Codex Militaris
Codex Militaris
2 2 2 2 2 2
Agri World
Wound Threshold: 12 + Brawn
3 2 2 1 2 2 Strain Threshold: 11 + Willpower
Starting Experience: 100 XP
Survival Instinct: Frontier worlders begin the game
Wound Threshold: 11 + Brawn
with one rank in Perception or Survival.
Strain Threshold: 11 + Willpower
Rely on None but Yourself: When using Tech Use to
Starting Experience: 100 XP
modify equipment, they decease difficulty by one.
Agrarian Lifestyle: Agri worlders begin the game with
one rank in Athletics or Survival.
Hard Labor: They begin the game with the Rapid Highborn
Recovery talent.
1 2 2 2 2 3
Death World
Wound Threshold: 9 + Brawn
2 2 2 2 2 2 Strain Threshold: 12 + Willpower
Starting Experience: 100 XP
Silver Tongue: Highborn characters begin the game
Wound Threshold: 13 + Brawn
with one rank in Charm or Deception.
Strain Threshold: 11 + Willpower
Hard Labor: While making social tests against high
Starting Experience: 100 XP
authority, gain j. Against lower cast they gain j.
Survivalists: Death worlders begin the game with one
rank in Survival and Resilience.
Paranoia: They always use Vigilance to Initiative rolls. Hive World
Forge World 2 2 2 2 2 2
2 2 3 2 2 1 Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Wound Threshold: 10 + Brawn Starting Experience: 100 XP
Strain Threshold: 10 + Willpower Vigilant: Hive worlders begin the game with one rank
Starting Experience: 95 XP in Perception or Streetwise.
Accustomed to Machines: Forge worlders begin the Accustomed to Crowds: They suffer no penalty for
game with one rank in Tech Use. moving through crowds.
The Flesh is Weak: They begin play with any one Wary: When rolling Initiative, they add s to the test.
cybernetic for free. The worth of this cybernetic must
be under 2000 thrones. Penal Colony
Fortress World 2 2 1 3 2 2
2 2 2 2 2 2 Wound Threshold: 11 + Brawn
Strain Threshold: 10 + Willpower
Wound Threshold: 11 + Brawn Starting Experience: 100 XP
Strain Threshold: 10 + Willpower Recidivist: Penal colonists begin the game with one
Stating Experience: 110 XP rank in Skulduggery or Deception.
Bred for War: Fortress worlders begin the game with Hard Labor: When searching items on the black
one rank in Ranged (Heavy). market, they can ignore up to jj on Streetwise check.
Stalwart Defenders: If using cover, they gain +1 bonus
to ranged defense.
Schola Progenium War Zone
2 2 2 2 2 2 2 3 1 2 2 2
Wound Threshold: 12 + Brawn Wound Threshold: 11 + Brawn
Strain Threshold: 12 + Willpower Strain Threshold: 10 + Willpower
Starting Experience: 95 XP Starting Experience: 100 XP
Schola Education: Progena begin the game with one War Weary: Warzoners begin the game with one rank
rank in any career skill the player chooses. in Medicine or Vigilance.
Tempered Will: They may ignore j caused by a Battle Ready: They begin the game with the Rapid
critical injury. Recovery talent.
After choosing a career, the player must select the
character’s specialization, which must appear on the list
of the chosen career. Each specialization grants four
bonus career skills, from which the player may choose
two to assign one free rank each. If there is overlap
between the skills granted by the career and the
„A soldier’s life belongs to no one but the Emperor – specialization, and the player has already added a rank to
what heresy it would be to think otherwise! Even an overlapping skill due to the career, the specialization
before his birth, the Emperor’s wisdom has charted may add an additional rank to that skill.
the soldier’s destiny. This ordains the purpose of his Each specialization also provides a list of talents. During
life and the meaning of his death. Because a life holds character creation, the player may purchase as many
value only when one dares to lay it down without talents from this list as their starting resources allow. In
fear.” order to purchase a higher-tier talent, the character must
Codex honoris et servitutis, contemplations of Father already possess at least one talent from the next lower
Caius tier. For example, to purchase a tier 2 talent, the character
must first select at least one tier 1 talent.
Tier 5: Dedication, It’s Not That Bad, Master Tier 2: Flash of Insight, Hold Together, Inventor,
(Medicine). Researcher, Time to Go, Tinkerer.
