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DUNGEON CRUSADE

By Sister Acacia

A roleplaying game for Imperial characters in the world of Dungeons and Dragons

Introduction:
In this game, the players are a group of Imperial agents who arrive on a strange, alien world that
of Dungeons and Dragons. Although it can be used to roleplay entirely within the 40k universe, it
was designed with this crossover in mind. The feudal world seems backwards even compared to the
Grim Dark future, and is indeed ruled by magic and monsters, every kingdom reaching only as far
as knights can be sent in one day. Now, with the hammer of the Emperor, the team will unleash their
fury and strike down all forms of Chaos, convincing humanity to join their forces.
Character Creation:
There are two tiers of game play, and they will never meet up in the middle. The first, Assault Tier,
deals with human infantry the Imperial Guard agents, the Arbiters and similar agents. The second
is Siege Tier, which deals with superhuman and supernatural warriors Space Marines, Sisters of
Battle and Temple Assassins. In general, however, character creation is the same.
The assumed method of generating ability scores is to use an array: 8, 10, 12, 14, 15, 16 for Assault
Tier and 9, 11, 14, 16, 17, 18 for Siege Tier. The numbers can be arranged however you wish.
There is, however, the option to roll. Roll 4d6 (dropping the lowest) for every ability score and
arrange the resulting numbers however you like. If you don't like the final result, you can re-roll the
whole set. It is recommended that, if you do this, everyone roll a set of 6 stats and then anyone can
use any of the rolled sets (even if chosen by another).
You may also declare you are playing Texas Hardcore Rules, and roll 3d6 for each ability score, in
order, no re-rolls or rearranging. Such a character should often get medals for survival and
badassery, and starts with 1d3+3 of them (these have no effect).
Other than this, characters are created more or less normally select a class, choose feats and so on.
Note that with the exception of Space Marines, which are their own special race, everyone is
Human. However, all humans select a Homeworld or Origin instead of gaining a Bonus Feat at first
level, to reflect the differences they have in their backgrounds.

Origins (for Human characters only)


Veteran of Apocalypse: you have taken part in massive battles that saw millions of casualties and
the fielding of giant weapons of war against the forces of Chaos.
Skill Bonus: +4 Competence bonus to Survival checks
Special: +2 to Spot and hit [Chaotic] Outsiders
Tactical Cover: when gaining the benefits of cover, you may treat the cover as one stage better.
Veteran of Armageddon: you fought a massive, bloody battle against the Orks, fighting until you
thought you would collapse and going days without reinforcements.
Skill Bonus: +2 Competence bonus to Move Silently and Hide checks
Special: +2 to Spot and Hit Orcs, Orks, Goblins and [Goblinoid] creatures.
Rapid Repair: any time you use the Repair skill, it takes half as long.

Veteran of Catachan: you participated in the guerilla fighting on Catachan, facing unknown enemies
in harsh surroundings at all times.
Skill Bonus: +2 Competence bonus to Search and Listen checks
Special: +2 to Spot and hit Humans and Elves
Sneaky: you gain +1d6 Sneak Attack. This stacks with any other sources of Sneak Attack.
Survivor of the Leviathan Fleet: they came in endless swarms, the tyranids crawling everywhere as
they stripped the life from the worlds. You fought them through the retreat, and you learned a thing
or two.
Save Bonus: +2 bonus to Fortitude Saves
Special: +2 to Spot and hit Vermin and [Scaled] creatures.
Resist Poison: you suffer no secondary effects from poison of any kind.
Adept of Mars: chosen and taught specifically for your task, you were trained in the usage of
technology in all its forms, and you learned how to fight the machines that did not want to be used.
Skill Bonus: +2 Circumstance bonus to Disable Device and Use Magic Device checks
Special: +2 to Spot and hit unliving foes (Constructs and Undead, generally)
Bionic Eye: you have a bionic eye that replaces an organic one. It grants Darkvision to 120' and
immunity to being Dazzled or Blinded.

Veteran of Valhalla: you lived on a frozen wasteland of a planet, using your recently fired weapons
for warmth and learning how to live with a team and work together for survival.
Skill Bonus: +2 Competence bonus to Balance and Climb checks
Special: +2 to Spot and hit [Cold] creatures.
Cold Endurance: you gain Cold Resistance 10 and a +4 bonus to saving throws against [Cold]
effects.
Veteran of the Vraks' Campaign: the beasts you fought during that campaign, on that barren desert
world, were fierce and terrifying, yet still you prevailed. You bring that knowledge with you.
Save Bonus: +2 bonus to Reflex saves
Special: +2 to Spot and hit Monstrous Humanoids
Rapid Recovery: you recover from one point of Ability Damage/Drain per minute.
Necromunda Ganger: you belonged in a gang when you were younger, and somehow survived to
reach your current occupation. You learned a few tricks when you were down there.
Skill Bonus: +2 Competence bonus to Bluff and Gather Information checks
City Fighting: you suffer no penalty for fighting in confined spaces.
Urban Training: your time with one of the gangs has gifted you with an innate sense of direction.
Additionally, you always retain your Dexterity bonus to Armour Class when Climbing or
Balancing, and gain an additional Weapon Proficiency of your choice.
Mind Wiped: you can't remember much of your past you were mind wiped and given a fresh state
so you can start again with your new role.
Skill Bonus: +2 Competence bonus to Disguise and Sense Motive checks
Save Bonus: +4 on Saving Throws against Enchantments
Blood Stained Hands: you gain a single level 1 Manoeuvre from any school of the Book of
Weeaboo Fightan Magic. Every odd level, you may swap it out for a higher one, ignoring
requirements. You can't really remember how it is you know how to kill people though... your
manoeuvre can be used once per 4 rounds.
Dead Worlder: the planet you come from is practically lifeless. You learned to eat anything that
looked remotely like it was once alive, and possibly tried eating a radiator once.
Save Bonus: +2 to Fortitude Saves
Special: +2 to Spot and hit Undead
Scavenger: no matter what, you can always find something to eat, something to wear, somewhere to
seek protection from the rain, a very basic melee weapon and so on. With 1d6 minutes of
scrounging you can find one meal of food for one or something equivalent to a dagger. You also
gain the Trapfinding ability.

Hi-Grav Worlder: you come from a planet with a lot of gravity. Indeed, having spent a lot of your
life there, and descended from people who evolved to adapt to it, you are very stocky and sturdy.
Short, too, but that just makes it easier to hit tall people in the knees.
Skill Bonus: +4 Competence bonus to Balance checks
Special: +2 to Spot and hit Giants
Sturdy: you gain a +4 Stability bonus to avoid being Tripped, Bullrushed, Grappled etc.
Additionally, though your move speed is reduced by 10', you suffer no movement penalties for
being in armour.
Terra-Born: you live the blessed life of someone born on Holy Terra. This makes you more special
and lucky than everyone else, living so close to the Emperor and all that.
Save Bonus: +2 to Will Saves
Skill Bonus: +2 Competence bonus to Knowledge: Religion and Diplomacy
Charmed: thanks to your wonderful life, once per story arc/adventure/mission you may
automatically pass one saving throw, ignoring all effects (even the ones that apply on a successful
save). Alternatively you may turn a hit against you into a miss. Priests, Battle Sisters and so on start
as Friendly towards you.
Pirate Offspring: you are descended from a family of pirates or rogue traders. Not only have they
left you with some of their knowledge and skills, but also some of their stuff.
Skill Bonus: +2 Competence bonus to Use Rope and Escape Artist.
Special: +2 to Spot and hit [Human] foes.
Booty: you always begin with a Requisition point, right off the bat. Use it well. This is in addition
to any you actually earn. You also have enough of all the special ammunition available for any
weapons you have, and have 1,000 GP in actual gold bricks (40lbs).
Planet Strike Veteran: you were called upon to engage in deadly planetfall missions, probably used
as throwaway flesh bombardment for the first wave. However you survived all attempts to hurl you
at the enemy base, and became good at being first to hit the enemy.
Skill Bonus: +2 Competence bonus to Tumble and Climb
Special: +2 to Spot and hit any single Type or Subtype of foe (select at creation, it doesn't change)
Like a Ninja: when moving at any speed, the moment you are within range of someone who has a
chance of seeing you, you may immediately attempt a Hide check to try to avoid being spotted
before they know you even exist. Once they do Spot you, this won't help however.

New Skills and Changes to Skills:


First, just in case your game doesn't usually cover this, there is no such thing as the Open Lock
skill. That is covered under Disable Device.
Secondly, Heal is still Wisdom-based, but anyone may instead call it Treat Injury and make it
Intelligence-based. The two are interchangeable for Feats etc.
Thirdly, there are two actual new skills.
Repair (Intelligence):
This skill is used to fix damage machinery and vehicles, and to un-jam weapons. The time required
depends on the action, but exceeding the DC by 10 halves the time at any rate. It also tends to
require actually having some vague tools and things. If a vehicle is Wrecked (0 HP), it is beyond
help.
Synergy: 4 ranks in Craft (Metalwork) grants a +2 bonus to Repair checks.
Untrained: yes
Retry: yes
Usage:

Un-jam a jammed weapon: 1 Full Round action, DC 10 (halved becomes a Partial action)
Hastily fix a broken weapon for 2d6 rounds: 2 rounds, DC 15
Negate a status condition imposed on a vehicle: 1 minute, DC 20
Properly restore a weapon, set of armour or device to working order: 5 minutes, DC 25
Repair HP and Temporary HP to a vehicle: 10 minutes, restores your result, minus 20

Pilot (Dexterity)
This covers all vehicles. Normally, piloting a vehicle in regular conditions requires no roll if you
have even a single rank in Pilot. If you don't, you'd be lucky to get it moving in the first place, and
then it's a DC 10 check per minute failure causes it to stall or spin out.
Untrained: only DC 10 checks
Retry: no (reactive)
Action: not an action (reactive)
If a vehicle has a hatch, door or window open or is open all the time like a bike and is hit by an area
effect ability, a DC 15 Pilot check is required to prevent the crew from being affected.
Pilot checks to keep control of a vehicle in difficult situations:
Make a DC 10 check to succeed (failure indicates stalling, crashing or spinning out), with modifiers
to the DC for all of the following that apply:
Difficult Terrain: +3
Terrain causes damage: +5
Sudden turning is required: +2
Source of difficulty has Concealment (shooting at vehicle, being shot at by gunner): +10
Source of difficulty has Full Concealment/Pilot is Blind: +20 (does not stack with Concealment)
Vehicle is taking continuing damage: +Damage
Hit by Ordinance or Destroyer Weapons in previous turn: +10 (once, regardless of number of hits)

Failing a Pilot check may result in needing to make a Repair check...

Rules for Vehicles:


Vehicles are essentially animated objects under the control of the Pilot. Their type is Construct, and
if they do not move they are considered flat-footed. If they do move, they treat their Dexterity
bonus as +1 per ten feet moved in that round so if a vehicle speeds 250' up to someone, it has a
Dexterity bonus of +25.
They also gain an Armour bonus to Armour Class, and have Arbitrarily determined Saving Throws.
Their Armour Bonus is also applied as an equal amount of Damage Reduction/-. Vehicles are
subject to Critical Hits, as long as the user has 5 or more ranks in Knowledge: Engineering or
Repair.
Vehicles have a pool of HP and a pool of Temporary HP. Both can be repaired the same way, and
the listed Temporary HP is the maximum, just as the regular HP is. If anything causes it actual HP
damage, it must attempt a Fort save (DC 10 + damage dealt). If it fails, it is shaken about and
unable to attack or fire any weapons on its next turn.
If it fails by 5 or more it spins to a halt and is considered Stunned for 1d3 rounds.
If it fails by more than 10, something important was damaged: it is rendered immobile and stops
motionless, able to shoot and use other systems such as lights and atmospheric systems, but unable
to move or make melee attacks. If it was flying, it will begin to fall and eventually crash.
If it ever reaches zero HP, then it is destroyed. If Temporary HP remain, that just means the
armoured shell is left standing but the insides are wrecked. If it was flying, it will drop out of the
sky. If it was floating, it will begin to sink.

New Subtypes and Descriptors:


[Destroyer]
A [Destroyer] attack or weapon deals double the damage rolled (which is in turn doubled or tripled
or whatever on a Critical Hit) and, if used against a vehicle, the damage is applied both to
Temporary and regular HP (though excess Temporary doesn't spill over into regular). If a target is
reduced to zero HP or less from this, they are completely destroyed there's only a 50% chance of
enough dust to Resurrect being found.
[Hell]
[Hell] weapons benefit from a continual beam that is easy to trace and constantly wears away at the
protection of the target. Each time you fire a [Hell] weapon in the same round against the same
target, you gain a cumulative +1 to hit and damage, and the threat range is widened by 1. At the
beginning of your next turn, the effects reset unless you keep on targeting the same person, in which
case they just keep building up. All benefits are lost the moment you attack something else or spend
a round not attacking that target.
[Lance]
[Lance] weapons and effects punch straight through vehicles as though they weren't even there.
They enjoy a doubled Threat Range and Critical Multiplier against vehicles, and when making Fort
saves against damage they inflict, vehicles use their regular save or +4, whichever is lower. Note
that lances do not have the [Lance] descriptor.
[Machine Spirit]
Weapons with the [Machine Spirit] tag add the user's BAB to damage. Armour with the [Machine
Spirit] tag add the user's BAB to Damage Reduction. Vehicles with the [Machine Spirit] tag can fire
their weapons when the pilot is too busy driving and there isn't a spare gunner, though they still use
his BAB, Dex mod etc. All Imperial Firearms have the [Machine Spirit] tag.
[Melta]
When a [Melta] weapon is used within half the first range increment, the heat is extra intense: no
more than half can be negated via Resistance, Damage Reduction or Energy Immunity, it ignores
Regeneration, and any damage applied to Temporary HP is also applied to regular HP.
[Ordinance]
Ordinance weapons carry a massive impact to them: they make it hard to pilot vehicles (see the
Pilot skill description), and any creature struck must pass a Fort Save (DC = damage dealt, modified
by Size of the target as though it were a Trip attempt) or fall Prone. Ordinance weapons can only
ever be fired once per round. The MC may wish to consider making certain monster attacks (or
certain Spells) into [Ordinance] effects.
[Plasma]
There are two settings to a [Plasma] weapon, and it takes a Swift action to change them. On low
power, the weapon deals half damage (round down). On high power, every single attack made adds
a Heat point, and every round it goes without being fired it loses a Heat point. Every time a Heat
point is gained, roll 1d6 per Heat point. Every 6 rolled removes a Heat point and deals 5 Fire
damage to the wielder, bypassing any DR conferred by Armour. Suffering this damage requires a
Concentration check (DC 10 + damage taken) to avoid dropping it.
If a weapon gains a certain number of Heat points (Pistol 5, Rapid Fire/Assault 8, Heavy 12,
massive 15), it switches off until the number becomes zero, venting heat to deal full damage to the
wielder.

[Power]
[Power] weapons have special energy fields that disrupt matter, allowing them to bypass Armour
Bonuses and Natural Armour Bonuses to Armour Class, but not Enhancement Bonuses to either of
these (so +2 Full Plate still grants +2 against the effect), nor Shield Bonuses. They also ignore
Hardness and any Damage Reduction overcome specifically by [Power] weapons or by
Adamantine. Additionally, they are Super Effective against Ghosts, and have an innate enhancement
bonus of +1 per 3 HD (to hit and damage), although they are not actually Magic (and thus don't beat
that DR).
[Psychic]
Usually applies to creatures and abilities, but some items are treated as such. This means nothing on
its own, generally, though some effects work differently on [Psychic] creatures, and some items
work differently in their hands. Various Monster Manual creatures should definitely have the
[Psychic] tag, along with their abilities. Examples would include the Yuan-ti, Mind Flayer and
Aboleth, though several Fiends would also fit the bill.
[Sustained]
Sustained Firearms allow only one attack in a full attack, however multiple attacks still help, by
adding a certain amount of damage. Such weapons will be listed as [Sustained XdX].
[High Impact]
High Impact weapons are not designed for many shots in a short space of time. Only a single attack
may be made with a full attack.
[Psi-Shock]
A Psi-Shock weapon has the Bane trait against all creatures with the [Psychic] subtype, and ignores
any defences gained from [Psychic] effects (such as bonuses to Armour Class or Miss Chances).

Psykers and [Psychic] Powers:


Any time someone uses a [Psychic] ability, they gain a Warp Point. These must be tracked, and
there is no upper limit to them. Any time Warp Points are gained, they must roll a number of d6
equal to the current number of Warp Points. For each 6 rolled, they lose a Warp Point, but take 5
damage that cannot be negated or reduced, and is always applied to real HP, not Temporary HP.
With a minute of rest, all Warp Points are lost with no ill effect or rolling of dice.
Any time at least 3 Warp Points are lost through rolling, roll once on the following chart to
determine a Spooky Phenomenon that occurs:
D20 roll Phenomenon
1

There is a ghostly whisper in the air (DC 15 Listen to make out the words)

There is a sudden cold breeze in the area

The caster's mouth dries out for 2d4 minutes

There is a hellish wailing noise for 1d4 rounds

The caster's pupils briefly dilate or glow

Everyone in the area gets a brief shiver

The air feels sticky and warm for 1d6 rounds

The air smells smoky for 3 rounds

A strange light surrounds everyone in the area for 1 round

10

Flames burn strange colours or go dim for 1d4 minutes

11

Small objects seem to ignore gravity for 1 minute

12

Everyone's hair stands on end for 1 round

13

Everyone in the area is left with a sour taste in their mouth

14

The caster's nose is blocked for 1 minute

15

The caster cries blood for 1d4 rounds (no actual effect)

16

The caster's hands become 1d4 tentacles for 1 round (no actual effect)

17

Everyone nearby feels briefly irritable, melancholy or euphoric

18

All shadows in the area move of their own accord for 1 minute

19

Somewhere far off, a daemon appears. Not your problem

20

Somewhere far off, a world is sucked into the warp. Not your problem

Damage taken occurs after the actual casting of the power, so no Concentration check need be
made. If the caster dies from the damage of Perils of the Warp, then roll on the following table to
determine what happens to them:

D20 roll Effect


1

Caster drops dead

Caster is completely destroyed

Caster's mind is removed, body is left intact

Caster bursts into a spray of blood, wounds opening everywhere

Caster is dragged screaming into the Warp

Caster's body turns to dust and breaks apart

Caster bursts into flames, incinerating on the spot

Daemons or dark tendrils, grab the caster and carry him off into the Warp

Daemons appear, tear the caster to shreds, then disappear (or fight)

10

Caster's head explodes

11

Caster's flesh melts off and internal organs boil

12

Caster turns to stone

13

Caster's body is obliterated, leaving a spirit that can only talk and move

14

Caster dies. Twice.

15

Caster mutates into 1d100 tentacles and eyes, then a blob of ooze

16

Caster notices a nose bleed, then suffers a stroke and drops dead

17

Caster dies of heart attack

18

Caster sees something horrifying, goes mad and wills himself dead

19

Caster dies 2d6 times

20

Daemon bursts from caster's body, time for a level-appropriate fight!

New Weapon Proficiencies:


Dungeon Crusade brings Firearms to the game, and as such, they gain their own proficiencies and
general rules. Firearms are ranged weapons, and use the rules for them except where noted.
Pistols:
A Pistol is a Light Firearm that generally has poor range. Making a Full Attack is a Standard action
you can move or stay still, and still make a full attack. These suffer no penalty for firing at pointblank range, and do not provoke Attacks of Opportunity. They have only one Range Increment.
Rapid Fire:
A Rapid Fire Firearm is bulkier than a pistol, and more complex. They are not designed for shooting
on the run or fighting in close quarters. They have two range increments, and are two-handed
weapons. They work like normal weapons in that a Full Round action is required for a Full Attack
but a single attack can be made as a Standard action.
Assault:
Assault Firearms are generally fully automatic, and easier to pray and spray. They are designed for
shooting on the move, and as such, a Full Attack action is simply a Standard action, as with a Pistol.
Unlike a Pistol, they are 2-handed weapons. They have only one range increment still, and still
provoke Attacks of Opportunity for using in close range, but do not suffer other penalties for firing
at close range. There are some Assault Firearms that are Heavy Firearms for anyone without Exotic
Weapon Proficiency with them or Bulging Biceps. These weapons are [Bulky].
Heavy:
Heavy weapons are giant things that are heavy to carry around. As such, firing them at all requires a
Full Round action, to set up and brace before firing. Most can make a Full Attack in this Full Round
action. Heavy weapons have two Range Increments, are two-handed, and suffer all the usual
penalties of firing heavy weapons in close range. Some Heavy weapons are [Massive], where they
must be manually set up into place before use, requiring a Full Round action only on the
following round can they be used. Characters in Power Armour, or with Bulging Biceps or Powerful
Build, treat [Massive] Firearms as regular Heavy weapons.
A Note on Ammunition:
Firearms are listed as having a clip, battery or canister. This does not necessarily represent the
number of actual bullets or whatever, but the number of Attacks that may be made before needing to
reload the weapon, given one Attack might very well be a burst.
Characters are generally just assumed to have enough ammunition. Though they need to keep
track of attacks remaining for the purpose of needing to swap clips, it should be assumed they just
have enough clips for the job at hand, and always top up between missions.

Assault-Tier Gameplay

In Assault Tier, the players are all humans, bravely working for the Imperium and trying to improve
the lot for humanity. Or something to that effect. Assault-Tier characters range from levels 1 to 6,
though it is suggested that the game start at level 2 or 3. They have a base class from 1-3, and then
branch into a prestige class from 4-6. It is not intended that characters multi-class (except for a
single prestige class), nor that they gain levels beyond 6. However possibly the MC could decide
that they can take regular classes from D&D due to the magic of the setting.

Base Classes:
Arbiter
I AM the law!

The Enforcers of the Adeptus Arbites are tough individuals, patrolling space just as often as they
patrol the streets of the hive worlds to ensure the Emperor's laws are being upheld. Often they are
called onto the battlefield by Inquisitors, though usually they are stationed on satellites, hive worlds
and space hulks, making sure justice prevails through excessive force.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Will
Proficiencies: Light and Medium Armour, Simple and Martial Weapons, Rapid Fire, Assault and
Pistol Firearms
Level:

Special:

Uncanny Dodge, Sixth Sense, Quickdraw, Knockdown

Aura of Fear, Dead 'Ard, Opportunist

Terrifying Critical, Improved Uncanny Dodge, Immune to Fear, Chokehold

Class Features:
Uncanny Dodge (Ex): the Arbiter is too used to people trying to sneak up on her and shank her.
She always retains her Dexterity bonus to Armour Class.
Sixth Sense (Ex): Arbiters are used to walking about in pitch black situations, fighting in the dark.
She gets Dark Vision out to 60 feet, and Blind Sight out to 10 feet.
Quickdraw (Ex): the Arbiter always has a weapon in hand, or soon will. She gains Quickdraw as a
bonus feat.
Knockdown (Ex): Arbiters enjoy bringing the long arm of the law onto people's heads. Whenever
the Arbiter deals at least 10 points of damage to an enemy with a melee attack, she may make a free
Trip attempt against them at a +4 bonus. If this succeeds, she may follow up with another attack
against the prone foe.
Aura of Fear (Su): the Arbiter is naturally scary, but by second level she is supernaturally scary.
She gains an Aura that extends out to 15 feet. All who enter this aura must succeed on a Will save
(Charisma-based) or be Shaken for 1 minute. This is a [Mind Affecting] [Fear] effect.
Dead 'Ard (Ex): Arbiters often get hit really hard, and blindsided, and kicked in the vulnerables.
They practically evolve to survive this. At second level, the Arbiter has a 25% chance to negate
critical hits, Sneak Attack damage and similar effects.
Opportunist (Ex): Arbiters all know the art of ganging up on people. Starting at second level, once
per round she can make an Attack of Opportunity against a foe who is struck by an ally.
Terrifying Critical (Ex): starting at third level, the Arbiter's critical hits terrify people with the
damage they do and the blood that is sprayed. All enemies within 50 feet must pass a Will Save
(Charisma-based) or Panic for 1d4 rounds whenever she scores a critical hit. This is a [Mind
Affecting] [Fear] effect.
Improved Uncanny Dodge (Ex): the third level Arbiter can never be flanked she just assumes
there is always an enemy behind her.
Immune to Fear (Ex): the third-level Arbiter has seen so many things and survived so many
encounters that nothing scares her any more. She becomes immune to [Fear] effects.
Chokehold (Ex): Arbiters are skilled at choking people out. Every time she successfully grapples
someone to pin them or deal damage, the foe must pass a Fort Save (Strength-based) or pass out
until released, and for 1d4 rounds after.
Starting Equipment: Uniform, Carapace Armour, Chainsword or Scimitar and Frag Grenades,
Boltgun or Shotgun with Solid Slugs and Scattershot, Stub Pistol, ID tags
Requisition: Grenade Launcher with Frag, Krak and Choke Grenades, Chainsword, Scimitar, Bolt
Pistol, Boltgun, Shotgun, Special Shotgun Ammunition.
Level 3: Auspex, Radio Headset, Repressor (requires 6 ranks in Pilot), Psychotroke Grenades
Prestige Classes: Arbites Assault Specialist, Inquisitorial Acolyte, Judge

Penal Legionnaire:
In for a penny, in for a pound... of flesh.

