Professional Documents
Culture Documents
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.
Triumph at Ullanor
Cleansing of Laeran
Chondax Campaign
The Khan and his Talskar are tasked to hunt down the remains of the Ullanor Waaagh.
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
004.M31
Horus is laid low by a corrupt blade and is revived by the sorcery of the Serpent Lodge.
Magnus seeks to warn the Emperor of Horus’ betrayal, crippling the Emperor’s Webway Project.
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
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
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
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
Guilliman summons all loyalist forces to Macragge, making Sanguinius regent of the Imperium.
Deathfire
013.M31
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
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.
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.
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.
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.
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
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
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).
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).
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.
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).
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.
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.
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
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).
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.
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
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
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)
Grenades and Class Range RoF Damage Pen Clip Special Wt. Avail.
Grenades
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
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 Khopesh Melee - d10+8 R 8 Balanced, Concussive (1), Force 6kg Legion
Force Guan Dao Melee 2m d10+2 E 2 Force 7kg Legion
Charnabal Sabre Melee - d10+5 R 3 Balanced, Duellist Grip, Razor Sharp 10kg VR
Combat Blade Melee - d10 R 2 - 2kg AV
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
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
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
Deathshroud Power Melee 2m 2d10+7 E 7 Felling (4), Power Field, Proven (3), Unwieldy 10kg Legion
Scythe
Power Weapons (Spears)
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
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
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
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.
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
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
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
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).
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
Upgrades: The body of any power armour. Reinforced Ceramite +12kg Extremely Rare
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
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
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
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.
backpack ammo supply for their hull weapon. Traits: Bike, Enhanced Motive Systems, Skimmer
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