5+1 I 0 Balanced 3kg Scarce
Zeroth Conductor One Arm, Body +3 25 01 Melee d10 E 6 Balanced, Power 3kg Legion
Shield Field
Dragonscale Shield One Arm, Body +4 35 - Melee d10 I 0 Defensive 10kg Legion
Vigil Storm Shield One Arm, Body +4 55 15 Melee d10 I 0 Defensive, Power 20kg Legion
Field
Shield Eternal One Arm, Body +4 55 01 Melee d10 I 0 Defensive, Power 20kg Legion
Field
Invictarus Boarding One Arm, Body +3 25 01 Melee d10 I 0 Defensive 10kg Legion
Shield
Force Fields
Rosarius All 0 50 05 - - 0 - 0.5kg NU

Iron Halo All 0 50 01 - - 0 - 0.5kg NU


Warp Shunt Field All 0 55 10 - d10+5 E 0 - 0.5kg Unique

Morkaistaufr All 0 50 01 - - 0 - 0.5kg Legion


Thengirstaufr All 0 50 01 - - 0 - 0.5kg Legion

Black Talisman All 0 50 01 - - 0 - 0.5kg Legion


Crown of Prospero All 0 30 05 - - 0 - 0.5kg Legion

Reflex Shield All 0 30 10 - - 0 - 2kg Legion


Clothing and Personal Gear Tools

Cloaks Dark Age Relics


Adamantine Mantle: Dark Angels only. Negates 2 Blades of Reason: Function as an excruciation kit that
points of Pen from incoming attacks and grants the wear- grants a +40 bonus to Interrogate tests. Using the blades
er a +10 bonus to Feint. Foes suffer an additional -10 pen- of reason on a normal human causes them to die shortly
alty when the wearer is in a Defensive Stance. afterwards.
Cameleoline: User gains a +20 bonus to Stealth tests. If Dissonator: Reduces the FR of all Force Fields within
they do not move, BS test to attack them suffer a -30 pen- 10m by 20 for d5 rounds. Eclipse dissonators instead ne-
alty. gate the effects of all Force Fields and psychic protections
Drakescale Cloaks: Salamanders only. Halves the dam- in range for d5 rounds. Dissonators require a day to re-
age from flame, melta, plasma or volkite weapons. The charge after use.
wearer cannot be set on fire. A mantle of the elder drake Phase-Walker: The user gains the Phase trait.
also negates 2 points of Pen from incoming attacks. Void Shield Harness: Attacks from more than 10m away
Indomitan Mantle: Imperial Fists only. Negates 2 points strike the void shield instead of the user. The void shield
of Pen from incoming attacks and provides a Force Field has an AP of 30 and does not lower its AP by the Pen of
with a FR of 55 that never overloads against attacks with any weapon. As soon as any attack inflicts more than 30
the Melta quality. points of damage to the void shield it collapses. When the
shield is collapsed, roll a d10 at the beginning of each of
Corvia the user’s turns - on a roll of 9 or 10 it is restored.
Raven Guard only. Recovering a fallen Raven Guard’s
corvia grants +d5 Inf. Medical Intruments
Blood Chalice: Blood Angels only. As a Full action, a
Death Mask Blood Angel who drinks from the cup may spend a Fate
Blood Angels only. Grants the wearer the Fear (1) trait, or point to restore his full number of wounds, removing all
increases the Fear trait of the wearer by 1. The mask can Fatigue, damage and critical damage (but not recovering
be worn over a power armour helmet. lost limbs or healing other permanent injuries).
Exsanguinator: Blood Angels only. Follows the rules for
a narthecium. Using the exsanguinator to harvest the
progenoids of a Blood Angel grants the user +d5 Inf.
Morkaistǫnn (Fang o f th e De ath w olf ): Vlka Fenryka
only. Reduces the time taken to remove each Progenoid
to 1 round. Can be used as a melee weapon that does
d10+2 R damage (not adding the user’s SB) with Pen 10.
Narthecium: Grants a +20 bonus to Medicae tests on
Space Marines, increases the threshold at which a patient
Clothing and Personal Gear Wt. Availability
is considered Lightly Damaged to 3TB and doubles the
Adamantine Mantle 15kg Legion amount healed by First Aid. It incorporates an injector
Cameleoline 0.5kg Rare that may hold up to 10 doses of a drug and a reductor,
Corvia 0.1kg Legion which reduces the time taken to remove each Progenoid
Death Mask 2kg Legion to 1 round. It can be used as a melee weapon that does
Drakescale Cloak 20kg Legion d10+2 R damage (not adding the user’s SB) with Pen 10.

