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Wrath & Glory - Gamemaster's Screen
Wrath & Glory - Gamemaster's Screen
TM
CREDITS
Writers: Zak Dale-Clutterbuck, Chris Edwards, Cat Evans,
James Fogarty, Thurston Hillman, TS Luikart, Erin Rea, Pádraig Murphy
Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, David F Chapman, Walt Ciechanowski,
Tim Cox, Zak Dale-Clutterbuck, Runesael Flynn, Tim Huckelbery, Dániel Kovács, Elaine Lithgow,
TS Luikart, Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, and JG O’Donoghue
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means,
electronic, mechanical, photocopying, recording, or otherwise without the prior permission of the publishers.
Warhammer 40,000 Roleplay: Wrath & Glory © Copyright Games Workshop Limited 2022. Warhammer 40,000
Roleplay, the Warhammer 40,000 Roleplay logo, Wrath & Glory, the Wrath & Glory logo, GW, Games Workshop,
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used under licence.
MINDSHACKLED LABOURER and the staff’s cooperation, but he warns them that
the smeltery is fully automated and highly volatile,
Threat E|E|T|T IMPERIUM, NECRON, SCUM and that they won’t be able to access that area. The
S T A I Wil Int Fel asteroid has grav-plates and life-sustainers, a mark of
4 4 3 3 4 3 2 House Braul’s wealth.
Defence Wounds Shock Resilience
9 (Crawling Kurmandious is aware of Inquisitor Maltara’s presence
2 7 7 Scarabs: on the asteroid and would prefer the Agents did not
4 AR)
learn of this, but he does not know exactly what the
SKILLS: Default 6, Awareness 8 (Passive 4),
Athletics 10, Stealth 10, Weapon Skill 10 Inquisitor is up to or that he is tied to the deaths.
BONUSES
Champion: This Threat may use Ruin Actions. The Infirmary
Regeneration: At the start of each round, this Threat The medics here are just about capable of keeping the
regains 1 Wound and 1 Stun if alive. asteroid’s population in good enough health to work.
ABILITIES They have preserved the corpses of two beings who
BATTLECRY: Swarming Flesh died in unusual circumstances, and they know that at
Anyone who can see this Threat must make a DN 3 least one more perished in a similar way before being
Fear Test.
sent for processing into corpse starch. Examining the
ACTIONS: Rivet Gun: 7 +1 ED / AP −1 / Range 6 – 12 – 18 /
Salvo 3 / Rapid Fire (1), Unwieldy (1) bodies kept on ice yields that they seem to have died
Rock Drill: 3 +3 ED / AP −1 / Range 1 / Unwieldy (1) either from massive organ failure due to being pushed
DETERMINATION: beyond Human tolerances or as a result of cerebral
Spend 1 Ruin to roll 4d6. haemorrhage. Each corpse has a hole in its head — it
Conviction Resolve Speed Size seems somebody took pains to recover the implants.
4 3 6 Avg
7
The Smeltery AFTERMATH
Guards deny the Agents access — only sealed hoppers
of ore, loaded in the mines below, are allowed inside If the Agents uncover Maltara but the lab is destroyed,
the smeltery. If the Agents manage to sneak in, the Inquisitor escapes to continue his experiments
they find that in good lighting, it is easy to spot the elsewhere, perhaps adding the Agents to his long list
occasional silvery mechanical component or pattern in of enemies. Rawe ensures the Agents can safely leave
the ‘ore’ being smelted here. the Lodestone but is not interested in recruiting them,
though she may use them again as deniable assets.
The Mines
The workers live in the mines; ore goes up, and supplies If the lab is saved, however, the evidence there is
come down. Only the guards move between levels. enough to see Maltara fall under suspicion of heresy,
Many miners are aware that something is wrong with something Rawe enjoys greatly. She offers the Agents
those who have gone to Maltara’s lab, which they a permanent position working for her. If they decline,
were told was for a simple medical checkup. However, they may well make an enemy of her.
those who have returned work at an incredible pace,
earning perks such as additional rations and lowering If the Agents revealed that the miners are actually
the workload on the other labourers. This has left most uncovering xenos minerals and Kurmandious Braul
miners reluctant to explain much about these workers, becomes aware of this, he tries to have them killed
or to draw attention to them at all. Some, however, are before they leave the Lodestone. He first arranges an
worried enough to reveal some details to a character industrial accident, then attacks them directly with
who succeeds on a DN 3 Persuasion (Fel) Test. the facility’s guards if that doesn’t work. If he thinks
that they didn’t see anything or can keep their mouths
Many of the guards in the mines work for Maltara shut, he fills their pockets with alloy ingots as thanks
or are intimidated by those who do. Characters who (1 Wealth each) and sends them on their way.
succeed on a DN 2 Insight (Fel) Test realise they are
hiding something, and those who succeed on a DN 4 Should the party fail to put a stop to Maltara, the
Intimidation (Wil) Test learn of Maltara’s clinic. Lodestone goes dark in a matter of weeks. It then
begins moving away under its own power, seeking out
Maltara’s ‘clinic’ is in a worked-out gallery beneath other Necron caches in the system.
the level the miners currently are excavating. The lab
contains surgical tools, a workbench, and a transparent
vat in which the Mindshackle Scarabs he has not yet
implanted can be seen skittering about. He keeps four
loyal guards on hand — use the Enforcer profile from
the Wrath & Glory Rulebook, page 331 — but he
does not engage in combat himself, instead escaping
through a rear tunnel and setting the laboratory to
explode. The Inquisitor is no fool and sees the hand
of his rival Mordanne Rawe in the Agents’ presence.
The Agents hear the det pack begin to count down just
as the last Enforcer falls, and they must either escape
the device with a DN 2 Athletics (S) Test or disarm
it with a DN 4 Tech (Int) Test. Anyone caught in the
blast suffers 20 damage.
