Documentos de Académico
Documentos de Profesional
Documentos de Cultura
ASTARTES
Astartes Creation
•
Advances
•
Chapter Rules
•
Skills and Talents
•
Game Rules
•
Equipment
•
Vehicles
•
Psychology and Tips
•
Notable NPCs
T a b l e of
Table o f Contents
C o n te n ts
Credits....................................................................... 3 IV: Skills and Talents................................ 46
Disclaimer.............................................................. 3 New Skills............................................................... 46
Introduction..................................................... 4 New Talents.......................................................... 47
I: Astartes Creation..................................... 5 V: Game Rules...................................................... 49
What Are Space Marines?................................ 5 Corruption........................................................... 49
Space Marine Character Creation......... 6 Insanity................................................................... 49
Implants...................................................................... 7 Criticals................................................................. 49
II: Advances............................................................. 8 VI: Equipment..................................................... 51
Neophyte Advances................................................... 9 Space Marine Standard Kits....................... 51
Scout Advances....................................................... 10 Gear............................................................................ 52
Brother Scout Advances....................................... 10 Armour.................................................................... 55
Marine Advances..................................................... 11 Melee Weapons.................................................... 58
Brother Marine Advances..................................... 11 Ranged Weapons............................................... 59
Assault Marine Advances....................................... 12 Weapon Upgrades . .......................................... 60
Assault Veteran Advances..................................... 12 Ammunition.......................................................... 60
Assault Sergeant Advances. .................................. 13 VII: Vehicles......................................................... 61
Tactical Marine Advances. ................................... 13 Rhino........................................................................ 61
Tactical Veteran Advances................................... 14 Predator Destructor............................................. 62
Tactical Sergeant Advances................................. 14 Predator Annihilator............................................ 62
Devastator Marine Advances................................ 15 Baal Predator......................................................... 62
Devastator Veteran Advances.............................. 15 Razorback................................................................ 63
Devastator Sergeant Advances............................. 16 Whirlwind................................................................ 63
Medicae Initiate Advances..................................... 16 Whirlwind Hyperios............................................... 63
Medicae Internist Advances.................................. 17 Vindicator................................................................ 64
Field Medicae Advances......................................... 17 Leman Russ Exterminator...................................... 64
Chaplain.................................................................. 18 Land Raider............................................................. 64
Chaplain-Novite Advances. ................................... 18 Land Raider Crusader............................................ 65
Chaplain-Priest Advances...................................... 19 Land Raider Helios. ............................................... 65
Chaplain-Confessor Advances.............................. 19 Bike. .......................................................................... 65
Chaplain-Exorcist Advances................................. 20 Attack Bike.............................................................. 66
Reclusiarch Advances. ........................................... 20 Land Speeder............................................................ 66
Librarian................................................................ 21 Land Speeder Tornado........................................... 66
Librarium Sanctionite Advances........................... 21 Land Speeder Typhoon........................................... 67
Librarium Neonate Advances................................. 22 Land Speeder Tempest. ........................................... 67
Librarium Militant Advances................................ 22 Thunderhawk Gunship........................................... 67
Librarium Savant Advances.................................... 23 Thunderhawk Transport....................................... 68
Lexicanum Advances. .............................................. 23 Dreadnought........................................................... 68
Techmarine........................................................... 24 Furioso Dreadnought............................................ 68
Apprentum Advances............................................... 24 Mortis Dreadnought............................................. 69
Weaponsmith Advances........................................... 25 Siege Dreadnought................................................. 69
Armoursmith Advances............................................ 25 Grey Knights Dreadnought. ................................ 69
Tech-Initiate Advances.......................................... 26 VIII: Psychology and Tips...................... 71
Tech-Wright Advances.......................................... 26 Space Marine Psychology........................... 71
III: Chapter Rules.......................................... 27 Dark Angels. ........................................................... 73
Dark Angels.......................................................... 28 White Scars............................................................. 73
White Scars........................................................... 30 Space Wolves. .......................................................... 73
Blood Angels....................................................... 36 Imperial Fists........................................................... 73
Iron Hands............................................................ 38 Blood Angels. ......................................................... 74
Ultramarines....................................................... 40 Iron Hands............................................................... 74
Salamanders......................................................... 41 Ultramarines............................................................ 74
Grey Knights........................................................ 42 Salamanders............................................................. 74
Deathwatch.......................................................... 43 Raven Guard............................................................ 75
Khan’s Lightning............................................... 44 Grey Knights........................................................... 75
Khan’s Lightning. ................................................... 75
IX: Notable NPCs.............................................. 76
Character Sheet........................................... 82
C redits
Credits
Writing CCredits
W A
Art
Richard Littles (ThePatriot) Robban-O
DarthBane ShadowedKnight
(Vehicles, NPC chapter introduction, Space Wolves, (Chapter colors)
character sheet, overall editing) DarkSandman
TeveshZhat (Figthting Marine art)
(Introductions for chapters 1-7)
Da Boss
LLayout
(Psychology and Role-Playing Tips)
Mudswimmer
(NPCs stats, background for Casticus)
DarthBane
ShadowedKnight
(Khan’s Lightning, backgrounds for Tiberius,
Kellerica, Varnius, and Darus)
Voidstate
(Purity Seal rules, Rite of Purity, Confession Binding) Special T
S Thanks
Throndhart Hellebore, Jas, Dienekes00
(Black Rage/Curse of the Wulfen rules,
Chapter histories)
Regnirok
(Chapter histories)
Dis c laim er
Disclaimer
This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy
Flight Games..
40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos
logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War,
‘Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World,
Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One,
GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper
of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork
skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters,
Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo,
Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated
marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the War-
hammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2007, variably
registered in the UK and other countries around the world. Used without permission. No challenge to their
status intended. All Rights Reserved to their respective owners.
3
I n tr o d u c ti o n
Introduction
Contained within this book you will find all the information necessary to add a member of the Adeptus Astartes to
an existing Inquisition style game presented in Dark Heresy or you can run an Astartes only campaign. Each chapter
in the book covers information on how to create a Space Marine, Space Marine career advances, new talents and
skills, Space Marine Chapter specific rules, new equipment, new vehicles, and an in depth look at how to role play
a Space Marine as well as a look at the psychology of each Chapter presented.
This book is the culmination of over two months of work by a talented group of people that contributed to the
pages contained within. The debates were fierce, both publicly and privately, on how to achieve the goal of present-
ing a balanced Space Marine within the constraints of the Dark Heresy system. I believe that we have achieved this
goal. A lot of blood, sweat, tears, and love went into writing this and I do hope that you enjoy this book. Always
remember, “Duty and Honour are paramount in crushing the enemies of the Imperium.”
I’d like to thank my co-conspirator... err... co-author, DarthBane, because without him this book wouldn’t be
here. He kept me on track by suggesting changes, editing, further expansion, and just being an all around good
friend. Without him, I personally would have been lost in the vast labyrinth of creativity. Here’s to the next book
we do, DarthBane.
Another person that was really instrumental in this production and for being honest on what he saw that needed
to be changed requires his own paragraph. This very special thanks goes to T.S. Luikart for being a very supportive
person that is personable and helpful. He has my utmost respect for all the work he’s done on Dark Heresy and I can
think of no greater compliment to give him then to say a special thanks to him. I owe you big time T.S.
Sincerely,
Richard Littles(ThePatriot)
Space Marines. Adeptus Astartes. The Emperor’s Finest. They are among the most iconic characters when you think
of science-fiction combat. Advanced equipment, genetically engineered warriors, a somehow more “medieval” than
“futuristic” attitude. Hardened Battle-Sergeants, zealous Chaplains, powerful Librarians, indestructible Terminator
armour, all of this creates a great potential for role-playing, and a fantastic opportunity for trying something dif-
ferent, new and exciting.
I feel great pride at what I have contributed to. Together we were able to create a solid set of rules to portray Space
Marines in a balanced, playable way. It wasn’t always easy; as Space Marines are so iconic and so loved, the attempt
to put them into the frame of this role-playing game, of any role-playing game, sparked a lot of interest and a lot
of critics. We had heated arguments with detractors, useful brainstorming sessions, agreements and disagreements,
but we endured, and in the end managed to create something really good. Lots of effort and love went into this
supplement – I hope everyone will like it and find it useful at their gaming table.
DarthBane
4
A sta rte s Creation
Astartes C r ea ti o n
I: Astartes Creation
Y
Y
oung Bencarius stood anxiously in the cold, feeling
like an ant against the armoured giants around him.
He had long ago overcame his fear of these armoured
There are three main types of Space Marine in each
chapter force;
supermen, but that did little to remove his unease of what was The first, and usually largest, part is made up of the
awaiting him. He turned his thoughts inward what awaited him Tactical Squads. Each Squad consists of 5 to 10 Ma-
and what he was being ordered to do at his tender age of ten rines. Led by a Sergeant, these troops carry Bolters and
seasons. sometimes heavier weaponry, like Heavy Bolters and
“How could I be told to this,” he questioned in his mind. “Why Missile Launchers for integral heavy support.
did I get singled out while all the other children are allowed to
play?” The next type are the Assault Marines. Equipped with
His grim child-like thoughts played upon his mind until a dark Jump Packs, Bolter Pistols, and Chainswords, the jump
shadow loomed over him... into the middle of the enemy’s troops and start wreak-
ing havoc in close combat. If there are bigger things
to demolish, the Assault Marines make use of Melta
Bombs.
What Are Space The most specialized are the Marines of the Devasta-
Marines? tor Squads. With their heavy weapons, they are trained
to attack and destroy vehicles with missiles, plasma or
melta weapons. Their massive firepower gives them an
The Adeptus Astartes, more commonly known as the important role in every assault.
Space Marines, are the fist of the Emperor. While the
Imperial Guard claims victory by sheer size, the Adep- A special role within each Space Marine army is taken
tus Astartes uses superior firepower and advanced tac- by the Apothecaries. They do not only heal the wound-
tics to achieve its goals. ed in battle, but also have the sacred and important role
of retrieving the progenoid glands from their fallen
The Adeptus Astartes are organized into Chapters. Brothers, even in the most intense combat. The Narth-
Each Chapter has its origins in the Primarchs, one of ecium glove they wear can take samples of blood, inject
the twenty warriors that were created by the Emperor combat drugs or even give death to a foe in melee.
and his scientists. As every Chapter has existed for over
ten thousand years, there are some differences between Every Marine wears a badge on his right shoulder
them in fighting style, tactics and even the gene-seed guard according to the squad he is in. On his left shoul-
itself. There are many famous Chapters, like the Ul- der, the Chapter’s badge is painted. Depending on the
tramarines, the Imperial Fists, the Space Wolves or the mission, there maybe army badges somewhere on the
Blood Angels. Each Chapter has its own unique paint Power Armour. Many Marines add some personal style
scheme and insignia. to their armour, either by adding sigils, a special paint
or other marks.
Every single Marine is genetically modified by vari-
ous implants and equipped with the most sophisticated
weapons and armour, and becomes a mighty Angel
of Death. Only very select few of the enemies of the
Imperium can deal with them in a one-to-one fight.
Most notable is the Mark VII Power Armour, a piece
of equipment that is exclusively used by the Adeptus
Astartes, which gives the Space Marine his typical ap-
pearance. The second symbol is the Holy Bolter. This is
the main weapon, out of all the weapons in the Imperial
armoury, carried by Space Marines.
5
B
encarius laid upon the cold, unfeeling metal surface Librarian Specific Talents: Psy Rating 1, 1 Minor
I: Astartes Creation
of the table. The lights above the table blinded his eyes Psychic Power, 2 Insanity Points, 2 Corruption Points.
making it impossible for him to see. He could hear the Techmarine Specific Talents: Electro-Graft Use.
low chanting from all around him and he closed his eyes in a Techmarine Starting Traits: Mechanicus Implants
silent prayer. (see Dark Heresy, page 27).
Across his skin he could feel the cold metal of the Apothecary’s
mechadandrites searching for something on his his exposed stom- Starting Equipment: Robes of the Chapter, Flak
ach. The sound of steel against flesh joined the chorus of chants Jacket, Flak Helmet, Weapons based upon world type:
and his screams echoed as a counterpoint. The whirring of a Feral: Sword or Axe, Bow with 6 arrows or Crossbow
bone saw replaced the notes produced by the flesh being cut... with 6 quarrels.
Hive or Forge World: Sword or Axe; Las Pistol and a
charge pack or Stub Revolver with 6 rounds of ammu-
nition; Las Carbine and a charge pack or Autogun with
a magazine of ammunition.
Space Marine Imperial, Void Born, and Mind-Cleansed: Knife; Las
Character Pistol and a charge pack or Stub Revolver with 6
rounds of ammunition; Las Carbine with a charge pack
Creation or Autogun with a magazine of ammunition.
Noble Born: same as the other choices in the character
world list for the Chapter. For example, a Space Wolf
The rules for creating Space Marines are for Ultrama-
character selects to be a Noble Born, but due to Fenris
rines and their successor chapters as a base for all Space
being classified as Feral he gets the same equipment
Marine characters that can be played.
choice for Feral World. The same applies to the Space
Marine build (see Table 1-2).
All Space Marine characters are created as normal fol-
lowing the rules presented in Dark Heresy and the In-
quisitor’s Handbook, with the exception that they cannot
Starting Rank: Neophyte
choose Schola Progenium as a starting origin.
Throne Gelt: 50+1d10
Their basic stats are all rolled as per Dark Heresy, but
Starting Age: 1d5+10
Space Marines must have a minimum score in the fol-
lowing characteristics: Weapon Skill or Ballistic Skill,
Strength, and Toughness.
6
Advances Note: In certain paths it will say “choose Brother Scouts will have available the following im-
I: Astartes Creation
one” and list off the allowed choices for weapon talents. plants for activation: Melanochrome, Oolitic Kid-
This talent can only be taken once and the player must ney, Neuroglottis, Mucranoid, Betcher’s Gland,
choose a specific weapon type. Once selected the talent Progenoids, and Black Carapace.
can never be chosen again from the list of advances for
that Rank. Due the relatively low cost of the implants, there will
be a trade off for a chance that a critical hit will destroy
the implant. Once the implant is destroyed, the Marine
Implants no longer gains the benefit for the talent. The only im-
What makes Marines different from normal humans is
plants not affected by this are the Ossmodula, Biscopea,
the implants they receive. All Space Marines will start
and the Progenoids. See the Space Marine Critical Hit
with all the implants associated, but they must spend
Charts.
experience in order to activate the organ.
Implants are a very important part of Space Marine Table 1-1: Space Marine Implants
development. It is what makes a Space Marine what Implant Talent or Skill
he is. The implants are done in stages under the care- Secondary Heart Die Hard, Resistance: Low Oxygen
ful supervision of the Chapter’s Apothecaries. Coupled Ossmodula Size Increase +1
with the implantation procedures is hormonal therapy Biscopea Unnatural Strength, Unnatural Toughness
and hypno-indoctrination and training. The Apothecar-
Haemastamen +1 healing of damage to Autosanguine
ies start implanting these implants into male children
Larraman’s Organ Autosanguine
between the ages of 10-14 years of age and progresses
until the final implant is put in between the ages of 16- Catalepsean Node Light Sleeper
18. The final implant is the black carapace which allows Preomnor Resistance: Poisons
the Marine to fully interface with his armour. Omophagea Learning by eating
Multi-lung +5 Resistance: Poisons
Implants will be allowed to be purchased at certain Occulobe Shadow Vision
ranks, and a Marine must have bought all of the im- Lyman’s Ear Heightened Senses: Hearing
plants his Chapter possesses in order to progress to the Sus-an Membrane Suspended Animation
Marine Rank.
Melanochrome Resistance: Radiation
Oolitic Kidney +5 Resistance: Poisons
Neophytes will have available the following implants
for activation: Secondary Heart, Ossmodula, Bisco- Neuroglottis Detect Poisons
pea, Haemastamen, Larraman’s Organ, and Cata- Mucranoid Resistance: Heat and Cold
lepsean Node. Betcher’s Gland Spit Acid
Scouts will have available the following implants for Progenoids —
activation: Preomnor, Omophagea, Multi-lung, Oc- Black Carapace Enables advanced life support, targeting,
culobe, Lyman’s Ear, and Sus-an Membrane. communication, and internal medic func-
tions of Power Armour.
7
A dva n c es
Advances
II: Advances
E
ach Marine undergoes a very intense training, Other Marines will take different paths upon com-
which lasts for several years. From their time as pleting their time with the Scouts. Some will become
a Neophyte to the point where they reach the Chaplains, Apothecaries, Techmarines or even Librar-
status of a full Space Marine, their life is full of exercise, ians, if they show psychic abilities.
both mental and physical. After more years of service, a Marine may be promot-
The first step along the centuries long career of a ed to an officer rank, which means, he will perhaps lead
Space Marine always begins the same way. A young his own company, or, climbing the ladder even further
child or young teenager is selected as an Initiate based up, the Chapter Master. Other Marines do not long
upon his intelligence, perception, strength, and tough- for command, instead staying Marines until the end of
ness. At this stage the testing begins to weed out the their days.
weak while leaving only the strong. Failure for being Should a Marine show extreme bravery and dedica-
weak is death. No mercy is shown and none is asked tion, Terminator honours will be given to him. This
by the young recruits. Those that survive are implanted means the Marine is transferred to the First Company,
with their first organs and progress to becoming Neo- serving as honour guards for commanding officers, or
phytes. he becomes an elite warrior of the Empire, a Termina-
As the Neophyte progresses further on the way to tor.
eventually becoming a full fledged Space Marine, he Due to their altered physiology, Marines can live for
not only learns new fighting techniques, but also learns centuries. It is a rather rare occasion that a Space Ma-
about his Chapter, the Adeptus Astartes and the Impe- rine dies of age, but it happens. If the Marines is deadly
rium of Man. After that he is considered to be ready wounded in battle, and deemed worthy, his remains are
for action, and he is assigned to the Chapter’s Scout entombed in a sarcophagus, thus becoming literally a
Company. living war machine: a Dreadnought.
As a Scout, the warrior will undertake recon missions
or act as artillery spotter. After several years again, he
is considered a Scout Veteran. Once he completed his
assignment, he is granted the Black Carapace, and thus Designer’s Note
becomes a true Space Marine. His first assignments are
in various squads of different companies. Once his true By taking the route we did, we understood the limi-
capabilities are determined, each Marine is permanently tations of only having eight ranks of advances. The
assigned to a specific squad, be it Tactical, Assault or Marines presented were intentionally left open for
Devastator. future expansion as the core rules expand beyond
From this point on, the Marine will see the most in- 15,000 experience. This conscious decision resulted
tense battles mankind fights. After a time, he is consid- in only presenting Marines from the line companies.
ered a veteran. Some veterans show more courage and As the core game expands, so will the rank progres-
leadership abilities than others, and may be promoted sion of a Marine from one of the line companies to
to the Sergeant rank, thus gaining command of his own First Company veterans.
squad.