Penal Legions are serious business. Many criminals sentenced to death or to a life of mining are
given one last possible reprieve, though the chances of survival are so slim that many stick with the
original sentence. They are given poor equipment and no training, then sent out onto the field to die.
However, if they do survive thanks to the skills gained in their criminal background (or time in
custody), they emerge as free men.
Hit Die: d8
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Will
Proficiencies: Light Armour, Simple and Martial Weapons, Pistol, Rapid Fire and Assault Firearms
Level:

Special:

Uncanny Dodge, Sneak Attack +1d6, Augmented Critical, Melee Specialist

Immune to Poison, Slippery Mind, Serious Injury

Toxin Eater, Sneak Attack +2d6, Evasion, Assaulter

Uncanny Dodge (Ex): so used to getting shanked is the Penal Legionnaire that he develops the
ability to tell when someone is about to strike. He always retains his Dexterity bonus to Armour
Class.
Sneak Attack (Ex): Penal Legionnaires make up for their weapon quality by learning to hit where
it hurts. At levels one and three, he gains 1d6 Sneak Attack, which stacks with other sources.
Augmented Critical (Ex): select one category of melee weapon Bludgeoning, Piercing or
Slashing. The Penal Legionnaire enjoys a doubled Threat Range and Critical Multiplier for all
melee weapons that deal that type of damage.
Melee Specialist (Ex): all Penal Legionnaires quickly become masters of close combat fighting.
Select one ability:
-Fleet of Foot: Movement Speed increases by +10 feet, may make 10' steps instead of 5' steps.
-Furious Charge: gains Pounce, and Strength is treated as 4 higher when charging.
Immune to Poison (Ex): Penal Legionnaires are too used to being poisoned by the chef, or
breathing the toxic smoke of the poor quality lho sticks. As such, at second level they become
immune to Poison.
Slippery Mind (Ex): the Penal Legionnaire lives a miserable life, yet still gets by, and can
withstand any mental assault. At second level, whenever he fails a Will Save against a noninstantaneous effect, he may attempt to save again on the following round.
Serious Injury (Ex): at second level, the Penal Legionnaire gets better at his specific form of melee
harm. Select one of the following abilities to learn:
-Rending Cut: all melee Slashing weapons ignore Damage Reduction and Regeneration. If the
target possesses neither, then the attack deals +2d6 damage.
-Perforating Stab: all melee Piercing weapons cause the target to continue to bleed for 1d6 HP per
round for 3 rounds (or until any HP is restored or a DC 15 Heal check is made).
-Pulverising Blow: all melee Bludgeoning weapons cause the target to be Staggered for one round.
Toxin Eater (Su): at third level, the Penal Legionnaire can actually subsist on poison. Any time he
is subjected to poison of any kind, he regains 2d6 HP instead of suffering the effects.
Evasion (Ex): Penal Legionnaires always have to be quick on their feet. At third level, any time he
is allowed a Reflex Save for half damage or a partial effect, a successful save instead Negates the
effect.
Assaulter (Ex): a third-level Penal Legionnaire is so good at running up and hurting people on the
move that he may treat all Rapid Fire firearms as Assault firearms.
Starting Equipment: Leather Armour, Lasgun, Autopistol, two weapons from the following list:
Scimitar/Dagger/Pick Axe/Club/Mace, Uniform, Lho Sticks, Moonshine
Requisition: additional melee weapons, Flak Armour, Frag Grenades, Blind Grenades
Level 3: Chainsword, Simple Poisons, Scythian Talon, Choke Grenades
Prestige Classes: Heartless Killer, Reformed Officer, Roguish Scoundrel

Sanctioned Psyker:
Your mind is weak. I know, because I've been there.

Despite being rare, there are millions of psykers, simply because there are trillions of humans. And
the Imperium scoops up as many as it can. And some of these don't get fed to the Emperor, and
instead undergo nightmarish training and sanctioning to become weapons of war. This is you. Try
not to explode.
Hit Die: d6
Skill Points: 6+Int
Base Attack Bonus: Poor
Good Saving Throws: Fortitude, Reflex and Will
Proficiencies: Light Armour, Simple Melee Weapons, Pistol Firearms
Level:

Special:

Psyker, Psychic Path, Sanctioning

Bonus Feat

Mighty Power, Mental Bastion

Psyker (Ex): the Sanctioned Psyker is a Psyker, and thus has the [Psychic] subtype (as do all of his
Powers).
Psychic Path (Su): the Sanctioned Psyker gets access to one Psychic Path. He must choose from
the following list:
Telepathy: gain Telepathy as a bonus feat, and Unluck as a Supernatural ability at will
Telekinesis: gain Telekinesis as a bonus feat, and Persistent Blade as a Supernatural ability
at will
Pyromancy: gain Pyromancy as a bonus feat, and Wall of Smoke as a Supernatural ability at
will
Biomancy: gain Biomancy as a bonus feat, and Babau Slime as a Supernatural ability at will
Sanctioning (Ex): the process of Sanctioning is never pleasant, and marks the psyker in terrible
ways. However, they somehow survive and come out stronger. Select one of the following:
Head Trauma: she is permanently bald (everywhere, even eyelashes), but immune to
Stunning and Dazing
Reconstructed Jaw: her lower face is replaced by a mechanical one, granting a Bite attack
(1d8 + one and a half times her Strength modifier in Slashing damage. It also ignores
Damage Reduction and Regeneration, and if the foe lacks both of these, it deals +2d6
Rending damage.)
Neural Scarring: the psyker's body is a network of scars, leaving her immune to [Pain]
effects and nonlethal damage.
Scorched Eyes: the character's eyes burned out. However, thanks to the Emperor's light,
daemon possession or cybernetics, she can still see even gaining Blindsight out to 60 feet.
Tattoos: the character's body is covered in holy tattoos. Even her teeth. These holy signs
grant a permanent Magic Circle Against Chaos effect.
Mental Scarring: the trauma the character faced was terrible, but she broke through the other
side of madness and can never return. She is immune to Confusion, Rage and Wisdom
Damage/Drain.
Seared Flesh: the psyker was practically burned at the stake, but walks away with immunity
to nonlethal damage from Heat and Cold, and Fire and Cold Resistance of 10 + Constitution
Modifier.
Irradiated: the character is rendered infertile, and has no hair at all, and sometimes gets
nosebleeds for no reason. On the other hand, she is completely immune to Disease the
radiation is still there, killing bacteria off. Additionally, she is immune to negative levels, her
body adapting to having life force suppressed.
Bonus Feat: at second level, the Sanctioned Psyker gains any one [Psyker] feat as a bonus feat.
Mighty Power (Su): at third level, the Sanctioned Psyker may select one of the following special
powers, usable once per minute:
Demoralise: all foes in a 15' radius burst in Close range must make a Will Save (Charismabased), with a penalty equal to her Charisma modifier, or Panic for one round, then be
Frightened for one minute thereafter. This is a [Mind Affecting] [Fear] effect.
Ion Storm: a 30' radius burst in Medium range is hit for 1d10 Electricity damage per level.
Targets may attempt a Reflex Save (Charisma-based) for half damage, but if they attempt
and fail this save, they are Dazed for one round.

Mental Bastion (Ex): by third level, Sanctioned Psykers are good at resisting things. Upon failing a
Saving Throw, she may spend an Attack of Opportunity to attempt to save again. Multiple attempts
may be made on the same save by using this.
Equipment: Flak Armour, Uniform, ID tags and Life Permission Certificate, Staff or Dagger, Stub
Gun or Auto Pistol or Las Pistol
Requisition: Mesh Armour, Bolt Pistol, Servo-Skull Familiar, Chainsword, Frag Grenades, Krak
Grenades
Prestige Classes: Inquisitorial Acolyte, Primaris Psyker, Rogue Psyker

Siege Engineer:
Shit, they're firing the big ones. HIT THE DECK!

Usually seen on the blasted plains of Vraks, such as the Death Corps of Krieg, Siege Engineers tend
to be morbid and grumpy they have little to look forward to, knowing that by the time their job is
over, they'll probably be dead. Because if a stray shot or shell doesn't catch them, age itself will.
Getting pulled out of such a long campaign for a mission, therefore, is seen as a welcome change.
Hit Die: d10
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Reflex
Proficiencies: Light and Medium Armour, Simple and Martial Weapons, Pistol and Rapid Fire
Firearms
Level:

Special:

Evasion, Trench Scramble, Bonus Feat

Rapid Repairs, Grenadier, Sneak Attack +1d6

Heaven Piercing, Improved Evasion, Chem Warfare

Evasion (Ex): Siege Engineers are used to having explosions going off around them, and get used
to leaping for safety. Any time he succeeds on a Reflex Save for half damage or a partial effect, he
instead suffers no damage or effect.
Trench Scramble (Ex): Siege Engineers need to be good at ducking for cover and rushing through
trenches. He always adds his Dexterity modifier to Armour Class, even when asleep, and is not
hindered by difficult terrain.
Bonus Feat: Siege Engineers are very skilled, which is necessary for their jobs. The Siege Engineer
gets a single [Skill] feat of choice as a bonus feat.
Rapid Repairs (Ex): starting at second level, the Siege Engineer can perform any repairs in half
the usual time. He suffers no penalty for this.
Grenadier (Ex): starting at second level, the Siege Engineer is so fast at throwing things, he can
throw a grenade or other thrown weapon as a Swift action.
Sneak Attack (Ex): at second level, the Siege Engineer gains 1d6 Sneak Attack damage, which
stacks with any other sources.
Heaven Piercing (Ex): at third level, the Siege Engineer is flat-out given a Hades Breaching Drill,
due to his proven reliability. If it is destroyed, he is granted another as soon as it is convenient.
Improved Evasion (Ex): the third-level Siege Engineer who fails a Reflex Save only suffers the
effects that most people get upon passing the save.
Chem Warfare (Su): by third level, it appears almost magical how the Siege Engineer works with
chemical weapons. He enjoys a +3 on Fortitude Saves against Poisons, adds +3 to the Save DC of
any Poisons used (such as Gas Grenades) and Gas Grenades have their durations doubled.
Equipment: Armoured Greatcoat, Gas Mask with Goggles and Rebreather, Good Boots, Shotgun
with Solid Slugs and Scattershot, Short Sword, Frag Grenades, Autopistol or Stub Pistol, Gas
Grenades
Requisition: Bolt Pistol, Carapace Armour, Camo Netting, Chainsword, Flamer, Special Shotgun
Ammunition, Improved Toxin Grenades, Choke Grenades
Level 3: Quad Gun, Siege Mortar
Prestige Classes: Commissar, Death Rider, Quartermaster

Storm Trooper:
Good work, boys, they didn't have time to draw their weapons.

Imperial Storm Troopers are some of the most elite crack assault agents in the entire Imperial
Guard. Trained in special infiltration, rapid-insertion and assault techniques, often the battle is over
before it starts.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex
Proficiencies: Light and Medium Armour, Simple and Martial Weapons, Pistol, Rapid Fire and
Assault Firearms
Level:

Special:

Combat School, Seize the Initiative, Deep Strike (Grav-Landing)

Grenadier, Scout, Firearm Specialist, Deep Strike (Surprise!)

Rapid Escape, Deep Strike (Pinning Fire), Sneak Attack +1d6

Combat School: the Storm Trooper gets Combat School as a bonus feat. She may still choose the
weapons covered by this feat.
Seize the Initiative (Ex): whenever combat begins, the Storm Trooper may declare that she is
seizing the initiative. If she does this, then she gets one of the following benefits, selected before
Initiative is rolled:
She acts first, even if it is a surprise round that she normally would not be able to act in
In the first round, she gains the benefit of Pounce and the Leap Attack feat
She may move at double her move speed in the first round, her movement not provoking
Deep Strike (Ex): as the Storm Trooper gains levels, she gains new Deep Strike abilities. These
generally only apply in the first round of combat, and never work when Fatigued or Exhausted.
Grav-Landing: at first level, the Storm Trooper is proficient with usage of the Grav-chute,
and can very quickly train allies to also be proficient. Additionally, when dropping into
combat via Grav-chute, she gets a Surprise Round.
Surprise!: at second level, as soon as Initiative is rolled the Storm Trooper may make a
Move action for free, or attempt a Hide check (without penalty) to vanish from sight.
Pinning Fire: at third level, the Storm Trooper can pin foes down with her fire. In the first
round of combat or a surprise round, any target she hits by shooting as a Standard action
must make a Will Save (Intelligence-based) or Cower for one round. This is a [Fear] effect.
Grenadier (Ex): starting at second level, the Storm Trooper has become so good at throwing
explosives that she may throw a grenade or similar weapon as a Swift action.
Scout (Ex): the second level Storm Trooper may take a second 5' step of adjustment per turn.
Firearm Specialist (Ex): Storm Troopers love shooting enemies, and are particularly good at it
with certain weapons. At second level, the Storm Trooper can select one Firearm category (Pistol,
Rapid Fire, Assault or Heavy), and with these weapons, she ignores Cover and Concealment and
doubles the range.
Rapid Escape (Ex): Storm Troopers get themselves caught in trouble so often that they need to be
good at escaping, just like McGuyver or James Bond. At third level, she gets a +4 bonus to Escape
Artist checks, and it never takes more than one minute. Additionally, if ever caught in an explosion,
if moving 10 feet would take her out of the area of effect, she may do so with an Immediate action,
thus escaping the effect and damage.
Sneak Attack (Ex): at third level, the Storm Trooper's ability to strike first and strike weak points is
so good that she gains 1d6 Sneak Attack damage. This stacks with all other forms of Damage
Reduction.
Equipment: Carapace Armour, Grav-Chute, Hell Pistol, Chainsword or Frag Grenades, Hellgun or
Shotgun (with Solid Slugs and Scattershot) or Boltgun, Quality Uniform
Requisition: Krak Grenades, Medikit, Flamer or Plasma Gun or Melta Gun, Blind Grenades
Level 3: Chimera (requires 6 ranks in Pilot), Hell Rifle, Jump Pack
Prestige Classes: Deep Strike Assaulter, Drop-Troop Infiltrator, Shock Pilot

Veteran:
Do you know the face of an enraged ork? Of course not, you weren't there.

Veterans in the Imperial Guard are pretty rare they are brave warriors who fought many times, yet
somehow survived it all. Despite all the odds stacked against them, they come away learning many
useful battlefield skills.
Hit Die: d8
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Willpower
Proficiencies: Light and Medium Armour, Simple and Martial Weapons, Pistol, Rapid Fire and
Assault Firearms
Level:

Special:

Nerves of Steel, Damage Reduction, Evasion, Veteran Skills

Mettle, Hated Enemy, Low-Light Vision, Veteran Skills

Blindsense, Improved Evasion, Despised Enemy, Veteran Skills, Education

Nerves of Steel (Ex): the Veteran has been exposed to some terrible things in life, and has yet
survived the ordeals. Once per turn, as a Free action, he may end a detrimental effect he is under.
This works even when fully paralysed, and works against effects that make him not want to end
them (such as being Charmed or Dominated), but does not end area effects such as swamps, night,
gravity or whatever.
Damage Reduction (Ex): the Veteran gets Damage Reduction, overcome by Adamantine, equal to
double his Hit Dice.
Evasion (Ex): any time the Veteran passes a Reflex Save to halve damage or suffer only a partial
effect, he instead suffers no damage or effect.
Veteran Skills (Ex): every class level, the Veteran gains one ability from the following list, to
recommend the tricks he has learned over the years:
Battlefield Surgeon (Bonus Feat)
Ghost Step (Bonus Feat)
Deft Fingers (Bonus Feat)
Dreadful Demeanour (Bonus Feat)
Slippery Contortionist (Bonus Feat)
Stealthy (Bonus Feat)
War Stories (all allies within Line of Sight of the Veteran benefit from his Hated Enemy
ability)
Evasive: gain Improved Evasion. If Improved Evasion is gained, this becomes Perfect
Evasion: he is immune to any ability that allows a Reflex Save for a partial effect
Mine Sweeper: gain Trapfinding, and Tremorsense out to 30 feet
Twist the Blade: all Melee Piercing or Slashing weapons used by the Veteran deal +2d4
damage
Dirty Fighting: any attacks made by the Veteran in a grapple that hit become Critical Hits
Mettle (Ex): starting at second level, the Veteran has become so good at resisting things that, any
time he makes a successful Fortitude or Will Save for a partial effect, he instead suffers no effect.
Hated Enemy (Ex): at second level, the Veteran's hatred for his foes really shows through, and he
can select a single Type or Subtype, gaining the following benefits against that type of creature: +2
on Bluff, Listen, Sense Motive, Spot and Survival checks, +2 to hit and on damage rolls. This
counts as Favoured Enemy for the purpose of qualifying for feats and so on. At 5 Hit Dice, the
bonuses increase to +4.
Low-Light Vision (Ex): Veterans need to be good at seeing where they are going, and spotting
enemies in poorly lit conditions. At second level, he gains Low-Light Vision.
Blindsense (Ex): at third level, the senses of the Veteran become so incredible that he gains
Blindsense out to 30 feet.
Improved Evasion (Ex): at third level, the Veteran can dodge explosions in his sleep. If he fails a
Reflex Save, he still only suffers the effects that people normally suffer on a successful save.
Despised Enemy (Ex): the third-level Veteran hates his hated enemy so much that he is good at
making them explode. He may double the Threat Range and Critical Multiplier of all attacks he
makes against them.

Education (Ex): at third level, the Veteran has proved himself as a keeper, and basically gets,
along with his medals, a certificate stating he has graduated from the Schola Progenum, even if he
didn't. He is allowed to become a Commissar, and gets a +4 bonus to every Knowledge skill he has
ranks in, and 1 Bonus Rank in every other Knowledge skill (no +4 bonus).
Equipment: Mesh Armour, Bolt Pistol, Scimitar, Lasgun (with Hot-Shot Clips) or Shotgun (with
Scattershot and Solid Slugs), two Masterwork Daggers, Old Uniform, Good Boots, Dogtags,
Uplifting Primer, Medals, Blind Grenades
Requisition: Flamer, Sniper Rifle, Medikit, Rangefinders, Frag Grenades
Level 3: Krak Grenades, Grenade Launcher, Chimera (requires 6 ranks in Pilot)
Prestige Classes: Commissar, Demolition Expert, Sniper

Prestige Classes:
Arbites Assault Specialist:
Shut it you slag! Let's move, move, move! SORTID!

Even the Adeptus Arbites need a special group who are more hardcore than the rest of them. And
that job goes to the Assault Specialists. When there is a raid due on a group with heavy weapons (or
they just have nothing better to do than annihilate some hippies), these are called upon, blowing
doors up and kicking arse.
Hit Die: d10
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower

Level:

Special:

Cyber-Command, Bulging Biceps, Assaulter

Vicious Brute, Put the Boot In, Mental Bastion or Police Brutality

Double-Grenade, Combat Driving, Immune to Illusions and Reason

Cyber Command (Ex): the Arbites Assault Specialist is trained in the use of a Cyber-Mastiff. As
such, he can control it quite effectively by giving orders as a Free action.
Bulging Biceps (Ex): the Arbites Assault Specialist is used to lugging heavier weapons around. He
may treat the Heavy Flamer and Heavy Stubber as Assault Firearms, and needn't brace Heavy
Weapons, thus being able to fire a single shot with a Standard action and still have a Move action
left. Massive weapons are simply treated as regular Heavy weapons that must still be braced.
Assaulter (Ex): Arbites Assault Specialists can also treat any Rapid Fire Firearm as an Assault
Firearm, thus firing them most effectively on the move.
Vicious Brute (Ex): second-level Arbites Assault Specialists are vicious in hand to hand combat.
Each round, he may select one of the following two abilities to apply, though only to melee attacks:
He may make one additional attack in a Full Attack action, at his highest attack bonus
He may double his Power Attack ratio
Put the Boot In (Ex): at second level, the Arbites Assault Specialist gets very good at targeting the
soft parts of people on the ground. Prone foes are denied their Dexterity bonus to AC against his
attacks, and he gains 3d6 Sneak Attack damage against them, which stacks with other sources.
Mental Bastion (Ex): Arbites Assault Specialists who choose this ability improve their defensive
capabilities. They gain Spell Resistance 12 + Hit Dice against [Mind Affecting] effects.
Police Brutality (Ex): Arbites Assault Specialists who instead choose this ability at second level
find their Movement Speed increased by 20 feet, and their Strength score permanently increased by
four.
Double-Grenade (Ex): at third level, the Arbites Assault Specialist is able to throw two grenades or
similar weapons, even at separate targets, with the same action or attack.
Combat Driving (Ex): the third-level Arbites Assault Specialist is often called upon to drive the
vehicles. As such, the vehicles he pilots do not provoke Attacks of Opportunity by moving, and he
may always treat their Armour Class as 10 + his bonus for Pilot checks, if that would be higher.
Immune to Illusions and Reason (Su): at level three, the Arbites Assault Specialist is completely
immune to all Illusions. Also, Diplomacy checks don't work on him, and he is immune to [Charm]
effects as well.
Equipment: Heavy Flamer or Heavy Stubber or Plasma Gun, Stun Baton, Suppression Shield, Frag
Grenades, Cyber-Mastiff
Optional: Bionic Limb
Requisition: Chimera or Repressor (requires 6+ ranks in Pilot), a second Cyber-Mastiff, Storm
Bolter, Krak Grenades, Gas Grenades
Level 3: a third Cyber-Mastiff

Commissar:
This is for your own good...

The Commissariat produces the toughest (and scariest) of Imperial infantry. The officers who are
outside the chain of command, and who have the job of maintaining order in the ranks and morale
mainly by ensuring they are more frightening than anything in front of them. Good in combat, the
Commissars also lead by example from time to time, but ultimately they are there to scare the
troops into action, and to execute any who dare flee.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Willpower

Level:

Special:

Officer's Aura, Aura of Fearlessness, Feed Upon Pain

Command, Pinning Gunshot, Point-Blank Killer, Tough Love

Execution, Psykic Guardian, Emperor's Mercy

Officer's Aura (Su): the Commissar learns how to utilise a powerful aura, by calling out to his
allies and encouraging them with his rhetoric and oratory skills. Activating an aura requires a Swift
action and the ability to speak, and it extends out to fifty feet. The Commissar is included in the
area. The Aura lasts for a number of rounds equal to the Commissar's Charisma modifier (minimum
of one). Choose one from the following list:
Willpower: those in the area are immune to [Fear] effects and [Compulsions] for the
duration
Determination: those in the area are immune to Dazing and Stunning for the duration
Perfection: those in the area gain +3 to all d20 rolls and +3 to Armour Class, as well as the
ability to re-roll one attack roll per round
Hatred: those in the area enter a rage for the duration, gaining +2 to attack rolls, damage
rolls and Will saves, -2 to Armour Class, DR 4/-, +2d6 Rage dice added to all melee damage
rolls, and the inability to cast spells, use spell-like abilities, speak, activate items or drop
their weapon or shield
Aura of Fearlessness (Ex): Commissars are good at keeping people brave they fear her more
than they fear anything else. The Commissar is immune to [Fear] effects, as is any ally within 100
feet of her.
Feed Upon Pain (Ex): the Commissar has taken so many thumpings over time that she is immune
to [Pain] effects and Non-lethal damage. All such effects instead just grant her a Heroism effect for
one minute. Each round, if the Commissar took damage in the previous round, she may add her
Charisma bonus (minimum +1) to all attack and damage rolls, as may any ally within 30 feet (using
her Charisma).
Command (Ex): at second level, the oratory of the Commissar is so great that she can make allies
do fantastic things as well, just by ordering them to do so. With a Standard action, she may issue a
command to all allies (not including herself) who can hear it. If they choose to accept the command,
they gain the benefit. She has access to the following commands to choose from:
Move Out: perform a Move action, out of turn.
Go to Ground: gain a +4 bonus to Armour Class and Saving Throws against the first attack
made against them before her next turn.
Take Them Out: perform a single attack with a weapon wielded, out of turn.
Take Cover: gain Evasion until the beginning of her next turn.
Take Aim: the next attack made (until her next turn), if it hits, is an automatic critical hit.
Pinning Gunshot (Su): starting at second level, the Commissar may keep people pinned down with
a single shot. This requires a Standard action, and allows her to fire a Pistol once at an enemy. If it
hits, the target must make a Will save (Charisma-based) or Cower for 1d4 rounds. This is a [Mind
Affecting] [Fear] effect.
Point-Blank Killer (Ex): any pistol fired by the second-level Commissar at an adjacent target
causes a critical hit if it hits. She's just that good at blowing people's brains out when that close.
Tough Love (Ex): Commissars actually do care about the wellbeing of their allies at least insofar
as they can keep standing and fighting. As such, with 1d4 rounds of work she can make a Treat
Injury check on an adjacent ally to help patch them up. This converts an amount of HP damage
equal to the skill check into Non-lethal damage. If they are immune to Non-lethal damage, they are
simply healed of the damage.