8
TIER 2 ADVENTURE
ADVENTURES
Tier 2 adventure for four Agents with the Unfortunately, their long rivalry with Charybdion PERSONALITIES
IMPERIUM Keyword. Every minor power on means that the prices offered to Enoch are always OF GILEAD
Charybdion trades on the black market for high. One faction of the synod has decided to take
promethium. But not every deal ends well… matters into their own hands. Through the mole,
they have been learning of upcoming shipments in
Promethium is the vital export of Charybdion, and as order to ambush them during the handover. They of
long as regular deliveries of the fuel run smoothly, a course have also learned of the imminent shipment
certain amount of graft and corruption is overlooked. to Varonius, but they do not know that it is for the
This has led to thriving black-market trade between Rogue Trader.
Charybdion and the other worlds of Gilead. One trade
route sees stolen promethium shipped off-world by Along with a cadre of a dozen Enforcers hired from
Christas Jelk, a Worldfish hunter with a substantial among Enoch’s stranded pilgrims, a single Penitent
fleet of ships. In return, he receives refined minerals Engine has been dispatched to ensure the synod
that Charybdion is naturally poor in. This is tolerated obtains the promethium. The Penitent Engine contains
and even tacitly acknowledged to be useful by the mortified form of Lakius Malukk, a minor noble
the authorities of Hive Aidon, where the minerals from outside the system who was on pilgrimage to
ultimately end up and where they are put to good Gilead when the system was cut off. Unused to much in
use. However, the lack of official permission for these the way of prolonged suffering, Malukk was overheard
activities means that smugglers are very much on their quipping that his ration of corpse starch was too small
own should anything go wrong. ‘and tasted of heretic’. As all properly prepared corpse
starch is rendered both ritually and spiritually pure, this
Naturally, something has gone terribly wrong. Jelk’s was deemed heresy. The unfortunate noble was bound
last two shipments were attacked at their rendezvous inside of a Penitent Engine, mainly out of respect for
site and their goods stolen away. The old sailor is livid, his rank, and has served the synod ever since.
but he has few options. Frustrated by the incessant
attacks, he has burned a decade’s worth of favours PENITENT ENGINE
to convince Hive Aidon nobility to use their influence
Threat A|A|E|T ADEPTUS MECHANICUS, SCUM
to pressure Jakel Varonius into rendering aid. Keen to
secure one more source of promethium for his fleet, S T A I Wil Int Fel
Razor Reef, an island where Jelk’s fuel-laden ship SKILLS: Default 4, Ballistic Skill 7, Weapon Skill 5
is to meet Varonius’s shuttle. The shuttle will arrive BONUSES
with the Agents a day in advance to give them time to Champion: This Threat may use Ruin Actions and
has 1 personal Ruin.
scout and secure the island. Unknown to the Agents
ABILITIES
and Jelk, his crew includes a Ministorum mole, who
ACTIONS: Ministorum Heavy Flamer: 12 +2 ED /
has been relaying information on the exchanges to AP −1 / Range 4 – 8 – 12 / Flamer, Heavy (6)
his handlers on Enoch. The Enochian Synod has an Penitent Buzz-Blade: 10 ED / AP 0 / Range 1 / Brutal
endless need for promethium to fuel the Flamers they DETERMINATION:
use to maintain order on the planet. Spend 1 Ruin to roll 5d6.
Conviction Resolve Speed Size
5 4 8 Avg
9
Unfortunately, demand far outstrips supply, and
ADVENTURE Varonius has had to give greater and greater
concessions to the authorities of Hive Aidon to secure
an ongoing supply. An opportunity to change this
A promethium shipment for Varonius’s fleet is due to arose when Varonius learned that a Worldfish hunter,
be stolen by agents of the Enochian Synod. It is up to Christas Jelk, has a sideline in smuggling cheap
the Agents to intervene. promethium to interested parties. Unfortunately for
Jelk, his agents have come under attack recently. It is
clear that some third party knows of the smuggler’s
HOOK plans and is using that knowledge to rob him.
The Varonius Flotilla is continually running short on If Jelk can be helped, he has promised the next three
materials, but especially promethium, the vital fuel shipments to Varonius at a substantial discount —
for so many ships’ subsystems. Charybdion is the supplying vital fuel to the power-starved flotilla.
only reliable source of the fuel, which is pumped from
beneath the planet’s vast sea.
ACTION
Jakel Varonius briefs the Agents through an
intermediary, preferably one familiar with the Agents
and whom Varonius can squarely control. The
intermediary explains the situation: a promethium
smuggler on Charybdion needs protection so that
Varonius can make him his promethium smuggler.
Local forces will not get involved, as turning a blind
eye to smuggling is an age-old tradition on the planet.
Varonius has arranged to receive the next promethium
shipment, and the Agents will receive a small cargo
skiff and pilot to collect it on his behalf. If anything
goes wrong, the Agents are to deal with it themselves.
Above all, the fuel supplies must be secured and safely
brought off-world. All other concerns are secondary.
10
Luckily, only a handful of people cling to life on the Jelk’s Ship
island, mostly fishers and a handful of Militarum Jelk and his crew arrive the following morning and
personnel who maintain a hub in Charybdion’s swiftly and nervously begin unloading the massive
defence nexus there. The latter, members of the Gilead barrels of explosive liquid. Most are also fearful of
INTRODUCTION
Gravediggers, are confined to a small base on the attack, knowing full well what happened to the last
north end of the island, and they attempt to stay out two shipments. If the Ministorum agents have already
ADVENTURES
of any trouble that doesn’t threaten their duty directly. been discovered and defeated, Jelk is ecstatic and
promises excellent rates going forward. If not, the PERSONALITIES
The Agents’ shuttle puts down at an old loading bay Ministorum forces attack mid-morning as described OF GILEAD
on the southern end of the island, where an ancient set above, attempting to defeat Jelk’s crew and the Agents
of Galvanic Servohaulers have somehow been found before securing the fuel and the shuttle for themselves.
