Wrath & Glory - Core Rulebook.pdf [8lyrzjkzx40d] (2022)

A reflex catalyst augments the autonomic nervous system with highly conductive cables and synaptic triggers which grant enhanced speed and coordination. The recipient’s Initiative increases by 1.

“Oi, boss! Wake up! I done fixed yer stump up a treat! Now you can punch, shoot, chop, and burn all at once!” –Dok Gurk Bludstitch

Sinew Armature Replacing joints and major muscle groups with actuators, tensor cables, and vat-grown muscle

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By all appearances, Ork cybernetics—or “bioniks”—are rough affairs of beaten metal and sparking wires. However, Mekboyz and mad doks create bionik enhancements as potent in action as they are crude in appearance. Orks do not bother with bionic reconstruction, instead mad instinct drives them to replace every missing limb with something bigger, badder, and deadlier.

In many cases, bionik implantation is involuntary. Many a Nob has gone under a Painboy’s bone saw to replace a missing leg only to awaken with a chain axe for an arm and a promethium-powered cogitation engine wired into his brain. Such are the whims of overzealous Ork surgeons. There is a bionik equivalent to virtually every cybernetic implant available to humans. Implants unique to Ork’s include:

Iron Gob The iron gob—a curved slab of jagged ceramite crudely bolted to an Ork’s jaw—is a fearsome symbol of the recipient’s dedication to violence. The recipient receives +1 Armour (this bonus stacks with worn armour), a +1d bonus to Intimidation tests, and a melee bite attack with a Damage Rating of 6+2ED. Value: 3 (Rare) Keywords: Ork

Iron Gutz Orks are not known to be picky eaters, but some have appetites best described as suicidal. This implant replaces most of the recipient’s digestive system with industrial tubing and linked chemical reaction chambers. Once installed, the recipient can eat virtually anything, deriving sustenance from tainted xenos meat, toxic runoff, and the flesh of daemons. The recipient gains a +2d bonus to resist ingested poisons and automatically passes Survival tests to find food and water, though what they find is unlikely to be appetizing or edible to anyone without iron gutz. Value: 5 (Very Rare) Keywords: Ork

Rebuilt Cranium Rebuilt craniums replace an Ork’s skull with adamantine plates and portions of brain with assorted wires, gears, and blinking circuits, and the effects are impossible to predict. A rebuilt cranium modifies the recipient’s Intellect. The character must roll 1d3 at the beginning of each game session, increasing the character’s

intellect by the result. The player may spend a point of Wrath to re-roll the 1d3 result at any time. At the GM’s discretion, Shock, stress, or a called shot to the head can force a re-roll of the 1d3 result. Value: 6 (Very Rare) Keywords: Ork

Eldar Cybernetics “Your body is as crude as your attempts to improve upon it. I would not dare complicate my symmetry with such unsightly angles.” – Corsair Tir-Hoval, captain of the Threefold Talon Cybernetics are rare among the Eldar. While the short-lived human and Ork races use implantation as a shortcut to physical enhancement, the Eldar prefer to develop their bodies and minds through centuries of discipline. As a result, Eldar typically limit cybernetics to bionic reconstruction, replacing damaged flesh with wraithbone prosthetics of unparalleled sophistication and beauty psychically attuned to their bearer. However, there are some exceptions.

Eyes of the Crone These complex augmetic eyes provide greater versatility than those of human manufacture. A single eye of the crone performs the function of two different augmetic eye implants (see page 314). Value: 5 (Very Rare) Keywords: Aeldari

Heart of Vaul Implanted just over the heart, this device projects a subtle refractive field perfectly contoured to the recipient’s body. The recipient gains a +1 bonus to Defence and Armour (this bonus stacks with worn armour). Value: 7 (Unique) Keywords: Aeldari

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VEHICLES

Cruising Speed

Defence

Wounds

Resilience

Traits

Table 6-8: Vehicles Name

Crew

Weapons

Value

Keywords

Goliath Truck

1 Pilot, 2 Gunners, 10 Passengers

12m

3

15

13

Open Top

Heavy Stubber, Twin Autocannon

10 Uncommon

Imperium

Land Raider

1 Commander, 1 Pilot, 12 Passengers

20m

3

25

19

Sealed, Tracked

Twin Heavy Bolter, 2x Twin Lascannons

15 Very Rare

Imperium, Adeptus Astartes

Land Speeder

1 Pilot, 1 CoPilot/Gunner

32m

5

12

14

Hover, Open Top, Gyrostabilised

Heavy Bolter

13 Very Rare

Imperium, Adeptus Astartes

Leman Russ Battle Tank

1 Pilot, 1 Commander, 1 Main Gunner, 1 Loader

20m

4

18

18

Sealed, Tracked

Battle Cannon, lascannon

18 Uncommon

Imperium, Astra Militarum

Rhino Armour Transport

1 Pilot, 1 Gunner, 10 Passengers

24m

3

15

15

Sealed, Tracked, Crash Webbing

Storm Bolter

10 Uncommon

Imperium, Adepta Sororitas, Adeptus Astartes

Scout Sentinel

1 Pilot

18m

4

10

14

Open Top, Walker

Multi-laser

8 Uncommon

Imperium, Astra Militarum

Space Marine Bike

1 Pilot, 1 Passenger

28m

5

8

14

Open Top

Twin Boltgun

9 Very Rare

Imperium, Adeptus Astartes

Stormraven Gunship

1 Pilot, 1 40m Co-Pilot, 1 Gunner, 12 Passengers (+1 Dreadnought)

5

20

17

Hover, Vacuum Hardened

Twin Assault Cannon, Twin Heavy Bolter, 2x Stormstrike Missile Launchers

18 Very Rare

Imperium, Adeptus Astartes

Valkyrie

1 Pilot, 1 Navigator, 2 Gunners, 12 Passengers

45m

5

15

14

Hover, Sealed

Twin Multi-laser, 2x 12 Rare Hellstrike Missile Launchers

Imperium, Imperial Navy, Astra Militarum

40m

5

10

13

Hover, Open Top

Kopta Rokkits

Ork

Imperial Vehicles

Ork Vehicles Deffkopta 1 Pilot

318

8 Rare

Crew Cruising Speed

Defence

Wounds

Resilience

Weapons

Value

Keywords

Trukk

1 Pilot, 1 Gunner, 12 Passengers

24m

3

14

14

Open Top, Poor Handling

Big Shoota

11 Uncommon

Ork

Warbike

1 Pilot, 1 Passenger

28m

4

12

13

Open Top

Twin Dakkagun

10 Uncommon

Ork

Traits

Name

Eldar Vehicles Falcon Grav Tank

1 Pilot, 1 Gunner, 6 Passengers

50m

7

16

16

Vacuum Hardened, Hover, GyroStabilised

Pulse Laser, Shuriken Cannon, Twin Shuriken Catapults

17 Very Rare

Aeldari, Asuryani

Jetbike

1 Pilot, 1 Passenger

32m

6

8

12

Hover, Gyro-Stabilised

Twin Shuriken Catapults

10 Rare

Aeldari, Asuryani

War Walker

1 Pilot

20m

5

10

14

Walker, GyroStabilised

2x Shuriken Cannons

9 Rare

Aeldari, Asuryani

“Run ‘em down! Run ‘em over! I wants to see their skulls in me skid marks!” –Warbiker of the Kult of Speed

Wounds: A measure of how difficult a vehicle is to destroy. In combat, vehicular wounds function like a character’s Wounds.

Vehicles are more than a means of transportation. In the war zones of the 41st Millennium, each vehicle is a weapon in its own right. In Wrath & Glory, vehicles are represented with the following vital statistics: Crew: This includes the number of people required to operate and fully crew vehicle—and their roles— as well as the number of passengers a vehicle can support. Passengers wearing armour with the Cumbersome Trait count as two passengers. Cruising Speed: This is the ideal speed for a vehicle in combat. A vehicle’s maximum speed is twice its Cruising Speed. A vehicle travelling above Cruising Speed is difficult to control and rough on passengers, increasing the difficulty of all skill tests aboard the vehicle by 2 until the start of the pilot’s next turn. Defence: A measure of how hard a vehicle is to hit with an attack when in motion. A vehicle at a dead stop has a Defence of 1. A vehicle travelling above Cruising Speed gains a +2 bonus to Defence until the start of the pilot’s next turn.

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Resilience: Like characters, vehicles have resilience representing their ability to withstand damage. For a vehicle, its armour value and its Resilience are indistinguishable; any effect that ignores a certain value of armour ignores the same value of a vehicle’s Resilience. Traits: Like weapons and armour, vehicles have traits that grant special abilities, benefits, and penalties. Weapons: Most vehicles are equipped with weapons mounted to turrets, pivots, and hardpoints. When mounted in a twin array, weapons double their normal Salvo rating. Value: The Influence test DN to acquire the vehicle and the vehicle’s rarity.

Vehicle Traits The following traits modify a vehicle’s capabilities. Crash Webbing Shock absorbers and safety harnesses protect occupants from severe impacts and rough stunts. Occupants strapped into a vehicle with crash webbing are immune to Shock caused by impacts, Blast weapons, and System Shock. Getting into or out of crash webbing is an action. Gyro-Stabilised Heightened shock absorption and balanced design imparts superior handling. A Gyro-Stabilised vehicle grants a +1d bonus to Pilot tests. Hover Hover vehicles skim over the ground, suspended by aerodynamic forces or gravitic technology. Hover vehicles ignore all penalties from rough terrain, pass over obstacles and obstructions, and can lift 10m off the ground as part of its movement. Open Top An open top vehicle leaves its crew and passengers exposed to the elements and enemy attacks, but leaves passengers and crew free to attack from the vehicle without penalty (see Attacking from Vehicles on page 235). Attacking an occupant of an open top vehicle does not require a called shot.

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Poor handling Due to a heavy chassis or wide turning radius, a vehicle with this trait is difficult to steer and slow to respond the pilot’s commands. A vehicle with Poor Handling imposes a +2DN penalty to all Piloting tests. A vehicle cannot possess both the Gyro-Stabilised and Poor Handling traits. Sealed A sealed vehicle has airtight doors and hatches. Occupants of a sealed vehicle are immune to toxic gasses and airborne diseases while all hatches are closed. The occupants of a Sealed vehicle cannot be targeted by called shots. A vehicle cannot possess both the Open Top and Sealed traits. Tracked Tracked vehicles are equipped with caterpillar treads that chew through rough ground. A tracked vehicle takes no penalty from rough terrain when moving up to its Cruising Speed. Vacuum Hardened Vacuum Hardened craft can function in absolute vacuum and are equipped with life support capabilities. Vacuum Hardened vehicles have all the benefits of the Sealed trait. Flying vehicles with the Vacuum Hardened trait are space worthy and capable of surface to orbit flight. Walker Walkers use articulated legs to traverse rough terrain. A walker takes no penalty from rough terrain when moving up to half its Cruising Speed, can ascend sharp inclines, and can perform a ram stunt without moving against targets within 1m by “stomping” them.

Imperial Vehicles “Listen to that thunder, recruit. That’s the rumble of a Leman Russ battle tank. In time, you’ll learn to love that sound like your mother’s own voice.” –Senior Gunnery Officer Alicette Krul of the Seventh Armageddon Heavy Artillery Battalion The Imperial war machine makes use of a wide variety of vehicles, from rumbling ranks to repurposed industrial transports.

Goliath Truck A common sight on hive worlds, industrial zones, and mining outposts, goliaths are sturdy, utilitarian vehicles easily repurposed for war. Crew: 1 Pilot, 2 Gunners. Passengers: 10 Cruising Speed 12m; Defence 3; Wounds 15; Resilience 13; Open Top Weapons: Heavy Stubber (10+2ED; AP 0; Range 72m; Salvo 3; Heavy [4]) Twin Autocannon (16+2ED; AP -1; Range 96m; Salvo 6; Heavy [8]) Value: 10 (Uncommon) Keywords: Imperium

Land Raider Land raiders— impenetrable moving fortresses of ceramite and adamantium—earned their reputation as the most destructive vehicles in the arsenal of the Adeptus Astartes. Crew: 1 Commander, 1 Pilot. Passengers: 12 Cruising Speed 20m; Defence 3; Wounds 25; Resilience 19; Sealed, Tracked Weapons: Twin Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 6; Brutal, Heavy [6]) 2x Twin Lascannons (18+3ED; AP -3; Range 150m; Salvo 2; Heavy [8], Steadfast) Value: 15 (Very Rare) Keywords: Imperium, Adeptus Astartes

Land Speeder Land speeders employs a pair of roaring engines and is held aloft by a special crafted repulsion plate. These are the true chariots of the GodEmperor’s avenging angels. Crew: 1 Pilot, 1 Co-pilot/Gunner Cruising Speed 32m; Defence 5; Wounds 12; Resilience 14; Hover, Gyro-Stabilised, Open Top Weapons: Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 3; Brutal, Heavy [4]) Value: 13 (Very Rare) Keywords: Imperium, Adeptus Astartes

Leman Russ Battle Tank Named for the Primarch of the Space Wolves in honour of his matchless ferocity on the battlefield, the Leman Russ Battle Tank is a versatile and reliable vehicle widely deployed tank in the Astra Militarum.

Crew: 1 Pilot, 1 Commander, 1 Main Gunner, 1 Loader Cruising Speed 20m; Defence 4; Wounds 18; Resilience 18; Sealed, Tracked Weapons: Battle Cannon (16+3ED; Range 140m; Salvo –; Blast [Large]) Lascannon (18+3ED; AP -3; Range 150m; Salvo 1; Heavy [8], Steadfast) Value: 18 (Uncommon) Keywords: Imperium, Astra Militarum

Rhino Armour Transport Since the dark days of the Great Crusade, the rhino armour transport remains a reliable transport for the Imperium of Man. Crew: 1 Pilot, 1 Gunner. Passengers: 10 Cruising Speed 24m; Defence 3; Wounds 15; Resilience 15; Crash-Webbing, Sealed, Tracked Weapons: Storm Bolter (10+1ED; AP 0; Range 40m; Salvo 4; Brutal, Rapid Fire [2]) Value: 10 (Uncommon) Keywords: Imperium, Adepta Sororitas, Adeptus Astartes

Scout Sentinel Sentinel walkers stride with ease through blasted wastelands, toxic jungles, and urban war zones as their pilots patrol contested territory and gather vital intelligence. Crew: 1 Pilot Cruising Speed 18m; Defence 4; Wounds 10; Resilience 14; Open Top, Walker Weapons: Multi-laser (14+2ED; AP 0; Range 70m; Salvo 3; Steadfast) Value: 8 (Uncommon) Keywords: Imperium, Astra Militarum

Space Marine Bike Riding upon heavy treaded tires, Space Marine attack bikes tear through the battlefield delivering their riders into the heart of the fray. Crew: 1 Pilot. Passengers: 1 Cruising Speed 28m; Defence 5; Wounds 8; Resilience 14; Open Top Weapons: Twin Boltgun (10+1ED; AP 0; Range 40m; Salvo 4; Brutal, Rapid Fire [2]) Value: 9 (Very Rare) Keywords: Imperium, Adeptus Astartes

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Stormraven Gunship

Trukk

Adeptus Astartes use this versatile craft as an attack vessel and troop transport all in one.

The only thing louder than the rumbling engines of an Ork war trukk is the frenzied chanting of the Boyz it carries to the front.

Crew: 1 Pilot, 1 Co-pilot, 1 Gunner. Passengers: 12 + 1 Dreadnought Cruising Speed 40m; Defence 5; Wounds 20; Resilience 17; Hover, Vacuum Hardened Weapons: Twin Assault Cannon (14+2ED; AP -1; Range 48m; Salvo 6; Heavy [8]) Twin Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 6; Brutal, Heavy [6]) Stormstrike Missile Launcher x2 (16+3ED; AP -3; Range 140m; Salvo 3; Blast [Large]) Value: 18 (Very Rare) Keywords: Imperium, Adeptus Astartes

Valkyrie The Imperial Guard prefers the Valkyrie airborne assault carriers because of their ability to vertically take-off and land. Crew: 1 Pilot, 1 Navigator, 2 Gunners. Passengers: 12 Cruising Speed 45m; Defence 5; Wounds 15; Resilience 14; Hover, Sealed Weapons: Twin Multi-Laser (14+2ED; AP 0; Range 70m; Salvo 6; Steadfast) Hellstrike Missile Launcher x2 (16+2ED; AP -2; Range 100m; Blast [Large], Brutal) Value: 12 (Rare) Keywords: Imperium, Imperial Navy, Astra Militarum

Ork Vehicles Ork vehicles are built for speed, not safety. Only the hardest and most cunning Ork pilots live through the drive to the front.

Deffkopta Belching smoke and held improbably aloft by rotating blades of jagged metal, a deffkopta, even if shot down multiple times, only rises again like a phoenix of screaming metal. Crew: 1 Pilot Cruising Speed 40m; Defence 5; Wounds 10; Resilience 13; Hover, Open Top Weapons: Kopta Rokkits (11+2ED; AP -2; Range 48m; Salvo 2; Blast [4]) Value: 8 (Rare) Keywords: Ork

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Crew: 1 Pilot, 1 Gunner. Passengers: 12 Cruising Speed 24m; Defence 3; Wounds 14; Resilience 14; Open Top, Poor Handling Weapons: Big Shoota (12+2ED; AP 0; Range 72m; Salvo 3; Assault, Waaagh!) Value: 11 (Uncommon) Keywords: Ork

Warbike The Warboss who wants to ride in style and the mad fanatics of the Kult of Speed choose warbikes. These are the embodiment of reckless pursuit. Crew: 1 Pilot. Passengers: 1 Cruising Speed 28m; Defence 4; Wounds 12; Resilience 13; Open Top Weapons: Twin Dakkagun (12+2ED; AP 0; Range 72m; Salvo 6; Assault, Waaagh!) Value: 10 (Uncommon) Keywords: Ork

Eldar Vehicles Eldar vehicles are as elegant and swift as their pilots, drawing upon sophisticated aerodynamic shapes and potent anti-gravitic technology to enter the fray, strike, and escape in the blink of an eye.

Falcon Grav tank The Falcon, an agile Aeldari grav-tank, carries squads of Eldar warriors into battle. Crew: 1 Pilot, 1 Gunner. Passengers: 6 Cruising Speed 50m; Defence 7; Wounds 16; Resilience 16; Gyro-Stabilised, Hover, Vacuum Hardened Weapons: Pulse Laser (16+3ED; AP -3; Range 100m; Salvo 2; Heavy [8]) Shuriken Cannon (14+2ED; AP 0; Range 48m; Salvo 3; Heavy [6], Penetrating [3]) Twin Shuriken Catapults (10+1ED; AP 0; Range 24m; Salvo 6; Assault, Penetrating [3]) Value: 17 (Very Rare) Keywords: Aeldari, Asuryani

Jetbike

War Walker

The thin whistle of air swirling around a jetbike’s streamlined fuselage is often the last thing the pilot’s target hears.

With the deft hands of an Eldar at the controls, war walkers step lightly through the field of battle with a smooth, organic grace.

Crew: 1 Pilot. Passengers: 1 Cruising Speed 32m; Defence 6; Wounds 8; Resilience 12; Gyro-Stabilised, Hover Weapons: Twin Shuriken Catapults (10+1ED; AP 0; Range 24m; Salvo 6; Assault, Penetrating [3]) Value: 10 (Rare) Keywords: Aeldari, Asuryani

Crew: 1 Pilot Cruising Speed 20m; Defence 5; Wounds 10; Resilience 14; Gyro-Stabilised, Walker Weapons: Shuriken Cannon x 2 (14+2ED; AP 0; Range 48m; Salvo 3; Heavy [6], Penetrating [3]) Value: 9 (Rare) Keywords: Aeldari, Asuryani

VOIDSHIPS Table 6-9: Voidships Name

Cruising Speed

Defence Wounds Resilience Systems

Weapons

Keywords

Imperial Frigate

6km

6

9

8 (9)

Augur Array, Hangar Bay, Supply Vault, Void Shields (1)

Prow Lance Battery, Dorsal Light Macrocannon

Imperium, Imperial Navy

Eldar Frigate

8km

7 (9)

6

6

Auger Array, Holo-Fields Prow Quasar Lance Aeldari, (2), Etheric Tines Battery, Keel Voidcluster Anhrathe Macrocannon

Ork Rok

2+ 1d6km

4

12

10 (11)

Auger Array, Supply Prow Big Zappa, BroVault x2, Void Shield (1), adside 'eavy Kannons, Dorsal Kustom Gunz Mekboy Lab

“Any fool with a sturdy ship and a star to guide them can find their destiny. It takes an iron will and a loaded macrocannon to seize it!” – Lord Captain Cumberland Graymaine, commander of the heavy cruiser Final Interdiction Empires rise and fall by the strength of their navies, and a conqueror’s rule extends only so far as their ships can travel. As the heroes of Wrath & Glory grow in power and their exploits alter the fate of additional worlds, it is only a matter of time before they acquire a ship to command and take to the void.

speed in combat is twice its Cruising Speed. The sheer mass of a voidship makes it difficult to bring a voidship it to a dead stop. As a result, a voidship’s minimum speed is half its Cruising Speed. Defence: How hard it is to hit a voidship in combat. A voidship’s defence may change from moment to moment based on the strength of its void shields. Wounds: A measure of a voidship’s structural integrity. A voidship’s wounds function like a character’s Wounds.

Like vehicles, all voidships have several vital statistics. A voidship’s profile is formatted as follows:

Resilience: The strength of a voidship’s hull and its ability to withstand damage. Like vehicles, a voidship’s armour rating and its Resilience are the same.

Cruising Speed: The medium speed in kilometres of a voidship in combat. A voidship’s maximum

Systems: Various systems are dispersed through a voidship’s superstructure. These systems grant

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Ork

the vessel special capabilities and allow its officers to execute system actions in combat. Some voidships possess multiple instances of the same system. Unless otherwise noted, the benefits of multiple systems stack. Weapons: All voidships are equipped with weapons arrays, from point defence cannons meant to deflect orbital debris to lance batteries capable of reducing hostile voidships and even planetary fortifications to slag.

Voidships & Scale Voidships operate on a scale several orders of magnitude removed from that of individual heroes. Massive, ponderous, and unimaginably complex, there are several realities to consider when it comes to the operation of voidships and their systems. ◆ Voidships are massive. Even the smallest frigate is just shy of a full kilometre in length. Likewise, all measurements in voidship combat, from movement to weapons ranges, are measured in kilometres. A shot from a handheld weapon, no matter how well placed, cannot hope to damage a voidship. Likewise, a hero cannot hope to withstand a strike from a voidship weapon. ◆ Voidships are ponderous. The simple act of changing a vessel’s heading and bringing weapons to bear can take several minutes

to an hour. Even then, a voidship’s weapons can only hope to accurately hit a sizable target, be it another voidship or a stationary fortification on a planet’s surface. As tempting as it is to call down an orbital barrage against a single foe, the odds against hitting such a target are astronomical, and the damage so indiscriminate that even if the attack were to find its mark, allies and enemies alike would be reduced to atoms along with whatever they were fighting over. ◆ Voidships are complex. Operating a voidship system or firing one of its weapons is not a matter of sitting at a bridge console and pressing the right keys. All voidship actions entail leading a team of subordinates in a coordinated effort deep in the bowels of the ship. Even something as basic as firing a macrocannon requires hundreds of hands operating countless subsystems. It takes a crew of thousands to operate a voidship effectively, and each vessel is a nation unto itself owing fealty to its commanding officer, and through its commanding officer owing fealty to greater powers, be they the Lord Admiral of the Imperial Navy, a Warboss, or a Daemon Prince.

Voidship Systems Below, each voidship entry lists the systems it possesses. Auger Array An auger array is comprised of a complex network of signal towers, ray casters, and wave emitters that provide detailed analysis of objects in space which allow it to survey a planet’s surface from orbit to size up another vessel before raid. In combat, an auger array has a range of 10 kilometres. This range increases by 5 for every additional array. System Action: Deep Scan – Attempt a Tech test against the defence of a voidship within range. On a successful test, learn the Cruising Speed, wounds, and weapon systems of the target vessel. Shifts from this test can

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be used to learn about additional systems and capabilities. Deep Scan may also be used to assist any other test by another character during the round as a combined action (see page 50). Hangar Bay Large airtight vaults containing fighter craft, shuttles, cargo loaders, and the command and control facilities needed to coordinate their operations can be found in a hangar bay. System Action: Sortie – Launch a wing of small craft to harry an enemy vessel. When used to make a sortie system action, a hangar bay functions as a weapon with the following profile (Damage Rating: 5, Range 10km, –). It covers all arcs of fire and uses the attacker’s Pilot skill instead of Ballistic Skill for the attack roll. Supply Vaults Interconnected cargo holds, provision silos, and stasis crypts weave their way through the vessel’s hull. A voidship can operate continuously without resupplying for an additional three months per supply vault. System Action: Provision – Release additional supplies and ammunition from the vaults. When used to make a provision system action, the character must make a Leadership test to organise the efforts. If successful, this system action grants a +1d bonus to Tech tests made to repair the ship this round or allows the next weapon fired to make a Salvo attack. Any shifts either add more bonus dice (one per shift) for repairing the ship this round, or increase the chosen weapon’s Salvo value by one per shift.

Holo-Fields Eldar vessels have a unique protective system known as a holo-field. The voidship appears to shift its position from moment to moment, shrouded from augur sensors, rendering most readings into flickering uncertainty. Active holo-fields increase the vessel’s Defence by the listed rating.

Teleportarium The arcane mechanisms within this vast chamber defy the laws of time and space, tearing pinholes in reality just wide enough to transport people and cargo instantaneously to and from its confines. System Action: Deep Assault – Teleport a strike team into the heart of an enemy vessel to wreak havoc before returning. A deep assault requires a Tech test against the target vessel’s Defence. On a successful test, the target vessel suffers a Mortal Wound. Exalted Icons from a successful test can be shifted to inflict additional wounds or disable specific weapons or systems. A voidship with functioning shields is immune to deep assaults. Void Shield Wonders of the Dark Age of Technology, this array of massive field projectors envelopes the voidship in a protective barrier. Each functioning void shield increases a vessel’s Resilience by the listed rating. System Action: Harden Shields – Attempt a Tech test (DN 7) to reinforce the vessel’s shields in anticipation of incoming attacks. On a successful test, increase the Defence or Resilience bonus granted by the void shield by 1 against the next attack made against the vessel. Shifted Icons can provide additional protection to both Defence and Resilience.

Example Voidships “The curve of her prow, the glimmer of starlight on her hull. Who wouldn’t leave their homeworld for a ship like that?” – Arch-Lieutenant Zenobia Quall of the light cruiser Venture Royal The following are a selection of voidships that one can encounter in the bloodstained stars of the 41st Millennium.

Imperial Frigate Imperial frigates are swift, flexible craft at home in any theatre of war, including keeping watch over crucial warp routes, patrolling the edges of Imperium space, and scouting beyond the fringe of Mankind’s hard-won territory,

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Cruising Speed 6km; Defence 6; Wounds 9; Resilience 8 (9) Systems: Auger Array, Hangar Bay, Supply Vault, Void Shield (1) Weapons: Prow Lance Battery (5+1ED; AP -1; Range 8km, Salvo 2; Penetrating [2]) Dorsal Light Macrocannon (7+2ED, AP 0; Range 4km, Salvo 3; Brutal) Keyword: Imperium, Imperial Navy

Eldar Frigate Favoured by Eldar Corsairs and protectors of Webway gates, light cruisers are surprisingly manoeuvrable for their size and capable of making lightning-fast assaults before vanishing into the void like a phantom. Cruising Speed 8km; Defence 7 (9); Wounds 6; Resilience 6 Systems: Auger Array, Holo-Fields (2), Etheric Tines* Weapons: Prow Quasar Lance Battery (5+1ED; AP 0; Range 10km, Salvo 3; Penetrating [3]) Keel Voidcluster Macrocannon (6+2ED; AP 0; Range 6km; Salvo 2; Brutal) *Etheric Tines: Projecting wraithbone spines harmonise with the fabric of space. The vessel may turn up to 90 degrees at the beginning of its movement instead of after moving half its Cruising Speed. System Action: Hard Reverse – The vessel moves backwards up to half its Cruising Speed. Keywords: Aeldari, Anhrathe

Ork Rok Many mistake an Ork Rok for a mined-out asteroid or a cluster of space debris. However. this shoddy appearance of Ork Roks conceals the threat they pose to the systems they wander through. Cruising Speed 2+1d6 km (roll at the start of each turn); Defence 4; Wounds 12; Resilience 10 (11) Systems: Auger Array, Supply Vault x2, Void Shield (1), Mekboy Lab* Weapons: Prow Big Zappa (4+2ED; AP 0; Range 5km; Salvo 1; Penetrating [1]) Broadside ‘Eavy Kannons (8+3ED; AP 0; Range 5km; Salvo 2; Brutal) Dorsal Kustom Gunz (6+2ED; AP 0; Range 4km; Salvo 1d3; Supercharge) *Mekboy Lab: Frenzied Mekboyz tinker with their vessel, reconfiguring entire systems on the fly

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with unpredictable results. The presence of a functioning Mekboy Lab grants a 1d bonus to all Tech tests made aboard the vessel. System Action: Kitbash—Mekboyz reassemble their lab into another system, which can be used to immediately make a system action. Roll 1d3 to determine the new configuration: 1) Void Shield, 2) Hangar Bay, 3) Teleportarium. After combat, the system reverts to a Mekboy Lab. Keywords: Ork

The Long Voyage Though indispensable to warfare, exploration, and the exploitation of deep space resources, the primary function of voidships is transportation. Voidships ferry goods between worlds, transport colonists to the fringes of charted space, or deploy soldiers to countless warzones; a voidship is nothing unless it’s on the move. Voidship travel is complex and lengthy, even when making simple jaunts between planets within one solar system. Warp travel only compounds these complications, for though the warp allows ships to cross light years in a matter of days, the ever-changing nature of the warp means even a short voyage requires multiple stops along the way to test bearings and make course corrections. Use the chart below to calculate travel times for interplanetary voyages. First, determine the distance between the vessel’s point of origin and its destination. Second, have the vessel’s helmsman make a Pilot test at the listed DN. Voyages beyond a solar system require warp travel; therefore, only Navigators of the Navis Nobilite may attempt this test. Look for further rules for Navigators in future Wrath & Glory supplements. For now, assume all voidships have an NPC Navigator with a Pilot test dice pool equal to the commanding officer’s Influence. Finally, roll to determine the length of the voyage. If the Pilot test fails, add 1d6 to the travel time. If the test succeeds, subtract 1d6 from the travel time. Exalted Icons from this test can be shifted to reduce the travel time by an additional 1d6 (to a minimum of 1d6) or restore lost Influence thanks to a swift, relatively uncomplicated voyage. On a Complication, the vessel drifts off course, arriving at a destination chosen by the GM.

Table 6-10: Travel Time Distance

Base Travel Time

Pilot Test DN

Within a Solar System 3d6 Hours

3

Within a Sub-Sector

3d6 Days

5

Within a Sector

3d6 Weeks

7

Within a Segmentum 3d6 Months

9

Within the Galaxy 4d6 Years without crossing the Great Rift

11

In the Imperium Nihilus, the blessed light of the Astronomican is glimpsed only briefly when it is seen at all. Increase the DN for all Pilot tests by 3 and all base travel times by 2d6 when travelling in the Dark Imperium. Likewise, crossing the Great Rift is virtually impossible and any attempt is costly, perilous, and an epic endeavour in its own right. As a result, the GM determines the time, difficulty, and details of crossing the Great Rift.

TRINKETS & CHARMS “In all the years I’ve known you, not once have you turned down an opportunity to boast about your collection. Just between the two of us, how did you acquire an Æonic Orb?” –-Isembard Shoal, undercover acolyte of the Inquisition Not everything a character possesses has a clear purpose, and the value of many objects is purely sentimental. Roll on the tables below to provide a character with a flavourful item. Items include good luck charms, trophies, clues to the character’s destiny, or seemingly harmless curiosities pocketed on a past adventure. Roll 1d3 on Table 6-11 to select a trinket table, then make a d66 roll on the appropriate sub-table. Table 6-11: Trinket Table 1d3 Roll

Result

1

Trinket Subtable 1

2

Trinket Subtable 2

3

Trinket Subtable 3

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Table 6-12: Trinket Subtable 1 d66 Roll

Result

11

An Ork tooth. A string of numbers is etched into the enamel.

d66 Roll

Result

42

A small plastic cube with arrows on four sides and reticules on two.

43

A data slate containing fragmentary maps of an ancient vessel lost in the warp.

12

A phial of soil from your homeworld.

13

A bent spanner from a hive world manufactorum.

44

A thick tome of the Imperial Creed, its cover sealed closed by an archaic lock.

14

A small effigy of a Jokaero made from spare parts.

45

The ident tags of a long-dead soldier of the Imperial Guard.

15

A book of ribald poetry bound into the cover of a chronicle of an Imperial Saint.

46

A counterfeit Administratum notary seal carved from a starchy tuber.

16

Three pieces of dried alien fruit wrapped in wax paper.

51

A bucket of foul smelling red paint that cannot be washed off.

21

The hilt of a Guard combat knife, the blade dissolved by acid.

52

A sheaf of Imperial Guard enlistment papers, never filled out.

22

A canteen of rotgut brewed from corpse starches and thruster coolant.

53

23

An icon of Saint Celestine covering her face as if weeping.

The severed finger of a Space Marine power fist, its markings inconsistent with any known Chapter.

54

24

A shard of wraithbone. When unobserved, the shard orients itself to point galactic west.

An ornate child’s puzzle box. When solved, the box exposes a disquieting symbol.

55

25

The milky eye of an Astropath suspended in a vial of preservative fluid.

A pict of a distant relation. Their face shows signs of subtle mutation.

56

26

A power cell incompatible with all known Imperium technology.

An Explorator’s journal, strange plant clippings and insects pressed between the pages.

31

A pack of thick Astra Militarum issue socks, never opened.

61

A single card of the Emperor’s Tarot baring a name hastily written in blood.

32

A bottle of finest amasec brewed on a world lost on the far side of the Great Rift.

62

A magnetised piece of scrap metal showing an Ork glyph. It takes great force to remove the chit once attached.

33

A leather pouch containing 1d6 seeds from a jungle world.

63

34

A book of confounding riddles with a blue and yellow cover and 99 pages.

A copy of the Imperial Infantryman’s Uplifting Primer. The book is bloodstained and charred from the impact of an energy weapon.

64

A boot polish tin containing 1d6 lho sticks.

An unread message from someone important on your homeworld.

65

A necklace made of five regicide playing pieces on a silver chain.

A fur hat made from the tufted crest of an Eldar Exarch’s helmet.

66

A pilgrim’s token from Holy Terra.

35 36 41

A doll in the form of a Space Marine made from an old shirt.

328

Table 6-13: Trinket Subtable 2

d66 Roll

Result

22

A jawbone, supposedly from a saint, with High Gothic script worked into its surface in delicate scrimshaw.

d66 Roll

Result

11

A cheap copy of a Ministorum seal made from moulded resin covered in a patina of metal.

23

12

A polymorphine ampoule jury-rigged to hold a preserved blood sample.

An unfired bolt round, initials carved into its surface.

24

13

The dedication plaque of a Dauntless-class Light Cruiser thought lost during a crusade.

A necklace of Imperial coins from various worlds strung on silver wire. The coins are worth just enough to pay for a funeral.

14

A faint vox-recording of a parent’s last words.

25

A wind instrument made from meteoric iron that requires six fingers on each hand to play properly.

15

A page torn from a sacred text of the Imperial Creed bearing a black smudge in the centre.

26

A purity seal stamped with a grinning skull.

16

A diadem from a feudal world, its perimeter decorated with xenos claws.

31

A book of dirty limericks and bawdy verse written in Low Gothic.

21

An antique chrono that always runs fifteen minutes fast.

32

A box containing a set of tiny icons of various warriors. The box includes a set of knucklebones.

33

A tiny servitor made from the remains of an avian believed native to Holy Terra. It sings sweetly, never repeating a tune.

34

A gauzy crimson sash woven from mono-fibre once used to garrotte a treasonous Sub-Sector governor.

35

A marble hand broken off an Imperial monument, its surface stained with Ork blood.

36

Three corroded, magnetised ball bearings. Each is engraved with markings mimicking the continents of alien worlds.

41

A lighter in the shape of a compact laspistol. Pulling the trigger produces a tiny, steady chemical flame from the barrel.

42

A sheaf of grave rubbings taken from multiple headstones bearing the same name but different dates of birth and death.

43

A shard of stained glass from a fallen cathedral.

44

The spent power cell of a Tau pulse pistol modified to fit a standard laspistol.

45

The command codes for a highly specific class of Cherub servitors.

329

d66 Roll

Result

d66 Roll

Result

46

A signet ring bearing the seal of a Questor Imperialis unheard of since the opening of the Great Rift.

15

An improvised pendulum made from a length of optic cable and an autogun slug.

51

A battered Astra Militarum survival kit. Its contents spent except for three water purification tablets.

16

A portable autoquill modified to print Ork glyphs.

52

A crystal bottle of intoxicating perfume made from gyrinx musk glands.

21

A shrill whistle carved from the preserved horn of a daemon.

53

A tattered flag showing an Ork emblem of an infamous Freebooter Kaptin.

22

An Imperial noble’s commissioning scroll, signed and notarised, dated three standard years in the future.

54

A sealed bottle of red corrective ink baring the label of the Adeptus Administratum.

23

A rockcrete brick pried from the defensive wall of a fallen Imperial bastion.

55

A braided lock of synthetic hair.

24

56

A signed second volume of the memoirs of an Imperial hero.

A forged promissory note from an upstanding Guild on a nearby hive world.

61

A burned-out memetic coil from a servitor skull.

25

A ring of keys, each one encoded to a stasis vault on a different world.

62

Sealed orders meant for a long-dead Lord Marshal of the Imperial Guard.

26

A list of seemingly unrelated machine components written in blocky, crabbed handwriting.

63

A battle damaged ID chip from a Tau Fire Warrior.

31

64

A stale wafer of hard tack from a Militarum commissary, hard and thick enough to stop a slug round.

An ornate silver snuffbox. The snuff within is fortified with trace amounts of xenos pollen.

32

A diamantine tuning fork engraved with the seal of a Quire Master of the Adeptus Ministorum.

A fetish carved from volcanic glass depicting a skull-faced god sitting on a gothic throne.

33

A ticket stub for a performance of an opera proscribed by the Ecclesiarchy.

A deck of playing cards. Each card bares the image of an enemy of the Imperium.

34

A dog-eared, lavishly illustrated children’s primer of Imperial history.

35

A classified document, redacted so that every word is blacked out except for “crucible.”

36

Coded data-slate of a significant human bloodline showing possible mutation and xenos gene-grafting.

41

A five-minute sand timer filled with the ruddy sand of Mars.

42

Half of a shattered mask depicting a face distorted with fear.

43

A smooth river stone with an Aeldari glyph carved into its surface.

44

An eight-spoked cogwheel.

65

66

Table 6-14: Trinket Subtable 3 d66 Roll

Result

11

A vox recording of haunting xenos music from a species long thought extinct.

12

A death mask in the image of a Canoness of the Adepta Sororitas.

13

A reliquary containing a shard of gleaming ice. The ice never melts.

14

A wafer-thin sheet of wraithbone covered in interconnected Eldar glyphs.

330

d66 Roll

Result

d66 Roll

Result

45

A small triptych of the God-Emperor ascendant, martyred, and interred upon the Golden Throne. The hinges are rusted shut.

56

A sash made from the interlocking scales of a Maiden World reptile.

61

An illuminated book of hours. Many of the prayers within are edited in red ink.

62

A prism-like mirror shard. Staring at one’s own reflection in the shard causes vivid hallucinations.

63

A piece of ceramite marked with the emblem of a Space Marine Chapter.

64

Several lengths of ribbed cable meant to be worn around the head and neck, giving the wearer the appearance of possessing several high-quality augmetic implants.

65

A bottle of sacramental wine blessed by an Arch-Deacon of the Adeptus Ministorum.

66

A cheap replica of an Arbitrator’s badge of office.

46

The remote detonator to a Penal Legionnaire’s explosive collar.

51

A xenohide pouch containing the mummified heart of an unknown organism.

52

A radiation-damaged design template for a plasma reactor with a single fatal design flaw.

53

An exhaustive phrase book translating common phrases between multiple dialects of Low Gothic.

54

The knob from the end of a weirdboy’s channelling rod.

55

A clockwork replica of an attack bike that sparks and runs in circles when wound.

331

“Burn the witch.” –Fastiemus Tyraen, speaking on the matter of the Nightmare Uprising

332 332

333 333

Magic, sorcery, the raw power of a disciplined mind—psychic power is known by many names, ideas and concepts the galaxy-wide. But no matter what it is called, psychic power is essentially always the same. Psychic powers allow living beings to channel the raw energies of another dimension that borders closely upon the galaxy— the warp—to manifest wondrous and seemingly impossible tasks or abilities. And as man spread across the stars, they came to know that it is far more commonplace than their upstart race ever suspected. Even worse, they also learned that the practice pr p rac actice tiice e iiss fr ffraught rau au ught ght wi gh w with ith t tterrible erri er rib blle da d danger—for ang ng ger er—f — or —f or there aare ar re ma m malignant ali lign lign g an ant and and ravenous rraave eno ous u things thi hing ngs tth that hatt dwell hat dw in that tth hat at rrealm eaallm e mo off un u unknowable nkn know waab ble le e energy ne errg gy … an aand nd th they he lust for ffo or en entry e nttrry in into nto o rrealspace. eaals l p paacce e. Throughout T Th hro rougho ugho ug hout ut tthe hee g galaxy, aallaax xyy,, n numerous umeerrou umer um ous cr ccreatures rea ea possess p po osssses ess of of the the he ability abi b liity ty to to wield w eelld wi ld psychic pssychi p ycchic hic powers; hi po p o however, how ho weevveer,r many man any were werree stamped we sttaamp ped ed out out u during d mankind’s maankin m nkin nk ind’ d’s conquest conq co nqu nq ueest st of of the tth he stars ssttar ars and an the ascendency aasscceend den ency cy of of the tth he Imperium Im mpe peri rium ium um of of Mankind Maa M during du d urriing ng the the he Ages Age ges of ges of Technology Tec ech echn hn no ollog ogy and aan nd Strife. nd Even Evveen E n so, so, o, many man any sentient sent se nttie n ient entt races rac acess among am mo on ng g said stars ssttaarrs still ssttiilll use use such us s ch su h powers pow ower wer ers freely, ffrree eelyy, having h built buil bu uiillt the the very th very ve ry foundations fou oun nd dat atio ions on nss of of their civilizations civviilliizati civi ci zaati tion ns upon up po on n the the he use ussee of of psychic p power. powe po werr.. Orks, Orkkss,, Tyranids, Tyr yran niid ds, s, and an nd d many lesser lesssser le er alien alliien en races rac acess all all ll possess po formidable psychic power, form fo mid idaab ble le psy sychic cch hic ic p although aallth tho ou ugh h the the he most most ost powerful os pow po of of the th hee galaxy’s gallax xyy’’s races rraace ce are species as sp pecie eeccies iees such suc su the tth he Aeldari Aeld Ae ldar daarr and Humanity Huma Hu mani n ty ty itself, both bo b otth h of of which depend dep de peend nd upon psychic pssyc p y hiic power powe po we to travel ttrraavveell the the he stars sta tars rrss in in one one form on ffo o or another. aan nothe othe ot h r.r. Of Of the tth he two tw wo races, raace ce the Aeldari Aelld Aeld Ae dar dar ari mastered m st ma s eerred d such succh powers p to o a far far more mo orre disciplined disc di sccip ipli line ned ne d and honed ho hone one ned art aarrt form, f rrm fo m, having having hav ha ving vi n had

aeons to practice, refine and learn from their mistakes. Despite this, Humanity seems to possess the most potential. Though poorly understood, even by the best minds in the Imperium, Humanity has developed as a psychic race at an exponential rate for the better part of the last 20,000 years. The number of psykers that seemingly spontaneously manifest among the human population grows at a rate far outstripping any natural law of known evolution, and the rate of increase is apparently still growing. Unknown to the populace at large, humans are on the cusp of becoming a truly psychic race, perhaps eclipsing even the Aeldari, but the growing pains of this evolution also threaten to destroy them. The Emperor recognised this for what it was even before He launched the Great Crusade, and knew the grave danger it represented. For perhaps more than anyone, He knew and understood the dangerous dimension from whence this power flows, and the malignant entities that dwell therein. And so, the Emperor of Mankind imposed a multitude of draconian measures upon psykers and their place in the Imperium. All those with psychic abilities were to be identified, collected, processed and ultimately controlled by being assigned to tasks best suited to serve mankind with their given psychic ability. The Adeptus Astra Telepathica, the Adeptus Astronomica, the Navis Nobilite, all serve the Imperium. These organisations, and the psykers that serve them, are the bedrock of the Imperium. So it was when the Emperor first founded the glorious Imperium of Mankind, and so it is now—though the Adeptus Terra added an additional purpose to psykers deemed unfit for the various government agencies. Those found wanting are granted the Emperor’s Mercy, and are used to sate the Emperor’s psychic hunger and continue His enthroned existence.