8
II: Advances
Space Neophyte
XP Level: 0-499
Marines
Ranks Scout
XP Level: 500-999
Brother Scout
XP Level: 1,000-1,999
Assault Marine Tactical Marine Devastator Marine Medicae Initiate Chaplain-Confessor Librarium Militant Armoursmith
XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999
Assault Veteran Tactical veteran Devastator Veteran Medicae Internist Chaplain-Exorcist Librarium Savant Tech-Initiate
XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999
Assault Sergeant Tactical Sergeant Devastator Sergeant Field Medicae Reclusiarch Lexicanum Tech-Wright
XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999
9
Scout
II: Advances
Table 2-3: Scout Advances
Advances Advance Cost Type Prerequisites
Awareness +20 100 S Awareness +10
Scouts are officially part Climb +10 100 S Climb
of the Chapter performing Concealment +10 100 S Concealment
scouting missions for their Common Lore (Imperial Creed) +10 100 S Common Lore (Imperial Creed)
Battle Brothers. Common Lore (Chapter History) +10 100 S Common Lore (Chapter History)
Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10
Common Lore (War) +10 100 S Common Lore (War)
He slid the longlas onto Dodge +10 100 S Dodge
the windowsill and ensured Navigation (Ground) +20 100 S Navigation (Ground) +10
that he was well camou- Silent Move +10 100 S Silent Move
flaged inside the upper room Survival +10 100 S Survival
Swim +10 100 S Swim
of the ruined building. He
Activate Preomnor 25 Trait —
carefully sighted his weapon Activate Omophagea 25 Trait —
looking for the filthy xenos. Activate Multi-lung 25 Trait —
He quickly scanned the ru- Activate Occulobe 25 Trait —
for any enemy nearby. Ex- Mechadendrite Use (Utility) 200 T Techmarine
Minor Psychic Power 100 T Psy Rating 1
plosions rippled across the Sound Constitution 200 T —
abandoned field that he was Two Weapon Wielder (Ballistic) 200 T BS 35, Ag 35
crossing and he dropped
into crouch to prevent being back lit by the light from the explosions. Tentatively, he moved in a crouch to get to a bomb crater
ahead of him. Tracer fire criss crossed across the Ultramarine lines and he silently hoped his brothers were alright. He slid down
into the bomb crater with his feet impacting into a gretchin cowering below. Quickly, Bencarius pulled out his knife...
10
Marine
II: Advances
Table 2-5: Marine Advances
Advances Advance Cost Type Prerequisites
Acrobatics +10 200 S Acrobatics
After completing their Carouse +20 100 S Carouse +10
scout training the scout Ciphers (Astartes War Cant) 100 S —
becomes a Marine awaiting Drive (Ground Vehicles) 100 S —
assignment to a squad. Drive (Hover Vehicles) 100 S —
Forbidden Lore (Chapter History) 100 S —
Forbidden Lore (Chaos) 100 S —
Bencarius stood at at- Forbidden Lore (Xenos) 100 S —
tention with the rest of his Literacy 100 S —
scout squad. A Deathwatch Scholastic Lore (Imperial Creed) 100 S —
emblem adorned the left Secret Tongue (Astartes Signage) 100 S —
Speak Language (High Gothic) 200 S —
shoulder of his new power
Arms Master 100 T —
armour. He was proud of Catfall 200 T —
his service in Ordo Xenos Lightning Reflexes 100 T —
and wondered what squad Meditation 100 T —
11
Assault
II: Advances
Table 2-7: Assault Marine Advances
Marine Advance Cost Type Prerequisites
Advances Ciphers (Astartes War Cant) +20
Contortionist
100
200
S
S
Ciphers (Astartes War Cant) +10
—
Demolition 100 S —
Assault Marines are trained
Forbidden Lore (Chapter History) +20 100 S Forbidden Lore (Chapter History) +10
in the deadly close combat Forbidden Lore (Chaos) +20 100 S Forbidden Lore (Chaos) +10
arts while using a jump Forbidden Lore (Xenos) +20 100 S Forbidden Lore (Xenos) +10
pack. Literacy +20 200 S Literacy +10
Pilot (Jump Pack) 100 S —
Brother Gregorius swo Scholastic Lore (Imperial Creed) +20 100 S Scholastic Lore (Imperial Creed) +10
Scholastic Lore (Chymistry) 200 S —
oped down onto the lone
Scholastic Lore (Spearhead Assaults) 100 S —
Emperor’s Children’s squad Search 100 S —
accompanied by his broth- Shadowing 100 S —
ers. Bolter fire screamed Tracking 100 S —
through the air towards Berserk Charge 100 T —
Disarm 100 T Ag 30
them and he deftly evaded
Furious Assault 100 T WS 35
the incoming missiles of Melee Weapon Training (Chain) 100 T —
death. Using the targeting Sound Constitution 200 T —
auspex, he lined up a shot Sure Strike 100 T WS 30
He toggled the sight aus- Basic Weapon Training (choose one: Flame, Launcher,
Melta or Plasma)
300 T —
a ruined building. Grego- Dual Strike 100 T Two Weapon Wielder (Melee), Ag 40
Frenzy 100 T —
rius turned his head to his Heavy Weapon Training (Flame) 300 T —
sergeant and waited for Jaded 100 T WP 30
the command to assault the Lightning Attack 100 T Swift Attack
cultist position. He felt the Melee Weapon Training (Power) 100 T —
Sound Constitution 300 T —
weight of the chainsword in
Step Aside 100 T Ag 40, Dodge
his left hand and toggled the
motor to idle. In his right hand held a bolter pistol. “Assault target now!” his vox howled into his ears. All ten of the Marines ignited
the massive thrusters of their jump packs and leapt free of the planet’s gravity. They emerged from the demolished upper floor of the
apartment complex to crash into the cultist squad. Chainswords, power fists, and bolter shells tore into the chaos filth to send them
to their damnation. Blood spewed forth from the cultists’ wounds and covered their armour.
12
Assault
II: Advances
Table 2-9: Assault Sergeant Advances
Sergeant Advance Cost Type Prerequisites
Advances Command
Contortionist +20
100
200
S
S
—
Contortionist +10
Demolition +20 100 S Demolition
Only those Assault Ma-
Forbidden Lore (Warp) +10 100 S Forbidden Lore (Warp)
rines that have shown the Pilot (Jump Pack) +20 100 S Pilot (Jump Pack) +10
aptitude for command are Scholastic Lore (Reconnaissance) +10 100 S Scholastic Lore (Reconnaissance)
promoted to being a squad Scholastic Lore (Chymistry) +20 200 S Scholastic Lore (Chymistry) +10
leader. Scholastic Lore (Spearhead Assaults) +20 100 S Scholastic Lore (Spearhead Assaults) +10
Search +20 100 S Search +10
The ice frosted his visor Shadowing +20 100 S Shadowing +10
13
Tactical
II: Advances
Table 2-11: Tactical Veteran Advances
Veteran Advance Cost Type Prerequisites
Advances Drive (Ground Vehicles) +20
Drive (Hover Vehicles) +20
100
100
S
S
Drive (Ground Vehicles) +10
Drive (Hover Vehicles) +10
Forbidden Lore (Warp) 100 S —
Due to his extensive train-
Pilot (Civilian Craft) +10 200 S Pilot (Civilian Craft)
ing, a Tactical Veteran can Pilot (Military Craft)+10 100 S Pilot (Military Craft)
operate any number of Pilot (Spacecraft) +10 200 S Pilot (Spacecraft)
weapons and vehicles to Scholastic Lore (Tactica Imperialis) +10 100 S Scholastic Lore (Tactica Imperialis)
bolster a Company’s po- Scholastic Lore (Philosophy) +10 200 S Scholastic Lore (Philosophy)
tential. Scholastic Lore (Bureaucracy) 200 S —
Security +10 100 S Security
The land raider rumbled Basic Weapon Training (choose one: Flame, Launcher,
Melta, or Plasma)
300 T —
14
Devastator
II: Advances
Table 2-13: Devastator Marine Advances
Marine Advance Cost Type Prerequisites
Advances Ciphers (Astartes War Cant) +20
Ciphers (War Cant)
100
100
S
S
Ciphers (Astartes War Cant) +10
—
Forbidden Lore (Chapter History) +20 100 S Forbidden Lore (Chapter History) +10
Devastator Marines are
Forbidden Lore (Chaos) +20 100 S Forbidden Lore (Chaos) +10
trained in the use of heavy Forbidden Lore (Xenos) +20 100 S Forbidden Lore (Xenos) +20
weapons and bolster up Forbidden Lore (Warp) 100 S —
the anti-tank firepower of Literacy +20 200 S Literacy +10
a Marine Company. Scholastic Lore (Imperial Creed) +20 100 S Scholastic Lore (Imperial Creed) +10
Scholastic Lore (Tactica Imperialis) 100 S —
Devastator Marine Kel- Scholastic Lore (Cryptology) 100 S —
and causing the visor’s glass Heavy Weapon Training (Melta) 100 T —
Heavy Weapon Training (Plasma) 100 T —
to be obscured. Kellerica Melee Weapon Training (Power) 100 T —
flipped his head to clear the Insanely Faithful 100 T —
water from the glass and Sound Constitution 300 T —
moved forward hauling the
heavy bolter in his left hand. He scanned the area for life signs, but due to the jungle’s natural wildlife there was too much interfer-
ence in determining human life forms. Muttering a curse, he slid out from the dark underbrush to run smack into the center of a
chaos cultist patrol. He dropped to his knees and fired....
15
Devastator
II: Advances
Table 2-15: Devastator Sergeant Advances
Sergeant Advance Cost Type Prerequisites
Advances Ciphers (War Cant) +20
Command
100
100
S
S
Ciphers (War Cant)
—
Forbidden Lore (Warp) +20 100 S Forbidden Lore (Warp) +10
Now responsible for his
Scholastic Lore (Tactica Imperialis) +20 100 S Scholastic Lore (Tactica Imperialis) +10
own squad, the Devasta- Scholastic Lore (Cryptology) +20 100 S Scholastic Lore (Cryptology) +10
tor Marine begins to learn Scholastic Lore (Communication Networks) +20 100 S Scholastic Lore (Communication Networks) +10
the basics of command. Scholastic Lore (Sensors) +20 100 S Scholastic Lore (Sensors) +10
Scholastic Lore (Armoured Vehicles) +10 100 S Scholastic Lore (Armoured Vehicles)
The sergeant insignia was Scholastic Lore (Artillery) +10 100 S Scholastic Lore (Artillery)
Tech-Use (Communication Gear) +20 200 S Tech-Use (Communication Gear) +10
freshly painted by a Tech-
Tech-Use (Sensors) +20 200 S Tech-Use (Sensors) +10
marine Armourer on board Iron Discipline 100 T WP 40, Command
the Battle Barge Sons of Iron Jaw 200 T T 40
Ultramar. Smiling, Kel- Marksman 200 T BS 35
lerica was in his spartan Melee Weapon Training (Chain) 200 T —
Mighty Shot 200 T BS 40
quarters preparing to pol-
Pistol Weapon Training (Flame) 100 T —
ish the armour to appease Pistol Weapon Training (Launcher) 100 T —
the machine spirit within. Pistol Weapon Training (Melta) 100 T —
Battle scars left silent tes- Pistol Weapon Training (Plasma) 100 T —
16
Medicae
II: Advances
Table 2-17: Medicae Internist Advances
Internist Advance Cost Type Prerequisites
Advances Chem-Use +10
Forbidden Lore (Gene-Seed) +10
100
100
S
S
Chem-Use
Forbidden Lore (Gene-Seed)
Forbidden Lore (Mutants) +10 100 S Forbidden Lore (Mutants)
Given further medicae Forbidden Lore (Space Marine Anatomy) +10 100 S Forbidden Lore (Space Marine Anatomy)
training the Medicae In- Forbidden Lore (Warp) +10 200 S Forbidden Lore (Warp)
ternist is in charge of the Medicae +10 100 S Medicae
aid stations near the front Scholastic Lore (Gene-Seed) +10 100 S Scholastic Lore (Gene-Seed)
lines. Scholastic Lore (Space Marine Anatomy) +10 100 S Scholastic Lore (Space Marine Anatomy)
Scholastic Lore (Human Anatomy)+10 100 S Scholastic Lore (Human Anatomy)
Scholastic Lore (Chymistry) +10 100 S Scholastic Lore (Chymistry)
Checking the runes of his
Scholastic Lore (Pharmacology) +10 100 S Scholastic Lore (Pharmacology)
helmet display, he awaited Tech-Use (Apothecary Tools) +10 200 S Tech-Use (Apothecary Tools)
the orders from Brother Basic Weapon Training (choose one: Flame, 300 T —
Kellerica before charging Launcher, Melta, or Plasma)
Hard Target 200 T Ag 40
out into the jungle. Before Heavy Weapon Training (choose one: Flame, Las, 300 T —
Tiberius knew it, fire erupt- Launcher, Melta, or Plasma)
ed from the path ahead of Jaded 100 T WP 30
Melee Weapon Training (Chain) 300 T —
him and he heard the sound
Melee Weapon Training (Power) 100 T —
of the heavy bolter erupt in Mighty Shot 200 T BS 40
anger. Pushing himself out Quick Draw 200 T —
of the jungle undergrowth Sound Constitution 300 T —
he came onto the path and Sprint 100 T —
Tiberius watched silently Scholastic Lore (Chymistry) +20 100 S Scholastic Lore (Chymistry) +10
Scholastic Lore (Pharmacology) +20 100 S Scholastic Lore (Pharmacology) +10
as young Bencarius was Tech-Use (Apothecary Tools) +20 200 S Tech-Use (Apothecary Tools) +10
brought into the operating Basic Weapon Training (choose one: Flame, 300 T —
theater to begin the pro- Launcher, Melta, or Plasma)
Exotic Weapon Training (choose one: Needle 300 T —
cess of turning this young Pistol, Web Pistol, Needle Rifle, or Webber)
child into a Space Marine. Furious Assault 200 T WS 35
Tiberius held the boy down Heavy Weapon Training (choose one: Flame, Las, 300 T —
Launcher, Melta, or Plasma)
and watched as Apothecary Independent Targeting 200 T BS 40
Paulus begin cutting the Marksman 200 T BS 35
boy open with the scal- Pistol Training (choose one: Flame, Launcher, 300 T —
Melta, or Plasma)
pel. Tiberius held the boy Peer (Chapter) 100 T Fel 30
firmly down and let the Sharpshooter 200 T BS 40, Deadeye Shot
screams echo through his Sound Constitution 300 T —
mind. Thinking back the
many centuries before when he was in this boy’s position, he smiled at the thought that his reaction was identical to the boy’s. The
boy’s blood covered his operating gown and he watched Paulus work...
17
Chaplain Arcanum, a potent power weapon and also the symbol
II: Advances
of his office, his black Power Armour and his helmet’s
faceplate resembling the appearance of a grinning skull,
The Chaplain takes up a very special role within each he brings terror to the heart of his enemies.
Chapter, although the exact role varies from Chapter to Although a frightening figure, a Chaplain is always
Chapter. No matter which Chapter, Chaplains are the very close to his fellow Brothers. He is present when a
spiritual leaders. They know all about each Chapter’s Space Marine is just a Neophyte, during his indoctri-
cult of the Emperor. As these cults predate even the Ec- nation and every stage on their route to become a full
clesiarchy, being more than ten thousand years old, the fledged Space Marine. This bond extends over all times,
Chaplains are the keepers of the holy cants and relics and it is not unheard of that some Space Marines rather
the Chapter possesses. The main difference between the follow their Chaplain into battle than the original com-
Ecclesiarchy and the Space Marine cults is the worship mander.
of the Primarch alongside the Emperor. As mentioned above, the exact duties of a Chaplain
Every Chaplain carries a holy Rosarius around his vary in each Chapter. The Iron Hands for example, use
neck. The Rosarius is a symbol of his status, given to their Iron Fathers, as they are called, as Chaplain and
him by the Ecclesiarchy, and thus forming a more or Techmarine. Some of them are sent to Mars during
less stable link to the Imperial Cult. A Rosarius’ appear- their training. The Dark Angels have the Interrogator-
ance may change from Chapter to Chapter, but most Chaplains, whose sole purpose is hunting down the
resemble an Aquila Imperialis or a Crux Terminatus. Fallen and force them to repent. A very special role is
Within the Rosarius, a small but powerful force field the Chaplain within the Blood Angels Chapter. He is
generator is incorporated, protecting the Chaplain from the only one who can talk to the warriors of the Death
enemy bullets and strikes. Company, whose members suffer from the Black Rage.
But a Chaplain is not anything like a imperial priest. In Some famous Chaplains are Cassius of the Ultrama-
battle, the Chaplain is found in the deepest and most vi- rines, a veteran with a deep personal grudge against
cious fights, where he excels even over the close combat the Tyranids, Uzziel of the Dark Angels, who recovered
skills of all other Marines. No matter how intense the the Sword of Luthor, or Ulrik the Slayer of the Space
fighting is, he sings his holy chants to inspire his Broth- Wolves.
ers to even higher levels of bravery. With his Crozius
18
Chaplain-
II: Advances
Table 2-20: Chaplain-Priest Advances
Priest Advance Cost Type Prerequisites
Advances Blather +10
Carouse +20
100
100
S
S
Blather
Carouse +10
Command 200 S —
As their training grows, Deceive 100 S —
they are allowed to finally Forbidden Lore (Cults) 200 S —
help with the proceedings Scholastic Lore (Legend) +10 100 S Scholastic Lore (Legend)
of their Chapter’s sermons Scholastic Lore (Occult) 100 S —
to prepare their Battle Trade (Copyist) +10 100 S Trade (Copyist)
Brothers for combat. Ambidextrous 200 T Ag 30
Die Hard 200 T —
Dual Shot 200 T Ag 40, Two Weapon Wielder (Ballistic)
Holding the ancient relic Fearless 100 T —
in his trembling hands, Gunslinger 200 T BS 40, Two Weapon Wielder (Ballistic)
Darus looked out at the sea Hip Shooting 200 T BS 40, Ag 40
of faces from his position Melee Weapon Training (Shock) 100 T —
Sound Constitution 200 T —
next to Artithet. Artithet
Thrown Weapon Training (Primitive) 200 T —
was giving a rousing ser-
mon that it was the faithful’s responsibility to bring the Emperor’s light to the worlds throughout the galaxy. Darus felt the ancient
chalice reverently removed from his hands by Artithet. The assembled company of Marines watched intently as Artithet recited the
Litany of Bravery, then they began to move single file to the pulpit, so they could receive the rites of battle.
19
Chaplain-
II: Advances
Table 2-22: Chaplain-Exorcist Advances
Exorcist Advance Cost Type Prerequisites
Advances Command +10
Deceive +10
100
100
S
S
Command
Deceive
Interrogation +10 100 S Interrogation
A Chaplain-Exorcist is Forbidden Lore (Chaos) 100 S —
finally let into the inner Forbidden Lore (Cults) +10 200 S Forbidden Lore (Cults)
circle of the Chaplains. Forbidden Lore (Chapter History) +20 100 S Forbidden Lore (Chapter History) +10
They receive the begin- Literacy +10 100 S Literacy
ning knowledge of their Performer (Musician) +10 200 S Performer (Musician)
Chapter’s darkest secrets. Performer (Singer) +10 200 S Performer (Singer)
Scholastic Lore (Imperial Creed) +10 100 S Scholastic Lore (Imperial Creed)
Scholastic Lore (Occult) +10 100 S Scholastic Lore (Occult)
Darus could hardly be- Basic Weapon Training (choose one: Flame, 300 T —
lieve his ears when Ar- Launcher, Melta, or Plasma)
tithet told him about The Confession Binding 200 T Rite of Purity, Forbidden Lore (specific)
Exotic Weapon Training (choose one: Needle Pis- 300 T —
Fallen. He blinked back tol, Web Pistol, Needle Rifle, or Webber)
his amazement and tried to Furious Assault 100 T WS 35
focus hard. His breathing Heavy Weapon Training (choose one: Flame, Las, 300 T —
Launcher, Melta, or Plasma)
was irregular and shallow, Independent Targeting 200 T BS 40
as if he had been leveled Melee Weapon Training (Power) 100 T —
by a power fist. Artithet Pistol Training (choose one: Flame, Launcher, 300 T —
placed his hand on Darus’s Melta, or Plasma)
Peer (Chapter) 100 T Fel 30
shoulder and helped him to Resistance (Psychic Power) 100 T —
focus. Anger swelled within Rite of Purity 200 T Scholastic Lore (Imperial Creed), Peer (Chapter),
him at the betrayal of the Trade (Copyist)
Sound Contitution †
300 T —
Fallen and he clenched his †
You may take this Talent up to two times at this Rank.
fist. Slowly, his focus came
back and he listened intently to what Artithet had to say. He absorbed the information and uttered the Litany of Calming to bring
his frenzied emotions into balance...
verse. The impacts of the Dark Reaper launchers told Darus all he needed to know that they had a close call. Gripping his Crozius
in his left hand he recited the Litany of Protection for the Marines on board the land raider...