and refitted for the purpose of moving the promethium
from Jelk’s ship to the shuttle. Once it is clear that the Ministorum forces are defeated,
a member of Jelk’s crew, Gaius Selat, begins to behave
Getting Ready nervously and attempts to slip away as soon as
The shuttle arrives the day before the shipment is due, possible. Agents who succeed on a DN 4 Cunning
and Agents who wisely wish to prepare for a potential (Fel) Test catch Selat as he flees. They find a small
ambush have a number of options. A unit of 10 Gilead Vox system stashed away among his possessions. It
Gravediggers may be coaxed down from their camp in is clear that he is the mole, and Jelk would like to feed
the north with a DN 5 Deception (Fel) or Persuasion him to the ocean on the spot — whether to allow this
(Fel) Test, reduced to DN 4 if the Agent suggests that is up to the Agents.
any attack might harm the base. Agents who succeed
on a DN 3 Survival (Wil) Test can successfully create
some fortifications that will provide cover during AFTERMATH
any ambush.
If the Agents managed to secure the fuel, Varonius is
Agents may also attempt to speak with the local pleased about having another source of promethium,
fishers, most of whom spend their days hauling great even if it is technically illegal. Still, better that the
fish from the waters and shipping them to the hive fuel ends up in his ships’ holds than traded around
cities. However, one group is not what they seem. New Gilead to less scrupulous individuals. Additionally, if
to the island, having arrived just a few days earlier, the Agents were able to detain Gaius Selat and his
they have a camp on the east side, where a handful of vox, the opportunity to influence or even blackmail
surprisingly pale-looking fishers have been preparing the Enochian Synod is handed to the Rogue Trader on
their boat for days without ever leaving port. These are a plate — a very useful bargaining tool. Without the
the Ministorum agents, tipped off to the rendezvous mole, it is impossible to prove the synod’s involvement,
by their mole and awaiting the arrival of Jelk’s ship. despite the presence of their forces at the ambush.
Agents who speak with them and succeed on a DN 4
Insight (Fel) Test realise they are hiding something, If the Agents failed to discover and detain Gaius, then
but not precisely what. shipments continue for a while before ambushes
resume and Jelk is killed in the fighting. Even if the
If the Agents attack this group, they respond in kind, Agents are again dispatched to secure the trade route,
unleashing 10 ten pilgrims (use the Enforcer profile, the new captain is far less accommodating and charges
Wrath & Glory Rulebook, page 331) and their Varonius a premium for the increased risk.
Penitent Engine. If the Ministorum agents are defeated,
the handover the following morning goes off without If the Agents were unable to secure the fuel, then the
a hitch. If not, they attack in late morning, after most Varonius Flotilla is forced to scale back operations to
of the promethium has been unloaded from Jelk’s ship preserve what fuel they can, allowing the darkness at
but before it is secured aboard the shuttle for transport. the edge of the Gilead System to encroach a little more.
11
TIER 2 ADVENTURE
SCRAPPA GRAB
SKITARII VANGUARD his is a Tier 2 adventure for groups with the
IMPERIUM, ADEPTUS ORK Keyword. Da Boyz gotta make a raid
Threat E|T|T|T MECHANICUS, SKITARII, into one of the servo-haulers on the surface
AVACHRUS FORGE WORLD of Avachrus to pick up some scrap for their next
S T A I Wil Int Fel big... scrap!
4 4 3 3 4 3 2
Defence Wounds Shock Resilience Warboss Vazdrok Spikey-Smasha is getting ready
9 (Skitarii for another big WAAAGH! across the Gilead System,
Auto-
2 6 3 but he needs supplies. He’s entrusted one of his
Cuirass:
4 AR) more kunnin’ underlings, Big Mek Madspannerz,
Augmetic: Skitarii are immune to the Bleeding Condition. with getting a bunch of scrap. With all the new scrap,
SKILLS: Default 4, Awareness 3 (Passive 2), Ballistic Madspannerz can put together some ‘new dakka and
Skill 8, Insight 1, Tech 6
Trukks for the boyz’.
BONUSES
Rad-Saturation: Anyone who starts their turn within Madspannerz has figured out the best place to get
2m of this Threat must make a DN 3 Toughness Test
or suffer 1d3 Shock. Exhausted targets instead suffer scrap is where the ‘Humiez get all theirs’: the sun
1 Mortal Wound. side of Avachrus. Since the Mechanicus operate their
ABILITIES shielded servo-haulers to harvest goods from the sun
ACTION: Radium Carbine: 7 +1 ED / Range 9 – 18 – side, Madspannerz has plotted a raid. The Big Mek
27 / Salvo 3 / Assault, Rad (2)
wants Vazdrok’s Boyz to accompany a ‘right sneaky
DETERMINATION: Landa’ piloted by a loyal Kommando. Setting the
Spend 1 Ruin to roll 4d6.
Landa down inside one of the massive hauler units,
Conviction Resolve Speed Size
Madspannerz believes they’ll have a few hours before
2 1 6 Avg
the ‘Humiez notice what’s going on’ — plenty of time
MOB OPTIONS
to steal a bunch of scrap!
For every ten Skitarii Vanguard in the Mob, three Van-
guard may exchange their Radium Carbines for one
each of the following weapons. This adventure is a smash-and-grab heist. The Boyz
Arc Rifle: 14 +1 ED / AP −1 / Range 12 – 24 – 36 / need as much equipment and quality scrap as they
Salvo 2 / Arc (2), Rapid Fire (1) can get their hands on before their Landa pilot leaves.
Plasma Caliver: 15 +1 ED / AP −3 / Range 9 – 18 – 27 / This means krumpin’ some tin can Humiez and some
Salvo 2 / Assault, Supercharge
mostly dead Humiez.