THE COMING OF THE CICATRIX MALEDICTUM For more than 10,000 years, the Imperium of Mankind struggled to maintain the empire that the Emperor built, to hold together the galactic order that He mandated and to restrain the

334

growing menace of the psyker. But the enemies of mankind are all too plentiful, and no enemy is greater than Time itself. All things change with time, and not even the monstrous and

oppressive grip of the monolithic Imperium can halt the wheel of evolution forever. All it takes is one catastrophic event, one slip up, and the wheel starts turning again. And so, it was with the Cicatrix Maledictum. One moment of horror, one triumph of Humanity’s greatest enemy and a cosmic shift changed everything forever. The galaxy has been torn asunder, divided by a warp anomaly from end-to-end. Daemons walk the planets of

realspace with impunity, warp storms well up to close off star systems with growing frequency, and half the Imperium finds itself cut off from the light of the Emperor. And unnoticed by most, the wheel has begun to turn. Many of the safeguards the Emperor set in place to control psykers have begun to lapse, particularly in the Imperium Nihilus. The power and influence of psykers in the human population is now waxing, and who can say what such unchecked evolution will bring?

USING PSYCHIC POWERS In Wrath & Glory the use of psychic powers is governed by the psyker keyword. Characters with the psyker keyword are known as psykers and use the Psychic Mastery skill to activate their psychic powers in much the same way as all characters use any other skill. A character without the psyker keyword cannot activate psychic powers and, indeed, is not a psyker at all.

Steps to activating a Psychic Power

table 7-1: drawing on the warp Mastery Test

Bonus Description Wrath Dice

Bound

This is the baseline Psychic test required to use a psychic power, and like any other skill test, it uses only one Wrath Dice. Minor Psychic Powers can only be activated Bound*.

Unbound**

1

Powerful psykers can unshackle the natural barriers in their minds, drawing upon more warp energy to generate their powers. When a psyker chooses to use the warp to generate their powers in this way, they gain one bonus Wrath Dice to their pool when making a Psychic test.

Transcendent***

2+

More powerful psykers may choose to open their minds fully, surrendering themselves to the energies and channelling the raw power of the warp, despite the ex-treme risks. When opening themselves up in this way, a psyker may choose to include up to a number of bonus Wrath Dice equal to the game’s current Tier or their Rank Bonus, whichever is greater.

When a character wishes to use a psychic power, the character goes through the following steps:

STEP 1: Declare The player declares what psychic power they wish to activate, how they wish to use the power— Bound, Unbound or Transcendent—and any bonus dice that they plan to use (such as special abilities of the archetype), as well as the target or targets.

STEP 2: Assemble Dice Pool The player assembles a dice pool for a Psychic test by combining their Psychic Mastery skill and Willpower, and any applicable bonus dice from the character’s wargear or other sources. In addition, the number of Wrath Dice allowed for such a test is not fixed at one as it is for other skills. When a psyker uses more power, they gain additional Wrath Dice. These Wrath Dice do not replace dice in the original pool, they add to it—see Table 7-1: Drawing on the Warp for more details.

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*Though Minor Psychic Powers can only be activated using a Bound Psychic test, other effects may add further Wrath Dice to such tests, such as a psyker that attains a certain threshold of Corruption (see Corruption on page 364), rare relics or equipment (see page 267) and/or certain results on the Table 7-2: Perils of the Warp. **Once a psyker opens themselves to the warp in this way, it is very difficult to reign the energies back in. They cannot choose to make a Psychic test using less Wrath Dice until the end of the current Scene. ***In addition, once the power is completed (or at the end of the round in the case of sustained powers), the psyker suffers a number of Shock damage equal to the number of bonus Wrath Dice they use for merely attempting such a Psychic test.

STEP 3: Roll to Test ◆ The player rolls their dice pool, counting their Icons as normal, and compares the result to the psychic power’s DN. If the number of Icons equals or exceeds the psychic power’s DN, they successfully activate the power. ◆ Exalted Icons may be shifted (if the test is still successful without them) to enhance the power’s effects—see the Potency addendum attached to the description of each psychic power. ◆ If any Wrath Dice result in a complication, then the psyker unleashes the dangers of the warp and must roll on Table 7-2: Perils of the Warp (see Dangers of the Warp on page 337). ◆ Wrath dice involved in a Psychic Masteryy test do not generate Glory on a result of a , nor do they inflict any critical hits.

STEP 4: Activate the Psychic Power If the player rolls enough Icons to meet the power’s DN, the character successfully activates the psychic power and utilises its effects—see the specific entry for the psychic power in question later in this chapter for details.

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Psykers and the League of Black Ships Of all the strange mutations and afflictions that can imperil one’s body or soul, none are feared or misunderstood more than the gift—or curse—of the psyker. By some strange, poorly understood quirk of genetics, some among humanity can reach out into the realm of Chaos and shape the energies there, using warpcraft and witchery to enact corresponding changes in the material universe. Although this power is rarely found in individuals, given the teeming masses of the mankind, psykers nevertheless emerge with frequency on near every world of the Imperium. This power shines out like a beacon in the Warp, attracting the attention of Daemons and other denizens of the Warp who seek to corrupt or possess any psyker they find. The results, should the psyker fail to resist them, are catastrophic. Daemonic possession can spell the end of a city, or the rise of a heretical movement, while the Warp-dwelling Enslavers have claimed whole worlds once they have a psyker to use as a gate. For this reason, many psykers are killed as soon as they are discovered, out of fear and desperation by those around them. For all that psykers are despised and feared, they are also invaluable to the Imperium’s survival. Some things the Imperium needs are impossible without the talents of psykers, such as the astro-telepathy that allows for communication between distant worlds. In other cases, a psyker can accomplish what ten ordinary humans might not, such as strategic divination or manifesting powerful energies to rend entire opposing squads. To collect the psykers the Imperium needs, and to remove them from the general populace that they endanger and that endangers them in turn, the Adeptus Astra Telepathica operates the League of Black Ships to scour the galaxy for nascent psykers. No world may refuse a visit from a Black Ship, and it is among the most binding laws in all of the Imperium to turn over any psykers to their attentions. When a Black Ship arrives in system, it gathers every psyker its augurs can detect, then departs for Terra. On board the ships, psykers are bound in warded cells as they travel, constrained physically and mentally until they arrive at their destination.

Unlike the pilgrims who make the journey to Terra, psykers visits are no joyous occasion. Rigorous tests of body and soul await them, and the slightest hint of weakness condemns any psyker to death. Yet even there, their powers and talents are not wasted, for the manner of their execution is to be bound into the Astronomican choir, there to fuel its prodigious psychic energies to assist the Emperor in projecting his light across the galaxy. Psykers strong enough to pass the tests on Terra meet one of two fates. Those who are strong enough to serve, but too weak to do so independently are brought before the Golden Throne, where they undergo a process called Soul-Binding, imbuing them with a miniscule fraction of the Emperor’s light to protect them. Even this sliver of power causes unimaginable

pain, and inevitably blinds them to the material world. Soul-bound psykers are then trained as astropaths, gathered in choirs to serve as the voices of the Imperium across the vast boundaries of space. The strongest of psykers are granted primaris classification, and trained in more diverse arts. Some are attached to noble houses and planetary governors, others to various military bodies such as the Astra Militarum or even the Adeptus Astartes. Whatever their final destination, they are forever watched, guarded at all times against their own potential weakness, and the terrible consequences thereof.

DANGERS OF THE WARP The warp is not a tame energy source that man can simply depend upon to follow a set of specific principles or laws. Nor is the use of psychic power a science. A psyker’s innate ability to draw upon the warp and the ways in which they learn to tease out specific reality-altering displays compares more to an art. But unlike an artist, the psyker is prone to far greater dangers than just a mundane tendency towards the morose or chemical dependency, though psykers experience these as well. The warp is rightly feared, for every time a psyker taps into it, the potential for the energies to overwhelm their mind exists, and they may lose control of the powers. Even worse, their tampering with such other-worldly energy may draw the attention of the malignant things that dwell in the Immaterium. Either way, the potential for terrible consequences to realspace is dire indeed.

Example: While battling Aeldari Corsairs, Angel’s sanctioned psyker makes a Psychic test to activate Forewarning (DN 4). Angel assembles a dice pool equal to his character’s Willpower + Psychic Mastery (a total of 6 dice). He chooses to activate the power at the Bound level, meaning he adds no additional Wrath Dice. Angel g rolls the test,, gaining the following result: , , , , , . Unfortunately, this is only three Icons, so the Psychic test fails and the power p does not activate. Even worse, Angel rolls the on the Wrath Dice, so his character suffers an adverse effect. Angel rolls a d66 and gets a 62. Consulting the Table 7-2: Perils of the Warp, Angel gets The Veil Grows Thin result. In addition to thinning the very atmosphere locally and causing everyone therein to suffer penalties to their actions, this result also means that any character attempting to activate a psychic power in the vicinity must add an additional Wrath Dice to their Psychic test for the remainder of the scene.

As noted earlier, if the player rolls any complications on the Wrath Dice while making a Psychic test to activate a psychic power, the character loses control of the energies they tapped into and must roll on Table 7-2: Perils of the Warp. The potential severity of the dangers unleashed depends upon how manyy 1s the player rolls on the Wrath Dice. A single result on the Wrath Dice means the player simply rolls a d66 and consults Perils of the Warp for the results.

While many of the results on the Table 7-2: Perils of the Warp are dangerous, for those who tap deeper into the warp, the potential p peril is even greater. For each additional rolled on the Wrath Dice beyond the first, the player must add a +1 bonus to the first digit of the d66 roll before consulting the Perils of the Warp for the results. This means that even though the table uses a d66 roll, it contains entries even greater than this and these results grow more dangerous the higher they increase.

337

is activated. Unfortunately, Angel rolls 1s on both of the Wrath Dice, so his character suffers. When he rolls on Table 7-2: Perils of the Warp, he adds +1 to the tens digit of the roll. Angel rolls a d66 and gets a 56, which when the +1 is applied, results in a 66. Consulting the Perils of the Warp, Angel sees that this is the Surging Warp Energies result. Things just got much nastier for the protagonists, and perhaps for their Corsair pursuers as well.

Using the Perils of the Warp Deck If you wish, you may use the Perils of the Warp deck instead of the chart. When drawing cards from the Perils of the Warp Deck, seperate the deck by the number of and shuffle each subdeck. Once you have determined how many are involved in the Psychic Mastery test, draw a card from the appropriate sub-deck.

Example: The battle having gone poorly, Angel’s sanctioned psyker finds himself fleeing the Corsairs. He pauses to makes a Psychic test to activate Disembodied Voices (DN 3) to use as a distraction to his pursuers. Angel assembles a dice pool equal to his character’s Willpower + Psychic Mastery (a total of 6 dice). This being a Minor Psychic Power, he must attempt to activate the power Bound, but this time he needs to add a bonus Wrath Dice due to his earlier The Veil Grows Thin result, increasing the total dice pool to 7 dice. He rolls the test,, gaining g g the following result: , , , , , , . This is four Icons, so the Psychic test succeeds and the power

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The Table 7-2: Perils of the Warp does not represent everything that can happen to a psyker in Wrath & Glory. There are far more horrific fates that can occur. The attention of a warp entity leads nightmarish results. The insectile psychneuein lay their loathsome eggs in the brains of incautious psykers from the warp. The inhuman menace of the Enslavers transforms a psyker into a grotesque living warp gate through which they emerge to prey upon mankind. Of course, there are many tales of daemonic incursions, emerging from a psyker’s tormented mind, to overrun entire worlds. The outcomes listed in the Perils of the Warp table represent some of the more common ways that the warp manifests when psychic abilities rage out of control.

TABLE 7-2: Perils of the warp Roll

Result

11–12

Flickering Lights: For a brief moment, all light sources within 25 metres of the psyker flicker and go out (if outside during the day or in a similar environment, this light source too seems to flicker for a moment).

13–14

Touch of Hoarfrost: The temperature instantly drops 20 degrees, and all surfaces within 25 metres of the psyker become coated with a thin rime of frost. The temperature gradually returns to normal over the course of the next ten minutes, but for the next minute, any action attempted that interacts with the slippery surfaces has its DN increased by 2.

15–16

Roiling Mist: A clammy mist roils up from the ground, surrounding the psyker for a radius of 25 metres. The mist obscures vision and distorts sounds with weird echoes. All targets inside the mist add 2 to their Defence against ranged attacks, and any Cunning or Deception tests utilizing sound made inside the mist add +2d to the roll. The mist persists for 1 round.

21–22

Whispers in the Dark: All light sources within 25 metres of the psyker grow dim and shadows pool thickly. Sinister whispers can be heard stirring in the dark, and all sentient creatures within range must make a successful Corruption test (DN 3). Any who fail the Corruption test are vulnerable [2] for 1 round.

23–24

Ghostly Apparitions: For a brief time (roughly a minute), ethereal images of strange creatures move in and out of existence within 25 metres of the psyker. These apparitions move awkwardly, passing through objects and the living alike without seeming to be aware of the real world. All animals immediately flee the area, and any sentient being that witnesses the apparitions must make a Fear test (DN 3).

25–26

Tears of the Martyrs: All paintings, statues, or equivalent effigies within 25 metres of the psyker begin to weep blood. If no such features exist in range, then walls or similar surfaces begin to drip with blood. This bleeding persists for 1 minute. All sentient creatures that witness this event must make a Fear test (DN 3). Any who fail the Fear test increase the DN of any Interaction skill test by 2 for the next round.

31–32

Mocking Laughter: A sinister chorus or low laughter swirls around the psyker and those around them. All sentient creatures within 25 metres must make a successful Willpower test (DN 3) or are shaken by the experience and are hindered (1) for one round. The GM gains 1 Ruin.

33–34

The Watching: An overwhelming paranoia of something watching creeps over everyone within 20 metres of the psyker, including the psyker themselves. Lesser creatures and animals cower in fear, while sentient creatures must make a successful Willpower test (DN 4) or suffer from an uncontrollable compunction to second-guess all their own actions— they are hindered (2). This effect lasts for the remainder of the scene.

35–36

Miasma of Decay: The stench of rotting meat and decaying flesh seems to rise from the ground within 25 metres of the psyker. All creatures within range must make a Toughness test (DN 3), including those protected by technological breathing apparatus. Those who fail suffer 1 Shock.

41–42

Sonic Concussion: A mighty roar akin to a sonic boom crashes from the psyker. Lesser animal lifeforms (insects, rodents, avian, etc.) within 25 metres are instantly killed and all others suffer 1d3 Shock and must make a successful Toughness test (DN 3) or are staggered.

43–44

Bloodlust: All creatures within 15 metres of the psyker begin to suffer from a ringing in their ears and taste the bitterness of iron on their tongues. For the next round, all melee attacks made by such creatures add +1 ED to their damage.

45–46

Tremor: The ground within 50 metres of the psyker is jolted by a sudden but brief earthquake. The tremor causes no real damage, but all creatures in range must make a successful Agility test (DN 3) or be thrown prone and suffer 1 Shock.

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51–52

Life Drain: A numbing cold washes out from the psyker, leeching the very life essence of those nearby. Every living creature within 25 metres immediately suffers 1d3 Shock and all lesser lifeforms (plants, avian, insects, etc.) wither and die.

53–54

Visions of the Possibilities: An awful droning buzz surrounds the psyker, drowning out all speech save shouting. The drone seems to penetrate the mind. All creatures with the psyker keyword within 10 metres must make an Intellect test (DN 4). Those who fail are staggered and suffer 1d3 Shock. Those who succeed gain 1 Wrath.

55–56

61–62

63–64

65–66

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Psychic Backlash: Lurid pink warp lightning dances across the psyker’s flesh. They suffer 1d3+2 Shock. The Veil Grows Thin: The air within 25 metres of the psyker grows thin, causing living creatures to suffer shortness of breath and dizziness. All creatures without artificial breathing apparatus are hindered (2) for 1 minute. In addition, 1 bonus Wrath Dice must be added to all Psychic Mastery tests for the remainder of the scene. The Witching Hour: The mystical energies of the warp wash over the psyker and infuse the landscape for 25 metres in every direction. All creatures in the area suffer 1d3 Shock. In addition, the invisible energies flowing through this area greatly increase the potency of psychic phenomena—1 Wrath Dice must be added to all Psychic tests. These effects last for the remainder of the Scene. Surging Warp Energies: The air seems to shimmer and distort. All creatures within 25 metres of the psyker suffer 1d6 Shock and the GM gains 1 Ruin. For the remainder of the scene, all Wrath Dice rolled as part of a Psychic Mastery test that do result in a 1 or a 6 must be re-rolled.

71–72

Unnatural Urges: The psyker is overcome with terrible and unwholesome desires—craving the flesh of insects or vermin, thirsting for blood, cutting living flesh, etc. The psyker suffers 1d3+1 Shock and must make a successful Conviction test (DN 5), or they immediately give in to the desire and gain 1 point of Corruption (along with whatever immediate consequences the urge may produce—the Player and GM should work together to shape the event).

73–74

The Crawling: The psyker is overcome with the sensation of tiny creatures moving just under their skin. They immediately suffer 1d6+1 Shock and must increase the DN of all actions they attempt by 2 for the remainder of the scene.

75–76

Twisted Flesh: The energies of the warp unleash a corruptive force on the physical form of the psyker and all creatures within 10 metres. All affected characters must make a Corruption test (DN 7). Those who fail gain 1d3 Corruption and suffer 1 Mortal Wound.

81–82

Flash-Freeze: The environment around the psyker grows numbingly cold, a supernatural chill suffusing every surface with glistening ice. The psyker and every creature within 50 metres suffers a -1 to Agility and Strength for the rest of the scene. In addition, all affected creatures must make a successful Toughness test (DN 5) or suffer 1 Mortal Wound.

83–84

The Summoning: A portal is torn open between the Materium and the warp. A Daemon appears within 25 metres of the psyker. The exact location and nature of this daemon is at the GM’s discretion (see Daemons on pages 421-428). The daemonic entity immediately attacks the nearest target. The daemon returns to the warp after 3 rounds or when it has been destroyed, whichever comes first. The GM may spend a point of Ruin to place the daemon closest to the psyker.

85–86

Voices from Beyond: All creatures within 25 metres of the psyker hear harsh, guttural voices close to their ear, though their words are seemingly gibberish. All characters within 10 metres must make a Fear test (DN 5). All sentient characters in range are staggered until the end of the scene.

91–92

Daemonic Possession: The psyker’s mind is forcibly invaded and possessed by a daemonic entity. The psyker loses control of their body—they immediately fall under the control of the GM. Typically this means that they immediately attack or otherwise act against fellow heroes, but ultimately this is up to the GM. The GM may wish to allow the player normal control under most circumstances, or may otherwise prefer to lay the groundwork for a longer story arc regarding this possession. Regardless, the first time the possessed character takes any damage or is foiled in some fashion (GM’s prerogative) and is not destroyed, the psyker can make a Willpower test (DN 5). If they succeed, they mentally force the daemon out—they regain control of their body, retain any damage done to the body to this point, and suffer 1d3 points of Corruption. If they fail the test, the daemonic entity retains and strengthens its hold on the psyker’s body—the GM gains 1 Ruin.

93–94

95–96

Writhing Disfigurement: The psyker is wracked with pain, collapsing to the ground. They suffer 1d6 Shock and gains 1d3+1 Corruption points. In addition, the psyker permanently gains a minor disfigurement or mutation chosen by the GM. Examples include one eye changes colour, a small branding mark appears on the body, etc. Cackling Whirlwinds: Swirling vortexes of misty, inhuman faces sweep past the psyker and spin away in all directions. The distorted images cackle in maniacal glee, and all mortals who hear them struggle to keep order to their thoughts. All living creatures within 25 metres of the psyker must make a successful Fear test (DN 7).

101– 102

Eye of the Gods: The psyker’s mind draws the gaze of one of the Ruinous Powers themselves, if ever so fleetingly. All sentient creatures within 20 metres of the psyker (including the psyker) must make a Corruption test (DN 7). Those who succeed gain 1 Wrath instead.

103– 104

Blood Rain: A hot and sticky blood rain begins to fall within an 8-metre radius centered on the psyker. The supernatural storm starts slowly, but quickly builds to a torrent lasting only minutes. Any creature whose flesh is touched by this blood must make a successful Willpower test (DN 7) or become frenzied (see page 230). Affected creatures lapse into a temporary homicidal madness—they immediately attempt to kill the closest being, using melee attacks if possible. This madness lasts for 3 rounds.

105– 106

Psychic Overload: Streaming warp energy bursts from the psyker’s eyes and mouth, flashing in all directions and penetrating all living creatures surrounding them. The psyker suffers 2d6 Mortal Wounds and gains 1d3 points of Corruption. All other creatures within 10 metres suffer 1d3 Mortal Wounds and must make a successful Toughness test (DN 7) or are blinded for 1 round.

Optional: Horrific Results If desired, the Game Master may elect that Troop-threat NPCs and bystanders always fail any specific Ability Test required by a result on Table 7-2: Perils of the Warp. This option makes psykers that much more dangerous and frightening—grotesque consequences lie in wait for any common being who lingers too close to a psyker opening themselves to the warp.

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DAEMONIC POSSESSION Daemonic possession is one of the Iconic penalties for trafficking with the powers of the warp. No set of warp effect rules would be satisfactory for the Warhammer 40,000 setting without including such a potentially dark fate. Nevertheless, possession is a difficult consequence to visit upon a player character, and it certainly carries with it the possibility of destroying any Wrath & Glory campaign where it occurs. Gamemasters are encouraged to give such a potential situation some thought beforehand. Some possible methods to deal with such a result include the following: ◆ The possession takes place, but is very subtle at first. This could be a slow and insidious invasion of the psyker’s identity, allowing the GM to create something more overt for a future session, and possibly even recruiting the player themselves to further the story.

◆ The possession seems to fail. Unnoticed, the psyker’s soul is twisted by a daemonic entity; this malefic influence manifests at a later date, possibly when the initial incident has been long-forgotten. ◆ The psyker is possessed, but the possession is only evident when the character is asleep, alone, or otherwise incapacitated. ◆ The possession results in the character becoming an NPC under the GM’s control—ideally occurring at the end of a game session. The player must create a new character, and the possessed NPC now becomes a foil, an enemy, or possibly even a dangerous ally of the protagonists. All are valid options, and sometimes it’s good to keep the players guessing—even if they’ve read this sidebar.

SELECTING POWERS Table 7-3: Psychic Powers Name

Point DN Cost

Activation

Duration

Range

MultiTarget

Keywords Effect

Minor Psychic Powers Chameleon

8

4

Action

Sustained Self

No

Psychic

Conceals the psyker

Compel

10

5

2 Simple Actions

1 Round

No

Psychic

Command a target to perform a short, simple act

Conceal 5 Phenomena

3

Full Action Sustained Self

No

Psychic

Hides the presence of a psychic power

Create Flame

10

4

Move Action

Sustained Self

No

Fire, Psychic

Outline a part of your body in fire

Dull Pain

8

4

Move Action

1 Round

5 Metres

Yes

Psychic

Reduce incoming Shock damage

Flash Bang

8

4

Action

Instant

5 Metres

Yes

Auditory, Light, Psychic

Potentially blind enemies and cause Shock damage

Fortune

10

4

2 Simple Actions

1 Round

Self

No

Psychic

Adds bonus dice to one test

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5 Metres

Name

Point DN Cost

Activation

Duration

Range

MultiTarget

Keywords Effect

Inflict Pain

8

4

Action

Sustained 5 Metres

Yes

Psychic

Potentially stagger enemies and cause Shock damage

Jam Mechanism

10

4

Action

Instant

25 Metres Yes

Kinetic, Psychic

Render a machine inoperable

Levitation

7

4

Simple Action

Sustained Self

No

Psychic

Float up or down, or arrest a fall

Orb

5

2

Simple Action

Sustained 5 Metres

No

Electric, Psychic

Creates an orb to shed light

Phantom Grip

8

4

Full Action Sustained 10 Metres No

Kinetic, Psychic

Manipulate objects with your mind

Psyniscience

5

2

Full Action Sustained 100 metres

No

Psychic

Detects psychic powers and pheneomena

Shove

8

3

Action

Instant

15 Metres No

Kinetic, Psychic

Shove an enemy and potentially knock them prone

Voices

5

3

Action

Sustained 25 Metres No

Auditory, Psychic

Creates ghostly voices

Target's Defence

Action

Instant

35 Metres Yes

Psychic

Inflict 1d3 Mortal Wounds

Universal Psychic Disciplines Smite

N/A

Biomancy Discipline Enfeeble

15

Target's Defence

Action

Sustained 10 Metres Yes

Psychic

Reduce enemy's Strength and inflict Shock

Life Leech

15

Target's Defence

Action

Instant

No

Psychic

Damage enemy and heal yourself

Living Lightning

15

7

Action

Sustained Self

No

Psychic

The psyker moves faster and may take a bonus Action

Phantom Form

15

7

Action

Sustained Self

No

Psychic

Pass through solid objects

Regenerate

15

8

Action

Sustained Self

No

Psychic

Heal your injuries and regenerate lost body parts

15

6

Full Action 1 Combat Self

No

Psychic

Gain bonus Defence and may Seize the Initiative

Glimpse the 15 Future

7

30 Minutes

1 Scene

Self

No

Psychic

See glimpses of possible outcomes, gain an additional Campaign Card

Prophetic Visions

5

10

20 Minutes

Instant

Self

No

Psychic

Gain insightful visions and bonus Wrath

Scry

5

6

Full Action Sustained 5 No Kilometres

Psychic

Remotely view events or places

5 Metres

Divination Discipline Forewarning

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Name

Point DN Cost

Activation

Duration

Range

MultiTarget

Keywords Effect

Omens of Doom

15

Target's Defence

Full Action Sustained 30 Metres Yes

Psychic

Use a foretelling to make an opponent hindered and vulnerable

No

Fire, Psychic

Surround your body with flames and become immune to fire or melta damage

Pyromancy Discipline Fiery Form

15

7

Action

Sustained Self

Gout of Flame

5

5

Action

Action

30 Metres No

Fire, Psychic

Hit an area with a blast of flame

Molten Beam

20

Target's Defence

Action

Instant

10 Metres No

Fire, Psychic

Create a beam of energy that melts through targets

Spontaneous 10 Cumbustion

Target's Defence

Action

Instant

20 Metres Yes

Fire, Psychic

Enemies burst into flames

Wall of Flame

7

Action

Sustained 20 Metres No

Fire, Psychic

Create a blazing wall of fire

15

Telekinesis Discipline Assail

10

Target's Defence

Action

Instant

20 Metres Yes

Kinetic, Psychic

Fling objects at opponents

Crush

10

Target's Defence

Action

Instant

20 Metres Yes

Kinetic, Psychic

Restrain and damage targets

Flight

8

5

Action

Sustained Self

No

Kinetic, Psychic

Telekinetically fly through the air

Force Field

15

5

Full Action Sustained Self

No

Kinetic, Psychic

Create a protective field around yourself

Shockwave

15

7

Action

No

Kinetic, Psychic

Unleash a blast of mental force around you

Full Action Sustained 10 Metres No

Instant

5 Metres

Telepathy Discipline Telepathy, Potentially hinder and stagger all enemies within range Psychic

Fog the Mind

15

4

Mind Probe

15

Target's Full Action Sustained 30 Metres No Willpower (Opposed)

Telepathy, Invade another's mind to Psychic discover answers

Psychic Shriek

10

Target's Willpower

Action

Instant

Psychic

Telepathy

5

3

Action

Sustained 100 Metres

Terrify

15

5

Full Action Instant

344

50 Metres Yes

Yes

10 Metres No

Potentially stagger enemies and cause Shock damage to their mind

Telepathy, Mentally communicate Psychic with others Telepathy, Overcome enemies within Psychic range with psychic fear

Name

Point DN Cost

Activation

Duration

Range

Action

Instant

MultiTarget

Keywords Effect

Maleficarum Discipline Boil Blood

15

7

20 Metres No

Chaos, Psychic

Inflict Shock and Mortal Wounds on enemies in an area

Puppet Master

20

Target's Full Action Sustained 30 Metres No Willpower (Opposed)

Chaos, Psychic

Control another's mind

Soul Shrivel 20

Target's Defence

Action

Instant

Chaos, Psychic

Corrupt your enemies and inflict Mortal Wounds

Touch of Corruption

15

Target's Defence

Action

Sustained Touch

Yes

Chaos, Psychic

Inflict Shock, Corruption, and potentially mutate enemies

Waking Nightmare

10

Target's Willpower

Action

Sustained 25 Metres Yes

Chaos, Psychic

Force another to experience horrific hallucinations

20 Metres Yes

Runes of Battle Discipline Conceal/ Reveal

20

5

Action

Sustained 25 Metres No

Aeldari, Psychic

Hide or expose beings in an area

Embolden/ Horrify

20

5

Action

Sustained 25 Metres No

Aeldari, Psychic

Make allies braver or enemies more fearful

Empower/ Enervate

30

7

Action

Sustained 25 Metres No

Aeldari, Psychic

Make allies do more damage or make enemies inflict less

Enhance/ Drain

20

5

Action

Sustained 25 Metres No

Aeldari, Psychic

Make allies better in melee or enemies struggle

Protect/Jinx

20

5

Action

Sustained 25 Metres No

Aeldari, Psychic

Make alies tougher to hurt or enemies easier

Quicken/ Delay

20

5

Action

Sustained 25 Meters No

Aeldari, Psychic

Twists time itself, briefly altering its flow for a select few

All psykers begin their careers knowing at least one psychic power. Players can purchase additional psychic powers, subject to the Tier maximums (see Table 7-4: Psychic Powers By Tier). All races and archetypes with access to the Psychic Mastery skill have access to Minor Psychic Powers, but access to the various Psychic Disciplines (see later in this Chapter) is determined by both race and character archetype (see pages 85-153).

Initial Psychic Powers Most psychic characters possess the smite power (see page 352). A psychic character may purchase up to 2 Minor Psychic Powers and (Tier–1, to a minimum of 1) Discipline Powers chosen from an appropriate psychic discipline. Note that Species and Archetype abilities may alter Tier limits.

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Table 7-4: Psychic Powers by Tier Tier

Maximum Minor Psychic Powers

Maximum Discipline Powers

Max Psychic Powers

1

1

1

4

2

2

1

5

3

3

2

6

4

4

3

7

5

5

4

8

PSYCHIC POWERS Psychic powers break down into two broad categories—Minor Psychic Powers and the various Psychic Disciplines. Minor Psychic Powers are much less defined and significantly less powerful than the Disciplines. As for the Disciplines, there are multitudes practiced throughout the galaxy, though only the small sampling of those most commonly used by the masses of Humanity and the Aeldari are presented here. Regardless of the category a psychic power falls into, they all share many varying qualities that as defined below.

Definitions Point Cost: This reflects the number of build points required to purchase the psychic power. DN: This is the bare minimum result required when making a Psychic Test to activate the psychic power. Activation: This is the action required to activate a given psychic power. A psyker may not use more than one psychic power per round. Duration: This is how long the power lasts. Powers with a duration of “instant” last only for a moment and end after the effects are completed. A duration of sustained means that the psyker must concentrate to maintain it. Effect: This section describes what the psychic power does. Some psychic powers are relatively straightforward (such as flight), whilst others have more complex effects (such as telepathy). Psychic

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Powers that inflict damage list the damage value and any extra damage dice (abbreviated as + ED) suffered by the victim. Unless otherwise noted, psychic powers that inflict damage do so like all other damaging effects (see Damage on page 226). Range: This is the maximum distance from themselves that the psyker may choose to activate the effects of the psychic power. Some powers affect all targets within this distance— these are detailed in the text of the psychic power in question. A range of “Self” means that the activating psyker is the only being affected by the power. A range of “touch” means that the psyker must physically touch their target. In cases of an unwilling target, this requires a successful melee attack. Multi-target: This specifies whether the psyker may use the psychic power to target multiple targets. If so, and the psyker chooses to do so, then the DN to activate the power is increased by 2 for each additional target beyond the first. When using a psychic power in this way, only one Psychic test is made (using the adjusted DN for additional targets), and it either succeeds against all targets or the power is not activated at all. Keywords: Every psychic power has certain traits that it shares with other powers, energy sources, etc. These common features, expressed as Keywords, identify the power’s intrinsic nature. In addition, such Keywords determine what can amplify, or protect against, the effects of the given power (see page 48).

Potency: This presents enhanced effects ttss o off the tth he psychic power and their cost. Each effectt rre requires equ q ir iress the use of a set number of shifts from m Exalted Exa xaltted ed results, presented in the bracketed number num nu num mb be err before a description of the effect. Potencyy op o options pttiion ons (unless otherwise marked with an asterisk) riissk) k) may mayy be selected more than once and provide e bonuses bonus on nusse ess that stack if the character has enough shifts sh hiift fts ts to to pay for them. Some powers add extra damage dam da maag ge e dice (abbreviated as + ED) to the damage infl infli nflicted. nfl icctte ted. ed. ed Potency options marked with an asterisk may may o ma on only nllyy be selected once per use of the power. Prerequisites: Only select powers h have ave this entry listed. If they do, the character e er must meet these prior to purchasing the e power. Prerequisites may include otherr powers, talents, abilities, or keywords. Example: Caeden makes a Psychic test st to to activate the flight power (DN 5) to allow h his Rogue is R is og gu uee Psyker to scout ahead. Caeden assembles a di dice pool d ice c p o l oo equal to his character’s Willpower + Psychic Mastery ic M ic aste as teryy (a total of 8 dice). Caeden decides to have his ch ccharacter har arac acteer activate the power Unbound as well, adding bonus gab oon nu uss Wrath Dice for a total dice pool of 9 dice. Hee rolls rolls ollss the ol the he test, gaining result: g g the following f , , , , , , , , . Fortunately, the 1 was was as n not ot oon ot n either Wrath Dice, so he does not suffer a Pe P Perils erriils ils l o off the Warp. Caeden has three Icons and three eee E Exalted xalt xa ltted d Icons. Success requires five Icons, so Caeden deen mu d must usstt keep one of the Exalted Icons to activate th the he po p power. weerr.. w He may use the other two to activate effects. tss. The flight power has the following potencyy options: opt ptio ions ns: [1] Flying Speed increases by 5 metres. [2] +1 Strength for determining what the psyker may carry while flying. Given these options and his test results, Caeden decides to shift the other two Exalted Icons to enhance the power with the Potency options. He has enough shifts to activate either option, but not both. Caeden opts to use two shifts to increase his character’s flying speed by 10 metres. Many of the Potency options offer a simple stackable benefit, or even penalty, but other stackable effects follow logical progressions. For example, a simple Potency option that increases a quality by a factor of one means it is doubled. Increasing by a factor of two

triples, and so on. Still other progressions depend upon other factors, and though still stackable, they have a finite progression. For example, if a power’s Potency option indicates that it reduces the Activation Time from Full Action to just an Action, then selecting it again further drops it to a Simple Action, and then again to finally be a Free Action. Since there are no action types quicker than a Free Action, stacking more than three time does not change it any further. Aside from being able to stack Potency options, a player may also select more than one. Potency options are not mutually exclusive—meaning that if a player rolls enough shifts on a given Psychic test to activate the power, they may utilise more than one option to enhance that power (if they have enough shifts to do so).

347

Example: While carrying an ally to safety, Caeden again decides to have his Rogue Psyker activate flight. This time he chooses to have his character activate the power Transcendent, adding two bonus Wrath Dice for a total dice pool of 10 dice. He rolls the test,, g gaining g the ffollowing g result: , , , , , , , , , . Caeden has four Icons and four Exalted Icon. Since five Icons are required to make the test successful, Caeden can still activate the power and shift all four Exalted Icons. He chooses to use both of the power’s Potency options, increasing his character’s Strength by +1 for carrying things while flying (two shifts) and increasing his flying speed by 10 metres (two shifts).

Sustaining Psychic Powers Sustaining a psychic power is inherently strenuous. A ps p psyk psyker syk yker er ssustaining usta usta us tain inin in iin ng a po power owe w r m mu must ust st iincrease ncre nc rea the DN No off all aalll tests te est sts byy 2. 2. The The DN penalty Th penal enal en alty ttyy increases incc byy 2 ffor b orr e o each ach ac h addi ad additional ddi diti t on onal al p al power ow o wer er ssustained. us us Iff tthe he p he psyker syyke er ta ttakes ake kess an aanyy d da damage ama mag ge e ffrom an external e ex xtern tern te nall ssource, ource, ou rce rc e,, ssuch uch aass aan uch uc n at att attack tt or environmental e en nvi nvi virro onm nme en ntaal co cond conditions, ndit nd ittio itio on nss, tth they h hey eyy must e make ma m ake k aan n iim immediate mm me edi d aatte W Willpower Wi ill llpo owe wer tte test e (DN equals e eq qua ualss tthe uals he ttotal he ottal o al W Wounds ou o und nds and an nd Shock suffered). ssu uff fe erred re ed d)).. IIff they th heyy ffail, aaiil, il, l, tthe he e power immediately iim mme mme ed diiat a el ely en e ends ends. ndss. Some So ome me p powers ower ow ers ar aare re particularly partti pa diffi difffi di ficult cu ullt tto o kkeep ee ep active and ict an nd infl in in nfl flic fl iicct Shock damage every da d ama mage ge e very ve ry round they th he eyy aare re e ssustained. us us If a power po ow werr states that icts Shock tth hat hat at iitt infl in nfl flic iccts ts S hoc with ho hoc ((Sustained) (S Su ussta tain ain ned d) in n parenthesis, paarre en n means itt m eaans n tthat haat the h th th he e Shock damage d da am maage e iinfl nflicted nfli nfl icctted ed by ssustaining su sttai aini n ng n tthe he h e power does not provoke a do d oess n ot p ot rovv ro Willpower W Wi lllpowe po owe w r test as outlined o ou ttllin ne ed d above, even e ev en if en if psyker more ssustains su ust stai aiins ns tthan th haan no one ne n ep power.

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Deny the Witch Psykers can unravel the manipulations of another psyker’s attempt to manipulate the warp. This is a special ability that is common to all psykers, and is not in itself considered to be a psychic power. The specifics of Deny the Witch are listed below: Activation: Action Duration: Instant Range: 50m Multi-target: No Keywords: Psychic Effect: All characters with the Psyker keyword can attempt to interfere with the activation of a psychic power within range. The character must be aware of the power being used in order to use deny the witch. Often, it is recommended that a character who intends to use deny the witch to use the hold action option (see page 222). To do so, the denying character must generate a number of icons on their Psychic Mastery test equal to the DN of the power +2, or +3 if the activating character shifted dice for potency. If the denying character succeeds, the power fails to activate or immediately stops working.

Minor Psychic Powers “When anyone comes looking for me I just go downstack and find the darkest corner I can find. I stand there and wait for the hammers to come by and I just… think at them to not see me. I don’t know why it works.” –Phin, underhive scum Psychic powers rarely develop in an individual as full-fledged, earth-shattering powers. Instead, most psykers begin to develop their powers slowly, incrementally and at a young age. This varies from species to species, but among humans, these powers usually begin to manifest themselves in an individual’s teenage years, and most powers are of lesser strength or intensity. Simpler psychic abilities include conjuring flame or motes of light, sending a telepathic suggestion,

or having extraordinary luck. Some individuals don’t even recognise these as psychic powers as they develop. Collectively, such lesser powers are known as Minor Psychic Powers. Among individuals that are destined to be powerful psykers, the development of Minor Psychic Powers commonly heralds the individual’s maturation into a psychic being. But for most, the development of such powers is the full extent of that creature’s potential. This is especially true among humans. Should they survive this initial period of development—an uncertain prospect upon any world of the Imperium, where psykers are often persecuted as witches, mutants or even monsters—they will be identified and collected for the tithe to the Black Ships. Such developing powers go unnoticed by Imperial society, and the untrained and undisciplined minds of such psykers do not fall prey to the entities drawn to them from the warp. Minor Psychic Powers are the extent of most psyker’s abilities; however, a rare few do develop and manifest the more powerful Psychic Disciplines. Unlike the psychic powers described from the various Disciplines later in this chapter, Minor Psychic Powers are very limited in their potential Potency. When a psyker chooses to try to activate a Minor Psychic Power, they may only ever attempt a Bound Psychic test. This means that for most such Psychic tests, the player only has 1 Wrath Dice—other game circumstances may still increase this, such as Chaos relics or regions of realspace where the borders between reality and the warp are weakened. But even in such cases, a Minor Psychic Power may never have more than 3 Wrath Dice when the psyker makes their Psychic test to attempt to activate it. Chameleon Point Cost: 8 DN: 4 Action Activation: Duration: Sustained Range: Self Multi-target: No Keywords: Psychic Effect: The psyker uses the energies of the warp to bend reality just enough to cause their own image to blend with their surroundings. While this power remains in effect, the psyker gains a +1d to any Stealth tests they make (but only

those that pertain to visual senses). In addition, the psyker receives a +1 bonus to their Defence against ranged attacks. Potency: [1] Stealth bonus increased by +1ED. [3] Additional +1 bonus to Defence. Compel Point Cost: 10 DN: 5 Activation: 2 Simple Actions Duration: 1 Round Range: 5 metres Multi-target: No Keywords: Psychic Effect: The psyker implants a simple command in the mind of a nearby creature. This command must be short (consisting of a single action), simple and obvious, but can otherwise overcome the given creature’s own interests or base instincts. Example commands include: “drop the weapon,” “open the door” or “push him.” Suggestions cannot make a creature perform an action that they are simply incapable of performing—a psyker cannot make a cyber mastiff work a door handle for example. The target creature must successfully pass a Willpower test (DN 4) or is compelled to obey the Compel. Potency: [1] +1DN to the Willpower test to resist. Conceal Phenomena Point Cost: 5 DN: 3 Activation: Full Action Duration: Sustained Range: Self Multi-target: No Keywords: Psychic Effect: By concentrating, the psyker can draw the dark energies of the warp about their mind, cloaking their presence against those who may attempt to detect them via psychic means. If successful, the psyker can resist attempts to locate them, or indeed identify them as a psyker, via psychic powers such as Psyniscience or similar powers/abilities. Any attempt to detect the psyker with such a power must make a successful Psychic test (DN 4). Potency: [1] +1 to the DN for detection attempts.

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Create Flame Point Cost: 10 DN: 4 Activation: Move Action Duration: Sustained Range: Self Multi-target: No Keywords: Fire, Psychic Effect: The psyker conjures a simple flame from some portion of their bare skin, usually a hand or fingertip. This flame can vary in size, from as small as a match to as large as a crackling torch. This flame behaves in every way as real fire and can be used to ignite combustible materials in the same fashion. While the flame exists, the psyker is immune to its effects, though they are not immune to the effects of fire from any other source (nor is their clothing or any items they are holding). When making a melee attack, this flame can be used as a weapon inflicting 8+1ED damage. Potency: [1] May generate flame from an additional portion of the body. [2] +1ED damage.

Effect: The psyker mentally snaps warp energy like a whip, creating a bright flash and a sharp crack of sound. Everyone within range must make a successful Toughness test (DN 3) or take 1 Shock and be blinded for 1 round. Potency: [1] Additional +1 Shock. [2] Range increased by 5 metres. Fortune Point Cost: 10 DN: 4 Activation: 2 Simple Actions Duration: 1 Round Range: Self Multi-target: No Keywords: Psychic Effect: The psyker leads a charmed existence, manipulating the energies of the warp, perhaps without even consciously doing it, to make sure probabilities just always seem to favour them. The psyker may choose to add one bonus dice to one test they make during the power’s duration. Potency: [1] The psyker gains +1d to the chosen test.

Dull Pain Point Cost: 8 DN: 4 Activation: Move Action Duration: 1 Round Range: 5 metres Multi-target: Yes Keywords: Psychic Effect: The psyker can use their force of will to desensitise others (or themselves) to pain. While this power remains in effect, the target takes 1 point less of Shock from all sources. Potency: [1] Shock reduced by a further 1 point from all sources. [3] Target takes 1 less point of Wounds from all sources. Flash Bang Point Cost: DN: Activation: Duration: Range: Multi-target: Keywords:

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8 4 Action Instant 5 metres Yes Auditory, Light, Psychic

Inflict Pain Point Cost: 8 DN: 4 Activation: Action Duration: Sustained Range: 5 metres Multi-target: Yes Keywords: Psychic Effect: The psyker draws upon the swirling energies of the warp and then pours them into the mind of their enemy, wracking them with debilitating pain. The psyker chooses a target within visual range and that enemy immediately takes 1d3 Shock and must make a successful Willpower test (DN 3) or is staggered. As long as the psyker sustains this power, the target must test again at the beginning of each of their rounds or be dealt another point of Shock and remain staggered. Inflict Pain has no affect against targets that aren’t truly alive (such as Daemons, plants, etc.)—the GM is the ultimate arbiter of which creatures this power affects. Potency: [1] Additional +1 Shock damage.