20
Librarian to deliver massive blows of channeled psychic energy.
II: Advances
Naturally, these blows are especially lethal to demons.
Another magnificent piece of equipment exclusive to
While other Space Marines are famous for their mar- Librarians is the Psychic Hood. The hood protects the
tial skill, the Librarian is instead known for his mental Librarian from enemy psychic powers and the dangers
abilities. Like any other Marine, he is well trained with of the Warp. Sadly, the arcane design is not perfectly
Bolter and melee weapon, but the main power of a Li- effective. Otherwise, there would not be so many Li-
brarian is his ability to use psychic might. brarians turning into Chaos Sorcerers.
Many Librarians use the same powers like other psyk- In the rare times of peace, Librarians watch over the
ers, but some have unique powers, making them more history and lore of their Chapter. They also act as advi-
dangerous than a Devastator Squad or even a Land sors for the Chapter Master, guiding him on his ways to
Raider. These powers not only devastate the enemy, but serve the Chapter best.
they can also use them to enhance their own combat Becoming a Librarian is not an easy task. First, one
skills. must be suitable to become a Space Marine after all.
Depending on the exact kind of psychic power the Second, he must possess a psychic potential. Third and
Librarian has, his duties vary. Those who control fire, final, he must be able resist the lure of Chaos and the
lightning or even the pure, raw energy of Warp are Warp. Most Chapters keep their Librarians away from
found in the second row of a combat formation, to pro- the other Brothers, mainly because a Librarian is some-
vide effective heavy fire support for the other fighting how unnatural, as his psychic abilities stand for many
units. Others may be blessed with the power of divina- things the Adeptus Astartes shun.
tion, either long term or short term. If they can divine While most Chapters have a rather small contingent
the future for a longer period, they may be consultants of Librarians, others, most notably the Black Templar
to the force commander and act as strategists. Librar- Chapter, completely exclude Librarians from their force.
ians that can foresee a rather short period of time are On the contrary, the Blood Raven Chapter has a very
often acting as tactical advisors for field commanders. high number of Librarians, due to a slight mutation in
No matter what power a Librarian has, from a sense of their gene-seed.
Warp to massive destructive skills, he is a formidable Not every Chapter calls a Librarian this way. The Space
force on the battlefield. Wolves for example call them Rune Priests, while oth-
Armed with Force Weapons, the Librarian use them ers call them Brother Scriptor.
21
Librarium
II: Advances
Table 2-25: Librarium Neonate Advances
Neonate Advance Cost Type Prerequisites
Advances Ciphers (Occult)
Common Lore (Librarium)
100
100
S
S
—
—
Forbidden Lore (Mutants) +10 100 S Forbidden Lore (Mutants)
A Librarium Neonate Forbidden Lore (Psykers) 100 S —
learns to control his psy- Forbidden Lore (Inquisition) 200 S —
chic abilities and to pro- Inquiry +10 100 S Inquiry
tect himself from the pre- Invocation 100 S —
dations of the Warp. Scholastic Lore (Legend) 200 S —
Scholastic Lore (Numerology) 100 S —
Ambidextrous 200 T Ag 30
His mind stretched out
Corpus Conversion 100 T Psy Rating 2
into the Warp and he Die Hard 200 T —
practiced the Rite of Anti- Dual Shot 200 T Ag 40, Two Weapon Wielder (Ballistic)
Possession. Blocks began Gunslinger 200 T BS 40, Two Weapon Wielder (Ballistic)
22
Librarium
II: Advances
Table 2-27: Librarium Savant Advances
Savant Advance Cost Type Prerequisites
Advances Ciphers (Occult) +10
Common Lore (Librarium) +10
100
100
S
S
Ciphers (Occult)
Common Lore (Librarium)
Forbidden Lore (Psykers) +10 100 S Forbidden Lore (Psykers)
A Librarium Savant is held Forbidden Lore (Inquisition) +10 200 S Forbidden Lore (Inquisition)
strong with his command Invocation +10 100 S Invocation
of the Warp and able to Scholastic Lore (Legend) +10 100 S Scholastic Lore (Legend)
turn the tide of battle with Scholastic Lore (Numerology) +10 100 S Scholastic Lore (Numerology)
a single thought. Scholastic Lore (Heraldry) +10 100 S Scholastic Lore (Heraldry)
Basic Weapon Training (choose one: Flame, 300 T —
Launcher, Melta, or Plasm)
Varnius was reassured by Exotic Weapon Training (choose one: Needle 300 T —
the weight of the jump pack Pistol, Web Pistol, Needle Rifle, or Webber)
and waited for the order to Furious Assault 200 T WS 35
Heavy Weapon Training (choose one: Flame, Las, 300 T —
move out. On this Chaos- Launcher, Melta, or Plasma)
infested battlefield their op- Independent Targeting 100 T BS 40
ponents were their traitor- Minor Psychic Power †
100 T —
Pistol Training (choose one: Flame, Launcher, 300 T —
ous brothers, the Emperor’s Melta, or Plasma)
Children. Assault Sergeant Melee Weapon Training (Power) 100 T —
Felstinius issued the com- Peer (Chapter) 100 T Fel 30
23
Techmarine mour and vehicles. A Techmarine is willing to under-
II: Advances
take great risks on the battlefield to recover armour and
weapons, before they are lost forever.
A Techmarine, or Frater Astrotechnicus, is a special To fulfill their duties, they are equipped with various
kind of Space Marine. He has a deep affinity to technol- special gear. This ranges from a simple servo arm at-
ogy. Although they are not directly part of the Adep- tached to the Power Armour to a complete Servo Har-
tus Mechanicus, they are regarded as members of their ness. This magnificent armour bristles with additional
Chapter as well as of the Cult Mechanicus. arms, each one equipped with tools like a laser cutter or
Due to an eon-old pact between the Adeptus Astartes a power saw. As mentioned above, many Techmarines
and the Adeptus Mechanicus, Techmarines spend about are accompanied by servitors. This is because under en-
thirty years on Mars, where they learn the rites neces- emy fire it can be difficult to repair a damaged vehicle.
sary to invoke the spirit of the machine, to calm it, and Gun servitors and combat servitors protect the Techma-
to repair and maintain the technological devices, weap- rine from enemies, while a tech servitor helps his master
ons and armour of the Chapter. The first true Techma- with the work.
rine was Murchard Kite from the Thousand Sons be- Techmarines usually wear rust red armour, to honour
fore the Horus Heresy, who was chosen by the Adeptus the bonds between them the Adeptus Mechanicus and
Mechanicus. Mars, but not a single Techmarine would dare to cover
Techmarines usually live a life apart from their fel- his Chapter’s insignia, as this would enrage the Ma-
low Brothers. Nevertheless, they are highly regarded, chine Spirit within the armour. The sign of office for a
as they are the only ones who know the secrets of the Techmarine is a Power Axe, which is not only used in
machines. Before each battle, they bless the weapons combat, but also serves as a tool.
and armour of their Brothers. Some Space Marines look at the Techmarines with
Once in battle, they “heal” damaged vehicles and ar- suspicion, because they act as if the equipment of the
mour, accompanied by a loyal host of servitors. They do Chapter would belong to the Techmarines and they
not only repair damaged items, but they also re-invoke only borrow it. Without the Techmarines, every Chap-
the rage of the Machine Spirit should it ever fade. ter of the Astartes would depend on normal humans to
They are the reason why some of a Chapter’s equip- remain fully functional.
ment is over several thousand years old, especially ar-
24
Weaponsmith
II: Advances
Table 2-30: Weaponsmith Advances
Advances Advance Cost Type Prerequisites
Ciphers (Astartes War Cant) +10 200 S Ciphers (Astartes War Cant)
This is the first of many Common Lore (Tech) +10 100 S Common Lore (Tech)
tasks a Techmarine must Common Lore (War) 200 S —
Evaluate 100 S —
learn, which is the careful
Forbidden Lore (Archeotech) 100 S —
maintenance of the weap-
Forbidden Lore (Adeptus Mechanicus) 100 S —
ons of the Space Marines. Forbidden Lore (Chapter History) +10 100 S Forbidden Lore (Chapter History)
Logic 100 S —
He used the mechadan- Scholastic Lore (Astromancy) 200 S —
drites to open up the cover Scholastic Lore (Chymistry) 100 S —
25
Tech-Initiate
II: Advances
Table 2-32: Tech-Initiate Advances
Advances Advance Cost Type Prerequisites
Ciphers (Astartes War Cant) +20 200 S Ciphers (Astartes War Cant) +10
Common Lore (Tech) +20 100 S Common Lore (Tech)
Delving further into the
Common Lore (War) +10 200 S Common Lore (War)
mysteries of the Cult of
Evaluate +10 100 S Evaluate
Mechanicus, a Tech-Ini- Forbidden Lore (Archeotech) +10 100 S Forbidden Lore (Archeotech)
tiate begins to learn how Forbidden Lore (Adeptus Mecanicus) +10 100 S Forbidden Lore (Adeptus Mechanicus)
to maintain the large war Forbidden Lore (Chapter History) +20 100 S Forbidden Lore (Chapter History)+10
machines of the Space Logic +10 100 S Logic
Marines. Scholastic Lore (Astromancy) +10 100 S Scholastic Lore (Astromancy)
Scholastic Lore (Chymistry) +10 100 S Scholastic Lore (Chymistry)
Scholastic Lore (Numerology) +10 100 S Scholastic Lore (Numerology)
Casticus used his mecha- Security +10 200 S Security
dendrites to pull the dam- Secret Tongue (Tech) +10 100 S Secret Tongue (Tech)
aged armour plating from Trade (Miner) +10 100 S Trade (Miner)
Trade (Smith) +10 100 S Trade (Smith)
the chassis of the Rhino.
Heavy Weapon Training (choose one: Flame, Las, 300 T —
He carefully inspected the Launcher, Melta, or Plasma)
plates and saw the numer- Jaded 100 T WP 30
Maglev Grace 100 T Techmarine
ous scorchs of bolter fire
Mechadendrite Use (Optical) 100 T Techmarine
mixed with the impacts Melee Weapon Training (Chain) 300 T —
of rokkets. He muttered a Melee Weapon Training (Power) 100 T —
prayer to the Omnissiah to Mighty Shot 200 T BS 40
Quick Draw 200 T —
soothe the machine spirit Sound Constitution 300 T —
nestled within the body of
the Rhino. He carefully laid the armour plating down onto a nearby trolley and picked up a new armour plating section. With
his welder he welded the new armour plate into place. Satisfied with the results he picked up another armour plate and repeated the
procedure.
Techmarine with a warm smile. “That was an excellent job on repairing my land raider,” Bencarius said as he offered his hand.
Casticus took it and thought, “Old bonds may be gone, but new bonds can always be forged if the Omnissiah wills it.”
26
CChapter
hap te r R u l es
Rules
The nine Chapters are the Dark Angels, the White Although most Chapters can be traced back to a Chap-
Scars, Space Wolves, Imperial Fists, Blood Angels, ter of the First Founding, the origins of others remain
Iron Hands, Ultramarines, Salamanders and the Raven a mystery, like the Blood Ravens, whose origins were
Guard. From these Chapters, others were formed later. rumored to be of Blood Angel and Raven Guard.
For example, the Crimson Fists and Black Templars are
descendants of the Imperial Fists, while Blood Drinkers Sadly, some of the Chapters from the later foundings
and Lamenters are of Blood Angel origin. This are only either turned renegade or were declared Excommuni-
a few of the now existing Chapters. cate Traitoris. Examples are the Soul Drinkers, who are
of Imperial Fist origin, or the Relictors, that were cre-
Over time, the gene-seed of some Chapters began to ated from the Dark Angel and Ultramarine gene-seed.
mutate and thus change from its original form. For ex- Needless to say, these former Space Marines are sworn
ample, the Space Wolves suffer from the so-called Canis enemies of the Imperium.
Helix, which invokes the more feral aspects of each
Marine. Another notable example is the genetic defect Certain Chapters are divergent from Codex: Astart-
which is called the Red Thirst and is only found in the es or lacking certain gene-seed or suffer from various
Blood Angel Chapter and its successors. Other changes maladies that the Ultramarines do not have. The rules
are not as grave as these mutations. The Imperial Fist presented in this section are for modeling these Chap-
Chapter for example lacks both the Sus-an Membrane ters in Dark Heresy.
and Betcher’s Gland.
27
Dark Angels
III: Chapter Rules
History
Caliban. A feudal world covered in great, spanning for-
ests, dominated by beasts the likes of which would make
most men flee in terror, and inhabited by humans long
cut off from the birthplace of their kind: Terra. This is
where the Primarch Lion El’Jonson would come to rest,
but it would not be among the civilizations of men. In-
stead, the Primarch would come to grow up in the dark
places within the forests of Caliban, living among the
great chimerical beasts that stalk this deadly world.
On Caliban, Men organized themselves into an almost
caste-based society at the top of which were a great
many knightly orders: men who had sworn themselves
to both their given order and to defend those humans ed with the Gene-Seed and made full Space Marines,
that were not capable of defending themselves. Of these and those such as Luther who were simply too old to
knightly orders one in particular would rise to promi- undergo the process were instead surgically modified so
nence as “First among Equals”; this group of knights that they could continue to fight alongside their broth-
would simply be known as “The Order” and would di- ers. Though these older members were gifted with great
verge from the other Knights of Caliban in one distinct strength, agility, and constitution, as well as a vastly in-
way: typically only those born of noble blood would be creased lifespan, they were still not Space Marines and
admitted into one of the orders of Caliban. The Order would never live up to their legacy. As such, during
would come to allow any man, of any birthright into the beginning of the Great Crusade, the Lion ordered
its ranks, so long as the man could pass the trials set out Luther to take a number of Dark Angels back to de-
by the masters of the Order. One of these men of the fend Caliban and train the new recruits who were to be
Order was known as Luther, and unbeknownst to him given the Gene-Seed. Instead, Luther and his men were
he would singlehandedly shape the future of the Dark left feeling rejected and unwanted, not knowing why
Angels Chapter. the Lion would disgrace them so.
While hunting one of the beasts of Caliban, Luther Of note during the Great Crusade is an incident where
would come across a feral man living alone within the both the Lion and Leman Russ, Primarch of the Space
forests. Instead of killing the man where he stood, as Wolves Legion, came to blows over the rights of com-
most knights would do, he instead offered his hand to mand authority, as neither was willing to take orders
the man as a brother. The man had no name, and so Lu- from the other: Russ thought the Lion to be pompous
thor gave him the name Lion El’Jonson meaning “Lion, and arrogant, and the Lion believed Russ to be impul-
the son of the forest”. The Lion was brought back to sive and lacking of any sense of strategy. To this day,
civilization and adapted faster than anyone had expect- whenever both the Dark Angels and the Space Wolves
ed, learning the language of Caliban within days and come to fight side by side they both set the moment of
soon submitting himself to the trials of the masters of victory aside long enough to sate the ancient grudge
the Order. It is said that the Lion’s rise to prominence between the two chapters. A champion, chosen from
among the Order was marked by his slaying of one of each Chapter, will fight in one-on-one combat, almost
the great Calibanite Lions, a beast which no man of any recreating the ancient duel between the Lion and the
order had ever slain. For this great feat, the Lion would Wolf.
be named Grand Master of the Order and Luther would
be his second.
Things would not last on Caliban, and soon the Em-
The Horus Heresy
Horus knew from the beginning that he could never
peror would come to reunite with his lost son. The Em-
convince the Lion to side with him in his rebellion, and
peror would bring with him the First Legion of Space
as such when he was made Warmaster he kept the Dark
Marines, later named the Dark Angels, for when Lu-
Angels fighting in areas far away from Terra so that
thor witnessed them descend to the planet surface he
they would not be able to respond as fast. To make mat-
remarked that they appeared as angels descending on
ters worse, Horus dispatched a contingent of the Night
wings of fire and light.
Lords Legion to delay the Dark Angels for as long as
The Lion was given command of the First Legion
possible. As a result, the Dark Angels were kept from
of Dark Angels, Caliban was made their homeworld,
any major participation in the Heresy and would not
and the members of the Order were welcomed into the
arrive at Terra until well after the Emperor and Horus
chapter. Those who were young enough were implant-
had struck one another down in combat aboard Horus’
28
battle barge. Though secretly, and unbeknownst to any- The time of Rebuilding
29
Dark Angel Chaplains are known as “Interrogator- Also inhabiting the planet were a number of tribes
III: Chapter Rules
Chaplains” and like Librarians they are all members of scattered among the lands to the west which typically
the Deathwing. When a member of the Fallen is en- remained untouched by the Empire since their lands
countered, it is not merely enough to kill the Fallen. were barren and contained no resources which were of
Instead, the Fallen are brought back in secrecy to the use to the Empire’s war machine. It was among these
Rock and handed over to an Interrogator-Chaplain. nomadic tribes of master horse riders that Jaghatai Khan
The Fallen is then forced to recant his sins before the would live among. The Khan was found and raised by
ministrations of the Interrogator-Chaplain, and forced the leader of one of these tribes and quickly grew to
to ask for the forgiveness of his brothers. In the cases master the lightning-fast, hit and run style of warfare
where an Interrogator-Chaplain is successful and the that the horse lord tribes.
Fallen is truly repentant, that Chaplain is given a single One quiet night, when the Primarch was a young
black pearl to string among the countless white pearls adult, a rival tribe attacked, which resulted in the death
present on their Rosarius. of his adopted father, the Khan. At this, Jaghatai was
outraged and vowed not only vengeance upon the
leader of this rival tribe, but also that he would unite
Character Creation: all of the horse lord tribes to end the violence. Even
Due to the destruction of Caliban the Dark Angels re- as a youth, Jaghatai was easily the greatest of warriors
cruit from any Imperial planet or Space bound com- among his tribe and the task of absorbing each and ev-
munity. Characters can choose to be from Feral Worlds, ery of the nomadic tribes was by no means difficult for
Imperial Worlds, Hive Worlds, Void Born, or Noble him. Upon achieving the unification of all of the tribes
Born. there was only one task left at hand: to bring down the
Palatine Empire. Though the Empire left the lands of
Hunt the Fallen: the west untouched, it was not uncommon for nobles of
If a Dark Angels character finds out information on a the Empire to ride into the west to capture slaves from
member of the Fallen they will drop whatever they are the tribes that lived there. Jaghatai had known many
doing and bring the Fallen to atonement. Deceit and men and women who had been taken back to the Em-
subterfuge is an option for the character if they wish pire in such a way and this was a further violence that
to keep the non-Dark Angels of the group in the dark. he simply could not abide by.
Under no circumstances will the Dark Angels character Even the highly trained and well equipped soldiers of
will let outsiders know of this secret shame and if they the Palatine Empire were no match for the lightning-
do find out the Dark Angels character will be forced to fast horse lords of the Khan’s united tribe and eventu-
kill any outsider to prevent anyone from knowing this ally, Jaghatai’s men had won the war, and in just short
secret shame. of twenty years, the Primarch had become ‘Great Khan’
of the entire population of Chogoris. This however pre-
sented one issue that the Primarch had not forseen: at
the end of his campaign, he had expected to return to
the lands of the west, and to continue living his life as
he and his people always had. He found however, that
White Scars now he was expected to continue leading the whole of
the populace of Chogoris and the idea left a sour taste
in his mouth.