Execution (Ex): if a Commissar is given the chance to concentrate on someone, then they are as
good as dead when she shoots them. At third level, all Pistol Firearms she wields add 2 to their
Critical Multiplier as long as she can focus if she is hit or forced to make a Concentrate check at
any point, she is unable to use this ability on her next turn.
Psykic Guardian (Su): the Commissar has a special sense for magic, and by third level innately
knows when anyone is casting a Spell or using a Spell-like Ability within 50 feet of her. As such,
doing so provokes Attacks of Opportunity from her if done within this area, so she may make
Attacks of Opportunity with ranged weapons (up to this distance, against these abilities only).
Emperor's Mercy (Ex): at third level, the Commissar can perform a Coup de Grace on a foe who
is merely Stunned. It's for their own good, probably.
Equipment: Commissar uniform (including ID), Chainsword, Bolt Pistol, Power Sword or Plasma
Pistol, Medikit, Loyalty Stick, Whip
Requisition: Carapace Armour, Refractor Field, Conversion Field, Digital Weapons
Level 3: Power Fist, Chimera (requires 6+ ranks in Pilot)

Death Rider:
To our deaths and theirs! Chaaaarge!

Although all forces in the Imperial Guard tend to have regiments of death riders, they are especially
favoured in sieges: when front-line tanks are too expensive and vulnerable to breaking down, but
you want people to strike rapidly, you field horses. Although many such soldiers (and their mounts)
are shot down, the powerful impact of their initial charge helps them breach enemy defences.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex

Level:

Special:

Mounted Combat, Bonds of Battle, Jousting Charge

Whirlwind Attack, Valiant Charge

Trample, Galloping Grappler, Invincible Charge

Mounted Combat: the Death Rider gains Mounted Combat as a bonus feat. If she already has that
feat, she may select another [Combat] feat instead.
Bonds of Battle (Su): under the Death Rider's care, her mount grows stronger and more hardy. Any
mount she has owned for at least a week gains additional Hit Dice equal to her class level, and an
Enhancement bonus to Natural Armour and Constitution equal to her class level as well.
Jousting Charge (Ex): should the Death Rider make a mounted charge against a foe and hit, they
must make a Fortitude Save (Strength-based). If they fail the saving throw, they reel back five feet
(ten if they are also knocked prone by some other ability) and are Stunned for one round.
Whirlwind Attack: at second level, the Death Rider gains Whirlwind Attack as a bonus feat. If she
already has this feat, she may select another [Combat] feat instead.
Valiant Charge (Ex): when making a mounted charge attack, a second-level Death Rider deals an
additional 3d6 damage. Additionally, if the target is smaller than her mount, they are automatically
knocked prone.
Trample (Ex): at third level, the Death Rider's mount can make a Trample attack against anyone in
its path when moving normally. The Trample damage is 2d8+Str.
Galloping Grappler: the third-level Death Rider gains Galloping Grappler as a bonus feat. If she
already has this, she may select another [Combat] feat instead.
Invincible Charge (Su): at third level, the Death Rider's horseback skill is almost magical. When
making a mounted charge, neither she nor her mount provoke Attacks of Opportunity from anyone
for anything, nor do they trigger readied actions. Additionally, her mount gains a +3 Deflection
bonus to Armour Class until her next turn.
Equipment: Warhorse with Military Saddle & Light Barding, Doom Spear, Scimitar
Requisition: Heavy Barding, Dire Horse, additional Doom Spears, Power Weapon
Special: in the world of D&D (and probably rare, strange worlds of 40k) it is not unreasonable to
assume that Nightmares will be encountered and used by the Imperium possibly as slaves,
possibly by using Bluff checks to convince everyone they are loyal to the Emperor. Or perhaps the
Death Rider simply doesn't care. In these cases, Nightmares are Requisitions for level 3 Death
Riders.

Deep Strike Assaulter:


Seize the objective! For the Emperor!

Usually, you need to get your storm troopers somewhere very quickly, deep in enemy territory. That
is where the Deep Strike Assaulters come into play. They're used to diving in, on grav-chutes,
landing in the enemy base and doing the most damage. Used in Planetstrike campaigns, by the time
the main forces breach the outer defences, they have already struck the infrastructure.
Hit Die: d10
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower

Level:

Special:

Deep Strike (Glide, Charging Disembark), Bulging Biceps, Wounding Slice

Furious Charge, Rending Slice, Deafening Gunfire

Deep Strike (Seize the Objective), Crippling Shot, Air Strike

Deep Strike (Ex): as the Deep Strike Assaulter gains levels, he gains new Deep Strike abilities.
These generally only apply in the first round of combat, and never work when Fatigued or
Exhausted.
Glide: when using Grav-Chutes, the Deep Strike Assaulter can Glide, moving up to 20 feet
across for every 10 feet fallen.
Charging Disembark: leaving a vehicle is a Free action for the Deep Strike Assaulter, so he
may charge when climbing out. Doing so denies the foe their Dexterity bonus to AC.
Seize the Objective: starting at third level, the Deep Strike Assaulter can seize the objective
at the very beginning of battle. On his first turn of combat, he may make a Move action,
make a ranged Full Attack, make another Move action, and another ranged Full Attack. This
leaves him Fatigued.
Bulging Biceps (Ex): the Deep Strike Assaulter is used to lugging heavier weapons around. He
may treat the Heavy Flamer and Heavy Stubber as Assault Firearms, and needn't brace Heavy
Weapons, thus being able to fire a single shot with a Standard action and still have a Move action
left. Massive weapons are simply treated as regular Heavy weapons that must still be braced.
Wounding Slice (Ex): the Deep Strike Assaulter is handy with a blade. Any time he deals Slashing
damage with a melee weapon, he deals a single point of Constitution damage as well.
Furious Charge (Ex): starting at second level, the Deep Strike Assaulter gains the Pounce special
attack. Additionally, when charging, his Strength is considered four points higher.
Rending Slice (Ex): the second-level Deep Strike Assaulter is so skilled with a blade that his melee
attacks that deal Slashing damage ignore Damage Reduction and Regeneration. If the target lacks
both, the attacks deal +2d6 damage.
Deafening Gunfire (Su): starting at second level, the Deep Strike Assaulter makes sure his guns
shoot extra loud. Whenever he fires a non-silenced Firearm, all within 30 feet (except for his allies,
who are used to it and wear filter plugs) must make a Fortitude Save (DC 20). If they fail, they are
Deafened for 1d4 rounds.
Crippling Shot (Ex): as a Standard action, a third-level Deep Strike Assaulter may make a single
attack with a Firearm weapon. If it hits, the target must make a Fortitude Save (DC = Damage
Dealt) or suffer paralysis for 1d4 rounds.
Air Strike (Ex): starting at level three, the Deep Strike Assaulter can call in an air strike with a
Move-Equivalent action. This may only be done once per day, though appropriate situations from
the story may add more uses or take them away. The air strike may be called in with communication
equipment, and arrives 1d4+1 rounds later in the form of 1d3 Valkyries with Rocket Pods or one
Vulture with either four Rocket Pods, six Hunter Killer Missiles, six Bombs or two Punisher
Gatling Guns. The air strike makes the strike, then leaves.
Equipment: Power Weapon, Krak Grenades, Comm Bead and Vox Caster
Requisition: Heavy Flamer, Heavy Stubber, Psychotroke Grenades
Level 3: Valkyrie (9+ ranks in Pilot), Vendetta (9+ ranks in Pilot)

Demolition Expert:
If you see me running? Try to keep up.

In war, you need explosives. Sometimes these explosives have to be carried, and attached to things.
When this happens, you need people to go around, doing the carrying and attaching. And just in
case, it helps if they know how to deactivate them as well. These are the demolition experts. People
who prove themselves reliable and clever enough to play with the big toys.
Hit Die: d10
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex
Weapon Proficiencies: Heavy Firearms

Level:

Special:

Empowered Explosives, Rapid Demolitions, Trapper, Sympathy Limbs

Maximised Explosives, Machine Breaker, Master of Ordinance

Intensified Explosives, Destroyer, Call the Marauders

Empowered Explosives (Su): the Demolition Expert has a strange affinity with explosives,
whether she knows it or not. At first level, any explosives she uses (Grenades, Missiles, Mortars,
Melta Bombs, Demolition Charges or Ordinance weapons) has its damage Empowered.
Rapid Demolitions (Ex): the maximum amount of time it takes for a Demolition Expert to set up
an explosive is a Standard action. Any greater length is reduced to this.
Trapper (Ex): whenever a Demolition Expert throws a Frag or Krak Grenade, the damage causes
the area of effect to become Difficult Terrain, and effectively covered in caltrops.
Sympathy Limbs (Ex): it is expected that the Demolition Expert will lose limbs in her trade. As
such, she can always get cybernetic replacements for lost body parts.
Maximised Explosives (Su): at second level, instead of the damage of explosives being
Empowered by the Demolition Expert, it becomes Maximised.
Machine Breaker (Ex): a second-level Demolition Expert is so good at ruining vehicles, that her
Threat Range and Critical Multiplier, with any weapons, are doubled against them.
Master of Ordinance (Ex): upon reaching second level, the Demolition Expert learns a new trick
for damaging vehicles with explosives. Select one of the following:
All Explosive weapons are treated as Ordinance when damaging vehicles
Explosives always ignore the Damage Reduction and Hardness of vehicles
Any Vehicle or Construct hit by an Explosive is Staggered until repaired
Intensified Explosives (Su): at third level, the damage of the Demolition Expert's explosives
improves even more: it is Intensified (Maximised, then doubled).
Destroyer (Su): at third level, the Demolition Expert is incredibly good at blowing vehicles up.
When attaching an explosive to a vehicle (as opposed to throwing a grenade or using a mortar), she
treats it as a [Destroyer] weapon. The damage is not doubled again, however, as it's just an
extension of Intensified Explosives.
Call the Marauders (Ex): once per day, the third-level Demolition Expert can call in a Marauder.
It takes 2d4 rounds to arrive, and will then unleash a payload of 12 bombs or 2 Hellstorms, before
taking off.
Equipment: Comm Bead, Vox Caster, Frag, Krak and Plasma Grenades, Melta Bombs, Scout
Mines, Demolition Charge.
Requisition: Mortar, Missile Launcher, Robotic Device that carries extra ammunition (up to 300lbs)
and trundles along at a Speed of 30 feet (Medium, +4 Armour, DR 4/Adamantine, 50 HP 10 Temp),
Gas Grenades, Rad Grenades

Drop Troop Infiltrator:


Sentries down... send the tanks in.

When performing a large-scale invasion, one of the earliest phases (after planning, and getting
resources together) is to infiltrate the point of invasion. Getting just a few individuals inside to
gather intelligence, spread chaos and confusion amongst the defenders, and weaken the defences so
that the main force can more easily strike through. It is a dangerous job, but an interesting one.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex

Level:

Special:

Deep Strike (Glide), Master of Assault, Many Faced, Fitting In

Deep Strike (Stealthy Landing), Kip-Up, Rescuer, Woodland Stride

Deep Strike (Running Landing), Champion of Assault, Perfect Senses

Deep Strike (Ex): as the Deep Strike Assaulter gains levels, he gains new Deep Strike abilities.
These generally only apply in the first round of combat, and never work when Fatigued or
Exhausted.
Glide: when using Grav-Chutes, the Drop-Troop Infiltrator can Glide, moving up to 20 feet
across for every 10 feet fallen.
Stealthy Landing: starting at second level, the Drop-Troop Infiltrator is good at vanishing as
she falls. Upon landing from any descent greater than 10 feet, she may make a Hide check
as a Free action.
Running Landing: at third level, the Drop-Troop Infiltrator can hit the ground running,
making a Run action as a Free action upon landing from any descent greater than 10 feet.
She may only do this once per round.
Master of Assault (Ex): the Drop-Troop Infiltrator is adept at engaging foes on the run. She gains
one of the following:
an additional attack per round with Assault Firearms, at her highest Attack Bonus,
Two Weapon Rending (as a Bonus Feat) and the ability to throw grenades as a Swift action
a single attack with an Assault Firearm when Running or making a Double-Move
Many Faced: the Drop-Troop Infiltrator gains Many Faced as a bonus feat. If she already has this,
she may select any other [Skill] feat.
Fitting In (Ex): Drop-Troop Infiltrators need to be good at fitting in. Being used to this job, she
gains two additional Languages Known, and learns a new one with a week of study. She may also
add her character level as a bonus to Disguise checks.
Kip-up (Ex): the second-level Drop-Troop Infiltrator may stand as a Free action, so used to leaping
up is she. She may also do so as an Immediate action if she wishes. Doing so does not provoke an
Attack of Opportunity.
Rescuer (Ex): the Drop-Troop Infiltrator has to be skilled at many things, including saving the lives
of others in an emergency. Starting at second level, she may make a Treat Injury check as a Full
Round action to provide life-saving help: a DC 25 check will Raise someone to life if they have
been dead for one minute or less bringing them up to 1d4 HP. On a live target, they regain HP equal
to the check minus ten. This may only be used once per person per day.
Woodland Stride (Ex): the second-level Drop-Troop Infiltrator may move through any sort of
undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal
speed and without taking damage or suffering any other impairment. However, thorns, briars, and
overgrown areas that have been magically manipulated to impede motion still affect her.
Champion of Assault (Ex): at third level, the Drop-Troop Infiltrator shows her specialisation in
suddenly striking with deadly force. She must select one melee weapon type:
Bludgeoning: deals double damage
Piercing: ignores all Damage Reduction and Hardness
Slashing: deals one point of Constitution damage with every hit
Additionally, the chosen weapon type may be used to make a Full Attack as a Standard action.

Perfect Senses (Su): the third-level Drop-Troop Infiltrator has finely tuned senses supernaturally
so, in fact. She gains a +6 bonus on Spot and Listen checks, can see even in magical darkness, and
can never be blinded. Additionally, she can make an attempt to detect Hidden/Silent enemies within
60 feet as a Free action, without knowing to look for them.
Equipment: Medikit, Frag and Krak Grenades, Power Weapon
Requisition: Gas Grenades, Choke Grenades, Drop Pod, Valkyrie (with pilot and gunner)

Heartless Killer:
Man, I killed her for nothing, imagine what I'll do to you!

Generally the Imperial penal system isn't a success story. It isn't even supposed to be mostly it's
just a way of recruiting more throwaway troops. Most of the survivors of this learn many deadly
tricks, and come out of it as monsters unfit to be returned to society.
Hit Die: d10
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower

Level:

Special:

Fearless, Aura of Fear, Sneak Attack +1d6, Wearing Shoes

Melee Extremist, Rapid Poison Use, Without a Trace

He's Behind You!, Sneak Attack +2d6, Bloodthirsty Killer

Fearless (Ex): the Heartless Killer is too scary to be scared of anything, otherwise he'd flinch just
by looking in the mirror. He is immune to [Fear] effects and Intimidation checks.
Aura of Fear (Su): the Heartless Killer is so scary that it isn't entirely natural. He radiates a 20'
aura. Anyone who enters the aura must pass a Will Save (Charisma-based) or be Shaken for as long
as they remain in the area, and 1d4 rounds thereafter.
Sneak Attack (Ex): at levels one and three, the Heartless Killer gains 1d6 Sneak Attack damage.
This stacks with other sources of Sneak Attack.
Wearing Shoes (Ex): the Heartless Killer has spent enough time sneaking into places (to kill the
residents or escape detection) that he knows how Charlie thinks. Also how Shas'O R'myr thinks.
And he can totally emulate them. He gains a bonus to Disguise equal to his ranks in Disguise, and
suffers no penalty for disguising himself as a different race, even crap like Tyranids.
Melee Extremist (Ex): Heartless Killers maim people in terrifying ways. At second level, select
one melee weapon (such as Short Swords, not this club right here). He gains an additional
attack per round in a Full Attack when wielding it, at his highest Attack Bonus, and all critical hits
from it cause the victim to need to make a Will Save (DC = damage dealt). Failure causes them to
Panic for 1d4 rounds.
Rapid Poison Use (Ex): the second-level Heartless Killer has no risk of poisoning himself, even
ignoring his Immunity, and can apply poison to a weapon as a Swift action.
Without a Trace (Ex): a second-level Heartless Killer may Hide with a mere Swift action, even if
being observed. No penalty is suffered as a result of doing this.
He's Behind You! (Ex): starting at third level, whenever the Heartless Killer successfully performs
a Sneak Attack, the attack becomes a Critical Hit. The Sneak Attack dice are not multiplied, as
usual.
Bloodthirsty Killer (Ex): the Heartless Killer actually enjoys murdering people. At third level, any
time he kills a foe he gains a +3 Morale bonus to all rolls he makes, and gains a second additional in
a Full Attack action when using his favoured weapon. These benefits last for one minute, and
multiple killings don't stack, they merely reset the duration.
Equipment: various Poisons, Ripper Pistol, Chainsword, Choke Grenades, Hand Flamer
Requisition: Gas Grenades, Demolition Charge, Scythian Talon

Inquisitorial Acolyte:
Four dead Tau Fire Warriors. It looks like someone... put out their fires.

Inquisitors can't do it on their own. They need networks of agents to do their detective work out
across the galaxy, keeping tabs on things and furthering their own goals. The best of these can even
be put forward as actual Inquisitors.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude, Reflex and Willpower

Level:

Special:

Telepathic Psyker, Investigator, Psykic Strike

Advanced Telepathy, People Person, Wearing Shoes

Psykic Master, Orbital Bombardment, Advanced Psykic Strike

Telepathic Psyker (Su): the Inquisitorial Acolyte gains the [Psychic] subtype, and has Telepathy
out to 200 feet. Additionally, she may cast Halt and Distract Assailant as Supernatural abilities at
will. The DC for all abilities gained from this Prestige Class is Charisma-based.
Investigator (Ex): the Inquisitorial Acolyte is good at digging around for information necessary
for the job, all things considered. She may select one of the following:
A single [Skill] feat as a Bonus Feat
Zone of Truth once per hour as a Spell-Like Ability
See Invisibility once per hour as a Spell-Like Ability
Skill Mastery, applied to 3+Intelligence Modifier skills of choice
Scry once per day as a Spell-Like Ability
Psykic Strike (Su): with a Swift action, the Inquisitorial Acolyte can charge a melee weapon with
psychic energy. The next attack she makes with it, before the end of her turn, deals 1d8 additional
damage.
Advanced Telepathy (Su): by second level, the Acolyte is a greater telepath, gaining a permanent
Detect Thoughts ability out to 100 feet. She may also use Detect Chaos and True Strike as
Supernatural abilities at will, and Greater Rebuke once per hour.
People Person (Ex): at second level, the Acolyte's skill with people is so good that she gains a
Bonus Feat from the following list:
Con Artist
Dreadful Demeanour
Detective
Leadership
Many Faced
Master of Terror
Persuasive
Natural Empath
Wearing Shoes (Ex): the Inquisitorial Acolyte has spent enough time blending in that she knows
how Charlie thinks. Also how Shas'O R'myr thinks. And she can totally emulate them. She gains a
bonus to Disguise equal to her ranks in Disguise, and suffers no penalty for disguising herself as a
different race, even crap like Tyranids.
Psykic Master (Su): at third level, the Inquisitorial Acolyte's abilities have fully bloomed. She may
use Vision of Entropy and Charm Person as Spell-Like Abilities at will, and Hold Monster as a
Spell-Like Ability once per hour, and have a constant Locate City effect active. Additionally,
anyone who attempts to use a [Mind Affecting] effect on her is subject to Psychic Poison, with
primary damage of 1d8 Wisdom and secondary damage of falling comatose for 1d4 days.
Advanced Psykic Strike (Su): the third-level Inquisitorial Acolyte is even better at maiming
people with her Psychic Strike. It deals 2d8 additional damage, plus her Charisma bonus.

Orbital Bombardment (Ex): the third-level Inquisitorial Acolyte can actually call on favours and,
as long as something is flying in orbit, once per week she can call for an orbital bombardment. She
needs a form of communication to the ship, of course, and making the request is a Move-Equivalent
action. She points out the target, which must be no smaller than Gargantuan, and 1d6 minutes later
it is hit by a lance strike: a 100' radius explosion deals 20d6 Fire/Sonic damage, with a Reflex Save
for half damage (DC 25). The ground is reduced to a cracked crater, and is Difficult Terrain.
Equipment: Rosarius, Psi-Occulum, Digital Weapon, Boltgun with Special Ammunition
Requisition: Rhino (Pilot 6+ ranks required), Power Weapon, Forensics Kit
Level 3: Scout Power Armour, Aquila Lander (Pilot 9+ ranks required), Psychic Hood

Judge:
I hereby sentence you all... *BLAM* ...to death.

The most senior of the Arbiters are the Judges officers who still have all their usual jobs, but who
also call some of the shots and can declare missions against various criminal elements. They lead
Arbiters, and they also carry a powerful punch with their wargear, going after the more dangerous
opponents.
Hit Die: d10
Skill Points: 6+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude, Reflex and Willpower

Level:

Special:

Death Sentence, Improved Mettle, Detective

Judge's Toughness, Perfect Tracking, Seeker of the Truth

Retaliation, Masterful Grapple, Immune to Enchantments

Death Sentence (Ex): with a Move-Equivalent action, the Judge can issue a Death Sentence on an
enemy she can see. The Judge and all allies gain a +3 bonus to hit and +3d6 damage against that
enemy with all attacks until the beginning of her next turn.
Improved Mettle (Ex): if the Judge ever fails a Fort or Will Save, she simply suffers the effects
people normally suffer for passing the save.
Detective: the Judge gets Detective as a Bonus Feat. If she already has this feat, she gains another
[Skill] feat instead.
Judge's Toughness (Ex): by second level, the Judge's muscles have practically turned to steel to
shelter her from the many attempts on her life. She gains additional HP equal to her Hit Dice
multiplied by her Strength modifier (retroactive).
Perfect Tracking (Ex): at second level, the Judge gains the Tracking ability, except it never fails
and cannot be confused. Additionally, she always takes half as much time as normal to track
someone.
Seeker of the Truth (Ex): the second-level Judge has an uncanny knack for finding the truth. She
gets a +4 bonus on Search, Sense Motive and Gather Information checks, and can automatically
search for Secret Doors and Traps whenever within 10 feet of one.
Retaliation (Ex): the third-level Judge may, as a Free action, goad enemies into attacking. She
suffers a -4 penalty to Armour Class until her next turn, but any enemy that actually does hit her
provokes an Attack of Opportunity, with a +4 bonus to hit, from her.
Masterful Grapple (Ex): at third level, the Judge gains the Juggernaut feat as a Bonus Feat. If she
already possesses it, she gains another [Combat] feat instead. She also gains a Constrict attack that
deals 1d6+Str in damage.
Immune to Enchantments (Su): by level three, the Judge has warded off so many mental effects
that she is immune to all Enchantments.
Equipment: Scout Power Armour, Suppression Shield, Stun Baton, Bolt Pistol
Requisition: Repressor (requires 6+ ranks in Pilot), Special Ammunition, Shock Gauntlet
Level 3: Power Armour, Repressor with driver and gunner

Primaris Psyker:
Okay, his mind is off, let's go.