Transuranic Arquebus: 15 +1 ED / AP −2 / Range 30
– 60 – 90 / Salvo 0 / Heavy (8), Rad (2), Sniper (2)
MOB ABILITIES
Enhanced Data-Tether: Reroll any failed dice on a ADVENTURE
Resolve Test.
Tireless Hunters: Skitarii Vanguard can Aim as part
of a Standard Movement (unless equipped with a A mad rush for a group of Orks to land on one of
Transuranic Arquebus).
the immense servo-hauler units on the light side of
Avachrus and grab as much scrap as possible!
12
HOOK The more the Agents fail at navigation or salvage
checks or confront the hauler’s defenders, the higher
There’s nothing to do in the Gilead System but fight, the alert status gets.
and that suits Orks down to the ground. Of course,
INTRODUCTION
every good Ork Boy worth his teef knows that to After three confrontations, the defenders are at
wage big wars, you need big piles of scrap. Warboss high alert.
ADVENTURES
Vazdrok Spikey-Smasha (or another Ork patron) tasks
the Agents with taking part in a kunnin’ plan to steal High Alert PERSONALITIES
a payload of scrap from the metal ’umiezs of Avachrus. Once the Orks trigger the hauler’s high-alert status, OF GILEAD
The Agents receive transport near the planet aboard the Skitarii defenders come out in force. The Agents
Smasha, an Ork Kroozer, and then head down to the encounter at least one Mob of ten Skitarii Vanguard
sun side on board a Landa craft. Now, it’s up to the defenders, who engage the Orks in one of the hauler’s
Agents to collect as much scrap as they can before the larger storage modules. The cargo contains enough
Landa leaves. cover that the Agents can approach the Mob without
being completely gunned down by radium weaponry
(for example, they have +2 Defence). A lot of containers
ACTION in the hold are explosive or flammable, functioning as
Frag Grenades (Wrath & Glory Rulebook, page 220).
The adventure begins with the Agents aboard Smasha, Agents can give up their attack to scavenge one of the
a Landa craft, as it makes its way towards one of 12 large pieces of titanium ore stored in the area.
the servo-haulers that walks across the light side of
Avachrus. During the short journey, the Agents have Get to da Landa!
the chance to prepare any kunnin’ plans they have Once the Agents trigger the high alert, it’s only a
for the raid, as well as to review any information matter of time before the full might of the Adeptus
they have on the facility. Since they’re Orks, this is Mechanicus forces fall upon them. Three turns after
predominantly their knowledge of the metal Humiez high alert begins, the Landa pilot contacts the Agents
who guard the place, and how to krump ’em. The and demands they return so they can get off the world
Agents are introduced to a host of Grots travelling with their plunder. The Boyz have to fight their way
with them. The Grots tail the Agents on their mission back to the Landa with the entire facility after them.
and return to the Landa with any good scrap or shiny
gubbinz they find.
AFTERMATH
Scavenging
When the Agents enter the servo-hauler, the defenders While the adventure assumes the Agents get away
are in a state of low alert. The facility is patrolled by once the Landa takes off, it’s possible that the Adeptus
Skitarii Vanguard and Combat Servitors (Wrath & Mechanicus despatches one or more Archaeopters
Glory Rulebook, page 334). (Church of Steel, page @@) to try to stop the Agents
from escaping. Such an encounter could be a capstone
The servo-hauler has five zones. Navigating each zone to the adventure, introducing the Agents to vehicle
requires a DN 3 Athletics (S), Awareness (Int), or combat and forcing them to open the Landa’s hatches
Stealth (A) Test. Tests represent moving through and battle against the Skitarii flyers.
damaged sections, noticing and avoiding patrols of
Skitarii, noticing the tracks of moving defenders, and Once the Landa makes its escape from Avachrus, the
interacting with the hauler’s machinery to access Agents are free to return to their patron with their
important paths. scavenged scrap. Big Mek Madspannerz takes the
scavenged loot with glee, offering to turn it into kustom
‘Salvaging’ scrap from each zone requires a DN 3 Tech gubbinz for the Agents (effectively increasing their
(Int) or Weapon Skill (I) Test. Failure attracts d6 Wealth by 1 or 2). Warboss Vazdrok Spikey-Smasha
Combat Servitors, a Complication attracts d3 Skitarii has now seen the Agents’ brutality and kunnin’ in
Vanguard, and a failure and a Complication on the action and is eager to use them for his upcoming 13
same roll attracts both. WAAAGH! across the Gilead System.
TIER 3 ADVENTURE
HALTING PROBLEM
KATAPHRON DESTROYER Tier 3 adventure for four Agents with the
BATTLE SERVITOR
IMPERIUM Keyword. The adventurers must
CHAOS, ADEPTUS
Threat A|A|E|T race to Avachrus to prevent a cult of tech-
MECHANICUS, SCUM
heretics from transforming an Imperial Navy command
S T A I Wil Int Fel
crew into mindless automatons.
4 3 2 1 1 1 1
Defence Wounds Shock Resilience
1 4
SKILLS: Default 4, Weapon Skill 8
7 7
SUMMARY
BONUSES
An agent of Jakel Varonius recently led the destruction
Iron Soul: This Threat is unaffected by Abilities that
target the mind and never needs to make a Resolve of a rogue Ad Mech faction on Avachrus — or so it was
Test to continue fighting. thought. The group called themselves the Revisionist
ABILITIES Kernel and claimed to have discovered ancient texts
BATTLECRY: Traitor Code proving the Omnissiah and the Emperor were not the
On hearing the command word, the Servitor’s hereti- same being. They intended to overthrow Avachrus and
cal code activates. It endlessly screams blasphemous
re-anoint the planet ‘Omnissiah Veritas’. The plot was
prayers to Tzeentch, and it turns its weapons on any-
one without the CHAOS Keyword. Every noncultist discovered when someone noticed mineral shipments
present must make a DN 3 Fear Test. from the planet’s sunward side had gone missing; the
ACTIONS: Plasma Culverin: 15 +2 ED / AP −2 / errant shipments eventually were traced to the group.