The Primarch
The Primarch Jaghatai Khan of the Space Marines Fifth
Legion, or the White Scars, would come to land on a
lush world teeming with life known as Chogoris which
would later be renamed Mundus Planus by explor-
ators of the Emperor’s Great Crusade. Technologically
speaking, Chogoris was very similar to Terra during its
middle-ages, having only some of the most basic tech-
nological advances such as black powder weaponry.
Prior to the arrival of the Primarch, the natives of
Chogoris were organized into two prime groups: first,
there was a great aristrocratic empire led by an individ-
ual known as the Palatine. Utilizing armies equipped
with only the highest quality of weapons, and trained
by the best military minds that his empire had to of-
fer, the Palatine conquered almost all of Chogoris and
brought them under the banner of the Palatine Empire.
30
This sour taste would not last long however, for the The White Scars today
32
Character Creation: Long Fang: As “Devastator Marine”.
Space Neophyte
XP Level: 0-499
Wolves
Ranks Bloodclaw
XP Level: 500-999
Bloodclaw Veteran
XP Level: 1,000-1,999
Wolf Scout Veteran Long Fang Veteran Wolf Initiate Rune Carver Forge Veteran
XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999
Wolf Scout Sergeant Long Fang Sergeant Wolf Priest Rune Priest Iron Priest
XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999
33
Forge Initiate: As “Apprentum”, plus Trade (Miner) ligence is reduced by 10, and his Fellowship is reduced
III: Chapter Rules
(S, 100 XP), and Trade (Smith) (S, 100 XP). by 20 points, permanently. Also, this transformation is
Fire Keeper: As “Weaponsmith”, plus Trade (Miner) permanent, and the character’s total of Insanity Points
+10 (S, 100 XP, Prerequisite: Trade (Miner)), and Trade can never be reduced below 50. Once a character reach-
(Smith) +10 (S, 100 XP, Prerequisite: Trade (Smith)). es 80 Insanity Points, whatever remains of his rational
Smith: As “Armoursmith”, plus Trade (Miner) +20 (S, mind is destroyed by the beast, and he becomes a feral
100 XP, Prerequisite: Trade (Miner) +10), and Trade monster with little trace of intelligence.
(Smith) +20 (S, 100 XP, Prerequisite: Trade (Smith) The Curse of the Wulfen does not only manifest as the
+10). physical mutation into a mindless beast. It also means
Forge Veteran: As “Tech-Initiate”. that the character is likely to lose himself in a berserker
Iron Priest: As “Tech-Wright”. rage during stressful situations if the beast inside him
manages to take control. During a suitably stressful
situation (being in a near-death situation like taking a
critical hit, being near-starved to death, seeing a pack-
brother die, being subject to torture, etc.) the Space Wolf
may be required by the GM to make a Willpower roll.
The difficulty of this roll can range from very Easy (re-
fraining from eating while hungry, if enemies are very
close) to Very Hard (being tortured and starved to near-
death, then forced to fight for his life). This roll is also
modified with an increase in one level of difficulty for
Curse of the Wulfen: each 20 Insanity Points or fraction the Space Wolf has
During the process that turns the human into a Space (for example, if a character has 35 insanity points, all
Wolf, they are implanted the Canis Helix, which is an his Willpower rolls to resist the Curse will be at a -20
essential part of their transformation, and helps the ma- penalty). Finally, as a Space Wolf grows older and more
rine accept Russ’ gene-seed. However the Canis He- experienced, he develops a greater control of his inner
lix has some nasty side effects that most Space Wolves beast, and somewhat comes to terms with it. For this
have to deal with throughout their lives. These are the reason, any Space Wolf that reaches a total of 2,000 XP
rules to represent the effects of the Canis Helix and the gains a +10 bonus to these rolls, which increases to a
Curse of the Wulfen in Dark Heresy. +20 at 6,000 XP.
All Space Wolves, due to the influence of the Canis Failure in this roll means that the character enters a
Helix implant, slowly develop some sort of minor mu- Frenzy state (as per the talent) instantly, and will resort
tations, namely unnatural growth of their canine teeth to his lowest instincts (feeding, fighting, etc), as well as
to resemble fangs as they grow old, their eyes taking gain 5 Insanity Points (the more hold the Wulfen gains,
a yellow tint as those of a wolf, and their body grow- the harder it is to fight it back). If the roll is failed by
ing hair resembling the fur of a wolf, which becomes more than 20 points, then the character resorts to his
grayer and grayer as they age. In addition to this, in most bestial nature, and drops whatever tools or weap-
all Space Wolves awakens a sort of “feral inner beast” ons he is carrying, and will fight, feed, or whatever it is
that helps them overcome their fear and indecision, but he was doing with his bare hands.
fights with them to take control, and make them mutate
into a werewolf-like creature called The Wulfen.
All Space Wolves start the game with the Canis He-
lix implant. They slowly develop the minor mutations
mentioned above with time. This effect is purely cos-
metic and has no in-game effect. In addition to this, all
Space Wolves start the game with 2d10 Insanity Points.
Imperial Fists
These insanity points represent how strong the Curse
of the Wulfen´s hold on the character is. Whenever a Of Fist and Heart
Space Wolf character would earn Insanity points, in- Like the Dark Angels, the Seventh Legion of the Impe-
stead of the usual effect they would have, they increase rial Fists can trace its origins back to Holy Terra itself,
the Curse of the Wulfen. As a counterpart, a character where it was formed long before the day that its Pri-
can spend experience points, at the rate of 2 XP per march would be recovered. As such, the Imperial Fists
Insanity Point, to reduce his current IP score. Once a served the Emperor directly during the beginnings of
character reaches 50 Insanity Points, he starts trans- the Great Crusade, and travelled with him from world
forming into a Wulfen. He grows thick fur all over his to world in search of his missing Primarchs.
body and face, his face transforms to take a more bestial It was inevitable that the Emperor would come to a
appearance, and he grows large claws. At this point, the small ice covered world known as Inwit where he would
Space Wolf gains the Natural Weapons trait, his Intel- meet with the Emperor of the House of Dorn, ruler
34
would refuse any offers to return to the Imperium until
A Fist of Stone
Like all Legions, the Imperial Fists were broken up into
Chapters. Unlike the other Legions, the Imperial Fists are
credited with the creation of some of the most famous
Chapters in the history of the Imperium. Names like the
Black Termplars and the Crimson Fists serve as testament
to the perfection that was the Imperial Fists Legion.
While the Imperial Fists Chapter itself was one of
the slowest to adopt the tenets laid out in the Codex
Astartes, today they serve as one of the Imperium’s
hardest adherents to the document. The Chapter itself
is organized just as Guilliman laid out and maintains no
of the Inwit Cluster, and seventh of his lost Primarchs. active divergence from the organizational structures of
Very little is known about the life of Rogal Dorn prior the Codex. Just as the Legion lived before the Heresy,
to his discovery by the Emperor, but it is said that upon so too does the Chapter live aboard the Phalanx, main-
greeting the Emperor aboard his starship, Dorn imme- taining no permanent planetary headquarters.
diately recognized the Emperor for who and what he
was: the one true leader of humanity. The Imperial Fists and
Dorn was placed in command of the Seventh Legion
of Imperial Fists, and was also handed command of the the Inquisition
massive spaceship Phalanx, which would serve as the There is a tale told within the halls of the Inquisition,
Legion’s mobile headquarters. Like the White Scars, the whispered only among the great Lords of the Ordos, that
Imperial Fists would claim no homeworld and unlike the Imperial Fists hold special station among the near
the other Legions would not lay any claim as “masters” forgotten origins of the Emperor’s most holy Inquisition.
of any world from which they recruit. Instead, Dorn and The story tells of Space Marines, once loyal to Horus
the Imperial Fists have always been treated as respected and Mortarion, Primarchs of the Luna Wolves and
guests. Because of their mobile doctrines, the Imperial Death Guard Legions respectively, that made a heroic
Fists Legion served as the Emperor’s primary strategic flight from the site of Horus’ original treachery: the
reserve force due to their ability to quickly re-deploy Istvaan system. It is believed that these Space Marines
via the Phalanx, and have always been renowned as commandeered a heavily damaged ship and fled with
some of the premiere siege specialists in the Imperium, it through the Warp with the hopes of encountering
alongside the Iron Warriors. someone, anyone, to whom they could deliver a warn-
ing of what Horus was up to.
This ship was found by the Phalanx, and its crew wel-
Brother fights brother comed by Rogal Dorn himself. Upon hearing the news,
The Imperial Fists, along with the White Scars and the the Primarch was torn between believing in the Ma-
Blood Angels Legions, were tasked with the defense rines and arresting them as traitors. Ever the diplomat,
of Terra, with Rogal Dorn being responsible for the Dorn sent the majority of his fleet to the Istvaan sys-
defense of the Imperial Palace itself. It would fall to tem to investigate the reports of Heresy while he took
Dorn and his brother Jaghatai Khan to find the broken the Phalanx, and the Marines back to Terra for further
bodies of Horus, Sanguinius, and the Emperor himself questioning.
aboard the vile flagship of the traitor fleet. Like many of It is said that upon arriving at Luna, the Marines were
his brother Primarchs, Dorn took what had happened taken by the enigmatic Sisters of Silence to their head-
very personally, and allowed his grief over the situation quarters where they met with both Dorn and Malcador
to drive him into a crusade of penance. the Sigilite, Regent of Terra. It is believed that it was
During Dorn’s crusade, the Imperial Fists would scour Malcador who was tasked by the Emperor himself to
the universe for any signs of the traitorous Legions. In locate “men of character, skill and determination who
his wrath he would level fortress upon fortress, and in were of an inquisitive nature” who would be tested and
some cases where the entire population of a world was trained to form the beginnings of the Imperial Inquisi-
found to support a traitor Legion, Dorn would scour tion, and it is believed that Dorn was responsible for
the entire world in his quest for justice. bringing the first of such men to Malcador, though
During this time, it was left to Guilliman and the Ul- their names are forever lost to history…
tramarines to bring order back to the Imperium. Dorn
35
Beyond such legends, it is well documented that the
Blood Angels
III: Chapter Rules
Imperial Fists Chapter is responsible for providing more
brother-warriors to the Inquisition’s “Deathwatch” than
nearly any other Chapter in recorded history, and it was The Angel Unites
an Imperial Fist by the name of Octavius to be one of Like many of the Primarchs, the story of Sanguinius is
the first Marines to gain a permanent post as a Captain one of a mysterious child found by the population of
of the Deathwatch, forever in service to the Ordo Xe- the planet who would one day rise to unite its people
nos and never to return to his original Chapter. against some great injustice or threat. However, unlike
the other Primarchs, very few of these twenty warriors
would be touched by the Warp prior to landing on their
Character Creation: “home planet”. Sanguinius was one such Primarch.
Imperial Fists recruit from many Imperial planets or In an earlier time, the world of Baal Secondus was
Space bound community. Characters can choose to be dominated by a tribal society, many members of which
from Feral Worlds, Imperial Worlds, Hive Worlds, Void had been mutated by the constant blasting of radioac-
Born, or Noble Born. tive winds that cut across the world. One tribe, it is
believed to be one of the few that had escaped ram-
Skills: pant mutation, found the young Sanguinius alone in
All Imperial Fist characters gain the skill Trade (Scrim- the wastes and marveled that the boys’ great angelic
shawer) as a starting skill. They can improve the skill wings were a sign of some sort. The tribe took the boy
to +10 at rank 4 and +20 at rank 8. in and raised him as one of their own. As Sanguinius
grew, so too did he grow in power, using his genetically
Gene-Seed Mutation: enhanced abilities, and supposed precognitive foresight
The Imperial Fists’ gene-seed has been somewhat cor- to unite the few mutation-free tribes of Baal against the
rupted over the millennia, so two traits have emerged. hordes of mutants.
One is the loss of two of the special organs produced The Emperor would land on Baal Secondus to find a
by Space Marines: the Betcher’s Gland, which allows world scoured of the mutant, and a young man of abso-
the Marine to produce poisonous/acidic spittle, and the lute perfection in stature borne aloft on great feathered
Sus-an Membrane, which allows a Marine to enter a wings. It was believed that this man immediately bowed
state of suspended animation. before the Emperor without so much as a whisper of
Imperial Fists characters cannot spend experience to challenge, and gathered his best warriors about him for
gain the Betcher’s Gland and the Sus-an Membrane. the journey into space. The Emperor would place the
Ninth Legion of Blood Angels under the command of
Self-Castigation: the Primarch, and they would go on to stand next to
The second is the Imperial Fists’ over-zealous self-casti- Angron’s legion of World Eaters as some of the most
gation. They often make use of a device called the Pain universally feared shock troops in the Imperium.
Glove, which encases the whole body and stimulates Also of note is that among the Primarchs, Sanguin-
pain neurons. The Imperial Fists constantly feel the ius himself was known for having forged positive re-
need to punish themselves for the smallest inadequacy, lationships with the majority of his brother Primarchs.
failure or infraction. As is commonplace in legends surrounding men of al-
An Imperial Fists character start with a pain glove. most demi-godlike status, so too were the arguments
While suffering under the punishment of the pain glove and rivalries between the Primarchs, especially Magnus
all rolls made by the Imperial Fists character suffer a the Red, Lion El’Jonson, and Leman Russ. Sanguinius
-10 modifier unless they pass a successful Willpower however was known to have been called “brother” by
test with a +10 modifier. most of his fellow Primarchs, especially the Warmaster
Horus. It was believed that the bond between Horus
and Sanguinius was stronger than those between any
of the other Primarchs. It was because of this bond that
Horus knew that Sanguinius would never cross the Em-
peror, despite any feelings of kinship between the two.
36
guinius fighting at Terra. The second of these flaws is
38
III: Chapter Rules
Iron Neophyte
XP Level: 0-499
Hands
Ranks Scout
XP Level: 500-999
Brother Scout
XP Level: 1,000-1,999
Assault Marine Tactical Marine Devastator Marine Medicae Initiate Iron Keeper Librarium Militant
XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999
Assault Veteran Tactical veteran Devastator Veteran Medicae Internist Iron Priest Librarium Savant
XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999
Assault Sergeant Tactical Sergeant Devastator Sergeant Field Medicae Iron Father Lexicanum
XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999
The Great Crusade and other Chapter does, however among the Iron Hands
these companies are called Clans. The Clans are be-
the Horus Heresy lieved to be related to the original Medusan tribes and
Ferrus saw the Great Crusade as just another trial de- are known to be in constant competition with one an-
signed to weed out the weak links in Humanity. As such, other, just as their Primarch would have desired.
his ferocity was unparalleled when it came to cleansing Different from most Chapters is the Iron Hands’ lead-
worlds of those who would not accept the Emperor as ership. Instead of being led by a single Chapter Master,
he once had. Such worlds were, in his opinion, forfeit, the Iron Hands elect what is known as the Great Clan
and deserved only to be cleansed of their population so Council, which itself consists of numerous representa-
that the world could serve the Emperor in other ways. tives of the ten Clans. Just as the Legions were broken
Of all of the Primarchs, the bond between Ferrus into Chapters of no more than one-thousand Space Ma-
Manus and Fulgrim, Primarch of the Emperor’s Chil- rines, so too would the leadership of the Iron Hands be
dren, was well known, their mutual journey towards broken across many individuals so that such great pow-
self-perfection serving as a great agent of bonding be- er could never again lay in the hands of just one man.
tween the two. Also different from most Chapters is the Iron Hands’
Horus would attempt to utilize this bond between predilection towards bionics. It is quite common for
brothers by sending Fulgrim to personally recruit Fer- members of the Iron Hands to receive dozens of me-
rus Manus into his rebellion. However, upon hearing chanical implants over their lifetime and it is believed
such heresy from the mouth of his brother, Ferrus struck that there is a very close relationship between the Iron
out at Fulgrim in anger, viewing his decision to follow Hands and the Adeptus Mechanicus, though the Chap-
Horus as weak and thus forfeiting Fulgrim’s right to ter keeps any proof of such a relationship hidden.
lead one of the Legions. This combat would lead to Also of note is the Iron Hands’ particular reverence
the death of Ferrus Manus on the surface of Istvaan V, for those chosen to be interred into the sarcopha-
the site of the Istvaan Drop Site Massacre – Horus’ first gus of the Venerable Dreadnought. The transition to
strike against those loyal to the Emperor. Dreadnought is seen as the ultimate merging of Man
It is said that the head of Ferrus Manus was delivered and machine, and as the final step towards perfection
to Horus as a trophy. that all Iron Hands strive to achieve. As such, it is quite
common to witness battlegroups from the Iron Hands
The Iron Hands Today Chapter being led by their Dreadnought brothers.
The Iron Hands of today maintain great similarities to
any Chapter following the edicts of the Codex Astartes.
The Chapter maintains Battle Companies just as any
39
Character Creation:
III: Chapter Rules
Iron Hands characters can choose to be from a Feral
World or Noble Born for deciding stats. They start the
game with their left hand replaced with a cybernetic
implant.
Character Creation:
Salamanders characters can choose to be from an Impe-
rial World or Noble Born for starting characteristics.
They can also learn Trade skills as a basic advance at
every rank, regardless of the Career Path.
41
Raven Guard
III: Chapter Rules
History
The Raven Guard hail from the mine moon of Deliv-
erance, where their fortress-monastery, the Ravenspire,
lies. They are a Chapter that specializes in lightning-
quick attacks, surgical strikes and guerilla warfare.
42
rior quality, with every last member sheathed in Aegis Character Creation:
Deathwatch
The Deathwatch are a unique and specially trained
Space Marine Chapter that dedicates its every hour to
xenos hunting. They form the Chamber Militant of the
Ordo Xenos, charged with serving the Inquisition to
study, contain and, mainly, destroy xeno cultures.
Rather than following the standard Codex Astartes
organization, the Space Marines themselves are drawn
from many different chapters. These chapters have
sworn sacred oaths to raise an unit of Space Marines
specifically for this task. The warriors are then gathered
together to fight where and when they are needed.
Giant fortresses orbit desolate worlds at the edge of
the galaxy, keeping constant vigil over possible xe-
nos forces. There are also several secret bases spread
43
III: Chapter Rules
Character Creation:
Since Deathwatch uses Marines from all different Chap-
ters and is not a Chapter itself characters must be cre-
ated using the Chapter rules in this section.
Deathwatch Marines can only be used when the game
is centered around Ordo Xenos. A solitary Deathwatch
Marine can be employed with a group of acolytes
working for Ordo Xenos or the entire group can be
Deathwatch.
44
Sozomen and his sixty Imperial Guard troops were ment they received the message from Sozomen, and
45
S k i l lsand
Skills a n d Talents
T a le nts
IV: Skills and Talents
A
A
lthough a Space Marine lives a life of constant Another thing to learn for a Marine are the various
battle, he is not only trained in martial skills. litanies of the Chapter. Be it the Litany of Awe, with
The Adeptus Astartes makes use of many dif- which enemies can be demoralized, or the Litany of the
ferent skills, ranging from the basic skills of a warrior, Machine, which is used by Techmarines to bless equip-
to other skills, not only abilities to drive a tank or to ment, each Chapter has its own variant litanies.
pilot a Thunderhawk, but also the knowledge of the Finally, some Chapters have special skills that the re-
Chapter’s battle language, its history or skills specific to cruits can learn. The Imperial Fists’ engraving tradition
the assignment. is one of these special skills. The Space Wolves’ Iron
Another point that needs training is the use of the Priests for example learn smithing and mining in order
implants a Marine acquires during his life. The Cata- to be well rounded.
lepsean Node, for example, requires some training, as
only one half of the brain will sleep. The main diffi- This section contains new skills for Space Marine
culty is to distinguish between true sensory input and characters. They can be added to any career as an elite
the dreams of the sleeping half. Another implant that advance if the character has spent significant amount of
requires special training is the Omophagea. Sorting out time with Space Marines.
useful information is not easy, as only acute thoughts
can be recognized.