Jam Mechanism Point Cost: 10 DN: 4 Activation: Action Duration: Instant Range: 25 metres Multi-target: No Keywords: Kinetic, Psychic Effect: The psyker reaches into a specific machine or mechanism with their mind and causes it to temporarily cease to function. A mechanism jammed with this power remains inoperable for one minute. The mechanism can be cleared and made operational during this time with a successful Tech test (DN 3). Typical machines the psyker might jam include weapons, data-slates, and locks. Potency: [1] Range increased by 25 metres. [1] Tech test DN increased by +1. Levitation Point Cost: 7 DN: 4 Activation: Simple Action Duration: Sustained Range: Self Multi-target: No Keywords: Psychic Effect: The psyker uses their force of will to unshackle their body from the constraints of gravity. The psyker can float freely, hovering or moving slowly up or down (1/2 Speed). They are not able to truly fly, however, so must use some other means to move otherwise. This power may be used to attempt to negate a fall. Potency: *[1] May move at normal Speed up or down. [2] May target a friendly creature within 5 metres. Orb Point Cost: 5 DN: 2 Simple Action Activation: Duration: Sustained Range: 5 metres Multi-target: No Keywords: Electrical, Psychic Effect: The psyker conjures a floating orb of glowing light.Though typically equal in intensity to a common lumen torch, by concentrating,

the psyker can darken it to as dim as a single candle or brighten it to as intense as a flare. The orb typically floats in the air beside the psyker, but with a mental command it can be given simple instructions such as to follow the psyker, orbit their head or to remain stationary at a specific location. The orb may move up to the psyker’s Speed, but instantly dissipates if it passes out of range. Potency: [1] Range is increased by 5 metres. [2] May create an additional orb. Phantom Grip Point Cost: 8 DN: 4 Activation: Full Action Duration: Sustained Range: 10 metres Multi-target: No Keywords: Kinetic, Psychic Effect: The psyker manifests an invisible set of phantom hands within range. By expending an action, the psyker can use these hands to perform any number of tasks that they might do—push a button, open/close a door, pull the pin from a grenade, etc., though they must be able to see the object/target to be manipulated. For the purposes of these tasks, the Phantom Grip have a Strength and Agility equal to the psyker’s Willpower. Though Phantom Grip cannot be used to make an actual attack against a creature, it can be used to trip up, confuse or distract them—GM must adjudicate each such instance on a case by case basis. Potency: *[1] Time to Activate reduced to an Action. [1] Range increased by 10 metres. Psyniscience Point Cost: 5 DN: 2 Activation: Full Action Duration: Sustained Range: 100 metres Multi-target: No Keywords: Psychic Effect: By concentrating and probing the warp with their mind, the psyker can detect the presence of psychic phenomena, including other psykers, objects imbued with psychic power and similar features. If successful, the psyker can detect and point out such phenomena within sight. If such phenomena are not in line of sight, but are still

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within range, the psyker instinctually knows in which direction they lie and can follow them to their source if this power is sustained. Potency: [1] Range is increased by 50 metres. Shove Point Cost: 8 DN: 3 Activation: Action Duration: Instant Range: 15 metres Multi-target: No Keywords: Kinetic, Psychic Effect: Through sheer willpower, the psyker summons an invisible mental force and uses it to shove a target in line-of-sight. The target must immediately make a successful Agility test (DN 4) or is knocked prone, possibly incurring additional consequences depending upon their situation at the time—i.e. walking a narrow ledge, perched on the lowered door of an assault aircraft, etc. Potency: [1] Range is increased by 15 metres. [2] Agility test DN increased by 1.

organisations, conclaves of like-minded psykers, and even whole branches of the Imperium have come together to practice similar powers. Many xenos races also adhere to a set of standards, or Psychic Disciplines, completely unique to them. Often this is dictated by the way that a race or group of psykers thinks, or even how they experience the warp. Despite this wild array of different powers, many psychic abilities share a common, universal theme. Such psychic powers have over time been amalgamated into the five Universal Psychic Disciplines. Though practiced by many xenos races across the galaxy in one form or another, it is in the Imperium where they are most universally accepted. Over the millennia since Humanity first began to exhibit such powers, these five Disciplines became the most refined and stable, supported by rigours set forth by Imperial organisations such as Adeptus Astra Telepathica and the Inquisition.

Most characters with the psyker keyword possess the smite power.

Voices

Smite

Point Cost: 5 DN: 3 Activation: Action Duration: Sustained Range: 25 metres Multi-target: No Keywords: Auditory, Psychic Effect: The psyker moulds the cacophonous sounds of the warp into a tool for their purposes, causing ghostly voices or other sounds to appear from places or objects within line-of-sight and in range. These voices or sounds have an echoing, otherworldly quality to them, and cannot rise in volume above a typical conversational tone. These sounds are usually used to unnerve or distract others, but they can also be used to convey information to distant targets (though such communication is one-way in nature). Potency: [1] Range is increased by 25 metres. *[2] Volume of voices and sounds increased to level of a shout.

Point Cost:

Universal Psychic Disciplines Psychic powers take a myriad of forms throughout the galaxy and with near endless variation. Secret

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0 (10 if buying this power separately) DN: Target’s Defence Activation: Action Duration: Instant Range: 35 metres Multi-target: Yes Keywords: Psychic Effect: The psyker concentrates destructive power through the lens of their will, summoning lethal bolts of raw psychic energy that blast their enemies into ash. The psyker targets one enemy with a psychic ranged attack. If hit, the target suffers 1d3 Mortal Wounds. Potency: [3] +1 Mortal Wound.

Biomancy Discipline Enfeeble Point Cost: DN: Activation: Duration:

15 Target’s Defence Action Sustained

Range: 10 metres Multi-target: Yes Keywords: Psychic Effect: The air grows thick and sticky as the psyker opens a slight tear in the fabric of reality to drain away the life of their enemies. The psyker targets one enemy with a psychic ranged attack. If hit, that target’s Strength is reduced by 1 and they suffer 1 Shock each round at the beginning of their turn while the power is sustained (regained once the power ceases). Potency: [1] +1 Strength reduction. [3] +1 Shock damage per round. Life Leech Point Cost: 15 DN: Target’s Defence Activation: Action Duration: Instant Range: 5 metres Multi-target: No Keywords: Psychic Effect: The air chills around the psyker as they draw the life from their enemy in ephemeral wisps. The psyker targets one enemy with a psychic ranged attack. If hit, that target suffers 1d6 Shock and 1d3 Wounds. They heal half the Shock and Wounds (rounded up) inflicted on the target. Potency: [1] +1 Shock. [2] +1 Wound. *[3] Damage is Mortal Wounds. Living Lightning Point Cost: 15 DN: 7 Activation: Action Duration: Sustained Range: Self Multi-target: No Keywords: Psychic Effect: The psyker’s form begins to distort and grow fuzzy as they draw energy from the warp and transfer it straight into their own limbs. While affected by this power, the psyker doubles their speed, may take one additional action per round at no penalty, gains +1 to their Defence, and MUST act first in each of their side’s combat rounds. Living lightning taxes the psyker physically, so they suffer 1d3+1 Shock (sustained) for every round they sustain the power. Potency: *[1] Suffer 1 less Shock. [2] +1 bonus to Defence.

Phantom Form Point Cost: 15 DN: 7 Activation: Action Duration: Sustained Range: Self Multi-target: No Keywords: Psychic Effect: The light surrounding the psyker grows dim and then so does their form, their body transformed into a wispy phantom. While they sustain the power, the psyker can pass freely through solid objects of all sorts—walls, bulkheads, vehicles and even living creatures, though their Speed is reduced by 1/2. In effect, the psyker becomes a phantom, a being out of phase with reality. As such, though they can freely move where they will, and both see in and be seen by the real world, they cannot interact with it. They cannot physically attack, manipulate or otherwise touch creatures or objects, nor can other objects, creatures, or environmental conditions harm them. Phantom form is extremely taxing to the psyker’s spirit, and they suffer 1 Shock for every round they sustain the power. Should the psyker

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revert to their true form while passing through hazardous conditions, they immediately suffer the consequences of those conditions, whatever they may be. Potency: *[1] Movement increased to normal speed. *[1] May make speech heard. *[3] May manipulate or touch objects with a Full Action.

the option to Seize the Initiative (without paying a Glory to do so) once per combat and a +1 bonus to their Defence for one combat they participate in (either one they are already engaged in or the very next one they become involved with). Potency: *[1] Time to Activate reduced to an Action. [2] +1 bonus to Defence.

Regenerate

Glimpse the Future

Point Cost: 15 DN: 8 Activation: Action Duration: Sustained Range: Self Multi-target: No Keywords: Psychic Effect: The psyker does not distinguish their body from the warp itself—to them they are one and the same, and they are master of both. Once activated, this power not only allows the psyker to heal injuries at a phenomenal rate, but can, in time, even regrow lost limbs or body parts. While this power is sustained, the psyker heals 1 Wound per round, and then once fully healed, 1 Shock per round. Once completely healed, they may regenerate whole body parts, though this process is much slower. A smaller body part, such as a finger or eye, can be regenerated in an hour, but regenerating a whole limb takes an entire day. Potency: [1] +1 Shock healed per round. [2] +1 Wound healed per round.

Point Cost: 15 DN: 7 Activation: 30 minutes Duration: 1 Scene Range: Self Multi-target: No Keywords: Psychic Prerequisite: At least one other Divination Power. Effect: The psyker peers into the depths of the warp and sees past the glimmering possibilities rippling on the surface. Past the glamours and misleading promises of what might be, they catch glimpses and images of what really will be—at least in the near future. Once activated, Glimpse the Future allows the psyker to reroll one dice (not the Wrath Dice) in any and all tests they are required to make for the remainder of the current scene. In addition, the psyker immediately draws two Campaign Cards and may keep one of their choice (the other is discarded). This allows the player to play one additional Campaign Card during the game session. The Immaterium, and those entities that dwell in it that concern themselves with the vagaries of time as it pertains to the mortal realms, are loathe to surrender this sort of detail regarding the future. The psyker risks much in prying in this manner—when making the Psychic test for this power, the roll automatically counts as if one 1 had been rolled (i.e. meaning that were no 1s rolled on the Psychic test, it would still count as one 1 rolled and require a roll on the Table 7-2: Perils of the Warp, etc.). In addition, the psyker may not use Glimpse the Future more than once regarding any specific scene. Potency: [1] Time to Activate reduced by 5 minutes (minimum 5). *[2] May draw an additional Campaign Card, but still discards down to one.

Divination Discipline Forewarning Point Cost: 15 DN: 6 Activation: Full Action Duration: 1 Combat Range: Self Multi-target: No Keywords: Psychic Effect: The psyker falls into a brief reverie, peering into the immediate future to see how events of a specific combat will unfold. They pay heed to how their enemies fight and what actions they will take, so that armed with this knowledge, they may better protect against the attacks. Once activated, Forewarning grants the psyker

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Prophetic Visions

Omens of Doom Point Cost: 15 DN: Target’s Defence Activation: Full Action Duration: Sustained Range: 30 metres Multi-target: Yes Keywords: Psychic Effect: The psyker falls into a brief reverie, peering into the immediate future of a specific enemy, and then manipulating the threads of that future so that the most awful outcomes prevail. Once they activate the power, the psyker targets one enemy with a psychic ranged attack. If hit, the target immediately becomes vulnerable (1) and hindered (1) for as long as the power is sustained. Omens of Doom is mentally draining to the psyker, so they suffer 1 Shock for every minute they sustain the power (this requires a test to sustain). Potency: *[1] Time to Activate reduced to an Action. [2] Additional –1 penalty to Defence. [2] +1DN to ability tests.

Point Cost: 5 DN: 10 Activation: 20 minutes Duration: Instant Range: Self Multi-target: No Keywords: Psychic Effect: The psyker focusses on their inner self, unshackling their mind and letting it float free on the currents of the warp. In their trance, they examine the various threads of possibilities that make up the endless weave of the near future, searching for clues to inform themselves of what is to come. Once activated, the psyker gains insights via visions of what is to be, and is granted one extra Wrath at the beginning of the next scene. In addition, at the GM’s discretion, specific clues regarding upcoming adventures or campaigns may be presented to the player when this power is used. The future is notoriously unstable and mutable, and the warp itself can be a fickle thing. The psyker may not use Prophetic Visions more than once regarding any specific Scene, nor may they use it more than once a day regardless. Potency: [1] Time to Activate reduced by 5 minutes (minimum 5). *[2] +1 Wrath. Scry Point Cost: 5 DN: 6 Activation: Full Action Duration: Sustained Range: 5 kilometres Multi-target: No Keywords: Psychic Effect: The psyker projects their mind remotely to view events occurring in another place within range. They must be aware of the location to be viewed and must have at least a general idea of where it is in relation to themselves. If they are not exactly aware of these conditions, they must spend 10 minutes to hone in on the location. Once activated, the psyker can sustain it to keep viewing the targeted location, but while doing so, they cannot move or perform any other actions and are completely oblivious to their own surroundings. Scry taxes to the psyker mentally, so they suffer 1 Shock for every 10 minutes they sustain the power (this requires a test to sustain). They may not recover Shock while sustaining this power. Potency: [1] Range increased by a factor of 10.

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Pyromancy Discipline Fiery Form Point Cost: 15 DN: 7 Activation: Action Duration: Sustained Range: Self Multi-target: No Keywords: Fire, Psychic Effect: The psyker bursts into flame, their body engulfed in a roaring inferno. These flames cause no harm to the psyker or their possessions. While this power is sustained, all creatures within 2 metres immediately take 10+1ED damage (and again at the end of their own turn if they remain in range). In addition, while this power is sustained, the psyker receives a +1 bonus to their Defence and is immune to all damage or effects with the Fire or Melta keywords. Potency: [2] +1ED damage. [3] +1 Defence. Gout of Flame Point Cost: 5 DN: 5 Activation: Action Duration: Instant Range: 30 metres Multi-target: No Keywords: Fire, Psychic Effect: The psyker launches a gout of fire towards their foes. Anything in the affected area (Medium Blast) immediately takes 14 +2ED damage and is burning. Potency: [2] +1ED damage. [2] Affected area is a Large Blast. Molten Beam Point Cost: 20 DN: Target’s Defence Activation: Action Duration: Instant Range: 10 metres Multi-target: No Keywords: Fire, Psychic Effect: The psyker stretches forth their open hand and releases a beam of blindingly bright energy at their foes—they choose a direction and the beam instantly passes along that line for 10 metres. This extremely hot beam of raw power

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melts even the hardest metals to slag, and the air within 2 metres of the beam’s passage catches fire. Creatures struck by the beam suffer 18+2ED damage and must pass an Agility test (DN 4) or be set burning. Potency: [2] +1ED damage. [1] +10 metres range. Spontaneous Combustion Point Cost: 10 DN: Target’s Defence Activation: Action Duration: Instant Range: 20 metres Multi-target: Yes Keywords: Fire, Psychic Effect: The psyker focuses all their rage, their eyes glowing with warpfire, until their enemies literally burst into flame. They target one enemy with a psychic ranged attack. If hit, the target suffers 12 +1ED damage and must make a successful Agility test (DN 4) or is now burning. Potency: [2] +1ED damage. [1] +10 metres range. Wall of Flame Point Cost: 15 DN: 7 Activation: Action Duration: Sustained Range: 20 metres Multi-target: No Keywords: Fire, Psychic Effect: The psyker throws their arms wide and channels the seething energies of the warp, conjuring a wall of flames. Initially, the psyker may freely shape this fiery wall as they please, though its dimensions have limits—up to 3 metres wide, 20 metres long and 10 metres high. Once the wall has been summoned, its dimensions cannot be altered, and it burns without fuel for as long as the psyker sustains it. They can summon the Wall of Flame anywhere within range and line-of-sight, including in the very space occupied by living creatures. Creatures that attempt to pass through the Wall of Flame or that are caught inside it when it is summoned, immediately take 12 +1ED damage and are burning. Creatures within 2 metres immediately take 10 +1ED damage once (and again at the end of their own turn while they remain within 2 metres).

Potency: [2] +1ED damage. *[2] May spend a Move Action to reshape the wall of flame once while it is sustained. [1] +1 metre in height or length.

Telekinesis Discipline Assail Point Cost: 10 DN: Target’s Defence Activation: Action Duration: Instant Range: 20 metres Multi-target: Yes Keywords: Kinetic, Psychic Effect: Eyes blazing with inner light, the psyker uses nothing more than the power of their will to uproot a boulder, tree or similarly large object in the vicinity, and smite their enemy with it. They target one enemy with a ranged attack (attack roll DN equal to the psyker’s total Psychic test)—if hit, that creature takes 10 +1ED damage. Potency: [1] +1ED damage. [2] +10 metres range. Crush Point Cost: 10 DN: Target’s Defence Activation: Action Duration: Instant Range: 20 metres Multi-target: Yes Keywords: Kinetic, Psychic Effect: The psyker clamps an invisible force around their enemy, and then tightens it to crush away their life. They target one enemy with a psychic ranged attack. If hit, that creature takes 10 +1ED damage and must make a successful Strength or Willpower test (DN 5) or is restrained. While restrained, the target can do nothing except try to break free by again making another Strength or Willpower test. If the victim does not escape, they take an additional 10 +1ED at the beginning of the psyker’s turn for as long as the power is sustained. Potency: [3] +1ED damage. [2] +1DN to the Strength or Willpower test. Flight Point Cost: DN: Activation: Duration:

8 5 Action Sustained

Range: Self Multi-target: No Keywords: Kinetic, Psychic Effect: Throwing their arms wide, the psyker’s hair and garments are blown fiercely by ethereal forces and they rise off the ground. While they sustain this power, the psyker can fly freely, moving at speeds equivalent to their normal Speed. Flight taxes the psyker mentally, so they suffer 1 Shock for every hour they sustain the power (this requires a test to sustain). Potency: [1] Flying Speed increases by 5 metres. [2] +1 Strength for determining what the psyker may carry while flying. Force Field Point Cost: 15 DN: 5 Activation: Full Action Duration: Sustained Range: Self Multi-target: No Keywords: Kinetic, Psychic Prerequisite: At least one other Telekinesis Power Effect: The psyker draw the inert energies floating all around them, and fashions an invisible barrier of force to protect themselves from harm. While this power is sustained, the psyker gains +2 Resilience and may soak Mortal Wounds. Force Field taxes the psyker mentally, so they suffer 1 Shock for every minute they sustain the power (and requires a test to sustain). Potency: *[2] Increase range to +Rank metres, and all beings in range gain the same protection. [2] Increase bonus to Resilience by +1. Shock Wave Point Cost: 15 DN: 7 Action Activation: Duration: Instant Range: 5 metres Multi-target: No Keywords: Kinetic, Psychic Effect: With a mighty thrust of their fist, the psyker unleashes a burst of mental force that blasts from them in all directions. All creatures within range, friend or foe, take 12 +1ED damage from this blast and must make a successful Agility test (DN 5) or be thrown to the ground prone. Potency: [1] Range is increased by 5 metres. [2] +1ED damage.

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Telepathy Discipline Fog the Mind Point Cost: 15 DN: 4 Activation: Full Action Duration: Sustained Range: 10 metres Multi-target: No Keywords: Telepathy, Psychic Effect: The psyker reaches out to their enemies with their mind and clouds the enemy’s thoughts, slowing their cognitive processes and dulling their wits. A sense of haziness and confusion overcomes all enemies within range, and they must make a successful Willpower test (DN 6) or immediately be both hindered (2) and staggered. Fog the Mind mentally drains to the psyker, so they suffer 1 Shock for every round they sustain the power (this requires a test to sustain). Potency: [1] Range increased by a factor of 1. *[2] Time to Activate reduced to an Action. Mind Probe Point Cost: 15 DN: Target’s Willpower (Opposed) Activation: Full Action Duration: Sustained Range: 30 metres Multi-target: No Keywords: Telepathy, Psychic Prerequisite: Telepathy Effect: The psyker envelops a visible target with their mind, imposing their will on the creature and forcibly probing its innermost secrets. They must win at an opposed Willpower test against the target. If the power is successful, the psyker can then probe the target’s mind for secrets in subsequent rounds until the power ends or the psyker or the target loses consciousness. They may gain the answer to one question from the target’s mind in the form of memories, images, or other experiences from the mental link. For each question answered, the target suffers 1d3 Shock and the psyker extracts the desired information—this is subject to the target’s actual knowledge and the ultimate determination of the GM. If the psyker fails the opposed Willpower test, they are expelled from the target’s mind and suffer 1d3+3 Shock.

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If the psyker is not expelled, and wishes to continue the probe, the above process must be repeated anew each round. They may not recover Shock while sustaining this power. Potency: [1] The target answers one additional question. *[2] The target suffers no Shock and is unaware of the psyker’s intrusion into their mind. Psychic Shirek Point Cost: 10 DN: Target’s Willpower Activation: Action Duration: Instant Range: 50 metres Multi-target: Yes Keywords: Psychic Effect: The psyker unleashes a blast of psychic energy to attack the mind of a nearby enemy. They target one enemy with a ranged attack (attack roll DN equal to the psyker’s total Psychic test). If hit, that creature immediately takes 1d3+3 Shock and must make a successful Willpower test (DN 5) or be staggered. Potency: [1] +1 Shock. [2] +1DN to the Willpower test to be staggered. Telepathy Point Cost: 5 DN: 3 Activation: Action Duration: Sustained Range: 100 metres Multi-target: Yes Keywords: Telepathy, Psychic Effect: The psyker reaches out with their mind to link with another and communicate with nothing but thoughts. The psyker need not have line-of-sight to the target, and no obstacles save those designed specifically for warding off psychic intrusion can prevent this communication. Furthermore, they need not know any targets are in range at all, and may simply use Telepathy to contact the nearest target. Once they activate the power, communication continues until either the psyker or the target chooses to break it off. If the psyker wishes to maintain the link, such communication can only be terminated via a successful Willpower test (DN 3) by the target.

If the target forcibly breaks telepathic link in this manner, the psyker takes 1d3 Shock. If they wish, the psyker may use Telepathy to eavesdrop on a target instead of communicating, but they may still choose to “speak” at any time using the link. If they choose to use Telepathy in this way, the target may still become aware of the psyker’s presence and that something is amiss with a successful Awareness test (DN equal to the psyker’s total Psychic test). If the target becomes aware of the telepathic communication, it can choose to use the link itself or attempt to terminate the it as above. Telepathy only reads active surface thoughts and so cannot pry into another’s secrets unless the target is actively thinking about them at the time. If the psyker chooses to use Telepathy to communicate with more than one target, they act as a communication hub and all targets can “hear” one another through them. Using Telepathy in this way taxes the psyker mentally, so they suffer 1 Shock for every 20 minutest they sustain the power (this requires a test to sustain). They may not recover Shock while sustaining this power. Potency: [1] Range is increased by a factor of 10. Terrify Point Cost: 15 DN: 5 Activation: Full Action Duration: Instant Range: 10 metres Multi-target: No Keywords: Telepathy, Psychic Effect: Reaching out with their mind, the psyker plucks the latent fears of nearby enemies from their subconscious and forces them to the surface. A supernatural dread of the psyker and their allies overcomes all enemies within range; they must make a Fear test (DN 5). Potency: [2] Fear test DN increased by +1. *[2] Time to Activate reduced to an Action. [1] +10 metres range.

The Lure of the Infernal “Trust not the witch, for their powers are tainted. Fear the witch, for their souls are corrupt. Burn the witch, for the fire purifies all.” –Edict of Cardinal Koriv, Arch-Confessor For some psykers, mastery of the mind and development of their own innate psychic abilities

is not enough. Having survived the maturation of their psychic potential and found the inner strength to fend off the whispers and initial probes from the warp, they find they want still more power. Most such people are rogue psykers, individuals who learned to develop their powers beyond the guiding light of the Emperor and their agents. But even those psykers disciplined and trained in the Imperium’s Scholastia Psykana sometimes succumb to the lure of Chaos. The whispers from the other side never cease, and those whisper can even erode a strong mind n time. Despite what Imperial creed would have one believe, trafficking with the Ruinous Powers themselves, or even their agents or cults, is not so easy a task for the average Imperial citizen. Those psykers who heed the whispers and seek more power will always find a way. Lesser warp entities, heretical organisations, underground black-markets, and a hundred other foul sources besides are willing, eager even, to spread, teach, and disseminate the darker psychic practices. Called witchcraft, sorcery, black magic, and an endless number of similar primitive names, these psychic powers all stem from the same source— the infernal and malignant warp entities man knows as Daemons.

Maleficarum Discipline Boil Blood Point Cost: 15 DN: 7 Activation: Action Duration: Instant Range: 20 metres Multi-target: No Keywords: Chaos, Psychic Prerequisite: Psyker must have the Chaos keyword. Effect: The psyker unleashes their seething anger in a blast that writhes in the target’s veins. The power affects all creatures in a Medium Blast, boiling their blood from the inside. Affected targets suffer 1d3 + the Psyker’s Corruption level in Shock damage and must pass a Toughness test (DN 5) or suffer 1d3 Mortal Wounds as well. Potency: [2] +1 Mortal Wound. *[2] Increase the area of effect to a Large Blast.

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Puppet Master Point Cost: 20 DN: Target’s Willpower (Opposed) Activation: Full Action Duration: Sustained Range: 30 metres Multi-target: No Keywords: Chaos, Psychic Prerequisite: Psyker must have the Chaos keyword. Effect: The psyker breaches their enemy’s mind, quashing its will completely, and turning its body into their puppet. The psyker engages in an Opposed Willpower test against the target. If they win, the target is completely dominated by the psyker. Creatures dominated by the psyker in this way have no free will whatsoever, instead they do only what the psyker wills them to. Without even words (mere thoughts are necessary for commands), the psyker can compel the target to perform any task they choose as long as the power is sustained. This control has no limits, and victims do anything the psyker commands them to do without question. The psyker immediately gains 1 Corruption and the target must make a Corruption test when the power ends. Puppet Master drains the psyker mentally, as they must constantly overpower the target’s persona, so they suffer 1d3+1 Shock for each target they control every round they sustain the power (this requires a test to sustain). The psyker may not recover Shock while sustaining this power. Potency: *[1] Time to Activate reduced to an Action. *[2] May sustain the power for a further minute before taking Shock. Soul Shrivel Point Cost: 20 DN: Target’s Defence Activation: Action Duration: Instant Range: 20 metres Multi-target: Yes Keywords: Chaos, Psychic Prerequisite: Psyker must have the Chaos keyword. Effect: The psyker opens a minute fissure into the Immaterium near their enemy to drain the very life energies of the enemy’s spirit. The psyker targets one enemy with a psychic ranged attack. If hit, the target suffers 1d3 Mortal Wounds and must make a Corruption test.

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Potency: [2] +1 Mortal Wound. [1] Range increased by 10 metres. Touch of Corruption Point Cost: 15 DN: Target’s Defence Activation: Action Duration: Sustained Range: Touch Multi-target: Yes Keywords: Chaos, Psychic Prerequisite: Psyker must have the Chaos keyword. Effect: The psyker unleashes the mutable energies of the warp to forcibly corrupt their target’s flesh. They choose a target within range, and make a psychic melee attack. If this attack succeeds, the target suffers a random mutation from Table 7-8: Minor Mutation. The resulting mutation is horrific, but temporary. The target’s flesh returns to normal when the power ends. Touch of Corruption drains the psyker, so they suffer 1 Shock for every minute they sustain the power (this requires a test to sustain). The psyker may not recover Shock while sustaining this power. Potency: [1] +2 Shock. [2] +1 to the Willpower test DN. Waking Nightmare Point Cost: 10 DN: Target’s Willpower Activation: Action Duration: Sustained Range: 25 metres Multi-target: Yes Keywords: Chaos, Psychic Prerequisite: Psyker must have the Chaos keyword. Effect: The psyker worms their way into the mind of their victim, and forces them to experience the dread things that only the warp can visit upon man. The psyker targets one enemy with a ranged attack (attack roll DN equal to the psyker’s total Psychic test). If hit, the creature temporarily loses 1 point of Intellect and must make a successful Willpower test (DN 7) or suffer intense, personal hallucinations. These hallucinations take the form of supernatural illusions that only the target can see—they immediately roll on the Table 7-2: Perils of the Warp, suffering the same as a psyker would. The effects of these hallucinations continue for as

long as the psyker sustains the power, or until the Perils of the Warp runs its course. In certain circumstances, where the target may question why those around them are not affected by such an obvious supernatural event as determined by the roll on the table (GM’s prerogative), the target may be allowed to re-roll its Willpower test (as above). Temporary lost Intellect returns at the rate of 1 point per day. Waking Nightmare mentally taxes the psyker, and they suffer 1 Shock for every minute they sustain the power (this requires a test to sustain). The psyker may not recover Shock while sustaining this power. Potency: [1] +1 temporary Intellect damage. *[3] Target must add the psyker’s Corruption score to the first digit of their d66 roll on Table 7-2: Perils of the Warp.

Aeldari Psychic Powers “Understanding? What understanding is there to be gleaned by you mon-keighs? You cannot even recall the mistakes your race made that brought you to this precipice, Inquisitor. Divination is not a science you can master with hymns or influence with your ointments and trinkets. It is an artistry woven from what was, what may be, and the lies the beings of the Immaterium speak regarding both. It is a wonder you retain an understanding of fire. No, better you clutch tight to your primitive baubles and leave the insight to more enlightened races.” –-Warlock Ishyandra of Il-Kaithe Though all Aeldari are sensitive to psychic energies in one way or another, only those who follow the Path of the Seer, or the Witch Path as it is also known, can truly harness them. Such Aeldari psykers learn to use complex, psychically sensitive wraithbone runes to harness their powers. These runes both enhance the Seer’s prophetic abilities and serve as an arcane ward against the dangers of the warp. Ultimately, Aeldari Seers learn to wield their powers to divine the fates and steer their people accordingly. But these powers can also be used as a potent weapon with which the Seer may enhance their fellow Asuryani warriors on the battlefield while also thwarting their enemies. For some Seers who trained as Aspect Warriors, Khaine’s call to battle is especially strong, and they find it easier to develop destructive psychic

powers. Many such adherents return to their shrines, again donning their masks to recreate the division in their minds between warrior and self. Known as Warlocks, such Seers give in to the bloodlust in their souls and follow the Witch Path to its most aggressive and warlike extremes. To such ends, Warlocks usually set aside their more prophetic powers and instead choose to wield Runes of Battle. The Asuryani have practiced and honed their psychic abilities for aeons, and they are know well the dangers that lurk within the esoteric plane from which the energies that power them

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flow. Aeldari psykers are thus resistant to the predations of the warp, though due to the nature of their psyches and the deep way in which they experience emotions, when such psykers do fall victim to these dangers, it is even more catastrophic. If they use either a Minor Psychic Power or a power from the Runes of Battle Discipline, an Asuryani psyker may choose to reroll up to one 1 on the Wrath Dice in any Psychic test they make. However, should such a psyker still suffer a Perils of the Warp, they must roll two dice and keep the highest result for the first digit of the d66 roll (see page 48).

Runes of Battle Discipline Conceal/Reveal Point Cost: 20 DN: 5 Activation: Action Duration: Sustained Range: 25 metres Multi-target: No Keywords: Aeldari, Psychic Prerequisite: Psyker must have the Aeldari Keyword. Effect: The psyker reaches out with their mind and takes command of the shadows surrounding them, bending and shaping the shadows to their will. Once activated, the psyker can use their mastery to do one of the following: Conceal: The psyker draws the shadows to them and dons them like a cloak to conceal their position—while the power is sustained, the psyker and any allies within 5 metres gain a +1 bonus to their Defence and a +1d to any Stealth Tests they make. Reveal: The psyker draws away the shadows from a target within range, revealing them to all. The psyker targets one enemy with a ranged medium blast area effect attack (attack roll DN equal to their total Psychic test). If hit while the power is sustained, the target cannot benefit from bonuses to Defence or Stealth tests due to concealment or cover. Potency: [3] Conceal: Benefits improve by +1 Defence and +1d to Stealth. *[2] Reveal: Penalties affect enemies in a Large Blast.

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Embolden/Horrify Point Cost: 20 DN: 5 Activation: Action Duration: Sustained Range: 25 metres Multi-target: No Keywords: Aeldari, Psychic Prerequisite: Psyker must have the Aeldari Keyword. Effect: The psyker reaches into the minds of the battlefield combatants and either fortifies or erodes their resolve. Once activated, the psyker can use this mental manipulation to do one of the following: Embolden: The psyker instils valour and determination into their allies. While the power is sustained, the psyker and all friendly creatures within 5 metres gain a +1d to any Resolve tests they make. Horrify: The psyker saps the courage and determination of their enemies. They target an enemy with a Medium Blast area of effect. All effected creatures suffer a +1 DN penalty to any Resolve tests they make. Potency: [2] Embolden: +1d to Resolve tests. [2] Horrify: +1DN penalty to target’s Resolve tests. Empower/Enervate Point Cost: 30 DN: 7 Activation: Action Duration: Sustained Range: 25 metres Multi-target: No Keywords: Aeldari, Psychic Prerequisite: Psyker must have the Aeldari Keyword. Effect: Tapping into the spirits of their comrades, the psyker opens them to their full potential, allowing them to strive for the greatness of the Aeldari heroes of yore, or diminishing the powers of their foes. Once activated, the psyker can use this manipulation of the spirit to do one of the following: Empower: The psyker open the spirits of themselves and their allies. While the power is sustained, the psyker and all friendly creatures within 5 metres gains a +1ED to damage from any melee attacks they make. Enervate: The psyker saps the spirits of their enemies, filling them with doubt and despair.

The psyker affects enemies within a Medium Blast area of effect. All affected targets suffer a –1 ED penalty to damage from any melee attacks they make (to a minimum of 0). Potency: [3] Empower: +1ED to damage. [3] Enervate: –1ED to target’s damage. Enhance/Drain Point Cost: 20 DN: 5 Activation: Action Duration: Sustained Range: 25 metres Multi-target: No Keywords: Aeldari, Psychic Prerequisite: Psyker must have the Aeldari Keyword. Effect: Drawing upon the favour of Khaine, the psyker enhances the combat prowess of their allies or diminishes that of their enemies. Once activated, they can use this boon to do one of the following: Enhance: The psyker channels a fraction of Khaine’s skills to enhance their allies’ combat abilities. While the power is sustained, psyker and all friendly creatures within 5 metres gains a +1d to any melee attacks they make. Drain: The psyker allows a portion of Khaine’s anger and disdain to suppress the fighting skills of their enemies. They affect targets in a Medium Blast area of effect. While the power is sustained, affected targets suffer a +1 DN to any melee attacks they make. Potency: [2] Enhance: Additional +1d to melee attacks. [2] Drain: Additional +1DN to target’s melee attacks. Protect/Jinx Point Cost: DN: Activation: Duration: Range: Multi-target: Keywords: Prerequisite: Keyword.

20 5 Action Sustained 25 metres No Aeldari, Psychic Psyker must have the Aeldari

Effect: Tugging on the threads of fate that surround any field of battle, the psyker isolates and binds those of a specific individual, reshaping its destiny. Once activated, the psyker can manipulate fate to do one of the following: Protect: The psyker weaves the fate of themselves and their allies, protecting them from harm. While the power is sustained, the psyker and all friendly creatures within 5 metres gains a +1 bonus to their Resilience. Jinx: The psyker weaves the fate of their enemies, making them more susceptible to harm. The psyker affects enemies within a Medium Blast area of effect. All affected targets suffer a –1 penalty to their Resilience. Potency: [3] Protect: Additional +1 bonus to Resilience. [3] Jinx: Additional –1 penalty to Resilience. Quicken/Delay Point Cost: 20 DN: 5 Activation: Action Duration: Sustained Range: 25 metres Multi-target: No Keywords: Aeldari, Psychic Prerequisite: Psyker must have the Aeldari Keyword. Effect: The psyker twists time itself, briefly altering its flow as it passes for a select few on the battlefield. Once activated, they can subtly affect the way time passes to do one of the following: Quicken: The psyker changes the flow of time for themselves and their allies, making them seem supernaturally swift. While the power is sustained, the psyker and all allies within 5 metres may make an additional Move. Delay: The psyker changes the flow of time for their enemies, making them move as if they were passing through deep water. The psyker affects enemies within a Medium Blast area of effect. While this power is sustained, all affected targets move as if they are in Difficult Terrain. Potency: [2] Quicken: Increase the radius of the effect to allies within 10 metres. [2] Delay: Increase the area of effect to a Large Blast.

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CORRUPTION Corruption is the foul taint of the warp bleeding into the Materium, deforming the body and afflicting the mind. Those who encounter heinous and unnatural acts or objects, and those damned enough to commit them, must face down the

manifest power of Chaos. It is an equal danger that flesh and organs exposed to toxic or warpriddled environments will erupt in grotesque malformations. Few stride away with their purity intact.

CORRUPTION TESTS In Wrath & Glory, Corruption scars the body, mind, and soul. Corruption does not turn the character instantly into a psychopath, but each point gained takes them ever closer to death and damnation. Roleplaying a character’s psychological descent

in the grim darkness of the far future can add depth of its own and create a story arc you may not have been expecting. Likewise, the desperate struggle to retain one’s purity and humanity can be a fulfilling experience for your character. A Game Master cannot force a player to take an action that automatically results in Corruption. The player must have the opportunity to resist with a Corruption test, or willingly accept Corruption from the Temptations of the Warp.

When to Make a Corruption Test Corruption is not gained from everyday occurrences like witnessing human suffering. Supernatural events fuelled by the power of the warp are a prime example of how a character gains Corruption. Encountering forbidden tomes, fighting the forces of Chaos, using vile relics, or committing truly heinous acts may cause a Game Master to call for players to make a Corruption test.

Causes of Corruption Characters earn corruption from a variety of different sources.

Chaos and the Warp Encountering the manifest powers of Chaos and the warp is the most potent cause of Corruption. Being in the mere presence of certain warp entities, like daemons, will require the characters to resist Corruption. Warp travel is the bestknown means of interstellar transit. However,

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tearing a hole from the Materium into the warp and spending days, weeks, or months surrounded only by a fragile membrane of protection can lead to Corruption. Additionally, relics and tomes containing information about the Chaos Gods are infused with the essence of the warp. Based on the amount of warp energy contained in an item, simply touching it may cause a Corruption test. Weaker items may not cause Corruption right away. However, if a tome is studied extensively or a tainted weapon is wielded and sheds blood, those actions would force the character to resist Corruption.

Powers of The Psyker There are those among the population who carry in their heads a portal to the warp. Theirs is a dangerous but power-filled existence that is never more than a Mercy Knife away from death and damnation. Often it is the psykers themselves who are subject to Corruption after reaching too deeply into the warp. Whether by the unrestrained torrent of power they pull through or the type of spell they cast, Corruption is often the price paid for power. Witnessing or being the subject of psychic powers can lead to Corruption, as can the backlash of a poorly executed (or poorly controlled) power.

Example: Some environments are inundated with radiation. Repeated low-level exposure will slowly begin to cause Corruption. However, high levels of exposure without radiation-hardened armour may cause a character to make a Corruption test every round until they escape or expire.

How to Make a Corruption Test When making a Corruption test, hero’s dice pool is their Conviction attribute versus a default of DN 3. The dice pool, the Difficulty Number, or both may be modified based on the circumstances. A character’s traits or special abilities, or those of other members of the team, may add bonuses or dice to resist Corruption. However, a character’s Corruption Level (Table 7-6) or the situation may increase the base difficulty of the test. Players may choose to spend a single Wrath to reduce the DN modifier of the current Corruption test by one. This cannot drop the DN lower than 1.

Table 7-5: Corruption Test Difficulties

Ultraviolence and Depravity

DN Difficulty of Test

Examples

Witnessing or participating in deeply heinous acts can have a lasting effect on one’s body and mind. Killing the enemy on the battlefield is one thing, but slaughtering the infirm or helpless is another. Not all depraved or violent acts shed blood. Some destroy a person or an entire civilisation without a weapon being raised.

1

Routine

Exposure to mildly radioactive or toxic substances, seeing a cultist marked by Chaos for the first time, listening to someone preach heresy without stopping them.

2

Standard

Speaking the name of one of the Ruinous Powers, torturing a captive for the first time.

3

Challenging

Reading a tome dedicated to the Dark Gods, witnessing a Chaos ritual, speaking heresy, condemning someone to death for an act you committed, seeing a daemon or warp entity for the first time.

5

Difficult

Participating in a Chaos ritual, destroying a planet populated by allies, some Perils of the Warp, developing an untrained psychic power.

7

Extreme

Possession by a warp entity, looking into the warp, making a pact with a warp entity.

Example: An Eldar intentionally destroying an Infinity Circuit and condemning all the souls to She Who Thirsts would be a heinous action that spills no blood.

Mundane Sources There are some mundane sources of Corruption that may lead to physical or mental effects. Particularly of note are toxic or radioactive substances. Listening to someone spew heresy will also have a lasting effect. Prolonged exposure to high levels of pollutants and heresy will inevitably wear down the body and the mind.

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Effects of the Wrath Die

Failing a Corruption Test

Players include a Wrath Dice on Corruption tests.

When a Character fails a Corruption test, they gain 1 point of Corruption.

Result

Effect

1

If the test fails, gain x2 Corruption Points

2-5

No Effect

6

The DN of the test is reduced by 2.

For every 5 points of Corruption, a Character’s Corruption Level will increase (see Table 7-6: Corruption Level on page 367). As the Heroes become more deeply Corrupted, it becomes harder to resist additional Corruption.

TEMPTATIONS OF THE WARP The path of righteousness does not always lead to sweet success. There may come a time when failure is worse than damnation. There may come a night when the call of power overrides the need for restraint. When that time comes, the Dark Gods will answer that call…for a price. The Game Master must use their discretion as to when the circumstances are ripe for the Ruinous Powers to intercede. The circumstances of the scene must be considered. Certain locations or activities may make the border between the material world and the Warp very thin, whilst at other times, it could be nearly impossible to draw power from the Warp at all. In addition, actions that work against the schemes of the Chaos Gods are unlikely to be rewarded! Once per scene, a character cte er can caan choose choo ch osse e to accept the Temptations ns of of tthe he e Warp Warrp for additional success o on n an n act acctt of extraordinary violence, e, ccruelty, e, ruel ru elty t, ty betrayal, or depravity. Declare ecl clar are e th tthis iss intent before rolling or m moving ovvin o vin ing g forward with an action. ttiiion on o n. Once the action is resolved ved ve (meaning at the end of the e round or scene), you gain n 1d6 points of Corruption, n, o with no Corruption test tto G Ga am me e resist. Additionally, the Gam Game uin. ui n. Master immediately gains a R Ruin.

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When rolling for the declared action, convert all results of 1 into results of 6 for this test. Players must transform all results of 1 (except for complications—see below) into Exalted Icons; there is no holding back when the Ruinous Powers are driving you forward. If used in conjunction with a Multi-action or Multi-attack the player must use this ability across the entire test and suffers an additional point of Corruption for each successful action or attack. The Ruinous Powers are fickle with their favours. If a complication is rolled while using the Temptations of the Warp, the action fails— regardless of the total number of icons involved. If there is no required dice roll, the player narrates the outcome tth he ou uttcco om me off tthe he ssituation. The Game Master, he off Ch Chaos, may add unexpected as tthe he vvoice he oiice o ce o ha nuances into narrative. These interjections n nu uaan nce ces in nto to tthe he en a ccannot ca ann nott cchange h the main outcome off tthe o he e n narrative, a but can alter the specifi or the tone with which it is spec sp eccifi e ficcs cs o aaccomplished. ac ccomp co omp pliish he After all, the daemon is in n tthe h details. Any other characters or A NPCs witnessing this N aact ac c immediately make a Cor Co rr rr Corruption test.

CORRUPTION LEVELS

There are five levels of playable Corruption: Pure, Tarnished, Contaminated, Tainted, and Defiled. Corruption is a greased incline. Once the path towards the warp is begun it cannot easily be reversed.

Would You Make a Deal? Gaining Corruption has the potential to draw the eye of a warp entity. At the cusp between being Defiled and becoming a Chaos Spawn, a warp entity may appear to give a final warning and potentially offer a deal for the Corrupted character’s soul. The warp is a fickle friend. There is no guarantee that a deal will be offered or that an offered deal will be worth making. Ending it all may be the only kindness worth accepting.

The Ultimate F T Fate If a character reaches or exceeds 26 points of corruption, they transform into a Chaos Spawn. A Chaos Spawn is a writhing mass of physical mutations and mental trauma that was once an intelligent life form. They have devolved so far as to be unrecognisable and utterly insane due to the influence of the Ruinous Powers. Those who seek the favour of the Chaos Gods often fall short of achieving true power. A miniscule few are uplifted to serve as daemons, but the rest become slaves devoid of sentience and free will. Chaos Spawn are naught but loathsome pests and cannon fodder. Once a character turns into a Chaos Spawn there is no redemption. There is no saving their body or their mind. This is no longer a playable character. If left alive, the Game Master takes the character as a NPC.

Table 7-6: Corruption Level Corruption Level

Corruption Points

Increase of DN to resist Corruption

0 – Pure

0-5

+0

1 – Tarnished

6-10

+1

2 – Contaminated

11-15

+2

3 – Tainted

16-20

+3

4 – Defiled

21-25

+4

5 - Chaos Spawn

26+

-

Chaos Spawn Mutations If a player’s character turns into a Chaos Spawn and the GM wants to bring them back as an enemy NPC, modify the Chaos Spawn entry in the Bestiary (see page 421) to represent the threat.

Note: DN is bounded by Tier (see page 80).

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MALIGNANCIES The lasting impact of Corruption presents in two distinct ways: physical mutation and mental trauma.

Scavvy Mutations

Physical Mutations Physical mutations are sickeningly evident for all to behold. Puss-filled boils erupt on the flesh, extra limbs or tentacles protrude at grotesque angles, once-healthy extremities shrivel to uselessness, and vital organs cease to function. Those physically mutated by Corruption are easily identified for eradication due to their monstrous appearance, and are likely easily destroyed due to their ever-changing form. Mutants are a deplorable lot, especially in the Imperium of Mankind. As it is difficult to hide, especially from those closest to them, mutants tend to live nasty, lonesome, and brutish existences. They are the quintessential outcasts of society, pitied at best, scorned and hated by most. If they do not die at their own hands or from the pernicious effects of their mutations, mutants live a life of wretched fear, forever concealing their true warp-tainted nature from those around them.

Mental Trauma Mental trauma is the far more insidious effect of Corruption. It takes a shrewder eye to spot the subtle hints of mental trauma. Heroes must be vigilant regarding those suffering insomnia, night terrors, cowardice, phobias, shell shock, and outright insanity. These changes will build up gradually, which can make it even more challenging to identify. The mentally corrupted may appear normal, but their perspective is radically altered. They feel the influence of the warp in what they see and hear. The horrors they have witnessed or undertaken likely haunt their nightmares or keep them from sleep altogether. The strongest may throw themselves toward some greater purpose, anchoring onto that which they hold most sacred. The weaker or more corrupted will submit to the darkness within, committing acts of subterfuge, destruction, and chaos that echoes their own grim decline.