Psykers, even if they are considered abominations or a necessary evil, do actually get positions of
leadership and high rank from time to time. So whether it be their use or people being afraid of
them, the best of them can lead great forces.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude, Reflex and Willpower

Level:

Special:

Advanced Path

Psychic Overload

Psychic Mastery, Leader of Men

Advanced Path (Su): the Primaris Psyker gets better at his shtick, gaining Basic Access to a
Sphere. Depending on the original Path chosen, he has a number of choices:
Telepathy: Seduction, Terror or Courage
Telekinesis: Stone, Aegis or Air
Biomancy: Bone, Venom or Healing
Pyromancy: Fire, Pyre or Smoke
Psychic Overload (Su): a second-level Primaris Psyker gains the ability to power his abilities up,
though doing so takes a terrible toll on his body, mind and soul. By taking 2d6 damage that
bypasses DR and Regeneration, as well as gaining an additional Warp Point, he may Extend or
Empower any of his powers.
Psychic Mastery (Su): at third level, the Primaris Psyker has more power over his chosen path than
most people would believe. His Sphere access improves to Advanced, and each round he
automatically loses one Warp Point.
Leader of Men: a third-level Primaris Psyker is actually a leader, and can command little men
about. He may take a single [Leadership] feat as a Bonus Feat.
Equipment: Mesh Armour, Bolt Pistol, Power Weapon
Requisition: Carapace Armour, Melta Bombs, Force Weapon

Quartermaster:
Can we save him? No? Well, at least we can take his boots.

In times of warfare, just about everything is in short supply. In a siege, even worse. And so there are
those officers who have the grim duty of directing the few supplies to where they are needed,
turning down requests, and to salvage equipment from the fallen, stripping all equipment from the
corpses.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower

Level:

Special:

Scavenger, Trapfinding, The Quartermaster

Bonus Feat, Weapon Familiarity

Combat Looting, Command

Scavenger (Su): the Quartermaster is actually magical at finding things when searching corpses.
He will always find something of use. This is often some extra ammunition, or a low level potion,
but any weapon he finds on a corpse will somehow be one stage better quality than was originally
written down (broken poor normal masterwork magic). Additionally, he gains a bonus
on Use Magic Device checks equal to his ranks in Use Magic Device.
Trapfinding (Ex): Quartermasters can use the Search skill to locate traps when the task has a
Difficulty Class higher than 20.
The Quartermaster (Ex): the Quartermaster actually is the Quartermaster, and thus has access to
loads of stuff. He gains an additional Requisition every level, and all of his allies gain one
additional Requisition (not per level).
Bonus Feat: Quartermasters tend to vary quite a bit when not sitting at the desk. At second level,
the Quartermaster can take any [Combat] or [Skill] feat as a Bonus Feat.
Weapon Familiarity (Su): a second-level Quartermaster is proficient with all weapons ever, no
matter how bizarre. This is so uncanny that he can even spend a Full Round action making a
practice attack roll, and until his next turn, all allies within 10' may use his roll for their own if
wielding the same weapon they can do this after they attempt the attack.
Combat Looting: at third level, the Quartermaster gains Combat Looting as a Bonus Feat. If he
already has this, he gains another [Combat] feat instead.
Command (Ex): at third level, the oratory of the Quartermaster (and the knowledge that he has all
the stuff) is so great that he can make allies do fantastic things as well, just by ordering them to do
so. With a Standard action, he may issue a command to all allies (not including himself) who can
hear it. If they choose to accept the command, they gain the benefit. He has access to the following
commands to choose from:
Move Out: perform a Move action, out of turn.
Go to Ground: gain a +4 bonus to Armour Class and Saving Throws against the first attack
made against them before her next turn.
Take Them Out: perform a single attack with a weapon wielded, out of turn.
Take Cover: gain Evasion until the beginning of his next turn.
Take Aim: the next attack made (until his next turn), if it hits, is an automatic critical hit.
Equipment: Adamantine Breastplate, Masterwork Bolt Pistol or Masterwork Hell Pistol, Power
Weapon, Masterwork Lock Picks, Medi-Skull Servitor with Narthecium and Morphia, 1 Combat
Servitor or Looting Servitor, Quality uniform, Auspex, Rangefinders, Amasec, More Field Rations
Requisition: Carapace Armour, more Servitors, Chimera (requires 6+ ranks in Pilot), Plasma Pistol,
Gas Grenades, Choke Grenades, Bionic Limbs, Refractor Field
Level 3: Gorgon Transport with Pilot and Gunner

Reformed Officer:
I know, yeah, I used to do terrible things. But now... I got right. Let's go and do some terrible
things to other people.

Not every criminal is destined to remain a criminal for the rest of his short life and die in captivity.
Sometimes, if given the chance on the battlefield, a few can show exceptional courage and
leadership. They might not be suited to the life of an officer by nature, but they still earn the right to
be accepted as leaders with rank, the past forgotten.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Reflex and Willpower

Level:

Special:

Officer's Aura 1, Command, Old Tricks, Camaraderie

Rally, Sneak Attack +1d6, Lie Detector

Quicker Command, Officer's Aura 2, Dirtiest Player

Officer's Aura (Su): the Reformed Officer learns how to utilise a powerful aura, by calling out to
his allies and encouraging them with his rhetoric and oratory skills. Activating an aura requires a
Swift action and the ability to speak, and it extends out to fifty feet. The Reformed Officer is
included in the area. The Aura lasts for a number of rounds equal to the Reformed Officer's
Charisma modifier (minimum of one). Choose one from the following list at levels one and three:
Willpower: those in the area are immune to [Fear] effects and [Compulsions] for the
duration
Determination: those in the area are immune to Dazing and Stunning for the duration
Perfection: those in the area gain +3 to all d20 rolls and +3 to Armour Class, as well as the
ability to re-roll one attack roll per round
Hatred: those in the area enter a rage for the duration, gaining +2 to attack rolls, damage
rolls and Will saves, -2 to Armour Class, DR 4/-, +2d6 Rage dice added to all melee damage
rolls, and the inability to cast spells, use spell-like abilities, speak, activate items or drop
their weapon or shield
Command (Ex): at first level, the oratory of the Reformed Officer is so great that he can make
allies do fantastic things as well, just by ordering them to do so. With a Standard action, he may
issue a command to all allies (not including himself) who can hear it. If they choose to accept the
command, they gain the benefit. He has access to the following commands to choose from:
Move Out: perform a Move action, out of turn.
Go to Ground: gain a +4 bonus to Armour Class and Saving Throws against the first attack
made against them before her next turn.
Take Them Out: perform a single attack with a weapon wielded, out of turn.
Take Cover: gain Evasion until the beginning of his next turn.
Take Aim: the next attack made (until his next turn), if it hits, is an automatic critical hit.
At third level, it requires only a Move-Equivalent action to issue an order.
Old Tricks (Ex): any time the Reformed Officer makes an Attack of Opportunity, the enemy is
denied their Dexterity Bonus to Armour Class, and thus any Sneak Attack dice may be applied.
Camaraderie (Ex): everyone seems to like the Reformed Officer. All Aid Other attempts made to
assist him, or made by him to assist others, grants a bonus of +5 instead of +2.
Rally (Su): once per hour, the second-level Reformed Officer can shout out a warcry that is so
inspiring it's just a little bit magical. This works as a Mass Cure Moderate Wounds effect that also
removes any Morale penalties.
Sneak Attack (Ex): at second level, the Reformed Officer's Sneak Attack improves by +1d6.
Lie Detector (Ex): liars make the best lie detectors, and as such, a second-level Reformed Officer
may use Bluff instead of Sense Motive, and gains a +4 bonus to Bluff checks made to oppose the
Bluff checks of others.
Dirtiest Player (Ex): the Reformed Officer is all too willing to use his old tricks to pull a fast one
and get a cheap shot in, but that's okay. At level three, any time combat begins, he gets a surprise
round even if there was no surprise round. If there is one, then he can act in it even if supposedly
caught off guard.
Equipment: Mesh Armour, Power Sword, Bolt Pistol, Officer's Uniform, Rangefinders, Comm
Bead, Loyalty Stick
Requisition: Chimera (requires Pilot 6+ ranks), Vox Caster, Hell Pistol, Plasma Pistol

Rogue Psyker:
Yeah, I could become Emperor food. Or, you know, I could make it big on my own.

Sometimes, the Psyker just goes off the edge a bit. It's not even a decision on their part all the time.
Often they can still be quite pleasant (or at least as pleasant as psykers get), it's just that they no
longer have Permission to be Alive if anyone notices.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Poor
Good Saving Throws: Fortitude and Reflex

Level:

Special:

Wanted, Forbidden Lore, Tainted Soul

Empowered Psykic Activity

Claimed, Summon Beast

Wanted (Ex): the Rogue Psyker is a wanted man, should anyone find out. If any suspicion arises,
then occasional Inquisition agents may be sent to investigate/kill him. Also, the forces of Chaos
might take an interest in him and send things. Really it just provides an excuse for fights to happen.
Forbidden Lore (Su): the Rogue Psyker knows things that no man should know, and gains Basic
access to a single Fiendish Sphere along with a Mental or Physical Trait. He also gains a bonus on
Knowledge: the Planes checks equal to his Hit Dice.
Tainted Soul (Ex): the Rogue Psyker's soul has become tainted tainted and warped. He radiates
Chaos just like a Chaotic Cleric, and may take Fiendish and Necromantic feats, though each one
still requires a Mental (Necromantic) or Physical (Fiendish) Trait be taken.
Empowered Psykic Activity (Su): at second level, the Rogue Psyker gets better at being a psyker.
Depending on his Path chosen as a Sanctioned Psyker, he gains another power usable at will:
Telepathy: Cone of Darkness
Telekinesis: Vortex of Teeth
Biomancy: Amorphous Form
Pyromancy: Firebrand
Claimed (Su): at third level, the Rogue Psyker is officially claimed by some force or other. The
player may choose, but the character gets no say in the matter.
Tzeench: the Rogue Psyker may constantly Alter Self at will, and can cast Orb of Fire once
per minute as a Spell-like Ability
Slaanesh: the Rogue Psyker constantly benefits from a Sadism and Masochism effect, and
can cast Mass Confusion once per minute as a Spell-like Ability
Nurgle: the Rogue Psyker is immune to Disease (but still carries any he is exposed to), and
can cast Contagion once per minute as a Spell-like Ability
The Star Child: the Rogue Psyker no longer radiates an aura and loses all Physical and
Mental Traits, and instead benefits from a constant Protection From Chaos effect. He may
also cast Banishment once per minute as a Spell-like Ability.
The Warp itself: the Rogue Psyker can cast Dimension Door as a Spell-like Ability once per
minute, and has a constant entropic aura granting Protection From Arrows
The Tyranid Hive Mind: the Rogue Psyker gains Telepathy with Tyranids and is not
automatically treated as an enemy/food source to them. He also gains a [Malignant] feat and
may take future [Malignant] feats if he somehow gains more levels.
Summon Beast (Sp): a third-level Rogue Psyker can cast Summon Monster IV once per day, with
a casting time of one Standard action.
Equipment: Chainsword, Purity Seals, Mercy Tablet
Dark Gifts: Mind-affecting drugs (Book of Vile Body Piercings), Witch Blade
Level 3: Familiar (Imp, Nurgling, Ripper, Quasit or Fleshbound Familiar)
(Dark Gifts are like Requisitions, except you don't go to a quarter master, they just happen.)

Roguish Scoundrel:
Yeah, I shot first. But if I hadn't he would have, and look who's standing now.

Everyone seems to love a rule breaker. Sure, they won't get far up the chain of command, but that
doesn't really matter the rogue has that winning personality that means there are always friends
nearby. Not to mention, the tricks picked up in such a life usually pay off many times over. Win if
you can, lose if you must, but always cheat.
Hit Die: d6
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Willpower

Level:

Special:

Lovable Rogue, Nimble Feet, Rapid Reload, Shoot First

Know-It-All, Master of Terrain, Things a Guy in a Pub Said

Sneak Attack +1d6, Hamstring Attack, Rapid Hide

Lovable Rogue (Ex): people are always drawn to these sorts, so the Roguish Scoundrel enjoys a +4
bonus on Diplomacy, Bluff and Gather Information checks. Additionally, she may take one of the
following as a Bonus Feat: Con Artist, Friendly Imperial, Many Faces, Persuasive
Nimble Feet (Ex): as an Immediate action, the Roguish Scoundrel may make a 5' step to avoid an
attack. If this takes her out of the range/area then the attack misses, and the foe loses their Dexterity
bonus to Armour Class for one round.
Rapid Reload (Ex): the Roguish Scoundrel can reload Firearms as a Free action.
Shoot First (Ex): the Roguish Scoundrel is incredibly quick on the trigger. In the first round of
combat, she automatically acts first, though reverts back to regular Initiative in following rounds.
Know-It-All (Ex): the second-level Roguish Scoundrel has picked up all sorts of bullshit over the
years, and knows a little bit of anything. Any time a Knowledge check is required, she may use her
Hit Dice plus Intelligence modifier instead, and counts as being trained in the skill.
Master of Terrain (Ex): at level two, the Roguish Scoundrel is constantly alert for advantages in
the terrain. With a Move-Equivalent action, she may glance about and find the best use, making a
Knowledge: Nature or Geography check if outdoors, or Dungeoneering or Architecture if indoors.
Know-It-All may of course be substituted in for this. If she reaches a DC of 15, she gains a +2
Circumstance bonus to Armour Class and Reflex Saves until she next moves. If she reaches DC 20
the bonus increases to +3, and at DC 25 it becomes +5.
Things a Guy in a Pub Said (Ex): starting at second level, any time the Roguish Scoundrel meets
someone the MC cared enough about to name, she may make an immediate Gather Information
check, representing hearing rumours and tales around the place, to learn about the person. DC 15
should be enough to get vague information on who they are, with increments of five giving more
useful information. A bonus of up to +10 can apply for famous people, and a penalty of up to -10
can apply for nobodies.
Sneak Attack (Ex): at third level, the Roguish Scoundrel's Sneak Attack improves by +1d6.
Hamstring Attack (Ex): starting at level three, whenever making a Sneak Attack, the Roguish
Scoundrel may deal 1d6 less damage, but hamstring the foe, Staggering them for one round, and
halving their move speed until they receive any amount of healing.
Rapid Hide (Ex): whenever a foe fails to hit a third-level Roguish Scoundrel in combat (including
through miss chance, Evasion or Nimble Feet), she may make a Hide check as a Free action to
suddenly vanish from sight.
Equipment: Flak Armour, Chameleoline, Grav-Chute, Auspex, Amasec, Someone Else's Wallet
Requisition: Plasma Pistol, Masterwork Hell Pistol, Comm Bead, Medikit, Power Weapon, Melta
Bombs, Chimera (6+ ranks in Diplomacy and Pilot required), Choke Grenades, Ripper Pistol
Level 3: Valkyrie or Vulture (9+ ranks in Diplomacy and Pilot required)

Shock Pilot:
Land it on a Land Raider? Please, I could land this on a Land Speeder.

There are pilots, and there are pilots. Shock Pilots don't just get vehicles from Point A to Point B,
no. They are specialists who pilot and maintain battle tanks or fighter jets, manning the weapon
systems as well and keeping their vehicles going even in the thickest of battles. When it looks like
the explosion engulfed everything, yet the vehicle flies out of it practically unscathed? That is a
Shock Pilot at work.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower

Level:

Special:

Combat Driving, Turbo Boost, Mastery of Piloting

Rapid Repairs, Combat School, Communications Expert, Swerve

Flight of the Valkyries, Artillery Bombardment, Deep Strike (Heavy Strike)

Proficiencies: Heavy Firearms

Combat Driving (Ex): the Shock Pilot is an expert at driving in combat it's actually her job. Her
vehicle does not provoke Attacks of Opportunity for moving, and may treat its Armour Class
against any attacks as 10 + her Pilot bonus if this would be better than its own. Finally, she can pilot
vehicles on her own including handling all the weapons.
Turbo Boost (Ex): every round as a Swift action, the Shock Pilot may make a Pilot check. The
result, rounded down to an increment of 5, is added to the base Speed for one round.
Mastery of Piloting (Ex): the Shock Pilot is superb at driving. She gains a +8 bonus on Pilot
checks with all vehicles she is familiar with (a day of driving is enough), takes no penalty on checks
she is unfamiliar with, and may always take 10 on Pilot checks, even when threatened.
Rapid Repairs (Ex): starting at second level, the Shock Pilot halves the time it takes for her to
make any repairs on a vehicle.
Combat School: the second-level Shock Pilot gains Combat School as a bonus feat. This applies to
all Firearms that are vehicle-mounted, but not weapons fired from inside vehicles or pintle-mounted
ones.
Communications Expert (Ex): the communication skills of the Shock Pilot might not be amazing,
but her ability to utilise equipment is. At second level, her radio/laser communication devices
extend their range by an extra 50%, and all checks made over them gain a +4 bonus.
Swerve (Ex): as an Immediate action, the second-level Shock Pilot may make a Pilot check (with a
DC equal to the damage dealt) to negate a hit against a vehicle she is piloting.
Flight of the Valkyries (Su): at third level, the Shock Pilot can exhort her allies just by driving
nearby. All allies within 100 feet of her moving vehicle gain a Greater Heroism effect.
Artillery Bombardment (Ex): once per day, the third-level Shock Pilot may call upon her allies for
an artillery barrage, requiring comms equipment and a Move-Equivalent action. 1D4 rounds later, 4
Basilisks or 1 Manticore or Deathstrike unleashes a payload at the targeted area.
Deep Strike (Ex): at level three, the Shock Pilot gains another Deep Strike ability: all Deep Strike
abilities apply to vehicles she pilots.
Equipment: Repair Kit, Vox Caster, Chimera or Valkyrie or Hell Hound or Sentinel
Requisition: Vendetta or Vulture or Devil Dog or Bane Wolf
Level 3: Lightning or Leman Russ (any variant)

Sniper:
Come on, stand still... gotcha.

Not every problem can be solved in a close enough distance to fit them in a closet, and sometimes
it's best not to spray hundreds of bullets around. If you need finesse, then look no further than the
sniper, who can take opponents out from great distances without even being spotted until it's too
late.
Hit Die: d6
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Willpower

Level:

Special:

Marksman, Mark the Target, Blend Into the Shadows

Double-Tap, Snipe on the Move, Spotter

Perfect Shot, Hair Trigger, Silent Killer, Sweet Spot

Proficiencies: Needle Rifle, Autocannon, Hell Rifle and Lascannon

Marksman (Ex): the Sniper is so skilled with long range shooting that he doubles the range
increments of all Rapid Fire and Heavy Firearms used when he doesn't move.
Mark the Target (Ex): as a Move-Equivalent action, a Sniper may mark a target. Until the
beginning of his next turn, all shots he makes against the marked target deal an additional 1d6
damage per class level.
Blend Into the Shadows (Ex): the Sniper has to be good at hiding. As such, he gains Skill Mastery
with the Hide skill, and a +4 bonus to all Hide checks.
Double-Tap (Ex): when using a Standard action to shoot a marked foe, the second-level Sniper
may make two shots at his highest bonus, instead of just one.
Snipe on the Move (Ex): starting at second level, the Sniper can use a Standard action to move at
half speed and still make a single ranged attack against a marked foe, though not with a Heavy
weapon.
Spotter (Ex): you can't shoot what you can't see. At second level, the Sniper gains Skill Mastery
with the Spot skill, and a +4 bonus to all Spot checks.
Perfect Shot (Ex): at third level, the Sniper can make killing shots almost perfectly. With a Full
Round action, he may focus and concentrate on one target. On his next turn, the target is marked,
and any shooting attacks he makes against the target that hit become automatic critical hits.
Hair Trigger (Ex): at third level, the Sniper can shoot at a moment's notice. He can take Attacks of
Opportunity with firearms, threatening an area out to the first range increment except for a 20'
radius safety bubble around him.
Silent Killer (Ex): Snipers have to be quiet if they want to get far. At level three, he gains a +4
bonus to Move Silently checks, and Skill Mastery with the Move Silently skill.
Sweet Spot (Ex): whenever the third-level Sniper shoots a marked foe, blood splatters, Blinding the
foe and all adjacent foes who fail a Reflex Save (Intelligence-based), for one round. The foe is
automatically Blinded for the round, but must make the save: if failed, they drop what they are
holding.
Equipment: Masterwork Needle Rifle with Scope, Chameleoline, Comm Bead, Signal Flares
Requisition: Widower, Condemnor, Hell Rifle, Blind Grenades
Level 3: Autocannon, Lascannon

Assault Tier Appendix for Mister Cavern:


The standard (and assumed) way that Assault Tier begins is for a small fleet to crash-land on this
strange new world. This leaves the group stranded, with little in the way of back-up until
appropriate, and with supplies at the main base, but not a convenient supply of tanks.
Here are some possible plot ideas, in case you are at a loss:

Infiltrate the quaint archaic towns and so-called cities and convince them the Emperor is the
one true God show them the marvels of modern medicine, kill the bandits and orks with
ease!
Attempt to purge the Mage Guild Witches practicing in open! - by slaying the adepts and
burning the books, before having a fight with their low level arch mage.
Get into religious arguments with the local clerics, learn that their strange gods exist and
will throw bricks through your windows.
Deal with traitors who decide they like this old way better or watch as the PCs
BECOME the traitors!
Having killed the local witches, they discover the furniture is all animated and out to kill
them what will they ever do in the face of a table?
When the moon is full, dead rise from their graves, and you cannot kill that which does not
truly live... but you can blow it into chunks, or set it on fire.
Upon being introduced to Hound Archons (Daemons or Mutants, clearly!) and Lantern
Archons (Daemons? Or Psychic phenomena?), they realise this land is a hell-hole.
Assassin Vines and Shambling Mounds? The horror! Really, it's just like the Death Worlds,
simply burn the whole forest down (and get into a war with the elves)
The experienced team, when they reach the end of the swamp full of creepy things,
discovers... a black dragon! It's small enough to stuff into a boot, though.
Having found a stash of useful magic items, the players realise a good Imperial citizen
would turn them in for examination and destruction. Whatever shall they do?
Dinosaurs, you say? With just a little armour plating and some lascannons, these could be
made into weapons of war... DINORIDERS!
What is that naked maiden doing in the forest? Wait, she's an eldar! No, hang on, she's made
of wood it seems. Luckily, fire is my specialty...
These giant ants and things look a lot like tyranids. Best stay on the safe side and
exterminate them to the very last.
When an ally gets infected with lycanthropy, do you try to find a cure, or administer The
Emperor's Mercy?
Oh look at this, someone left an Autocannon lying aro- hey, let go of my arm, foul beast!
Some very impressive horses, giant and black, with manes that waver like fire, seem to just
WANT to be rode into battle! Well, if they insist...
Rust Monsters are heading towards the comms tower! It's the only chance of ever being
found! They must be stopped at all costs!
Allies (and rescue?) should be landing soon, better exterminate the locals to put on a good
show and clear the skies of harpies and djinn.

On a final note, you might really really want to extend past sixth level. This is not recommended,
however if you must, then there are options for this:
Possibly, just allow characters to multiclass (or take multiple prestige classes). This won't work
perfectly, but it should be acceptable for a few levels. Handing out additional equipment should go a
long way to helping as well.
Secondly, it is possible that they can just take regular classes and prestige classes: many would be
fine picking up some levels of Rogue, Thief-Acrobat, Knight or Barbarian, and a Rogue Psyker
could enter Conduit of the Lower Planes or something similar.
Third, there is the option to add templates to them and do other weird shit to the characters one
becomes a vampire, another a lycanthrope, one gets kidnapped and experimented on by the illithid,
gaining strange biomorphs and enhanced ability scores...
Finally, at the end of this book there will be the Acolyte, Bionic Commando, Lord Commissar,
Psychic Abomination, Supreme Psyker and Tech Priest options just for this, and other players could
potentially reveal Aha! Now you see I was a Death Cultist all along! and change their character to
an Assassin or get recruited into the Adepta Sororitas/Space Marines (requiring downtime for
training and indoctrination/training and gene therapy).