Mantle of the Elder Drake 25kg Legion

Indomitan Mantle 17kg Legion


Psychic Paraphernalia Omni-Tool: Functions as a combi-tool, except that the
Augury Malefica: Functions as an auspex that provides bonus is +20.
+30 to detect daemons, but only +5 to detect anything Peritarch Targeter: Ultramarines only. When a character
else. equipped with a peritarch targeter makes a ranged
Gnyrllshǫttr (Ho o d o f G nyrll): Vlka Fenryka only. Func- attack, they gain bonuses depending on the DoS scored
tions as a psychic hood, except that the bonus to Focus on the BS test. 2 DoS allows the user to re-roll damage, 4
Power tests applies only to the Wyrð discipline. grants the Vengeful (9) quality and 6 reduces the AP of
Hellfire Hood: Talskar, Blood Angels and Thousand any cover benefitting the target by the user’s PerB.
Sons only. Functions as a psychic hood that lets the wear- Teleport Homer: Used to target points for teleportation.
er re-roll failed Focus Power tests. If the first roll triggers
Psychic Phenomena or the Perils of the Warp, this still Wargear
occurs, but will still trigger only once even if the re-roll Grav Amp: Allows the user to re-roll damage with any
also triggers Psychic Phenomena or the Perils of the graviton weapons.
Warp. Jump Pack: Doubles the user’s movement rate and al-
Lakkanstaufr (Am ule t o f th e Rune d Wo lf ): Vlka Fen- lows them to move in any direction without regard for
ryka only. Functions as a psy focus, except that the bonus intervening obstacles. The user must land at the end of
to Focus Power tests applies only to the Wyrð discipline. their turn. Overcharging the jump pack grants the Flyer
Luminiferous Resonator: Thousand Sons only. Func- (12) trait for up to a minute, but the jump pack must then
tions as a digital laser with the Recharge and Spray quali- be allowed to cool for a minute before being used again.
ties. Targets reduce damage by their WPB rather than Nostraman Man-Catcher: Night Lords only. Any Grap-
their TB. ple action gains the Snare (3) quality.
Psychic Hood: Grant +5 to Focus Power tests. As a Reac- Seraphim Jump Pack: Blood Angels only. Uses the rules
tion, take a Focus Power test to impose a -10 penalty per for jump packs. Grants the Fear (1) trait or increases the it
DoS on a Psyker attempting to manifest a Psychic Power by 1. Gain a +10 bonus to Command tests.
within WPBm or take a Focus Power test to nullify the Talonmaster Jump Pack: Night Lords only. Scoring 2
effect of a Psychic Power on the user regardless of range. DoS on the WS test to Charge using the jump pack grants
Subtaiy Shagai (To te m o f Sub tai): Talskar only. Func- +d10 damage, 4 DoS grants +2d10 damage (this applies to
tion as a psy focus. If a Zadyin Arga triggers the Perils of any hits from raptor talons as well as the Charge attack).
the Warp whilst carrying the shagai, they may adjust the Wulfensteinn (Wulfe n Stone ): Vlka Fenryka only. Has
result by up to 10 in either direction. no effect unless the holder has the Canis Helix. Vlka Fen-
ryka gain a +10 bonus to WS, Ag and Per, but suffer a -5
Technological penalty to BS, Int, WP and Fel and double all MC and PC
Cognis-Signum: The user may Aim, but forgo making they gain.
any attack actions to mark a target in their line of sight
with the cognis-signum. As long as the target remains in
the user’s line of sight, the user may grant anyone in
communication with them the benefit of a Half Aim to
ranged attacks.
Járnulfstaufr (Am ule t o f th e Iro n Wo lf ): Vlka Fenryka
only. Functions as a combi-tool.
Nuncio-Vox: The user may allow anyone in communi-
cation with them to double the maximum range of Rites
of Battle and treat any target in the user’s line of sight as
in their line of sight. This means Indirect or Thrown
weapons can be used without penalty against targets that
the attacker cannot see, but the user can. Functions as a
vox-caster.
The Hydra’s Blood Tools Wt. Availability