46
Scholastic Lore (Gene-Seed) also allows for a character with the skill to build re-
47
Detect Poisons Rite of Purity
IV: Skills and Talents
By tasting food you can figure out what poisons are Prerequisites: Peer (Ecclesiarchy or Chapter), Trade
present in it. To successfully find out what poison is in (Copyist), Scholastic Lore (Imperial Creed).
the food make an Intelligence Test at +10. This Talent is available to clerics of Confessor or Ex-
orcist ranks or to Chaplains of Chaplain-Exorcist rank,
Hatred (Traitor Legions) allowing them to craft Purity Seals. Crafting a purity
Extends the Hatred talent to encompass the Traitor Le- seal is a draining business. It takes three full days of
gions. devotions and half the seal’s cost in raw ingredients to
create a Common quality seal of Scarce or better rarity.
Both rarity and quality increase this time. Rare seals
Learning By Eating double and Very Rare ones quadruple the number days
By eating part of any creature you can learn something
spent on its preparation.
about them and their environment. To learn you must
Only characters possessing Scholastic Lore 50 or more
make an Intelligence Test at Challenging difficulty, and
can make Good Quality seals, which take three times as
for every Degree of Success you learn one bit of infor-
long to fashion. Excellent quality seals require Scholas-
mation.
tic Lore 60 or more and take ten times as long.
Obviously few clerics are willing to give up long pe-
Litany of Awe riods to the manufacture of Purity Seals except for the
You recite the ancient Litany of Awe to inspire the most worthy (or well-paying) or causes.
troops around you and strike fear into your enemies. When first taking this Talent, a character learns how
Functions identically to Rite of Awe, except that the to make all the Scarce quality seals. Taking it again al-
references to infrasonic sound is ignored. lows the character to choose two Rare types of Purity
Seal to add to his repertoire.
Litany of Pure Thought
You recite the ancient Litany of Pure Thought to clear Shadow Vision
your mind and to center yourself in the Emperor’s grace. Shadow Vision allows you to see normally in Shadow
All humans and Space Marines, regardless of their abil- level light without penalty. You can see as if it were still
ity to hear, within a 50 meter radius are immune to Bright Lighting out.
Pinning, Fear, and any effects that cause emotional dis-
turbance.
Spit Acid
Due to you having a Betcher’s Gland you can spit poi-
Peer (Chapter) son. The poison does 1d5 damage and has an effective
Extends the Peer to talent to Space Marine Chapters. range of 2m.
48
G am e Rules
Game R u les
V: Game Rules
Corruption Criticals
Due to their indoctrination, a Marine is very resistant Due to the nature of Space Marines and the fact they
to the effects of the Warp and corruption. However, if are tougher then normal humans due to their implants,
they fail in their resistance, their indoctrination begins Space Marines have a chance of losing their implants
to unravel. Marines, unlike humans, suffer the effects of to compensate for the low experience cost they pay
corruption worse. If a Marine fails his Willpower test for them. Not all implants can be affected from critical
he receives 1d10+2 base corruption points. For every damage, like the Ossmodula and Biscopea due to their
degree of failure on the test he gains 1d5 additional passive nature.
corruption points. When a Space Marine character suffers critical damage
Due to his progenoids, a Space Marine is highly re- use the rules in Dark Heresy (page 201) and the standard
sistant to the effects of mutations. Whenever a Marine Critical Hits tables as normal. Then roll 1d10 on the
is forced to roll on the Mutations Table he gains a +10 following tables to determine if an implant is damaged
characteristic bonus for each progenoid. If he has two or destroyed. When an implant suffers a “damaged” re-
progenoids he gains a +20, if he has one he gains +10, sult the Space Marine character loses the talent(s) as-
and if he doesn’t have either of the progenoids he sociated with it until it is repaired by an Apothecary.
doesn’t gain a bonus. When implants are destroyed the character loses the
talent(s) permanently.
If the Marine’s actions were the result of not following
the tenets of being a Marine, their Chapter will give
Insanity him time to contemplate his actions that caused the or-
gan to be damaged beyond repair before they replace
Marines are very resistant to the effects of insanity due the organ. The cost for replacing an organ is 500 XP
to the nature of their indoctrination and training. If per Talent. Thus for the secondary heart to be replaced
they fail a Willpower test they gain 1d5 insanity points. it will cost 1,500 XP.
For every degree of failure on the test they gain an ad- If his actions were within the result of following the
ditional point of insanity. tenets of being a Marine in their Chapter, they will re-
place the organ immediately with either a replacement
organ or a cybernetic implant. The cost for replacing an
organ is 200 XP per Talent. Thus for the Ossmodula it
will cost 400 XP for it to be replaced.
Table 5-1: Energy Critical Effects - Head Table 5-2: Energy Critical Effects - Body
Roll Added Result Roll Added Result
1 No additional damage 1 No additional damage
2 No additional damage 2 No additional damage
3 No additional damage 3 No additional damage
4 No additional damage 4 No additional damage
5 Inside the skull, the Melanochrome is damaged by the 5 The shock of the attack affects the Secondary heart,
heat damaging it
6 The intense heat spreads to the throat, and damages the 6 The Larraman’s Organ shuts down, damaged, due to the
Omophagea and Betcher’s Gland excessive heat
7 The Occulobe is completely destroyed by the fiery 7 The Multi-lung is burned to a crisp and destroyed by the
conflagration intense heat
8 The Progenoid in the throat can still be harvested 8 The Mucranoid is overloaded by the heat and gives in,
9 The Progenoid in the throat can still be harvested completely destroyed
10+ The flames destroy both Progenoid Glands. Not even the 9 The flames cook and destroy both Progenoid Glands.
most competent Apothecary can harvest them Not even the most competent Apothecary can harvest
them
10+ The flames cook and destroy both Progenoid Glands.
Not even the most competent Apothecary can harvest
them
49
V: Game Rules
Table 5-3: Impact Critical Effects - Head Table 5-4: Impact Critical Effects - Body
Roll Added Result Roll Added Result
1 No additional damage 1 No additional damage
2 No additional damage 2 No additional damage
3 No additional damage 3 No additional damage
4 No additional damage 4 No additional damage
5 The Lyman’s Ear is damaged 5 The Mucranoid is affected by the violent impact and
6 The force of the blow damages the Sus-an Membrane considered damaged
7 Fragments of the skull destroy the Catalepsean Node 6 The force of the blow damages the Preomnor
8 The Progenoid in the throat can still be harvested 7 The Black Carapace is cracked and damaged
9 The Progenoid in the throat can still be harvested 8 The violence of the impact shatters and destroys the
10+ The Progenoid in the throat can still be harvested Oolitic Kidney
9 Both Progenoids can still be harvested
10+ The Progenoid in the chest cavity can still be harvested
Table 5-5: Explosive Critical Effects - Head Table 5-6: Explosive Critical Effects - Body
Roll Added Result Roll Added Result
1 No additional damage 1 No additional damage
2 No additional damage 2 No additional damage
3 No additional damage 3 No additional damage
4 No additional damage 4 No additional damage
5 The force of the explosion damages the Neuroglottis 5 The Oolitic Kidney is damaged by the explosion’s pres-
6 The explosion destroys the Lyman’s Ear and damages the sure waves in the body
Betcher’s Gland 6 The concussive shock damages the Black Carapace
7 The Progenoid in the throat can still be harvested 7 The violence of the shock destroys the Haemastamen
8 The explosion destroys both Progenoid Glands. Not even and damages the Larraman’s Organ
the most competent Apothecary can harvest them 8 The explosion destroys both Progenoid Glands. Not even
9 The explosion destroys both Progenoid Glands. Not even the most competent Apothecary can harvest them
the most competent Apothecary can harvest them 9 The explosion destroys both Progenoid Glands. Not even
10+ The explosion destroys both Progenoid Glands. Not even the most competent Apothecary can harvest them
the most competent Apothecary can harvest them 10+ The explosion destroys both Progenoid Glands. Not even
the most competent Apothecary can harvest them
Table 5-7: Rending Critical Effects - Head Table 5-8: Rending Critical Effects - Body
Roll Added Result Roll Added Result
1 No additional damage 1 No additional damage
2 No additional damage 2 No additional damage
3 No additional damage 3 No additional damage
4 No additional damage 4 No additional damage
5 The rending affects the throat area as well, damaging the 5 The wound reaches the Multi-lung and damages it
Neuroglottis in the process 6 The Haemastamen is damaged and rendered inert by the
6 The Melanochrome implant is damaged violent shock
7 The Occulobe and Omophagea are ripped apart and 7 The Preomnor is damaged from the tears running
destroyed by the violence of the hit through it
8 The Progenoid in the throat can still be harvested 8 The Secondary Heart is ripped out and destroyed
9 The Progenoid in the throat can still be harvested 9 The Progenoid in the chest cavity can still be harvested
10+ The Progenoid in the throat can still be harvested 10+ The Progenoid in the chest cavity can still be harvested
50
Equip m ent
Equipment
VI: Equipment
E
E
ven though a naked Space Marine is a match for Apart from their combat specialized gear, the Adeptus
nearly every opponent, it is the equipment that Astartes also use other sophisticated equipment. Most
makes him that lethal. of this equipment is either hand held, or in case of sen-
sors, directly connected to the Marine’s Power Armour.
The major difference between normal equipment and
the one of the Adeptus Astartes is the fact that Astartes
equipment is designed to work under extreme condi-
tions. Thus every piece is well protected, if not thor-
oughly armoured, and heavier than usual equipment.
Space Marine
The center piece of a Space Marine is his power ar-
Standard Kits
mour. After centuries of development, the Mark VII Space Marines are issued their equipment based upon
“Eagle” Power Armour is the standard battlesuit and their job. These are not hard and fast rules concern-
gives a Space Marine his typical look. It enhances ing their equipment, but rather guidelines on what each
strength, senses and durability. Although the Adepta type of Marine should carry. These guidelines should
Sororitas and some Inquisitors make use of the device, also be applied to other careers in order to maintain
no one will be able to use it as effectively as a Space balance.
Marine. This is because each Marine receives the Black Brother Scout: Storm Trooper Carapace; Long Las
Carapace as his final implant, allowing him to establish and Bolt Pistol; or Heavy Bolter and Las Pistol; or Mis-
a direct neural connection to his suit. sile Launcher and Las Pistol. All ranged weapons in-
clude 10 clips or reloads.
There is only one other armour that is more powerful Marine: Power Armour or Storm Trooper Carapace;
than the Mark VII. The Tactical Dreadnought Armour Bolter, one choice of primitive melee weapon, and Bolt-
Mark IV is the best armour that can be worn by a Space er Pistol; or Heavy Bolter and Bolter Pistol; or Missile
Marine. Only the best Marines of each Chapter are is- Launcher and Bolter Pistol. All ranged weapons include
sued with this formidable armour. It enhances strength 10 clips or reloads.
even more than the Mark VII, and its protection comes Assault Marine: Power Armour and Jump Pack;
close to that of an armoured vehicle. Bolter, one choice of primitive melee weapon, and
Bolter Pistol; or Missile Launcher, one choice of primi-
But not only the armour defines a Space Marine. The tive melee weapon, and Bolter Pistol; or Bolter Pistol
most recognizable feature of each member of the Le- and Chainsword; or Bolter Pistol and Chain Axe. All
giones Astartes is the Bolter. Although a civil version ranged weapons include 10 clips or reloads. Assault
exists, the Astartes Bolter is not beaten by anything Marines also get two Demolition Charges.
else. It packs massive firepower and is well armoured. Assault Veteran: Power Armour and Jump Pack; Bolt-
In fact, it is better armoured than some people ever er, one choice of Primitive Melee Weapon, and Bolter
wear in their whole life. Pistol; or Missile Launcher, one choice of Chain Weap-
on, and Bolter Pistol; or Bolter Pistol and Chainsword;
But the Adeptus Astartes not only use Bolters as weap- or Bolter Pistol and Chain Axe; or Hand Flamer and
ons. Their arsenal is bolstered by plasma, flamer, and one Chain or Primitive Melee weapon; Flamer and one
melta guns in every size, missile and rocket launchers, Chain or Primitive Melee Weapon. All ranged weapons
and even heavier gear. Should combat come close, chain include 10 clips or reloads.
weapons enter the fray. The Chainsword is the weapon Assault Sergeant: Identical to Assault Veteran, ex-
of choice for Assault Marines. Chainaxes are often used cept the Marine can choose to take a Power Weapon for
by veterans. Higher ranking officers make use of power all combinations of weaponry.
swords and axes. Terminator Assault Squads use the Devastator/Tactical Marine: Power Armour;
Thunder Hammer and the Storm Shield, which they Bolter, Bolt Pistol, and one choice of Primitive Melee
wield with extreme efficiency. This heavy firepower can Weapon; or one choice of Heavy Weapon, Bolt Pistol,
be varied by making use of different kinds of ammuni- and one choice of Primitive Melee Weapon. All ranged
tion, like Hellfire Rounds of Kraken Penetrator Shells. weapons include 10 clips or reloads. Devastators also
get an Auspex.
51
Devastator/Tactical Veteran: Identical to Tactical
Gear
VI: Equipment
Marine, but can choose to take a Chain Weapon as a
melee choice.
Devastator/Tactical Sergeant: Identical to Tactical Jump Pack
Veteran, but can choose to take a Power Weapon as a The Jump Pack is part of the standard kit that Assault
melee choice. Marines carry. The jump pack allows the Marine to
Medicae Initiate: Power Armour, Bolter Pistol and quickly cross the battlefield and to engage enemies.
one choice of Primitive Melee Weapon, and Narthe- The stats and movement rates for jump packs remain
cium/Reductor. the same for all models of jump packs produced by the
Medicae Internist: Identical to Medicae Initiate, but Adeptus Mechanicus.
can choose to take a Chain Weapon as a melee choice. A jump pack grants the Flyer trait to the character.
Field Medicae: Identical to Medicae Internist, but Due to the design of the jump pack the character can
can choose to take a Power Weapon as a choice. only achieve Low Altitude for movements up to Full
Chaplain-Confessor/Librarium Militant/Ar- Move. High Altitude can only be achieved for Charge
moursmith: Power Armour, Bolter Pistol and one and Assault moves. A character using a jump pack can
choice of Primitive Melee Weapon. All ranged weap- stay in the air for three rounds of movement. At the end
ons include 10 clips or reloads. of the third movement phase the character must land
Chaplain-Exorcist/Librarium Savant/Tech-Ini- or suffer falling damage. The heavy armoured design
tiate: Identical to Chaplain-Confessor/Librarium Mili- grants an AP of 8 for any attacks coming from behind
tant/Armoursmith, but can take a Chain Weapon as a the character that hit the body location.
melee choice. Jump packs can only fly in a straight line without
Reclusiarch/Lexicanum/Tech-Wright: Identical incurring a penalty. Changing direction in mid-flight
to Chaplain-Exorcist/Librarium Savant/Tech-Initiate, suffers a penalty based upon the movement of the char-
but can take a Power Weapon as a melee choice. Re- acter. Acrobatic maneuvers also incur a penalty based
clusiarch’s are restricted to taking the Crozius Arcanum upon the movement of the character.
as their Power Weapon. Lexicanum’s can take a Force A character landing into the equivalent of Light Woods
Weapon as a melee choice. incurs a -10 to a Pilot (Jump Pack) Test and landing
into the equivalent of Heavy Woods incurs a -20 pen-
alty. Failure of the Test results in the character taking
damage as per landing into buildings or impassable ter-
rain. Landing into a building or other impassable ter-
rain causes damage to the character upon impact. Refer
Designer’s Note to the Movement, Maneuvers, and Collision Damage
Table to figure the damage based upon the speed of
The rules presented in this chapter for the Jump
the character. The damage incurred is not softened by
Pack are optional.
the armour of the character and takes the full damage
Depending upon your preference, you can use the
listed.
rules in this book or the ones from the Inquisitor’s
Handbook.
Narthecium/Reductor
The Narthecium is the Space Marine Apothecary’s ver-
sion of a medi-pack, consisting of a medical field kit
including anti-venoms, stim-packs and healing agents
52
to get a wounded Marine back into the battle quick- with His light at their side. Any bishop has sufficient
VI: Equipment
ly. The associated Reductor is a tool for retrieving the standing within the Cult of the Emperor to create the
Progenoid organs (gene-seed) from the body of a fallen physical benedictions known as Purity Seal; strips of
Marine. The Reductor is a solid spring-loaded piston parchment, carefully inscribed with prayers to the Em-
of metal. An Apothecary places the Reductor against a peror or His saints, anointed in holy oils and unguents
wounded Marine’s temple and the Reductor hurls the and affixed with wax colored with the pure blood of
hunk of metal into the Marine’s skull killing him in- martyred pilgrims, which guard those who wear them,
stantly. This is called “The Emperor’s Peace” or “The strengthening their faith and driving off those who
Emperor’s Mercy”. would lead them into darkness.
A Marine that is on the Medicae career path has both Purity Seals can be thought of as armour for the soul.
the Narthecium and the Reductor. The Narthecium Acolytes have a long way to travel before they reach the
grants a skill bonus of +20 to their test against the point where they might become Interrogators and then
Medicae skill. It comes with 8 doses of stimm, which Inquisitors themselves. Without this armour, especially
must be replaced separately when used. It takes a Full for those in the retinue of an Ordo Malleus inquisitor,
Action to use the Narthecium. few would last long before corruption or inanity took
A Reductor is used to retrieve the progenoid glands them.
from a Marine after he has been killed, which takes a For most characters the Willpower test made to re-
Full Round action and a successful Medicae skill roll. If sist these forces is only passed around a third of the
a Marine is too badly wound the Medicae must spend a time. Purity Seals add bonuses similar to other types of
Full Round action in order to give the Emperor’s Peace. equipment – between +5% and +20% – to the various
A to-hit roll is not necessary, nor is a damage roll if the rolls made against mental and spiritual trauma, boosting
wounded Marine isn’t fighting it, but a Medicae roll is the average character’s pass rate to near 50%. Not much,
necessary to find the right spot on the target Marine. and by no means an infallible defense, but every ma-
At the end of the action the target Marine is dead re- lignancy, mutation and disorder that can be avoided is
gardless of wounds and Toughness Bonus. one victory denied the enemies of mankind, one more
stretch that the character can remain on the road.
Psychic Hood
The Psychic Hood is used by Space Marine Librarians Wearing Purity Seals
to protect themselves from enemy psychic powers. Of- Seals can be attached to clothing, armour or weapons.
ten distinguished by a metal hood that rises from the For many the location is not important. What matters
backplate of their Power Armour, it uses a set of in- is that the Purity Seal is displayed prominently, for it
terwoven intricately aligned crystals to nullify an op- is not the way of the Emperor to hide His power from
ponents psychic attacks; however they are of a very ar- those he opposes.
cane design and are likely not to have been produced Purity Seals have no power unless they are displayed
perfectly, and so are not one hundred percent effective. as symbols of faith, clear for all to see.
This was demonstrated when various Space Marine Regardless of a Purity Seal’s type, GMs may grant
Librarians turned to Chaos during the Horus Heresy, wearers of these potent symbols of faith bonuses to
becoming Chaos Sorcerers. Psychic hoods are also oc- Fellowship-based rolls among suitably fervent Imperial
casionally employed by Inquisitors. subjects.