Siege-Tier Gameplay

In Siege Tier, the characters are not regular, mundane humans. They are either the completely
inhuman Space Marines, the Faith-powered Adepta Sororitas, or the supernaturally skilled and
equipped Imperial Assassins. Siege Tier starts at level 7 (6 basic hit dice, a starting point, and the
first level of a class) and ends at level 15 (four levels of a base class, and five levels of a prestige
class). Such characters have more abilities, better equipment, and more options available in how
they treat those around them.
At this level of play, fighting orc armies is doable, however if you want to just fight orc armies, I
hear there is a game for that, and it's called Warhammer.

Character Archetypes:
Each character has an Archetype, which determines the classes available. This represents the basic
category of character, or what Codex they are from. This can also be thought of as the character's
race.
Adepta Sororitas:
What we do, we do in the Emperor's name, may He be blessed.
The Adepta Sororitas, the Sisters of Battle, are all humans completely human, yet so much more.
They are raised in the Schola Progenum, nearly all orphans, and are raised and trained to be loyal
and devout. This can produce some of the kindest and most caring individuals who carry a deep
love for humanity and a desire to protect humans, but it can also produce fierce, cold-hearted
warriors who scowl at the imperfections around them and who would burn a planet to the ground if
any sign of Chaos is present.
As Humans, the Adepta Sororitas gain the additional Skill Points and the Background choice.
Starting Hit Points: 5d8 + 8 + 6*Constitution modifier (a d8 hit die)
Starting Skill Points: (5+Intelligence modifier)*9
Base Attack Bonus: +6/+1
Base Saving Throws: Fortitude +5 Reflex +5 Willpower +5
Proficiencies: Light and Medium Armour, Simple and Martial Weapons, Pistol and Rapid Fire
Firearms
Special Features:
Impenetrable Faith (Su): the Adepta Sororitas character may add her Charisma bonus as a
Resistance bonus on Saving Throws against [Psychic] effects
Vigilant Aura (Su): the Adepta Sororitas character has a permanent Magic Circle Against
Chaos effect active
Spell Resistance (Ex): the Adepta Sororitas character gains Spell Resistance (level+10)
Stubborn (Ex): the Adepta Sororitas character never takes a penalty to Will Saves
Faith Powers (Su):
Faith Powers are special, and cease to work if the Battle Sister contains self-doubt or wavers in her
faith (suffers from a [Fear] effect). Additionally, whenever below 25% of her maximum HP, she
may add +5 to a single numerical component of any Faith Power, except for uses available (for
instance: duration, damage, HP healed, bonus granted, Turning checks). All Adepta Sororitas have
the following Faith Powers available:
Smite Chaos: a number of times per day equal to her Charisma bonus (minimum 1), the
Adepta Sororitas character may add her Wisdom bonus (minimum +1) to hit and her ranks
in Knowledge: Religion to damage for a single attack.
Turn Daemons: once per day, the Adepta Sororitas character may turn [Chaotic, Evil]
Outsiders as a Cleric of her level can Turn Undead.
Faith Healing: once per hour, the Adepta Sororitas may cast Cure Moderate Wounds
Classes Available: Celestian, Seraphim, Sister Non-Militant, Sister Repentia, Sister Superior
Note: Sisters of Battle cannot take [Psychic] feats

Adeptus Astartes
Brothers! Spess Mehrins! Today we do battle for the Emprah!
The Adeptus Astartes, better known as the mighty Space Marines, are nigh-invincible superhuman
warriors, created especially for combat. They live for hundreds of years, usually have little purpose
other than warfare, and are a great inspirational force their very presence makes Imperial Guard
feel that they have a chance.
Medium Monstrous Humanoid [Human]
Hit Dice: 5d12 + 12 + 6*Constitution modifier (a d12 hit die)
Skill Points: (2+Intelligence modifier)*9
Base Attack Bonus: +6/+1
Base Saving Throws: Fortitude +5 Reflex +2 Willpower +5
Ability Scores: +4 Strength, +2 Constitution
Movement Speed: 30'
Proficiencies: Light and Medium Armour, Simple and Martial Weapons, Pistol and Rapid Fire
Firearms
Special Features:
Low Light Vision
Resist Fire, Electricity and Cold 10
Fast Healing 3
+2 Natural Armour
Powerful Build
Combat Lore (Ex): with a Swift action, a Space Marine may try to identify a foe in combat
with the relevant Knowledge check. If this succeeds, he gains a +4 bonus on Saving Throws
against its abilities, and a +4 bonus to Grapple and Trip the foe.
They Shall Know No Fear (Ex): if the Space Marine is suffering from a [Fear] effect at the
end of his turn, the effect ends.
Acid Spit: with a Standard action, the Space Marine can spit acid as a Ranged Touch Attack
out to 10 feet away, dealing 3d4 Acid damage, plus his Constitution modifier.
Chapters: the Space Marine's first-level feat may be Chapter Tactics. See the Feats section.
Classes Available: Assault Marine, Knight of the Flame, Scout Sergeant, Tactical Sergeant
Note: Space Marines cannot take the Psychic Blank feat

Officio Assassinorum Operative


Death is my gift. Today I shall be giving many presents.
The Imperial Assassins all graduated from the Officio Assassinorum the only two possibilities are
graduation and death, so those who make it to the field of battle have a lot to be proud of. They are
experts at picking their foes and making their attacks count, not wasting effort or ammunition on
overkill and using precisely as much force as is needed.
As Humans, Assassins gain a Background and the bonus Skill Points. They also begin with six
levels of Death Cultist:
Starting Hit Dice: 5d8 + 8 + 6*Constitution modifier
Starting Skill Points: (7+Intelligence modifier)*9
Base Attack Bonus: +6/+1
Base Saving Throws: Fortitude +2 Reflex +5 Willpower +5
Proficiencies: Light Armour, Simple and Martial Weapons, one Exotic Weapon, Pistol and Assault
Firearms
Special Features:
Sneak Attack +3d6 (Ex)
Hide in Plain Sight (Ex)
Skill Mastery (Ex) for a number of skills equal to their Intelligence modifier (minimum 1)
Uncanny Dodge (Ex)
Improved Uncanny Dodge (Ex)
Evasion (Ex)
Poison Use (Ex)
Canny Dodge (Ex): the Death Cultist may add their Intelligence bonus as a Dodge bonus to
their Armour Class
Classes Available: Callidus Assassin, Culexus Assassin, Eversor Assassin, Mechanicus Assassin,
Vindicare Assassin

Classes
Assault Marine
CHAAAAARGE!

Space Marines are always about striking quickly in a precision assault and getting the job done
quickly. As such, they value the Assault Marines for their ability to swoop down on jump packs and
fly quickly into close combat. In most Chapters, the Assault Marines are numerous, but none more
so than in the Blood Angels.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Will
Level

Special

Leap Attack, Pistolier, Rage +2d6

Intimidating Charge, In Your Face, Rage +3d6

Deep Strike (Glide, Charging Disembark), Pounce, Rage +4d6

Evasion, Uncanny Dodge, Rending Slice, Rage +5d6

Leap Attack (Ex): when charging, the Assault Marine may attempt a DC 15 Jump check. If he
passes the check, his Power Attack ratio is doubled, but if he fails the check, he lands prone and
cannot attack.
Pistolier (Ex): as part of a charge, the Assault Marine may elect to make a single attack with a
Pistol just one shot although the target must be the target of the charge.
Rage (Ex): when doing melee damage to a foe or being struck by a foe, the Assault Marine may
choose to enter a Rage as an Immediate action. While Raging, he gains a +2 morale bonus to hit and
damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. He also
gains a +2 to saves, a -2 to AC, and he gains DR X/- with X being equal to half his Assault
Marine level, +2 (rounded down).
While Raging, an Assault Marine may not cast spells, activate magic items, use spell-like abilities,
or drop his weapons or shield. Rage lasts until he has neither struck an enemy for three consecutive
rounds nor suffered damage from an enemy for three consecutive rounds. He may voluntarily end a
Rage as a full-round action.
He starts with +2d6 Rage dice, which are not multiplied by Critical Hits and apply only to attacks
granted by BAB, not bonus attacks from other sources. Every level thereafter, he gains an additional
Rage die.
Intimidating Charge (Ex): starting at second level, a Charging Assault Marine generates an Aura
of Fear out to 15 feet. Those in the area who fail a Will Save (Charisma-based) are Shaken until
they lose line of sight to him. This can stack to Frightened, then Panicked, as normal. If he has at
least 10 ranks in Intimidate, the Save DC is improved by 2.
In Your Face (Ex): on any given turn, if someone is in a square the second-level Assault Marine
threatens, and attacks anyone other than the Assault Marine, they provoke an Attack of Opportunity
from him.
Deep Strike (Ex): at third level, the Assault Marine gains new Deep Strike abilities. These
generally only apply in the first round of combat, and never work when Fatigued or Exhausted.
Glide: when using Grav-Chutes, the Assault Marine can Glide, moving up to 20 feet across
for every 10 feet fallen.
Charging Disembark: leaving a vehicle is a Free action for the Assault Marine, so he may
charge when climbing out. Doing so denies the foe their Dexterity bonus to AC.
Pounce (Ex): starting at level three, the Assault Marine may make a Full Attack at the end of a
charge.
Evasion (Ex): a fourth-level Assault Marine who passes a Reflex Save for Reflex Half or Reflex
Partial effects instead suffers no damage or effect.
Uncanny Dodge (Ex): a level four Assault Marine is never denied his Dexterity bonus to Armour
Class.
Rending Slice (Ex): at level four, the Assault Marine may ignore Damage Reduction and
Regeneration in melee combat. Against foes who lack both of these defences, he simply deals 2d6
additional damage.

Equipment: Jump Pack, Power Armour, Chainsword, Bolt Pistol, Frag Grenades
Requisition: Plasma Pistol, Power Sword, two Lightning Claws
Special: a Blood Angels Assault Marine may requisition a Hand Flamer or, if level 3 or higher, an
Inferno Pistol
Level 4: Power Fist
Prestige Classes: Assault Terminator, Chaplain, Honour Guard
Blood Angels Prestige Classes: Death Company, Sanguinary Priest (in addition to the above)

Callidus Assassin
A word in your ear, general...

Of all the assassins, the Callidus can considered be the stealthiest the one who is there in your
ranks the whole time. Trained in the use of the drug Polymorphine, as well as with close combat
fighting techniques, tactics and how to earn the trust of others, they work their way into the enemy
forces and undo them from within.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude and Reflex
Level

Special

Hidden Blades, Leap Back, Amorphous Organs

Trickery, Double-Cut, Wide Spray, Sneak Attack +1d6

Strangle, Amorphous Weapons, Suggestion

Seize the Initiative, Charm Monster, Sneak Attack +2d6

Hidden Blades (Ex): the Callidus Assassin always carries hidden weapons. She may hide Light
weapons on her body in such a way that only a thorough physical search can find them, even then
requiring an opposed Sleight of Hand. In a grapple, she may use a single hidden weapon without
even drawing or wielding it, and doing so denies the foe their Dexterity bonus to Armour Class.
Leap Back (Ex): as an Immediate action, the Callidus Assassin may leap 10 feet in any direction. If
this takes her out of an Area of Effect or threatened area, the attack automatically fails against her.
Amorphous Organs (Ex): the Callidus Assassin has used polymorphine so much that her internal
organs are not as easily reached. She gains 25% immunity to Critical Hits. When actually under the
effects of Polymorphine, this increases to 75%.
Trickery (Ex): at second level, the Callidus Assassin gains a single [Skill] feat as a Bonus Feat.
Double-Cut (Ex): the second-level Callidus Assassin is quick to attack with her blade. When
attacking as a Standard action, and at the end of a charge, she may make two attacks with a melee
weapon, both at her highest attack bonus.
Wide Spray (Ex): the Callidus Assassin can quickly adjust the nozzle on flamer-style weapons at
level two. When firing a Hand Flamer, Flamethrower, Heavy Flamer, Incinerator or Neural
Shredder, she may widen the arc, doubling the width (but not the length) of the cone.
Sneak Attack (Ex): at levels two and four, the Callidus Assassin's Sneak Attack damage improves
by +1d6.
Strangle (Ex): starting at third level, the Callidus Assassin is good at quickly choking foes out.
Whenever a foe is denied their Dexterity Bonus to Armour Class, or is Flanked by the Callidus
Assassin, she gains a +4 bonus on Grapple checks and gains a Constrict attack of 2d4 plus her
Strength modifier plus her Sneak Attack dice. At the end of every round of being choked, the foe
must make a Fortitude Save (Strength-based) or fall unconscious.
Amorphous Weapons (Ex): when affected by Polymorphine, the third-level Callidus Assassin may
grow natural weapons, one per Standard action. She may have a number up to her Constitution
bonus (minimum 1) at any given time. When the drug wears off, the natural weapons go away.
Suggestion (Ex): people usually do what a Callidus Assassin tells them to it starts with them
following her advice and viewing her as a trusted ally or friend, and then they just listen to her all
the time. Any time the level 3 Callidus Assassin has spent at least a day in someone's company, she
may cast Suggestion on them as an Extraordinary ability at will. The Save DC is Charisma-based.
Seize the Initiative (Ex): whenever combat begins, the fourth-level Callidus Assassin may declare
that she is seizing the initiative. If she does this, then she gets one of the following benefits, selected
before Initiative is rolled:
She acts first, even if it is a surprise round that she normally would not be able to act in
In the first round, she gains the benefit of Pounce and the Leap Attack feat
She may move at double her move speed in the first round, her movement not provoking
Charm Monster (Su): at fourth level, the Callidus Assassin is good at making friends, thanks to
her interpersonal skills and shape changing skills. She may cast Charm Monster at will (Charismabased), but may only have one creature Charmed at any one time. A Charmed creature suffers a -4
penalty on their Saving throw against her Suggestion ability.

Equipment: Synth-Skin, C'tan Phase Sword, Power Weapon, Neural Shredder, 3 doses of
Polymorphine, multiple Masterwork Light weapons, several uniforms and fake ID
Requisition: Melta Bombs, C'tan Phase Scythe, Hand Flamer, Poisons, equipment suitable for who
she is impersonating
Level 3: Incinerator, Rad Grenades
Prestige Classes: Callidus Death Master, Callidus Executioner, Ordo Sicarius Inquisitor

Celestian
The difference between valiant guerilla warfare against impossible odds and cowardly cheating
terrorist acts... is the aquila adorning our armour.

The Sisters of Battle, just like anyone else, have their elites. They needn't specialise in heavy
weapons or anti-tank tactics or jump packs. Sometimes they can just be better at shooting and
fighting, and good at guarding their superiors. These are the Celestians.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower
Level

Special

Holy Hatred, Celestian Skills

Guerilla Warfare, Combat School

Hated Foe, Celestian Skills

Faith (Battle Fury), Boundless Faith

Proficiencies: Heavy Armour

Holy Hatred (Ex): the Celestians have a special hatred for their enemies that only truly hateful
species like humans can muster. Once per turn, the Celestian may declare a single successful hit to
benefit from Holy Hatred. It deals an additional 1d6 damage per 3 Hit Dice (round up), and any 6
rolled on these extra dice awards a bonus d6. If that rolls a further six, keep rolling and adding until
you do not get a six.
Celestian Skills (Ex): at levels one and three, the Celestian develops special skills related to her
battlefield experience. Each time she gains two abilities, one selected from each of the following
lists:
Veteran Skills:
Battlefield Surgeon (Bonus Feat)
Ghost Step (Bonus Feat)
Deft Fingers (Bonus Feat)
Dreadful Demeanour (Bonus Feat)
Slippery Contortionist (Bonus Feat)
Stealthy (Bonus Feat)
War Stories (all allies within Line of Sight of the Celestian benefit from her Hated Enemy
ability)
Evasive: gain Improved Evasion. If Improved Evasion is gained, this becomes Perfect
Evasion: she is immune to any ability that allows a Reflex Save for a partial effect
Mine Sweeper: gain Trapfinding, and Tremorsense out to 30 feet
Twist the Blade: all Melee Piercing or Slashing weapons used by the Celestian deal +2d4
damage
Dirty Fighting: any attacks made by the Celestian in a grapple that hit become Critical Hits
Sororitas Skills:
Combat Interruption: the Celestian may spend an Immediate action making a Touch Attack
against an adjacent foe. If it hits, the foe's action is cancelled.
Discern Weakness: the Celestian gains +3d6 Sneak Attack. If she has at least 11 Hit Dice she
may take this ability a second time, and it stacks.
Helpful Push: be spending an Attack of Opportunity, the Celestian may shove a willing
adjacent ally 5-10 feet in any direction (which may move the ally out of range or an area of
effect), and grant them a +4 Dodge bonus to Armour Class and Reflex Saves until their next
turn.
Magic Fingers: the Celestian gains the Quick-Draw ability, may re-roll any failed Disable
Device checks, and can swap ammunition types as a Free action. Also, for reasons unknown,
she gains a +2 bonus to all Charisma-related skill checks when dealing with Battle Sisters.
Redirection: if an adjacent foe misses when making an attack (against anyone), the Celestian
may elect to swap places with the foe and, at the cost of an Attack of Opportunity, make a
free Trip attempt against them.
Always Prepared: the Celestian may Ready an action as a Move-Equivalent action.
Improved Cover: the Celestian treats any cover she is in as one step better, and enemy cover
as one step worse.
Smackdown: whenever the Celestian deals, after Damage Reduction, at least 10 damage on
a melee attack, she may elect to make a free Trip attempt against the damaged foe.
Guerilla Warfare (Ex): at second level, the Celestian becomes a master of rugged terrain and
hindering enemies. She is unhindered by Difficult Terrain, and may make an additional 5' step every
round that she is in Difficult Terrain. Additionally, any foe she successfully damages with a weapon
is unable to make 5' steps on their next turn.

Hated Foe (Ex): at third level, the Celestian may select a single Type or Subtype of enemy, similar
to the Ranger's Favoured Enemy. She gains a +6 bonus on Bluff, Listen, Sense Motive, Spot and
Survival checks when using these skills against creatures of this type, as well as a +6 bonus on
weapon damage rolls against them. This counts as Favoured Enemy for the purpose of meeting
requirements for feats.
Faith (Battle Fury) (Su): at level four, the Celestian gains a new Faith power. Once per day, she
may activate a Divine Power effect for one minute. Additionally, once per minute she may activate
a special aura for four rounds as a Move-Equivalent action. When this aura is active, she is immune
to Fire damage, and is in fact healed by an amount equal to the damage that would otherwise be
dealt (before Damage Reduction/Energy Resistance). At the start of this activation, and every turn
with a Swift action, she unleashes a 10' radius burst that deals 1d6 Fire damage per 3 Hit Dice
(round up), with a Reflex Save (Charisma-based) for half. She is of course healed by this.
Boundless Faith (Ex): the fourth-level Celestian has almost limitless faith. She may use her Turn
ability an additional number of times per day equal to her Charisma modifier (minimum +1), may
Smite Chaos once per round, and can perform Faith Healing a number of times per hour equal to
her Charisma modifier (minimum 1). Every time she actively uses a Faith power, all adjacent allies
gain a Virtue effect.
Equipment: Power Armour, Fine Robes, Boltgun with Sarissa, Bolt Pistol, Frag and Krak Grenades,
Rule of the Sororitas, Daily Prayers, Ring of Suffrage, Scoriada
Requisition: Chainsword, another Bolt Pistol, special ammunition, Flamer, Rhino (6+ ranks of Pilot
required), Blind Grenades
Level 3: Heavy Flamer, Melta, Repressor with Pilot and Gunner (10+ ranks of Diplomacy required)
Prestige Classes: Celestian Blade, Celestian Arrow, Celestian Superior, Pegasus Knight

Culexus Assassin
The greatest danger is that which you cannot see...

Temple Culexus exists for the sole purpose of destroying powerful psykers. Possessing the Pariah
gene, they are rare individuals who are invisible to psychic senses, and who cause horror and pain
to those around them especially psykers. Their very presence is unnerving, but when they utilise
their powers, that is true terror.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower
Level

Special

Aura of Fear, Pariah, Gaze of Terror

Psychic Null, Soul Stealer, Grenadier

Aura of Terror, Soul Drinker

Soulless, Fear Eater, Fire in the Hole

Aura of Fear (Su): the Culexus Assassin constantly generates a 30 foot radius Aura of Fear.
Anyone who enters this area must pass a Will Save (Charisma-based) or be Shaken until a minute
after they leave the area of effect. If they pass the save, they become immune to it for 24 hours. This
is a [Fear] effect.
Pariah (Ex): the Culexus Assassin has the Pariah gene, and thus can never take a [Psychic] feat.
However he gains Spell Resistance of his Hit Dice + 11, and outright Immunity to Spells of level 3
or lower. The Spell Resistance also applies to any [Psychic] effect. Spellcasters within 30 feet may
not Cast Defensively.
Gaze of Terror (Su): with a Standard action, the Culexus Assassin may glare at a foe within
Medium range, forcing them to make a Will Save (Charisma-based) or be Frightened for one hour.
On the following round, if the save is failed, they must save again or Cower for one hour instead. If
this save is failed then on the round after they must pass a final Will Save or be rendered Comatose
for 1d4 rounds instead. This is a [Fear] effect.
Psychic Null (Ex): by second level, the Culexus Assassin is almost immune to otherworldly forces.
He becomes Immune to all spells of level 6 or lower, as well as [Mind Affecting] effects.
Additionally, no [Psychic] means can detect him and he is completely imperceptible to Ethereal
creatures, and immune to the effects generated by Ethereal creatures. Any attempt to detect him
with a [Psychic] effect or use a [Mind Affecting] effect on him forces the caster to make a
Concentration check, opposed by his Intimidate check, or be rendered Helpless with pain for 1d4
hours (a [Pain] effect).
Soul Stealer (Su): starting at second level, the Culexus Assassin can pull the soul from someone's
body with but a touch. With a melee touch attack made as a Standard action, he may bestow 2
negative levels on a foe, that are restored in 12 hours. If the foe is [Psychic], they also suffer 1d4
Charisma damage.
Grenadier (Ex): a second-level Culexus Assassin may throw a grenade as a Swift action.
Aura of Terror (Su): at third level, the aura of the Culexus Assassin improves, reaching out to 50
feet, and those who fail the save Panic until a minute after they lose line of sight to him. This is a
[Fear] effect.
Soul Drinker (Ex): the third-level Culexus Assassin regains 10 Hit Points for every negative level
bestowed, and every point of Charisma damage inflicted.
Soulless (Ex): by level four, the Culexus Assassin no longer possesses a soul, not really. He is
immune to any spell that allows Spell Resistance, and to all [Psychic] effects. Anyone within 30 feet
who even attempts to use a [Psychic] effect must make a Concentration check (DC 10 + Hit Dice +
Charisma modifier) in order to do so, and gains an additional Warp point whether the check is
passed or not.
Fear Eater (Ex): starting at level four, as long as anyone is suffering from one of his [Fear] effects,
the Culexus Assassin benefits from a Greater Heroism effect.
Fire in the Hole (Ex): at fourth level, the Culexus Assassin is a master at throwing grenades. He
may throw them twice as far, and may bounce them to change directions with perfect accuracy.

Equipment: Synth-skin, Skull Helmet, Psi-Occulum, Psyk-Out Grenades, Frag and Krak Grenades,
Power Weapon, Anima Speculum, one dose of Etherium
Requisition: Melta Bombs, Choke Grenades, Psychotroke Grenades, Plasma Grenades, more
Etherium
Level 4: Grenade Launcher, Psycannon, Gas Grenades
Prestige Classes: Culexus Death Master, Culexus Executioner, Ordo Sicarius Inquisitor

Eversor Assassin
WRYYYYYYYYYYYYYYYYYYYYY!!!