Alpha Legion only. The Hydra’s Blood is always consid- Augury Malefica 0.5kg Unique

ered Unique and can be acquired only in the most excep- Blades of Reason 0.5kg Unique
tional circumstances - almost always a gift directly from Blood Chalice 4kg Legion
the primarch Alpharius’ hand. The Hydra’s Blood is a Cognis-signum 5kg Rare
single dose of Alpharius’ blood, capable of turning one of Conversion Dissonator 3kg Very Rare
his sons into a near perfect imitation capable of fooling a
Eclipse Dissonator 3kg Extremely Rare
genetic scan. An Alpha Legionnaire who drinks the Hy-
Exsanguinator 5kg Legion
dra’s Blood is transformed into a perfect and undetecta-
Gnyrllshǫttr 12kg Legion
ble replica of Alpharius. He raises his characteristics by
10, is treats all skills as Known and gains a +10 bonus to Grav Amp 5kg Extremely Rare

all those he already has. Every turn, ‘Alpharius’ gains a Hellfire Hood 12kg Legion

free Fate point, which is lost if not spent that turn. The The Hydra’s Blood 0.1kg Legion
effects last for d10 hours and cause d10 MC. Needless to Járnulfstaufr 1kg Legion
say, if a vial of the Hydra’s Blood went missing, there is Jump Pack 50kg Scarce
nothing an Alpha Legionnaire would not do to recover it.
Lakkanstaufr 0.5kg Legion

Luminiferous Resonator 0.5kg Legion


Morkaistǫnn 5kg Legion

Narthecium 5kg Rare


Nostraman Man-Catcher 8kg Legion

Nuncio-vox 10kg Rare


Omni-Tool 2kg Extremely Rare

Peritarch Targeter 5kg Legion


Phase-Walker 2kg Unique

Psychic Hood 15kg Near Unique


Seraphim Jump Pack 60kg Legion

Talonmaster Jump Pack 65kg Legion


Subtaiy Shagai 0.3kg Legion

Teleport Homer 10kg Extremely Rare


Void Shield Harness 4kg Unique
Cybernetics
Wulfensteinn 0.5kg Legion

Butcher’s Nails
World Eaters only. Require a Hard (-20) Medicae test to Cortex Controller
implant. At the end of every round in which the character Allows a user with the Mechanicus Implants trait to over-
was engaged in melee, take a Challenging (+0) WP test, ride the Programmed Behaviour of up to IntB automata
with a cumulative -10 modifier each successive round with a Cybernetica Cortex within 60m.
after the first in the same encounter. Failure sends the
World Eater into a Frenzy and temporarily grants the Digital Housing
Never Die talent. Every failed WP test to snap out of a Iron Hands only. Builds a digital weapon into a bionic
Frenzy induced by the Butcher’s Nails causes 1 MC. hand or arm.
World Eaters gain 1 MC whenever they are successfully
targeted by a Psychic Power (even by allies). Removal
Gauntlet of Menestus
causes instant death which cannot be prevented by burn-
Iron Hands only. This is a Best craftsmanship cybernetic
ing Fate threshold.
arm that grants +20 S.
Iron Hearts Servo-Harness
Iron Hands only. The iron hearts burrow monofilament Requires Servo-Harness Integration talent or suffer pen-
wires into the user’s hearts, requiring a Hard (-20) Tech- alties as per untrained weapon use. A standard servo-
Use and Medicae test to remove - failure causes d10+5 harness consists of 2 servo-arms, a combi-tool, a fyceline
temporary T damage for the next mission. The iron hearts torch (fires as a phaestos flamer) and a plasma cutter
cannot be worn at the same time. (fires as a twin-linked ryza plasma pistol with range 10m
The Gorgon’s Chain: If the wearer has their full num- and without the Maximal quality). The plasma cutter can
ber of wounds, provides a Force Field with FR 55 with an cut through 20cm of adamantine plates in a minute. The
overload threshold of 01 and increases the wearer’s Ma- user may fire the fyceline torch or plasma cutter as a Re-
chine trait by 2. If the wearer has at least half their full action.
number of wounds, it provides a Force Field with FR 55 Good Craftsmanship: All components are Good
with an overload threshold of 05 and increases the wear- craftsmanship.
er’s Machine trait by 1. If the wearer has less than half Best Craftsmanship: All components are Best
their full number of wounds, it provides a Force Field craftsmanship and gain +5 to WS and BS tests.
with FR 55 and an overload threshold of 10. If the wearer
has no wounds, it provides a Force Field with FR 50 and
an overload threshold of 15.
The Heart of Iron: The wearer gains the Regeneration
(5) trait. For every mission after the first, the wearer
suffers d10+5 cumulative temporary T damage until it is
removed. If this reduces the wearer’s T to 0 or less, they
will die.