Range 18 – 36 – 54 / Salvo (3) / Brutal, Heavy (4)
Cognis Flamer: 12 +2 ED / AP 0 / @@
Eliminating this faction should have been cause for
DETERMINATION:
Spend 1 Ruin to roll 4d6. celebration, especially as the operation could have
WRATH: Overload been diplomatically fraught if it had ended in anything
If but success. Unfortunately, as Captain Elissa Tantalus
Conviction Resolve Speed Size stood over the dying Magus who headed the Kernel, he
4 3 6 Avg revealed a final treachery. Even as the captain and her
forces began their assault, his acolytes elsewhere had
struck. A number of naval officers from Tantalus’s own
voidship, including her brother Ivar, were kidnapped
by agents of the Revisionist Kernel. The shuttle the
officers were using to move between the flotilla and
Avachrus was compromised using illicit machine code
provided to the Kernel by an unknown benefactor.
Its systems unresponsive to the rightful pilot, the
shuttle landed at Ampere Spire — the location of the
Revisionist Kernel’s final stronghold.
These Combat Servitors are typical cybernetic drones The Rogue Trader orders the Agents to track down Ivar
constructed from heretics, the mind of each wiped and the other officers by any means necessary and
and reprogrammed to fight the Emperor’s foes until stop the rogue Adeptus Mechanicus from converting
death for their sins. The Revisionist Kernel has used them. Captain Tantalus provides some details about the
machine code provided by an unnamed benefactor officers — they are all loyal and competent servants of
to ensure any Servitors they create are loyal only to the Emperor — but she does not mention Ivar. If asked
themselves. In an abandoned facility, the last members specifically, Tantalus says only that he was ‘adequate’.
of the cult slowly, secretly create their tainted servants, A successful DN 3 Insight (Fel) Test reveals that the
infiltrating them into Servitor cohorts across Avachrus. Captain is extremely distressed about her brother, and
They they await their master’s command to sabotage that this is likely why Varonius is keeping her far away
and kill, bringing about a new age of wonder under from Avachrus.
the Omnissiah Veritas.
17
Ampere Spire
The transport containing Ivar and the other officers has facility. Unfortunately, the Domnius’s access to local
been logged and its Human contents recorded. If the subsystems was being watched for, and the Revisionist
Agents find this strange — after all, the officers surely Kernel forces are preparing an ambush for the Agents.
would have protested being treated as mere cargo
— remind them that to many on Avachrus, Humans At the Servitor production facility, the remainder of the
are simply one more material component to be used. Revisionist Kernel are busy converting the mewling,
Finding the officers is a matter of searching the shipping drugged Humans into Kataphron Destroyer Battle
logs for Human transports, and cargo manifests for Servitors, an especially dangerous Combat Servitor
Ivar’s description. Such records are heavily guarded by variant. If the Kernel have been alerted, they have
Tech Adept overseers, however, and they refuse access. already activated four of these to cover the production
Persuasion is difficult: An Agent must succeed on a facility’s entrance, and a fifth is hidden outside, ready
DN 6 Test using an appropriate Fellowship-based Skill. to block off the Agents’ escape. If the Kernel have
Logical arguments, or having a Tech Adept or Tech- not been alerted, then each round for 4 rounds, one
Priest in the party, reduce the DN by 1. Alternatively, Kataphron Destroyer is activated until all five are
the Agents may attempt to infiltrate the data banks active. The Revisionist Kernel members here are techs
with DN 5 Stealth (A) and DN 6 Tech (Int) Tests. and no match for the Agents in combat. They rely on
They eventually find Ivar’s file regardless, but success their Servitors to do the fighting.
on both Tests means they are not detected while doing
so. The files indicate that the officers have been taken If the Agents arrived without delay and were not
to a subsection of the Grotto Militant, a manufactorum discovered, they can rescue all of the officers. If they
devoted to Munitorum storage equipment. were detected but did not delay, they can rescue at
least Ivar. If they were detected and were delayed, then
If the Agents are detected, they are confronted by the Ivar too has been turned into a Combat Servitor.
forces of Dominus Ferranis Rho-7, who has dominion
over the logistical systems of Ampere Spire. The
Dominus dispatches a team of five Combat Servitors AFTERMATH
(Wrath & Glory Rulebook, page 334) led by a lower-
ranking Tech-Priest, Agus Phi-9, to detain them. Agus If the Agents have eliminated the threat and saved
Phi-9 gives the Agents a chance to explain themselves the officers, Jakel Varonius is very grateful. He may
before setting the Combat Servitors on them, and he outright grant each a Rare item or even promise them
can be reasoned with. If a fight breaks out, he lets the a (reasonable) favour. He is somewhat less grateful if
Servitors do the fighting — his speciality is engineering, only Ivar has been saved. Either way, Dominus Ferranis
not combat. If the Agents tell Agus the reason for their is also (grudgingly) thankful and may streamline
presence, he informs them that it is unlikely, though not requisition of augmetics (+1 bonus to Influence Tests).
impossible, as the Grotto Militant has been inactive for
some time. If the Agents have negotiated successfully Eliminating the threat but failing to rescue either the
without resorting to violence, Agus provides a simple officers or Ivar results in Varonius thanking the Agents
route to the Grotto via service tunnels. but granting no special reward. Dominus Ferranis is
still grateful, however.