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“Scavvy” is a term for those who live in the wasteland at the lowest levels of Hive cities. These humans are subjected to toxic effluent and industrial waste on every day of their lives. Not all who live in these conditions are mutants, but often mutations develop due to prolonged exposure to polluted runoff. See the Scavvy archetype on page 136. The mutations below have been selected to provide players and Game Masters a quick list of useful mutations to aid in creating Scavvy heroes and enemies. ◆ ◆ ◆ ◆ ◆ ◆ ◆ ◆ ◆

Misshapen Grotesque Bestial Hide Analgesia Brute Horns, Spines, Fangs, or Claws Toxic Blood Extra Appendages Aberration

Malignancy Tests Vile deeds mar the body as depraved thoughts stain the soul. The twin malignancies of physical mutations and mental trauma are the pervasive manifestation of one’s own failure of purity. It speaks to a deep foulness within. When a character gains a Corruption Level, immediately test to determine if the character gains a malignancy. Add together the character’s highest and lowest Attribute to create a dice pool. Malignancy tests have a base DN of 3; the DN is increased by the character’s Corruption Level (see Table 7-6: Corruption Level).

If a character fails their Malignancy test they gain at least one mutation or trauma.

Complications and the

Game Master to decide if a mental trauma can be removed and if so, what process is involved. Note that these actions do not remove Corruption points or change a character’s Corruption Level.

Malignancy Test If you suffer a complication on a failed Malignancy test, you gain an additional mutation or trauma. The Game Master decides which of the two is most appropriate to the circumstances.

Gaining a Malignancy When a character fails their Malignancy test and a specific mutation or mental trauma fits the theme of the session, select that without rolling on the table. If desired, Game Masters can create malignancies and specialised elements that are appropriate to the story or create the best opportunities for role playing.

Malignancies Make Life More Challenging Existence is brutal in the 41st Millennia. Merely surviving takes a toll from the flesh and the soul. Malignancies are meant to escalate the difficulty faced by the character during role play. If there is a circumstance where the listed mutation makes roleplaying easier for the character, consider reversing the flavour. Make it memorable. Do it for the story.

The Game Master selects either Table 7-7: Minor Mutations or Table 7-8: Mental Traumas based on what caused the Corruption. When a corrupting influence targets a character’s mind—such as a psychic power or listening to heresy—use Mental Traumas. If a character is subject to a physical effect like ingesting a mutant’s blood or severe radiation, use Minor Mutations. If it is unclear which effect would make more thematic sense, the Game Master decides. Each chart uses a d66 roll. Add 10 to the roll for each prior mutation and mental traumas. If the character’s initial roll total is 61+, roll again on Table 7-9: Severe Mutations, but do not add any modifiers to the Severe Mutations table roll. Example: Rogue Trader Drake Harkness already has one mental trauma and one mutation when he fails his current Malignancy test. When he rolls on the Minor Mutation table this time he adds +20 to the result. He rolls a 24 on the d66, with +20 leading to the result of 44 “Horns, Spines, Fangs, or Claws” on the Minor Mutations table. If a character receives the same mutation or mental trauma a second time, they should reroll, unless there is an obvious different way for a duplicate effect to take hold. If the character removes a mutated body part, they no longer have any associated benefit or detriment from that physical mutation. Eliminating or suppressing mental traumas is less direct. It is up to the

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Table 7-7: Mental Trauma

Table 7-9: Severe Mutations

D66 Roll

Mental Trauma

D66 Roll

Severe Mutation

11–16

Phobia

11–12

Extra Appendages

21–26

Addiction

13–14

Aberration

31–33

Compulsion

15–16

Corrupted Flesh

34–36

Mood Swings

21–22

Wings

41–43

Visions

23–24

Serpentine Tail

44–46

Haunted Dreams

25–26

Cannibalistic Drive

51–53

False Memories

31–32

Withered

54–56

Wyrdling

33–34

Vile Alacrity

61+

Reroll on Table 7-9: Severe Mutations

35–36

Fleshmetal

41–42

Corrosive Bile

43–44

Corpulent

Table 7-8: Minor Mutations D66 Roll

Minor Mutation

45–46

An Excess of Eyes

11–16

Misshapen

51–52

Enduring Life

21–26

Grotesque

53–54

Aquatic

31–33

Bestial Hide

55–56

Amorphous

34–43

Brute

61–63

Afflicted

44–46

Horns, Spines, Fangs, or Claws

64+

The Warp Made Manifest

54–53

Corrosive Touch

54–56

Toxic Blood

61+

Reroll on Table 7-9: Severe Mutations

Mental Trauma This section provides descriptions and rules for the entries on Table 7-7: Mental Trauma. The effects of mental traumas are not always apparent. While these always provide players with a roleplay hook, many provide a game effect only intermittently. To reflect this, some mental traumas may be triggered when a player rolls a Complication. In that case, the player may choose to suffer the mental trauma in place of another complication or the GM may spend a point of Ruin to activate the trauma’s effect. Eligible traumas for this rule are annotated as „Complication Activated.“

11–16

Phobia

Fear follows in everyone’s footsteps. For some it is an annoyance, to be brushed away like falling ash. For those cursed with a phobia, fear may burst forth to consume the mind with little warning.

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Players are encouraged to work out an appropriate phobia with the Game Master, based upon the character’s personality and the circumstance under which the trauma was suffered. If no obvious solution is available, consider the examples on Table 7-10: Phobias and select one or roll.

Table 7-10: Phobias

Table 7-11: Addictions Roll

Addiction

1

Legal Chemical

2

Illicit Chemical

3

Odious Habit

4

Illicit Habit

D66 Roll

Severe Mutation

5

Body Modification

11–13

Atychiphobia—The fear of failure

6

Self-Mutilation

14–16

Agoraphobia—The fear of crowded or large spaces

21–23

Hemophobia—The fear of blood

24–26

Thanatophobia—The fear of death

31–33

Claustrophobia—The fear of small spaces

34–36

Xenophobia—The fear of the unknown

41–43

Nyctophobia—The fear of darkness

44–46

Hypnophobia—The fear of sleep

51–53

Acrophobia—The fear of heights

54–56

Photophobia—The fear of light

61–63

Mysophobia—The fear of germs

64–66

Aquaphobia—The fear of water

Effect: When a character confronts their phobia, they must make a Fear test (DN 3). In exceptional circumstances, the GM may choose to adjust this difficulty.

21–26

Addiction

The character’s experiences have driven them to seek refuge in means under their control. Players are encouraged to identify an appropriate addiction with the Game Master, based upon the character’s personality and the circumstance under which the trauma was suffered. If no obvious solution is available, consider the examples on Table 7-11: Addictions and select one or roll.

Legal Chemical: The character has a chemical addiction to a readily available, legal substance such as amasec or lho-sticks. Illegal Chemical: The character has a chemical addiction to an illegal substance, which is difficult or expensive to obtain. Odious Habit: The character’s addiction does not require a rare substance, but it leaves the user marked in unpleasant ways, which are readily apparent to onlookers. Illicit Habit: The character’s addiction is considered socially unacceptable. If word of it were to get out, it could have serious ramifications for the character’s reputation. Body Modification: The character engages in minor body modifications, including piercings, tattoos, and branding. Self-Mutilation: The character is compelled to injure themselves. The character is treated as always having suffered 1 Wound. Effect: Whenever the character must go for more than a single day without indulging their addiction, they begin to suffer withdrawal. Every day the character goes without, they must make a Standard (DN 3) Willpower test or suffer a cumulative +1DN penalty. The penalty is eliminated as soon as the character partakes of their addiction. If the cumulative penalty exceeds the Tier limit, the character lapses into a coma until they get to indulge. Because corruption triggered the addiction, it cannot be cured or overcome.

31–33

Compulsion

When a mind cannot process horrific events, it often reverts to old habits or rituals—something that feels comforting and familiar. The player selects the compulsion when the malignancy is rolled. Examples include praying, self-flagellation,

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checking their body for wounds, cleaning their weapon, eating, unloading and reloading the bolts in their magazine, counting the number of eyes in the room, or something else. Effect: Complication Activated. When activated, the character exhibits their compulsive behaviour immediately for the remainder of the scene. When under its effects, the character must take a simple action to fulfil their compulsion in each round of combat, before any other actions are taken.

34–36

Mood Swings

Corruption can unhinge a character’s emotional state from reality. Random chance influences their reactions to situations, colouring their attitudes in irrational ways. Effect: Complication Activated. When activated, the character’s mood shifts dramatically to one completely inappropriate and remains in that state for the remainder of the scene, regardless of how the situation may change. The Game Master chooses the mood, and the player must attempt to roleplay in a manner consistent with it.

41–43

Visions

The character is haunted by visions of past experiences, things yet to come, or nightmarish otherworldly horrors. When this mental trauma is acquired, the character should select a type of vision or roll on Table 7-12: Visions to determine the types of visions that the character suffers. Effect: Complication Activated. The vision lasts for the remainder of the scene, during which time the character suffers a +3DN penalty to all other actions as they attempt to undertake them while engaged in an active hallucination.

Table 7-12: Visions Roll

Vision

1–3

Flashbacks

4–5

Divination

6

Otherworldly

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Flashbacks: The character experiences vivid memories from emotionally-resonant periods of their life, played back before their eyes in excruciating detail. Divination: The character has a vision of a possible future spelling catastrophe for themselves and their allies. The vision may be entirely false or uncannily accurate. Otherworldly: The character has a vision taken straight from the heart of the warp. Each time the character suffers this vision, they must make a Corruption test.

44–46

Haunted Dreams

While few in the Dark Imperium sleep wholly untroubled, this character never rests easily. The character never feels like they have truly slept. Their body is in a constant state of fatigue from the unholy visions that haunt their dreams. Some nights they may have to face down terrors, others are filled with blasphemous temptations, and yet others are confounded by indecipherable mysteries. Effect: The character suffers a +1DN due to their perpetually exhausted state. The character may overindulge in another vice (such as amasec, narcotic drugs, or other revelries) to suppress their dreams, which requires access to the vice and a Resolve test (DN 3). If successful, they ignore the penalty until the next time they dream. If failed, they suffer the penalty as normal.

51–53

False Memories

Exposure to the warp implanted a new set of memories into the character’s mind. These memories may have replaced other memories. From the character’s perspective, these memories are identical to all others. There is no way for them to recognise that they are false. Others, however, will have no idea about the events or individuals that the character describes associated with these memories. The false memories include key elements from every portion of the character’s life, including some of the happiest and most tragic events. Effect: Whenever the character suffers a Complication, the GM can choose to have the character’s False Memories take hold. When this happens, the game master „reminds“ the player of a critical event that happened between

the character and an NPC or PC involved in the current scene. The event should have a significant emotional impact.

54–56

Wyrdling

Exposure to corruption transforms the character into a psyker. Effect: If the character is not a psyker, the character gains the Psyker keyword. They also gain one Minor Psychic Power of the game master’s choice. The player may choose to have the character purchase the Psychic Mastery Skill. If the character is already a psyker, they gain an additional Minor Psychic Power. This may enable them to have more psychic powers than are normally permitted by the Tier limit. Whenever this character uses the psychic power acquired from this trauma, it is activated at the Unbound level. Note that this is an exception to the normal limitation for Minor Psychic Powers.

Minor Mutations This section provides descriptions and rules for the entries on Table 7-8: Minor Mutations.

11–16

Misshapen

The body contorts in response to corruption, as tissues change shape, growing or shrinking in unhealthy ways. Muscles, tendons, and even bones change in size. Effect: The character’s constant agony decreases their maximum Shock by 1. However, their exposure to constant pain inures them to threats and mental assault. They receive +2 Resolve.

21–26

Grotesque

Corruption flows through the subject’s body, altering it at a cellular level. These changes are purely cosmetic, but they mark the character well. Vicious scars emerge from injuries that the character has never suffered. Facial features may take on a decidedly bestial slant. Limbs may slightly change length or joints may bend in the wrong direction. Effect: The character’s new appearance is unnerving to all who view them. The character receives +1d to all Intimidation tests; however,

their grotesquery imposes +1DN to all other social interactions with characters who do not have the Chaos keyword.

31–33

Bestial Hide

The character’s skin thickens and changes shape to resemble that of an animal. It may take on a thick leathery aspect, the scales of a fish, or the exoskeleton of an insect. The player may choose the nature of the new appearance, but it must be markedly different from the character’s appearance prior to the mutation. Effect: The character’s thickened skin grants a +1 to Resilience. The character receives +1d to all Intimidation tests; however, the mutant also suffers +2DN to all other social interactions with characters who do not have the Chaos keyword.

34–43

Brute

Corruption massively accelerates the character’s muscle growth. The mutant is brawny and burly, but the increased muscle mass is obviously inhuman in nature. Effect: The character’s sudden growth grants +1 to modified Strength and Toughness. Most tools and devices are now too small for the character to easily use. Unless the character acquires modified versions, they suffer a +1DN penalty to all skill tests that involve physical manipulation of tools, including all ranged weapons.

44–46

Horns, Spines,

Fangs, or Claws Exposure causes the character to grow horns, spines, fangs, or claws. The player may choose which of these mutations arise and the location and shape of the deformation. The new growths are an inherent part of the character’s body. They grow back if broken or if the character attempts to have them removed. The character has full feeling in these growths. Effect: The character may make melee attacks with these new growths (5+1ED; AP 0). Consequently, the character is never unarmed. The character increases the damage value of the attack by +Rank. When these growths are

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visible, the character suffers +2DN to all social interactions unless the target character has the Chaos keyword.

51–53

Corrosive Touch

the Chaos keyword. Any of these limbs require unusual modifications to the character’s armour and clothing.

Table 7-13: Extra Appendage

The character’s sweat becomes more acidic than normal.While this is not sufficient to inflict damage to people or objects, it does cause increased wear on all of the user’s commonly handled wargear and other possessions. Consequently, equipment must be replaced regularly, or else becomes ragged and corroded.

D6 Roll

Appendage

1

Head

2

Puny Arm

3

Strong Arm

4

Puny Leg

Effect: Whenever the character suffers a Complication, the player may choose or the GM may spend a point of Ruin to have one item of wargear crumble and become useless.

5

Strong Leg

6

Prehensile Tail

54–56

Toxic Blood

Corruption transforms the individual’s blood, so that it no longer resembles any naturallyoccurring biological substance. Radioactive substances, toxic metals, or even more exotic substances may flow through the character’s bloodstream. Effect: Providing the character with medical treatment is far more difficult and dangerous due to the character’s unusual bodily fluids. Any Medicae test made upon the character suffers a +2DN penalty. Further, if the Medicae test suffers a Complication, the person administering treatment must succeed at a Toughness test (DN 4) or suffer 1 Mortal Wound when bodily fluids splash them. The character’s unusual physiology confers resistance to many biological attacks, leaving the character immune to poison and disease.

Severe Mutations This section provides descriptions and rules for the entries on the Table 7-9: Severe Mutations.

11–12

Extra Appendages

Due to the influence of Corruption, the character has grown an additional appendage. Roll on Table 7-13: Extra Appendage. Unless the character can somehow conceal the extra limb, they suffer a +2DN penalty to Persuasion tests when dealing with characters who do not have

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Head: A shrunken head with a face similar to the character’s grows on their shoulder. Effect: Once per session, the GM may spend a Ruin to force the player to make a Conviction test (DN 5). If the character fails, the shrunken head does whatever it can to make the character’s life difficult, such as saying the most inconvenient thing possible, biting at a helping hand, or shouting to reveal the character’s location. Puny Arm: This arm isn‘t good for anything except identifying the character as mutant scum. Strong Arm: The character can use this arm as well as their off hand. Effect: The character may Multi-attack or Multiaction using this arm and may ignore the first +2DN penalty for these actions. Puny Leg: This leg isn‘t good for anything except making standard clothing and armour fit improperly. Effect: –1 Speed. Strong Leg: This leg balances the character on unsteady surfaces. Effect: The character may brace for firing a heavy weapon as a free action. Prehensile Tail: The character may alternately use this tail as either a Strong Arm or a Strong Leg. Effect: As Strong Arm or Strong Leg.

13–14

Aberration

The force of Corruption transforms the mutant, merging their flesh with that of a nearby animal to turn them into a hybrid beastman. If an animal

is in the immediate vicinity, choose that species or the nearest approximation from Table 7-14: Hybrid Merges. If no animals are nearby, roll on the chart, assuming that beast was the closest, even if it was on a distant world. While the example animals are all terrestrial, players are encouraged to coin names for species from other planets that fulfil similar niches. If the player and GM wish to use another animal, they are encouraged to do so using these examples as a model.

Table 7-14: Hybrid Merges D6 Roll

Animal

1

Horse

2

Tortoise

3

Goat

4

Shark

5

Dog

6

Eagle e

Horse: The character’s body ter er’s ’s b od ody dy is is covered cov ove erre ed d with wit ith fur, their head distends diist d ste en nd dss into int nto to that tth hat at of of an equine, and they th he ey grow grow gr w a lengthy le en ng gtthy hy mane and tail. Their The heir ir feet fee eet et transform tran tr anssffor ansf orm into hooves and d their the th eiir legs l gs le gs become be eccom ome me digitigrade. The character cha harraacctter er must mus ust modify modi mo diffyy dify any clothing worn n on the the he head head eaad orr lower e lo ow werr wer body to have it fit.. Effect: The character gains +1 raactter g ains ai ns + 1 modified Toughness +1 Speed. ne esss aand nd + nd 1 Sp S pee ed. d. Tortoise: The character ara racctte err loses lo osses es all body hair, and d ttheir he heir eir ir ttorso orso or orso so becomes encased ed in i a thick th hiickk shell, into which h they th th hey ey may ey may ay withdraw their head he eaad and an nd limbs. All clothing thiin th thin ng and and an armour must be ed e modifi mo od difi fie fi ed to accommodate ate e the the he extreme physiological iollo io og giicaal transformation. Effect: The character gains err g a ns ai +1 modified Toughness ghn hnesss and +1 Resilience. e.. Goat: The character’s er’s er ’ss body body ody od is covered with fur, fu ur, r, their th he eir ir head distends into nto t that thaat of a goat, and they the hey grow horns upon p n po

their brow. Their feet transform into hooves and their legs become digitigrade. The character must modify any clothing worn on the head or lower body to have it fit. Effect: The character gains +1d to Athletics tests. They may make melee attacks with their horns, treating them as if they were a knife. Consequently, the character is never unarmed. When these growths are visible, the character suffers +1DN to all social interactions unless the character has the Chaos keyword. Shark: The character loses all body hair, and their skin becomes rough to the touch. They grow gills, which they can distend at will for aquatic respiration. Their mouth expands and fills with massive fangs. Effect: The character cannot drown underwater. They may make melee attacks with their fangs, treating them as if they were a knife. Consequently, the character is never unarmed. Dog: The body D Do og g:: T he ccharacter’s hara ha raact cterr’ss b od ody dy iss ccovered ovve o erre with fur, their distends head he head ad d iisste tend nds ds in iinto to o tthat hatt o ha off a dog, including pointed dropped ears. poin po oin inte ted d or or d ropp ro ppe ed de arr Their senses hearing off ssmell o me ellll aand nd h eari ea rn ng g improve. Their feet paws fe eet ttransform raans rans n fo form rm iinto rm nto nt o pa p aaws wss and their legs w become digitigrade. The b be co com om me e d ig gittig igraade. de. Th de T he ccharacter must modify worn on the head or mo m od diifyy aany nyy cclothing n lo oth thin ng w wo orn n o lower body have llo ow we er bo b ody od dyy tto o ha h ave iitt fi fitt. t. Effect: The gains E Ef fffe ecctt: T he e ccharacter harraac ha hara acctter er g aaiins ins n +1 Speed and +2d Awareness +2 2d to o aall llll A warre wa ene ness ss ttests. e tss. es Eagle: The body Ea E agl gle e:: T he e ccharacter’s hara ha ract cte err’s ’s b ody is covered in od and ffeathers, fe eat ath he ers, rs, aan rs nd a hooked beak emerges their face. e em mer erge rg ge es fr ffrom ro o Their vision sharpens T Th Thei hei er vvi isi so ssubstantially. su subs ubs bsta tant ntiiaalllly Their feet nt ttransform tr ran nssffor orm in iinto nto to scaly, hooked talons, and their ta alo lons nsss,, aan n nd tth h he e legs become digitigrade. The character di d ig giiti tigrraad de. e. T must modify m mu s m st odiffy any clothing od worn on the wo w orn rn o n tth he head or lower have bodyy tto body bo o ha h ave ve it fit. Effect: The gains +1d E Ef ffe ectt: T he h e ccharacter h raa ha Awareness to A to ware wa r ne nessss ttests. They may make melee with their ma m ake ke m elle e ee e aattacks t tt beak, b beak be eakk, tr ttreating re eaattiing g it as if it was Consequently, the a kn kknife. niffe. e C on on never unarmed. ccharacter ch arac ar a tte er is is n

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15–16

Corrupted Flesh

The character’s flesh and organs undergo transformations such that the mutant is no longer a single living organism. These grotesque possibilities include: maggots crawling through the being’s veins instead of blood; a nest of spiders dwelling within its intestines, devouring any food consumed; or serpents squirming under the flesh in place of muscles. While many of these traits are not immediately visible, when the character’s flesh is exposed, unnatural movements may sometimes be observed moving beneath the skin. When the character suffers grievous injury, these creatures are fully exposed. Effect: The character gains +2 to Modified Toughness. All Medicae test made on the character suffer a +2DN.

21–22

Wings

Enormous wings sprout from the character’s shoulders, granting a wingspan of more than double the character’s height. They may resemble those of a bird, a bat, an insect, or something else entirely. The character can fold the wings, so that they do not extend out from the body, but they cannot be fully concealed. Effect: All torso clothing and armour must be modified to accommodate the physiological transformation. The character can fly at double their normal speed as a standard action. When flying as a running action, they may also double their normal speed. A sprint action made using the wings triples their speed attribute. These wings are inherently clumsy; Athletics tests are used for any necessary manoeuvrability tests while aloft.

23–24

Serpentine Tail

The character’s legs fuse together, and their body, from the waist down, transforms into that of a snake, complete with scales. They can no longer walk without assistance, instead slithering along the ground. Effect: Any clothing or armour worn on the lower body must be modified to accommodate the physiological transformation. The character gains +2 Wounds and +1 Resilience due to the toughened lower body hide and musculature. The character always counts as crawling, but

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they does not halve their Speed when doing so, nor do they need to make a test. They may sprint. The character is always considered prone, but does not suffer penalties for this status. The mutant may not stand up.

25–26

Cannibalistic Drive

Corruption triggers a previously latent ghoulish nature. The mutant can only receive sustenance from the flesh of their own species. Any other food is tasteless to them and provides no nutritive value. This character can subsist upon less food than a typical member of their species, typically only a pound per week. Further, they receive a newfound vigour from consuming the meat. However, if they do not partake, the mutant’s body begins to degrade. Effect: The cannibal gains +2 to modified Toughness and Strength. The character must consume one pound of flesh taken from a member of their own species each week. The character needs no other food or water. Every week the character goes without, they must make a Conviction test (DN 3) or suffer a cumulative +1DN penalty. The penalty is eliminated as soon as the character consumes the appropriate flesh. If the cumulative penalty exceeds the Tier limit, the character lapses into a coma until they get the substance. Placing flesh in the character’s mouth restores them from the coma enough that they can consume it, but they may not take any other action until the pound of flesh is devoured.

31–32

Withered

A miasma of death lingers around this character. The mutant’s body is severely emaciated, its breath stinks of decay, and its voice rasps like a desert wind. The character’s complexion takes on a deathly pallor. The character’s limbs appear as if they would have no strength, and might even snap if any pressure were applied to them. The mutant appears to be firmly in death’s gasp, yet is somehow still alive, having learned to endure suffering that might shatter another’s mind. Effect: The character suffers –1 modified Toughness, but the character also receives +2 modified Willpower.

33–34

Vile Alacrity

The mutant constantly shudders and shakes with irrational and unnatural movements. The character moves almost faster than the eye can see, leaping from place to place without seeming to have traversed the intervening distance. The individual’s speech, face, and eyes cycle through emotional states just as quickly as the body moves, leaving viewers confused as to the character’s intent. Effect: The character gains +2 Speed and +1d to Athletics tests. The character’s expressions and tone cause the character to suffer +1DN to all Interaction tests.

35–36

Fleshmetal

The energy of corruption fuses the character’s body with its armour and any cybernetic implants. These items change their appearance to take a more organic form, though their function remains unchanged. When the equipment suffers damage, it heals in the same way as the character’s body. However, in healing, the equipment acquires scars, which are organic in appearance. If the character’s armour covers bodily orifices, new organic portals emerge, so that the character remains alive. Effect: The character can no longer remove worn armour, including helmets, gauntlets, and similar components, as they are a part of its body. This may have consequences for Interaction tests, at the Game Master’s discretion.

41–42

Corrosive Bile

of attack is taken as a free action, using the character’s Ballistic Skill against eligible targets. Corrosive Bile (8+1ED; AP 0; Range 2m (R); Salvo –; Assault, Toxic 7, Penetrating (1), Spread)

43–44

Corpulent

Corruption distends the character’s body horrifically, leaving the mutant massively swollen. The character’s body mass is tripled, its height increased by about 5 per cent, and the body more than doubles in width. The mutant’s worn clothing expands to accommodate this growth, though it does tear in places, revealing the inflamed and putrescent flesh beneath. Effect: The character gains +2 modified Toughness. The character’s added mass provides a bonus +1d to Intimidation.

45–46

An Excess of Eyes

The characert’s body is covered in numerous, blinking, fully aware eyes. In many cases, clusters of eyes may replace other orifices entirely. The eyes are fully functional, providing the mutant with incredible awareness of their surroundings. The grotesque appearance of the mutant makes them particularly loathesome, haunting the nightmares of any who see their pitiable, ocularcoated flesh. Effect: The character gains +4d with Awareness tests and increases their Passive Awareness by 3. The mutant gains +2 Defence.

51–52

Enduring Life

The mutant’s bodily fluids are entirely transformed into a toxic bile. Any time the character suffers a wound that would cause bleeding, the body sprays forth an arc of the poisonous and corrosive fluid. Further, the character may choose to vomit up this nightmarish spew upon those nearby. However, the substance violates any understanding of physiology, making medical treatment extremely difficult.

The power of Corruption preserves the character’s life, no matter how badly they are injured or might even wish for their life to end. This seeming immortality comes at a terrible price, as Corruption demands its due. The character’s connection to unnatural horrors continues to grow, almost inevitably dooming it to transformation into a Chaos Spawn.

Effect: All Medicae tests made to assist the character suffer a +3DN penalty. Any time the character suffers a bleed result, the character sprays its corrosive fluids upon all characters within a 2-metre diameter circle. Similarly, the character may make a vomit attack with a 2-metre range once per scene. Either type

Effect: Any time the player would need to make a Defiance Check for this mutant, the character is treated as having rolled a 6 on the test. The player may not roll the Defiance Check normally and may not spend Wrath on the test. Once the results of the Check are resolved, the character gains 1d3+1 Corruption points.

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53–54

Aquatic

The character’s lungs are absorbed into the body, while functional gills form on the character’s neck, with corresponding slits. The character loses the ability to breathe air. Instead, they survive through respiration of aerated water. Their fingers and toes become webbed, and the character gains the ability to see clearly underwater and in dim lighting conditions. The character needs to wear a water circulation apparatus (Value 5 [Uncommon]) that delivers aerated water to the gills so they

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can function normally outside of water. Verbal communication remains possible but requires the character to expel air from the digestive tract instead of the lungs. Effect: The character no longer treats water as difficult terrain, and so may swim at full Speed without an Athletics test. The character no longer suffers from Suffocation (see page 246) when under water. However, the character cannot breathe air and begins to suffocate when the mutant’s gills are not submerged in water.

55–56

Amorphous

The character’s bones, cartilage, and tendons dissolve under the force of Corruption. Somehow, the mutant remains alive as a shapeless mound of flesh, granted form only through the shape of its skin. The character retains all of its organs, and they continue to function as they would in a normal individual. The character may extend any sense organ upon a pseudopod, just as a normal person would turn their head or lean to look more closely at an object. The character can also extend pseudopods to grasp objects, but these flexible and temporary limbs are not capable of supporting the character’s weight. Effect: The character is no longer capable of wearing clothing or armour. The character gains +2 modified Toughness due to the rearrangement of organs. The character always counts as crawling, but does not halve its Speed when doing so, nor do they need to make a test. They may sprint. The character is always considered prone, but does not suffer penalties for this status. The mutant may not stand up. The character gains a +1d to intimidation tests, but they suffer a +4DN penalty to all other Interaction tests when dealing with characters who do not have the Chaos keyword.

61–63 Afflicted The character’s body is shattered by the Corruption that flows through it constantly. New wounds emerge even before old ones have completely healed. These wounds weep blood and pus constantly. The body bulges with tumours, some of which emerge from the body at unnatural angles. The character remains in a state of constant agony—yet these changes harden the mutant, leaving the individual capable of surviving through ever greater injury. Effect: The character gains +3 Wounds. The character gains +2d to Intimidation tests, but they suffer a +2DN penalty to Persuasion tests when dealing with characters who do not have the Chaos keyword.

64+ The Warp Made Manifest The character is transformed into a daemon-like entity. It gains Wings (see page 376), Wyrdling (see page 373), and Horns, Spines, Fangs, or Claws (see page 373). The mutant must roll two additional minor mutations, rerolling if they roll The Warp Made Manifest a second time. The character begins to recognise an inherent ability to overcome reality, impacted by the amount of Corruption that now flows through it. Effect: The character may substitute Willpower for any other attribute when making any test. The character also suffers the effects of all other mutations acquired.

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“What dark days stalk us now, the beast uncaged and loosed upon the world. If there be a guiding hand behind this age it belongs not to Him of Terra, but someone else I fear…” –Astropathic echo originating from the Voidmire

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The Warhammer 40,000 galaxy is a dark and perilous place—riven by war, infested with hateful aliens and hungering daemons, and divided by a rent in reality like a bleeding wound across the stars. Life can end swiftly for the weak or the unlucky, and a chance for victory and a chance to survive are often one in the same.

Bringing this bloody reality to life is the role of the Game Master. They guide the players in their endeavours and adventures against mortal, alien, and daemonic enemies. The GM crafts their adventures, spawns horrors for them to face, and ignites the flames of war that consume their world.

THE ROLE OF THE GAME MASTER In Wrath & Glory, as in many roleplaying games, one of the players takes on the role of Game Master (GM). The GM’s role is vital, as they are charged with creating, maintaining, and describing the world in which the player characters (PCs) live. It is the role of the GM to set the scene, guide the plot, and narrate the outcome of the player’s actions. In many ways, the GM is like the director of a film, setting the scene and telling the players (who are like the lead actors) where they are and what they are doing. Unlike a film, however, a roleplaying game is a collaborative effort between players and Game Master, and while the GM may set the scene, it then falls to the players to decide the actions of their characters. This is where the other key role of the GM comes into play. In addition to being the director and storyteller of the game, they are also its referee. As a game, Wrath & Glory uses rules to adjudicate the actions of the characters and determine the success of their endeavours. The GM decides when and where these rules are used and how they are interpreted, making sure that the game runs as smoothly as possible. The Game Master’s job is to be fair and impartial, like any referee, and ensure that everyone has a good time. Everything players know or want to know about their world is described by the GM. The Game Master also takes the part of the other inhabitants of the universe, from the lowliest Grot rigger to the most powerful Sector Lord, deciding how they react to the heroes and the actions they take. Because the GM sets the scene and describes the action, they also create the stories or plots with which the players engage. In roleplaying games, these plots are commonly known as adventures or scenarios.

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While at first glance the GM has a lot more work than the players, their job can also be the most rewarding, as they get the satisfaction of bringing enjoyment to the players and seeing their stories come to life.

The Basics Since it is the role of the GM to shape and lead the story, they need to be more prepared than the other players. Before the GM accepts the mantle of running the game, there are three key things to consider. Know the Rules: It is important the GM know the rules better than—or at least as well as—the other players. This means the GM should read as much of this book as possible before running their first game. Chapter 1: The Core Rules is particularly relevant as these are the core mechanics of the game and are fundamental to its workings. Knowing the rules is important for the GM as they are required to make judgments and adjudications on the actions of the characters. Helping the Game Master in this area is what the rules are designed to do. Know the Plot: In Wrath & Glory, the players and their characters are the heroes confronting the dark and forbidding universe of the 41st millennium. However, it is the Game Master who creates the plot and controls the enemies and villains that they face. Roleplaying is a collaborative process, and the GM need not tell the players everything that happens. Rather, they set the scene and react to the PCs actions. This means that the GM doesn’t need to know every detail of the scenario, but they should know at least where it will begin and where it

is heading. An idea for an adventure can be as simple as “a nameless xenos beast stalks the hinterlands of Geldos Prime and the Imperial governor wants its head,” or as complex as “a Chaos cult has infiltrated the House of Avaretta in Hive Vargos—threatening war between the Houses and the working clans—and someone must forge an alliance from the warring parties to uncover and destroy the cult before it can summon its dark master.” A more detailed plot typically makes the GM’s life easier during the game, as they are required to make up less on the spot and can keep the game running at a good pace. Whether complex or basic, however, any work the GM puts in before the game is seldom wasted. Game Masters can also make use of pre-designed and published adventures. The advantage of published adventures is that much of the Game Master’s work has already been done, and they are ready to run right away. Be Prepared: It often falls to the GM to make sure that the group has access to anything extra (in addition to this book) that they might need to play. This usually means a supply of dice, gaming cards, paper and pencils, and perhaps figures for helping to visualise combats. Some GMs also like to keep the players’ character record sheets between game sessions lest they go astray. A list of basic roleplaying supplies can be found on page 17 along with the different kinds of cards Wrath & Glory makes use of.

Choosing the GM When organising a game of Wrath & Glory, one player needs to be nominated as the GM. It is always best if the GM volunteers for the job, as the game will be better if the person running it is enthusiastic about what they are doing. Usually, however, the Game Master is decided before the players get together for their first session, as the role of the GM is taken up by the person that has organised the game in the first place—probably the person that bought this book. Commonly, over time several of the group’s players may take on the role of the GM, sharing the work and creating their own adventures. This allows players a chance to make their own stories and can be very rewarding as GMs tag-team adventures, leading to plots and campaigns with more depth and detail.

Principles of Good Game Mastering These principles can help Game Masters guide your players through a positive experience of playing Wrath & Glory. Work With, Not Against: The GM should not be the antagonist; you should work with the players rather than against them. Be Fair and Impartial: Do not “fudge” dice rolls either for or against the players, and avoid rolling in secret. Let the dice fall where they may. This approach keeps the game both fair and dangerous, and helps prevent any feelings of favouritism or railroading. This approach also encourages the players to engage with the world surrounding them rather than directly with the GM.

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Let the Players’ Choices be Meaningful: Do not orchestrate the characters’ actions. Remember that a campaign is not just the GM’s story—the player characters have individual stories of their own and as a group. Both are likely more important to the players’ experience than the GM’s overarching plot. Establish your plots with multiple NPCs pursuing their own goals. Let the players’ actions affect the environment around them, and allow those changes to affect the characters in turn. The world should be responsive to the players’ actions and decisions. Don’t Overplan: Players rarely act exactly according to your expectations. Keep your ideas flexible—a list of bullet points is often enough to keep your narrative flowing and gives you plenty of options to improvise if necessary. Remember that any unused preparations (such as locations, NPCs, enemies, etc.) can always be recycled into later sessions. Communicate with the Players: After each session, ask the players what they plan on doing next in the campaign, and prepare a few situations or encounters related to those plans. Think about how the NPCs and factions in your campaign would respond. This helps keep the game’s direction guided by the players’ decisions. Maintain Consistency: Verisimilitude is not just a word in the dictionary—keep your world consistent. Your guiding principle in what makes sense in a scene should be to answer this question: “What are the logical consequences?” The more consistent you are, the more surprise, intrigue, and excitement come when you introduce new facts about the campaign’s narrative. This also allows players a far steadier foundation for creating their own plans for their character’s short- and long-term goals. Tough Choices are Rewarding: Weighing risk versus reward can be a compelling part of any roleplaying session. The deeper the players go in engaging with your campaign, the higher the stakes should grow. Resources can run low, danger builds with every moment they delay, or something precious to them is under dire—and growing—threat. If you can make the players question whether it is worth it to push their luck just a little bit further, you can ensure that their victories feel that much more earned. Challenge Beliefs and Subvert Expectations: With a popular, storied setting like Warhammer 40,000,

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it is almost inevitable that your players will have significant knowledge of the 41st Millennium. They likely know a great deal about common elements, factions, and even NPCs of the setting. As the GM, you should occasionally put your own unique spin on these elements to give your players a surprise. This encourages them to explore the setting and solve problems in a new way. Similarly, find out what motivates the characters the most—you can speak with the player, look at the character’s background, or have an NPC bring up the subject. When you have an idea of the character’s strongest motivation, it can be quite evocative to challenge the character’s belief during the game. An Imperial Commissar who admires a great Astra Militarum General might have a transformative moment if you reveal that the General has lost faith in his own abilities, or has earned some of their accolades under false pretences. Make Details Matter: The Game Master’s description acts as the player’s senses. You tell them what their characters see, hear, feel, and smell. Use your descriptions to create layers of information—don’t hide what should be obvious, but allow for the possibility of learning more through the characters’ actions. Details are important, and not just ornamental. if you describe the strange, glowing eyes of the rogue psyker that the characters encounter, that’s good; however, it is even better to describe how the rogue psyker seems to avoid coming anywhere close to the shrouded orb in the corner of the room. By the same token, forewarn the players of the deadliness of their foes. If they are about to face a very powerful and lethal opponent, for example, set the scene by describing the discovery of the torn-apart corpses of other, powerful warriors. These details could mean all the difference between a positive and a negative play experience.

Delegating to Players The Game Master has the lion’s share of the work when it comes to running a roleplaying game. They do not need to do all the work, however, when it comes to organising the adventure and getting together all the ingredients for a successful game session. This is where the players can help by doing such things as bringing miniatures, dice, pencils and paper, or snacks. The most important contribution players can make to a game is in helping the GM to add detail

and depth to the setting. For example, rather than the GM creating the details of the Purging of Delak V, an important part of a PC’s background, they could ask the player to write up a little about it. This means the player is adding to the world and the GM also has some extra detail that they can add into one of their plots later. These are also the kinds of tasks that players really enjoy. By allowing them to create these kinds of background details, the GM’s task is made easier and the group’s adventures made richer.

You can’t plan for everything, nor can you prep for everything that the players will do in any given game. Nor should you try – that way lies madness.

Game Master Preparation and Creating a Story

It is recommended that the Game Master prepare a list of bullet points for the “highlights” of his portion of that story. These bullet points represent individuals, story moments, or events that put things into motion. Keeping the information on these bullet points down to a few words for each gives the GM a foundation to build on and allows them to remain flexible to react to the players’ choices.

There is an old saying about planning: “No plan survives contact with the enemy.” In the case of roleplaying games, the same is true about players– your plans rarely remain the same once your group begins to interact with them. Thus, the best advice for a Game Master in Wrath & Glory is simple.

Instead, look at creating the story for your Wrath & Glory campaign like this: there are three elements to the narrative. There’s the part that the GM prepares, the part put into motion by the player characters (singly and as a group), and the third part is how those two interact. Putting them together is what creates the story of your campaign.

BRINGING THE DARK IMPERIUM TO LIFE

“It’s a big galaxy out there–and most of it wants to kill you.” –Raelund Varonius Wrath & Glory takes place in the Warhammer 40,000 universe—a dark and deadly place where humankind struggles endlessly against the encroaching dark and wages war against enemies uncounted. Only the light of the Emperor and the might of the Imperial armies stand between what little order endures and the chaos, ruin, and madness that waits should the Imperium fall. Every day across the length and breadth of the galaxy, on countless worlds and in dozens of sectors and systems, war rages unabated. Humans are not the only race to struggle against extinction. The Aeldari and T’au strive to keep the fires of their civilisations alight, while the Necrons have awoken in a hostile galaxy to reclaim their once great empire, and the Orks fight an endless war against anyone or anything that crosses their path. Only the cults and creatures of Chaos revel in the madness, dancing as the galaxy burns.

Wrath & Glory is specifically set within the Dark Imperium, the half of the galaxy cut off from the light of the Emperor by the Great Rift that blots out the stars and any hope of aid from ancient Terra. This makes the Imperium Nihilus even grimmer than the rest of the galaxy—for those caught amid its warp storms, bloody wars, and daemonic invasions are truly alone. The Game Master’s task is to bring this brutal universe to life.

Themes in Wrath & Glory The Warhammer 40,000 universe and the Wrath & Glory game are different from any other science fiction setting. To better evoke this universe and weave its flavour and colour into your games, the Game Master should become familiar with its key themes.

There is Only War The galaxy of Wrath & Glory is wracked by war. The Imperium, the largest and most successful human empire ever to exist, is in a state of constant conflict as it struggles daily for its very survival.

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Whether against the encroaching extra-galactic menace of the Tyranid Hive Fleets, the awakening Tomb Worlds of the ancient mechanical Necrons, or the immortal Chaos Gods and their dark legions, Humanity’s armies constantly fight a long and brutal battle against the coming night. Wherever the PCs go, they are likely to encounter war—arriving on planets devastated by attack, facing the threat of impeding invasion, or in the throes of endless, bitter conflicts. Recent events and the creation of the Imperium Nihilus accelerated the doomsday clock ticking throughout the galaxy. With the weakening of the Imperium, its enemies have quickly descended upon ailing systems and sectors like carrion birds drawn to the stench of death. The GM can make war central to their adventures, colouring the kinds of characters and encounters the PCs come across. This might include adventures like helping to bolster the defences of an isolated Astra Militarum outpost by running arms through Renegade-infested space, reconnoitring worlds and cities in the grip of Chaos or xenos cults to pave

the way for Imperial retribution, or even taking on the role of assassins tasked with eliminating a key general or demagogue. Equally, war can simply be in the background, a constant peril but also a fact of life. PCs might have to pick their way through warzones where they have no stake in who wins or loses, searching for lost souls or lost treasure as both sides try to kill them or rain shells down upon their heads. In either case, war is one of the constants of Warhammer 40,000 and wherever the PCs go they will encounter it. Cities are never just cities, they are fortresses ringed with guns. Void ships traverse the black of space festooned with cannons against the constant threat of attack. Citizens—their fates sealed long before birth—are tithed to the Emperor’s armies on every planet to fight and die on far off worlds—for in Wrath & Glory there is only war.

Let the Galaxy Burn Wrath & Glory is an epic setting. The entire galaxy is the stage upon which its adventures are set and across which its PCs battle—and the GM is encouraged to use it all. Everything is larger than life in Wrath & Glory. Wars kill not hundreds or thousands but rather millions and billions. When a planet is attacked by daemons, not one or two cities burn but hundreds, and the fires are visible from orbit as they consume the world. Battles can sprawl across entire sectors of space, and every planet, asteroid, orbital fortress and void ship in a star system might be under attack all at once. Time too is greater; the current age of brutal conflict has been going on for thousands of years. PCs might come across colonies that have existed for as long as anyone can remember—the birth of the Imperium a dim and misremembered memory to most people, as are the catastrophes that turned planets from Edens into wastelands. It is entirely possible for the inhabitants of a world to have no notion of what came before them, as countless civilisations and battles are layered one on top of another, the bones of the last ground into the earth by the boots of the next. The GM can play up the epic nature of the game through the setting they choose or the kinds of

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characters the player’s encounter. Hive cities are an example of this—billions of humans living in a cramped self-sustaining city where one layer is built upon another, the whole thing reaching up well above the clouds. Built over centuries and inhabited for just as long, they are twisting and chaotic places were people rely upon ancient machines for life and live out their existence without ever seeing the sky. In a hive city, it is possible to walk for days or weeks and only cross a fraction of its length—and each hive city is but one on a Hive World of thousands of such structures. Likewise, PCs might encounter Aeldari Farseers, Space Marine Chapter Masters, or Daemon Lords that have lived for centuries through blood and fire—their tales woven into the carnage of the endless galactic war, and their fates linked to the fate of entire peoples.

The Laughter of Dark Gods Amid the war and epic conflict, Wrath & Glory is a game of horror. The galaxy is a truly terrifying place filled with nightmares far beyond even the worst imaginings of mankind—and it is very likely the PCs are going to see some of it! While some aliens, like the haughty Aeldari or the innovative T’au, can be reasoned with (or perhaps even understood by humans), the majority of xenos cannot. It is these threats that show the weakness and softness of Humankind. When confronted with a lighting-swift Genestealer or soulless Necron, suddenly an intelligent and capable PC is reduced to prey and often the only course of action is to run. Daemons and all creatures of the warp are even more terrifying—their very existence anathema to sanity and reality. Chaos is the constant peril that threatens all reasoning races, whether they are human, Aeldari, Ork, T’au or anything with a soul to corrupt and consume. The Dark Gods constantly press in from beyond the veil of reality looking for an opening, and a profane symbol or even a misspoken word can be enough for them to begin leaking into the real world and twisting everything they touch. The GM can use horror in their games in many ways. It is perhaps most useful as a background constant—the idea that very bad things are always lurking in the dark, glimpsed on the outer

range of scanners, seen in the aftermath of gory murders by assailants that leave no trace, or recognised in the glinting eyes of a possessed planetary lord promising pain and misery merely for crossing his path. The most terrifying creatures are often those the PCs cannot see or do not even completely encounter. Something like a Tyranid Lictor or a daemon might stalk the PCs for days, weeks, or even longer, looking for a chance to strike but never fully showing itself. Horror can also be used as a theme for entire adventures—provided this is the kind of games the PCs are interested in playing. Often choosing a lower Tier of play, and thus making the galaxy even more threatening, can make for exciting and interesting games where survival becomes its own reward. For example, a group of Space Marines encountering a serial-killing cult of mutants could simply gun them down in a storm of bolter fire, whereas the same cult encountered by the crew of an ash waste crawler might result in a bit more running and hiding.