Eversor Assassins are trained to be the ultimate close combat specialists: they are trained in close
combat, given great weapons, and pumped full of combat drugs. Although the chemicals are only at
low levels for everyday life, once they are tipped over the edge they fly into a berserk rage, or
possibly a combat trance, becoming enthusiastic killing machines. Usually, they require stasis
chambers just to sleep, slowing their metabolisms down enough to actually pass out.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower
Level

Special

Rage +3d6, Fast Healing 4, Death Throes (10d6)

Rage +4d6, Murderous Pace, Furious Charge

Fast Healing 5, Combat King, Chem Factory

Rage +5d6, Death Throes (20d6), Killing Spree

Rage (Ex): when doing melee damage to a foe or being struck by a foe, the Eversor Assassin may
choose to enter a Rage as an Immediate action. While Raging, he gains a +2 morale bonus to hit and
damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. He also
gains a +2 to saves, a -2 to AC, and he gains DR X/- with X being equal to half his Eversor
Assassin level, +2 (rounded down).
While Raging, an Eversor Assassin may not cast spells, activate magic items, use spell-like abilities,
or drop his weapons or shield. Rage lasts until he has neither struck an enemy for three consecutive
rounds nor suffered damage from an enemy for three consecutive rounds. He may voluntarily end a
Rage as a full-round action.
He starts with +3d6 Rage dice, which are not multiplied by Critical Hits and apply only to attacks
granted by BAB, not bonus attacks from other sources. He gains another Rage Die at levels two and
four.
Fast Healing (Ex): the Eversor Assassin, thanks to the drugs and genetic augmentation, is quick to
recover even from near-lethal injuries. He begins with Fast Healing 4, but it increases to 5 at level
3. Fast Healing does not apply while in a Rage.
Death Throes (Ex): the Eversor's body is a deadly cocktail of chemicals, which will explode in the
right circumstances. If ever he is reduced to zero Hit Points or lower, he dies. He explodes in a 30
foot radius, everyone in the area suffering 10d6 Fire/Acid damage, with a Reflex Save for half
(Con-based, before death). At level four, this increases to 20d6 damage.
Murderous Pace (Su): starting at second level, the Eversor Assassin is at his best when closer to
death he rapidly brings others to join him. Whenever reduced to 50% Hit Points or less, he gains
the benefits of a Haste effect. At 25% or less, he gains a Greater Blur effect.
Furious Charge (Ex): whenever a second-level Eversor Assassin charges someone, his Strength is
considered 4 points higher and he gains the benefits of the Pounce ability.
Combat King (Ex): starting at third level, the Eversor Assassin demonstrates his superior combat
skills. By spending a Move-Equivalent action concentrating, he can benefit from any single
[Combat] feat for 3 rounds but may only benefit from one such feat at a time.
Chem Factory (Ex): at level three, the Eversor Assassin's body optimises his drugs, processing
them better. All drugs taken double their duration, and when taken he regains Hit Points equal to
3d8 plus his level.
Killing Spree (Su): the level four Eversor Assassin gets better and better at killing people, the more
he does kill. Any time he kills a living target who has damaged him recently, he gains a +2 Fridge
Bonus to Strength and Dexterity for one minute. Multiple kills not only stack, increasing the total
bonus (+4 on the second kill, +6 on the third and so on), they reset the counter.

Equipment: Synth-skin, Skull Helmet, Frag and Krak Grenades, Eversor Pistol, Neuro Gauntlet,
Power Weapon, Bio-Harness and Dispenser with 3 doses each of Morphia, Stimm, 'Slaught, 1 dose
each of Frenzon and Slam.
Requisition: Melta Bombs, Additional drugs, Potions
Level 4: Scout Power Armour
Prestige Classes: Eversor Death Master, Eversor Executive, Ordo Sicarius Inquisitor

Knight of the Flame


The daemons lie near... stand firm, don't let them into your minds.

Although they are indeed Space Marines, the Grey Knights are so much more than Space Marines.
Brainwashed to be incorruptible and loyal, they are taught the arts to fighting daemons both in
physical combat and by wielding psychic powers, as well as how to resist their lures. And the
leaders of their units are the Knights of the Flame.
Hit Die: d12
Skill Points: 2+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Psyker, Knightly Pathway

Hammerhand, The Aegis, Hated Enemy

Psykic Strike, Knightly Power

Psychic Choir, Rally, Power Through Hatred

Psyker (Ex): the Knight of the Flame is a Psyker, and thus has the [Psychic] subtype (as do all of
his Powers).
Knightly Pathway (Ex): by first level, the Knight of the Flame is the leader of a unit. Select which
unit type once selected, there is no changing it:
Interceptor: begins with a Personal Teleporter (and proficiency with its use), and may make
Attacks of Opportunity (even ranged ones) against creatures who Teleport to or from any
location within 30 feet.
Purifier: begins with an Incinerator (and proficiency with its use), and ignores all Fire
Resistance (whether using a weapon or a power). His Fire damage still does half damage to
creatures immune to Fire.
Purgator: begins with a Psilencer (and proficiency with its use), and gains Blindsense out to
30 feet.
Chapter (Ex): the Knight of the Flame has a Chapter (and thus cannot take the Chapter feat), that
chapter being Grey Knights. He gains the Slippery Mind class feature like a Rogue, and gains a +4
Sacred Bonus on Saving Throws against [Compulsion] and [Charm] effects. When his Base Attack
Bonus reaches +11, this improves to Immunity to such effects.
Hammerhand (Sp): at second level, the Knight of the Flame learns a Psychic power,
Hammerhand. By using this power, a Swift action, his hands become Natural Slam attacks
(1d8+Str). These are Steel and Magic Weapons. Additionally, he gains an Enhancement Bonus to
Strength of +1 per 3 Hit Dice (round up). This lasts until the beginning of his next turn.
At 10 Hit Dice, the Slam base damage is 2d6, and at 15 Hit Dice, it becomes 3d6.
The Aegis (Su): the second-level Knight of the Flame is resistant to psychic powers both from
within and without. Every round, he may ignore a single 6 rolled on a Warp Die (but still loses the
Warp Point), and anyone attempting to affect him with a psychic power suffers a -4 penalty on the
attack roll (if there is one) or Save DC (if there is one).
Hated Enemy (Ex): Grey Knights hate Demons, and are specially trained to fight them. At second
level, the Knight of the Flame gains a +6 bonus on Bluff, Listen, Sense Motive, Spot and Survival
checks when using these skills against creatures of this type, as well as a +6 bonus on weapon
damage rolls against them. This counts as Favoured Enemy for the purpose of meeting requirements
for feats.
Psykic Strike (Su): with a Swift action, the third-level Knight of the Flame can charge a melee
weapon with psychic energy. The next attack he makes with it, before the end of his turn, deals 2d8
additional damage.

Knightly Power (Sp): at third level, the Knight of the Flame gains another Psychic power,
depending on his path chosen:
Interceptor: Warp Quake: with a Move-Equivalent action, he may release a 60' radius aura
that tremors along the Astral Plane and the Warp. All creatures in the Ethereal or Astral
Plane, or the Warp, within this radius, take 1d6 Force damage per Hit Die he possesses.
[Extraplanar] creatures on his plane are subject to a Dismissal effect, and any creature that
attempts to Teleport into this area before his next turn takes 1d8 Force damage per Hit Die
he possesses.
Purifier: Cleansing Flame: as part of a Full Attack action, he may unleash a 30' radius burst
of flame, dealing 1d6 Fire damage per Hit Die to every creature in the burst. A Fortitude
Save (Charisma-based) can halve the damage. For the remainder of the Full Attack, every
melee attack gains the Flaming quality.
Purgator: Astral Aim: with a Move-Equivalent action, he may look through the Astral to
another location, effectively gaining a Clairvoyance effect out to a 30' radius spread up to
1,000 feet away. His weapon may also reach out to the area he can see, as though he was
standing right at the edge of the area he can see.
Psychic Choir (Su): at fourth level, the Knight of the Flame becomes a leader of psychics, able to
work in unison with others. He gains a bonus to penetrate Spell Resistance equal to the number of
allied [Psychic] creatures within 30 feet, and such creatures gain a +2 bonus to penetrate Spell
Resistance. Additionally, when within 30 feet of any number of allied [Psychic] creatures, he
automatically loses one Warp Point every turn.
Rally (Su): once per hour, fourth-level Knight of the Flame can shout out a warcry that is so
inspiring it's just a little bit magical. This works as a Mass Cure Moderate Wounds effect that also
removes any Morale penalties, and is not a [Psychic] effect.
Power Through Hatred (Ex): the fourth-level Knight of the Flame is extra hateful of all Demons.
Against all creatures he Hates or has as a Favoured Enemy, he automatically confirms all Critical
Hits and enjoys a further +1 damage per -1 to hit from Power Attack.
Equipment: Power Armour, Frag and Krak Grenades, Psyk-Out Grenades, Force Longsword, Storm
Bolter, Psy-Cannon Bolts
Requisition: Rhino with pilot, Force Halberd, Force Shortsword
Level 4: Psycannon, Force Greatsword, Force Falchion
Prestige Classes: Captain, Librarian, Paladin, Terminator

Mechanicus Assassin
01010100 01101001 01101101 00100000 01100011 01100001 01101110 00100000 01100101
01100001 01110100 00100000 01100001 00100000 01100100 01101001 01100011 01101011

The Mechanicus Assassin is the result of a unique union: the Officio Assassinorum and the Adeptus
Mechanicus. This union creates assassins with a dual loyalty (though both are of the Imperium) and
with state of the art equipment and special training in the art of death. The weapon she wields today,
you will wield in ten thousand years when it is no longer deemed experimental.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Mechadendrites, Cyber Eye, Charm Machine Spirit

Razor Hair, Turbo Driver, Levitation Unit

Manipulate Machine Spirit, Vice Grip, Breath Weapon

Familiars, Seduce Machine Spirit, Titan Commander

Mechadendrites (Ex): the Mechanicus Assassin has mechadendrites attached, as per the feat. If she
takes the feat as well, it stacks she gains more.
Cyber Eye (Ex): the Mechanicus Assassin has her eyes replaced with cybernetic ones, allowing her
to see in complete darkness, even magical darkness, and rendering her immune to Blindness and
Dazzling.
Charm Machine Spirit (Su): when activating a charged item or using an energy-based Fireaarm, a
Mechanicus Assassin may attempt to talk it into accepting her own inner power. By adding +5 to
the Use Magic Device DC, a successful check causes the item to be used without spending a
charge/ammunition. For Firearms, the DC is a flat 20.
Razor Hair (Ex): at second level, the Mechanicus Assassin's hair is replaced or supplemented with
long strands of razor-wire. This may be used as a regular melee weapon (2d4 Slashing damage,
ignoring Damage Reduction, 18-20/x2 critical, reaches to 5' and 10'), or with a Standard action can
be swished around to attack all adjacent enemies.
Turbo Driver (Su): starting at second level, the Mechanicus Assassin can activate her turbo driver.
A number of times per day equal to her Constitution bonus (minimum 1), she may gain a Haste
effect as a Swift action.
Levitation Unit (Su): once per hour, the second-level Mechanicus Assassin may levitate (as per the
spell) for a number of rounds equal to her Constitution bonus (minimum 1), starting it with a Swift
action.
Manipulate Machine Spirit (Su): beginning at third level, whenever the Mechanicus Assassin
activates an item (magic or otherwise) that casts or emulates a spell, she may talk the device into
granting more powerful effects. She may apply a Metamagic Feat, without possessing the feat, by
increasing the Use Magic Device DC by +4 per spell level increase. She may also do this to energybased Firearms with a Base DC of 15.
Vice Grip (Ex): at third level, the Mechanicus Assassin's hands and arms are modified into a
powerful vice. She gains a Constrict attack that deals 3d6 damage, plus one and a half times her
Strength modifier. The victim, if it takes damage, must make a Fortitude Save (Strength-based), or
become Fatigued. If already Fatigued they become Exhausted. If already Exhausted they pass out
until released, and for 1d4 rounds thereafter.
Breath Weapon (Su): the third-level Mechanicus Assassin has substantial modifications to her face
and throat. She gains a breath weapon that functions as a Flamer or Plasma Gun. Although it may
only be fired once in a Full Attack (as though she had only one attack per round), and requires 5
rounds to recharge.
Familiars (Ex): the fourth-level Mechanicus Assassin is gifted with a pair of Servo Skulls and a
Psiber Eagle. If destroyed, they are replaced in due time.
Seduce Machine Spirit (Su): a fourth-level Mechanicus Assassin can talk magic items into doing
anything. With a Standard action, the item can be activated or deactivated (as though held in an
Anti-Magic Field for 1d4+1 rounds, and requiring reactivation after) up to fifty feet away with a
Use Magic Device check, the DC being the Caster Level plus fifteen. This may also be used to
deactivate Golems for 1d4+1 rounds, also removing their immunities for this period, with a DC of
the Hit Dice plus fifteen.

Titan Commander (Su): at level four, a Mechanicus Assassin can spend a Full Round action
talking to the spirit of a construct. It gains a modified Level check with a +5 bonus, or a Caster
Level check using the Caster Level of its creator (whichever is greater) to oppose a Use Magic
Device check. If the Mechanicus Assassin wins, she gains control of the construct. This effect is
permanent until she moves more than 100 feet away from the construct, or until she commands
another construct.
Equipment: Synth-skin, Repair Kit, Digital Weapons, Lightning Claw, Hellgun, Plasma Torch,
Melta Bombs, Power Weapon
Requisition: Carapace Armour, Las-Cutter, Conversion Field, Chimera with Pilot and Gunner
Level 4: Scout Power Armour, more Familiars, Frost Cannon, Lightning with Pilot
Prestige Classes: Mechanicus Death Master, Mechanicus Executioner, Ordo Sicarius Inquisitor

Scout Sergeant
Okay ladies, let's see if the Commander can't get us all killed...

Not every single Space Marine can be enormous and noisy and stomping about the place for
everyone to shoot, even if there are those who would prefer it that way. There still must be the
scouts, who have some degree of stealth training, able to quickly get into close combat, or to sit
back in cover and use sniper rifles. They also pilot vehicles a bit too fast, as well as being good with
technology.
Hit Die: d10
Skill Points: 6+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude and Reflex
Level

Special

Marksman, Boots Keep Walking, Skirmish +2d6/+2

Rapid Reload, Knee-Cap, Ranged Disarm, Deep Strike (Surprise!)

Hide in Plain Sight, Boots Keep Walking, Skirmish +3d6/+3

Spinal Tap, Boom! Head Shot, Combat Driving

Additional Proficiencies: Heavy Firearms


Note: if a member of the Black Templars, he is known as a Neophyte

Marksman (Ex): the Scout Sergeant is an expert marksman, and may double the range increments
of all Rapid Fire and Heavy Firearms he fires.
Boots Keep Walking (Ex): at levels 1 and 3, the Scout Sergeant's experience fighting on the
strange landscapes and battlefields of the universe grant him special abilities related to the terrain
select one from the following list. Additionally, every time he gains one of these abilities, he gains a
cumulative +2 bonus to all Survival checks as the specific experiences can be generalised into
useful relevancies.
Cave Crawler: he suffers no penalty for Squeezing, and his Movement is not reduced from
poor visibility
Cliff Jumper: he gains a Climb Speed equal to half his Land Speed, and ignores Difficult
Terrain caused by uneven stone
Ice Skater: he gains Cold Resistance equal to his Hit Dice, and ignores the effects of cold
weather
Inferno Commando: he gains Fire Resistance equal to his Hit Dice, and ignores the effects
of hot weather
Jungle Fighter: he ignores Difficult Terrain from plants, does not take damage or get
entangled by magical plants, and treats plant-based cover as one step better in both
directions (improving his, but decreasing that of enemies)
Swamp Beast: he ignores Difficult Terrain from water logged areas, and is immune to being
Nauseated.
Waste Warrior: he takes twice as long to dehydrate and takes half damage from desiccation
effects. He is also not harmed or impaired by dust storms, smoke clouds, ash rains and
similar things.
Warp Survivor: he ignores bad Planar traits such as Prison Plane or It's Weird as All Fuck
and Everyone Takes Damage Each Round, but not Time or Gravity.
Skirmish (Ex): although not bad at sniping, the Scout Sergeant is best at fighting while on the
move. On any turn he makes a Move action, he gains a +2 Dodge bonus to Armour Class, and a
+2d6 bonus to the damage of all attacks. At level three, the bonuses become +3 and +3d6
respectively. This extra damage does not apply to foes who are immune to Critical Hits.
Rapid Reload (Ex): starting at second level, the Scout Sergeant may reload as a Free action.
Knee-Cap (Ex): the second-level Scout Sergeant may elect to knee-cap a target when making a
single shot with a Firearm. If the attack deals any damage, the target is knocked Prone, and has their
Movement Speed halved until healing is received. They also take a -6 penalty (that does not stack
over multiple Knee-Cappings) to resist being Tripped or Bullrushed until healed.
Ranged Disarm (Ex): a second-level Scout Sergeant can make Disarm attempts by shooting. It
works as normal, although the weapon will not land in his hands, it merely lands on the ground 1d4
squares away in a random direction. He uses his Intelligence modifier instead of his Strength
modifier, and there is no risk of being counter-disarmed.
Deep Strike (Ex): at second level, as soon as Initiative is rolled the Scout Sergeant may make a
Move action for free, or attempt a Hide check (without penalty) to vanish from sight. This does not
work when Fatigued or Exhausted.

Hide in Plain Sight (Ex): the third-level Scout Sergeant can hind anywhere at any time, even if
being observed, with no penalty for doing so.
Spinal Tap (Ex): with a Standard action, a fourth-level Scout Sergeant can try to shoot an enemy in
a vital location. If the shot deals any damage, the target must make a Fortitude Save (Dexteritybased) or be Paralysed for 1d6 rounds. Creatures who are immune to Critical Hits are immune to
this.
Boom! Head Shot (Ex): at level four, the Scout Sergeant may line up a special shot against a foe
who is denied their Dexterity Bonus to Armour Class, and attempt a lethal attack. This is a Standard
action, and if it hits, deals double damage. If the foe takes any damage, they must make a Fortitude
Save (Dexterity-based) or die. Foes who are immune to Critical Hits are immune to this.
Combat Driving (Ex): the fourth-level Scout Sergeant is an expert at driving in combat it's
actually his job. His vehicle does not provoke Attacks of Opportunity for moving, and may treat its
Armour Class against any attacks as 10 + his Pilot bonus if this would be better than its own.
Finally, he can pilot vehicles on his own including handling all the weapons.
Equipment: Scout Power Armour, Frag and Krak Grenades, Bolter or Shotgun, Bolt Pistol, Comm
Bead, Teleport Beacon, Rangefinders, Auspex, Adamantine Short Sword
Special: a Scout Sergeant who belongs to the Blood Angels or Space Sharks may replace the
Bolter/Shotgun with a Chainsword. A Scout Sergeant who belongs to the White Scars may begin
play with a Scout Bike.
Requisition: Chainsword, Sniper Rifle, Chameleoline, Cluster Mines, Scout Bike (4+ ranks of Pilot
required), Jammers
Level 4: Missile Launcher with Frag and Krak Missiles, Heavy Bolter with Hellfire rounds, Land
Speeder Storm (13+ ranks of Pilot required)
Special: a Scout Sergeant who belongs to the Space Wolves may requisition a Dire Wolf as a
companion if he has 10 or more ranks in Handle Animal. In the world of Dungeons and Dragons, it
is reasonable that he could gain a Winter Wolf as a companion if he has 12 or more ranks in Handle
Animal or Diplomacy.
Prestige Classes: Astartes Pilot, Hunter of Chaos, Master of the Forge

Seraphim
Survivors spotted down there behind the ruins. Quick, let's get down there and guard them.

Most Battle Sisters are best at medium range, firing away with Boltguns and travelling in vehicles.
The Seraphim, however, fly about with jump packs, gracefully swooping onto the battlefield and
getting into close range to fire point-blank with their pistols. Fast and without mercy, they can seize
victory in mere moments.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower
Level

Special

Deep Strike (Surprise!, Seize the Initiative), Pistolier, Faith (Radiant Assault)

Twin Pistols, Fleet of Wing, Hit and Run

Pounce, Faith (Angelic Descent, Adamantine Wing)

Valkyrie Grace, Aura of Hope, Faith (Brilliant Assault)

Deep Strike (Ex): at first level, the Seraphim gains a pair of Deep Strike abilities. These generally
only apply in the first round of combat, and never work when Fatigued or Exhausted.
Surprise!: as soon as Initiative is rolled, she may make a Move action for free, or attempt a
Hide check (without penalty) to vanish from sight.
Seize the Initiative: she can seize the objective at the very beginning of battle. On her first
turn of combat, she may make a Move action, make a ranged Full Attack, make another
Move action, and another ranged Full Attack. This leaves her Fatigued.
Pistolier (Ex): the Seraphim may use Pistol Firearms as melee weapons (firing them point-blank
with no penalty and without provoking Attacks of Opportunity, or using them as clubs), and
additionally, may fire a Pistol or pair of Pistols once as part of a charge.
Faith (Su): as she gains levels, the Seraphim gains additional Faith Powers, more visible and
obviously supernatural than those of the regular Adepta Sororitas.
Radiant Assault: once per round, when attacking a single target, the Seraphim may make a
Knowledge: Religion check. If she scores a 15 or higher, the attack deals +1d6 Light
damage. If she scores 20 or more, it becomes +2d6, and if she reaches 25 or more, it
becomes +3d6. There is a flicker of bright light when she does this, Dazzling all adjacent
foes for one round.
Angelic Descent: whenever the third-level Seraphim charges, she glows faintly, lighting the
surrounding area up and removing any Morale penalties affecting allies within 30 feet. She
may also make a Demoralise attempt against all foes within the same area.
Adamantine Wing: once per minute, with an Immediate action, the third-level may replace
her Armour Class with an Intimidate check, also gaining Damage Reduction/Adamantine
equal to this check. Both of these last until the beginning of her next turn.
Brilliant Assault: once per round, when attacking a foe, the fourth-level Seraphim may make
a Knowledge: Religion check. If she rolls equal to or greater than the target's Armour Class,
the attack becomes a Touch Attack and deals double damage.
Twin Pistols (Ex): when wielding a pair of pistols, even of different kinds, the second-level
Seraphim can fire them both simultaneously, as though she had the first ability of the Two Weapon
Fighting feat. When doing so, she treats both guns as being Twin-Linked.
Fleet of Wing (Ex): starting at level two, the Seraphim may make a 5' step of adjustment as an
Immediate action as long as she's wearing a Jump Pack. Additionally, she may Hover when flying,
regardless of manoeuvrability.
Hit and Run (Ex): when the second-level Seraphim charges a foe, she may move up to her full
Movement Speed after as a Swift action, without provoking Attacks of Opportunity.
Pounce (Ex): the third-level Seraphim may make a Full Attack when Charging, not just one.
Valkyrie Grace (Su): at level four, the Seraphim constantly radiates a 5' radius aura that grants her
allies (herself included) Fast Healing 3. As a Standard action once per day, she may Revive an
adjacent ally who was slain within the last minute, restoring them to half Hit Points but Fatiguing
them. If there is not enough left to conceivably explain as being not quite dead, this does not
work.

Aura of Hope (Su): the fourth-level Seraphim constantly radiates a 100' radius aura that grants all
allies, herself included, Immunity to Paralysis, Stunning and Dazing.
Equipment: Power Armour, Sororitas Jump Pack, Frag and Krak Grenades, Chainsword, two Bolt
Pistols, Comm Bead, Ring of Suffrage, Rule of the Sororitas, Daily Prayers, Scoriada
Requisition: Power Weapon, pair of Hand Flamers, Melta Bombs, Rosarius, Choke Grenades
Level 4: pair of Inferno Pistols, pair of Plasma Pistols, Gas Grenades
Prestige Classes: Avenging Angel, Palatine, Pegasus Knight, Seraphim-Imagifer

Sister Non-Militant
Don't worry, we can sew that back on and have you walking again in no time. It's just a leg.