The Grotto Militant
If the Agents have avoided Agus entirely, the If the Agents have failed to stop the Revisionist Kernel
Revisionist Kernel have no idea they are coming and or have allowed them to escape by fleeing from the
take no special precautions to hide their activities. Servitors, then the Kernel’s corruption spreads. The
The Grotto, which should be silent, is clearly active, rogue code the Kernel used to control their Servitors
and the Agents are able to track a Servo-Skull to the infiltrates many systems, and a few short weeks later,
Servitor production facility. various uprisings happen across the system. Each
begins with an important leader’s Combat Servitors
If anyone detected the Agents’ viewing of the shipping turning on them, and each ends in bloodshed. It quickly
logs, Domnius Ferranis has by now scanned the Grotto. becomes clear that even the Revisionist Kernel were
18 Regardless of their earlier behaviour, he contacts merely a tool in the hands of a greater threat, however,
the Agents by vox and directs them to the Servitor as strange ships darken the skies over several worlds…
TIER 4 ADVENTURE
ADVENTURES
his is a Tier 4 adventure for groups with the Accompanied by a member of the shadowy cabal of PERSONALITIES
IMPERIAL or AELDARI Keyword. In this Tech-Priests known as the mysterious Suspire, the OF GILEAD
adventure, the Agents must stop a Chaos Agents must balance the advice of their companion
ritual from corrupting the planet Avachrus’s Eternal with their horror at any damage done to the Eternal
Engines, or else a swathe of the planet will become a Engine. If the Agents fail, vital facilities could fall to
lifeless wasteland. the archenemy!
cities and industries. Striking with uncharacteristic Defence Wounds Shock Resilience
19
ADVENTURE Ascent
As soon as they arrive, the Agents are under threat
from the forces of Chaos. An escalating tide of the
A race to stop the forces of Chaos from performing a Faithful Writ’s forces descend upon the Agents, who
ritual that could expose the Forge World to the heretical must combat them in their efforts to reach the ritual
worship of the Dark Gods and turn Avachrus into a site within the Engine. At first, Mobs of Mutants and
beachhead for Chaos incursions into the Materium. Cultists (Wrath & Glory Rulebook, pages 333 and
337–338) harass the Agents, descending by the dozens
to try to stop them from reaching their target. Present
HOOK this combat as cinematically as possible, running just 1
round to showcase the Tier 4 Agents as paragons who
Almost every patron in the region has reason to can devastate most weak enemies.
dispatch Agents to prevent the corruption of an Eternal
Engine. The Agents infiltrate the seized Engine and Daemonic Influence
disrupt the ritual in a spearhead mission. A member of Ascending the Eternal Engine, the Agents eventually
the Suspire, the mysterious Tech-Priests who maintain reach an area under complete daemonic influence.
the Eternal Engines, joins the Agents on their mission A portion of reality is beginning to meld with the
and provides important information on the operation Immaterium at this point, and the Agents must contend
of the technological wonder. with horrific daemonic foes in order to proceed. Here,
the Agents come across hosts of daemonic Threats
The Farseers of Ul-Khari have seen the danger posed (Wrath & Glory Rulebook, page 345) who infest the
by the Faithful Writ’s actions. They’ve dispatched a cold Adeptus Mechanicus facility.
group of Aeldari Agents to stop the forces of Chaos.
This group could very well be the party, or even a lone Ritual’s End
ally temporarily aiding the Imperium in preventing the Breaking through the daemonic line, the Agents
ritual from succeeding. finally come face to face with the ritual’s architect.
The Terminator Word Bearer Champion, Enludal the
Enlightener, directs the ritual site and a squad of Chaos
ACTION Space Marines (Wrath & Glory Rulebook, page 343).
In this climactic showdown, the Agents battle the
This adventure begins when the Agents enter the powerful Chaos Champion and his cohort of Chaos Space
captured Eternal Engine. The exact method of entry Marines as the Materium buckles around them. Aside
should vary based on the Agents’ background. Options from combat, the Agents can utilise Skills like Psychic
might include a Valkyrie insertion into the lower levels Mastery (Wil) and Scholar (Int) to learn about and
or the use of an ancient and hidden Aeldari Webway disable the ongoing daemonic ritual: successes at DN 4
gate that was built here long before the Imperium in 3 consecutive rounds ends the ritual.
controlled Avachrus. Regardless of their method
of entry, the Agents begin in the lower levels of the
Eternal Engine and must ascend through automated AFTERMATH
lifts and stairways to the upper levels.
The ritual’s defeat sends the remaining Chaos forces into
disarray. The Imperial forces in the area quickly mop
up the remaining foes, with the daemonic incursions
dissipating almost immediately after the Agents’ success.
The Gilead System’s rulers are truly indebted to the
Agents for their actions. The unification of such a large
Imperial force on Avachrus proves that the Imperium
in the Gilead System can mobilise effectively, and the
Agents could utilise this new massed multi-military
20 force to launch further campaigns against Chaos or
other forces that threaten the Forsaken System!
TIER 4 ADVENTURE
ADVENTURES
his is a Tier 4 adventure for characters with NECRON SENTRY PYLON PERSONALITIES
the ADEPTUS ASTARTES or ORK Keyword. A OF GILEAD
Threat M|M|M|M NECRON
rogue asteroid dubbed ‘the Executioner’ hurls
S T A I Wil Int Fel
out of void towards the Hive World of Charybdion.
8 10 4 1 8 3 1
The Agents and other Space Marines are summoned Defence Wounds Shock Resilience
22
ADVENTURE but he’s taken a liking to the spiked helmet of one of
the bigger servants of Nurgle, too.
Charybdion’s fate hangs in the balance as powerful A series of clashes and running battles follow as the
INTRODUCTION
forces struggle to control a rogue asteroid on a Space Marines do their best to hinder their pursuers
collision course. whilst fighting off random attacks and keeping the
ADVENTURES
warhead moving, and the Orks do their best to murder
anything that moves and isn’t green. Although few
HOOK in numbers, the Space Marines have the benefit of
PERSONALITIES
OF GILEAD
their superhuman physique, superior training, and
Imperial: The Agents are a Primaris Space Marine unshakeable faith. Orks are nothing if not determined,
strike team. They’re sent in via a Termite burrowing though, and will continue a dogged pursuit. The Death
machine, along with a cyclonic warhead and a teleport Guard have set up their caches at choke points, and
beacon for extraction. they prove formidable foes to anyone passing through.