Kill! Maim! Burn! Wrath & Glory is a game of ultra-violence. Millennia of war have made the races of the galaxy very good at fighting and very good at creating truly devastating weaponry. From shuriken catapults that rip their targets apart with monofilament discs to bolt guns that fire mass-reactive explosive rounds that turn their victims into bloody chunks of meat, the guns of Wrath & Glory are brutal to behold. Weapons that by our own standards would be excessive or cruel are embraced by the races of the Warhammer 40,000 universe and used at every chance they can get—even the most potent devices in the arsenal of the Imperium like virus bombs are not stockpiled as a deterrent but as a very real option should more conventional means fail to achieve victory. Battle too is larger than life in Wrath & Glory. The deafening thunder of boltguns or the roar of earthshaker shells can tear the world apart. Massive ordnance like the guns of a Legio titan or the macrocannon of a voidship are another escalation common to Wrath & Glory battlefields. These weapons turn the horizon to flame as cities are levelled and whole divisions are turned to ash, or send godlike spears of light descending from the sky to obliterate targets from space with raw energy almost beyond imagining. Humanity

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is far from the only race to have a monopoly on weapons of mass destruction. From Tyranid spores able to devour planetary biospheres and Necron particle cannons that can flay the molecules from men, to Ork ceramite-melting mega-cannons and T’au railguns that set the air aflame with the speed of their munitions, there are many, many terrible ways to die in Wrath & Glory. The GM can add a bit of this ultra-violence to their games by playing up the effects of weapons, both those of the PCs and their adversaries. Foes are not gunned downed so much as ripped apart by explosive bullets or turned into spraying meat by chainswords. Potent weapons like plasma guns and melta weaponry burn through skin and bone or turn flesh to crimson steam, leaving behind mewling puddles or startled enemies with holes seared clean through their chests. GMs can also show off some of the more epic weapons of the setting via orbital strikes, artillery barrages, or the casual brutality of Mechanicus knights, their devastating assaults literally transforming the landscape around the PCs or turning hundreds or thousands of foes into corpses in the blink of an eye.

For Ten Millennia… The galaxy of Wrath & Glory is old—really, really old. The Imperium—arguably the dominant civilisation in the galaxy—has existed for at least ten thousand years, and the foundation laid by the Emperor of Mankind is much older than that. Everywhere there is evidence of decay and stagnation. The Dark Age of Technology, as it is known to humanity, ended long ago, leaving behind industrialised worlds, void-fortresses and hive cities that are barely understood by their inhabitants. The Imperium itself is a massive bureaucratic nightmare controlled by curmudgeons and tyrants and at the mercy of warp storms and astropathic whispers. For much of its existence, this vast galactic empire has been slowly dying—humans rejecting progress for fear of being branded heretics, and fighting losing wars to hold onto a civilisation that died the moment the Emperor’s broken body was sealed into the Golden Throne. The humans are not alone in their stagnation. Many other races are suffering the fading of the light—like the Aeldari whose people are scattered and divided, living in fear of a hungering Chaos god and condemned to a ghostlike existence

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once they die. Slow to change and reproduce, the Aeldari civilisation faces its doom, but fights on knowing the futility all the same. Even seemingly resurgent races like the Necrons are but shadows of their former selves—corpses awoken by eldritch technologies and driven by ancient directives to reclaim empires long lost to their mortal selves. Death and decline are everywhere in the Warhammer 40,000 universe, and with each passing day light fades from more worlds, and all civilisations grow dimmer still. The GM can bring this state of decay into their games by shining a light on the bones of the past that lie scattered throughout the galaxy. Planets are covered in abandoned cities or settlements built upon the remains of older ones—“new” structures that are but a few centuries old jut out of those built thousands of years ago. In space, orbital fortresses and vessels can trace their history back countless generations, and the faded names of battleships dredge up tales of the ancient wars and battles in which they fought. People have simply forgotten how to create many things or how they work. The Adeptus Mechanicus typifies the religious reverence mankind has for machines—its rituals of awakening, cleaning and firing performed more like prayers than mechanical chores. The people of the Imperium are hidebound by rituals and laws with origins and intents long forgotten.

Forlorn Stars The races of the galaxy have plied the sea of stars for centuries beyond count. Even now—as the Imperium lies divided, and the warp seethes with madness—millions of vessels brave the dark to reach their destination. Travel through the warp is far from easy. Unlike other sci-fi settings where gleaming ships leap between the stars faster than the speed of light, safely and swiftly reaching their destinations, space travel in the universe of Warhammer 40,000 is more akin to the ancient sailing ships of Earth—their crews setting out by the stars, keeping a weather-eye on the horizon, and hoping for the best. Human vessels brave the warp at their peril— using the flickering beacon of the Astronomican to guide them and psychic navigators to plot a path, but always mindful that a warp storm could send them spiralling off course, moving them not just through space but time as well. Some ships

lost to the warp return centuries after they set out, or even centuries before, though many do not return at all. For this reason, there are longestablished warp routes within the Imperium, where ships can travel with relative safety—at least there were until the Noctis Aeterna and the hell that followed with it. In the Dark Imperium, with the light of the Astronomican blocked by the Cicatrix Maledictum, worlds have become as islands. Cut off from the galaxy around them, many races resort to using old slower-than-light means of travel, taking months or years to reach even the other planets in their own systems. The crews that do brave the stars truly take their lives in their own hands, and must accept that reaching their intended destination lies as much in the lap of the gods as the efforts of their navigators. Passengers of such vessels should also accept that they will be forced to fight off creatures of the warp or suffer the torments of the Immaterium—traversing a realm of nightmares and madness—before they reach the relative safety of real space once more…if they ever do.

The Coming Night Despite the grim darkness of the galaxy that presses down upon its races, and the wars that rage without end amongst the stars, heroes still rage against the dying of the light. This defiance of the apocalypse defines the Imperium and many of the races that share the stars with them. Even

the Drukhari, Necrons, and orks spend their lives against the growing forces of Chaos so their own races might endure when others fall. While victory might remain a fanciful notion when the entire galaxy is slipping into a hell dimension, the PCs are very much part of this last stand against the rising tides of madness, and the GM can tap into this vein of “going out fighting” in their games. In their games, the GM might temper each triumph with darkness, and maintain the idea that for every soul saved a hundred have perished—the fate of the galaxy slipping through the characters’ hands like so many grains of sand. Victories are often pyrrhic. The PCs might save a hive city from a daemonic incursion only to gaze out from its spire and see the rest of the world burning. They might be forced to choose between letting a possessed killer run free, or purging an entire space station so the killer can’t escape to wreak more havoc elsewhere. Battles might be won, but wars are often lost, and every triumph is balanced by a defeat or a costly sacrifice. The galaxy is unravelling around the PCs and—especially in the Dark Imperium—the order imposed by the Empire of Mankind slips away. Even so, PCs face the long shadows of the Imperium Nihilus with ready grins and gallows humour, strapping on their firearms and vowing to not go out without a fight. In Wrath & Glory the characters might win or they might lose, but one way or another they are going to make their enemies pay.

CAMPAIGNS AND FRAMEWORKS A campaign is a series of linked adventures that tell an overarching story, much like a season of a television show is composed of multiple episodes. Before beginning a campaign, it is important for the Game Master and the players to have a discussion where they agree on the answers to the campaign’s core experience and their game-play preferences—the Framework of the campaign. The parameters set by the Framework provide a common basis on which the GM can build the story and the players can build their characters.

The group can agree on what elements of Warhammer 40,000 they would like to see in the campaign, forming the answer to some core questions.

Choose a Tier One of the first things the GM needs to do when deciding on a Framework for a Wrath & Glory campaign is to decide upon a Tier. The Warhammer 40,000 universe is an extremely deadly place, and not all PCs are created equal, just as the threats they face might be overwhelming or

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merely incidental depending on whether they are a conscript soldier from a backwater world or a genetically-engineered warrior bred for battle.

are free to adjust these Frameworks as they see fit for their group’s desires, including changing the Tier and archetypes if they wish.

There are five Tiers to choose from in Wrath & Glory, ranging from Tier 1’s ordinary citizens to Tier 5’s epic heroes (see Tiers in Chapter 3 for more information). Obviously, the kinds of adventures and adversaries a group of newly minted Astra Militarum guardsmen is going to be different to those of the Emperor’s own Adeptus Custodes. Depending on the kind of games the GM wants to run and the kind of game players are interested in playing, any Tier can be equally rewarding and fun to play. Investigation and horror work better at lower Tiers where players cannot rely on their god-like skills or impressive weaponry to solve their problems, while more combat-orientated games set against truly deadly Adversaries like Necron overlords or daemon princes are suited to higher Tiers.

Honour Imperialis—Tier 1

If the GM and the players are unsure of what Tier to choose, or they are looking for a default level of power, Tier 3 makes a good starting point. At this level player characters are true heroes; Space Marines, Aspect Warriors or Inquisitors are all feasible character types, and the GM can throw a wider variety of enemies at the players without fear of a single Genestealer wiping them out. At Tier 3 there are still things that can overwhelm the PCs—such as many potent monsters of the void that cannot easily be dealt with by firepower alone—so it leaves the door open for the GM, should they want to change the pace and challenge the PCs to solve problems with tactics or cunning rather than bolt shells and krak grenades.

Frameworks As described in Character Creation on page 83, a Framework represents the vision—crafted by the Game Master and the players—of what a Wrath & Glory campaign is about. A Framework helps establish the kinds of adventures, encounters, and experiences the group expects to undertake. This section presents several example Frameworks for you to use in creating your own Wrath & Glory roleplaying experience. Each Framework lists the Tier it is intended for and the appropriate archetypes for engaging in that campaign’s action. Naturally, Game Masters

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Where the enemies of the Imperium gather for war, they are met by the overwhelming might of the Astra Militarum. Countless soldiers and machines of war grind their foes to dust through the application of numerical superiority and massed heavy guns. For an Imperial Guardsman serving in the Astra Militarum, life is measured in mere hours—or even less on particularly bloody battlefields. A platoon of Astra Militarum soldiers can contain characters with numerous different specialties. Leadership roles are filled by officers and Commissars, the soldier’s faith is guarded by Ministorum priests, the Adeptus Mechanicus sends Tech-Priests to tend to their war machines, and the Imperial Guardsmen come from many far-flung worlds across the galaxy, united only by their service to the Emperor. Tier: This framework is one that works best at lower Tiers, ranging from Tier 1 to Tier 3. A Tier 1 version of this framework might feature a single group of Imperial Guardsman in over their heads and cut off behind enemy lines, or desperate missions performed by members of a penal legion. A higher-Tier version might instead feature a specially-chosen group infiltrating an Imperial world overrun by the forces of Chaos. Appropriate Archetypes: Adeptus Ministorum, Astra Militarum, Agents of the Imperium

‘Ere We Go, The Orks—Tier 2 Bestial, green-skinned war-like aliens who worship the primitive gods Gork and Mork, the orks infest large regions of the galaxy and constantly yearn for battle. Orks are a menace to many other races of the galaxy—including their own kind if there are no other foes to fight. Certain groups of orks called Freebooterz pilot ships through the void, raiding and pillaging like space-going pirates. Amongst these freewheeling orks, becoming ‘Kaptin’ of a starship is a grand ambition. The Freebooter who has the largest, most powerful ship commands great respect from his peers.

Orks (along with their lesser kin such as Grots and attendant beasts known as squigs) crave the chaotic frenzy of war. Freebooterz are no exception, striking out on any course across the galaxy to find the largest, most destructive battle they can find. These nearly-random warp-jumps can deposit Freebooterz nearly anywhere, often giving praise to Gork and Mork when they emerge near a planet, moon, or orbital station suitable for a piratical assault. This framework is suitable for players who wish to take on the roles of orks raiding their way from planet to planet, engaging in all kinds of rivalry and shenanigans with other Freebooter kaptins. The focus is on the orks’ desire to fight and the ambition for one (or more) of the Freebooterz to become biggest, baddest kaptin of them all! Tier: Recommended at Tier 2. Higher Tiers are certainly possible if you want to involve more powerful orks, such as Nobs or Warbosses, or a lower Tier if you want to keep the action around the orks and Grots on the front lines. Appropriate Archetypes: Any with the Ork keyword.

Innocence Proves Nothing Nothing—Tier Tier 3 Enemies En E nem mie es fr ffrom rom m within, witthi hin, n, w without, itho it itho hout ut, an a and nd nd beyo be b beyond eyo yond nd b nd beset esset e et th the he Imperium Im mp pe eri rium ium mo off Ma M Man. an. n. M Mutants utan ut nttss a and nd dh heretics erret e retticcs di d divide ivi vide de the Emperor’s th the Em mpe peror’ ro orr’’s realm re eal alm on on many ma an ny worlds worrllds wo ds that tha hatt claim clai cl lai aim to o be lloyal, be oyya all, w wh while hil ile al a alien lie en ra rraiders aid der ers p pr prey rey ey u upon po p on th tthe he fr he ffringes in inge nges ge es of IImperial mperria mp ial sp space. pa acce. e. D Daemons ae a emo em mo o on ns a ns and nd d tthe h iinfl he nfluence nfl ue en nce ce of of

the Dark Gods reach out to corrupt the hearts and souls of their followers from the warp. The Imperium battles many of these foes with its seemingly inexhaustible armies—but there is a subtler, and often more important, instrument: The Inquisition. This shadowy organisation wields unquestionable influence and authority in the Imperium, employing a vast variety of agents in the service of the Golden Throne. The Inquisitor and his retinue of agents, bodyguards, and scholars is one of the most-feared representations of the Emperor’s gaze. These Inquisitors root out heresy, stymie the schemes of alien warlords, and disrupt the growing influence of Chaos on countless worlds across the galaxy. In this Framework, the player characters take on the roles of these agents of the Inquisition. Some of the players might be Inquisitors themselves, or the group could be working under the direction of a remote and removed Inquisitor controlled by the Game Master. Either way, this framework represents one of the best ways for players to experience nearly every level of the Imperium of Man. Players can expect to investigate byzantine conspiracies, face down dire foes, and uncover secrets that may fate off en entire worlds. se ecr c et ets tth hatt m ayy sseal e l th ea tthe he ffa ate ate t o e nttiire ew orld or ld ds. For F Fo or this th hiss framework, fra ram me ew wo orrkk, nearly near ne arly ar rllyy any an nyy archetype arrcche ch he etyype e depending ccould co oul uld ld be be aappropriate, pp pro roprriaate t , de d depe epe pend ndin diin ng o on n the Inquisitor’s tth he In nq qu uissitor ittor or’ss aapproach ppro pp r acch to o his his is duty. du utty. y A Radical example, might not R Ra ad diiccaal al In IInquisitor, nq qu uis isitor ittor or, fo ffor or exam ex e xam mpl p e, e m ig ght ht n ott

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hesitate to include a rogue psyker or an Eldar Warlock amongst their retinue, whilst Puritans would refuse to accept any but the most pious and pure as agents. Tier: Recommended at Tier 3 or 4. If you wish, you could reduce the Tier down to 2 or even 1 to capture the feel of a group of Inquisitional agents who are far less seasoned – or out of their depth! Similarly, this framework also functions at higher tiers, dealing with correspondingly more significant threats. Appropriate Archetypes: Adeptus Ministorum, Agents of the Imperium

Into the Dark Frontier—Tier 3 In the Dark Imperium, the purpose of a Rogue Trader is more important than ever before. These adventurous explorers have vast resources, built upon dynasties of ambition and wealth. Rogue Traders have dealings with many groups throughout the galaxy—they may have strong bonds with the Space Marines, the Adeptus Mechanicus, or even the missionaries of the Adeptus Ministorum, just to name a few. The Warrant of Trade possessed by a Rogue Trader grants them unprecedented freedoms and authority—especially once beyond the Imperium’s nominal borders. Rogue Traders often surround themselves with capable and skilled individuals, crafting teams they can rely on to build the dynasty’s reputation and assets. The agents who serve a Rogue Trader dynasty range from the human to the decidedly alien, for Rogue Traders rarely see themselves as hidebound to the Imperium’s common strictures. Bodyguards, scholars, pilots, and psykers are all commonly found serving with a Rogue Trader expedition. In this Framework, the player characters take on the roles of a Rogue Trader (or more than one!) and their closest confidants. Some of the players might wish to be the Rogue Trader, or they may wish to keep the Rogue Trader “offscreen” as an NPC under the GM’s direction. Others may wish to play distinguished members of the Adeptus Mechanicus, missionaries, or Space Marines obeying the code of an ancient pact with the Rogue Trader’s ancestors.

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This framework is appropriate for a wide variety of archetypes, depending only on the individual Rogue Trader’s proclivities. Some Rogue Traders might be comfortable sharing their voyages with the enigmatic Eldar or emissaries of the T’au. Others prefer the company of a strictly human crew, or may make alliances with those with an even darker or more criminal bent. Tier: Recommended at Tier 3. This framework is flexible, working well at higher Tiers, but it struggles with Tiers lower than 3. Appropriate Archetypes: Any

Blades of Twilight—Tier 4 The Aeldari, or “Eldar” as they are also known, are an ancient humanoid alien race who once ruled a vast realm extending across the galaxy. They considered themselves masters of the stars, possessing highly-advanced technology and martial skills in abundance. However, the time of the Aeldari ended long ago when their empire tragically gave the birth to the Chaos God, Slaanesh. Now, the Eldar are reduced to a remnant of their former glory. Many Eldar escaped the doom of their people by fleeing on vast starships known as Craftworlds. Others escaped into the webway, becoming the nomadic Harlequins and the Drukhari who settled in the dark city of Commorragh. Still others remained on the far-flung frontier worlds of the Aeldari, calling themselves the Exodites. Recently, however, a new movement has begun amongst the Eldar. Ynnead, the Eldar god of the dead, was awakened by a powerful ritual, helping to found a group known as the Ynnari—the “reborn.” The focus of the Ynnari is to seek the restoration of the Aeldari, to burn brightly lest their people simply fade away. Combining the strengths of the Craftworlders, the Harlequins, and even some of the Drukhari, this new group fights against the dark fate of their race. This framework focuses on characters taking on the roles of Eldar as part of the Ynnari. They are heroes seeking out ancient artefacts of the Aeldari, travelling into forgotten paths of the webway, and confronting the forces of Chaos seeking to destroy this new force of Eldar before it even begins.

Tier: Recommended at Tier 4. This framework can support lower-Tier play as well, if the players wish to take on the roles of Corsairs serving a Corsair Prince or Princess. A higher Tier is possible, for the foes of the Eldar are myriad and mighty. Appropriate Archetypes: Any with the Aeldari, Asuryani, or Ynnari keywords.

Our Vigil Begins—Tier 5 The Space Marines of the Deathwatch work handin-hand with the Ordo Xenos of the Inquisition. The Deathwatch are a group of Space Marines brought together from different chapters, alien-hunters beyond compare. To be chosen to by one’s chapter to serve in the Deathwatch is a great honour, for it is extremely hazardous duty, the specifics of which are kept secret by Inquisitional order. Deathwatch Space Marines share the experiences, traditions, and beliefs of their home Chapter among the other members of their Kill-team. These Space Marines often forge new bonds of brotherhood while facing the myriad alien threats of the galaxy. Deathwatch Space Marines take on many unusual missions that deviate from the traditional roles of the Adeptus Astartes in warfare; a Deathwatch Kill-team may be dispatched on missions to escort an Inquisitor on a clandestine diplomatic meeting or to undertake a high-risk assassination of a Tau Ethereal. A Deathwatch Kill-team involves Space Marines from many different Chapters. The experience of this Framework benefits from comparing and contrasting the different viewpoints, traditions, and beliefs coming from that. Deathwatch Frameworks are often all about brotherhood, the challenges of dealing with Space Marines of Chapters that may be rivals, or those with a mysterious background and no known Chapter, called “Black Shields.” Tier: This Framework is designed for facing some of the most dangerous threats in the galaxy, and works best at Tier 5 or above. Lower Tiers are possible, but the concept of Deathwatch Kill-teams flourishes when the stakes are high and the heroes are epic warriors capable of unforgettable feats. Appropriate Archetypes: Adeptus Astartes

Campaign Length How many play sessions will the campaign run in real time? Should the players expect to be playing these characters for a few months, or potentially for years? The temporal scope of “What are we doing?” affects the campaign length, but the GM can also control the length by pacing the narrative. A campaign centring on one climactic battle could spend many sessions chasing enemy spies, exploring the terrain, and securing resources for the assault. A campaign spanning decades could summarise entire wars that are not a part of the core experience. The most important determiner is how long the GM and players want to spend exploring one set of themes before moving on to a different experience.

Crossing Campaigns Sometimes a player may wish to play the same character across more than one campaign. For example, it is easy to imagine that a Space Marine who previously defended Baal from Tyranids could later serve a tour of duty in a Deathwatch campaign. Characters can also make far bigger leaps (assuming timelines allow), but it requires examining each of the new campaign’s core questions to be sure the character can be a part of the new core experience. As long as the character does not exceed the new campaign’s Tier and can reasonably fit into the archetypes defined by the Framework, the mechanical aspects of bringing them into the new game are easy to resolve. However, the most critical core question to focus on is: “Why?” The old character must have a reason to unite with the new ones, and motivation to participate in the different core experience of the new campaign.

The Odd Man Out It is possible to play a character whose answer to one or more of the core questions is different from campaign baselines, but the GM should carefully consider whether they want to allow it. Generally, different answers to “Who are we?” and “Why” are easier to accommodate than “What are we doing?” (The GM should only allow different answers to the latter if they are prepared for the group to split up often, with different characters pursuing their own agendas in different locations.) However, any differences create potential downsides.

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A player whose answer to “Who are we?” is different may find themselves feeling left out or with less of a personal stake in some situations, particularly if the campaign is intended for a specific race or faction. If the character is more combat-oriented than the others, the GM must ensure this doesn’t overshadow the characters who are of the intended archetypes. A differing answer to “Why?” typically leads to more group tension than all the answers being the same. It is critical that the answer still gives the tth he ch ccharacter har araacctte er a st strong stro rong ro ng g reason reaaso on to participate par arti ticci ti cipaatte e in in

the story with the other characters. Common examples of differing motivations seen in Warhammer 40,000 include: Inquisition agents under deep cover, traitors, debts of honour and political favours, outside advisors recruited for their unique skills, and conscripts such as penal legion soldiers. Above all, a player who wants an exception on their answer to any core question should understand that in exchange for this privilege, they may need to compromise on some incharacter actions to ensure they don’t disrupt the e ex experience p ri pe rien ence o off th the e ot othe other th he er p pl players. layyers. errss..

ADVENTURES The Imperium Nihilus is a perilous place, its countless worlds screaming out in pain to an Emperor that can no longer hear their prayers while alien empires and dark gods glut themselves on slaughter and suffering. Amid all this mayhem, the PCs might often find themselves simply fighting for their lives, escaping the rising tides of Chaos, or staying ahead of any number of threats that want them dead. And yet among the darkness there is hope and purpose, for not all creatures want to see the galaxy burn, and even those that do need a plan.

Guidelines for Creating Adventures Every adventure needs a structure to support it, and by building this foundation the GM can ensure that whatever they add to their adventure will stand up to the less than tender mercies of the PCs. To create a framework the GM should consider the following questions to help shape and solidify the story and its characters.

In Wrath & Glory every campaign is made up of adventures—discrete stories running from one to several gaming sessions. Creating an adventure can be a rewarding and exciting process for the GM, though it can also seem daunting, especially for new GMs unsure of just where to start. This section details some of the fundamentals of creating an adventure, whether a simple one-shot game looting the ruins of an underground Adeptus Mechanicus research outpost or a chapter in a sprawling campaign that sees the PCs chasing a cunning heretic from one end of the warpstorm-wracked Dark Imperium to the other.

Know your Audience: Perhaps the most important part of any adventure is knowing the players and the capabilities of their characters. Some groups enjoy horror roleplaying where their characters are always up against almost unkillable foes, others prefer combat-centric games where they can gun down legions of foes, while still others favour games focused on social interaction and deep conversation. While most groups enjoy a mix of play types, it is important to talk to the players beforehand to find out what kind of adventures they want to play in. Likewise, the more the GM knows about the PCs the more they can tailor the adventure to them—creating recurring Adversaries that are connected to their backgrounds and backstories or providing the PCs with specific challenges that test their characters skills.

In addition to creating their own adventures, GMs can avail themselves of pregenerated adventures—like the one found in the Wrath & Glory beginner box. They provide a great starting point until the GM is ready to start creating their own adventures.

It Begins with an Idea: All adventures begin with an idea. The GM can find inspiration almost anywhere— from books or films, to games or artwork—and an idea can start as something as basic as a monster the GM wants to throw against the PCs or a locale they want them to explore. For instance if the GM liked

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the idea of a Heretek that was once a tech priest of the Adeptus Mechanicus but has been tempted by the concept of technological progress, they could create an adventure around this mechanical villain, crafting a remote orbital lair (the horribly-altered remains of the Heretek’s Explorator vessel), a legion of henchmen (the ship’s crew forcibly turned into combat servitors and biomechanical monsters), and a plot (the Heretek is kidnapping people from the planet below for his experiments). From here the GM can further develop the adventure by creating maps for the corrupted vessel, perhaps the hive city below that is his hunting ground, and other characters that might help or hinder the PCs in their mission. For some inspiration in creating adventures, an extensive list of adventure seeds can be found on page 390. Judge them by their Enemies: A good Adversary can enhance not just an adventure but become the focal point for an entire campaign. While many of the creatures and characters the PCs encounter will either be enemies to gun down or minor players in the overall plot, some might be powerful and cunning Adversaries—either the equal of the PCs or perhaps even beyond them in strength and influence. These archvillains can be extremely useful for the GM in shaping the plot, whether they are corrupt planetary governors, alien warlocks, cruel military commanders or daemonic entities. When creating these antagonists, the GM should consider them as detailed in background and ability as the PCs themselves. The more the GM understands the Adversaries’ motivations and skills the more dangerous they become. A potent enemy like this might not even consider the PCs a threat until they themselves have grown in power—or frustrated the villain’s plans on one or more occasions. Thus, a good Adversary will seldom be encountered early on, and even should the PCs corner them they almost always have a means of escape or some henchmen to cover their retreat. Once the PCs have tangled with a powerful Adversary more than once they will likely begin to recognise their hand in events, and sometimes all it might take for the PCs to commit to an adventure or mission is for the GM to give them a hint that their archvillain is involved. For some more guidelines on creating Adversaries see the section on NPCs on page 398.

A Bloody Stage: The setting for an adventure can be as important as the enemies the PCs encounter or the rewards they might reap upon success. The GM should consider how the environment might affect the adventure or what kinds of environments might suit the kind of adventure they have in mind. There is a significant difference between trying to find a daemonicallypossessed serial killer at a quiet meeting of the sectoral Inquisitor lords aboard a system barge, and hunting the same warp-touched murderer through the twisting bowels of a hive city. Quite often, the GM can use the setting as an additional peril or obstacle the PCs must overcome, such as having their goal aboard a drifting hulk (forcing them to find it across the void of space and then find a way aboard), or making them cross leagues of Death World jungle (forcing them to fight their way through an ecosystem that wants to kill them). The environment is also a great way for the GM to add some unique Warhammer 40,000 flavour to their adventures—such as worlds reduced to ashes by centuries of war, or places twisted by the influence of Chaos to become nightmarish phantasmagorias.

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Ebb and Flow: A good adventure, like any good story, builds to the action and then pauses between acts to give the PCs a chance to catch their breath, heightening the moments of drama. Most adventures can be divided into three acts—a beginning, middle and end. In the beginning, the heroes embark upon the adventure, perhaps with little knowledge of what they are getting themselves into. The heroes might receive orders or they may be hired by a powerful character like a Rogue Trader offering them a contract to recover lost artefacts, destroy alien infestation, or uncover hidden truths. Perhaps this quest giver is unwilling to reveal everything he knows or is manipulating the PCs by offering them something they are after (such as information on a hated foe). As the beginning concludes, the PCs learn more about their mission, and perhaps overcome their first great obstacle by defeating a foe or finding a key clue. The middle then is the meat of the adventure; here the PCs are in the thick of it and they are dispatching enemies or following trails seeking out the location or identity of their goal. By the time the end arrives, the true nature of the adversary has been revealed, but one great obstacle remains to be overcome before the PCs can claim victory.

there is a major enemy to be defeated or a major event to occur the GM should save it to the end, giving the sense that something climactic has been achieved by the PCs. In the idea above, if the PCs have hunted through the hive city for the Heretek’s henchmen, then followed them into orbit and finally breeched the ancient explorator vessel, only to then to fight through a maze of corridors and mechanical enemies, it is only fitting that they face the Heretek himself at the end. Resplendent in his command throne, hardwired into the ship’s systems and surrounded by a spider-like web of mechadendrites, the Heretek makes for a potent and satisfying adversary—the defeating of whom feels like a major victory for the PCs. It might even be that the PCs need to cripple the ship’s plasma reactors or destroy its core cogitators before they even have a chance against the Heretek, making the conclusion even more of a triumph.

The GM can divide up their adventure into these parts to help pace it out. Whether it is combats, clues or other encounters, by spacing them evenly through the adventure, the GM allows the PCs to appreciate and digest each one in turn, making it all the more satisfying when they reach the conclusion.

When the PCs defeat a powerful foe, the rewards should match the challenge. In addition to build points to advance their characters’ skills, and weapons and equipment to improve their character’s wargear, unique items and plot rewards can also be handed out. In the instance of the Heretek, the villain’s datastores might contain maps to an archeotech vault, or perhaps the Heretek wielded an ancient and powerful volkite weapon that the PCs can now take for their own. Other rewards might be more valuable still, like the enduring allegiance of the hive lord whose people were saved from the Heretek’s madness or an offer of alliance from the Inquisition who know the Heretek was but one member of a sector-spanning cabal.

The Ends Justify the Means: A satisfying conclusion and rewards are key to ending any adventure. If

Details on rewarding build points and other kinds of rewards can be found on page 401.

BALANCING ENCOUNTERS Each entry in the Wrath & Glory bestiary chapter (see page 402) has a Tier rating and suggestions on how they are best used in your game. However, no classification can ensure a perfect fit into every scenario or circumstance where heroes and enemies clash in battle. Combats in Wrath & Glory can vary in difficulty depending on several factors.

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The makeup of the warband can change things significantly (especially if the group has multiple psykers or access to heavy weapons). Similarly, the resources at their disposal can be very important – if the characters have weapons with high Salvo ratings, or are severely lacking in melee combat gear, for example. The characters overall health—whether or not they have suffered

Wounds or Shock prior to the battle—can also be an important consideration. The point of listing these factors is to highlight that combat in Wrath & Glory is dangerous. Not every fight is going to be limited to a range between “easy,” and “challenging.” Some, likely, will be “terrifying.”

Make a Stand, or Live to Fight Another Day In any given combat that is particularly tough for the player characters, it is important to note that they should have other options than to simply stand and fight to the death. The Game Master must absolutely buy into and support su uppor ppo pp orr t this thiss idea th ide dea ea in order for it to be a viable way for for players fo play pl aye ay errs to engage with the carnage-fi ge g e-fi fillled fi llle ed battlegrounds of the 41st Millennium. en enni nni nu um m. Below are some options that a gr group g rou o p of heroes may attempt if theyy fi nd find nd a particular combat overwhelming: ming mi ng: Make a Distraction: Triggerr an explosion to blind the e enemy, send out a servo-skull ll or servitor to draw the enemy emy em emy in a certain direction, attempt pt to to deceive the foe that reinforcements rcce eme ment ent ntss have arrived. Use the Environment: Topple idols le id idol dol ols o orr pillars, hit the airlock controls, expose exp pos ose or exploit something highly explosive xpl plos osivve osiv or highly flammable, create a screen off creen re een no smoke or debris Change the Stakes or the Tempo: Make a direct challenge to the enemy leader, attempt a big Interaction attack against a particular target, play a campaign card, reveal a stunning hidden truth.

Let them Know the Threat is Coming Particularly tough enemies (such as those stronger than the recommended Tier) or ones that the heroes simply are not prepared to face (if the player characters are hurt, lacking strong weapons, or otherwise depleted of resources) should not just appear in front of the characters as a surprise.

Telegraph the threat! Ripped-apart bodies lining a corridor, scrawled warnings in blood on the walls, or even an NPC ranting about the enemy who devastated his allies are all useful ways to let the players know that something very dangerous is nearby. The galaxy of Warhammer 40,000 is not a forgiving one. This means that not all encounters with enemies are required to scale those foes to the heroes’ Tier. The player characters can certainly encounter beings that they are in no way prepared to defeat head-on. However, as explained above, it can be extremely disheartening to run into such a threat without any warning whatsoever. Take the time to let the heroes have an inkling that danger lies be b effo orre e tthem. he h em m.. before

Deat and Death Consequences Cons In n any a given combat, the cconsequences co o ons nsse nse of failure need not aalways al w result in the death of one or more characters. While o death is a common sight on d aany battlefield in Warhammer an 40,000, 4 40 0,0 there are many other ways tto o make ma failure meaningful without resorting re eso sorttin ng to eliminating a player character cch har arac rac acte ter from the game. te Instead, In nst stead, ead ea d,, cconsider ons on these options: Kill a helpful orr memorable me em m NPC; corrupt a biome, habitat, h ha abi bita bita tat, at, t, void station, starship, or even entire aan n e nttir ire world; remove or destroy a ire haven; ssafe sa afe fe h aavve en n; tu turn rn n a ffriendly ally against the heroes; burn cities or settlements to the ground. The consequences of failure can add interesting twists into an ongoing Wrath & Glory campaign’s narrative. Similarly, the threat of death need not be a specter weighing down the players’ expectations. Instead, knowing that they are not guaranteed to survive can add an undeniable thrill to any accomplishment or achievement made in the face of dire threats. In either case, the GM should work with the players to move forward with the story. Use the consequences or death as a means of exploring how the characters feel about their chosen path. Often, considering whether the sacrifice was worth the goal can be a major moment in any hero’s life.

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NON-PLAYER CHARACTERS As part of his role in bringing the setting to life and adjudicating the actions of the players, the GM also controls the actions of anyone the PCs encounter. These non-player characters (NPCs) form a vital part of any game. NPCs can include close and trusted allies (such as members of their organisation or fellow warriors in the service of the Imperium) as well as obvious belligerent enemies (such as alien overlords or twisted daemons). Enemies are straightforward to run, as they are often encountered in combat situations where the rules for combat adequately cover their reactions. Details on common enemies, their tactics, and capabilities can be found in Chapter 9. A substantial number of NPCs in any game, however, fall into a grey area between friend and foe. This is where the GM needs to think more carefully about how they react to the PCs and how the PCs’ actions can shift the NPCs’ reactions one way or the other. For more details on how the players can influence the reactions of NPCs see page 253.

Guidelines for Running NPCs While every NPC will be different and can be played with his own unique style and flavour, there are a few guidelines that the GM should bear in mind. These are intended to help the GM in situations where he is unsure what an NPC would do or how they would react to the actions or words of the player characters. What are their motivations: The most important aspect of running any NPC is knowing what motivates them. An Inquisitor working with the PCs reacts very differently to the group’s actions if he is in fact an agent of the Ruinous Powers plotting their destruction. An Imperial commander, driven by his own lust for glory (at the cost of his men), may issue orders or make reckless decisions that could place the PCs in peril. Likewise, an Aeldari may very well be more concerned for the fate of his own people than human PCs, no matter how noble their intentions. For most NPCs, motivations do not need to be too complex and usually centre around some selfish (or selfless) goal, such as personal wealth and glory, loyalty to allies, or faith in the Emperor. The important thing is that it gives the GM a clear

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guide for how the NPC reacts when things get messy (as they always do). Not everyone wants to die: Just as in the real world, most people in the 41st millennia do not want to die. This means many foes will run away (especially those without a great deal of combat expertise). Others will not fight to the death, surrendering to the mercy of the PCs rather than face certain annihilation. Even foes who are committed to dying, such as fanatical members of Chaos or alien cults, may choose carefully when to sell their lives. These foes retreat, hide, or even pretend to surrender to prolong their usefulness to their masters. Don’t steal the limelight from the PCs: While it may be important at times for an NPC to step in and save or help the PCs, in general the players should be the ones who determine the success of failure of their own missions. Having a powerful NPC constantly bailing out the PCs usually leads to either resentment on the players part—as they feel their efforts are meaningless—or an overreliance on such NPCs and a tendency to call in the cavalry every time the going gets tough. Players should feel that the achievements of their PCs are a result of their own actions and choices and the glory they win for themselves is theirs alone. Quest Givers: NPCs also make for handy quest givers. Often the PCs might need some guidance to find adventure, or if the GM has an adventure already planned, it is useful to have someone point the way toward it. This can be people in a position of power like Rogue Traders, Farseers or Sector Lords, conscripting the PCs—usually with the promise of reward—to help them and their people. It can also be people in need, such as the last surviving captain of a doomed Space Marine company seeking allies to finish his mission, or the inmates of a penal colony looking for help against the thing that keeps killing all their friends. The GM might also find it useful to have a recurring NPC as a quest giver, building up a level of trust until the PCs are willing to accept missions one after the other—and should the quest giver ever be in peril themselves then they can personally become the mission!

What’s in a name: Finally having a list of generic names can be a great help. Any gaming world is populated with scores of lesser NPCs that the players may encounter, and having a name handy can make all the difference in bringing these supporting characters to life.

Wrath & Glory provides the framework to weave epic stories in every unforgiving corner of the Warhammer 40,000 universe, from Primaris Space Marines charging across the battlefield of the Indomitus Crusade, to Inquisitional acolytes exploring the crumbling underhives of Armageddon.

GAME PREFERENCES Game preferences address the out-of-character desires of the players and the Game Master. They can impact enjoyment of the campaign just as much as the core experience, and in some cases the answers to the core experience questions are the in-character manifestation of game preferences.

Awarding Wrath In general, Wrath should flow freely during the game, the players spending it where they feel it is necessary and the GM awarding it when he feels it is appropriate. If players feel like they need more Wrath, they can choose to play a campaign card or attempt to achieve one of their objectives. The Game Master should consider awarding Wrath as a “positive reinforcement” of creativity, good roleplaying, and engagement with the game, the setting, and the campaign’s narrative. Players should also be rewarded for actions and role-play that advances the character’s own personal narrative. In a typical session, the GM should reward a player for good roleplaying with a point of Wrath around once per scene.

The Flow of Wrath Wrath is an important resource for players in Wrath & Glory. Wrath helps the players achieve difficult tests (with re-rolls), survive important combats (by restoring Shock), and add useful or interesting things to the ongoing story (with a narrative declaration). Players soon learn to value Wrath as their individual resource, contrasted by the group resource of Glory.

When should you award Wrath? The answer is complex, because Wrath is a reward for several behaviours that fall under the description of “good roleplaying.” There are many more definitions than can be provided in this section for what good roleplaying may encompass, but the golden rule is this: good roleplaying is, and must be, behaviour that contributes to the enjoyment of the game by the group. The following are some examples of what good roleplaying can mean during a game session: 1. Creative Use of Skills or Abilities: Also known as “thinking outside the box,” this describes a player who comes up with a particularly interesting or innovative way to use their character’s skills and abilities in the session. 2. Character-Appropriate Actions: Good roleplaying often involves a player making a meaningful choice about their character’s actions. Noteworthy choices are based on the individual character’s goals, their wants and needs, and their background. Choices that are sub-optimal mechanically, but make sense for the character’s point of view, are also noteworthy. This is more difficult to judge as a whole and should be considered on a caseby-case basis. 3. Thrilling Moments: A player who chooses to have his character take meaningful risk at the right place and time can make for an exceptionally memorable scene in the game. Whenever a player takes an action that the group deems particularly thrilling, memorable, or dramatic, that is a moment worth rewarding. Sometimes, the same effect can occur when a particularly humorous result occurs due to a player character’s actions.

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Too Much or Too Little? Awarding Wrath too often can cheapen the impact of the resource. Too much Wrath can also make the game feel “easy” or simple, cheating players of a sense of accomplishment for defeating epic foes or dealing with difficult challenges. By the same token, being too stingy in awarding Wrath can make difficult encounters nearly impossible, especially late in any given session when most Wrath points are likely already spent. GMs who award Wrath very rarely should consider this carefully, because it can also make players feel frustrated that their roleplaying efforts are being ignored.

Amount and Challenge of Combat Warhammer 40,000 is a brutal, unforgiving setting where violence lurks around every corner. No sanctuary is safe from corruption, and no planet is too remote to be of interest to an alien invader. But it is possible to emphasise this facet of the setting without turning a campaign into an endless string of combats. The Game Master and the players should discuss how combat-intensive they want the campaign to be overall, with the understanding that specific game sessions or adventures may lean in one direction or the other. The Tier of the characters versus that of their enemies is the major determiner in how challenging the average combat will be, but the Game Master can further adjust the type, number, and statistics of enemies pitted against the players. When it comes to combat frequency, the GM has several tools at their disposal. The most

straightforward is of course to decrease the number of hostile foes encountered. However, this may not be appropriate for all stories and settings. The GM can also create situations where combat is a possible outcome, but other resolutions (such as avoidance or diplomacy) are also available, and allow the players to choose which course to follow. Perhaps the most powerful tool available for managing the players’ experience with combat pacing is narrative focus. Using this technique, the GM can extend or compress the amount of real time that passes between combats to ensure the “break” between fights is an optimal length for their players, without changing the amount of time that passes in the game. The GM does this by summarising narrative actions when they want to speed up the pace and get to the next encounter, and by roleplaying through the actions as a scene if they want to create a longer break. For example: The party needs Astra Militarum ciphers to access a secret bunker (where unbeknownst to them, a fight with hereteks and their engineered monstrosities awaits). They know an officer who has the ciphers. If the GM feels it’s time to get on with confronting the hereteks, they could simply dictate that the officer provides the ciphers and begin roleplay with the characters arriving at the bunker. Alternatively, they could roleplay a visit to the garrison fortress in detail, describing Ministorum priests sermonising to a regimented sea of uniforms about the glory of dying for the emperor and the Enginseers chanting supplications as they repair tanks surrounded by towers of munitions. An opportunity to absorb this setting and swap warstories with a battle-scarred veteran officer as the characters try to win his trust is as compelling for many players as a challenging fight.

CHARACTER PROGRESSION During a campaign, heroes will face many challenges and grow through the experiences and challenges they overcome. In Wrath & Glory, character progression is reflected not by using experience points and levels, but by awarding build points and completing milestones.

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A character begins at Rank 1 and through the acquisition of build points can grow in power by increasing attributes and skills and gaining talents. Once a number of build points has been earned, a character is eligible for a promotion to a higher Rank. To progress to the next Rank a character must achieve a milestone as part of the campaign.

The maximum Rank a character can reach is 5; after that, they must ascend to the next Escalation Tier where they will begin again at Rank 1. What follows is some useful advice for Game Masters on how to award build points and how to handle milestones and a warband ranking up during your campaign.

Awarding Build Points Build points are what heroes use to directly make their character more powerful and effective. Players can spend them on several things, but any choice they make will work towards improving how useful their character is during play. Build points can be awarded in different ways based on your preference as a Game Master. Unlike traditional experience points, build points shouldn’t be awarded constantly throughout a given session. This method of awarding resources is cumbersome to manage and slows down the flow of the game. A better method is to award the players their build points during the wrap-up at the end of a session. A good amount to award is 3-5 build points per game session. This amount allows characters to increase something roughly every other session, so they will feel rewarded for their time playing the game. As a GM, you can decide if you want to award more or less than the 3-5 range, but this is a good starting point. After a hero has earned 20 build points during a campaign they are likely ready to rank up, but this shouldn’t happen automatically. The heroes must earn their Rank just like they earn their points.

Ranking Up and Milestones When a hero has acquired 20 or more build points they will be ready to rank up. Ranking up is a serious increase to a character’s abilities and overall power level, and as such should only happen once they have achieved something pivotal. In game terms, this is called a milestone. Milestones are important moments during a campaign that signify a distinct level of progress has been achieved by the warband. When a milestone is achieved, any characters that were

ready to rank up should be allowed to do so upon completion of the activity. When preparing your campaign sessions, designate certain events or challenges as milestones. These can be things such as: accomplishing one in a series of goals necessary to complete the current mission, discovering a hidden location or piece of information relevant to the campaign, or reaching an important destination. Anything that stands out to you or the players as being a noteworthy event could be considered a milestone.

Milestone Examples ◆ The warband successfully reached the isolated research station that was lost centuries earlier. ◆ The heroes slay the mighty Chaos champion aboard his flagship. ◆ One of the warband discovers an ancient map that leads to a hidden weapons cache. ◆ The warband successfully negotiate a peace agreement between two warring hive cities. ◆ After receiving a distress signal from a transport ship under attack, the heroes respond and save the ship from their attackers. ◆ The heroes help hold the frontline against a Tyranid assault and through their brave example the line holds.

When to Add Milestones Campaigns can be as long or as short as a GM wants them to be, but as a general guide, the heroes should rank up ideally once every fourth game session. This means that if a campaign lasts around 4 months and the group plays once a week, by the end of the campaign the warband will be Rank 5 in their starting tier. Remember you can have as many milestones as you want to have, but not all of them have to enable the advancement of Rank for the heroes. You can decide what counts as a milestone and when they trigger advancement. Just make sure you’re rewarding your players build points each session and allowing them to rank up every so often so they feel like they’re always making progress with their characters.