Tier 3: Eye for Detail, Natural (Tech-Use and
Skulduggery), Time to Go (Improved), Utility Belt.
Tier 4: Defensive, Enduring, Jury Rigged,
Overcharge.
Tier 5: Dedication, Master (Tech-Use), Overcharge
(Improved).
Sergeants are the backbone of every army. They are
Officers are commanders of the armies of the Imperium, commanding men in the heats of battle.
who lead soldiers into battle. Bonus career skills: Athletics, Brawl, Ranged (heavy)
The Officer’s eight career skills are Coercion, Cool, and Survival.
Discipline, Leadership, Military Lore, Perception, Talent list
Ranged (Light) and Vigilance. The Officer
automatically gains a rank in four of these skills without Tier 1: Brace, Durable, Forager, Grit, Painful Blow,
spending experience points. Parry, Quick Draw, Quick Strike, Respected, Second
Wind, Tavern Brawler, Toughened.
The three specializations of the Officer are Commissar,
Sergeant and Void Admiral. Tier 2: Barrage, Command, Coordinated Assault,
Defensive Stance, Dirty Tricks, Dynamic Fire,
Fighter’s Stance, Grapple, Knockdown, Lucky
Strike, Physical Training, Suppressing Fire,
A commissar’s role is Threaten, Unarmed Parry.
simple: preventing the
soldiers to flee from the Tier 3: Ambush, Body Guard, Combat Veteran,
battle – by making them fear Creative Killer, Disarm, Dodge, Encouraging Words,
their commissar more than Field Commander, Fire Control, Form on Me, Hard
the enemy. Boiled, Heroic Will, Intimidating, Pinning Shot, Point
Blank, Seize the Initiative.
The Commissar’s bonus
career skills are Coercion, Tier 4: Back to Back, By the Book, Comrades in Arms,
Cool, Forbidden Lore and Deadeye, Defensive, Enduring, Field Commander
Resilience. (Improved), Moving Target, Pinning Fire
(Improved), Prey on the Weak, Prime Positions, Rain
Talent list of Death, Sorry about the Mess.
Tier 1: Bad Cop, Durable, Grit, Rapid Recovery, Tier 5: Dedication, Heavy Hitter, Indomitable,
Respected, Smooth Talker (Coercion), Toughened. Inspiring Leadership, Master Instructor.
Tier 2: Confidence, Cutting Question, Distracting
Behavior, Inspiring Rhetoric, Know the Enemy,
Loom, Sense Emotions, Threaten. Bonus career skills: Cool, Gunnery, Operating (Void)
Tier 3: Confidence (Improved), Encouraging Words, and Vigilance.
Fearsome Reputation, Inspiring Rhetoric Talent list
(Improved), Intimidating.
Tier 1: Brace, Durable, Grit, Keen Eyed, Rapid
Tier 4: Commanding Presence, Distracting Behavior Reaction, Respected, Signature Vehicle, Toughened.
(Improved), Enduring, Fortune Flavors the Bold,
Inspiring Rhetoric (Supreme), Trust No One. Tier 2: Command, Coordinated Assault, Debilitating
Shot, Fine Tuning, Hold Together, Inspiring Rhetoric,
Tier 5: Altered Deal, Crucial Point, Dedication, Pride and Joy, Shortcut, Speaks Binary.
Indomitable, Inspiring Leadership, Master
(Coercion). Tier 3: Capital Sendoff, Dockyard Expertise, Eagle
Eyes, Fire Control, Formation Tactic, Fortified
Structure, Shortcut (Improved), Smart Handling,
Trust me, Captain.
Tier 4: Brilliant Evasion, Capital Sendoff (Improved),
Commanding Presence, Enduring, Hollistic
Navigation, Moving Target, Speaks Binary
(Improved).
Tier 5: Baleful Gaze, Dedication, Heavy Hitter,
Inspiring Leadership, Master (Operating - Void),
Speak Binary (Suprame).
Gunners are professional with any heavy weaponry from
Vehicles and heavy weaponry are on every battlefield heavy infantry support weapons like machine guns to the
throughough the Imperium. Operators are those who can largest artillery and tank weapons of the Galaxy.
make these function. Bonus career skills: Discipline, Gunnery, Ranged
The Officer’s eight career skills are Cool, Driving, (heavy) and Resilience.