The Sisters of Battle are the most numerous of the Adepta Sororitas, but they are not all there is to
them. Several non-militant orders exist, performing other crucial roles. The Sisters Hospitaler are
great medics, the Sisters Vespila are great forensic experts, the Sisters Dialogus are skilled in
communications and ancient lore, the Sisters Famulous are good at dealing with people, the Sisters
Pronatus handle ancient relics, and the Sisters Sabine lead choirs and processions.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Reflex and Willpower
Level

Special

Dialogus or Famulous or Hospitaler, Mettle, First Faith Power

Bolter Drill, Dutiful Assistance, Bonus Feat

Improved Mettle, Supreme Skills, Manyfold Assistants

Second Faith Power, Ally of the Inquisition

Dialogus (Ex): the Sister Dialogus is most skilled in communication, dialogue with other factions,
languages, translation of texts and record-keeping, but also trained in leadership. This path would
also cover a Sister Pronatus, who resides over the finding and collecting of ancient artefacts and
holy relics. The Sister Dialogus gains 4 additional languages known, automatically has maximum
ranks in Knowledge (History) and Diplomacy, and gains one of the following as a Bonus Feat:
Bureaucrat, Cryptographer, Expert Counterfeiter.
Famulous (Ex): the Sister Famulous is good at leading ceremonies, conducting weddings and
keeping in good, friendly communication with other factions. However her true role is much more
sinister eugenics, carefully mapping out family trees so that people can be born perfectly for their
roles, and gradually trained from birth. This would also cover the mob-and-choir leading Sister
Sabine. The Sister Famulous automatically has maximum ranks in Knowledge (Nobility and
Royalty) and Perform, gains the Bardic Lore ability, and gains one of the following as a Bonus Feat:
Many Faced, Natural Empath, Persuasive.
Hospitaler (Ex): the Sister Hospitaler is not only an accomplished medic (and one who is far
preferable to most other medics), but also skilled with torture, poison and similar unpleasant things.
This also covers the Sister Vespila, who is skilled in forensics and the safekeeping of the dead. She
automatically has maximum ranks in First Aid and Craft (Alchemy) and gains one of the following
as a bonus feat: Battlefield Surgeon, Sharp Eyed, Perfect Health.
Mettle (Ex): should the Sister Non-Militant pass the Saving Throw for a Fortitude Partial or
Willpower Partial effect, she suffers no effect.
Faith Powers (Su): at first level, depending on the path chosen, the Sister Non-Militant gains an
additional Faith Power:
Dialogus: Litany of Litanies: as long as she is reading from an Imperial text, the Sister
Dialogus may generate a Magic Circle Against Chaos, Magic Circle Against Evil, Recitation
or Sanctuary effect. Any Save DC is Wisdom-based.
Famulous: Words of Value: the Sister Famulous may cast Confusion, Rage, Charm Monster
and Tongues 3 times each per day, though only one creature may be Charmed at a time, and
any Save DC is Charisma-based.
Hospitaler: Life Touch: the Sister Hospitaler may deliver a Cure Critical Wounds effect
three times per day, though the target must pass a Will Save (Intelligence-based) or be
Stunned for one round. She may also deliver terrible pain with a touch three times per day,
requiring a Touch Attack as a Standard action. The target must pass a Fort Save
(Intelligence-based) or be Nauseated for 2d4 rounds as a [Pain] effect.

Then again at fourth level, she gains another:


Dialogus: The Passion: the Sister Dialogus has a constant Read Magic effect, and is immune
to any read-activated trap spells such as Hidden Page, Sepia Snake Sigil or Explosive Runes.
She also has a permanent Comprehend Languages effect, and is immune to [LanguageDependent] abilities. She may also cast Power Words Maladroit, Stun and Pain three times
each per day.
Famulous: Words of Force: the Sister Famulous can cast True Domination once per day
(Charisma-based) after speaking to someone for a full minute. Only one person at a time can
be Dominated.
Hospitaler: Kiss of Life: three times per day, the Sister Hospitaler may grant someone a
Heal effect, although they are automatically Stunned for one round. Additionally, she may
raise someone from the dead with a Full Round action, performing the kiss of life. They
must have at least 50% of their body remaining, including their head and heart, and can not
have been dead more than one minute. This leaves her Exhausted, but raises them to life,
with half their Hit Points remaining, and any limbs and organs regenerated, with no level
loss. They are forever Friendly towards her after that.
Bolter Drill (Ex): people often forget that the Sisters Non-Militant are still Sisters of Battle, and
they often die after making that mistake. At second level, she may treat the Boltgun as an Assault
Firearm though is still proficient with it and adds her Charisma bonus (if positive) to each
damage die of Bolt Pistols and Boltguns.
Dutiful Assistance (Ex): a second-level Sister Non-Militant can provide great assistance to others:
by spending an Attack of Opportunity, the Sister Hospitaler can replace an allies' Fortitude Save
with a Heal check she makes, if the ally is within 30 feet. By spending an Attack of Opportunity, the
Sister Dialogus can replace an allies' Willpower Save with a Diplomacy check she makes, if the ally
is within 30 feet. By spending an Attack of Opportunity, the Sister Famulous can replace an allies'
Attack Roll with a Perform check she makes, if the ally is within 30 feet. Any Sister Non-Militant at
this level can spend a Full Round action assisting an adjacent ally. The first d20 the ally rolls before
her next turn counts as a natural 20.
Bonus Feat: at second level, the Sister Non-Militant gains a bonus [Skill] feat of her choosing.
Improved Mettle (Ex): at third level, the Sister Non-Militant who fails a Fortitude or Willpower
Save only suffers the effects that most people suffer if they pass the save.
Supreme Skills (Ex): at third level, the skills of the Sister Non-Militant really shine through. She
gains Skill Mastery with a number of skills equal to her Intelligence bonus (minimum one).
Additionally, for every bonus feat received through this class, she gains the next ability up as
though she had additional skill ranks.

Manifold Assistants: at third level, the Sister Non-Militant gains a [Leadership] feat. For the Sister
Hospitaler, she either gains Leadership or Command, to represent people being placed under her
care or just gaining followers who love her for her ministrations, or she gains Monster Rancher to
represent her medical experiments and knowledge of animal husbandry. If she chooses Leadership
or Command, her Followers are drawn from the Imperial Guard, and her Cohort is likely a member
of the Adepta Sororitas. If of the Order Vespila, she may be allowed to take Lord of Death the
result of experimentation. The Sister Dialogus gains Leadership or Command, representing her
assistants and her contacts in other Imperial sectors, or if a Sister Pronatus would likely have an
Adepta Sororitas Cohort, to help guard her relics. The Sister Famulous has Master of Terror if she is
particularly intimidating, or otherwise Command or Leadership the various people she has
charmed and talked over, as well as valuable contacts in other fields.
Ally of the Inquisition (Ex): the level four Sister Non-Militant is a strong ally of the Inquisition,
and gains the perks of such a role. She gains an additional Requisition, and another one each time
she gains a character level from then on and has access to Requisitions of other classes, able to get
just about anything with a little effort consider her to be in the Wish-based economy. Additionally,
she is gifted with a Boltgun and Sarissa so perfectly crafted that it is considered a Magic Weapon.
Equipment: Shield Robes, Boltgun, Purity Seals, Communications Kit and Auto-Scribe (Dialogus),
Medi-kits and Narthecium (Hospitaler), Auto-Scribe and Musical Instruments (Famulous), Auspex,
Rosarius, Writing Kit, Bolt Pistol, Blind Grenades, Comm Bead
Requisition: Carapace Armour, Sarissa, Aquila Lander with Pilot, Combi-Weapon, additional
Narthecium (Hospitaler), Excrutiator (Hospitaler), Forensics Kit (Hospitaler), Mancatcher
(Famulous), Neuro Whip (Famulous), Litanies of Faith (Dialogus), low-level Cleric Scrolls
(Dialogus), Transport-Tarantula, Servo-Skull
Level 4: Power Armour, Advanced Drugs (Hospitaler), Tome of Clear Thought (Dialogus), Rod of
Lordly Might (Famulous)
Prestige Classes: Ordo Hereticus Inquisitor, Sister Nunciate, Sister Hospitaler Superior, Sister
Pronatus

Sister Repentia
For your death and mine! Emperor, accept this sacrifice and guide my soul to you!

Sometimes, a Battle Sister loses her faith in herself or the Emperor, and feels unworthy of her role,
consumed by her own guilt and self-doubt, her feelings of being a failure. She imposes on herself an
exile, forcing a punishment upon herself that will likely last until death. Alternatively, sometimes
the wrongdoings or failures of a Sister are beyond a verbal rebuke or a beating, and she is sentenced
to the punishment of becoming a Repentia. Few Repentia manage to redeem themselves, most die
on the field. They eschew the armour and weapons of their sisters, and instead wear loose-fitting
robes (if that) and wield the deadly eviscerators, crusading against Chaos and trying to sacrifice
themselves to make amends.
Hit Die: d10
Skill Points: 2+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Willpower
Level

Special

Faith (Armour of Contempt), Rip And Tear, Rage +3d6

Live For Death, Fleet of Foot, Obedience, Rage +4d6

Faith (Love the Lash), Knockdown, Crushing Blow

Living Rage, Breach Defences, Eviscerate, Rage +5d6

Proficient: Shotgun, Flamer

Faith (Su): as the Repentia gains levels, she continues to gain Faith Powers, despite any loss of
faith she feels. However, she loses access to any other Faith Powers, until she is redeemed
generally through a great heroic action, or by completing this class and taking levels of Mistress or
Martyr.
Armour of Contempt: when unarmoured, a Sister Repentia may add her Charisma bonus to
her Armour Class, even Flat-Footed and against Touch Attacks. Once per minute, as a Swift
action, she may make an Intimidate check. The result of that check becomes her Armour
Class (if higher) and Damage Reduction/- (if higher) until the beginning of her next turn.
Love the Lash: at third level, the Sister Repentia becomes immune to [Pain] effects and
Fatigue/Exhaustion. She also gains a permanent Masochism effect.
Rip And Tear (Ex): all of the Sister Repentia's melee attacks that deal Slashing damage, such as
her Eviscerator, tear giant bleeding wounds into enemies, ripping muscle, skin and blood vessels
out. All such attacks deal 1 point of Strength damage, and all foes adjacent to the wounded foe must
make a Reflex Save (Strength-based) or be Blinded by the blood spray for one round.
Rage (Ex): when doing melee damage to a foe or being struck by a foe, the Repentia may choose to
enter a Rage as an Immediate action. While Raging, she gains a +2 morale bonus to hit and damage
in melee combat and may apply any Rage Dice he has to her melee damage rolls. She also gains a
+2 to saves, a -2 to AC, and she gains DR X/- with X being equal to half her character level, +2
(rounded down).
While Raging, a Sister Repentia may not cast spells, activate magic items, use spell-like abilities, or
drop her weapons or shield. Rage lasts until she has neither struck an enemy for three consecutive
rounds nor suffered damage from an enemy for three consecutive rounds. She may voluntarily end a
Rage as a full-round action.
She starts with +3d6 Rage dice, which are not multiplied by Critical Hits and apply only to attacks
granted by BAB, not bonus attacks from other sources. She gains another Rage Die at levels two
and four.
Live For Death (Ex): at second level, the Sister Repentia becomes Fearless, and may, as an
Immediate action, elect to take a blow for an adjacent ally. She must elect to do this before the
Attack Roll or Saving Throw is made (if there is no Attack Roll or Saving Throw, then she must do
so as soon as the target is declared). The original target is then safe, and she takes the effect (still
requiring an Attack Roll/Saving Throw as normal) instead.
Fleet of Foot (Ex): at second level, the Sister Repentia increases her Movement Speed by 10 feet,
and she may make 10' steps instead of 5' steps.
Obedience (Ex): the second-level Sister Repentia is immune to [Compulsion] effects, and no
ability or effect can force her to target an ally for an attack, ever, nor can they redirect her attacks to
allies for any reason.
Knockdown (Ex): at third level, the Sister Repentia can hurl foes to the ground with her mighty
blows. If she deals more than 10 damage to a foe with a single melee attack (after Damage
Reduction), she gains a free Trip attempt against them, made with a +4 bonus. If she succeeds, she
may make an additional attack against the Prone foe. Prone foes cannot be tripped, so there is no
infinite loop.

Crushing Blow (Ex): the third-level Repentia crushes foes beneath the force of her attacks. With a
Standard action, she may make a single melee attack against one foe. If this hits, the foe is
Staggered for one round and takes additional damage equal to her Charisma bonus (minimum +1).
The Staggering is a [Pain] effect, but the extra damage is not.
Living Rage (Ex): at level four, the Repentia can act completely normally in a Rage, gaining no
penalties or action restrictions. She is as calm as the eye of the hurricane, yet as destructive as the
rest of it. She also becomes immune to negative [Mind Affecting] effects.
Breach Defences (Ex): at level four, the Sister Repentia can ignore all Damage Reduction and
Hardness with melee weapons, even carving straight through walls made of pure Dragonforce. Any
foe she deals damage to in melee reduces their Armour Bonus to Armour Class by 2 (minimum +0),
requiring repairs to restore. Armour reduced to +0 is effectively ruined.
Eviscerate (Ex): the fourth-level Repentia can shred a foe to ribbons. With a Full Round action, she
may make a single attack with her Eviscerator. The attack automatically hits (simply roll to see if it
threatens a Critical Hit), and the target must make a Fortitude Save (Strength-based). If the save is
failed, the foe is killed and dismembered. This is not a [Death] effect and happily affects Undead.
Equipment: Scoriada, Eviscerator with Exterminator, Sack Cloth Robes, Purity Seals, Shotgun
Requisition: Power Stake, Flamer, 'Slaught, Stimm, Choke Grenades
Level 4: Power Fist, Thunder Hammer, Blazing Maul
Special: a Repentia who is considered redeemed before completing this class may be given a suit
of Power Armour, the Rule of the Sororitas, and a Boltgun with Sarissa. She may alternatively take
Shield Robes or even, if level 4, requisition a Cloak of Saint Aspira. Likewise, if redeemed and of
level 4, she may requisition a Blessed Weapon.
Prestige Classes: Martyr, Mistress, Penitent

Sister Superior
Come on, girls, let's give them our bolter rounds. In the face.

The Battle Sisters, always valiant and brave, still need leadership, those who rise above their sisters
to lead units to victory. And so the veterans, the Sisters Superior, take charge of units of Erelim,
driving them to success in battle.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Hated Foe, Condemnation, Faith (Redemption)

Inspiring Charge, Assurance, Faith (Radiance)

Abhorrent Foe, Dedication, Faith (Perfection)

Litany of Hate, Emperor's Light, Faith (Emperor's Guidance)

Hated Foe (Ex): the Sister Superior hates psykers on a personal level. Against Spellcasters and
creatures with the [Psychic] Subtype, she gains a +6 bonus on Bluff, Listen, Sense Motive, Spot and
Survival checks, as well as a +6 bonus on weapon damage rolls against them. This counts as
Favoured Enemy for the purpose of meeting requirements for feats.
Condemnation (Ex): with a Swift action, the Sister Superior can verbally rebuke and condemn a
foe, declaring it to be anathema. The foe might not care, but this grants her allies a bonus against the
foe until the beginning of her next turn. They may all add her Charisma bonus (minimum +1) to
attack rolls, and her character level to damage rolls, against the condemned enemy.
Faith Powers (Su): as she gains levels, the Sister Superior most Faithful of the Battle Sisters
gains more and more Faith Powers, some so supernatural that there is no question or doubt that it
comes from their belief and from the Emperor, not just luck or training.
Redemption: once per minute, the Sister Superior may use a Knowledge: Religion check in
place of a Saving Throw.
Radiance: at second level, she may substitute a Knowledge: Religion check for her Armour
Class (including Flat-Footed or against Touch Attacks), against a number of attacks per day
equal to her Wisdom bonus (minimum 1).
Perfection: the third-level Sister Superior may use an Immediate action to interrupt a foe
within 20 feet. She must make a Knowledge: Religion check, with a DC equal to the foe's
Armour Class. If she succeeds, their interrupted action is cancelled and fails.
Emperor's Guidance: at level four, the Sister Superior may cast each of the following once
per hour: Dispel Chaos, Banishment, Remove Curse, True Strike, Blade of Blood, Blur.
Inspiring Charge (Ex): at second level, whenever the Sister Superior charges a foe, all allies
within 100 feet may also charge any foe they could reach. They may do this as an Immediate action,
even if they are flat-footed (and thus usually unable to make Immediate actions).
Assurance (Ex): whenever an enemy is knocked Prone in a square she threatens, the second-level
Sister Superior may make an Attack of Opportunity against the foe.
Abhorrent Foe (Ex): starting at third level, the Sister Superior hates psykers even more than
normal. Any time she hits her Hated foe, the hit automatically becomes a Critical Hit.
Dedication (Su): starting at third level, a number of times per day equal to her Charisma bonus
(mimimum 1), the Sister Superior may restore an amount of ability damage equal to her level to
herself or an adjacent ally. This is a Swift action.
Litany of Hate (Ex): with a Move-Equivalent action, the fourth-level Sister Superior may speak
words of hate against her enemy. All allies within 50 feet gain the benefits of her Hated Foe and
Abhorrent Foe abilities until her next turn.

Emperor's Light (Su): a number of times per day equal to her Charisma bonus (minimum 1), the
fourth-level Sister Superior may grant herself, and all adjacent allies, Fast Healing equal to her Hit
Dice. This requires a Move-Equivalent action, and lasts for 2 minutes.
Equipment: Power Armour, Boltgun, Bolt Pistol, Chainsword, Melta Bombs, Frag Grenades, Rule
of the Sororitas, Ring of Suffrage, Fine Robes, Daily Prayers, Purity Seals, Scoriada, Comm Bead
Requisition: Plasma Pistol, Power Sword, Plasma Grenades, Rhino with driver, Auspex, Book of
Saint Lucius, Vox Caster
Level 4: Repressor with driver and gunner, Hand Flamer, Inferno Pistol, Burning Brazier
Prestige Classes: Celestian Superior, Ophanim, Ordo Hereticus Inquisitor, Sister Retributor

Tactical Sergeant
Hold your ground, men! They're just orks, not wooden stairs!

Space Marines are a terrifying force, but they need leaders. Without them, they run screaming from
wooden stairs, and all charge haphazardly into combat without tactical thinking. Thanks to tactical
sergeants, the action is always where it actually needs to be.
Hit Die: d12
Skill Points: 2+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Command, Inspire Courage, Furious Charge

First Aura, Maximise Grenades, For the Emperor!

Command (Swift), Your Opponent Is Me!, Menacing Cleave

Second Aura, Feel No Pain, Stand Your Ground

Command (Ex): the oratory of the Tactical Sergeant is so great that he can make allies do fantastic
things as well, just by ordering them to do so. With a Standard action, he may issue a command to
all allies (not including himself) who can hear it. If they choose to accept the command, they gain
the benefit. He has access to the following commands to choose from:
Move Out: perform a Move action, out of turn.
Go to Ground: gain a +4 bonus to Armour Class and Saving Throws against the first attack
made against them before his next turn.
Take Them Out: perform a single attack with a weapon wielded, out of turn.
Take Cover: gain Evasion until the beginning of his next turn.
Take Aim: the next attack made (until his next turn), if it hits, is an automatic critical hit.
At third level, it only requires a Swift action to issue a command.
Inspire Courage (Ex): against [Fear] effects, all allies within 50 feet of the Tactical Sergeant may
use his Will bonus if it is higher than their own.
Furious Charge (Ex): when charging, the Tactical Sergeant benefits from Pounce and can a +4
bonus to Strength.
Aura (Su): the second-level Tactical Sergeant learns how to utilise a powerful aura, by calling out
to his allies and encouraging them with his rhetoric and oratory skills. Activating an aura requires a
Swift action and the ability to speak, and it extends out to fifty feet. The Tactical Sergeant is
included in the area. The Aura lasts for a number of rounds equal to his Charisma modifier
(minimum of one). Choose one from the following list at levels two and four:
Willpower: those in the area are immune to [Fear] effects and [Compulsions] for the
duration
Determination: those in the area are immune to Dazing and Stunning for the duration
Perfection: those in the area gain +3 to all d20 rolls and +3 to Armour Class, as well as the
ability to re-roll one attack roll per round
Hatred: those in the area enter a rage for the duration, gaining +2 to attack rolls, damage
rolls and Will saves, -2 to Armour Class, DR 4/-, +2d6 Rage dice added to all melee damage
rolls, and the inability to cast spells, use spell-like abilities, speak, activate items or drop
their weapon or shield
Maximise Grenades (Ex): any time the second-level Tactical Sergeant throws a Frag, Krak or
Plasma Grenade, it automatically does maximum damage rather than being rolled.
For the Emperor! (Ex): once per turn, with a Swift or Move-Equivalent action, the second-level
Tactical Sergeant may designate a single foe within 100 feet. Until his next turn, all allies may add
his Charisma bonus (minimum +1) to their attack and damage rolls against the target.
Your Opponent Is Me! (Ex): at third level, the Tactical Sergeant can challenge a foe who he
successfully hits. If the foe attacks anyone other than him before his next turn, then all of his attacks
against the foe on his next turn deal +1d6 damage per hit die.

Menacing Cleave (Ex): whenever the third-level Tactical Sergeant reduces a foe below 0 Hit Points
in melee combat, he may take a 5' step and proceed to make a Cleave attempt against another foe he
can reach (if any). He may do this indefinitely, even if doing so takes him around the entire world in
one round.
Feel No Pain (Ex): at level four, the Tactical Sergeant's nerves decide they could do more good by
doing something other than registering pain like turning into additional adrenaline glands. As
such, he becomes immune to Non-lethal damage and [Pain] effects.
Stand Your Ground (Ex): with a Full Round action, the fourth-level Tactical Sergeant may issue
an order to all allies who can hear him. They are all empowered (including himself), becoming
immune to [Fear] effects, threaten squares out to fifty feet away, able to make Attacks of
Opportunity with ranged weapons, and gain Regeneration 5, overcome by Magic. Everyone benefits
from this until either they lose sight of him, he is slain or they move. Only those who move lose the
benefits.
Equipment: Power Armour, Auspex, Boltgun, Chainsword, Bolt Pistol, Frag and Krak Grenades,
Comm Bead
Requisition: Astartes Cigars, Plasma Pistol, Plasma Grenades, Power Weapon, Signum, Rhino with
driver, Vox Caster
Level 4: Razorback with driver and gunner (Diplomacy 9+ ranks), Power Fist, Lightning Claw,
Melta Bombs
Special: a level 4 Tactical Sergeant who belongs to the Space Wolves may Requisition a Frost
Blade. A level 4 Tactical Sergeant who belongs to the Blood Angels may requisition a Hand Flamer.
Prestige Classes: Captain, Devastator, Librarian, Terminator Sergeant
Blood Angels Prestige Classes: Death Company (in addition to the above)

Vindicare Assassin
...bang

The Vindicare Temple exists for the purpose of killing people from a long way away. They are
legendary snipers, capable of killing people in other postal codes while remaining hidden in the
shadows to avoid return fire.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex
Level

Special

Marksman, Mark the Target, Take Aim

Ranged Sneak Attack, Ignore Cover, Knee Cap

Sneak Attack +1d6, Spinal Tap, Pinning Fire

Death Attack +12d6, Fade to Black, Love Cannot Bloom

Proficiencies: Exitus Sniper Rifle, Needle Rifle, Hell Rifle, Widower

Marksman (Ex): the Vindicare Assassin is so skilled with long range shooting that he doubles the
range increments of all Rapid Fire and Heavy Firearms used when he doesn't move.
Mark the Target (Ex): as a Move-Equivalent action, a Vindicare Assassin may mark a target.
Until the beginning of his next turn, all shots he makes against the marked target deal an additional
1d6 damage per class level.
Take Aim (Ex): as a Move-Equivalent action, the Vindicare Assassin may make a Spot check
against a foe's Armour Class. If the check succeeds, the next shot he makes against them, if made
within one round, ignores all Cover, Armour, Shield and Natural Armour bonuses to their Armour
Class.
Ranged Sneak Attack (Ex): the second-level Vindicare Assassin can still perform Sneak Attacks
out to 200 feet away. Have fun.
Ignore Cover (Ex): at second level, the Vindicare Assassin ignores cover of all kinds.
Knee Cap (Ex): the second-level Vindicare Assassin may elect to knee-cap a target when making a
single shot with a Firearm. If the attack deals any damage, the target is knocked Prone, and has their
Movement Speed halved until healing is received. They also take a -6 penalty (that does not stack
over multiple Knee-Cappings) to resist being Tripped or Bullrushed until healed.
Sneak Attack (Ex): at third level, the Vindicare Assassin gains another Sneak Attack die.
Spinal Tap (Ex): with a Standard action, a third-level Vindicare Assassin can try to shoot an enemy
in a vital location. If the shot deals any damage, the target must make a Fortitude Save (Dexteritybased) or be Paralysed for 1d6 rounds. Creatures who are immune to Critical Hits are immune to
this.
Pinning Fire (Ex): at third level, the Vindicare Assassin can pin foes down with his fire. In the first
round of combat or a surprise round, any target he hits by shooting as a Standard action must make
a Will Save (Intelligence-based) or Cower for one round. This is a [Fear] effect.
Death Attack (Ex): at level four, the Vindicare Assassin can flat-out kill a fool. He may spend a
Full-Round action studying an opponent who would be denied their Dexterity bonus if he instead
attacked. If he does so, his next attack against them is a Death Attack if he makes it within one
round. A Death Attack deals 13d6 bonus damage, and can be performed out to any range, however
the foe must still be denied their Dexterity bonus to Armour Class.
Fade to Black (Su): with a Standard action, the fourth-level Vindicare Assassin may attempt a DC
20 Hide check. Success grants him a Greater Invisibility effect for one minute, although when it
finishes, it cannot be used again for one minute thereafter.