A character equipped must make a Psychic Test against Only those with faith can benefit from wearing a Pu-
a Psychic Threshold of 25 to nullify any psychic power rity Seal. Unless the character has either Common Lore
that targets the character or the party they are with. (Imperial Creed) or Scholastic Lore (Imperial Creed),
When using a psychic hood, the character doesn’t suffer the seals they wear remain empty of power.
from Psychic Phenomena or Perils of the Warp when Those of exceptional faith find that Purity Seals are
rolling 9s. even more potent. Any character with the Unshakable
Faith Talent increases the quality of seals they wear by
one step (Common to Good, Good to Excellent). Excel-
Purity/Repression Seals
lent quality seals gain an additional +5% to any bonus
It is the lot of the Adeptus Terra, the Ecclesiarchy and
they grant when worn by those of Unshakable Faith.
the Inquisition to work tirelessly to protect humanity
form its legion enemies; enemies who have the pow-
er to destroy not only the bodies of those who stand Aegis Seals
against them but their minds and souls. Many a young The most common forms of Purity Seal are those de-
and idealistic servant sets foot on the path of duty only signed to protect the wearer. Known as Aegis Seals
to find it slowly darkening into the road of corruption. within the Ministorum, they provide protection against
The Emperor, in His wisdom, knows even faith is not the Corrupting Powers.
always enough, and so grants his priests the ability to These wards vary in how they protect the wearer as
bless His servants so that they may face the darkness well as what level of protection they provide. Just as
53
with other equipment, both Good and Excellent ver-
VI: Equipment
Table 6-3: Purity/Repression Seals
sions of these seals can be made, although they are
generally restricted to servants who have proved their Purity Seal Cost Availability
worth to the Imperium. Most seals grant a +5% bonus Speravi in Te, Imperator 75 Scarce
to a specific test. Increase this to +10% for Good qual- Fides Validus 100 Scarce
ity seals and to +15% for rare Excellent quality ones. Per Orben Terrarum 100 Scarce
Purity Seals with other types of benefits include the Tutela Obviam Veneficus 250 Rare
effects of higher qualities in their descriptions. Sancta Eruditio 250 Rare
Poor quality seals can also be found. Mostly they are Dignare, Domine 250 Rare
the work of charlatans or clerics who skimped on the
Humanus Statua Aeternum 250 Rare
necessary ritual ingredients. Poor quality seals are ef-
Ad Dexteram Imperatorum 250 Rare
fectively Charms, providing no other in-game benefit
to the wearer. De Mortalitate, Gloriae 250 Rare
VI: Equipment
ing around ten times the casualties. Excellent quality Although the rites and techniques used to make the most
seals are truly awesome. The Emperor himself seems to common Purity Seals is known to most ranking clerics,
intercede, punishing those who would take from him a many others jealously guard the secrets to manufactur-
valued servant with just and furious wrath. ing the more esoteric protections. Selling benedictions
is an important source of revenue for the Imperial Cult
Repression Seals and the money gained from sought after Purity Seals
For some the Emperor’s blessings come too late. When when used to fund missions and new buildings reflects
darkness has already laid a hand upon a once-trusted well on the bishop who spends it. Moreover, the abil-
servant of the Imperium, there are only two courses: ity to create these blessings shows that Emporer’s light
the pyre or a Repression Seal. This rare version of the shines upon the creator, bringing prestige many are un-
Purity Seal has had the divine power within it inverted willing to share.
so that the taint within the wearer is held in check, in- In game terms, this means that Purity Seals have a rar-
carcerated by the blessed power of the Lord of Man. ity just as other items do, as well as a price that must
Only available to those in whom the Imperium has be donated to the cult. Finding a particular type of Seal
invested too much to lose or who must walk further on requires an Inquiry roll,with a bonus if the seeker has
their path for the greater good of Mankind, Repression a relevant Peer Talent. Peer (Adeptus Arbites) grants
Seals reduce the effects of Madness, Malignancy and +10%, Peer (Inquisition) or Peer (Adeptus Astartes)
Mutation... but at great cost. grants +20% and Peer (Ecclesiarchy) grants +30%.
Repression seals cannot be bought. They are reserved Each seal is crafted to best protect the soul of he who
for the greatest and most valuable servants of the Im- will wear it, and as such they may not be transferred
perium – Inquisitors, Sisters of Battle, Space Marines, between characters. And if the blessed wax affixing the
and others who fight on the front lines of Mankind’s seal is ever broken, not only is the protection of the
constant war against degeneration and corruption. And seal destroyed, but there are those who whisper that
once applied, must be worn prominently every hour of the Emperor himself becomes displeased, withdrawing
the day and night or their power fades. his favour from the servant who failed to protect his
The application of Repression Seals does not mean benediction.
that the taint to soul, body or mind has been removed, Men declared excommunicate by the Ecclesiarchy or
merely turned inwards, which, in the the long term can the Inquisition are unfit to wear the Emperor’s seals. Al-
prove almost as much of a burden as the original mala- though being excommunicated does not prevent exist-
dy. At the end of each week, a character wearing one or ing seals working, clerics who know of the declaration
more of these seals should make a Willpower Test with will refuse to create Purity Seals for such characters and
a -5% penalty for each Repression Seal he wears. Treat many will see it as their holy duty to bring down those
a failure on this roll as a failed Mental Trauma roll (see who do not immediately cast off their symbols of purity
Dark Heresy, page 234). and seek atonement for their sins.
Custodia Fleumaticus
Exposure to the Warp and the foul entities that spring
forth from that realm can corrupt the soul of a man,
giving them strange drives and debauched habits. The
application of this Repression Purity Seal counteracts a
Armour
Malignancy inflicted upon a character. While worn the
Adeptus Astartes
Malignancy has no hold over the character. They auto-
matically succeed in any rolls to resist it’s influence and MkVII “Eagle” Power Armour
any losses caused by the Malignancy are returned. Adeptus Astartes power armour is a more advanced ver-
sion of power armour containing many enhancements
Custodia Sanguineus that can only be used due to the implantation of black
A single bodily change caused by exposure to daemons carapace. Adeptus Astartes Power Armour has the fol-
and the Warp are contained by these seals. The wearer lowing qualities and stats: Dark Light Vision, Hearing
immediately reverts to their previous form. Auspex, Enhanced Communications Gear, Red-Dot La-
ser Sight, Sealed Environment, Advanced Life Support,
Custodia Colericus Recoil Gloves, HUD Tactical Map, Internal Medicae
For maladies of the mind, the Custodia Colericus seal Functions, and Strength +20. The Strength bonus is
must be applied, each seal preventing the manifestation unaffected by the Unnatural Strength trait, so it grants
of one Mental Disorder. a +2 bonus instead of +4.
Dark Light Vision: Allows the Space Marine to see
in total darkness up to 50m and follows the rules for
the trait of the same name.
55
VI: Equipment
Table 6-4: Armour
Armour Type Location(s) Covered AP Weight Cost Availability
Adeptus Astartes Power Armour All Head 10 130 kg — Very Rare
Body12
Arms 11
Legs 11
Adeptus Astartes Terminator Armour All Head 13 260 kg — Very Rare
Body 16
Arms 15
Legs 15
Adamantine Mantle All Special 2.5 kg — Very Rare
Combat Shield Arm 2 5 kg — Very Rare
Iron Halo All 4 2 kg — Very Rare
Storm Shield Arm 4 7 kg — Very Rare
Hearing Auspex: Allows the Space Marine to hear Aegis Power Armour
up to 50m radius and follows the rules for Heightened Aegis Power Armour has the same abilities as standard
Senses (Hearing). Marine Power Armour, but has the inclusion of several
Sight Auspex: Allows the Space Marine to zoom in Talents. It comes with a built-in Storm Bolter as a stan-
onto targets 300m away and fire without penalty. It dard weapon.
follows the rules for Telescopic Sight. Resistance (Daemons): The armour confers a +10
Enhanced Communications Gear: Allows a Space resistance against daemon powers and special abilities,
Marine to communicate to ships up in the upper atmo- including all Fear and Corruption Tests.
sphere in a tight beam and to communicate over land Resistance (Warp): The armour confers a +10 resis-
distances of 2 kilometers. tance against Warp based effects, including all Fear and
Targeting Auspex: Functions identically to a Red- Corruption Tests.
Dot Laser Sight. Resistance (Psychic Powers): The armour confers a
Sealed Environment: The suit is sealed completely +10 resistance against psychic powers.
and allows a Space Marine to survive in a vacuum. Resistance (Fear): The armour confers a +10 resis-
Advanced Life Support: The suit contains the tance against fear tests. This does not stack with other
equipment to produce a breathable atmosphere for up resistances that have a Fear component.
to 5 days. Resistance (Corruption): The armour confers a
Recoil Gloves: As per the rules for the equipment of +10 resistance against corruption tests. This does stack
the same name in the Dark Heresy rulebook. not with other resistance that have a Corruption com-
HUD Tactical Map: The helmet contains the ability ponent.
to project a tactical map into the visor to give a Space
Marine combat awareness of the surrounding area. This
Adeptus Astartes
helps them coordinate their attacks by showing the po-
sition of every squad member in power armour, as well Terminator Armour MkIV
as their life sign status. The map is downloaded via the Terminator Armour, or Tactical Dreadnought armour as
communications gear from orbiting satellites or pre- it is properly called, is the toughest and most powerful
downloaded before the mission begins. Grants a +1 form of personal armour humanity has ever developed.
bonus to Initiative. The scarcity and expense to maintain Terminator suits
Internal Medicae Functions: This equipment au- means they are available only to the elite troops from
tomatically dispenses medication to injured areas. It the veteran companies of the Adeptus Astartes Space
also can seal injuries by applying foam bandages to the Marine Chapters.
injured area to stop blood loss. It has a Medicae and Adeptus Astartes Terminator Armour has the follow-
Chem-Use skills of 30 and all attempts to apply drugs ing qualities and stats: Dark Light Vision, Infra-red
or to stop blood loss must test against it. Failure means Auspex, Hearing Auspex, Enhanced Communications
that the suit has malfunctioned and no further rolls can Gear, Red-Dot Laser Sight, Sealed Environment, Ad-
be made until the suit is repaired. The equipment al- vanced Life Support, Recoil Gloves, HUD Tactical
ways tests at routine. Map, Internal Medicae Functions, and Strength +30.
The Strength bonus is unaffected by the Unnatural
Strength trait, so it grants a +3 bonus instead of +6.
Artificer Armour Dark Light Vision: Allows the Space Marine to see
When a Marine player gets Best Quality armour, it is
in total darkness up to 100m and follows the rules for
classified as Artificer Armour.
Dark Light Vision.
56
Infra-red Auspex: Allows the Space Marine to see as a standard weapon.
VI: Equipment
into the infra-red spectrum up to 100m and follows the Resistance (Daemons): The armour confers a +10
rules for Infra-Red Goggles. resistance against daemon powers and special abilities,
Hearing Auspex: Allows the Space Marine to hear including all Fear and Corruption Tests.
up to 50m radius and follows the rules for Heightened Resistance (Warp): The armour confers a +10 resis-
Senses (Hearing). tance against Warp based effects, including all Fear and
Sight Auspex: Allows the Space Marine to zoom in Corruption Tests.
onto targets 400m away and fire without penalty. It fol- Resistance (Psychic Powers): The armour confers a
lows the rules for Telescopic Sight. +10 resistance against psychic powers.
Enhanced Communications Gear: Allows a Space Resistance (Fear): The armour confers a +10 resis-
Marine to communicate to ships up in the upper atmo- tance against fear tests. This does not stack with other
sphere in a tight beam and to communicate over land resistances that have a Fear component.
distances of 2 kilometers. Resistance (Corruption): The armour confers a +10
Targeting Auspex: Functions identically to a Red- resistance against corruption tests. This does not stack
Dot Laser Sight. with other resistances that have a Corruption compo-
Sealed Environment: The suit is sealed completely nent.
and allows a Space Marine to survive in a vacuum.
Advanced Life Support: The suit contains the Adamantine Mantle
equipment to produce a breathable atmosphere for up Adamantine Mantles are cloaks made from threads of
to 5 days. Adamantine, a tough and resistant material that can
Recoil Gloves: As per the rules for the equipment of provide excellent protection for its wearer. The cloak
the same name in the Dark Heresy rulebook. often protects the wearer from high strength attacks,
HUD Tactical Map: The helmet contains the ability allowing the wearer to survive very heavy firepower
to project a tactical map into the visor to give a Space which would normally fell any other warrior. On any
Marine combat awareness of the surrounding area. This attack that does critical damage, re-roll the amount of
helps them coordinate their attacks by showing the damage taken and take the lowest. When rolling on the
position of every squad member in power armour, as critical hits chart it adds a -2 to the roll.
well as their life sign status. The map is downloaded
via the communications gear from orbiting satellites or
pre-downloaded before the mission begins. Grants a
Combat Shield
A Combat Shield is a lighter and more maneuverable
+1 bonus to Initiative.
version of the Storm Shield. A character carrying a
Internal Medicae Functions: This equipment au-
Combat Shield can carry a second weapon. The shield
tomatically dispenses medication to injured areas. It
may be used to block incoming attacks and functions
also can seal injuries by applying foam bandages to the
like a parry with a power weapon.
injured area to stop blood loss. It has a Medicae and
Chem-Use skills of 30 and all attempts to apply drugs
or to stop blood loss must test against it. Failure means Iron Halo
that the suit has malfunctioned and no further rolls can The Iron Halo is a special reward given to Space Ma-
be made until the suit is repaired. The equipment al- rines who show exceptional bravery and initiative on
ways tests at routine. the battlefield. It is a power field that encompasses the
Massive Strength: Due to the armour’s massive body of the character wearing it and grants additional
strength, firing any heavy weapon does not incur a protection to attacks. An Iron Halo cannot be combined
penalty since the Space Marine is always classified as with either a Combat Shield or a Storm Shield.
being braced.
Sensorium: Allows all of the squad members to see Storm Shield
exactly what the Marine in terminator armour sees. If The Storm Shield is used by the Space Marines and
the entire squad is outfitted with terminator armour Daemonhunters and is a more advanced and bulky ver-
they gain a +1 bonus to Initiative since they are able to sion of the Combat Shield, providing better defense.
coordinate uncannily. It is, however, much larger and requires the use of one
Slow: Terminator armour is bulky and slow. As such, hand and so prevents the use of two combat weapons.
terminator armour halves the movement of the character The shield itself incorporates a small energy field gen-
to a minimum of 1m and makes running impossible. erator which is too small for use against ranged weap-
onry but is useful in combat. The shield may be used to
Aegis Terminator Armour block incoming attacks and functions like a parry with
Aegis Terminator Armour has the same abilities as stan- a power weapon, but grants a +10 to the parry roll.
dard Marine Terminator Armour, but has the inclusion The Storm Shield can only be used with Terminator
of several Talents. It comes with a built-in Storm Bolter Armour.
57
VI: Equipment
Table 6-5: Melee Weapons
Chain Weapons
Name Class Dam Pen Special Wt Cost Avail
Frost Blade Melee 1d10+6 R 5 Balanced, Tearing 6 kg 20,000 Very Rare
Power Weapons
Name Class Dam Pen Special Wt Cost Avail
Chainfist Melee 2d10 E * 10 Power Field, Tearing, Unwieldy 80 kg 5,000 Very Rare
Crozius Arcanum Melee 1d10+3 E 6 Power Field, Unbalanced 15 kg 5,000 Very Rare
Lightning Claw Melee 1d10+6 R 6 Power Field, Balanced, Tearing 70 kg 5,000 Very Rare
Power Fist Melee 2d10 E * 8 Power Field, Unwieldy 60 kg 5,000 Very Rare
Thunder Hammer Melee 1d10+5 E 6 Power Field, Shocking, 70 kg 5,000 Very Rare
Unwieldy
* The Chainfist, like the Power Fist, adds 2× SB bonus to the damage dealt.
58
Thunder Hammer so he can fire both firearms simultaneously. Older de-
VI: Equipment
Thunder Hammers are weapons of ancient design, uti- signs of the Cyclone missile launcher had the sensor
lizing a power field similar to a power sword or fist, and array hand-carried by the Terminator, thus taking away
used by Space Marines and Daemonhunters, primarily the option of a power fist but making it more accurate.
by Terminator Assault Squads and characters with ac- Firing the Cyclone Missile Launcher does not consti-
cess to the relevant armoury. Where other power weap- tute a half action when a terminator wishes to fire a
ons emit a constant energy field, the Thunder Hammer storm bolter in the same combat round. Can only be
is designed to energize the power field only upon im- used by a Marine in terminator armour.
pact, enabling it to conserve energy until it is actually
needed, and allowing the weapon to deliver a particu- Astartes Bolt Pistol
larly devastating blow. Between impacts the Hammer This is the Adeptus Astartes version of the civilian Bolt
builds up the power it generates ready to destroy the Pistol. It is a rather short-ranged weapon, but more
next opponent. Upon impact, a blue energy field ex- than capable of dealing damage to the enemies of the
plodes with a thunderous crack, more often than not Imperium.
smashing through armour, and leaving a smoking hole
that crackles with blue sparks. Astartes Boltgun
When used against a vehicle, unless the crew can pass The iconic weapon of the Space Marines, the holy Bolt-
a Toughness test, thy are stunned for one round. A ve- er is to its wielder more than a weapon. It represents
hicle with stunned crew will continue in a straight line the Emperor’s holy wrath against His enemies, and is
at its current speed. treated with an almost-religious devotion even in its
mundane maintenance operations.
The weapon accepts different magazines: typically it
can use straight magazines (15 rounds), a belt feed (30
rounds), sickle magazines (20 rounds), or drum maga-
Ranged Weapons zines (40 rounds).
Bolt Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail
Astartes Bolt Pistol Pistol 35m S/2/- 2d10 X 4 8 Full — 5 kg — Very Rare
Astartes Boltgun Basic 100m S/2/6 2d10 X 4 * Full — 14 kg — Very Rare
Astartes Heavy Bolter Heavy 140m -/-/10 2d10+5 X 5 400 2 Full — 60 kg — Very Rare
Astartes Storm Bolter Basic 100m 2/4/8 2d10 X 4 60 2 Full — 25 kg — Very Rare
Psycannon Heavy 140m -/-/10 2d10+5 X 5 400 2 Full Holy** 60 kg — Very Rare
* Clip capacity varies, see the weapon description
** See the Psycannon Bolts Description in the Inquisitor’s Handbook
Flame Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail
Incinerator Heavy 30m S/-/- 2d10+4 E 4 10 2 Full Flame, Holy 45 kg — Very Rare
59
Astartes Storm Bolter
Ammunition
VI: Equipment
A Storm Bolter is the current development of the Com-
bi-Bolter that was used before the Horus Heresy. It is
essentially a dual chamber linked Boltgun. Its higher Hellfire Rounds
rate of fire makes it a devastating weapon in close quar- Explosive core replaced with thousands of needles im-
ters. It is the standard weapon of the Terminators, while pregnated with mutagenic acid for use against Tyranids.
the “civilian” version is often used as a pintle-mounted A Heavy Bolter variant (blast effect) is available.
weapon on Imperial vehicles. Firing a storm bolter does A Hellfire round adds an additional +5 damage if
not require bracing. there isn’t any armour in the path of the shell. If there
As both chambers of this weapon discharge simultane- is armour in the way half damage is taken. In the case
ously, the Storm Bolter’s “single shot mode” adds +5 of being used against Tyranids the target takes double
to the wielder’s Ballistics Skill, and if he obtains 2 or damage. If the round if fired by a Heavy Bolter the
more degrees of success the second round hits the same round has a splash radius of 5m centered around the
target. Split fire cannot be done with this action. target.