Psyber-Familiar
Users can control psyber-familiars (ravens, eagles) and
see through their eyes up to a range of WPBkm.

Servo-Arm
Requires Mechadendrite Use (Servo-Arm) talent or suffer
penalties as per untrained weapon use. Extends up to
1.5m and may anchor the user to a suitable point as a
Free action. Servo-arms have a S of 75 and the Unnatural
Strength (7) trait. It may be used to make a Standard
Attack either as normal or as a Reaction (so long as only
one action with the attack subtype is used per round).
This uses the user’s WS and deals 2d10+14 I damage with
Pen 10 (this includes the SB of the servo-arm). Cybernetics Wt. Availability
Good Craftsmanship: +10 to Grapple. Butcher’s Nails 0.5kg Legion
Best Craftsmanship: Increase servo-arm’s S to 85.
Cortex Controller 5kg Near Unique
Digital Housing 0.1kg Legion

Gauntlet of Menestus 20kg Legion


Gorgon’s Chain 3kg Legion
Heart of Iron 3kg Legion
Psyber-Familiar 7kg Rare

Servo-Arm 40kg Rare

Servo-Harness. 100kg Near Unique


Dreadnoughts Contemptor-Pattern Dreadnought
Dreadnoughts may only be piloted by a Venerable Space Atomantic Shielding: Against Ranged attacks, the
Marine who has been interred in a sarcophagus. It takes Dreadnought has a Force Field with FR 30 and an Over-
several hours to install a sarcophagus and as such it is load Threshold of 10. Against Melee Attacks the FR is
rarely removed unless the occupant is slain. reduced to 20.
Combat Walker: The walker suffers a -50 penalty to Fleet: Unlike most Dreadnoughts, a Contemptor-Pattern
Climb, Dodge and Stealth tests. It may not use the Acro- can Run.
batics, Athletics, Medicae, Operate (Aeronautica, Sur-
face), Sleight of Hand, Survival, Tech-Use or Trade skills.
They gain no benefit from the Armour Monger, Assassin
Strike, Catfall, Constant Vigilance, Counter Attack, Co-
Ordinated Interrogation, Cover-Up, Delicate Interroga-
tion, Disarm, Double Team, Face in a Crowd, Leap Up,
Paranoia, Preternatural Speed, Rapid Reaction, Sound
Constitution, Sprint or Step Aside talents. They may not
use Jump, Reload, Run, Mount or Stun actions.
Hull Bash: In addition to attacks using their weapon
systems, Dreadnoughts may make a Melee attack dealing
d10 I damage with Pen 0 and the Unwieldy quality.
Integrated Gear: Auspex (500m), Autosenses (+10), Tar-
geter
Weapon Mountings: Unless otherwise stated, Dread-
noughts may mount 1 dreadnought weapon on each arm,
Contemptor-Mortis-Pattern Dreadnought
and Frag Assault Launchers and two Hunter-Killer Mis-
Combines the effects of the Contemptor and Mortis
sile Launcher on the Hull.
patterns.
Carapace Weapon: May additionally mount a Cyclone
Missile Launcher as a Turret.
Deredeo-Pattern Dreadnought Ironclad Dreadnought
Helical Targeting Array as per the Mortis-Pattern and Siege Dreadnought: Comes with built-in Extra Armour
Atomantic Shielding as per the Contemptor-Pattern. and Frag Assault Launchers.
Carapace Weapon: May additionally mount an Aioilos
Missile Launcher or Atomantic Pavaise as a Turret. Leviathan-Pattern Siege Dreadnought
Hull Weapon: Comes with a built-in twin-linked voss- Carapace Weapon: May additionally mount a Phosphex
incarnadine heavy bolter or twin-linked anvilus heavy Discharger.
flamer with backpack ammo supply. Hull Weapons: Comes with two built-in anvilus heavy
Weapon Battery: Instead of two dreadnought weapons flamers or twin-linked volkite calivers with backpack
on the arms, a Deredeo mounts a single Deredeo weapon ammo supplies.
battery. Leviathan Weapons: Instead of dreadnought weapons,
each arm may mount only a Leviathan weapon.
Reinforced Atomantic Shielding: Force Field with FR 50
and an Overload Threshold of 10.