Gunnery, Operating (any one), Perception, Piloting Talent list
(any one), Ranged (light) and Tech-Use. The Operator
automatically gains a rank in four of these skills without Tier 1: Brace, Durable, Extra Ammo, Grit, Hamstring
spending experience points. Shot, Second Wind, Toughened.
The three specializations of the Operator are Driver, Tier 2: Barrage, Burly, Debiliating Shot, Defensive
Gunner and Pilot. Stance, Disorient, Dynamic Fire, Selective
Detonation, Suppressing Fire.
Tier 3: Ambush, Combat Veteran, Fire Control,
Drivers specialized on Grenadier, Hindering Shot, Pinning Fire, Point
land vehicles, like tanks Blank, Powerful Blast.
and Chimeras. As such, Tier 4: Defensive, Enduring, Improvised Position,
they are important part of Pinning Fire (Improved), Precise Aim, Prophetic
each military force. Aim, Rain of Death, Sorry About the Mess, Targeted
Bonus career skills: Cool, Firepower.
Driving, Gunnery and Tier 5: Dedication, Heavy Hitter, Master (Gunnery),
Tech-Use. Master (Ranged – heavy).
Talent list
Tier 1: All Terrain Driver, Brace, Durable, Grit, Let’s
Ride, Signature Vehicle, Solid Repairs, Toughened. Pilots operate flying machines from Vulture gunships to
light void machines.
Tier 2: Daring Aviator, Debiliating Shot, Dynamic
Fire, Fine Tuning, Freerunning, Hold Together, Time Bonus career skills: Gunnery, Piloting (planetary),
to Go. Piloting (void) and Vigilance.
The three specializations of the Spy are Assassin, Tier 2: Confidence, Dirty Tricks, Inventor,
Infiltrator and Scout. Knockdown, Know the Enemy, Stalker, Time to Go.
Tier 3: Ambush, Disarming Smile, Dodge, Feint,
Lethal Blows, Opportunist, Parry (Improved), Point
Assassins are Blank.
professional killers, who Tier 4: Better Luck Next Time, Double Talk,
are trained to kill enemy Enduring, Finesse (Improved), In the Know, Precise
commanders, diplomats Aim, Street Smarts, Trust No One.
and other important
personal. Tier 5: Coordination Dodge, Dedication, Master of
Shadows.
Bonus career skills:
Melee (light), Ranged (light), Skulduggery and
Stealth.
Scouts gather informations about the enemy army. The
Talent list
good scout is, who is not known to have been there.
Tier 1: Creative Design, Desperate Recovery, Bonus career skills: Athletics, Drive, Medicine and
Durable, Finesse, Grit, Jump Up, Parry, Precision, Survival.
Toughened, Tumble, Unremerkable.
Talent list
Tier 2: Dirty Tricks, Grapple, Impaling Strike, Knows
the Ropes, Side Step, Stalker, Stunning Blow. Tier 1: All Terrain Driver, Desperate Recovery,
Durable, Finesse, Forager, Grit, Let’s Ride, Parry,
Tier 3: Alchemical Arts, Counterattack, Creative Quick Draw, Second Wind, Signature Vehicle, Swift,
Killer, Disarm, Dodge, Feint, Lethal Blows, Parry Toughened, Unremerkable.
(Improved), Pressure Point, Sneak Attack, Stunning
Blow (Improved). Tier 2: Confidence, Daring Aviator, Grapple, Hard
Headed, Heightened Awareness, Improvised
Tier 4: Assassin Strike, Deadeye, Deadly Accuracy, Defenses, Know the Enemy, Physical Training, Quick
Enduring, Finesse (Improved), Precise Aim, Sneak Draw (Improved), Shortcut, Stalker, Time to Go,
Attack (Improved), Unrelenting.
Uncanny Senses.
Tier 5: Coordination Dodge, Dedication, Master of Tier 3: Combat Veteran, Confidence (Improved),
Shadows, Sneak Attack (Supreme). Constant Vigilance, Cunning Snare, Dodge, Eagle
Eyes, Full Throttle, Opportunist, Tuned
Maneuvering Thrusters.
Tier 4: Brilliant Evasion, Defensive, Defensive
Driving, Enduring, Full Throttle (Improved),
Improvised Position.
Tier 5: Coordination Dodge, Dedication, Full Throttle
(Supreme).