Orks: The Agents are the toughest and fightiest Orks At the very heart of the Executioner lies a chamber
that happened to be aboard the Moon-Bita when it unlike the rest: a titanic area clad in dark stone and
smashed into the ‘rok’. Butcha Reddaxe is offering a etched with crawling runes that spark and glow with
big chest of teeth if they can kill the Space Marines. a greenish hue. As the invaders enter, three strange
towers rise from the stone, and beams of crackling,
fluorescent-green light play around them. Every living
ACTION being in the chamber feels a cold shadow cast over
their soul as the Necron Sentry Pylons awaken.
By the time the Space Marines arrive, the Blood Axes
and Death Guard are already engaged in pitched battle The Space Marines have the unenviable task of
through the outer caverns. There’s Terra-normal priming the warhead whilst being attacked by the
gravity and somewhat breathable (if dusty and foul) remaining Orks, and both sides are lashed by the
air. Strung about the place are filthy lights connected Pylons’ Gauss Flayer Arcs. Should the Space Marines
to rusty generators of ancient Imperial design. succeed, they can then activate their teleport beacon
and be snatched away before the warhead detonates.
The Death Guard have drawn up around their precious The Orks’ objectives remain unchanged.
caches of toxic filth, supported by their Mutant
workforce and Chaos Spawn, those workers already
irrevocably twisted by the plagues. With nowhere to AFTERMATH
go, they fight with a cold, fearless ferocity, extracting
a heavy toll on any attackers. Stray shots regularly If the Space Marines succeed, the bomb detonates,
burst open the barrels, spraying foul fluids and the Executioner is blown to bits, and Charybdion’s
gasses everywhere, none of which seems to concern defenders destroy the remains. Humanity breathes a
the defenders. momentary sigh of relief across the Gilead System.
Although the cyclonic warhead is movable on its If the Space Marines fail, Captain Massif sacrifices the
suspensor sled, it is far from stealthy, and the clock is Pugilist, ramming the Executioner slightly off course
ticking. The Astartes are forced to punch through the and knocking it into orbit around Charybdion instead.
battling enemy forces, heading as swiftly as possible The Hive World gains a baleful new moon, which
for the central cavern. As soon as it becomes evident disturbs the tides and is generally considered an ill
that there’s a third force in play, Butcha collects up the omen. The interior remains infested with Mutants and
toughest mob of Orks he can find and promises them Orks, as well as a slowly increasing Necron influence.
a big chest of teeth if they can kill the Space Marines.
Butcha has no intention of leaving himself — not only
are the Death Guard and their Mutants the larger force, 23
PERSONALITIES OF GILEAD
hen you are building out a narrative or adding Fatal Knowledge: Of all the lore Eldwyn has
detail to a world, NPCs are the single best tool uncovered, a snippet about an order of Astartes that
in your arsenal. Their presence in a game can specialise in hunting Daemons is the most dangerous,
add jeopardy, interest, or emotional weight as required. and the most valuable. The Absolvers are intrigued,
Agents can grow to rely utterly upon a loyal NPC, or as the lore claims the ancient tomb of such a warrior
to despise a traitorous NPC above all else. The way in exists somewhere in Gilead.
which NPCs react to a situation can inform an Agent’s
own opinion of events, and interesting NPCs can be Enginseer Viltrix
the ultimate tools for driving a plot forward. Heavily augmented, Enginseer Dhro Viltrix of the
Mechanicum has left the weakness of flesh far behind.
On the following pages, you will find six unique NPCs
to drop into your games of Wrath & Glory. Feel free Augmetic Perfection: The Enginseer has heard rumour
to customise them or change their backgrounds as of a rare Augmetic, a cogitator implant of such grace
required. All should provide the Agents with plenty of that the last vestiges of biological thought are said to
opportunity for adventure, either as allies, accomplices, be subsumed by its holy machinations. Unfortunately
or enemies! the Augmetic has fallen into the possession of a
Nethreun noble whose sudden rise in influence and
Solaria Ruby reputation could only be attributed to the cogitator.
A former Inquisitorial Interrogator candidate, Solaria
Ruby is an information broker on Gilead Prime. Imran Zyl
A Sanctioned Psyker with a deep faith in the Emperor,
The Seed Ascendant: A cult on Gilead Prime offers Zyl’s only flaw is that everything about him is a lie.
initiates food, warmth, and comfort — as long as they
accept something called the Seed Ascendant. Ruby Servant of the Emperor: Zyl is troubled by endless
suspects the cult works on behalf of a xenos threat. dreams of Ironwatch, the prison in which he should by
rights reside. His dreams tell him of a terrible power
Sister Renavara growing there, one that will threaten the entire system.
An up-and-coming devotee of the Order of the He seeks a group that will take him to the prison
Sanctified Shield, Renavara is known for her zeal on Charybdion, and that will protect him while he
and dedication. investigates that haunted place.
24
INTRODUCTION
ADVENTURES
PERSONALITIES
OF GILEAD
SOLARIA RUBY The failure that saw her banished to this system is
a closely guarded secret, one she refuses to sell. She
works obsessively to expand her influence on Gilead
To the casual observer, Solaria Ruby looks like any Primus, reaching out to those who combat Chaos and
other hive scum, gaunt and pale after years of Stimm offering her aid in rooting out the increasing number
use and sleep deprivation. Roughly chopped, ruby-red of heretical cults as an act of personal penance.
hair hangs low over her dark-brown eyes, which dart
back and forth constantly, alert for unseen threats. SOLARIA RUBY
ADVENTURES
PERSONALITIES
OF GILEAD
SENIOR CURATOR With new crises arising every day, Eldwyn’s superiors
have little time to monitor her actions, allowing her
ELDWYN to delve deeper into restricted archives containing
caches of dark and troubling knowledge. She doesn’t
AUGUSTA ORS seek such esoteric data for her sake, but for the Gilead
System and those defending it. The Astartes of the
Absolvers Chapter find Eldwyn especially useful: their
Dressed in finery that would put a noblewoman to own librarians and sages are largely on the far side of
shame, Eldwyn appears more fit for the ballroom than the Great Rift, and Eldwyn is only too happy to share
the Administratum’s dusty halls. To the sides of her her knowledge. She transmits and shares information
narrow, deep-complected face, augmetic implants wind via her personal Servo-Skull, idly fingering the spent
from cheeks to skull. bolt casing hanging around her neck.