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“Those men, whose lives you spent with such cavalier disregard - those men were Imperial Guard. They were Munitorum property. They belonged to the Segmentum Command. They belonged to the Emperor.“ –Commissar Fenstrum Holt

402 402

403 403

This section presents a range of different characters and creatures who may work against the protagonists. These range from sly manipulators, who work in the shadows to powerful leaders who control armies to entities of power who live only to destroy. Each entry provides the information that a game master needs to portray the different types of creatures in a range of different roleplay scenarios. Please note that the threats presented in this section are intended for use as NPCs. They are constructed to be effective in that role. Their statistics are not created in the same way as player characters. Instead, they have values that are intended to present a specific game play experience, rather than as a character who can evolve over time. Examples of these differences include special abilities that are specific to threats. Also, please be aware that derived attributes need not follow the calculations used for player characters. For example, there is no upper limit on the number of wounds and shock for named Adversaries or monstrous opponents. These are individual beings intended to represent a threat to an entire group of protagonists and need to be a challenging foe.

Threats “Threats” act as opponents for the player characters during encounters. Threats are classified into four different categories. Each of these are intended to represent a different level of opposition to the protagonists. Note that this classification may vary by Tier. An NPC who would be an effective Adversary to a Tier 1 group might only qualify as a Troop to a Tier 6 group. Each bestiary entry includes a threat classification with Tier recommendations. Chapter 7: Game Mastering Wrath & Glory has a section on page 396 about Balancing Encounters that is important to read with regards to the kinds of threats appropriate to your campaign. Troops “Troop” is the term used for any unnamed NonPlayer Character. Generally, any NPC without a name is considered a troop. Largely faceless and expendable, troops rarely have much influence on the story of a Wrath & Glory campaign. A group of troops is called a “mob” and the entire

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group activates as one during encounter turns. See Mobs and Combat page 208 for information on using mobs. Troops do not possess personal Ruin. Troops use a Wrath Dice but do not typically gain complications, and they do not inflict critical hits (though some abilities may trigger from rolling a 1 or a 6 on the Wrath Dice). Troops may not attempt to Soak wounds! Elites “Elites” are powerful enemies that are deadly on the battlefield either through raw power, skill, or experience. They act as significant foes in incremental scenes or bodyguards for adversaries, and they’re just as dangerous as a Hero in combat. Elites do not possess personal Ruin, but they often possess glory, use Wrath Dice, and are capable of inflicting critical hits. Elites sometimes have names, but more commonly have titles such as “Eldar Warlock”. Adversaries An “Adversary” is a non-player character that has a name and a larger role to play in a Wrath & Glory campaign. They are commonly a recurring character who appears multiple times during a campaign. An Adversary often possesses and uses personal Ruin. Adversaries possess glory, use Wrath Dice, and are capable of inflicting critical hits. Monstrous Creatures “Monstrous Creatures” are powerful enemies that are terrifying to behold and even more horrifying to face in combat. They are capable of laying waste to dozens of lesser opponents, often sporting titanic melee weapons or wielding devastating weaponry. Monstrous Creatures are engines of raw destruction, and have unique effects on the battlefield: ◆ They are unaffected by effects that cripple a lesser being, such as pinned, restrained, fear, etc. ◆ They use Wrath Dice, can inflict critical hits, and sometimes have Ruin abilities.

◆ Monstrous Creatures cause Terror (see Terror on page 232. .

Adversaries: Listed Wounds and Shock. Based on the Tier and Size of group, add more.

This category includes threats like: a Tyranid Carnifex, an Astartes Dreadnaught, or an Aeldari Wraithlord.

A threat used as an Adversary should be a difficult opponent to kill. Use the listed Wounds and Shock, or, at the GM’s discretion, add a number to both equal to the number of players plus the game’s Tier. This approach ensures that the battle can last more than just one or two rounds if the heroes focus their attention on the Adversary.

Scaling Threats Each entry in this chapter has a number of Wounds and Shock listed as a guideline for that individual threat. However, not all threats are used in the same way. A threat that is used as a troop is not intended to become a long, drawn out fight, and a threat used as an Elite or Adversary should be more than just a speed bump to a typical group of heroes. Troops: 1 Wound, 3 Shock. Troops should be dealt with in the simplest way possible–the focus of the battle should be on the heroes and any Elites, Monstrous Creatures, or Adversaries present. Elites: Listed Wounds and Shock. An Elite should be a bit tougher and more difficult to kill than the troops they lead. At the GM’s discretion, any threat used as an Elite may add a number of Wounds and Shock equal to the game’s Tier.

Size Categories The size of character can vary greatly in the 41st Millennium. From the tiniest Snotling, to the towering form of a Tyranid Hive Tyrant, size is an important factor during combat. Larger creatures are easier to shoot, whereas small and nimble beings are more difficult to hit. A character attempting to attack or detect a creature will have certain modifiers based on the size of the target. Smaller creatures are harder to shoot and are also more difficult to detect. All characters and creatures in Wrath & Glory have a size attribute. Size affects how difficult a character is to hit, but also how stealthy it can be. Sizes range from tiny, all the way to Gargantuan. If a character or creature is custom and does not have a size attribute, it should be easy for the Game Master to figure out what category is best suited to it.

Table 9-1: Size Categories Size

Examples

To Hit Modifier

Stealth Modifier

Tiny

Servo Skull, Cherub, Snotling, Tyranid Ripper

+2 Difficulty Number to hit.

+2 Difficulty Number to detect.

Small

Gun Drone, Grot, Ratling, Gyrinx

+1 Difficulty Number to hit.

+1 Difficulty Number to detect.

Average

Human, Eldar, T’au, Space Marine

N/A

N/A

Large

Space Marine Terminator, Necron Destroyer, Tyranid Warrior, Ogryn

+1d to hit.

+1d to detect.

Huge

Dreadnaught, Wraithlord, XV88 Battlesuit

+2d to hit.

+2d to detect.

Gargantuan

Greater Daemon, Hive Tyrant, Land Raider, Baneblade

+3d to hit.

+3d to detect.

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Special Abilities

Wrath

These abilities are for NPCs. Unless otherwise noted, these abilities activate for all threats (Troops, Elites, Adversaries) .

Abilities designated (Wrath) are activated when the Wrath dice rolls a result of 6.

Complication Abilities designated (Complication) when a complication is rolled.

activate

Mob Abilities designated (Mob) are active as long as the troops are in a mob. Once the troops are rendered individuals, the ability no longer is active and no longer applies. Ruin Abilities designated (Ruin) are activated when the GM spends a point of Ruin.

Threats and Reloads NPCs such as Threats do not typically track resources like Reloads in the same way as a player character. Troops: These enemies are rank-and-file foot soldiers or chittering hordes. Troops carry plenty of ammunition for any particular battle, but tracking each soldier’s individual Reloads is not necessary. Troops are considered to have as many Reloads as necessary to finish the battle, but they may not normally spend Reloads on their turn. (Ruin) If the GM wishes, he may spend a Ruin to have a mob of Troops perform an action that costs a Reload (such as a Salvo, Suppressing Fire, etc.). The troops then reload their weapons as a free action at the beginning of their next turn. Elites: Elites are leaders, veteran sergeants, aspiring champions, or other such focal points of a battle. Elites are considered to carry three Reloads into any battle and may use them on their turn normally. Adversaries: The most dangerous threat on any battlefield, Adversaries are cunning fighters. Adversaries are considered to have as many Reloads as necessary to finish he battle, and may spend them on their turn normally.

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Resolve Not every enemy is fully committed to every conflict. Some opponents engage in battle because of their moral convictions, while others are opportunistic. When a predator discovers that their prey is less vulnerable than expected, they are unlikely to risk themselves and press the attack. Similarly, even devoted soldiers may begin to lose faith in a mission when they see their comrades in arms grievously wounded. To reflect this, threats sometimes make Resolve tests to continue a conflict. A mob normally takes a Standard (DN3) Resolve Test when half or more of their number are slain. This test is only taken once per round, and is taken at the very end of the round. If the mob has multiple reasons to take the Resolve Test, the Difficulty Number for the test is increased by +1 for each additional reason—e.g. two soldiers were annihilated and they suffered half the unit lost, then Resolve Test would be a DN5. If a mob fails a Resolve Test, they flee until they reach cover, out of sight of their enemies, where they can regroup. They can only take movement actions until they successfully regroup with a Standard (DN3) Resolve Test. Some mobs may fight to the death—circumstances might dictate that otherwise cowardly troops fight for a very personal cause, or if there is simply nowhere left to run. In cases where it is appropriate, the GM may elect for a mob to ignore Resolve tests. The GM has full discretion over whether or not threats retreat. For some threats, failing a Resolve test has other effects–these are dictated on their individual entry. Elites and Troops who are not in a mob must take a Standard (DN3) Resolve Test when they lose half their wounds. If they fail the test, they flee in the same way as a mob. At the GM’s discretion, this test difficulty may be increased if the threats see any of their allies flee. Adversaries are never required to take a Resolve Test.

Resolve and Complications There is no safety on the battlefields of the 41st Millennium. If a mob rolls a complication on a Resolve test to avoid fleeing, roll 1d3. The result indicates how many members of the mob are slain. This represents woeful misfortune, from being caught in a crossfire to being trampled by members of their own unit.

(Ruin) Ruin Actions Some Adversaries gain additional abilities to represent the magnitude of the threat they represent. These are collectively referred to as Ruin Actions. At the GM’s discretion, any Adversary can gain the ability to use Ruin Actions—becoming a “Champion.” Normally there should only be a single such champion in any given scene. At the end of any player character’s turn, the GM may spend a point of Ruin to activate a Champion’s Ruin Actions. Some Ruin Actions may cost more than one Ruin; this is designated by a number in parentheses after the Ruin Action’s title. There are four default Ruin actions. Ruin actions can never include a multi-action. ◆ Move: The Champion gets an additional move action. For one additional Ruin, this move action may include a Disengage without penalty. ◆ Melee Attack: The Champion can make a standard melee attack action. ◆ Ranged Attack: The Champion can make a standard ranged attack action. ◆ Interaction Attack: The Champion can make a standard interaction attack action. Some Adversaries include additional Ruin Actions that are specific to them.

Bestiary Anatomy All entries in the bestiary are organised in the same fashion. This organisation system is as follows: Quote: Each entry begins with a quote, either indicative of an example NPC or used to describe a non-verbal creature.

Alternative Threats Threat entries are intended to be as ready to play as possible, so that the GM does not need to flip to other sections of the book to verify skills or check wargear use. However, in the interests of offering a greater variety of threats, some entries include sidebars such as this one. These sidebars have quick suggestions of ways to modify an existing profile to use it to present a different, but similar, type of threat.

Background: A brief history of these types of threats, including roleplay advice. Threat Classification: A breakdown of how to use the threat at different Tiers. Attributes: The threat’s attributes, including derived attributes. If wargear modifies the threat’s attributes, the modification is included as a parenthetical after the value. For example, a threat with Toughness 3 wearing Flak Armour (Armour Value 3) has Resilience 6 (3).

Off the Cuff Sometimes the players do things that the GM does not expect. Often, this means that the players interact with a character for whom the GM does not have statistics. Perhaps they decided to fast talk their way past a security guard, intimidate the bartender about a backroom to lay low, or try to steal ammunition from under the eye of the quartermaster. In any of these cases, the GM needs to have a resistance trait and possibly a skill pool for the character. When this happens, refer to Table 9-2: Quick NPC Stats. For derived attributes, use the standard PC creation formula based upon the Attribute values presented on the table. While this table should not be considered the ultimate source of resistance values, it is a convenient resource for when things do not go as planned. The table provides appropriate die pools for Troops, Elites, and Adversaries for each tier. Game Masters are discouraged from using this table at all times, as it would quickly become repetitive. However, it is a convenient fall back.

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Skills: All of the threat’s signature skills are listed as a skill pool, which already includes the relevant attribute. Signature skills highlight strengths and weaknesses of each threat. In addition, threats have a Default skill pool, which is used for any unlisted skill.

relevant attributes are already figured in (such as adding Strength to the threat’s melee damage).

Passive Awareness: This represents the creature’s awareness of its surroundings when it is not actively searching for something. The number represents the creature’s icons to locate or notice a hidden object or character, and at the same time is the DN for a character using Stealth to avoid detection. The creature may still make an Awareness test if it is actively searching for a threat, however.

Troop/Elite/Adversary: Each group of three columns refers to one of the three Threat Tiers. This table is most applicable for Troops, but can be used for Elites and Adversaries when necessary.

Size: The threat’s size category, used to modify combat and stealth. Keywords: Any keywords relevant to the threat. Attacks: A listing of the weapons or abilities the character normally wields or uses in combat. Any

Special Abilities: A list of special abilities. Tier: This represents the campaign Tier.

Attribute: This refers to a purchased attribute, not a derived one. Focus Skill: This refers to a skill that is central to the NPC’s career. It is presented as a skill pool (sum of Attribute + Skill value). Default Skill: This refers to any skill that is not a central focus for the NPC. It is presented as a skill pool (sum of Attribute + Skill value).

Table 9-2: Quick NPC Stats Troop

Elite

Adversary

Tier

Attribute

Focus

Default

Attribute

Focus

Default

Attribute

Focus

Default

1

2

4

3

3

5

4

5

8

6

2

3

6

5

4

7

6

6

10

8

3

4

7

5

4

8

7

6

12

10

4

4

8

6

5

9

8

7

14

12

5

5

9

7

6

10

8

8

16

14

Unnatural or Unstoppable Threats Some creatures are effectively immune to effects that would stun or knock out other opponents. A threat with a Shock value of – never suffers Shock damage and cannot be rendered unconscious.

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Resolve

Imperial Threats This section presents threats that are primarily of Imperial origin. All are of direct human ancestry, without having completely fallen prey to corruption. Note that some threats in this category are of human origin, but are not necessarily loyal to the Imperium.

4

Passive Awareness

Conviction

4

3

Resilience

8 (Flak Armour 3)

Skills

Ballistic Skill 6, Default 5

Size

Average

Keywords

Human, Imperial

Astra Militarum Trooper

Attacks

“What’s another minute in hell? Tell me where to go and who to shoot at.” – Sergeant Jäger Brolin, last recorded survivor of the solar war on Esiphilise Moon

Lasgun: (Damage 7+1ED; AP 0; Range 48m (R) ; Salvo 2; Steadfast, Rapid Fire [1]) 2 Frag Grenades: (Damage: 10+1ED; AP 0; Range 12m (T) ; Salvo –; Blast [Medium]) Knife or Bayonet: (Damage: 5+1ED; AP 0)

The Astra Militarum (or Imperial Guard) forms the backbone of humanity’s war machine. An innumerable tide of soldiers, tanks and auxiliaries, iliiaarrie ies, es, they triumph through attrition and sheer number nu um mbe er of guns. The churn rate of lives in the Imperial mpe perriiaall Guard equals that of ammunition, but in in an n empire of countless billions, the lives of m millions illlion illi liion ns are an easy exchange when pressed against nsst the n th he need to gain ground and hold fast the boundaries nda darriies ie ess of mankind’s domains. While many join the Imperial Guard out off a utt o u sense of duty or honour, bound to service vic ice byy their blood or upbringing, most are conscripted, cripte cr ip ptte ed d,, handed a lasgun, and ordered to marshal al th ttheir eir ei courage. Every world within the Imperium um m ccan an be called upon to provide a tithe of soldiers, e s, aand er nd nd this number can stretch to every able-bodied bod bo diied e citizen in times of direst need. For those hosse ho e iin n either camp, their enlistment is almost certainly errttainl aaiinl nly a death sentence. Imperial scholar and General Ge en ner ner eraall alike have written much, and while e their the heir ir thoughts as to the why vary, both agree that hat at tthe he e average lifespan of a Guardsman once deployed pllo oyed yed ye is under 15 hours. Threat Classification: Troops for anyy T Tier, ie er, r, especially 1–3. Strength

3

Intellect

3

Agility

3

Willpower

3

Toughness

3

Fellowship

3

Initiative

3

Defence

2

Speed

6

Wounds

3

Shock

3

Soak

3

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In mobs of up to 10 soldiers, one Imperial Guardsman may wield a Flamer, Melta Gun, Grenade Launcher, or Plasma Gun. Two Imperial Guardsman may act as a team to wield one of the following options: Lascannon, Autocannon, Heavy Bolter, or Missile Launcher. Special Abilities Human Waves: Any time a mob of Imperial Guardsmen fail a Resolve Test or are destroyed, the Game Master gains 1 Ruin. (Mob) Bring it Down!: When the mob makes a combined attack, it gains +2ED to damage.

Veteran Trooper Vets can be grizzled, stoic ic so ssoldiers old ldie ld ldie errss o orr cr ccrazed, razzed e , madmaadd eyed lunatics. They make ake k great gre reat at Elites, Elliiite tes, perhaps te perha errha e haps ps leading a band of scum, m, acting actiin ac ng g as as a bodyguard for a Rogue e Psyker Pssyykker P er or working in partnership p with a hulking Chrono Gladiator. Particularly seasoned Veterans can n work well as Adversaries ess for Tier 1-2. Veterans are changed d aass follows: ◆ Resolve: 4 ◆ Passive Awareness: 4 ◆ Skills: Ballistic Skill: 7, 7, Default De efa faul ault ullt 6 Special Abilities (Ruin) Stand Fast!: A veteran ette e erran n ttrooper roop ro op per e ccan an sspend an pe end nd one Ruin to make a Leadership Lea e de d rs rshi hip Test hi T st as Te as a free free fr ee action. First Rank, Fire! Second R Rank, ank, an ank, k, F Fire!: irre! e!:: As As an an action, acti ac tio tion ti on n, the veteran trooper may ay o or order rde derr a mo mob ob of of A Astra ssttraa Militarum troops to focus us th ttheir he eiir aat attention ttte en nttio ion on fi firrring in ng their ranged weapons. Choose Choo Ch oose se one on ne e mob mo ob b within witth hiin 6 metres of the veteran trooper. roo o p pe er.r The The e selected sel elec ected ted mob te mo m ob may use a Salvo action n on on their t e th eiir next next ne xt turn. tu urrn. This Thiis action does not cost a R Reload. elo el oaad. ad. d

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Chrono Gladiator “I will kill you next.” – Grax Steelheart, Champion of Portonian Chrono Gladiators are a brutal union of man and machine, brought together with the soul aim of killing. Chronos, as their breed are spat upon with derision, pay a huge cost for their newfound abilities–time. From the moment they are operated on, a Chrono Gladiator’s life begins to tick down. Should the counter reach zero, they will die instantly, dissolved by the chemicals in their bloodstream or blown apart by explosives implanted in their bodies. Killing, then, is their only salvation, for each kill rewards the Chrono with more time. Particularly vicious Chronos have been known to survive decades, racking up kills in fighting pits and murdering any foolish enough to come within arm’s reach. Even stacked with time they crave more, addicted mere off im immortality. ad ddi d ct c ed e tto o th tthe e me ere e tthought ho h oug oug ugh htt o mm mo ort orttal a itty. y

Most men who undergo transformation to Chrono Gladiator do not do so willingly. It is common for criminals to be sentenced to death by Chrono. Others are abducted, enslaved or otherwise forced to undergo the procedure. Few of these men retain their sanity, their minds ruined by the constant countdown that pulses through their nerve endings and heralds their death. Those that are able to make their peace with it rise to new heights of power, turning their strength to a wide range of pursuits from bodyguard to enforcer, assassin to butcher. From oversized hydraulic claws and buzz-saw arms to iron lungs and piston-driven legs, the augments and weaponry fitted to Chrono Gladiators are neither subtle nor delicate. As such, Chrono Gladiators are fed a heavy cocktail of chemical enhancers. Many die on the operating table, their bodies rejecting the implants or failing under the wave of chems burning their veins. Those that survive are hulking warriors, slabs of muscle wrapped in knots of sinew. Threat Classification: Adversaries at Tier 1, Elites at Tier 2+ Strength

4

Intellect

2

Agility

2

Willpower

3

Toughness

4

Fellowship

1

Initiative

4

Defence

3

Speed

6

Wounds

5

Shock

4

Soak

5

Resolve

4

Conviction

5

Passive Awareness

5

Resilience

6 (Sub-dermal Armour Implant 1)

Skills

Weapon Skill 8, Default 7

Size

Average

Keywords

Human, Imperial, Adeptus Mechanicus

Attacks Power Claw: (Damage 13+2ED; AP -3; Brutal, Unwieldy [2]) Special Abilities Combat Stimms: Once per turn, the Chrono Gladiator may suffer one shock to take a Ruin

Action at the end of a player character’s turn. This does not cost the GM any Ruin. (Wrath) Borrowed Time: If a Chrono Gladiator rolls a 6 on the Wrath die, he may immediately make an additional melee attack as a free action against any target in range. No more than one additional attack can be made per round.

Finesse Approach Some Chrono Gladiators are equipped with other weapons instead of Claws. In this case, replace the Power Claw with one of the following: ◆ 2 Power Blades: (Damage 11+1ED; AP -2; Parry) ◆ Shock Whip and Storm Shield: (Damage 11 +1ED; AP 0; Range 4m; Agonising, Penetrating [2]), (+2 Armour Rating, Bulk [1], Force Shield, Shield)

Combat Servitor “Halt. Firing will commence unless compliance is reached.” – Unit XY118, Gun-servitor. In the grim darkness of the far future, there are many fates worse than death for a man. For those who believe in the sanctity of the body and soul, being mind-wiped and re-purposed as a servitor ranks high among them. Servitors are lobotomised, drooling automatons whose bodies have been augmented and outfitted for a single task. In the case of a Combat Servitor, this is to act as a mobile weapons platform. While the human components of some Servitors are grown in vats, and others are the bodies of deserving criminals, that is not the extent of the horror of the universe most Imperial citizens live in. Vagrants, the downtrodden and the unlucky, all are candidates for Servitors. Some well connected crime lords and tyrants turn those who have failed them into Servitors by way of punishment, others do it because they believe death does not represent the end of service. There are even records of Imperial Commanders making servitors from their mortally wounded warriors as some sort of twisted reward, allowing them to continue to fight in the Emperor’s name.

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Servitors are slow to react and are all but immune to the effects of pain. The only way to kill one is to blast them apart or render them totally unable to function – not the easiest of feats considering the reinforced plating hammered into their torsos and the armoured mesh that wraps their vital organs. The modifications rent on a Combat Servitor’s body extend to the removal of its arms at the shoulder. One is replaced with a heavy weapon while the other sports a targeting array or, in some cases, another weapon. These weapons range from fairly standard heavy bolters and powered claws to more dangerous and unstable weapons such as plasma cannons. Most Combat Servitors have their eyes replaced with further targeting aids and optics that allow them to see in all light conditions. Some even have their legs removed, replaced with tacks or mechanical talons.

Threat Classification: Troops at all Tiers.

Combat Servitors are nightmarish parodies of soldiers. A broken mirror that all who face them fear will reflect their near future.

Strength

4

Intellect

1

Agility

2

Willpower

1

Toughness

3

Fellowship

1

Initiative

3

Defence

2

Speed

5

Wounds

3

Shock

2

Soak

4

Resolve

1

Conviction

2

Passive Awareness

2

Resilience

7 (Armour plating 2)

Skills

Weapon Skill 5, Default 4

Size

Average

Keywords

Imperial, Adeptus Mechanicus, Servitor

Attacks Servo Arm: (Damage 9+2ED; AP -3; Brutal, Unwieldy [2]) Special Abilities Incantation of the Iron Soul: Combat Servitors are unaffected by powers and abilities that affect the mind. They never need to make Resolve Tests to continue fighting. Cybernetic Enhancement: (Armour Rating 2) (Mob) (Complication) Failed Rite: As a complication, one Combat Servitor in the mob malfunctions and becomes Unconscious. If the mob is led by an Elite, they may make a successful Tech test (DN 3) to ignore this complication.

Gun Servitors The Adeptus Mechanicus also equips Combat Servitors for ranged combat. In this case, replace the Skills and Servo Arm as follows: Skills: Ballistic Skill 5, Default 4 Heavy Bolter: (Damage: 12+2ED; AP -1; Range 60m (R) ; Salvo 3; Brutal, Heavy)

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Enforcer On the planetary level, those who maintain order and enforce the laws and decrees of the authorities—particularly the Planetary Governor—are known as Enforcers. Equipped with sturdy armour protection and deadly weaponry, these agents discipline, capture, and execute those who go against the authorities’ proclamations. Enforcers rarely act in the pursuit of justice. They are far more often an extension of the planetary governor’s will, a heavy hand or crushing boot on any rebellious or seditious elements. Enforcers are a distinct and separate from the Adeptus Arbites, who are concerned with violations of the Lex Imperialis. Enforcers have only as much authority as they are granted by the planetary governor themselves. Threat Classification: Elites for Tier 1–2, and Troops for Tier 3+. Strength

4

Intellect

3

Agility

4

Willpower

3

Toughness

5

Fellowship

3

Initiative

4

Defence

3

Speed

6

Wounds

6

Shock

8

Soak

5

Resolve

2

Conviction

3

Passive Awareness

5

Resilience

11 (Enforcer Carapace: 4)

Skills

Intimidation 7, Investigation 6, Weapon Skill 6, Default 5

Size

Medium

Keywords

Imperium, Scum

Attacks: Combat Shotgun (Damage 10+1ED; AP 0; Range 24m; Salvo 2; Assault, Rapid-Fire [1], Spread) Shock Maul (Damage 8+2ED; AP -1; Agonizing, Brutal) Special Abilities Brutal Discipline: Enforcers gain +2d to Ballistic Skill and Weapon Skill tests against targets with the Scum or Heretic keywords.

Freeze, Scum!: Enforcers may make an Intimidation interaction attack against up to two targets with no penalty.

Mutants “If our bodies will not be bound by the rules of Man, then why should our souls?” – Iguine ‘Threearms’ Spliknf, self-proclaimed preacher of Rad Falls Those born with severe or acute disfigurement or genetic deviation are known collectively as Mutants. These deviations from the prime makeup of man can vary to a limitless degree. Mutants have been recorded with additional limbs, scaled skin, serpentine eyes, tentacles, bony crests, erupting sores, distended jaws and all manner of appendages. Often, Mutants are mistaken for Abhumans such as the Ogryn or Ratling. The comparison is made in error. Whereas Abhumans, whose genetic strain has stabilised enough to consistently produce identifiable results, are accepted into the Imperial Guard and are for the most part considered to be free of the taint of Chaos, Mutants have no singular identifier save their mutation and are not accepted as part of wider Imperial society. The exact cause of these genetic differences and quirks of nature are speculated on from lowly Scummer to learned xeno-biologist, and there is no shortage of potential culprits–toxic environments, xenos intervention, a blessing from the God-Emperor or even the mark of Chaos. Depending on how a culture interprets these theories and beliefs will determine how they treat Mutants. Some worlds have a standing kill order on Mutants, some use them as slave labour, taking advantage of their natural strength and resilience and forcing them to work in the deepest chem-mines, others parade them as freakshows, entertainment for trade envoys and socialites. In the sumps of lower society, Mutants are recruited by gangs and merchants as hired muscle, a fear-factor to keep enemies and competitors in line. With such natural mistrust surrounding, Mutants are normally forbidden from purchasing or carrying weapons, and are limited to what they can scavenge or fashion themselves. Born into a universe that does not want them, loathed and victimised from their first breath, a Mutant who has survived to adulthood is a force to be reckoned with, underestimated for their physical appearance at their opponent’s peril.

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Gathered in enough numbers, Mutants represent a very real threat to a planet’s stability. In the dark, void-sealed vaults of the Inquisition, many are the files pertaining to the all-out rebellions instigated by mobs of Mutants and the bloody overthrowing of an Imperial Governor’s rule. Though Mutants rarely have the knowledge or resources to hold on to their newfound prize, it does not stop them from trying… Threat Classification: Elites at Tier 1, Troops for Tier 2+

Strength

4

Intellect

3

Agility

3

Willpower

3

Toughness

3

Fellowship

3

Initiative

4

Defence

3

Speed

6

Wounds

3

Shock

3

Soak

3

Resolve

2

Conviction

2

Passive Awareness

4

Resilience

5

Skills

Weapon Skill 6, Default 5

Size

Average

Keywords

Human, Heretic, Chaos, Mutant

Attacks Industrial Bludgeon: (Damage: 8+2ED; AP 0; Brutal, Unwieldy [1]) Mutant Claw/Tentacle: (Damage 9+1ED; AP-1) Special Abilities (Mob) Without Hope: Mutants are invariably desperate. If an opponent becomes unconscious, a member of the mob grabs a piece of the foe’s equipment (Game Master’s discretion) and attempts to flee with it, reducing the size of the mob by 1. Diversity: Mutations are unpredictable. Every time a mutant deals a Wound to a protagonist, the Game Master gains 1 Ruin.

Mutant Champion Rarely, a mutant may emerge whose changes grant the individual notoriety and enhanced combat effectiveness. Mutant Champions are changed as follows: ◆ Wounds: 6 ◆ (Ruin) Champion: This threat may take Ruin Actions. ◆ Bone Spur: (Damage 11+1ED; AP -1) ◆ Misshapen Torso: Toughness 6, Resilience 8 ◆ Threat Classification: Adversaries at Tier 1, Elites at Tier 2+.

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Strength

3

Intellect

3

“My life is all I have. Emperor grant it enough to settle my debt.” – Ashtov Tyrol, Oathsworn to Inquisitor Deka Aku

Agility

4

Willpower

4

Toughness

4

Fellowship

3

Initiative

4

Defence

3

The role of the Bodyguard is as old as Mankind itself and has changed as little as the race’s baser desires. Through choice, duty or circumstance it is the role of the Bodyguard to put their life in harm’s way to protect another. In the Gilead System, Oathsworn Bodyguards are bound to their charge by an unbreakable sense of duty, a pledge that they will never break. How such an oath comes to be sworn can vary as much as the individuals swearing them. Honour lies at the centre of some cultures and every solider raised there will swear fealty to his master. Others are indebted to their charge, having benefited from an act of kindness to which they cannot otherwise repay. Then there are those who have been given no choice, fierce warriors blackmailed or coerced into service. Whatever the reason, once set on their path, an Oathsworn Bodyguard is utterly loyal to their ward and will give their life without hesitation or question.

Speed

6

Wounds

5

Shock

4

Soak

4

Resolve

4

Conviction

4

Oathsworn Bodyguard

An Oathsworn’s weapons and equipment will usually depend upon the wealth and resources of their charge. The Bodyguard of a low-level crimelord might be armed with nothing more than a heavy wrench and a welding cutter, while those sworn to protect a prosperous Rogue Trader or an influential noble are likely to be carrying all manner of high-end weaponry and exotic tech. In combat, an Oathsworn will never be far from his master’s side, and will fight to his last breath to protect them. This makes them ruthless, savage and often desperate foes who will go to any lengths and sink to any depths to ensure their charge lives and their oath is fulfilled. Threat Classification: Elites at Tiers 1-3, Troops at Tiers 4+

Passive Awareness

6

Resilience

10 (Carapace Armour: 4)

Skills

Awareness: 8, Ballistic Skill 7, Weapon Skill 7, Default 6

Size

Average

Keywords

Human, Imperial

Attacks Duelling Laspistol: (Damage 10+1ED; AP: 0; Range: 24m (R) ; Salvo: 1) Mono-Knife: (Damage 6+2ED; AP -1) Special Abilities (Ruin) My Life for Yours: As long as the Oathsworn is adjacent or within 5 metres of their charge, the GM may spend one Ruin to allocate all damage caused against the charge with a single attack to the Oathsworn. Unbreakable Oath: An Oathsworn is immune to all morale effects while their charge is alive. However, should their charge be slain, they must immediately attempt to retreat with their charge to safety.

Other Guardians Sometimes a particular Adversary may acquire an unusual bodyguard, due to extenuating circumstances. To reflect this, simply use another Elite threat profile, but add the My Life for Yours and Unbreakable Oath special abilities to that profile.

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Scum “Scum they call me. Nah, I says. I won’t wear that label. What makes me less than them Up-hivers? Just because I’m down here in the filth of their decisions, don’t make my life worth any less.” – Telis San-Jurmane, head of the Styimi water vendors. Life in the 41st Millennium is not good. It is, without exception, awful. The Imperium of Man numbers billions upon billions of miserable souls. A wretched mix of fear and desperation permeates every level of society. At the very bottom of that society, squeezed between sump pipes and air ducts, suffering among slag heaps and toxic spillways, the Scum of Imperial society cling to life. They live in squalor, eking out a life with dreams no bigger than making it to the next cycle. Men, women, children, misery doesn‘t discriminate – all of the Imperium’s forgotten souls are badged Scum. These pitiful wretches are oddly a hidden example of humanity’s unyielding spirit. Even in the face of such abject misery, Scum form themselves into under-societies, working as vendors, traders, low-level engine seers and even administrating medical care. Their business interests range from providing life’s essentials, water, food and clothing, to running gambling rings and accommodating all the other pleasures of the flesh. The Scum follow a hierarchy meted out in blood, and have been known to cooperate under a loose form of governance reminiscent of early Terran tribes. Scum have little access to weaponry and equipment. Whatever they have, they have scrounged, scavenged and swindled, ambushing Arbite Patrols and looting their corpses, redirecting or intercepting shipments meant for the Planetary Defence Force, and uncovering long forgotten caches left behind from wars no one remembers. Ammo is just as scarce, forcing most enterprising Scummers to become practised with blade and club, both far easier to come by and maintain than any firearm. Scum have no training save the lessons taught them by experience. They survive on instinct, and prosper through ruthlessness and quick tongue.

416

Naturally selfish, concerned with little but their own survival, Scum are neither brave nor foolhardy. Motivated by gain and the protection of their territory and reputation, they will weigh up the relative risk of launching an attack or robbery. Still, most would be considered mentally unstable by any sane measure. At the core, all Scum harbour a deep hatred of up-hivers and a vicious resentment of their own lot in life. This makes it relatively easy for a charismatic or compelling individual to lure Scum down even darker paths, persuading them to undertake vile tasks with the promise of a way to climb out of the filth heap of their life. Threat Classification: Troops for all Tiers. Gangs of scum often appear in mobs. Strength

3

Intellect

3

Agility

3

Willpower

3

Toughness

3

Fellowship

3

Initiative

4

Defence

3

Speed

6

Wounds

3

Shock

4

Soak

3

Resolve

2

Conviction

3

Passive Awareness

3

Resilience

5

Skills

Stealth 7, Default 5

Size

Average

Keywords

Human, Scum

Attacks Autopistol: (Damage 7+1ED; AP 0; Range 20m (R); Salvo: 2; Pistol) Knife: (Damage 5+1ED; AP 0) Special Abilities Without Honour: Scum cheat in any fight. They may substitute their Stealth for Ballistic Skill or Weapon Skill tests in the first round of combat. (Mob) Followers: If an Elite or Adversary ally is within 10 meters of the mob, they gain +1 Resolve.

Scroungers Occasionally scum acquire better weapons than would otherwise be expected. In a mob of at least 10 members, replace one scum’s autopistol with one of the following. ◆ Lasgun: (Damage 7+1ED; AP 0; Range: 48m (R); Salvo: 2; Steadfast, Rapid Fire [1]) ◆ Heavy Stubber: (Damage 10+2ED; AP 0; Range 72m; Salvo 3; Heavy) ◆ Industrial Bludgeon: (Damage 7+2ED; AP 0; Brutal, Unwieldy [1])

Strength

3

Intellect

3

Agility

3

Willpower

3

Toughness

3

Fellowship

3

Initiative

4

Defence

5

Speed

10 (Flight)

Wounds

3

Shock

3

Soak

3

Resolve

2

Conviction

2

Passive Awareness

5

Resilience

5

Skills

Awareness 6, Stealth 7, Default 5

Size

Tiny

Keywords

Adeptus Mechanicus, Servitor

Servo-Skull

Attacks

Servo-skulls are human skulls (often that of a favoured servant or low ranking tech-priest) that have been fitted with rudimentary machinespirits, support systems as well as an anti-grav motor to provide lift. These constructs are devoted to a particular task and have the basic equipment to carry out the purpose that they have been programmed to perform.

Unarmed: (Damage 3+1ED; AP 0)

Their advantages are their small size and manoeuvrability, which allows them to enter otherwise inaccessible spaces or hazardous areas that would endanger their operators, as well as the ability to act as additional “eyes and ears” for their masters. The servo-skull is synonymous with the Adeptus Mechanicus, who regard these creations as excellent servants and their machine-spirits as exceptionally faithful and pure. Servo-skulls can also be found serving faithfully with the other branches of the Adeptus Terra and the highranking elites of many hive worlds. Most servo-skulls possess useful devices: a vox system, illuminator, ident scanner, a pict-relay and cogitator link to its master. Some servo-skulls are optimised for a specific purpose, possessing a built-in medicae diagnostor, illuminator, laud hailer or a multi-tool. Dissector skulls have many sharp mono-scalpels, while other servo-skulls serve as guardians known as “gun-skulls,” possessing a pistol-sized weapon.

Special Abilities Assistant: If an Elite or Adversary ally is within 10 meters of a servo-skull, the ally gains +2 dice to all Skill Tests. Incantation of the Iron Soul: Servo-skulls are unaffected by powers and abilities that affect the mind. They never need to make Resolve Tests to continue fighting.

Gun-Skulls Some servo-skulls are armed with pistol weapons, commonly a laspistol. Gun-Skull las-pistol: (Damage 7+1ED; AP 0; Range 24m; Salvo 1; Pistol, Steadfast)

Dissector Skulls A few servo-skulls are equipped with medical or interrogation tools, suited for close combat if necessary. Dissector-Skull mono-blade: (Damage 7+1ED; AP -1)

Threat Classification: Troops for all Tiers.

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Space Marine “I have fought the reaper himself. I have slain warpspawned beasts and xenos demigods. I will not fall to a drug-fuelled puppet.” – Gabriel Seth, Chapter Master of the Flesh Tearers. Angels of Death.The Emperor’s Champions. Mankind’s greatest defenders. The Space Marines of the Adeptus Astartes are known by many names. Their honorifics cover entire worlds, carved into monuments and the walls of towering basilicas. Their legends form the foundations of hope that keep the Imperium of Man firm in a galaxy beset by war. Each Space Marine is a genetically engineered superhuman. Tested in adolescence, and transplanted with new organs and black

carapace, they are humanity’s greatest warriors. Space Marines have eidetic memories, along with enhanced strength and reflexes. Their bodies are able to heal even the most grievous wounds and they are able to survive in the most toxic environments. Each Space Marine is the equal of ten thousand men, and a single one of them is enough to quell a rebellion or bring a world to heel. Few humans have ever seen a Space Marine; some believe them a myth, a soothing fable told to children. Those few that have stood in the presence of such warriors—and still live—do not count themselves among the fortunate. Space Marines are towering lords of war, terrifying in their lack of humanity and utter zeal. They are living weapons and little more, as divorced from mankind as the aliens they protect it against. Space Marines take to battle clad in power armour hulking plates of ceramite fused over bundles –h of fibre-muscle and machine servos. It is resistant to all but the most determined of attacks. Fully to they stand almost twice the height and aarmoured, ar m breadth of a man. Armed with a holy boltgun, an bre br e automatic weapon that fires mass reactive shells au ut tthat th a detonate on impact, there is neither armour no nor or cover proof against their vengeance. Yet, Y Ye Yet et for all their might, there is less than one Space Marine for every world in the Imperium. Those M Ma a privy pr p riv iv to such information look upon a terrifying galaxy and pray to the Emperor that it is enough… g ga l Threat Classification: Adversaries for Tier 1–2, Th T hr and aan nd Elites for Tier 3+. Strength St

7

Intellect

3

Agility A Ag g

5

Willpower

4

Toughness To

6

Fellowship

2

Initiative In ni

5

Defence

4

Speed Sp

7

Wounds

10

Shock Sh S h

10

Soak

6

Resolve Re

4

Conviction

4

Passive Awareness P Pa

418 4 18

7

Resilience Re

12 (Aquila Power Armour: 5)

Skills S Sk k

Ballistic Skill 8, Weapon Skill 8, Default 7

Size Siz

Average

Keywords K Ke e

Adeptus Astartes; Imperium

Attacks

Chaos Cultist

Boltgun: (Damage 10+1ED; AP 0; Range 40m (R); Salvo 2; Brutal, Rapid Fire [2]) Astartes Combat Knife: (Damage: 10+1ED; AP 0; Steadfast)

“I will follow a Corpse-God no more. I am free.” – Anon.

Special Abilities Know No Fear: Space Marines may reroll failures on any Resolve test. (Ruin) Champion: This threat may take Ruin Actions. (Ruin) Angel of Death: By spending one Ruin, this threat may add the game’s Tier as Bonus Damage dice to all attacks for one Round.

Space Marine Sergeant Every Space Marine Squad Normally includes a sergeant. They replace their Boltgun and Astartes Combat Knife as follows: ◆ Bolt Pistol: (Damage 10+1ED; AP 0; Range 20m (R); Salvo 1; Brutal, Pistol) ◆ Power Sword: (Damage: 13+1ED; AP: -3; Parry)

Assault Marine Assault marines are more specialised for close combat. They may gain a jump pack. They replace their boltgun and Astartes Combat Knife as follows: ◆ Bolt Pistol: (Damage 10+1ED; AP 0; Range 20m (R); Salvo 1; Brutal, Pistol) ◆ Chainsword: (Damage 13+1ED; AP 0; Brutal, Parry)

Chaos Threats This section presents threats that are drawn from the Warp. While many have Imperial origins, they have forsworn any loyalty to that institution, instead devoting themselves to the dark gods. Many of these entities are human, but that is not always the case.

On almost every planet there is some divergence from the Imperial creed. More often than not, these cultural differences present themselves as little more than oddities of culture soon corrected by Missionaries of the Ecclesiarchy. At other times, the misguided actions of a few can infect an entire planet, leading to mass revolt, civil war and even succession from the Imperium. It is a painful truth that for many of the inhabitants of the Imperium’s untold worlds, the path to damnation can be stumbled upon easier than the sky. A life toiling in service to a distant god is one lacking all fulfilment. The ever-present allure of Chaos and its hedonistic promises has no trouble finding home in the hearts of men. Sometimes, a cult member is not even aware that they are part of a cult. Many a good citizen has been led astray by those they follow. The appearance and armament of Chaos Cultists varies widely. The image of rag-wearing lunatics daubed in blood sigils, who carry crude clubs and ill-kept stubbers is well known. Yet it is the fool who trusts this to be the whole story. Nobility is not protection against depravity and the learned are just as prone to the insidious influence of a cult. Nobles garbed in fine tunic and body armour, equipped with reliable lasguns, powered blades and more exotic weaponry, are every bit as fanatical as their filth-encrusted brethren. Threat Classification: Troops for all Tiers. Strength

3

Intellect

2

Agility

2

Willpower

3

Toughness

2

Fellowship

2

Initiative

4

Defence

3

Speed

6

Wounds

1

Shock

2

Soak

2

Resolve

2

Conviction

2

Passive Awareness

2

Resilience

6 (Robes 2)

Skills

Deception 5, Stealth 5, Weapon Skill 5, Default 3

Size

Average

Keywords

Human, Heretic, Chaos

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Ranged Attackers Some Cultists are better equipped for ranged attacks than for melee. Replace their Autopistol with an Autogun and their Shoot and Stab ability with For the Dark Gods Autogun: (Damage 7+1ED; AP: 0; Range: 48m (R); Salvo 3; Rapid Fire [1]) (Mob) (Wrath) For the Dark Gods: Whenever a mob attack rolls a 6 on the Wrath Die, the GM gains 2 Ruin instead of 1.

Chaos Cultist Leader “Cast off the lies of oppression. The True Path is before us. Open your eyes to the change made possible by the Master of Fates. Swap thankless toil for righteous service and you will be rewarded in gifts most holy.” – Ivano Caroson, High Cleric of the Transcendent Eye

Attacks Autopistol: (Damage 7+1ED; AP 0; Range 20m (R); Salvo: 2; Pistol) Knife: (Damage 5+1ED; AP 0) Special Abilities Devotion: Any time a cultist is slain by a Critical Hit, the GM gains 1 Ruin. Shoot and Stab: Cultists take no penalty for a multi-action where they fire their pistol and stab with their knife in the same turn.

420

Chaos cults are never without a leader. Smaller churches are led by men who began as any other cult member: a disgruntled citizen in need of hope. Driven to throw off the shackles of Imperial rule, they fill the void with new ideology, new ways of thinking. These are men of firm conviction and zeal, skilled orators who are able to bend the minds and wills of others to their cause. Slowly they probe deeper at the fabric of society, uncovering answers to questions that should never have been asked. Their descent into the embrace of Chaos is a slow one, sped only by their eventual, inexorable clamber for power. Larger, more powerful cults are led by far more enigmatic and powerful individuals. Mysterious strangers who arrive on a world full of proclamations and truth; latent psykers whose gifts grant them nightmarish visions and dominion of the weak of mind; mutants grown strong by nature’s curse and whispers of belonging, who seek to remake a world in their patron’s image; even Planetary Governors have been known to lead their flock from the Imperium’s light. Such is the power of hope and

the promise of self-determination in the grim darkness of the far future.

this case, replace their skills as follows and add the following special ability:

Threat Classification: Adversaries for Tier 1, and Elites for Tier 2–3.

◆ Skills: Deception 7, Default 6 ◆ (Wrath) The Unseen: The Cult Leader gains +2d to all Interaction Attacks.