Riflemen are universally trained foot soldiers, who can
Troopers are the backbone of the Imperial Guard: they handle most battlefield situations.
are the foot soldiers facing and fighting the foe on Bonus career skills: Cool, Discipline, Melee (light) and
thousands of battlefields across the Galaxy. Ranged (heavy).
The Trooper’s eight career skills are Athletics, Brawl, Talent list
Medicine, Melee (heavy), Melee (light), Ranged
(heavy), Ranged (light) and Survival. The Trooper Tier 1: Brace, Durable, Extra Ammo, Grit, Hamstring
automatically gains a rank in four of these skills without Shot, Precision, Quick Draw, Second Wind, Swift,
spending experience points. Toughened.
The three specializations of the Trooper are Assault Tier 2: Barrage, Burly, Confidence, Defensive Stance,
Trooper, Rifleman and Sharpshooter. Dynamic Fire, Improvised Defenses, Lethal Blows,
Physical Training, Quick Draw (Improved), Strong
Arm, Threaten, Unstoppable.
Creating the regiment is an unique, but very important Chivalric Armory: Soldiers of a Feudal world regiment
part of the character creation in Codex Imperialis. The gain one rank on Melee (light) skill.
regiment is much more then just a number and a name –
as mentioned above, it is also a shared identity of the Superstitious: Feudal world stationed soldiers gain j to
soldiers, and it gains some bonuses to the player Scholastic lore checks.
characters.
Cost: 10 Points
For designing your regiment, you have 100 points total.
These points can not be spent outside of the regiment Children of the Machine: Soldiers of a Forge world
creation system – all unused points get lost. Creating the regiment gain one rank on Tech-Use skill.
regiment follows distinct steps. These define the
Flesh is Weak: Forge world stationed soldiers gain j to
regiment’s origin, structure, and character, both in the
Survival checks in wild or technically undeveloped
narrative and in-game mechanics. The steps are:
environments.
1. Homeworld
2. Regiment Type
3. Training Doctrines
4. Special Equipment
5. Special Units in the regiment.
6. Commander Type
7. Drawbacks for getting some points.
Cost: 15 Points
Cost: 25 Points
Mechanized Infantry Regiments combine the aggressive Troopers are the backbone of the Imperial Guard: they
close-combat training of assault troops with the mobility are the foot sold
and protection of Chimera APCs. They strike at critical
points on the battlefield, support armored units, and
exploit gaps in enemy lines with speed and precision.
While their soldiers fight like standard infantry, it is the
Chimeras that grant them the ability to arrive where they
are most needed, turning the tide of battle through rapid,
decisive action.
Skills: Drive and Ranged (heavy) become career skills.
Regiment Structure: 10 infantry companies; 3
mechanized support company; 1 mechanized recon
company.
Regiment Armory: 1 Las Carbine with bayonet, 1
combat knife, 4 frag grenade, Flak Armour; 1 Chimera
APC / Squad (infantry companies); 1 Chimera Missile
Launcher / company, 2 Chimera Multilaser / company, 1
Chimera Flamer / company (support companies); 1
Tauros / squad (recon company).
Cost: 40 Points
Chain weapons are brutal war devices. Although they are A vast variety of ranged weaponry is used by the
produced in many variants, all of them are variants of Imperial Guard. Most of them are produced by thousands
bladed weapons, where the edge is replaced by fast of manufactors.
moving teeth that can bite into flesh and bone, causing
terrible wounds.
Made from the rarest materials and interlaced with Bolters are main weaponry of the Space Marines, which
psychic reactive and channelling circuitry of a design fire with exploding ammo. Most bolters are too heavy to
said to have originated with the Emperor himself when be used someone weaker than a Space Marine. However,
he walked among mortal men, force weapons are capable some of them may find use in some specific units of the
of channelling the mental power and aggression of a Imperial Guard.
psyker into deadly, reality-rending force.
Melta weapons are slow firing weapons, which fire
Flamers are feared weapons on every battlefield of the ammunition, that can melt through practically every
Galaxy. All of them use fire to eliminate soft targets like material.
infantry.