Weapon Upgrades
Table 6-7: Weapon Upgrades
Suspensor Unit Name Wt Cost Avail
A Suspensor Unit is a large harness which allows certain
Suspensor Unit 5 kg 1,000 Very Rare
heavy weapons to be fired more effectively on the move.
M40 Targeting System 1 kg 1,000 Very Rare
The weapon weight is halved for encumbrance and may
be fired without bracing, but the weapon range is also
halved. Additionally, the weapon gains the Inaccurate
trait. Ammo is also quadrupled, due to backpack feed.
Table 6-8: Ammunition
M40 Targeting System Name Cost/Amount Availability
The M40 Targeting System is often employed by the
Hellfire Rounds 35/1 Very Rare
Deathwatch Kill-teams of the Ordo Xenos. When
Metal Storm Frag Shells 30/1 Very Rare
equipped, a bolt weapon gains the Accurate trait and
ignores penalties for long and extreme range as long as Starker Silenced Shells 30/1 Very Rare
the shooter takes a full round action to aim. Kraken Pattern Rounds 50/1 Very Rare
60
V e hi c l es
Vehicles
VII: Vehicles
T
T
here are times when even the massive firepower
of a Devastator Squad does not bring down the
enemy and a squad of Assault Marines is too
while the Gunship carries Space Marines into battle
while providing fire support.
Although every vehicle above is a dangerous oppo-
slow. Should this happen, the Adeptus Astartes rely on nent, the pinnacle of the Adeptus Astartes war machines
a wide array of combat and support vehicles. is the Land Raider. In addition to the crew of three
Rhino and Razorback APCs carry the Marines into Marines, each Land Raider is inhabited by an old, pow-
battle. The Rhino is lightly armed, well armoured and erful Machine Spirit. This spirit can replace the crew
can provide safe transport for a full squad of ten Space to a limit, maneuvering and firing on its own. Each
Marines. The Razorback doesn’t have the transport ca- Land Raider is a gigantic fortress on tracks, extremely
pabilities of the Rhino, but is better armed. heavily armed and armoured. In addition to its stun-
Fast assault is supported by various attack bikes and ning combat capabilities, it can even transport ten Space
land speeders. Both kind of vehicles and their respec- Marines with full equipment or five Terminators. The
tive variants are built for speed and maneuverability. Land Raider Crusader, developed by the Black Templar
Attack bikes can have sidecars for additional firepower. Chapter, is even better armed and can transport more
When fire support is needed, the Predator Destruc- troops.
tor and the Predator Annihilator are the weapons of In addition to the different variants of each vehicle,
choice. Heavily armoured and armed, they are a devas- there are various options to make some useful upgrades.
tating force on the battlefield. Long range fire support For example, if it is likely that combat will take place in
is provided by the Whirlwind Artillery Missile Rhino a wooded area or city ruins, dozer blades are mounted
variant and the Vindicator Artillery Rhino variant with to clear the vehicle’s path from bushes or rubble. An-
its Demolisher Cannon. other favoured upgrade is adding additional armour
Air superiority is provided by the Thunderhawk. As to increase protection. During night fights, spot- and
most of Astartes vehicles, it comes in different patterns. searchlights are added. Finally, firepower can be in-
The Thunderhawk Transport can carry battle vehicles, creased by adding pintle mounts or even missile racks.
Rhino
Based on the Rh1N0 Standard Template Construct pattern, the Rhino is a personnel transport vehicle for squads
of Space Marines. It is one of the most widespread designs of the Imperium, often used as the base for several
other vehicles.
61
Predator Destructor
VII: Vehicles
Based on the Rhino’s chassis, the Predator is essentially a cavalry tank, often deployed in the Space Marines’ rapid
strikes, usually tasked with the destruction of lightly-armoured vehicles or heavy infantry.
Predator Annihilator
Another widely employed pattern of the Predator tank, the Annihilator features twin-linked lascannons on the turret.
Baal Predator
The Blood Angels Chapter usually deploys a particular version of the Predator, the Baal pattern.
VII: Vehicles
The Razorback is a more-heavily-armed variant of the Rhino chassis, often employed for its superior firepower, at
the cost of reduced troop carrying capacity.
Whirlwind
The Whirlwind is a Rhino-based artillery support vehicle, based on the Rhino template, which can fire either tacti-
cal Vengeance warheads or minefield-laying Castellan missiles. The Whirlwind is a post-Heresy design.
Whirlwind Hyperios
The Hyperios ia a specialized pattern of the Whirlwind, used as an anti-aircraft platform.
63
Vindicator
VII: Vehicles
The Vindicator is a short-ranged siege tank, often used by Space Marines attacking heavily fortified positions due
to the power of its Demolisher Cannon.
Land Raider
The most powerful Astartes tank, the Laind Raider is a heavily armoured STC vehicle often used for spearhead
assaults. Despite being heavily armoured, it still has a good troop carrying capacity.
64
Land Raider Crusader
VII: Vehicles
Originally developed by the Black Templars Space Marine Chapter, the Land Raider Crusader is now widely used
by other Chapters as well. It is specially designed to assist troops assaulting from the front ramp.
Bike
The Space Marine Bike is a relatively common rugged and reinforced two-wheeled vehicle.
65
Attack Bike
VII: Vehicles
The Attack Bike combines the maneuverability and flexibility of the Bike with a crew-operated heavy weapon in
the sidecar.
Land Speeder
The Land Speeder is a lightly-armoured flying vehicle, used for reconnaissance and fast attack. It is one of the few
Imperium vehicles to use anti-gravitic plates.
Type: Hover
Size: Hulking
Armour: Hull 18
Traits: Open, Anti-Grav
Narrative Speed: 200 kph/350 kph
Combat Speed: 20/125/250/375/500
Handling Modifier: Pilot (Military Craft): +0
Armaments: Heavy Bolter or Multi-Melta
Crew: 1 (Pilot) Passengers: 1
Access Points: Open-topped
Type: Hover
Size: Hulking
Armour: Hull 18
Traits: Open, Anti-Grav
Narrative Speed: 200 kph/350 kph
Combat Speed: 20/125/250/375/500
Handling Modifier: Pilot (Military Craft): +0
Armaments: Heavy Bolter and Assault Cannon or Multi-Melta and Heavy Flamer
Crew: 1 (Pilot) Passengers: 1
Access Points: Open-topped
66
Land Speeder Typhoon
VII: Vehicles
The Typhoon pattern features the addition of missile launchers to the basic Land Speeder frame.
Type: Hover
Size: Hulking
Armour: Hull 18
Traits: Open, Anti-Grav
Narrative Speed: 200 kph/330 kph
Combat Speed: 20/110/220/330/440
Handling Modifier: Pilot (Military Craft): +0
Armaments: Heavy Bolter or Multi-Melta, plus Typhoon Missile Launcher
Crew: 1 (Pilot) Passengers: 1
Access Points: Open-topped
Type: Hover
Size: Hulking
Armour: Hull 22
Traits: Anti-Grav
Narrative Speed: 150 kph/300 kph
Combat Speed: 20/105/210/315/420
Handling Modifier: Pilot (Military Craft): +0
Armaments: Assault Cannon, twin-linked Missile Launchers with Krak or Frag Missiles
Crew: 1 (Pilot) Passengers: 1
Access Points: Cockpit
Thunderhawk Gunship
A massive, heavily-armoured spacecraft used both for attack and for transporting troops, the Thunderhawk is defi-
nitely one of the mightiest aircrafts of the Adeptus Astartes. The Gunship variation is heavily armed.
67
Thunderhawk Transport
VII: Vehicles
The Thunderhawk Transport is used to transport vehicles (mainly Rhinos and Land Raiders) to the battlefield.
Dreadnought
When an Astartes Battle Brother is mortally wounded, crippled beyond the cure of the Apothecaries, sometimes
he is given the great honour of continuing to serve the Emperor as a walking instrument of furious destruction, a
Dreadnought. Interred into its sarcophagus, a Marine can continue to fight the endless battle to defend humanity
against its many enemies. Some of the oldest Dreadnoughts are so ancient that their memories go back several mil-
lennia, like Bjorn the Fell-Handed of the Space Wolves, who fought in the Great Crusade alongside the blessed Pri-
march Leman Russ. When not actively fighting, Dreadnoughts are kept asleep and maintained by Techmarines.
Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/15
Handling Modifier: –
Armaments: Dreadnought Close-Combat Weapon with built-in Storm Bolter and Assault Cannon
Crew: 1 (Driver) Passengers: 0
Access Points: –
Special: The Dreadnought has its own WS and BS scores. Use WS 65 and BS 65.
Options: May replace the Storm Bolter with a Heavy Flamer, or the whole Combat Weapon with a Missile Launch-
er, or the Assault Cannon with twin-linked Lascannons or a Multi-Melta. May take Extra Armour (+5 armour).
Furioso Dreadnought
The Blood Angels preference for close-combat tactics is reflected in the Furioso Pattern Dreadnought they often
employ on the field of battle, which features two close-combat weapons instead of heavier ranged weapons.
Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/15
Handling Modifier: –
Armaments: 2 Close Combat Weapons, one with a Storm Bolter or Heavy Flamer, the other with a Meltagun
Crew: 1 (Driver) Passengers: 0
Access Points: –
Special: The Dreadnought has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armour (+5 armour).
68
Mortis Dreadnought
VII: Vehicles
The Mortis Pattern Dreadnought is a unique build employed by the Dark Angels Chapter, and has the particular
feature of sporting two identical ranged arm weapons.
Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/15
Handling Modifier: –
Armaments: 2 twin-linked Lascannons, or 2 twin-linked Autocannons, or 2 twin-linked Heavy Bolters, or 2
Missile Launchers
Crew: 1 (Driver) Passengers: 0
Access Points: –
Special: The Dreadnought has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armour (+5 armour).
Siege Dreadnought
Siege Dreadnoughts are equipped for breaking through fortified enemy positions. Their favourite tactics is to
breach enemy installations with their Assault Drill, and then douse in flames everyone inside using the attached
Heavy Flamer.
Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/15
Handling Modifier: –
Armaments: Inferno Cannon and Assault Drill with Heavy Flamer
Crew: 1 (Driver) Passengers: 0
Access Points: –
Special: The Dreadnought has its own WS and BS scores. Use WS 65 and BS 65.
Options: May take Extra Armour (+5 armour).
Type: Walker
Size: Hulking
Armour: Hull 24, Rear 18
Traits: –
Narrative Speed: 5 kph/10 kph
Combat Speed: 1/3/7/10/15
Handling Modifier: –
Armaments: Dreadnought Close-Combat Weapon with built-in Storm Bolter and Assault Cannon, or twin-linked
Lascannons, or twin-linked Heavy Bolters, or Multi-Melta, or Plasma Cannon, or twin-linked Autocannons, or
Psycannon, or Missile Launcher.
Crew: 1 (Driver) Passengers: 0
Access Points: –
Special: The Dreadnought has its own WS and BS scores. Use WS 65 and BS 65.
Options: May replace the Storm Bolter with a Heavy Flamer or an Incinerator. May take Extra Armour (+5 armour).
69
VII: Vehicles
Table 7-1: Vehicle Weapons
Solid Projectile Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Autocannon Heavy 300m S/2/5 4d10+5 I 4 20 2 Full —
Autocannon, twin-linked Heavy 300m S/4/10 4d10+5 I 4 40 2 Full —
Assault Cannon Heavy 120m -/-/10 3d10+5 I 5 200 2 Full Tearing, Unreliable
Assault Cannon, twin-linked Heavy 100m -/-/20 3d10+5 I 5 400 2 Full Tearing, Unreliable
Demolisher Cannon Heavy 100m S/-/- 7d10 I 10 1 2 Full Blast (3)
Battle Cannon Heavy 800m S/-/- 7d10 I 10 1 2 Full Blast (10)
Las Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Lascannon Heavy 300m S/-/- 5d10+10 E 10 5 2 Full —
Lascannon, twin-linked Heavy 300m S/-/2 5d10+10 E 10 10 2 Full —
Turbo Laser Heavy 700m S/-/- 8d10 E 10 1 2 Full Blast (10)
Bolt Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Bolter, twin-linked Basic 100m S/4/8 2d10 X 4 48 Full —
Hurricane Bolter Basic 100m S/6/12 2d10 X 4 72 Full —
Storm Bolter Basic 100m 2/4/8 2d10 X 4 60 2 Full —
Heavy Bolter Heavy 140m -/-/10 2d10+5 X 5 400 2 Full —
Heavy Bolter, twin-linked Heavy 140m -/-/20 2d10+5 X 5 800 2 Full —
Psycannon Heavy 140m -/-/10 2d10+5 X 5 400 2 Full Holy*
* See the Psycannon Bolts Description in the Inquisitor’s Handbook
Flame Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Flamer Basic 20m S/-/- 1d10+4 E 3 3 2 Full Flame
Heavy Flamer Heavy 30m S/-/- 2d10+4 E 4 10 2 Full Flame
Incinerator Heavy 30m S/-/- 2d10+4 E 4 10 2 Full Flame, Holy
Inferno Cannon Heavy 120m S/-/- 3d10+8 E 6 10 2 Full Flame, Blast (3)
Melta Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Meltagun Basic 20m S/-/- 2d10+4 E 12 5 2 Full —
Multi-Melta Heavy 60m S/-/- 4d10+12 E 12 4 2 Full Blast (1)
Plasma Weapons
Name Class Range RoF Dam Pen Clip Rld Special
Plasma Gun Basic 90m S/2/- 1d10+6 E 6 20 8 Full Recharge, Overheats
Plasma Cannon Heavy 120m S/-/- 2d10+10 E 8 24 5 Full Recharge, Overheats,
Unreliable
Launcher Weapons
Typhoon Missile Launcher Heavy 300m S/-/- 2d10+5 X 5 12 2 Full Blast (1)
Vengeance Missile Launcher Heavy 300m S/-/- 2d10+5 X 5 6 3 Full Blast (3)
Castellan Missile Launcher Heavy 300m S/-/- * * 4 3 Full Blast (10), Minefield*
Hyperios Missile Launcher Heavy 300m S/-/- 4d10+10 X 10 20 3 Full Blast (1)
Missile Launcher, twin-linked (Frag) Heavy 300m -/2/- 2d10+4 X 4 8 — Blast (6)
Missile Launcher, twin-linked (Krak) Heavy 300m -/2/- 4d10+10 X 10 8 — Blast (1)
Dreadnought Missile Launcher Heavy 300m S/-/- 4d10+10 X 10 8 3 Full Blast (1)
Hellstrike Missile launcher Heavy 300m S/-/- 4d10+10 X 12 6 — Blast (3)
* Minefield: All the area of the blast is considered covered in Frag Mines, dealing 2d10 X damage (Pen 0) to anyone stepping on them
Melee Weapons
Dreadnought Close Combat Weapon Primitive — — 2d10+30 R * 8 — — —
Dreadnought Assault Drill Primitive — — 2d10+30 R * 12 — — —
* The damage listed already takes into account the SB of the Dreadnought
70
PPsychology
sy c ho lo g y aand
n d TTips
ip s
71
“You dare to demand that we – the Black Templers of the Adep- is not unknown – at least in many chapters, and decades,
VIII: Psychology and Tips
tus Astartes, elite warriors of humanity, the chosen of the Em- even centuries of life can provide an unique insight into
peror and His strong right arm in battle – account for our the workings of the Universe – or contribute to make
actions. As a Chapter, we have undertaken the greatest quest even a Space Marine become insular and callous. Each
in the ten thousand year-long history of the Imperium to rid marine, like any man, is different, retaining elements of
the Emperor’s immortal realm of the alien, the heretic and the their original personality after their transformation into
thrice-damned servants of Chaos.” a Space Marine.
— Marshal Brant, Black Templers Crusade Fleet Solemnus Chaplains are the heart of any Chapter and if a Marine
is without their sage advice, inspiration and words of
Friendship and Brotherhood is ingrained into them comfort and resolve, the universe can seem a strange
and the bonds between squad mates are often very and unstable place. Far from the certainty of the com-
powerful, lasting as they may for decades. Perhaps giv- pany of like minded brethren questions can arise in a
en their Spartan style existence this is another reason Marines mind of the worthiness of his task, especially if
for the Chem Geld? Anger is a emotion to be used and in the service to Inquisitor of questionable modus ope-
unleashed upon an enemy – although this can fester randi.
and gnaw at a Marine, especially when they have no
outlet, and a enraged Marine can cause problems to his Prayer and Faith can help this but there can come
brothers as much as his enemies. a point when they will take action as they see fit to
Faith varies in its nature from Chapter to Chapter; address any apparent deviancy or mistakes of the In-
some, like the Dark Angels, are monastic and mysteri- quisitor, even Chapter Masters have spoken out against
ous devotees, whereas the Space Wolves show their de- Exterminatus and apparently unnecessary sacrifices. At
votion in feats of arms and glory. To the irritation of the the end of the war against Chaos on Armageddon the
Ecclesiarchy, the majority of Space Marines do not fol- brave human defenders were betrayed by the Inquisi-
low the Imperial Cult – many within that organization tion much to the disgust and outrage of the Marine
actually consider the belief of many Chapters heresy Commanders.
whilst many of the Chapters consider the Imperial Cult A questioning nature is not usually encouraged in a
as little more than fawning superstitions much removed Space Marine – indeed in some can be mark of inso-
from the reality of the Emperor and his Primarchs. lence and the first step on the road to heresy. Once
Other emotions are less important to a Marine – com- without the confines of the Chapter, a Marine may well
passion and mercy are neither encouraged nor natural question the rightness of task set by other Imperial ser-
to a Marine – they have difficulty understanding what it vants, something they might never consider doing to a
is like to be as weak as a human. It is true that Compas- senior member of their own Chapter.
sion and Mercy in the Imperium is often best expressed
by the following phrase: Like the men who become Marines, every Chapter
is very different, and even successor Chapters can be
“We are at war with forces too terrible to comprehend. We strange and uncanny places to Marines – as unsettling
cannot afford mercy for any of its victims too weak to take the as the most bizarre Imperial world.
correct course. Mercy destroys us; it weakens us and saps our In keeping with this diversity, each Chapter chooses
resolve. Put aside all such thoughts. They are not worthy of the inheritors of their heritage in different ways – some
inquisitors in the service of Our Emperor. Praise His name for take those that are about to die in battle – like the Space
in our resolve we only reflect His purpose of will.” Wolves, others set great tasks to select the most wor-
— Inquisitor Enoch, Castigation’s on the Last Days thy – like the Blood Angels. The more divergent from
the Codex Astartes the Chapter is, the more bizarre or
Love, except for the Chapter, his brothers and the Em- arcane the rituals of rebirth into the Chapter can be.
peror, is not usually within the ability of a Space Ma- Like any form of childhood, these are powerful periods
rine. Happiness is something perhaps beyond a Marine in a Marine’s life and help to transform the remaining
– they can feel joy and contentment in a task completed, personality into something more fitting to the culture
the Emperor well satisfied, but do not seek either a per- of the Chapter.
fect life or eternal happiness. They are created for, and
content in, their task and whilst they may feel weary of Some Chapters consider the past life of the neophyte
battle on occasion – they do not seek another path. is irrelevant and to be erased – treating their ascension
If they should do so, they are more than likely to fall into the ranks of Space Marines as a complete rebirth.
into heresy and damnation... They require only the skills of the supplicant and will
reshape his mind and beliefs to their own requirements.