Strength

4

Intellect

4

Agility

3

Willpower

4

Toughness

5

Fellowship

4

Initiative

4

Defence

3

Chaos Spawn

Speed

6

Wounds

5

“Kill me…”

Shock

4

Soak

5

– Anon

Resolve

3

Conviction

4

It is said that there are only two ends to the dark path walked by the champions of Chaos – glorious ascension to daemonhood or eternal damnation as a spawn. With as much vigorous desire as the former is coveted, the latter is dwelt upon with dread. To be reduced to a Chaos Spawn is to suffer a fate far worse than death. It is the ultimate humiliation and brings with it agony beyond knowing. Spawn are shifting masses of organic matter and warp energy, forged from the flesh of the being they once were and the capricious whim of a Chaos God. In each moment, flesh and bone reform and the Spawn suffers every break and tear. Its mind, too, is pulled apart and smashed back together, an ever fragmented consciousness lost beneath agonising seizures.

Passive Awareness

4

Resilience

5

Skills

Intimidate 7, Default 6

Size

Average

Keywords

Human, Heretic, Chaos

Attacks Autopistol: (Damage 7+1ED; AP 0; Range 20m (R); Salvo: 2; Pistol) Chainsword: (Damage 9+1ED; AP 0; Brutal, Parry) Special Abilities Harbinger of Ruin: A Cult Leader generates 1 point of Ruin per round for every 6 cultists present at the start of each turn. (Ruin) Kneel Before the Dark Gods!: As an action, the Cult Leader may make an Interaction Attack against all targets who do not possess the Chaos keyword within 15 metres. Any character affected by the Interaction Attack is considered prone in addition to the normal effects. (Ruin) Kill them All!: As a free action, the Cult Leader may spend a point of ruin to let a mob of Cultists within 3 metres take one combat action.

For some, spawndom comes quickly, the direct result of failing their patron or drawing the ire of one of their patron’s rivals. Many are the warlords and tyrants who thought daemonhood – and with it eternal life and power – was within their grasp, only to have their plans undone, failing in some final venture and sealing their fate. For others it is a long, gradual road, which they stumble down unknowingly. The gifts of the Chaos Gods can be a blessing or a curse, often as likely to result in the loss of a limb as the addition of a mighty appendage. Champions who have had one too many mutations or other gifts bestowed upon them are often far down the path to spawnhood before they even realise their flesh is no longer their own.

Priest of the Dark Gods

Insane, mewling creatures, whose many mouths dribble with half-formed flesh and vile ichor, Chaos Spawn are driven by pain and rage. Their appearance varies wildly and indeed,

Some Cult Leaders depend more heavily upon their oratory skills than their physical abilities. In

421

no two Spawn look the same. Some are multilimbed beasts, with claws and wings and other lethal extremities. Others have none, propelled forwarded by serpentine muscles to crush the life from their foe. All Spawn, though, are hideous, like some nightmarish sculpture formed from the clay of man’s deepest horrors. To behold a Spawn is to wrestle with your own senses, for such twisted a thing surely cannot exist in the physical realm. And yet...

Special Abilities

In rare instances where a Chaos Spawn was once a sorcerer or where its patron god’s sadistic humour allows, a Spawn can exhibit psychic powers. Their bodies shimmer with latent power, burn with ethereal fire, and can be wreathed in crackling hoarfrost. A Spawn has no more control over these energies than a child might over the gods themselves. Their psychic outbursts are subject to the same random mutations throttling reason from their bodies. The effects can be wide-ranging and devastating, throwing out bolts of energy, ripping holes in material space or even summoning daemons. They can also amount to little more than a colourful aside. What is true is that these psychically charged Spawn are as much danger to those they fight alongside as to those that stand against them.

Chaos Spawn Mutation

Threat Classification: Elites at all Tiers. Strength

5

Intellect

1

Agility

5

Willpower

1

Toughness

6

Fellowship

1

Initiative

4

Defence

2

Speed

7

Wounds

9

Shock

16

Soak

6

Resolve

1

Conviction

2

Passive Awareness

5

Resilience

9

Skills

Weapon Skill 9, Default 6

Size

Large

Keywords

Chaos, Mutant, Heretic

Attacks Hideous Mutations: (Damage 12+2ED; AP -2)

422

(Ruin) Being of Chaos: A Chaos Spawn generates 1 Ruin at the beginning of its turn. Terror (5): This creature causes Terror. Enemies are required to pass a Fear test (DN 5) to act normally. Mutated Beyond Reason: A Chaos Spawn’s form changes constantly. At the start of it’s action each turn, roll on the Chaos Spawn Mutation table below to reflect its current nature.

D3

Result

1

Razor Claws: Hideous Mutations become AP -4.

2

Grasping Tendrils: Hideous Mutations gains Range: 4m (M).

3

Dripping Poison: Hideous Mutations gains Toxic (7).

Winged Spawn Some Chaos Spawn manifest wings or another mutation that grants them the ability to fly. It can fly at Speed 14 as a move or running action. As a sprint action, it may move at speed 21. Its flight is inherently clumsy. Athletics tests are used for any necessary manoeuvrability tests while aloft.

Bloodletter “Blood and rage.” – Ghur-gar, Bloodmarshall of Khorne. The Chaos god Khorne is murder incarnate. He is hate and he is rage. The eternal growl in his throat echoes through ages. It cows the thunder and turns the hearts of all who hear it to murder. For those who would earn power and immortal life through bloodshed and carnage, Khorne is the one true path. Bloodletters are the most numerous of all Khorne’s daemonic creatures. Their number is legion, their ranks swell his daemonic hosts,

they are the heralds of the Blood Tide and the reavers of skulls. Battle is a Bloodletter’s singular reason for existence. They have no purpose than to fight and slaughter and kill. Their thirst for blood is never ending. Spawned in the warp, they have spent every moment since their creation fighting others of their kind, and posses a martial skill that no mortal can hope to equal. They are consummate butchers, lords of murder. Armed with murderous hellblades, long lengths of blackest obsidian, Bloodletters attack in frenzy; hacking through armour and flesh, severing limbs and claiming skulls for Khorne. The inky red of their skin glistens in rapture as gore washes against it. The heavens respond in terror to their bestial snarls, clouds turning heavy with blood until all before them is naught but a gore-drenched abattoir. Threat Classification: Adversaries at Tiers 1-2, Elites at Tiers 3+ Strength

7

Intellect

3

Agility

3

Willpower

3

Toughness

6

Fellowship

3

Initiative

4

Defence

3

Speed

6

Wounds

9

Shock

Soak

6

Resolve

2

Conviction

3

Passive Awareness

(Wrath) Blood for the Blood God: If a Bloodletter or Bloodreaper rolls a 6 on the Wrath dice when attacking with its Hellblade, any character that loses a wound from the attack also gains the Bleeding condition. Locus of Fury: Everyone that makes a melee attack within 2 metres of a Bloodletter or Bloodreaper (including itself) may reroll any results of 1 (but not complications) on a Weapon Skill Test.

Bloodreaper A Bloodreaper may lead a unit of Bloodletters. Modify their skills and abilities as follows: Skills: Weapon Skill 11, Default 9 (Ruin) Reinforced: After inflicting a Critical Hit, the GM may spend a point of Ruin to replace a fallen Bloodletter with a fresh Bloodletter who appears from the warp. Howl of Rage: A Bloodreaper gains +1ED to Intimidate Interaction Attacks for every two Bloodletters within 5 metres. Threat Classification: Adversaries at Tiers 1-3, Elites at Tiers 4+

5

Resilience

8

Skills

Weapon Skill 10, Default 7

Size

Average

Keywords

Chaos, Daemon, Khorne

Attacks Hellblade: (Damage 11+1ED; AP -3; Brutal, Parry) Special Abilities Daemonic: This threat may attempt to Soak Mortal Wounds. Soaking does not cost any Shock for this threat. Fear (3): This threat causes fear. Enemies are required to pass a Fear test (DN 3) to act normally.

Daemonette “Your desires betray you, mortal. The lies of your heart are as sweet nectar on my tongue.” – Lyssa’har, Pleasureherald of Slaanesh. Slaanesh is the pleasure god, the defining hedonist. The youngest of the Chaos Gods, Slaanesh was born during the fall of the Eldar: a cataclysmic psychic event that spawned the Eye of Terror and all but wiped out the Eldar race. Unlike the other Gods, Slaanesh has little interest in daemonic rivalries, and instead is utterly devoted to the pursuit of pleasure, extracting the maximum sensation from every moment. Sensual, barbaric, debase – Slaanesh would know it all.

423

agonising of ways. Victims are left to bleed out or to press bloodied hands to their leaking innards. The Daemonettes enjoy every moment of the suffering they have wrought, whispering rapturous lies into the ears of the dying as they delight in their screams. Threat Classification: Adversaries at Tiers 1-2, Elites at Tiers 3+ Strength

5

Intellect

4

Agility

7

Willpower

4

Toughness

4

Fellowship

6

Initiative

7

Defence

6

Speed

8

Wounds

7

Shock

Soak

4

Resolve

3

Conviction

4

Passive Awareness

6

Resilience

6

Skills

Weapon Skill 9, Default 8

Size

Average

Keywords

Chaos, Daemon, Slaanesh

Attacks Piercing Claws: (Damage 11+1ED; AP -1; Parry, Penetrating [3]) Special Abilities Daemonettes form the mainstay of Slaanesh’s pleasure hosts. Lithe, androgynous creatures, those who behold them are robbed of reason, convinced that the daemons before them are the very definition of beauty. The every movement of a Daemonette is at once sickly captivating and utterly revolting. Their alluring presence robs their opponents of the will to fight. Many is the solider who has wandered from his post or lowered his guard only to be eviscerated by a smiling Daemonette. Armed with a set of oversized claws that sit in place of their hands, Daemonettes are swift, devastating foes. Precise in their savagery, they weave among their foe to snip off limbs and peel open flesh. Given to the rapture of combat, they will savour every wound, killing in the most

424

Daemonic: This threat may attempt to Soak Mortal Wounds. Soaking does not cost any Shock for this threat. Fear (3): This threat causes fear. Enemies are required to pass a Fear test (DN 3) to act normally. Allure of Slaanesh: When attacking a Daemonette, a character must use their Willpower instead of Agility to form their dice pool for the Ballistic Skill or Weapon Skill test. Any penalties to Willpower tests apply to Ballistic Skill or Weapon Skill tests targeting Daemonettes. Quicksilver Swiftness: Daemonettes may act first in the Initiative order without spending Ruin. They also do not require spending Ruin to Seize the Initiative.

Alluress An Alluress may lead a unit of Daemonettes. Modify their skills and abilities as follows: ◆ Skills: Weapon Skill 10, Default 9 ◆ (Ruin) Reinforced: After inflicting a Critical Hit, the GM may spend a point of Ruin to replace a fallen Daemonette with a fresh Daemonette who appears from the warp. ◆ Alacrity: An Alluress gains +2d to Interaction Attacks. ◆ Threat Classification: Adversaries at Tiers 1-3, Elites at Tiers 4+

physical form in their path. The mainstay of Tzeentch’s armies, Horrors are formless masses of warp energy, with shifting, leering faces. These daemons embody Tzeentch’s cruel humour – for every Horror struck down, two rise in its place. A slain Horror will split, the sum of its warp energy coalescing into two smaller daemons and so on until there’s not enough warp energy left to sustain a Horror.

Horrors

Pink Horrors are the first link in this chain of change. They have a gleeful demeanour, capering across the battlefield like excited children, an exterior at odds with the malice inside and the flickering talons that crest their fingers. When destroyed, a Pink Horror will split into two Blue Horrors. These smaller daemons are capricious and all the more deadly for it. Tzeentch, ever the trickster, has one final surprise for those who vanquish a Blue Horror: Brimstones. These tiny daemons burn with the hatred of a being who has been killed twice over, and are literally aflame – living fires that swarm forward to consume their foe.

“I am many made one.” – Tyzek V’th, Changebringer of Tzeentch

Threat Classification: Adversaries at Tiers 1-2, Elites at Tiers 3+

Tzeentch is the great architect of change. He is known by many names – The Architect of Fate, The Changer of Ways, The Great Conspirator, and all speak to Tzeentch’s meddling with the strands of destiny. All seeing, he is able to lure them into wars that leave their hosts depleted and his own plans advanced. He is the hidden hand that guides the rise and fall of civilisations and entire races. Believing that change in itself offers the greatest reward, his schemes stretch across eons and often have no end other than to continue the cycle of change. His own form is said to be an ever-shifting serpent. It is said that his skin twists and mutates, giving rise to a thousand faces that speak as one, though in innumerable different voices. He is at best unknowable, for only he himself could act as cipher for the unbound whims that alter time and matter around him.

Pink Horrors

Tzeentch is the greatest sorcerer in any realm. His greater daemons share in his power, possessing psychic gifts capable of toppling entire sectors, while even his most base daemons possess a mastery of the warp beyond even accomplished mortals. Horrors manifest their power as balls of change-fire that bypass armour to burn away the body and soul of their target, or psychic bolts that rip asunder any

Strength

3

Intellect

4

Agility

3

Willpower

4

Toughness

3

Fellowship

4

Initiative

3

Defence

3

Speed

6

Wounds

6

Shock

Soak

3

Resolve

4

Conviction

5

Passive Awareness

5

Resilience

5

Skills

Weapon Skill 9, Psychic Mastery 9, Default 8

Size

Average

Keywords

Chaos, Daemon, Psyker, Tzeentch

Attacks Coruscating Flames: (Damage 7+1ED; AP 0; Range 36m (R); Salvo 1; Assault, Blaze, Spread) Claws: (6+1ED; AP 0)

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Special Abilities

Plaguebearer

Daemonic: This threat may attempt to Soak Mortal Wounds. Soaking does not cost any Shock for this threat. Fear (3): This threat causes fear. Enemies are required to pass a Fear test (DN 3) to act normally. Split: All Horrors begin as a Pink Horror. When a Pink Horror is slain, two Blue Horrors are summoned. For each Blue Horror slain, a further two Brimstone Horrors appear. (Mob) Magic Made Manifest: As an action, a mob of Horrors can collectively use the smite psychic power (make only one Psychic Mastery test for the entire mob). This power is always activated at the bound level and does not cause any Perils of the Warp on a complication. If there are less than 10 Pink Horrors in the mob, the smite power reduces its effect to 1 Mortal Wound instead of 1d3.

“Soft flesh and brittle bone. You will feel the Grandfather’s touch.” – Foeticus, Plaguewarden of Nurgle.

Blue Horrors Any time a Pink Horror is slain, it is immediately replaced by two Blue Horrors. Replace their Skills, Attributes and Wargear as follows: ◆ Skills: Weapon Skill 8, Psychic Mastery 8, Default 7 ◆ Wounds: 3 ◆ Scrabbling Claws: (7+1ED; AP 0)

Brimstone Horrors Any time a Blue Horror is slain, it is immediately replaced by two Brimstone Horrors. Replace their Skills, Attributes and Wargear as follows: ◆ Skills: Weapon Skill 7, Psychic Mastery 7, Default 6 ◆ Size: Small ◆ Wounds: 1 ◆ Desperate Claws: (6+1ED; AP 0)

426

Nurgle is the god of decay and corruption. His is the hand that spreads disease and rot. He is perhaps the most insidious of all the Chaos Gods, for in time all things must die, and it is inevitable that in dying, those things decay. Nurgle nurtures those moments, tending withering diseases and putrid sicknesses to encourage their virulence. To those dying he offers salvation, eternal life as a plague carrier, a herald to transport the fruits of his labours far and wide. Those that refuse save their souls, but in the end all contribute to the great swell of pestilence as bodies burst and the air and soil are blessed by Nurgle’s touch. It is Nurgle’s great plan, his sole mission to infect all life until all that is pure and vibrant in the universe is reduced to an entropic, decaying husk. Plaguebearers are disease and corruption given form. They are foetid daemons with cyclopean eyes, and humanoid bodies that are swollen and distended with sickness. Their skin squirms and pulses with bile. Exposed sores and pockets of mucus shine raw and leak putrid fluid. Yet the contagion they bring with them is only the obvious horror wrought by Plaguebearers, for where they march, disease and corruption is already present. Plaguebearers are Nurgle’s Tallymen, bound to catalogue and record each of the Plague Father’s creations as they spawn, mutate and spread. To fight Plaguebearers is to fight the limits of your own body, to battle the anathema of nature itself. Foetid clouds of toxic air surround them, at best blinding their foes, and worst ruining respiratory systems and causing asphyxiation. Past that, there is the smell. A rancid rot hangs in the air, dragging vomit and blood from even the stoutest of constitutions. Finally comes the buzzing, the blight flies that hover near. These bloated insects carry all manner of plagues and descend like a stream of corruption upon clean flesh, clogging up armour plates, strangling limbs and forcing their way into screaming mouths until their hosts’ stomachs rupture. It is little wonder then that most die before even crossing blades with a Plaguebearer.

Those unfortunate enough to survive to close with a Plaguebearer find themselves faced with an opponent preternaturally resilient to harm, whose very flesh knits itself together, remaking itself under even the most grievous of blows. In return, the Plaguebearers will strike with their plague swords, weapons of such foulness that even the slightest nick is enough to kill, though not quickly – those struck die in slow, agonising torment as their body is wracked with pox and ruin. Threat Classification: Adversaries at Tiers 1-2, Elites at Tiers 3+ Strength

4

Intellect

3

Agility

3

Willpower

3

Toughness

7

Fellowship

1

Initiative

4

Defence

5

Speed

5

Wounds

10

Shock

Soak

7

Resolve

2

Conviction

3

Passive Awareness

4

Resilience

9

Skills

Weapon Skill 9, Default 8

Size

Average

Keywords

Chaos, Daemon, Nurgle

Attacks Plaguesword: (Damage 11+1ED; AP 0; Toxic [7], Parry) Special Abilities Cloud of Flies: A cloud of filth-black flies swarm around Plaguebearers, obscuring them from view and threatening to choke their enemies. They always count as being in Cover (modifier already included in their Defence) . Daemonic: This threat may attempt to Soak Mortal Wounds. Soaking does not cost any Shock for this threat. Disgustingly Resilient: Plaguebearers are preternaturally hard to kill. A Plaguebearer may Soak without requiring a point of Ruin.

Plagueridden A Plagueridden may lead a unit of Plaguebearers. Modify their skills and abilities as follows: ◆ Skills: Weapon Skill 10, Default 9 ◆ (Ruin) Reinforced: After inflicting a Critical Hit, the GM may spend a point of Ruin to replace a fallen Plaguebearer with a fresh Plaguebearer who appears from the warp. ◆ Threat Classification: Adversaries at Tiers 1-3, Elites at Tiers 4+

Possessed Mortal “Pain paves my path to glory!” – Welbec Ironlock, servant of Khorne. Daemons are not always able to manifest in the corporeal realm. Sometimes ettiim mes es they the ey are in need of a host w wi willing ill l in ng or otherwise to drag them from fro om the tth he grip of the immaterium. It is is fortunate forttu fo un natte then that daemons have an an et eternity te errni rn niity ity ty to perfect the dark whispers pers pe ers rs and and n promises of power thatt tempt tem empt pt the ears of mortals. A daemon daae em mo on will not choose any mortal, ort r tal all, fo fforr there is little sport in claiming aimin im miin ng a weak soul. They chase those se that that th at burn bright with vanityy and an nd hubris, gleefully encouraging ag giin ng a mortal’s endeavours unti u un until nttiil the very moment they can aan n go no further without the he daemon’s aid. That said, the he h e daemons of Nurgle linger er er within a whisper of the weak eaakk and dying, the daemon’s p promises pr rom om mis ises is ses es of of eternal life and an end to p pain nding ain fi ai find ndin nd diin ng them willing hosts. Once possessed, a mortall will will ill change il cch haan nge ge physically. Quite how this hiiss m manifests aan niffes e ttss o possession. p ssses po e si so on n. varies from possession tto iscol sccol o ou o rre ed sk kin in Common traits include discoloured skin ab b or or wither with wi the err and and d that might pucker and scab hite hi teni n ng g of of the th he scale; a blackening or whitening

427

eyes; extra limbs; bone protrusions and even wings. They will become stronger, faster and more resilient. They will be able to think quicker and draw on the daemon’s vast knowledge. While they might think to the contrary, few mortals have the prescience of mind to control a daemon and from the moment of possession they are merely pawns, moved around as their new master wills it. Yet they are not the only ones surprised by the resultant union. Caged within a mortal form, a daemon can quickly go mad, driven to burn out its host in order to escape to the mutable realm of the warp. The more a mortal host succumbs to the daemon, the more power the daemon can channel through them. But mortals were not meant to be worn in such a way and the more control a daemon exercises, the quicker the host body will wither and die, banishing the daemon back to the warp. It is in this way that such daemons forced to take possession of mortals use their power sparingly, if only until they find another willing host... Threat Classification: Elites at Tiers 1-3, Troops at Tiers 4+. Strength

5

Intellect

4

Agility

3

Willpower

3

Toughness

4

Fellowship

3

Initiative

3

Defence

3

Speed

6

Wounds

8

Shock

7

Soak

4

Resolve

2

Conviction

3

Passive Awareness

5

Resilience

10 (Daemonic Flesh 4)

Skills

Weapon Skill 7, Default 6

Size

Average

Keywords

Chaos, Daemon

Attacks Horrifying Tendril: (Damage 11+1ED; AP –2; Range 4m [M])

428

Special Abilities Daemonic: This threat may attempt to Soak Mortal Wounds. Soaking does not cost any Shock for this threat. Fear (3): This threat causes fear. Enemies are required to pass a Fear test (DN 3) to act normally. (Wrath) Daemonic Transformation: When the GM rolls a 6 on the Wrath die for Possessed, they instantly recover 2 Wounds and 2 Shock, up to a maximum of their starting value.

Daemonic Gifts Possessed may manifest their transformation in a variety of different ways. Replace the Horrifying Tendril with one of the following: ◆ Rending Talons: (Damage 10+1ED; AP –4) ◆ Scything Claws: (Damage 8+1ED; AP –1; Brutal) At the GM’s discretion, this threat may have one of the following additional special abilities: ◆ Fear (4): Seeing this creature requires a Fear test (DN 4). ◆ Wings: It can fly at Speed 10. Its flight is inherently clumsy. Athletics tests are used for any necessary manoeuvrability tests while aloft.

Poxwalkers “Join us…” – The Ending Horde, Septis manufactorum. Poxwalkers are the end result of some of Nurgle’s most virulent plagues. They are a host of the unliving, animated by the very sickness that robbed them of life. Nurgle’s Rot is the most common affliction associated with the rise of Poxwalkers. Once infected, a host will wither, degrading in all manner of horrific ways until eventually their soul has been eroded and their body left a diseaseridden husk. After death the body continues to mutate, sprouting horns and bony protrusions similar to those borne by Plaguebearers.

Clumsy and slow, and armed with only the crudest of weapons, a lone Poxwalker poses little threat to an experienced warrior. If only Poxwalkers were few in number or were concerned only with honourable combat – Poxwalkers always rise en mass, descending upon an unsuspecting populace to rake apart flesh and gnaw through bones, spreading infection with sickening abandon. Even the din of their baleful groaning can be enough to infect those who hear it. Poxwalkers soon number in the tens of thousands, over running a world’s defences and all efforts to contain them. More often than not, once an outbreak has reached critical mass, nothing short of Exterminatus will cleanse a planet of the walking pox’s vile touch. Poxwalkers are the ultimate terror troops. Even a whisper of the walking dead can paralyse a world with fear, making solider and civilian alike easy pickings for the slaughter to come. Threat Classification: Troops at all Tiers. Strength

4

Intellect

2

Agility

2

Willpower

2

Toughness

3

Fellowship

1

Initiative

3

Defence

2

Speed

4

Wounds

3

Shock

2

Soak

3

Resolve

1

Conviction

2

Passive Awareness

2

Resilience

5

Skills

Weapon Skill 5, Default 3

Size

Average

Keywords

Human, Chaos, Nurgle

Attacks Improvised Weapon: (7+1ED; AP 0; Toxic [3]) Special Abilities (Mob) Mindless: A mob of Poxwalkers automatically passes all Resolve tests.

Chaos Space Marine “A hundred lifetimes of murder and still the thrill of combat calls to me.” – Ashesh Kushal Siddhran, Pleasure Prince of Slaanesh. As with all things in the universe, light gives way to dark. Where a Space Marine is a paragon of honour and duty, a beacon of the best that humanity has to offer, a Chaos Space Marine stands as an accursed reflection. In body and soul they are the very worst of humanity. Treacherous, self-interested warmongers, they fight for no cause save their own. Over the centuries, a Chaos Space Marine’s power armour becomes part of him, fusing with his flesh. It is the physical manifestation of their allegiance, adorned with skulls and strips of tattered flesh, or sporting burning sigils and foul runes. In this way, they not only exude terror, but appear as walking altars to their patrons, edifices of the power and savagery of Chaos. Their weapons, too, are rewrought. Gun barrels take on the form of leering mouths and swords reshape to form cruel talons. These fallen champions of humanity did not happen upon their fate in the same way or even all at once. Some simply thirsted for power, giving themselves wholly to the Dark Gods in exchange for it. Some believed Horus to be right, and followed him willingly from the Emperor’s light. Others were not afforded the luxury of choice. Caught in warp storms or stricken by the cruel whims of fate and the unseen hand of the Chaos Gods, they were left with little choice but to cry out, begging the Dark Gods for deliverance. An act that forever damned them. Most are ancient, having turned their back on the Imperium over 10,000 years ago, at the dawn of the Horus Heresy. But time moves differently in the Realm of Chaos, the churning currents of the warp distorting temporal logic in the same way that they corrupt all else. Many Chaos Space Marines emerge into real space having lost only a few moments since the siege of the Emperor’s Palace. Others have travelled untold plains, explored vast swathes of the galaxy and amassed power close to that of a towering Daemon Prince. Whatever their past, whatever else their differences, all Chaos Space Marines are united by purpose – to see the galaxy consumed by war. They would lift the Imperium up under the bodies of its dead, a

429

vast funeral pyre with which to burn mankind from existence. They know only hatred, a gnawing agony whose only salve is the utter and total destruction of the worlds they once crusaded to save.

◆ (Ruin) Death to the False Emperor: As a Ruin Action, the Aspiring Champion may make a special Charge attack, which grants a +2d attack bonus.

Threat Classification: Adversaries for Tier 1–2, and Elites for Tier 3+. Strength

7

Intellect

3

Agility

5

Willpower

4

Toughness

6

Fellowship

2

Initiative

4

Defence

3

Speed

7

Wounds

10

Shock

10

Soak

6

Resolve

4

Conviction

4

Passive Awareness

7

Resilience

12 (Power Armour: 5)

Skills

Ballistic Skill 8, Weapon Skill 8, Default 7

Size

Average

Keywords

Chaos, Adeptus Astartes

Attacks Bolt Pistol: (Damage 10+1ED; AP 0; Range 20m (R); Salvo 1; Brutal, Pistol) Power Sword: (Damage: 13+1ED; AP: -3; Parry) Special Abilities Harbinger of Ruin: A Chaos Space Marine generates 1 point of Ruin per round. (Ruin) Veteran of the Long War: The GM may spend a point of Ruin to give the Chaos Space Marine a number of Bonus Damage Dice equal to the game’s Tier to all attacks for one round.

Aspiring Champion An Aspiring Champion is a Chaos Space Marine who has led at least a small band of peers. They gain the following special abilities: ◆ (Ruin) Champion: This threat may take Ruin Actions.

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Possessed Chaos Space Marine “My flesh for your power. My soul for your strength.” – Taln’ar of the Night Lords upon his possession. For some Chaos Space Marines, power cannot come quickly enough. Be it martial strength, psychic mastery or knowledge itself, there are those willing to let daemons take over their physical form in order to achieve their ends. Yet it is not only the over-ambitious who find themselves sharing form with a daemon. The naive, the ignorant, and those too weak-willed to keep their vessel their own as they travel the depths of the warp and consort with the dark – these are all ripe for possession. So too might a Chaos Space Marine who has failed his patron or angered a powerful daemon find themselves possessed by way of penance. Finally, there are those who had no other choice: the desperate, mighty warriors laid low, forced to strike quick bargains to stave off death or provide the sudden advantage needed to survive a rival and realise their own endeavours. Possessed Chaos Space Marines are nightmarish to behold, covered in mutated armour plates that snarl as though living. Wings, claws, bony protrusions and even extra limbs are just some of the gifts a daemon may bestow on its host. They are the bastard union of Space Marine and daemon, with a strength and resilience greater than either of the pair. They are quick too, the daemon pushing its mortal host far beyond any perceived limits. To face such a foe is to fight an opponent with the strength to visit every imaginable savagery upon you, and a hungering desire to do so. Yet for all the boons of daemonic possession, it is a union that comes at a high cost. Most Possessed Chaos Space Marines lose the ability to speak, their tongues and throats mangled giving voice to the daemon’s twisted syllables. Madness and death is the inevitable price, as all semblance of sanity is devoured by the manic whispering of the daemon, and every molecule of the Chaos Space

Marine’s physical form is consumed from within. The strongest of individuals are able to weather the strain long enough to regret their decision, desperate in their quest to find a way to undo the horror they invited in. Few manage such a feat.

Attacks

Threat Classification: Adversaries for Tiers 1-3, Elites for Tiers 4+

Horrifying Mutations: (Damage 12+1ED; AP –2) Special Abilities

Strength

7

Intellect

3

Agility

5

Willpower

4

Toughness

6

Fellowship

2

Initiative

5

Defence

3

Daemonic: This threat may attempt to Soak Mortal Wounds. Soaking does not cost any Shock for this threat. Painful Lessons: When a Possessed Chaos Space Marine is slain, the Game Master gains 2 Ruin. Writhing Tentacles: Possessed may multi-attack any targets with whom they are engaged without penalty.

Speed

7

Wounds

12

Rogue Psyker

Shock

12

Soak

6

Resolve

3

Conviction

4

Passive Awareness

6

Resilience

12 (Astartes Power Armour: 5)

Skills

Ballistic Skill 8, Weapon Skill 8, Default 7

Size

Average

Keywords

Chaos, Adeptus Astartes, Daemon

“I pity you, stood there with your weapons and armour. How naive of you to think such trinkets can keep me from the power that is my birth right. I will wipe you from this plain with all the effort of a thought.” – High Adept Sywethan, Occult of the Divine Path. Psykers are rare and powerful. Rarer still are those with such psychic talents that are sanctioned within the Imperium. These Psykers are trained to control their gifts and are deployed

431

to support the Imperial Guard or work alongside Inquisitors. Others are rounded up by the Black Ships and sacrificed as soul fuel to keep the bright light of the Astronomicon burning. Most are simply put to death. Warp touch can manifest in all manner of physical stigmas and often Psykers are abandoned as abhorrent, left to die in the elements or murdered by their own communities. Through luck, fate and force of will, Rogue Psykers have survived to tread a different path. Some abandon their Guard Regiments, deserting mid campaign, and find passage out of system. Others kill their Inquisitorial masters, allying themselves with the very heretics they had been charged with hunting. A few manage to master their gifts and carve out a power base among the hives and spaceports of their birth. Most, though, are latent untrained Psykers who eke through life or aid unscrupulous masters in small ways. Whatever their backgrounds, Rogue Psykers are lonely, unstable individuals driven by anger and fear. Threat Classification: Adversaries for Tier 1–3., Elites at Tier 4+. Strength

3

Intellect

3

Agility

3

Willpower

4

Toughness

3

Fellowship

2

Initiative

5

Defence

4

Speed

6

Wounds

5

Shock

4

Soak

3

Resolve

3

Conviction

4

Passive Awareness

5

Resilience

8 (Flak Coat 3)

Skills

Psychic Mastery 8, Default 5

Size

Average

Keywords

Chaos, Heretic, Human

Attacks Laspistol: (Damage 7+1ED; AP 0; Range 24m; Salvo 1; Pistol, Steadfast) Special Abilities Maleficarum: The Rogue Psyker has the smite, life leech, and soul shrivel psychic powers.

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Warp Touched: Normally, the Rogue Psyker rolls a number of bonus Wrath dice equal to the game’s Tier when making a Psychic Mastery Test. At the GM’s discretion, he may also use his powers at the Bound or Unbound levels. (Ruin) Champion: This threat may take Ruin Actions. (Ruin) Psychic Storm: As a Ruin Action, the Rogue Psyker may activate a psychic power.

Alternative Rogue Psykers At the GM’s discretion, the Rogue Psyker may have additional psychic powers or focus on another discipline entirely. To do so, replace the powers listed for this entry (with the exception of smite) with two powers chosen from one of the following disciplines: Biomancy, Divination, Maleficarum, Pyromancy, Telekinesis, Telepathy.

Ork Threats This section presents threats that are associated with the Orks and their related species. Orks are found throughout the galaxy, and pose a constant threat to all other forms of life.

Ork Boyz “I ’ate Humies. Now come ’ere so I can break yer bones.” – Gutwakka, Toofless tribe. Orks are hulking, green-skinned monsters possessed of bestial strength. Hunched by nature, they still stand head and shoulders above most men. Orks live to fight and are drawn to battle like thieves to gold. Thick of brow, and with oversized jaws, they lack what most would consider intelligence. Rather, Orks are possessed of a low cunning and innate affinity with combat and the tools of war. Orks have a formidable, robust constitution and can shrug off wounds that would fell a man. Indeed, their so-called ‘mad docs’ perform surgery more akin to mutilation, amputating limbs and shoddily welding in a bionic replacement. Occasionally they forget the latter part of the procedure… Iron plates, hammered into place, act as

armour for most Orks, with many of them attaching similar pieces of metal to their boots and fists. Orks band together in loose groups called ‘mobs’ wherein the toughest, meanest Ork is the leader. Ork mobs can number from half a dozen to many hundreds of thousands, though the latter is unusual. Holding together a raucous mob of greenskins takes a rare breed of Ork, the sort of Warboss only seen once in a generation. Orks are shock troops by nature. Consumed with thoughts of violence, they rush into combat, feverish to get to grips with the enemy and rip them apart. This approach makes for poor marksmanship. In fact few Orks even bother to learn how to reload, referring to the weighty pistols they carry as ‘noise makers’ – something to announce their presence before they can introduce their foe to the business end of their choppa. That said, the sheer amount of shots coming from Ork weapons go some way to making up for their lack of accuracy, and in dense urban areas, the combination of the weapons’ loud recoil and the volume of slugs fired is fearsome.

Attacks Slugga: (Damage 10+1ED; AP 0; Range 24m (R); Salvo 1; Pistol, Waaagh!) Choppa: (Damage 9+2ED; Steadfast, Waaagh!) 2 Stikkbombs: (Damage 7+1ED; AP 0; Range 24m [T] ; Salvo –;Blast [Medium]) In mobs of up to 30 Boyz, one out of every ten may wield a Big Shoota or a Rokkit Launcha. Special Abilities Get Stuck In: Gain +2 damage on melee attacks if this troop is engaged in melee at the beginning of his turn. (Complication) (Mob) Animosity: Orks are prone to attacking one another. When a Complication is rolled in combat, a mob of Ork Boyz inflicts 1d3 Shock to itself. (Mob) Mob Rule: A Mob of Orks gains one bonus icon to all Resolve tests.

Where there is one Ork, there are many, and for those looking to rid themselves of the greenskin menace, they cannot apply the use of a flamer too liberally. Every atom of an Ork must be removed to prevent the spores in its skin releasing and taking root. Many are the doomed Imperial colonies thought saved from Orks only to have them return in greater numbers the following season. Threat Classification: Troops at all Tiers. Strength

6

Intellect

2

Agility

3

Willpower

3

Toughness

6

Fellowship

2

Initiative

4

Defence

3

Speed

6

Wounds

4

Shock

4

Soak

6

Resolve

2

Conviction

3

Passive Awareness

3

Resilience

10 (Orky Armour: 2)

Skills

Weapon Skill 7, Ballistic Skill 4, Default 5

Size

Average

Keywords

Ork

433

Ork Nobz “Pretty flag. I will strip it from its pole and hang your flesh in its place.” – Barrukk Life-breaker. Ork Nobz are organic sledgehammers, hulking brutes whose fists are large enough to clamp around a man’s head and strong enough to rip it from his shoulders. To rise through an Ork mob is to be even tougher and more brutal than those clambering for power around you, and Nobz are born to the task. Larger than normal Orks, a Nob’s already massive musculature continues to thicken as they grow, as does their appetite for violence. Brawlers by nature, Nobz will always be where the fighting is thickest. In the crude tribal societies of the orks, Nobz are second only to a Warboss and those Nobz whose skulls they can’t crush.

Nobz carry with them the best weapons, wargear and equipment the mob has available. For proper bloody-work, they have the choppiest of axes. Some are huge blades requiring even a Nob to wield them two-handed. Others crackle with energy, powered by Mek Boy techniques. While others still, affectionately known as Gore Makers, have whirring teeth that ensure maximum spatter as the Nob cleaves apart his foe. At range, Nobz use guns charged with extra dakka and with all manner of secondary payloads welded to them – missiles, flamers and even harpoons. The more stuff a Nob has welded to his gun the heavier it’ll be, all the better for clubbing with. Nobz also have access to experimental blastas and other gadgets they’ve bullied from the hands of the Mek Boy. While lone Nobz tend to act as crude leaders for the Orks around them, often a Warboss will form his Nobz into a single mob and have them act as his personal bodyguard. These Nobz will often be gifted with Mega armour turning them into walking tanks. These bulky suits are nigh on impregnable and come with mechanical klaws capable of crushing a bulkhead or punching through an armoured vehicle, and shootas fixed like vambraces to their forearms. This is where Nobz are at their most dangerous, clamouring to prove themselves in the eyes of the Warboss, each desperate to fight right by his side… because maybe he’ll go down in battle and they’ll be close enough to pick up some of his good gear. Threat Classification: Adversaries for Tier 1. Elites for Tiers 2-3. For Tier 4+, they may appear as mobs. Strength

7

Intellect

2

Agility

3

Willpower

5

Toughness

6

Fellowship

2

Initiative

4

Defence

3

Speed

5

Wounds

9

Shock

10

Soak

6

Resolve

4

Conviction

5

Passive Awareness

434

4

Resilience

12 (‘Eavy Armour 4)

Skills

Weapon Skill 8, Ballistic Skill 3, Default 6

Size

Average

Keywords

Ork

Attacks

Gretchin

Shoota: (Damage 10+1ED; AP 0; Range: 36m (R) ; Salvo: 2; Assault, Waaagh!) Big Choppa: (Damage 12+2ED; AP –1; Waaagh!) 2 Stikkbombs: (Damage 7+1ED; AP 0; Range 24m [T] ; Salvo –;Blast [Medium])

“What’s it? What’s it? Give Sniklat the shiny.” – Sniklat Daggerback.

Special Abilities Get Stuck In: Gain +2 damage on melee attacks if a Nob is engaged in melee at the beginning of his turn. (Ruin) Champion: This threat may take Ruin Actions. (Ruin) I’m da Boss!: As a free action, spend 1 Ruin to add +2d to all Melee attacks for the Nob and any Ork allies within 10 metres. This bonus lasts until the beginning of this threat’s next turn.

Mega Nobz Mega Nobz replace their ‚Eavy Armour with Mega Armour and their Shoota and Big Choppa with a Big Shoota and a Power Klaw. Mega Nobz are Adversaries for Tiers 1-4 and Elites for Tier 5+. Resilience: 15 (Mega-Armour 7) Strength: 7 (11) Speed: 6 (May not Run or Sprint) Big Shoota: (12+2ED; AP 0; Range 72m; Salvo 3; Assault, Waaagh!) ◆ Power Klaw: (Damage 17+3ED; AP: -3; Range: 2m [M]; Traits: Brutal, Unwieldy [3]) ◆ Threat Classification: Adversaries for Tier 1-4. Elites for Tier 5+. ◆ ◆ ◆ ◆

What they lack in size, Gretchin more than make up for in raw cunning and natural spite. These diminutive greenskins are the smaller, weaker cousins of the Orks. Sometimes referred to as grotz or runts, a Gretchin’s greatest natural weapon is his rows of razor sharp teeth and raw viciousness that would prove them a match for most men. Orks treat Gretchin with a mixture of apathy and begrudging tolerance. They’ll kick them, eat them and often kill them, but never by design and certainly with no malice… For all their apparent weaknesses, Gretchin are integral to Ork society. Far smarter than most Orks and possessing tiny limbs with which to tinker with tiny gears and levers, Gretchin provide Ork meks with invaluable mechanics, test subjects and pilots. Gretchin are also responsible for making sure an Ork’s weapon will fire on demand and often carry said weapon to battle if the Ork already has his hands full. Greedy, sneering little creatures, Gretchin look upon their hulking masters with envious eyes and murderous hearts. In large mobs, Gretchin can be uncharacteristically brave, and foolish is the individual who underestimates them. Alone or in smaller groups, Gretchin are perfectly content to bide their time, awaiting an opportune moment to slit a throat or lure the unwary into a trap. Gretchin have much better eyesight than Orks, and are much more eager to be further than arms reach from the foe. This makes them ideal marksmen and many Gretchin are as good a shot as trained Imperial Guardsmen. Were they only strong enough to wield the kick of an Ork shoota or even allowed to put their miserable little hands on one, they’d be a deadly proposition. As it stands, Gretchin tend to be armed with archaic guns such as blunderbusses, stub pistols and whatever else they can loot from the dead. Threat Classification: Troops at all Tiers.

435

Strength

2

Intellect

3

Agility

3

Willpower

3

Toughness

2

Fellowship

2

Initiative

4

Defence

4

Speed

5

Wounds

1

Shock

2

Soak

2

Resolve

2

Conviction

3

Passive Awareness

2

Resilience

4

Skills

Ballistic Skill 5, Default 4

Size

Small

Keywords

Ork

Attacks Grot Blasta: (Damage 7+1ED; AP 0; Range: 24m (R); Salvo: 1; Pistol) Knife: (4+1ED; AP 0) Special Abilities (Mob) Dangerous in Large Numbers: If a mob of Gretchin includes more than 10 members, they can reroll any 1’s (aside from a Complication) on a ranged attack.

the Kommandos take pride in their apparent unorkiness. It is an unconscious wish to be separate from the mob in the first place that drives Orks to become Kommandos. While some Orks eventually return to the mob proper, others labour under a self-imposed exile, evolving into instinctual hunter-killers, as likely to ambush other Orks as they are anyone else. Kommandos are armed with all manner of weapons and tools, carrying everything from large knives and clubs to stikk bombs and cutters. And despite the frequent need for stealth, they would not be an Ork at all were they not also carrying an impressively loud shoota. Taking full advantage of their unique load out, each Kommando also fulfils a specific battlefield role and normally has an honorific to match, such as Spleenstabber, the vicious Kommando of Odesh Plains who knifed to death an entire Imperial platoon, and Hedbasha who carried an oversized hammer into the trenches of Gitfyre pass and bludgeoned his way into infamy. Threat Classification: Adversaries at Tier 1-2, Elites at Tier 3, Troops at Tiers 4+. Strength

6

Intellect

3

Agility

3

Willpower

3

Toughness

6

Fellowship

3

Kommando

Initiative

5

Defence

3

“’ere boyz, watch this one try to scream.” – Gogsnag Throatslitter.

Speed

6

Wounds

6

Shock

7

Soak

6

Orks are not renowned for their subtlety. Indeed most Imperial Commanders think them incapable of it, and for the most part, they’re right. Kommandos, however, represent the exception to this rule. Excelling at acts of low cunning, they range ahead of an Ork army, acting as scouts, saboteurs and terror troops. Like all Orks they are hulking brutes, slabbed with muscle and sinew, and able to shrug off all but the most grievous of wounds. This sets them apart from the ranging troops of other races, for Kommandos are capable of striking with all the blunt force of a hardened assault unit.

Resolve

3

Conviction

3

Other Orks view Kommandos with a mix of suspicion and distain, pouring scorn on their lack of proper Ork-like behaviour. For their part,

436

Passive Awareness

5

Resilience

10 (Orky Armour: 2)

Skills

Stealth 8, Weapon Skill 7, Ballistic Skill 3, Default 5

Size

Average

Keywords

Ork

Attacks Slugga: (Damage 10+1ED; AP 0; Range 24m (R); Salvo 1; Pistol, Waaagh!) Choppa: (Damage 9+2ED; Steadfast, Waaagh!) 2 Stikkbombs: (Damage 7+1ED; AP 0; Range 24m [T] ; Salvo –;Blast [Medium])

In mobs of up to 10 Kommandos, up to two may wield a Big Shoota, Burna, or a Rokkit Launcha. Special Abilities Sneaky Gits: Kommandos may use Stealth in place of Weapon Skill (or Stealth -3 in place of Ballistic Skill) on any attacks in the first Round. (Mob) Kunnin’ Infiltrators: Kommandos mayy make Stealth Tests as a mob rather than n as as individuals. When they do so, they gain o on one ne bonus icon.