Grenade
Gunnery - - Med 5 2 1500 5 Special
Launcher
Rocket Breach 2, Blast 6, Prepare 1, Limited
Gunnery 20 3 Long 6 2 2500 7
Launcher Ammo 1
2 4 +1
relentless power of its vehicles. These war machines, 0 3/1/1/2
from the humble Chimera transports to the mighty
Baneblade super-heavy tanks, are the backbone of the 4 4
Imperial Guard’s mechanized warfare. They are the
massive, ironclad beasts that carve through enemy lines, Skill: Drive
delivering firepower and protection to the men and Crew: One pilot + one gunner
women they carry into the fray. Encumbrance Capacity: 5
Passanger Capacity: 1
Customization Hard Points: 2
Weapons: Heavy stubber (Fire Arc: Forward, Damage
12, Critical 2, Long range, Autofire (only), Character
scale) [Linked 1 on the Venator variant]
2 2 +0 0 4/4/4/2
4 4
Skill: Drive
Crew: One pilot + one gunner
Encumbrance Capacity: 10
Passanger Capacity: 2
Customization Hard Points: 2
Weapons: Heavy stubber (Fire Arc: Forward, Damage
12, Critical 2, Long range, Autofire (only), Character
The Tauros is a wheeled reconnaissance vehicle of the
scale)
Imperial Guard. Despite it’s very light defenses, and
open frame, the Tauros is a sturdy and reliable car, which
can operate even the harshest circumstances. All Tauros
are equipped with galvanic motor technology allowing
them to press ahead even after taking damage to their
traction.
3 3 +0 0 3/3/3/2
7 8
Centaurs are light and lightly armored tracked vehicles Skill: Drive
used to tow field artillery and to provide transport for the Crew: One pilot + one gunner
weapon’s crew. The most prominent feature of the Encumbrance Capacity: 20
Centaur are its twin engines, mounted in its track Passanger Capacity: 12
sponsons, and a very large power pack for a vehicle of Customization Hard Points: 2
its size. While useful for pulling heavy loads such as Weapons: Twin Storm Bolter (Fire Arc: All, Damage
supply trailers and weapons, when operating on its own
10, Critical 2, Long range, Linked 1, Pierce 2, Vicious 2, is very successful because of it’s versitality: a lot of
Character scale. combat vehicles have been built on Chimera chassis
from command vehicles through mobile artillery to siege
vehicles.
3 3 -1 0 4/4/4/2
9 8
Skill: Drive
Crew: One pilot + one gunner
Encumbrance Capacity: 20
Passanger Capacity: 0
The Taurox is an armored personal carrier of the Imperial Customization Hard Points: 2
Guard. Although weaker than the standard Chimera, the Weapons: Earthshaker Cannon (Fire Arc: Forward,
Taurox is a very versatile vehicle, which has wheeled, Extreme range, Damage 9, Critical 3, Blast 6, Limited
semitracked and full tracked variants as well. It’s Ammo 1, Prepare 5, Planetary scale).
standard weapon is a twin storm bolter, but it can be
Heavy Bolter (Fire Arc: Forward, Damage 10, Critical 2,
equiped with a lot of different weapons, like rocket pods,
Long range, Auto-fire (only), Pierce 3, Vicious 3, Character
autocannons and gatling cannons.
Scale.
3 3 -1 0 4/4/4/2
9 8
Skill: Drive
Crew: One pilot + one gunner
Encumbrance Capacity: 20
Passanger Capacity: 7 The Basilisk is a mobile Earthshaker cannon on Chimera
Customization Hard Points: 2 chassis. It is used as support vehicle for armored and
Weapons: Twin Heavy Bolter (Fire Arc: All, Damage mechanized units.
10, Critical 2, Long range, Auto-fire (only), Linked 1,
Pierce 3, Vicious 3, Character Scale.
9 8
Skill: Drive
Crew: One pilot + one gunner
Encumbrance Capacity: 20
Passanger Capacity: 0
Customization Hard Points: 2
Weapons: Quad Cannon (Fire Arc: All, Extreme range,
Damage 4, Critical 3, Accurate 1, Linked 3, Planetary
Scale).
Multiple Rocket Pod Medium 6 2 Blast 4, Breach 4, Limited Ammo 16, Linked 3
Hunter-killer Missile Medium 7 3 Blast 4, Breach 4, Limited Ammo 1
Mallus Rocket Launcher Long 7 3 Blast 6, Breach 3, Limited Ammo 12, Linked 2
Manticore Missile Extreme 8 3 Blast 10, Breach 2, Limited Ammo 1
Praetor Missile Launcher Long 8 3 Blast 9, Breach 2, Limited Ammo 12, Linked 1
Vortex Missile Extreme 10 3 Blast 10, Breach 1, Limited Ammo 1