Mortis-Pattern Dreadnought
Helical Targeting Array: Functions as an Omni-Scope. If
the Dreadnought remains stationary, its weapons gain
the Interceptor and Skyfire qualities.
Weapon Link: Both arms must always be mounted with
an identical weapon.

Dreadnoughts Class Armour Speed Manoeuvr. S Ag Integrity Special Size


Contemptor Walker 43/37/20 8m +0 80 25 40 Amphibious, Enclosed, Environmentally Sealed, 6
Reinforced Hull, Unnatural Strength (8)
Contemptor- Walker 43/37/20 8m +0 75 25 40 Amphibious, Enclosed, Environmentally Sealed, 6
Mortis Reinforced Hull, Unnatural Strength (7)
Deredeo Walker 43/37/24 7m +0 75 25 40 Amphibious, Enclosed, Environmentally Sealed, 6
Reinforced Hull, Unnatural Strength (7)
Dreadnought Walker 37/37/20 7m +0 75 25 35 Amphibious, Enclosed, Environmentally Sealed, 6
Reinforced Hull, Unnatural Strength (7)
Ironclad Walker 43/40/20 7m +0 75 25 35 Amphibious, Enclosed, Environmentally Sealed, 6
Reinforced Hull, Unnatural Strength (7)
Leviathan Walker 43/40/29 8m +0 80 25 45 Amphibious, Enclosed, Environmentally Sealed, 6
Reinforced Hull, Unnatural Strength (10)
Mortis Walker 37/37/20 7m +0 75 25 35 Amphibious, Enclosed, Environmentally Sealed, 6
Reinforced Hull, Unnatural Strength (7)
Ground Bikes Bullock Jetbike
Require the Operate (Surface: Bike) skill. May declare Bullock Jetbike Availability E Rare
Suppressing Fire as a Half action. Bikes are treated as Front: 18 Side: 14 Rear: 14
having a backpack ammo supply for their hull weapon. Cruising Speed: 260km/h Tactical Speed 40m
Manoeuvrability: +25 Size: Hulking (5)
Corvex Ground Bike Carrying Capacity: 0 Integrity: 15
Corvex Ground Bike Availability Legion
Crew: Driver
Front: 18 Side: 14 Rear: 14
Traits: Bike, Enhanced Motive Systems, Skimmer
Cruising Speed: 160km/h Tactical Speed: 40m
Hull Weapon: Voss-incarnadine heavy bolter, ragefire plasma
Manoeuvrability: +15 Size: Hulking (5) cannon, maxima multi-melta or volkite culverin
Carrying Capacity: 0 Integrity: 15
Crew: Driver