Kaptin Kommando A Kaptin Kommando can lead a mob of of Kommandos or operate independently. Th T They hey ey ey replace their Choppa with a Big Choppa.

devoting themselves to a single aspect of their nature. Others move from path to path, wary of what such single-mindedness brings with it. Rangers are those who have abandoned all paths save that of the outcast. Leaving their craftworld, they journey out into the universe, travelling far and wide. Eldar feel things more keenly than men and their passions are both more powerful and p g Rangers g more compelling. are not immune to this sside si de d eo thei eiir n eir na atu ture re aand nd d ttheir heir he ir w ande an derl rllusst ca ccan an dr d ivve ive off th their nature wanderlust drive tthem th hem m ffurther urrth the err aand nd d ffurther urrth u her er ffrom rom ho ro h ome. me. Ma me M any ny aare re home. Many d dr rawn aw wn to to tthe he e aancient ncie nc ient nt E ldar ld daarr e xodi xo d te ew orrlld o ds tth ds haatt ssit itt drawn Eldar exodite worlds that on o n tthe he vvery he ery e er ed dge ge o tthe he ga g laxy la xy. It xy It iiss am mon o g su uch h edge off th galaxy. among such ru uin ns aan nd gl g lim mp psses o iivi vviilliisa sati tion n llong on ong ng fa alllen en ruins and glimpses off a cci civilisation fallen ffr rom om g race ra ace e tthat hat ha at th he Ra Rang ang nger e s ho er op pe e from grace the Rangers hope tto o fi fin n d me m an nin ng, g, aan n en end d to t ttheir heir he iirr nd meaning, q qu ue esst an aand nd a re eason ason tto as o re etu turn rn n quest reason return ho h ome me. e. home.

◆ Wounds: 10 ◆ (Ruin) Champion: This threat may take R Ruin uiin Actions. ◆ Big Choppa: (Damage 11+2ED; AP –1; –1 1;; Waaagh!) ◆ Threat Classification: Adversary at Tier 1–3, 1 3, 1– 3 Elite at Tier 4+.

Eldar Threats This section presents threats that are associated ate ted with the Aeldari. As an ancient species, the Aeldari darrii da have goals that are often incomprehensible e tto o tthat hat att other species. On many worlds, they believe th hav ave they hold ancient claims to places that they have not visited in millennia.

Eldar Ranger “To wander the stars without destination is to fall alll too the deepest agonies. The light of each moment iss ttoo oooo fleeting, too fragile a thing to discern purpose from.” om m..” – Taldar Asuleth le eth h The Eldar are an enigmatic, mysterious rrace. acce. e. Ancient and seemingly immortal by the reckoning nin ng of men, their society is built on a ridged class laass system with each Eldar choosing a path to follow. lllo ow w. Some stay on a single path their entire lives, ivve es,, es,

437 4 37

Whereas most Eldar have little to no peaceful contact with other races, Rangers are often forced to cooperate with those they cross paths with. Sometimes this is out of a base need for survival, in the sharing of resources or means. Other times it is only because such contact furthers the Ranger’s own agenda. In payment for passage or information, Rangers have been known to offer up their services as scouts, trackers, and even assassins. Though a Ranger may accompany a rogue trader, inquisitor, or other powerful individual, their presence is only ever temporary. A Ranger’s only true allegiance is to the Path, and they will soon move on should they feel it call to them. Eldar Rangers are consummate marksmen. Like all Eldar, they are agile, swift and highly intelligent – traits furthered by exposure to the breadth of the universe and the need for independent survival. Armed with a specialised long rifle, and shrouded by chameleonic cloaks, they are able to blend into almost any environment and kill their opponent before he is even aware of the Ranger’s presence. Decades, sometimes centuries, of exploring the most inhospitable environments and ruined worlds, means that Rangers can move through even the densest terrain as though it were open ground, leaving their prey little hope of escape. To face an Eldar Ranger is to have naught left but a measured breath.

Attacks Cameleoline Cloak: +1d to Stealth, +1 Defence when in cover Ranger Long Rifle: (Damage 10+1ED; Range 150m [R] ; Salvo 0; Sniper [3]) Knife: (Damage 6+1ED; AP: 0) Special Abilities (Wrath) Sniper: If the Wrath dice rolls a 6 with an attack from an Eldar Ranger’s long-rifle, it inflicts Mortal Wounds. (Ruin) Elusive: As a free action, the GM may spend a point of Ruin to have the Ranger move up to their speed in metres.

Pathfinders Rarely, Rangers walk the Path of the Outcast for centuries, becoming especially adept at survival and infiltration. They may replace the Eldar Ranger’s skills as follows: ◆ Skills: Ballistic Skill 9, Stealth 9, Survival 8, Default 7 ◆ Wounds: 8 ◆ Threat Classification: Adversary at Tier 1–4, Elite at Tier 5+.

Threat Classification: Adversaries for Tier 1–3, Elites for Tier 4+. Strength

4

Intellect

3

Agility

6

Willpower

3

Toughness

3

Fellowship

4

Initiative

6

Defence

5

Speed

7

Wounds

4

Shock

3

Soak

3

Resolve

2

Conviction

3

Passive Awareness

6

Resilience

8 (Eldar Mesh Armour: 3)

Skills

Ballistic Skill 8, Stealth 8, Default 7

Size

Average

Keywords

Aeldari, Asuryani

438

Eldar Corsair “Betrayal is inevitable. Each of us walks the stars alone. What I do not take from you, you will only use as means to take from me.” – Drasar Yl’aqir Like Rangers, Eldar Corsairs have abandoned the relative safety of their craftworld to follow the path of the Outcast. But unlike the Rangers, Corsairs find little peace in simply wandering the stars. Unable to look inwards for meaning, for fear that emptiness may drown them in despair, they cast ambitious eyes out into the universe, hoping to find purpose in adventure, pleasure and riches. It is the great, inevitable tragedy of the Corsair that the transient, fleeting nature of such things means that few

ever feel they have journeyed to the end of the path. Most remain an outcast, never to return to their Craftworld. Never to find peace. It is this innate insecurity and fragility of self that leads Corsairs to be far more aggressive, even indirectly, than other Eldar. Where a Ranger is garbed in simple clothes and functional armour, a Corsair will often be found in lavish attire – fine tunics buttoned under flowing jackets or expensive cloaks. Their armour, too, is more decadent, gilded or baroque plates forged into ceremonial battle-suits. Others, whose passions run to darker pursuits, bare their flesh asserting their individuality through tattoos, piercings and ritual scaring. Even a Corsair’s weapons are designed to extenuate the persona they embody, while some wield golden laspistols and delicate rapiers, others carry wicked blades and toxic needle weapons. Corsairs are inherently selfish, and will only be drawn on something should it serve their interests directly. Most position themselves as leaders of one kind or another, drawing self-worth from the adulation and subservience of others. For whatever else they become on their travels, they are still Eldar, pursuing any endeavour far more vigorously than any man could, and with an inhuman level of conviction. They can be the most charming of scoundrels, the most deceitful of pirates and the cruellest of slavers. Threat Classification: Elite at Tier 1–2, Troops at Tier 3+. Strength

3

Intellect

3

Agility

6

Willpower

4

Toughness

3

Fellowship

5

Initiative

5

Defence

4

Speed

7

Wounds

3

Shock

3

Soak

3

Resolve

2

Conviction

3

Passive Awareness

Attacks Shuriken Pistol: (Damage 10+1ED; AP 0; Range: 26m [R]; Salvo 2; Pistol, Penetrating [4]) Eldar Sword: (Damage 6+1ED; AP 0; Parry) Special Abilities Reckless Abandon: Eldar Corsairs get an additional +1d to attacks made using the Allout Attack Option. Uncanny Balance: Eldar Corsairs get +1d to Athletics Interaction Attacks. (Mob) On the Blade’s Edge: Corsairs gain +2d for combined actions and Resolve tests throughout a scene until they fail one, which causes them to lose this bonus.

Corsair Felarch A Felarch is an accomplished veteran warrior who may lead a mob of Corsairs. They replace their Shuriken Pistol and Eldar Sword with a Fusion Pistol and a Power Sword. Felarchs gain the following Attributes, Skills, and Special Abilities: ◆ Skills: Athletics 8, Ballistic Skill 8, Weapon Skill 8, Default 6 ◆ Resolve: 4 ◆ Wounds: 7 ◆ (Ruin) Champion: This threat may take Ruin Actions. ◆ Fusion Pistol: (Damage 16+2ED; AP: -4; Range: 12m (R) ; Salvo: 1; Pistol, Melta) ◆ Eldar Power Sword: (Damage 8+1ED; AP: -3; Parry) ◆ Threat Classification: Adversary at Tier 1–2, Elite at Tier 3+.

5

Resilience

8 (Corsair Armour: 3)

Skills

Athletics 7, Default 6

Size

Average

Keywords

Aeldari, Anhrathe

439

Other Xenos This section presents a range of other alien creatures in the 41st millennium. Some of these beasts are native to various worlds of the Gilead system. Each poses a recurring threat to those who inhabit that region.

Genestealer “They move in the blink of an eye, and kill within one beat of the heart. Understimate them at your peril.” –Kilovan, Veteran Sergeant of the Dark Angels Space Marines Chapter Genestealers are insidious aliens characterised by their six limbs, bulbous craniums, and ridged carapaces. They are bipedal and able to scuttle with horrible speed on their clawed lower limbs. Agile, tough, durable, and surprisingly strong, these creatures can tear apart even the toughest armour with the razor-sharp claws on their upper limbs. These xenos have been encountered on numerous space hulks, remote moons, and many other worlds throughout the galaxy. Genestealers communicate via telepathy, sharing their thoughts across their vile brood. Theyy are also q quite intelligent, able to p plan and g execute cunning e ex exec xec ecut utte cu u un nn nin ng am aambushes bush bu shes e aand nd n d llay a ttraps ay raps ra aps ps ffor or or prey. organisms ttheir th eirr p ei pr rey. eyy Genestealers Ge G ene est se eaale alle ers rs aare re vvanguard re an ngu uar ard or o orga rg gaan niism sms off al kind off the the he Tyranid Tyr yraan niid d race, raacce, e, a species sp pe ecies cciies es o aalien lie ie en n kki ind nd that th haat encompasses e en ncco om mp paassse ses es a bewildering bewi be w lld der der e in ng variety vari va riety etty of e o different diffe ifffe ere ent strains sst tra rain ns of of ccreatures reat re reat atur ures e

440 4 40

These xenos get their name from their ability to implant their own genetic material into a host body of another race as their means of reproduction. Those infected by the “Genestealer curse” fall under the aliens’ mental domination and become willing allies to the creatures’ cause. They breed abhorrent hybrid forms that eventually produce more purestrain Genestealers. This corruption spreads in secrecy amongst human worlds, allowing the Genestealers to hide within the tainted populace. For years, these creatrures can lurk in sewers or beneath cities, preying upon the citizens like monsters from a folk-tale. Within just a few years, they will have assembled a network of mindcontrolled operatives embedded in every stratum of the local planetary government and military. Once in place, they wait until the Hive Mind of an approaching Tyranid fleet dominates their psyches. Few understand just how widespread a Genestealer infestation can become—for every brood uncovered and purged, a dozen more may go unnoticed. When a Tyranid hive fleet enters an infested system, the Hive Mind asserts itself over the Genestealers and their progeny, using them to throw planetary p y defenders into disarrayy to leave leav le ave the av th he prey prey pr ey world wo orrlld d vulnerable vu ullne nera rabl b e to to the the he merciless me errci rci cile less ss onslaught on o nsl s au ug gh ht of o a Tyranid Tyr yran anid id invasion. inv nvaassio on. n. Threat Threat Th re eaatt Classifi Cla lassssific ification: ifi catio attio i n: n: Adversary Ad A dvve ers rsar a y at a Tier Tier ier 1–2, ie 1–2, 1– 2 Elites Elliites te es at a Tier Tie ier 3-4, ier 3-4, 34 Troops Tro oop opss at at Tier Tie er 5+. 5+ 5 +.

Strength

8

Intellect

2

Agility

6

Willpower

4

Toughness

6

Fellowship

1

Initiative

6

Defence

5

Speed

8

Wounds

8

Shock

7

Soak

6

Resolve

5

Conviction

6

Passive Awareness

6

Resilience

10 (Tyranid Carapace: 3)

Skills

Athletics 10, Awareness 8, Stealth 8, Weapon Skill 9, Default 6

Size

Average

Keywords

Tyranid,

, Genestealer Cult

Attacks Rending Claws: (Damage Penetrating [4])

12+1ED; AP -1;

Special Abilities Lightning g g Reflexes: Genestealers mayy attempt p to soak so oak ak mortal mo orrta tal wounds. wo w oun unds nd dss. Swift Sw wifft and and an nd Deadly: Dead Dead De adly ly: Genestealers Ge G ene est se eaale ale lerss gain gain aiin a total tto ottaal of of +2d +2d 2d when wh he en they they th ey charge cha harge rrg ge (instead (in (i nssste te ead ad of of +1d). +1 1d). d). d) (Mob) (Mob) (M ob b) Flurry Fllur F urry rryy of of Claws: Cllaw C law aws: ws:: Whilst Whilst Wh ilst il s in in a mob, mo m ob, b, genestealers gene ge estea steaale st erss gain gai a n a +2d +2d bonus +2 bonu bo nus to to melee mel ele ee e attack attta tacckk rolls. tack rollls ls.

Genestealer Hybrid Metamorph “Now, my brothers, the day of reckoning is here! Let us devour this world for our broodkin!” –Slass, Genestealer Hybrid Metamorph of the Twisted Claw Cult As a genestealer infestation coils itself deeper into a world’s unsuspecting society, some of those born to the cult’s earlier generations of hybrids begin to exhibit freakish mutations that echo the form of the genestealer and also those of the wider Tyranid race. These hybrids possess formidable natural weapons, often taking the form of talons nearly the length of a sword. Their grotesque visage is matched by their ferocity, for hybrid metamorphs are amongst the most vicious of their kind. They combine human intelligence with the raw strength of their alien-tainted forms. Hybrid metamorphs are worshipped by others in the cult, with grisly offerings left to appease the otherworldly powers that brought them into being. Metamorphs are created by the will of the Hive Mind, the product of a psychic imperative sent to a powerful cult to better prepare them for the invasion to come. Hybrid metamorphs are a truly dangerous foe—their cabled, unnaturally powerful limbs bear not only natural weapons, but one of their additional arms has a fully ffunctional fu u hand, able to tap in command codes on a console cco o or wield a technological weapon such as a pistol. Threat T Th h Classification: Elites at Tier 1–2, Troops at Tier Ti T i 3+. Strength S

7

Intellect

2

Agility A

5

Willpower

4

Toughness T

4

Fellowship

1

IInitiative In

5

Defence

4

Speed S

6

Wounds

6

Shock S

5

Soak

4

Resolve R

3

Conviction

4

Passive Awareness P

4

Resilience R

8 (Metamorph Hide: 3)

Skills S

Athletics 9, Awareness 6, Ballistic Skill 6, Cunning 6, Stealth 7, Tech 6, Weapon Skill 7, Default 5

Size S

Average

Keywords K

Tyranid,

, Genestealer Cult

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Attacks Autopistol: (Damage 7+1ED; AP 0; Range 20m (R); Salvo: 2; Pistol) Metamorph Talons: (Damage 10+1ED; AP 0) Special Abilities Unquestioning Loyalty: Once per battle, a hybrid metamorph may suffer the effects of an attack that hits an ally Elite or Adversary with the Tyranid keyword within 6 metres instead of the allied character. (Mob) Brood Mind: Whilst in a mob, hybrid metamorphs gain +3d to Resolve tests while they are within 20 metres of a Genestealer or any other Tyranid with the Synapse Creature keyword.

numerous spectrums, and its large ears can pick up the slightest of sounds. The Clawed Fiend is infamous for its incredible strength and tenacious endurance, able to survive many wounds that should slay it outright. Some have claimed that the creature can tear apart a herd animal in less than a second, whilst others say its claws can carve through even the toughest armoured plate. A single swipe of this xenos’ claws have been known to decapitate a human with little effort. When a Clawed Fiend is wounded, it becomes even more dangerous, entering an almost berserker-like fury. Some believe that this is due to the creature’s physiology, a response to pain that floods its body with powerful stimulants and chemicals. Others say the Clawed Fiend is actually enraged at the scent of its own blood or the pheromonal response to injury. In any case, hurting a Clawed Fiend makes it far more deadly than it was to begin with. Threat Classification: Adversaries for Tier 1–2, and Elites for Tier 3+.

Clawed Fiend A xenos creature that becomes an Apex predator on nearly world it is unleashed upon, the Clawed Fiend is a deadly hunter only rarely encountered in the galaxy. The creature’s size is well over three metres in height, though it often crouches or moves on all fours in a simian motion. Despite its threatening bulk, the Clawed Fiend moves at blinding speed, able to quickly cover ground or pounce swiftly upon its chosen prey. Its long, powerful arms have a tremendous reach, each finger and toe bearing a cruel claw longer than an Ork finger. These claws are formed of chitin, and nearly as sharp as a mono-blade. It possesses a long tail of bone and sinew, ending in a dangerous spike. Its face is flat, hairless, composed of protectively leathery hide stretched across its thick skull. It possesses multiple eyes that can see in

442

Strength

9

Intellect

2

Agility

6

Willpower

3

Toughness

9

Fellowship

2

Initiative

7

Defence

5

Speed

10

Wounds

9

Shock

8

Soak

9

Resolve

2

Conviction

3

Passive Awareness

7

Resilience

14 (Tough Hide: 3)

Skills

Awareness 8, Stealth 8, Survival 8, Weapon Skill 8, Default 7

Size

Large

Keywords

Xenos, Beast, Drukhari (when with a Drukhari Beastmaster)

Attacks Claws, Fangs, and Tail: (Damage 13+2ED; AP -1; Brutal) Special Abilities Bestial Fury: A Clawed Fiend suffers no penalties from being Wounded or Heavily Wounded.

Instead, it gains a number of bonus dice to Weapon Skill tests, Resolve tests, and +ED to melee damage equal to the penalty it would otherwise suffer. Multi-Attack (2): The Clawed Fiend may ignore up to 2 points of penalties for making a Multiattack action in combat. (Ruin) Champion: This threat may take Ruin Actions.

To date, there have been no successful attempts to domesticate Gilead Swoopbats. Throughout Gilead’s history, many have tried, either to ride them or to use them as trained hunters. The reasons for the repeated failure remain unclear.

Gilead Swoopbat

Strength

9

Intellect

2

Agility

5

Willpower

3

Toughness

9

Fellowship

1

Initiative

7

Defence

6

Speed

5

Wounds

16

Shock

12

Soak

9

Resolve

2

Conviction

3

“Watch the stars at night. When they are blotted out, it usually means a bat is descending toward you.” –Drill Sergeant Marie Thracken Swoopbats are a nocturnal, predatory species native to Gilead. With a wingspan of nearly 10 metres and a mass of more than 60 kilograms, their size alone is striking. When aloft at night, their black fur blends perfectly into the night sky. Observers often only spot them when their bodies block the view of stars overhead. They are near-silent hunters, as they depend heavily upon stealth to find their prey. Swoopbats typically hunt in small groups of three to five animals. Their keen echolocation and ability to attack from the sky enables them efficiently find and dispatch vulnerable prey. They preferentially target isolated prey. When none are available, swoopbats attack small groups, provided the groups are smaller than their own. While their talons are sharp and deadly, they are not the swoopbat’s preferred weapons. Instead, the bats usually grab their prey and then drop them after soaring aloft. For particularly hardy targets, the swoopbats repeat this procedure, seemingly taking delight in the panicked scream of their prey as they fall. After targets are overcome, they carry them back to their nests to devour them, sharing the meat with their young. These predators nest in the planet’s few mountain regions, as well as the spires of her hive cities. In these locations, they are safe from most of the planet’s other native megafauna. Their excrement, however, is extremely corrosive, even to ceramite. Hive city workers must forcibly remove swoopbat infestations on a regular basis and perform repairs, before external structures suffer undue damage.

Threat Classification: Monstrous Creature

Passive Awareness

4

Resilience

11

Skills

Weapon Skill 8, Default 6

Size

Huge

Keywords

Monster

Attacks Massive Talons: (Damage 12+1ED; AP: 0) Special Abilities Echolocation: Swoopbats use hypersonic sound to find prey. They suffer no penalties for lighting conditions. Flight: The swoopbat can fly at Speed 20 as a move or running action. As a sprint action, it may move at speed 30. Athletics tests are used for any necessary manoeuvrability tests while aloft. Swoop and Drop: The swoopbat often dives to grab its prey, then hoists them into the air and drops them, letting gravity do its work. A Swoop and Drop action requires the swoopbat to expend both movement and a full action. It is resolved with an opposed Strength Test against its target. If the swoopbat succeeds, the target suffers falling damage from a height of 20 metres. Of the swoopbat fails, it was unable to grab its target.

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Ostian Falcon Ostia also possesses a massive predatory flying animal. The Ostian falcon has an 8 meter wing span. It hunts in isolation during the day. Remove the Echolocation and Swoop and Drop special abilities. Replace its skill list as follows: Skills: Awareness 9, Default 7

even ceramite hulls. While it is unclear if it can fully digest adamantine armour plating, specimens have certainly devoured vessels that included them. The death skates’ full ecology and life cycle is poorly understood. Observed specimens are always more than 30 metres in length. Some fishermen speculate that the creature may have a much smaller juvenile form, or possibly one that appears very different. It is believed to nest within the deepest parts of the ocean, but only because no nests have been observed within the shallow areas. In n rrecent e years, Enoch’s human population has begun to hunt the death skate. This is partly be b e eg g to tame the world’s oceans, in the interest to of public safety. In fact, the government has begun to offer a bounty for the creature’s eyes. However, it has also been discovered e that the skate’s internal organs are rich th h in n oils which can be efficiently converted into in nto o promethium. Commercial skate hunting operations increased substantially after that o op per eraa discovery, though this remains a high-risk d di issccov isc ov profession. prof pr roffe Threat Th Thre hre ea Classification: Monstrous Creature

Enochian Death Skate “Enoch’s oceans harbour the Death Skate, which has been known devour vessels whole.” –Lateria Asmophan, Magos Biologis The largest predator of Enoch’s oceans is the death skate. Specimens have been reported measuring nearly 40 metres in length, and over 20 meters in width, with its extended fins. The death skate is omnivorous and aggressive, feeding upon anything it encounters. While it is believed that these monstrosities are most common within the ocean’s depths, sightings in the shallows are not uncommon. In fact, there are many reports of these terrors devouring small vessels moored at city docks. The creature’s massive toothy maw is capable of penetrating

444

Strength Stren

11

Intellect

2

Agility A Ag illi

5

Willpower

2

Toughness Toug

14

Fellowship

1

Initiative IIn niittia nit ia

5

Defence

4

Speed Spee

Wounds

7

Shock

2

Soak

5

Resolve

2

Conviction

3

Passive Awareness

5

Resilience

16

Skills

Weapon Skill 8, Default 6

Size

Huge

Keywords

Monster

Attacks Devouring Maw: (Damage 15+1ED; AP 0)

Special Abilities Aquatic: The death skate cannot move on land, but it can swim at Speed 10 as a move, 20 as a running action, or 30 as a sprint. It suffocates in air, but can respirate freely underwater. (Wrath) Swallow: With a 6 on the Wrath die, the death skate swallows its target whole. It then dives deep under water to digest its prey. Attacks against the beast from the inside suffer a +2 DN due to the challenge of attempting to swing a weapon while contained within its digestive tract.

Ostian Hook-billed Squid The most aggressive predator in Ostia’s freshwater seas is the giant hook-billed squid. It has been known to remove filtration systems from water intake systems, and travel up the massive pipes. Consequently, there have been numerous instances of them attacking individuals at supposedly safe reservoirs, including enormous water towers. For this creature, replace Devouring Maw and Swallow as follows: Writhing Tentacle: (Damage 12+1ED; AP0; Range: 4m [M]) (Wrath) Entangle: With a 6 on the Wrath die, the squid entangles the target and draws it under water. The character must succeed at an opposed strength test to break free before falling prey to suffocation. If the squid is slain, any entangled characters are immediately freed.

Ostian Sabretooth Vulpine “Listen, do you hear something?” –Initiate Iosef Makklin, final words Packs of sabretooth vulpine prowl the untamed portions of Ostian. These creatures are primarily scavengers, though they do not hesitate to take living prey when the opportunity arises. They are most commonly found in packs of eight to fifteen specimens, which typically includes adolescents. The vulpines are most active during daylight hours. When easy scavenging is not available,

they hunt more aggressively in the twilight hours of early morning or late evening. In the wild,vulpine adaptive colouration is extremely effective. Their coat changes with their environment and the season, so that it is almost always a near perfect match to their environment. They are also extremely adept at moving quietly and at causing very few disruptions in their environment when they do so. This aids them tremendously in leaving their prey unprepared for an attack. Sabretooth vulpines are a significant nuisance for cattle farmers. In areas where there is little wild prey, packs preferentially inhabit areas where farmers let their cattle graze. Because the domestic animals are relatively contained, vulpines that infiltrate grazing areas have free reign. In most instances, a pack only takes a single animal, though larger slaughters have been reported. Vulpine sabreteeth have become a popular status symbol among some Ostians. The bone contains a high metallic content, which enables it to hold an edge exceptionally well. Some have even fashioned effective knives by carving and sharpening a tooth from a mature adult. Threat Classification: Elites for Tier 1–2, Troops for Tier 3+ Strength

5

Intellect

3

Agility

7

Willpower

2

Toughness

5

Fellowship

2

Initiative

7

Defence

6

Speed

9

Wounds

5

Shock

4

Soak

5

Resolve

2

Conviction

3

Passive Awareness

7

Resilience

9 (Thick Pelt: 2)

Skills

Weapon Skill 11, Stealth 10, Default 6

Size

Average

Keywords

Monster

Attacks Sabreteeth: (Damage 9+1ED; AP -1) Rending Claws: (Damage 8+1ED; AP -1)

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Special Abilities Adaptive Coloration: The Vulpine’s coat colour gradually changes to match its environment. This grants it +3 bd to Stealth tests. Rend and Bite: The Vulpine can attack with both its claws and its Sabreteeth in the same round without suffering a multi-action penalty.

Corovingian Drop Bear Within the Corogvingian jungle, predatory small bears have been known to inhabit the canopy. Their fur blends in well with the trees that they inhabit, making them difficult for anyone walking along the jungle floor to recognise. These predators lie in wait for prey to walk beneath them. When it does, they fall from the tree, sinking their massive fangs into their target’s dorsal side. Replace the Speed and Sabreteeth as follows: ◆ Speed: 4 ◆ Razor Fangs: (Damage Rating 10+1ED; AP 0)

Leviathan Worm of Avachrus “The worms dug the deepest tunnels ages before mankind arrived.” – Marie Yverian, Mining Guild Scribe Avachrus has vast mines that extend for miles beneath the planet’s surface. Over the centuries of the forge world’s production, the most productive mines have moved ever deeper and further from its subterranean cities. When miners first began digging the deepest shafts, they were surprised to discover cavern networks that were previously unrecorded. In the course of mining and exploring these, mankind first encountered the planet’s leviathan worms. Fortunately, encounters with the massive worms remain infrequent. Measuring nearly 100 metres in length and more than 20 in diameter, the enormous creatures scarcely register the presence of humanity and can shrug off attacks from most weapons, including mining grade lasers. While there are numerous recorded incidents

446

where worms devoured mining vehicles and entire mining teams, it is unclear if these were deliberate attacks. Instead, it is suspected that the worms simply devoured the people and tools that happened to be in the way of their travels. In spite of the Adeptus Mechanicus presence on Avachrus, there have been relatively few studies conducted of the leviathan worms. The resources required to capture a live specimen are simply not available. In the few instances where specimens were killed, it was more critical to clear the body so that a mining operation could resume rather than allowing the remains to be studied. Consequently, little is known about the creature’s metabolism or ecology. It is speculated that the worms are able to metabolise the planet’s ore for nutrition, but the mechanisms behind this are unknown. Threat Classification: Monstrous Creature Strength

14

Intellect

1

Agility

3

Willpower

2

Toughness

15

Fellowship

1

Initiative

3

Defence

2

Speed

3

Wounds

12

Shock

10

Soak

15

Resolve

2

Conviction

3

Passive Awareness

3

Resilience

20 (Rocky Plating 3)

Skills

Weapon Skill 7, Default 6

Size

Gargantuan

Keywords

Monster

Attacks Sucking Maw: (Damage 18; AP –3) Special Abilities Burrower: The worm’s natural movement is to burrow through soil and rock. When moving through a tunnel or along the surface, it counts as crawling, though it never needs to make a Test to do so. Its movement rate below ground is unimpeded when burrowing, though it may not attack while doing so. The worm may neither run nor sprint.

(Wrath) Swallow: With a 6 on the Wrath die, the worm swallows its target whole. It then begins to digest its prey. Attacks against the beast from the inside suffer a +2 DN due to the challenge of attempting to swing a weapon while contained within its digestive tract.

Nethrean Land Dragons The rocky hills of Nethreus are home to enormous lizards. These huge creatures devour everything they encounter from plants to cattle to small buildings. Novitiate Knights of House Ormyr often use these large creatures for target practice, as they move relatively slowly and seldom change course. They are also useful in that even a knight’s weapon is unlikely to slay one with a single shot. To replicate these creatures add Stomp and Tail Swipe to its Attacks and replace the Burrower special ability with Relentless Advance. ◆ Stomp: (Damage 15; AP 0; Brutal) ◆ Tail Swipe: (Damage 15: AP 0; Range 10m [M]) ◆ Relentless Advance: The land dragon always moves a walking pace biting or stomping on anything before it. It may make both attacks each turn without suffering a multi-action penalty.

These creatures are not explicitly predatory. They devour plants and scavenge other organic substances without preference. However, when the opportunity arrives, they do swarm over and devour animal flesh. This is particular true in cases where prey animals are incapable of outrunning or resisting the creatures. Night scarabs pose a substantial threat in cases where they assemble into large swarms. It is unclear what causes this to happen. It may be a reaction to a pheromone, a microclimate change, or some other trigger. In any case, when this does happen, the swarms become far more aggressive. Assembling into groups that number in the tens of thousands, they flow across a region, devouring anything organic that they uncover. While healthy humans can typically outrun them, this can become an issue in crowded hive cities, where there simply is no safe destination remaining. Threat Classification: Monstrous Creature. The scarabs are nearly always found in swarms (see below). Strength

1

Intellect

1

Agility

3

Willpower

1

Toughness

1

Fellowship

1

Initiative

3

Defence

1

Speed

5

Wounds

1

Shock

1

Soak

1

Gilead Night Scarabs

Resolve

1

Conviction

1

“Let the scum feast upon the scarabs. It solves two problems at once!” – Undergovernor Macklin Vincent

Passive Awareness

The depths of Gilead’s hive worlds are infested with Night Scarabs. Individually, these insects are roughly five centimetres in length. They are capable of flight, and they can scurry with surprising speed. This combination leaves very few places on the planet completely isolated from the insects. The creatures are omnivorous, eating anything organic, with little preference for their targets. This has caused many issues, as they are prone to devouring the insulation in electrical systems, leading to frequent power outages. Night scarabs are believed to be native to Gilead and have proven extremely resilient to every pesticide that has been attempted.

2

Resilience

1

Skills

Weapon Skill 3, Default 2

Size

Tiny

Keywords

Monster

Attacks Piercing Bite: (Damage 5+1ED; AP –1) Special Abilities Flight: The scarab can fly at Speed 5 as a move or running action. As a sprint action, it may fly at speed 10. Athletics tests are used for any necessary manoeuvrability tests while aloft.

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(Mob) Infestation: Scarab swarms often number into the tens of thousands of individuals. When attacking as a mob, they always receive the Tier limit for bonus dice. In addition, the Damage value for their Piercing Bite attack is increased by the Tier bonus limit. However, a single target can never be attacked by more than one scarab swarm in the same round. Swarm: When acting as a mob, this threat has a combined total Wound value of 10. Once the swarm’s wounds have been depleted, the swarm is effectively destroyed, split up into a handful of tiny surviving creatures. Swarms suffer a maximum of 1 Wound from melee attacks and a maximum of 3 wounds from ranged attacks. Weapons with the Blast, Blaze, or Spread traits inflict damage normally.

Corovingian Blood dS Strix trix Swarms of these small birds buzz through hrro h ou ugh gh parts paarr ts ts of the Corovingian jungles at night. Their heir p he piercing ie erccin ng beaks attack prey, sucking them dry ry of of blood. blo ood d. They appear in swarms of 10 to 15 5 sp sspecimens. pec ecim me en ns. s To replicate this creature, replace the e In Infestation nfe fest staattio st on special ability with Swarm and add N Night ight ig ht V Vision. issiio isio on. n. (Mob) Swarm: Flights of blood strix attack tttacck ta ttargets arget rg ge etts in concert, focusing on any available e fl fles es esh. sh. h W When hen he attacking as a mob, they always get the he ffu full ull ll b bonus o u on uss for the number of attackers, even if itt ex e exceeds ce eed ds th tthe e Tier limit. Night Vision: Blood strix can see into nto o the the e infrared spectrum. They suffer no penalties naalttie n iess for lighting conditions.

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Named Adversaries In this section, an example of a specific named adversary is presented for use in your Wrath & Glory campaigns.

Arthius An opportunistic alien shapeshifter from a nearlyextinct xenos race, the being calling himself Arthius is a recent arrival to the Gilead system. Arthius preys upon the weak and the foolish, using his shapeshifting abilities and natural leadership skills to gain their confidence and turn their fear into rebellion against the Imperial authorities. So far, Arthius seems content to orchestrate minor uprisings across Skaelas, one of the capital world’s moons. On the air-starved surface of Skaelas, Arthius is building a rag-tag army of mutants, mine workers, menials, and rebels, an army loyal to his own twisted ideals.

This movement calls itself the Guiding Hand, and is one of many such cults that have sprung up in the Gilead System since the coming of the Great Rift. Arthius’ shapeshifting abilities allow him to easily infiltrate settlements across Gilead and its moons. Once he locates dissidents, he sways them to his point of view with fiery rhetoric, using his own “miraculous” evasion of the Imperium’s authorities as evidence of the righteousness of his cause. Under several pseudonyms and guises, Arthius is wanted for questioning by the Arbites, the enforcers of Gilead’s planetary governor, and even the Inquisition. None of them, as yet, truly understand just what they are dealing with.

Attacks

Threat Classification: Tier 3 Named Adversary

(Ruin) Champion: This threat may take Ruin Actions.

Strength

5

Intellect

5

Agility

6

Willpower

5

Toughness

5

Fellowship

7

Initiative

5

Defence

4

Speed

7

Wounds

9

Shock

8

Soak

5

Resolve

4

Conviction

5

Passive Awareness

5

Resilience

10 (Mesh Armour: 3)

Skills

Athletics 7 Awareness 9 Ballistic Skill 9 Cunning 10 Deception 10 Insight 10 Intimidation 8 Persuasion 9 Stealth 9 Weapon Skill 9

Size

Average

Keywords

Heretic, Xenos

Shapeshifted Mandibles: (Damage 9+1ED; AP -1; Toxic [5]) Plasma Pistol: (Damage 15+1ED; AP -3; Range 24m; Pistol, Supercharge) Chainsword: (Damage 13+1ED; AP 0; Brutal, Parry) Special Abilities (Ruin) Architect of Ruin: Arthius generates 1 Ruin at the beginning of every round.

(Ruin) Strike Them Down!: As a Ruin action, Arthius may command a mob of allied troops within 10 metres to make an immediate ranged or melee attack against a single enemy. Shapeshifting: Anytime Arthius is adjacent to or within metres of another character—friend or foe—targeting him with an attack requires a successful Intellect test (DN 4). If the test is failed, any successful attack against Arthius is randomised between the potential targets (i.e., Arthius and any adjacent character other than the attacker). Outside of combat, Arthius’ shapeshifting ability is nearly perfect. A character who suspects Arthius is not what he appears to be must pass an Insight test (DN 7) to notice anything unusual. Inspired Rhetoric: Arthius gains +2d to Deception and Persuasion Interaction attacks.

449

NAME: ________________________________________ TIER: ________________________________________ RANK: ____________ RANK BONUS: ____________ Attributes ATTRIBUTE RATING Strength __________ Agility __________ Toughness __________ Intellect __________ Willpower __________ Fellowship __________ Initiative __________

ADJUSTED RATING ________________ ________________ ________________ ________________ ________________ ________________ ________________

Combat traits TRAIT RATING CURRENT Defense __________________ Armour Resilience _________|_________ value Soak __________________ Speed __________________ Shock __________________ __________ Heavily Wounds _________|_________ __________ wounded at Mental traits TRAIT Conviction Corruption Passive Awareness Resolve

RATING ______________________ ______________________ ______________________ ______________________

Social traits TRAIT Influence Wealth

RATING ______________________ ______________________

WEAPONS NAME _______________________ _______________________ _______________________ _______________________ _______________________

DAMAGE ________________ ________________ ________________ ________________ ________________

FRAMEWORK: __________________ SPECIES: ______________________ SPECIES ABILITY: ________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ARCHETYPE: ____________________ ______________________________ ______________________________

ARCHETYPE ABILITY: ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________

Skills SKIL ILL Atth A th hllet etiiccs Aw A war arenes en e ne esss Baal B allis llllis isttiic S Skkil kil ill Cunn Cu nnin ing in ing De D ecce ece ep ept pttio on IIn nssiigh ght Intiim In Inti miida dati attiio on n In nve est stig igat a io ion Le L eaad der ersh hiip p M d Me diiccaae Persua Pe rssu uaassiio on n Piilo P lot Psyc Ps sychi yycch hiic ic Ma Mast ste erry Scho Sc hola lar Stea Stea St ealth ltth Su S urv rviv ivall Tecch Te h We W eaap eap pon on Skkiillll

LINNKKEED ATTRIB TR T RIIB BU UT TE ((S Sttrrren en e ng gtth) h) ((IIn ntte ellle lect lect ct) ((A Ag giilliity ity) ty) ty ((F Fe elllo llo lows wsshi hp hi p)) (Fel ((F Fel elllo ows wsh hiip) p) ((F Fel ello llo lows wsh hiip) ip p)) ((W Wil i lp lpo ow wer er) (Int (I ntel ellle el ecctt) ((W Wil illp pow ower er) r) ((IInt nte ellle lectt) ((F Fel ello low wsshi hip p)) (A Ag giilliittyy) (W ((Wil Wil illpow lp pow owe owe err) (Int (I ntel tel elle ecctt) ((A Ag giilliity) ttyy) (W Wiilllp lpow ower wer er) ((IIn In ntte ellle ectt) ((IIni niti tiat tiat ativ ive iv e))

AP ____________ ____________ ____________ ____________ ____________

RATTIING IN NG G __________ ___ ______ ____ __ ______ ______ ______ ____ ______ _____________ __ ____ __ _________ ____ ________ ____ _____ ___ ________ ___ ________ ____ ______ _______ _______ _________________ ___ ____ ______ _______ ____ __ ____ ___ __________ ______ ____ ____ __ ______ ______ __ ____ __ ____ ____ ____ ___ _ __ ____ _ _ ________ _______ __ ____________

SALVO ____________ ____________ ____________ ____________ ____________

RANGE ___________ ___________ ___________ ___________ ___________

TOTAL TA T AL ___ ________ ___ __ ______ _____ ____ ___ ________ ___ ___ _______ _____ _____ __ ___ ____ ____ ___ ___ ____ ___ _______ ___ ______ ______ ___ ___ ___________ ___ ___ ____ ____ ___ ____________ _______ ____ ___ __ _______ ____ ___ ___ __ _____ ___________ __ ______ ____ _____ ___ __________ ___ __ ___ ________ ___ _______ ____ ___ ____________

TRAITS ______________________ ______________________ ______________________ ______________________ ______________________

Keywords _____________________________________________________ _____________________________________________________ _________ ____ ___ Talents ______________________________________________ _________________________________________________ ___ __ ___ _____________________________________________________ _____ _____ ___ __ _____________________________________________________ ___________ __ __ _____________________________________________________ _____ _______ _____________________________________________________ ___________ _____________________________________________________ __________ __ _____________________________________________________ _____ _______ __ Background _____________________________________________________ ___________ _____________________________________________________ __________ __ __ _____________________________________________________ _________ ___ ____________________________________________________ _____ ____ __ ___________________________________________________ _______ Gear _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________

Objectives _____________________________________________________ _____________________________________________________ ____ __ _______ _________________________________________________ ___ __ _____________________________________________ ______________________________________________ ___________________________________________________ __ ___ __ _____________________________________________________ __ ___ ____ _ ____________________________________________________ ___ ______ __ _____________________________________________________ ____ __ ________ _____________________________________________________ __ ___ ______ _____ ____________________________________________________ ___ _____ ______ __ _____________________________________________________ __ ___ ___ _____ _____________________________________________________ __ ____ ______ __ ____________________________________________________ ___ ___ ______ _____________________________________________________ __ ___ ____ _____________________________________________________ ____ __ ________ _____________________________________________________ __ ____ ________ ____________________________________________________ ___ _________ Objective achieved O b Ascension Notes _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________

Malignancies _____________________________________________________ _____________________________________________________ _____________________________________________________ Wrath Points _____________________________________________________ _____________________________________________________

Spend one Wrath to: ◆ Re-roll failures once on a test ◆ Add +1 to a Defiance check ◆ Make a narrative declaration ◆ Immediately restore 1d3+1 Shock Spend one Glory to: ◆ Add +1d to a test after any re-rolls ◆ Add +1 damage to a successful attack ◆ Increase the severity of a Critical Hit ◆ Seize the Initiative

INDEX Adepta Sororitas (archetypes) ... 110 Adeptus Astartes (archetypes)... 126 Adeptus Astartes (species).............94 Adeptus Mechanicus (archetypes) ........................130-131 Adeptus Ministorum (archetypes) ................................. 106 Adversaries....................................... 404 Aeldari (archetypes) .............143-144 Agents of the Imperium (archetypes) ................................. 118 Archetypes........................................ 104 Area Effect Attacks ........................ 229 Ascending ......................................... 196 Astra Militarum (archetypes) ........................113-114 Attacks ...................................... 217-219 Attribute test ......................................54 Attributes .......................................... 155 Backgrounds .................................... 186 Bonus Dice ..........................................49 Buying Success ........................... 56-57 Campaign Cards ............................. 268 Character Advancement .............. 193 Combat Actions......................210-211 Combat Actions......................213-216 Combat Complications ................. 232 Combat Effects................................ 229 Combat Options ....................220-223 Combined Actions .............................52 Complication ......................................58 Corruption Level ............................. 367 Corruption test ................................ 159 Corruption Tests ............................. 364 Critical Hits ................... 223. 224-225 Cybernetics....................................... 312 Damage ............................................. 226 Defiance Checks ............................. 228 Difficulty Number .............................51 Eldar (species) ....................................90 Elites................................................... 404 Environmental Hazards ............... 246 Escalation Tier ...................................57 Exalted Icon .................................49, 50

452

Exhausted ......................................... 230 Extra Damage Dice....................49, 52 Failure ............................................49, 50 Falling ................................................ 247 Fear ..................................................... 230 Fear test ............................................ 159 Fire ...................................................... 247 Framework...........................................83 Gilead ....................................................42 Glory ......................................................60 Hindered ........................................... 231 Human (species) ................................88 Icon .................................................49, 50 Influence tests .......................264-266 Initiative ................................... 205-207 Interaction attack........................... 225 Interaction skill .................................54 Investigations.................................. 259 Keywords .............................................48 Keywords List .................................. 195 Maiming ............................................ 234 Malignancies ................................... 368 Memorable Injury .................233-234 Milestones ........................................ 401 Mobs ..........................................208-210 Monstrous Creatures..................... 404 Mortal Wounds ............................... 227 Movement................................211-212 Mutations.................................368-379 Opposed Rolls ....................................53 Ork (archetypes) ............................. 149 Ork (species) .......................................92 Perils of the Warp .................338-341 Pinned................................................ 231 Poisoned ........................................... 231 Primaris Astartes (species).......... 100 Prone .................................................. 231 Psychic Mastery tests .................... 335 Pyschic Powers ............................... 185 Rank .......................................................82 Rank Bonus .........................................83 Rarity .................................................. 267 Reactions .......................................... 253 Regroup ............................................. 269

Reloads .....................................219-220 Renegades (archetypes)......138-139 Respite ............................................... 269 Resting ............................................... 269 Restrained ........................................ 231 Round ................................................. 204 Rounding..............................................53 Ruin ................................................60-62 Ruin actions ..................................... 407 Scum (archetypes) ......................... 134 Shifts .....................................................55 Shock.................................................. 226 Size Categories ............................... 210 Skill test ...............................................54 Skills ................................................... 161 Soaking.............................................. 227 Social Interactions......................... 251 Staggered ......................................... 231 Talents ............................................... 168 Temptations of the Warp ............. 366 Terrain ................................................ 213 Terror .................................................. 232 Test.........................................................50 Threatening Tasks.......................... 254 Threats...................................... 207-208 Traits ................................................... 158 Tree of Learning (skills) ............... 163 Trinkets .............................................. 327 Troops ................................................ 404 Turn ..................................................... 205 Unconsciousness ............................ 227 Vehicle combat ............................... 236 Vehicles ............................................. 318 Voidship combat............................. 237 Voidships........................................... 323 Vulnerable ........................................ 232 Warp Travel .............................248-249 Wealth................................................ 267 Weapon Traits.................................. 274 Wounds ..................................... 226-227 Wrath Deck .................... 223, 224-225 Wrath Dice ...........................................58 Wrath Points .......................................59

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Roleplaying in the Grim Darkness of the 41st Millennium

®

®

This accursed Age needs heroes more than ever before. Shattered by the Great Rift, the galaxy is on the brink of oblivion and madness. There are those who fight for a shred of hope, a glimmering promise that this millennium may yet endure. What will you fight for? What will you sacrifice? Enter a galaxy full of danger and mystery, plagued by the star-spanning schemes of the Dark Gods. You will defend the last bastions of civilization against a rising tide of corruption. You will explore ancient ruins of races long-vanished. You will uncover lost secrets and devious schemes. This is a game of danger and mystery. This is a game of action and adventure. This is a game about the struggle to hold back the doomsday clock from striking midnight for an entire galaxy. This is your story of wrath and glory.

$ 59.99

ULIWG1000

ISBN 978-1-64377-000-0

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