ADVENTURES
PERSONALITIES
OF GILEAD
IMRAN ZYL service with her dying breath, ordering him to deliver
news of her death to her superiors, giving him only the
Sanctioned Psyker Imran Zyl has the look of a hunted Inquisitorial Rosette as a symbol of his mission. He
man. Unblinking eyes, haunted and dark, stare still struggles to control his new-found power, hiding
out at any who meet his gaze. Hastily constructed behind the dead Inquisitor’s name and authority to
augmetic implants help to contain the Warp energies ensure his freedom while he struggles to find anyone
Zyl channels. Even so, the scars that cross his face to whom he can report her demise.
occasionally move about, shifting uncomfortably
under the pressure of the Psyker’s power. IMRAN ZYL
IMPERIUM, PSYKER,
Imran’s faith in the Emperor’s plan is unswerving. He Threat A|E|T|T
INQUISITION
believes it is his duty to travel the Gilead System and S T A I Wil Int Fel
aid those in need, to relieve their suffering and bring
3 3 2 3 7 3 3
them hope. He keeps a low profile while doing so: he’s
Defence Wounds Shock Resilience
had few good experiences with non-Psykers. When
5 (Heavy
circumstances demand Imran present himself to others, 1 5 8
Coat: 1 AR)
he speaks in a slow, careful, and measured manner,
SKILLS: Default 5, Awareness 6 (Passive 3), Deception
as though examining each word before allowing it to 7, Medicae 6, Psychic Mastery 8
pass his lips. Imran occasionally assists the Varonius BONUSES
Flotilla. He’s charmed by the Rogue Trader Jakel Unnatural Regeneration: This Threat restores 1
Varonius’s claims, and the promise that the greater Wound at the start of every round.
Imperium still survives beyond the Great Rift. ABILITIES
ACTIONS: Biomancy: Imran attempts to activate Smite
or a Biomancy psychic power.
Although his faith is true, everything else about him
Bolt Pistol: 10 +1 ED / Range 6 – 12 – 18 / Salvo 1 /
is a carefully constructed lie. He is an Unsanctioned
Brutal, Pistol
Psyker, his latent powers only recently developed. WRATH: Master of Flesh
When the ship meant to deliver him to Ironwatch was Whenever this Threat rolls a 6 on the Wrath Die as part
attacked by Aeldari corsairs, only Imran and a half- of a successful Psychic Mastery (Wil) Test, the target is
inflicted with the Bleeding Condition.
dead Inquisitorial agent managed to reach the escape
Conviction Resolve Speed Size
pods. The Inquisitorial agent pressed Imran into 29
4 3 6 Avg
has often crossed paths with Princess Ferianwyr’s
RANGER KEL-SAR warriors, envy growing with each encounter. All Kel-
Sar needs is a little encouragement to abandon their
SORROWSTEP Path and join the Corsairs’ ranks.
KEL-SAR SORROWSTEP
Kel-Sar Sorrowstep haunts the shadows like an
AELDARI, ASURYANI,
ancient spirit of old. Crimson tattoos trickle from Threat E|E|T|T
CRAFTWORLD UL-KHARI
their sharp, smiling lips and the corners of their eyes, S T A I Wil Int Fel
bloody streaks on their colourless face. 3 3 8 4 3 3 2
Defence Wounds Shock Resilience
Considered by most of their kind to be little more than 7 (Aeldari
a child, they practise discipline and restraint, though Mesh
3 7 5
they fail to do so more often than their Craftworld Armour:
3 AR)
Ul-Khari kin would like. They struggle with their
SKILLS: Default 6, Athletics 7, Awareness 8 (Passive
emotions and are quick to anger and equally quick to
4), Ballistic Skill 9, Stealth 9, Survival 8
forgive. They walk the Path of the Outcast, travelling
BONUSES
between the Gilead System’s worlds in secret, relishing
Cameleoline Cloak: Gain +1 bonus die to Stealth (A)
the freedom it brings. Kel-Sar bows to the needs of Tests and +1 Defence while in cover or shadows.
Ul-Khari when called upon, but due to their selfish Champion: This Threat may use Ruin Actions and
nature, they clash with their comrades, deepening the has 1 personal Ruin.
rift. Nonetheless, they are loyal to their people and ABILITIES
send word of any resources or information beneficial ACTIONS: Ranger Long Rifle: 10 +1 ED / Range 18 –
36 – 54 / Salvo 0 / Sniper (2)
to the stricken Craftworld during their travels.
Shuriken Pistol: 10 +1 ED / Range 12 – 24 – 36 / Salvo
2 / Pistol, Rending (3)
For Kel-Sar, the allure of freedom is strong, over Blade: 5 +2 ED / AP −1 / Rending (1)
shadowing almost every other desire. Their kin RUIN: From the Shadows
disapprove of their reckless indulgence, but while the Spend 1 Ruin. This Threat may treat all ranged attacks
Aeldari of Ul-Khari fear that Kel-Sar is being drawn made this round as Surprise Attacks.
DETERMINATION:
into She Who Thirsts’ dark embrace, it is the Greensteel
Spend 1 Ruin to roll 3d6.
30 Corsairs who truly tempt the wayward Ranger. Kel-Sar
Conviction Resolve Speed Size
3 2 8 Avg
EXPLORE A SYSTEM FORSAKEN
BY THE GREAT RIFT
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