Traits: Bike, Wheeled


Corvex Jetbike
Hull Weapon: Twin-linked plasma gun or grenade launcher A corvex jetbike can fire all its hull weapons at the same
with fire selector
target as a single attack action without using the rules for
Dark Angels only. The grenade launcher variant comes two-weapon fighting.
with 3 frag grenades, 3 krak grenades and 1 stasis gre- Corvex Jetbike Availability Near Unique
nade.
Front: 18 Side: 14 Rear: 14
Cruising Speed: 260km/h Tactical Speed 40m
Outrider Ground Bike
Manoeuvrability: +25 Size Hulking (5)
Outrider Ground Bike Availability Rare
Carrying Capacity: 0 Integrity 15
Front: 18 Side: 14 Rear: 14
Crew: Driver
Cruising Speed: 110km/h Tactical Speed: 35m
Traits: Bike, Enhanced Motive Systems, Skimmer
Manoeuvrability: +15 Size: Hulking (5)
Hull Weapons: Twin-linked tigrus boltguns (2) and Voss-
Carrying Capacity: 0 Integrity: 15
incarnadine heavy bolter, ragefire plasma can-
Crew: Driver non, maxima multi-melta or volkite culverin
Traits: Bike, Wheeled
Hull Weapon: Twin-linked tigrus boltgun
Scimitar Jetbike
Scimitar Jetbike Availability E Rare
Front: 20 Side: 16 Rear: 16
Jetbikes
Cruising Speed: 210km/h Tactical Speed: 35m
Require the Operate (Aeronautica: Jetbike) skill. Jetbikes
Manoeuvrability: +20 Size: Enormous (6)
may declare Suppressing Fire as a Half action. The bonus
Carrying Capacity: 0 Integrity: 20
to Manoeuvrability from the Skimmer trait is includes in
each jetbike’s profile. Jetbikes are treated as having a Crew: Driver

backpack ammo supply for their hull weapon. Traits: Bike, Enhanced Motive Systems, Skimmer

Hull Weapon: Voss-incarnadine heavy bolter, ragefire plasma


Vehicle Modifications Availability
Vehicles Modifications
Attack Carriage Very Rare
Attack Platform Very Rare
Attack Carriage
Bladevanes Legion
Reduces Manoeuvrability by 5, increases Size by 1, adds
Gunner to Crew and adds sponson voss-incarnadine Talskar Customisation Legion

heavy bolter or maxima multi-melta with a 90° arc.


Upgrades: One side of any ground bike

Attack Platform
Reduces Manoeuvrability by 10, increases size and Carry-
ing Capacity by 1.
Upgrades: The rear of any j etbike

Bladevanes
Night Lords only. When moving at least the jetbike’s full
Tactical Speed, the rider may take a Challenging (+0) Op-
erate (Aeronautica: Jetbikes) test for each target under
their course, inflicting d10+5 R damage with Pen 4 for
each success. The damage is increased to 2d10+5 if the
jetbike either moved at least twice its Tactical Speed in
the last round and is making a move of at least twice its
Tactical Speed, or has already moved at least twice its
Tactical Speed before hitting the target. The rider may
choose to make any test Hard (-20) to choose the location
struck (in the same manner as a Called Shot).
Upgrades: Any j etbike

Talskar Customisation
Talskar only. Reduce armour by 4 on each facing, in-
crease Manoeuvrability by 5, increase Cruising Speed by
half and increase Tactical Speed by 5m. Talskar bikes are
designed to be ridden freehand with the driver control-
ling the vehicle’s movement and weapons with their feet
using specialised stirrups. When riding a Talskar bike
freehand, the rider suffers a -30 penalty to all Operate
skill tests (although note that the Talskar always reduce
this to -10 due to the Born in the Saddle ability), but is
able to fire ranged weapons without any penalty due to
movement speed as well as firing the weapon’s hull
mounted weapons as a single attack action. Any Aim ac-
tion taken benefits only the weapon held by the rider,
and all the attacks must have the same target (unless the
rider wishes to declare Supressing Fire or Spray and Pray
with hull weapons).
Upgrades: Any ground bike or j etbike

You might also like