In short they are not mere killing machines, they feel Yet the majority of Marines retain memories, however
and think, perhaps differently – they hurt and consider faint, of their former life.
the world around them – especially as they age. Humor
72
The Chapters mold and indoctrinate their recruits, im- Usually scornful of more civilized Imperial worlds and
73
Blood Angels Adeptus Mechanicus, much stronger than with the nor-
VIII: Psychology and Tips
mal ancient pacts, mean that the arcane art of technol-
In moments it was all over, and all that was left was a scene ogy is less mysterious to them than is normal amongst
of devastation and carnage. Sergeant Mordax waited uneasily the men of the Imperium. A respect for the customs
in the deathly silence that followed the battle as the Blood An- and beliefs of the Cult of Mars is also more likely to be
gels Captain strode towards him. Over the corpses of Varlek’s encountered in an Iron Hands Marine. Scarification is
troops. It required all of the Guardsman’s will power not to common among the Chapter’s warriors.
cower before the seven foot warrior. He could imagine the cap-
tain’s eyes burning with barely-suppressed blood lust behind the
visors of his helmet. The urge to kill was still on him. Ultramarines
Space Marines of the Blood Angels Chapter are an- “Know this, son of Guilliman. The father of our Chapter
gelic in visage but conceal a ravening thirst for carnage watches over us always. He knows your soul, your strength,
and like the Dark Angels, the Blood Angels are a cult- and aye, even your doubts. The chain of command must not be
like Chapter with dark secrets. They are devastating in broken or we are nothing. Discipline and order are everything
combat, but their methods can be horrific to many Im- on the battlefield and the army that lives by the credo will al-
perials who witness them fighting. A warrior from this ways triumph.”
Chapter is the epitome of the Angel without, the Beast — Marneus Calgar, Chapter Master of the Ultramarines
within – having been transformed from a scarred, brutal
scavenger into a tall, proud and handsome warrior. The In many ways the most respected and well known of
Black Rage and those who survive in body, but not in the Great Chapters, they deal with mortals directly and
mind, are a constant reminder to Blood Angels of what more often than other Chapters, as they govern and
they could and probably will turn into. Long-lived by administer their own sector of Space. Rigid adherence
Space Marine standards, they have the time and incli- to the Codex can make them inflexible and somewhat
nation to turn their hands to craftsmanship and arts at predictable. The recent devastation of their home and
which they excel. Perfection in all things is often their those they were sworn to protect has twisted elements of
stated aim but tragically most know they will end their the Chapter make up with many of the survivors seek-
days as snarling beasts lusting for the blood and flesh ing vengeance on the Tryanid menace, perhaps setting
of others. A Blood Angel knows this and in his heart them on a darker path. Others have begun to question
fears and hates it... the Codex itself, at least in their own minds, even as the
Chapter Master himself has had to formulate non- Co-
dex reactions to deal with the Xenos threat. Any Ultra-
Iron Hands marine at this time stands at a crossroads, will they and
the Chapter evolve and grow stronger or fracture and
His Mark IV armour was polished a lustrous black, and a shatter under this unforeseen internal pressure?
white, wool cloak embroidered with silver thread hung to his
knees. A greenskin had taken his left arm three decades ago and
a Deuthrite flenser his right barely a year later. Now both his Salamanders
arms were heavy augmetics of burnished iron, but Balhaan wel-
comed his new mechanized limbs, for flesh, even Astartes flesh, “Into the fires of battle, unto the anvil of war!”
was weak and would eventually fail. To receive the Blessing of
Iron was a boon, not a curse. Like the Raven Guard, the Salamanders suffered griev-
ously on Isstvan V and have never reached the num-
The marines of the Iron Hands do not resemble An- bers of the other Great Chapters. They remain solid
gels like the Blood Angels – although they share their and steadfast, “refusing to admit defeat even against the
skill in craftsmanship, they retain their original form. greatest odds.” Recruiting mainly from the high grav-
Practical and aware of the weakness of flesh, they seek ity world of Nocturne, they are perhaps the most inte-
to improve themselves both in battle skill and physical- grated into Imperial Society, with much of the Chapter
ly, being able to draw upon their unusual relationship living and working alongside the population. This re-
with the Cult of Mars. Straightforward in nature, they lationship gives a Salamander a unique (for a Marine)
are as often seen as direct as the Space Wolves. They insight into the life of humans and helps foster their
still retain their ancient clan structure (Karakul, Terra- resolute defense of the people of the Imperium, even
watt are named together with the Elite Oarlocks), rather against the actions of their peers. In this regard they are
than companies – again much like the Great Companies most akin to the Ultramarines. The disdain that many
of the Wolves. A Great Council, rather than one Com- Space marines hold for mere humans is less likely to be
mander also lead the Chapter, with a single member of manifest in a Salamander, and even if it should be so is
each Clan serving on the Council. The links with the likely to be punished by his brethren or superiors.
74
Raven Guard equipment, and can use their inherent talents to smite
75
N ota b le NNPCs
Notable PCs
IX: Notable NPCs
A
A
Game Master’s job is a hard one. Not only he Brother Neophyte
or she has to create a compelling adventure,
Bencarius
a tapestry of facts, motives, subtle hints, game
balance, tone, pacing to keep the players entertained
Young Bencarius was born on the planet of Iax in the
and enthralled, but he has the task of populating the
realm of Ultramar. At a very early age, Apothecaries
game world with compelling, memorable characters for
tested his intelligence and willpower to see if he could
the players to interact with.
possibly be a future recruit for the Ultramarines. He was
different from the other children, and his parents forced
A NPC is a critical piece of the suspension of dis-
him to work and study hard, for it was a great honour to
belief the Game Master is creating, and his success is
be called to serve as an Ultramarine. Work on the fam-
based on how “real” and interesting it can be. A trite,
ily farm helped to build up his muscles and increase his
two-dimensional NPC, be it an Acolyte’s contact or a
tolerance for pain. It wasn’t an easy childhood for him,
villain, a recurring figure or a walk-on, rarely leave the
but he managed. His younger siblings were supportive
players satisfied, and is soon forgotten as an undefined,
of him and tried to make up for his lack of friends.
blurry, unfocused face.
Upon his tenth birthday, Apothecary Paulus arrived
and gave him a medical exam. Once the exam was fin-
Space Marines, described in this supplement, can be
ished, Paulus sent the young boy out to play with his
tricky to be created as good, realistic NPCs. Genetically
younger brother while he talked to the parents. Pau-
engineered supermen, wielding an array of devastating
lus informed them that it was his duty to remove the
weapons, safe in their almost-impenetrable hyper-tech-
boy from the home to begin training as an Ultramarine.
nological hauberks, they risk to become a stereotype.
From this day forward his parents could not have fur-
But this would be a pity, as Space Marines can be much,
ther contact with him and they would never see him
much more than the sum of their implant bonuses and
again. The Emperor had called Bencarius for a higher
their powerful equipment.
duty than being a grain farmer on Iax, and it was Pau-
lus’s job to ensure that the boy was able to fulfill that
When creating NPC Astartes, keep in mind that they
sacred duty.
are human beings, albeit engineered to be preternatu-
His departure from his family was a painful one, and
rally strong, fast, resilient. They have their individuality,
he was brought to the ancient city of First Landing to
their stories to be told. Two “stock” Tactical Marines
begin the long process of becoming a Marine. He stood
can have very different approaches to life, different
outside in the courtyard of the Ultramarine headquar-
thoughts about their diversity from the rest of humani-
ters while waiting to begin...
ty, different ways to interact with others, different views
of the Holy Ordos of the Inquisition and their Acolytes. Brother Bencarius, Neophyte
It is the Game Master’s job to transform cold numbers,
hard statistics and a few jotted-down notes into real, WS BS S T Ag Int Per WP Fel
breathing allies (or antagonists) which will be remem- 34 33 44 39 30 28 30 29 31
bered by the players.
Career Path: Tactical Marine
This final chapter offers a few example NPCs, detail-
Rank: Neophyte
ing the iconic characters appeared throughout the book
Adeptus Astartes Chapter: Ultramarines
– Bencarius the Tactical Marine, Varnius the aspirant
Origin: Imperial World
Librarian, Gregorius the Assault Marine, as well as the
other characters who frequently appeared in the previ-
Height: 2.45m Weight: 155 kg
ous pages. They are presented as fully fleshed NPCs,
Build: Svelte Age: 12
with their stories, motivation, quirks. They can be in-
troduced directly in a game, or just used as the spring-
Movement: 3/6/9/18 Wounds: 11
board to design good NPCs for any campaign featuring
Skills: Awareness, Carouse, Common Lore (Imperium),
Space Marines which are much more than cardboard
Common Lore (Chapter History), Navigation (Ground),
figures.
Speak Language (Low Gothic).
Talents: Autosanguine, Basic Weapon Training (Las),
Diehard, Light Sleeper, Melee Weapon Training (Primi-
76
tive), Pistol Training (Bolt), Pistol Training (Las), Re- Sleeper, Lightening Reflexes, Melee Weapon Training
77
childhood Tiberius began to develop a loving rivalry
IX: Notable NPCs
Brother Kellerica, Devastator Marine with his own father.
WS BS S T Ag Int Per WP Fel Tiberius was enrolled into the medical field at one of
Calth’s many training facilities, but also trained physi-
36 58 40 45 30 29 28 35 30
cally in an attempt to be strong enough for the selec-
tion into the Ultramarines. At the age of 11, Tiberius
Career Path: Devastator was picked to be taken to the Ultramarines facility to
Rank: Devastator Marine be tested by the apothecaries for his ability to become
Adeptus Astartes Chapter: Ultramarines a Space Marine. He was eventually selected at the age
Origin: Imperial World of 12 to begin the process of becoming a full blown
Space Marine. Tiberius started Apothecarium training
Height: 2.50m Weight: 175 kg instead of training to be a Tactical Marine or Devastator
Build: Well-Built Age: 26 or Assault Marine.
He was sent on a mission shortly after he became a
Movement: 4/8/12/24 Wounds: 19 Medicae Initiate, and the mission was to a planet be-
Skills: Awareness +10, Carouse, Common Lore (Impe- lieved to be containing a genestealer cult. On the planet
rium), Common Lore (Chapter History), Common Lore of Nyranin, his company of Space Marines were am-
(War) +20, Dodge, Forbidden Lore (Xenos) +10, Navi- bushed by corrupted PDF soldiers who quickly took
gation (Ground), Speak Language (Low Gothic), Secret down several of Tiberius’s battle brothers around him.
Tongue (Astartes Signage). Tiberius’s mind shattered as he watched his brothers
Talents: Autosanguine, Basic Weapon Training (SP), being mowed down by the soldiers and that was more
Basic Weapon Training (Bolt), Basic Weapon Training than he could take on his first mission. Tiberius started
(Flame), Bulging Biceps, Detect Poison, Diehard, Hip to withdraw his emotions towards his other brothers
Shooting, Heavy Weapon Training (Bolt), Heavy Weap- while he was working on them, because he didn’t want
on Training (Launcher), Heightened Senses (Hearing), to become attached to any one he worked on in case
Learn By Eating, Light Sleeper, Lightening Reflexes, they died. Near the end of the battle, Tiberius began to
Melee Weapon Training (Primitive), Pistol Training re-open to his battle brothers as they started to prove
(SP), Rapid Reaction, Resistance: Fear, Resistance: Low victorious on the planet.
Oxygen, +10 Resistance: Poisons, Resistance: Radia-
tion, Resistance: Heat and Cold, Shadow Vision, Spit Brother Tiberius, Medicae Initiate
Acid, Sound Constitution (6), Suspended Animation,
Unnatural Strength, Unnatural Toughness. WS BS S T Ag Int Per WP Fel
Implants: Secondary Heart, Ossmodula, Biscopea, 39 45 40 45 40 45 30 35 30
Haemastame, Larraman’s Organ, Catalepsean Node,
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s Career Path: Apothecary
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney, Rank: Medicae Initiate
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids, Adeptus Astartes Chapter: Ultramarines
Black Carapace. Origin: Hive World
Armour: Adeptus Astartes Terminator Armour MkIV,
Storm Shield. Height: 2.20m Weight: 135 kg
Weapons: Heavy Bolter, Cyclone Missie Launcher, Build: Runt Age: 26
Flamer.
Gear: 3 bolt magazines, 1 fuel, 4 krak missiles, 4 frag Movement: 5/10/15/30 Wounds: 12
missiles, Ultramarine Robes. Skills: Acrobatics, Awareness +20, Carouse, Chem-
Use, Common Lore (Imperium), Common Lore (Chap-
ter History), Dodge +20, Forbidden Lore (Xenos)+20,
Forbidden Lore (Gene-Seed), Forbidden Lore (Space
Brother Medicae Initiate Marine Anatomy), Navigation (Ground), Scholastic
Tiberius Lore (Space Marine Anatomy), Scholastic Lore (Hu-
man Anatomy), Speak Language (Low Gothic), Survival
Tiberius was born on the planet of Calth in the Realm +10, Tech-Use (Apothecary Tools).
of Ultramar. His parents were Klightus and Castella, Talents: Ambidextrous, Autosanguine, Basic Weapon
who were miners in the caves. He was exceptionally Training (Las), Chem Geld, Detect Poison, Diehard,
devoted to his parents throughout his young life and Dual Shot, Gunslinger, Heightened Senses (Hearing),
showed signs of superior skill in the area of medicine Learn By Eating, Light Sleeper, Medicae, Melee Weap-
and surgery. Klightus constantly goaded him into doing on Training (Primitive), Pistol Training (Las), Pistol
things better and faster, and over the course of his early Training (Bolt), Rapid Reload, Resistance: Low Oxy-
gen, +10 Resistance: Poisons, Resistance: Radiation,
78
Resistance: Heat and Cold, Resistance: Fear, Shadow Height: 2.75m Weight: 160 kg
79
steady his mind and hopefully stave off insanity. Every Psychic Powers: Biomancy: Bio-Lightening, Con-
IX: Notable NPCs
year in order to seek penitence for the death of the serf strict, Seal Wounds. Telekinetics: Fling, Force Bolt,
Varnius sits down in prayer to the Emperor to ask that Precision Telekinesis, Psychic Crush, Telekinesis.
the serf ’s spirit be protected for yet another year. Var- Gear: 3 bolter magazines, 2 las clips, Ultramarine
nius has lived his current 45 years as a shining beacon Robes.
on the battlefield for his brothers and will continue to
do so in order to repay the debt he owes to that long
dead serf. Brother Tech-Wright Casticus
Brother Varnius, Librarium Savant
Casticus moves among the unmanned Rhinos, Dread-
WS BS S T Ag Int Per WP Fel noughts and other vehicles of the Ultramarine armoury,
41 41 41 42 27 45 31 48 35 the gleaming armour plates that coat the spirit of their
machines bright in his eyes. In all his training under the
Omnissiah, Casticus has never had such an honour. He
Career Path: Librarian came to the most holy of all the relics on the Battle Barge
Rank: Librarium Savant Sons of Ultramar, a holy artifact in its own right. At
Adeptus Astartes Chapter: Ultramarines the end of the vehicle bay stands a warlord battle titan.
Origin: Imperial World He mouthed the name of the metal giant into his
beautiful mechanical lungs. No matter how beautiful,
Height: 2.45m Weight: 155 kg his mere vox casters did not compare to the titan. He
Build: Svelte Age: 45 steps to the Miles Incendia and carefully removes the
glove from his fleshy hand. Long ago he removed his
Movement: 3/6/9/18 Wounds: 15 weak limbs and replaced them with the finest bionic
Skills: Awareness, Carouse, Ciphers (Astartes War Cant), appendage that was available, except his right arm. That
Ciphers (Occult), Common Lore (Chapter History) +20, way he could feel the cold hard skin of the sacred to
Common Lore (Imperium) +20, Common Lore (Impe- the Omnissiah. He closes his eyes and prays to the great
rial Creed) +20, Common Lore (Librarium) +10, Com- machine spirit of the titan that he will be housed inside.
mon Lore (War) +20, Forbidden Lore (Heresy) +10, He would be housed inside, like the spirit of the ma-
Forbidden Lore (Chapter History) +10, Forbidden Lore chine itself. Casticus lets out a long breath and leans his
(Psykers) +10, Forbidden Lore (Inquisition), Forbidden head back. He stares at the ceiling. Millions of tons of
Lore (Mutants) +10, Literacy, Navigation (Ground), ancient steel and iron between him and the endless void
Scholastic Lore (Astromancy), Speak Language (Low made the Omnissiah’s power even more impressive. He
Gothic), Speak Language (High Gothic). closes his eyes and spreads his right hand across the
Talents: Autosanguine, Basic Weapon Training (Las), armour plating of the titan’s foot. He feels every nut
Basic Weapon Training (Bolter), Detect Poison, Die- and bolt that keep the carapace plate on its canvas. Cas-
hard, Fearless, Heightened Senses (Hearing), Learn By ticus draws his hand away slowly and his fingers re-
Eating, Light Sleeper, Melee Weapon Training (Primi- gretfully leave the glory of the Omnissiah before him.
tive), Melee Weapon Training (Shock), Minor Psychic He sits down before the behemoth and begins to pray
Power (5), Pistol Training (Las), Psy Rating 1, Psy and incant the Litany of Protection. This great force of
Rating 2, Psy Rating 3, Psy Rating 4, Psychic Power technology would fight against hordes of xenos, blas-
(6), Power Well, Resistance: Low Oxygen, +10 Resis- phemous heretics, and the foulest of daemons. Not only
tance: Poisons, Resistance: Radiation, Resistance: Heat fight, but it would survive, if the Omnissiah wills it.
and Cold, Resistance: Fear, Shadow Vision, Spit Acid,
Sound Constitution (5), Suspended Animation, Unnatu- Brother Casticus, Tech-Wright
ral Strength, Unnatural Toughness.
Implants: Secondary Heart, Ossmodula, Biscopea, WS BS S T Ag Int Per WP Fel
Haemastame, Larraman’s Organ, Catalepsean Node, 39 50 43 56 35 50 32 40 30
Preomnor, Omophagea, Multi-lung, Occulobe, Lyman’s
Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney, Career Path: Techmarine
Neuroglottis, Mucranoid, Betcher’s Gland, Progenoids, Rank: Tech-Wright
Black Carapace. Adeptus Astartes Chapter: Ultramarines
Armour: Adeptus Astartes MkVII Eagle Power Armour. Origin: Imperial World
Weapons: Shock Maul, Bolter, Las Pistol.
Minor Psychic Powers: Chameleon, Déjà Vu, Dull Height: 2.35m Weight: 155 kg
Pain, Fearful Aura, Healer, Inspiring Aura, Lucky, Psy- Build: Fit Age: 60
chic Stench, Staunch Bleeding, Torch, Trick, Wall Walk,
Warp Howl, Weaken Veil, Weapon Jinx, White Noise.
80
Movement: 3/6/9/18 Wounds: 20 Resistance: Radiation, Resistance: Heat and Cold, Rite
81
Character Name:..................................................................................... Player Name:...............................................................................................
Chapter:. ......................................................................................................... Rank:...................................................................................................................
Divination:......................................................................................................................................................................................................... Quirk:. ...........................................................................
Home World:.......................................................... Build:......................................................................... Height:........................................................ Weight:.......................................
Skin Colour:........................................................... Hair Colour:..................................................... Eye Colour:........................................... Age:................................................
Special Rules Wt
Ballistic Skill (BS)
Weapon
Weapon
Class Damage Type Pen
Class Damage Type Pen
Special Rules Wt
Strength (S) Range RoF Clip Rld
Agility (Ag)
Special Rules Wt Weapon
TALENTS TRAITS
Perception (Per)
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............................................................................................................... Willpower (WP) ...............................................................................................................
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............................................................................................................... MUTATIONS
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Fellowship (Fel)
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............................................................................................................... Tested c WS c BS c S c T c Ag