Love Cannot Bloom (Su): for unknown reasons, the level four Vindicare Assassin is immune to
[Charm] effects and Fascination. He can also never ever love or trust an Elf, a Half-Elf or an Eldar.
Equipment: Synth-Skin, Exitus Pistol, Exitus Rifle, Target Finder, Turbo-Penetrator rounds, ShieldBreaker rounds, Hellfire rounds
Requisition: Widower, Condemnor, Hell Rifle, Hyper-Penetrator rounds, Blind Grenades
Level 4: Autocannon, Las Cannon, Arvus Lander with pilot
Prestige Classes: Ordo Sicarius Inquisitor, Vindicare Death Master, Vindicare Executioner

Prestige Classes:
Assault Terminator
Stop... hammer time!

Terminators tend to come in two varieties: those who are good at melee combat as well as shooting,
and those who excel in melee combat, tearing foes apart as they make enormous targets of
themselves.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Willpower
Level

Special

Deep Strike (Teleporter), Immovable Object, Walking Fortress

Rage +1d6, Furious Bellow, Assault Specialist

Obvious Threat, Deep Strike (Teleport on the Run)

Rage +2d6, Deep Strike (Scry & Die Assault), Fire in the Hole

Deep Strike (Emperor's Lance), Even in Death I Still Serve

Proficiencies: Heavy Armour

Deep Strike: as he gains levels, the Assault Terminator learns new Deep Strike abilities, not all of
them natural. He cannot perform any of them while Fatigued or Exhausted.
Teleporter (Su): using the proper Teleport facilities at the HQ, the Assault Terminator may
Teleport to any location he has previously been to, out to ten miles per hit die.
Teleport on the Run (Su): with a Move-Equivalent action, a level three Assault Terminator
may activate a Dimension Door effect to anywhere within 100 feet.
Scry & Die Assault (Su): by spending a full hour using an Auspex as a scanner, the fourthlevel Assault Terminator may Scry an area within 100 feet per hit die, and treat any one item
in the area as a Homing Beacon to Teleport Without Error.
Emperor's Lance (Ex): the fifth-level Assault Terminator is allowed to call in a single Lance
Strike per week. When teleporting from HQ, the timing may be such that he lands the round
after the explosion.
Immovable Object (Ex): the Assault Terminator is almost impossible to move. He gains a +10
bonus to resist being Tripped, Bullrushed, Disarmed, Swallowed Whole, or Pinned.
Walking Fortress (Ex): the Assault Terminator can stomp straight through annoyances. He may
ignore Difficult Terrain, and gains a +10 bonus on Strength checks to break free of restraints or to
break objects, and if he could break an object by rolling a 10, he may take 10 to break it as a Free
action as long as it is not wielded.
Rage (Ex): at levels two and four, the Assault Terminator gains an additional Rage die while in a
Rage.
Furious Bellow (Ex): if a second-level Assault Terminator spends a Swift action shouting before he
charges into combat (in the same round), then once the charge is resolved, all enemies within 100
feet must make a Fortitude Save (Constitution-based) or be knocked Prone by the force. This also
causes a Shatter effect on all halfway fragile items in the area.
Assault Specialist (Ex): the Assault Terminator is, as the name implies, good at assaulting people.
At second level, he must select which pair of weapons to specialise in the use of:
Thunder Hammer and Storm Shield/Pair of Thunder Hammers: he gains the benefits of the
Knockdown and Cometary Collision feats, and when charging he deals 3d8 bonus damage
and automatically shoves the opponent up to 10 feet away if he wants. In a Rage this
increases to 20 feet.
Pair of Lightning Claws/Shark Claws/Wolf Claws: he gains the benefits of Two Weapon
Rend, and if he lacks Two Weapon Fighting, he gains it as a Bonus Feat. He may also elect
to go on the offensive, taking a -5 penalty to Armour Class but making every attack do
damage for both claws combined, plus rending. This lasts until his next turn.
Obvious Threat (Ex): starting at third level, the Assault Terminator is the most obvious threat.
Anyone who is within 15 feet of him can't make Attacks of Opportunity against anyone else, only
him. Additionally, everyone else can treat such foes as flanked.
Fire in the Hole (Ex): at fourth level, the Assault Terminator is a master at throwing grenades. He
may throw them twice as far, and may bounce them to change directions with perfect accuracy.

Even in Death I Still Serve (Ex): the fifth-level Assault Terminator is too valuable to let go. If he
is killed but his remains can be salvaged, he can be brought back as a Dreadnought.
Equipment: Terminator Armour (replaces Jump Pack), one choice of the following: a pair of
Lightning Claws, or a Thunder Hammer and Storm Shield, Auspex
Requisition: Plasma Grenades, a second Thunder Hammer
Level 5: Land Raider
Special: an Assault Terminator who belongs to the Space Sharks may, at level five, requisition a pair
of Shark Claws. An Assault Terminator who belongs to the Space Wolves may requisition a pair of
Wolf Claws.

Astartes Pilot
Where were you, I got here hours ago.
The Scouts are good at moving fast. So put them in vehicles, and those vehicles will be zooming
across the battlefield like racing cars, pulling impossible stunts, and firing with perfect precision.
It's a dangerous job, but it's one they enjoy.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude and Reflex
Level

Special

Turbo Boost, Combat Piloting, Skirmish +1d6/+1

Vehicular Combat School, Vehicular Skirmish

Rapid Repairs, Vehicular Stealth, Mastery of Piloting

Rapid Disembarkation, Skirmish +2d6/+2

Swerve, Mark for Bombardment

Proficiencies: all vehicle-mounted weapons

Turbo Boost (Ex): every round, the Astartes Pilot may make a Pilot check. The result, rounded
down to an increment of 5, is added in feet to the base Speed of his vehicle for one round.
Combat Piloting (Ex): the Astartes Pilot is an expert at driving in combat it's actually his job. His
vehicle does not provoke Attacks of Opportunity for moving, and may treat its Armour Class
against any attacks as 10 + his Pilot bonus if this would be better than its own. Finally, he can pilot
vehicles on his own including handling all the weapons.
Skirmish (Ex): at levels one and four, the Astartes Pilot's Skirmish bonus improves by +1 to
Armour Class and +1d6 damage.
Vehicular Combat School: at second level, the Astartes Pilot gains Combat School as a bonus feat,
applying its benefits to all vehicle-mounted weapons.
Vehicular Skirmish (Ex): starting at second level, the Astartes Pilot's Skirmish applies when his
vehicle moves at least 30 feet in a turn even if he doesn't spend an action moving, and the Dodge
bonus applies to the vehicle's Armour Class (or to the Pilot-based Armour Class).
Rapid Repairs (Ex): starting at second level, the Astartes Pilot halves the time it takes for him to
make any repairs on a vehicle.
Vehicular Stealth (Ex): the third-level Astartes Pilot retains any bonus to Hide and Move Silently,
and any stealth-related abilities, when inside a vehicle, transferring them to the vehicle. Piloted
vehicles can Move Silently, though particularly noisy ones such as those with the [Super Heavy]
subtype or a Fly speed suffer a -10 penalty. Wait until you see the opponent's face when your
Baneblade sneaks up on them.
Mastery of Piloting (Ex): the third-level Astartes Pilot is superb at driving. He gains a +8 bonus on
Pilot checks with all vehicles he is familiar with (a day of driving is enough), takes no penalty on
checks he is unfamiliar with, and may always take 10 on Pilot checks, even when threatened.
Rapid Disembarkation (Ex): at level four, the Astartes Pilot may exit his vehicle with a Swift or
Immediate action and still move his full Move Speed. If doing so in response to his vehicle being
destroyed, should this movement take him outside the area of effect, he suffers no damage or effect,
Swerve (Ex): with an Immediate action, the fifth-level Astartes Pilot can make a Pilot check with a
DC equal to damage suffered to negate a hit against the vehicle he is piloting.
Mark for Bombardment (Ex): once per day, the fifth-level Astartes Pilot can use a MoveEquivalent action to request assistance in the form of a missile bombardment. A Bombard will hit
1d4 rounds later, and if he successfully hits the target beforehand with a ranged weapon as a
marker fire, the Bombard is perfectly accurate there is no scatter, and the Save DC is increased
by +5.
Equipment: Repair Kit, Land Speeder or Land Speeder Storm or Assault Bike or Razorback
Requisition: Predator, Vindicator, Whirlwind, Land Raider, vehicle upgrades, souped-up engines
Level 5: Land Raider Terminus Ultra, Land Raider Achilles
Special: an Astartes Pilot belonging to the Space Wolves may requisition a Leman Russ. An
Astartes Pilot belonging to the Blood Angels may requisition a Baal Predator.

Avenging Angel
The deaths of my sisters will forever cause pain in my heart. Your suffering will be very brief.

Sometimes, the more empathic Sisters are so filled with sorrow and anger for the deaths of their
allies and friends, and so fuelled with faith that they transform into angelic beings, ghostlike
warriors who never truly die and who bring vengeance upon enemies.
Hit Die: d8
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Willpower
Level

Special

Winged Form, Faith (Vengeance), Aura of Radiance

Faith (Eyes of Fire), Fast Healing, Supremely Faithful

Faith (The Emperor's Light), Celestial Traits

Faith (Unnatural Countenance), Deathless Glory

Faith (Righteous Vengeance), Aura of Brilliance

Winged Form (Ex): at first level, the power armour and jump pack fuse into the Avenging Angel in
a ghostly form. Semi-transparent and with a golden glow, the armour is always there, applying
against Incorporeal Touch Attacks, and the jump pack transforms into feathered wings. These items
cannot be removed or destroyed, and her Fly Speed becomes [Perfect]. She may make a pair of
Touch Attacks each round that she doesn't fly, each dealing 1d8+Cha Light damage.
Faith (Su): as she gains levels, the Avenging Angel gains new Faith powers to protect her friends
with.
Vengeance: with a Standard action at will, the Avenging Angel may make a melee or ranged
attack that deals 1d6 additional Light damage per wounded ally within 30 feet. Those who
have access to Faith powers or are dead/below 0 Hit Points instead contribute 2d8 damage,
and if they have access to Faith powers and are also dead or below 0 Hit Points, they
contribute 3d10 damage.
Eyes of Fire: once per three rounds, the second-level Avenging Angel may cast a Twinned
Split Ray Scorching Ray.
The Emperor's Light: at third level, the Avenging Angel can conjure a pillar of light once per
minute with a Standard action. The pillar has a 20' radius and is 200' tall, and all foes caught
within it suffer 1d6 Light damage per Hit Die, with a Fortitude Save for half (Charismabased). If the save is failed, the foe is also Stunned for 1d4 rounds. If any allies have access
to Faith powers and are below half Hit Points, the damage and duration are maximised.
Unnatural Countenance: at fourth level, the true form of the Avenging Angel is so
otherworldly and beautiful that enemy forces cannot gaze upon her. Once per three rounds,
she may use a Move-Equivalent action to reveal her true form to enemies, who must pass a
Willpower Save (Charisma-based) or be affected by an Insanity effect. They must also pass
a Fortitude Save (Same DC) or be rendered instantly and permanently blind.
Righteous Vengeance: at fifth level, the Avenging Angel may cast Fortunate Fate and
Radiant Assault twice each per day. Additionally, any time she is damaged, she benefits
from a Fires of Purity effect,
Aura of Radiance (Su): the Avenging Angel emits a powerful aura that hinders foes. She radiates
the following out to 60 feet: Daylight, Globe of Invulnerability, Hallow, Invisibility Purge and
Consecrate.
Fast Healing (Ex): at second level, the Avenging Angel gains Fast Healing equal to her Class
Level.
Supremely Faithful (Ex): the second-level Avenging Angel is a fountain of faith for her allies. If
she or any Faithful ally within 60 feet is of low enough Hit Points to gain the bonus to Faith Powers
(usually below 25%), then all of them gain the bonus to their Faith Powers. This does not stack if
more than one are at the threshold, the bonus only applies once.
Celestial Traits (Ex): at third level, the Avenging Angel becomes more like an actual angel. Her
Type changes to Outsider, and she gains the [Good] and [Native] subtypes. Her Constitution,
Wisdom and Charisma all increase by 2, and she gains Damage Reduction equal to her Hit Dice,
overcome only by Chaotic effects.
Deathless Glory (Ex): the fourth-level Avenging Angel is sort of alive, sort of dead, but not
Undead. She becomes immune to [Death] effects, never ages, and is permanently at a healthy adult
age. She needn't eat, drink or sleep. If she is ever killed, but the killing blow was not with a Silver
weapon and her corpse is not burned, she just returns to life 1d4 days later.

Aura of Brilliance (Su): at fifth level, the Avenging Angel's Aura of Radiance increases in power.
It now extends out to sixty feet, and she gains a Prismatic Aura effect, as do all allies in the area.
Equipment: Sororitas Assault Glaive or Blazing Maul
Requisition: Cloak of Charisma, Relic Blade, Burning Brazier, Litanies of Faith
Level 5: Cloak of Saint Aspira, Blessed Weapon

Callidus Death Master


What? Oh come on, I'm Grugnok Bignob, I've been your bodyguard for weeks now. Er, waaagh.

All assassins tend to go one of two ways: becoming a leader and trainer of other assassins, or
becoming better at combat. The Death Master is the latter. The Callidus Death Master is better at
moving about, better and using her weapons, and better at poisoning people.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex
Level

Special

Sneak Attack +1d6, Focused Blast

Toxic Blend, Rapid Onslaught

Sneak Attack +2d6, Complete Flanker

Speed of Shadows, Broken Chain of Command

Sneak Attack +3d6, Enslave

Sneak Attack (Ex): every odd level, the Callidus Assassin gains another die of Sneak Attack.
Focused Blast (Ex): when using a weapon with a Cone effect (such as a Neural Shredder), the
Callidus Death Master can fiddle with the controls to halve the width of the effect but multiply the
damage by one and a half, as well as adding +4 to any Save DC.
Toxic Blend (Ex): the second-level Callidus Death Master is able to blend two toxins together and
have them still work the finished product uses either delivery method, the highest Save DC, and
the combined damage/effect.
Rapid Onslaught (Ex): at second level, the Callidus Death Master is so fast that she gains an
additional Swift or Immediate action each turn.
Complete Flanker (Ex): the third-level Callidus Death Master always counts as flanking all
adjacent enemies, so good is she at distracting them and sliding about to get the perfect hit.
Furthermore, all of her allies gain the benefits of flanking those enemies even for ranged attacks.
Speed of Shadows (Ex): at fourth level, the speed of the Callidus Death Master is such that she
gains an additional Move action each turn, and may add her Intelligence Bonus to her Initiative.
Broken Chain of Command (Su): at level four, the Callidus Assassin is so good at sowing dissent
and confusion in enemy ranks that she does it supernaturally almost without thinking. With a
Standard action she may prevent all enemy Auras, Telepathy and Command abilities from
functioning within 100 feet of her, lasting for a number of rounds equal to her Intelligence bonus
(minimum 1) plus 2d6, as well as causing a Mass Confusion effect (Charisma-based). Only the
Mass Confusion part is a [Mind-affecting] effect.
Enslave (Su): at fifth level, the Callidus Assassin just about doesn't need to use normal means of
trickery: after spending at least 8 hours with someone, working with or for them or otherwise
convincing them she is not a threat, she may produce a True Domination effect upon them
(Charisma-based). Only one slave can be controlled at a time, however.
Equipment: Digital Weapon, various exotic poisons and acid flasks, another C'tan Phase Sword,
Scythian Talon.
Requisition: another Neural Shredder, Psy-Cannon, Rod of Lordly Might, Hat of Disguise
Level 5: Aquila Lander (requires 10+ ranks of Pilot), Rod of Rulership, Rod of Splendour

Callidus Executioner
There's something you need to know... I'm not Stu.

The Callidus Assassins who turn more to the use of their Polymorphine, and to training others in the
arts of manipulation and deception, are known as the Executioners. Just as deadly as those who
focus on rapid assaults, but perhaps even better, for the enemy can never know who their enemy is.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude, Reflex and Willpower
Level

Special

Death Cultists (2), Mindfire Blast

Sneak Attack +1d6, Treason Command, Death Cultists (level up)

Death Cultists (4), Steal Loyalty

Sneak Attack +2d6, Polymorphine Rampage, Death Cultists (level up)

Callidus Assassins (4), Imitate Deity

Death Cultists (Ex): at first level, the Callidus Executioner gains a pair of level 6 Death Cultists to
serve and assist her. If they are killed, the eventually get replaced, but they never gain levels. At
second level, they gain a single level of Callidus Assassin, at third level, she has a total of four, and
at fourth level, they gain a second level of Callidus Assassin.
Mindfire Blast (Su): anyone who fails the save against the Callidus Executioner's Neural Shredder
is instantly hit by a Parboil effect (same DC). Those who fail that save contract Mindfire, taking
initial damage immediately.
Sneak Attack (Ex): at levels two and four, the Callidus Executioner's Sneak Attack improves by
1d6, stacking as usual.
Treason Command (Su): at second level, the Callidus Executioner can use a Move-Equivalent
action to cause all enemies within 50 feet to spend an Immediate action performing a single attack
against each other (within range). A Willpower Save (Charisma-based) negates this. Having already
spent their Immediate action does not prevent this from working: they just get a single Standard or
Move action next turn. This is a [Language-Dependent] [Mind-Affecting] [Compulsion] effect.
Steal Loyalty (Su): at third level, summoned creatures automatically turn traitor against their
summoners and serve the Callidus Executioner instead, as long as she is within 50 feet. Worse still,
the Executioner gains the ability to dismiss them and the caster loses the ability to do so. This may
be resisted once per summoning with an opposed 1d20+HD check.
Polymorphine Rampage (Su): at level four, the Callidus Executioner may let her drugs run
rampant once per day with a Full Round action. She gains the benefits of a Shapechange effect for
1d4+4 hours, though any non-instantaneous effect from this transformation will not last beyond the
duration (such as changing into another form with a 24 hour duration, Wishing her stats up and so
on).
Callidus Assassins (Ex): at level five, the Callidus Executioner's Death Cultists gain the final two
levels in Callidus Assassin.
Imitate Deity (Su): at fifth level, the Callidus Executioner may use a Full Round action to make a
Bluff check against someone's Sense Motive check. If this succeeds, she convinces the Believer that
she is in fact the deity they are worshipping (this does not work on those who don't worship a
deity). This can result in her being able to Dominate Clerics or fool them into thinking their spells
have been revoked, negated by a Willpower Save (Charisma-based), or fuck with them in other
ways.
Equipment: 3 additional daily doses of Polymorphine, Holo-Field, Flip-Belt, Rod of Splendour
Requisition: Jet Pack, Rod of Lordly Might, Rod of Leadership, Aristocrat Followers, Warrior
Followers, Chimera (requires 6+ ranks of Pilot)
Level 5: Aquila Lander with Pilot, Rad Grenades

Captain
Men, let our armoured boots crush the enemy forces into the mud so that their corpses are nothing
but a foundation for the next city to be built upon!
Space Marine captains are Serious Business: not only do they excel in melee combat, but they are
proper leaders as well, able to bring the majesty of their chapters to bear. They lead entire
companies into battle, and as such, their presence on the field is not a matter to be taken lightly.
Note: if the Captain belongs to the Space Wolves, he is called a Wolf Guard Battle Leader. If he
belongs to the Grey Knights, he is called a Brother-Captain. If he belongs to the Black Templars, he
is called a Marshal.
Hit Die: d12
Skill Points: 2+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Lead by Example, Chapter Tactics

Greater Auras, Honour of the Chapter

Third Aura, Paragon of Might, War Tactics

Legends of the Chapter, Paragon of Toughness

Aura of Champions, Paragon of War, Chapter Relic

Lead by Example (Ex): whenever the Captain strikes a foe in melee combat, all allies within 100
feet gain the benefits of a True Strike effect on their next attack, providing it is made before his next
turn. Multiple hits in a turn do not bestow multiple True Strike effects.
Chapter Tactics (Ex): the Captain belongs to a chapter, whether he took the feat or not. He gains
the special benefits of his chapter (or specific company), choosing one now if he hasn't already
specified. Obviously, if he has the feat, he has to be part of that chapter. There is one benefit just for
him, and another for allies of his chapter, though they must be close enough to see him.
Black Templars: the oath the Captain has sworn allows him to make a 5' step every time he
is struck in combat. This is not an action, but happens after the hit that triggers it. He never
suffers a penalty to Willpower Saves, nor do any allies with the Chapter feat of Black
Templars.
Blood Angels: the Captain is vampiric, gaining a +4 Alchemical bonus to all ability scores
for one minute every time he consumes the blood of a sentient, living creature. He gains a
Bite attack that helps him do this, dealing 1d8+Str Piercing damage, and dealing 2
Constitution damage on a Grapple or a Critical Hit. Every turn he may declare a foe to be
his Chosen target, and he does not provoke Attacks of Opportunity from that foe until his
next turn, nor do any allies with the Chapter feat of Blood Angels.
Dark Angels: the Captain can fire Plasma weapons without fear of them Getting Hot, and
automatically confirms any critical hit with them. He may re-roll failed rolls to hit Chaos
Space Marines, as do his allies with the Chapter feat of Dark Angels.
Grey Knights: the Captain can use one of his [Psychic] powers as a Swift action, effectively
Quickening it. He also never rolls on the Perils of the Warp if he dies from it, nor do any
allies with the Chapter feat of Grey Knight, simply suffering the normal death.
Imperial Fists: the Captain gains Evasion and Improved Evasion. Any time he or an ally
with the Chapter feat of Imperial Fists gains a Cover bonus, treat the Cover as one step
better.
Minotaurs: the Captain may move three times his speed when charging, rather than just
double, and completely ignores Difficult Terrain on the charge. Furthermore, he deals
double damage on the charge. He may re-roll failed rolls to hit other Space Marines
(including Chaos Space Marines), as do any allies with the Chapter feat of Minotaurs.
Salamanders: the Captain is completely immune to radiation, as well as similar effects that
suppress the life force: Negative Levels/Energy Drain and Negative Energy Damage. He
also ignores all Armour Check Penalties and Speed reductions for wearing Medium or
Heavy Armour, as do all allies with the Chapter feat of Salamanders.
Space Wolves: the Captain gains the Trip ability of a wolf, and actually develops a Bite
attack of 2d6+Str Piercing damage with a x3 critical multiplier. His Rage bonus increases by
+1d6 damage and +2 to Damage Reduction, as do the Rage bonuses of all allies with the
Chapter feat of Space Wolves.
White Scars: the Captain may make a Pilot check each round he is on an Astartes Bike, as a
Free action. The check result divided by five (round down) is added as a bonus to the
vehicle's speed for the rest of his turn. He needn't use his hands to pilot an Astartes Bike, nor
does any ally with the Chapter feat of White Scars.
Greater Auras (Su): at second level, the Auras of the Captain improve as follows:
Willpower: those in the area automatically pass Willpower Saves for the duration
Determination: those in the area also gain Freedom of Movement for the duration
Perfection: the bonuses increase to +5, and they may Take 10 on the re-roll.
Hatred: the Damage Reduction improves to 7/- and the Rage Dice improve to +5d6

Honour of the Chapter (Ex): at second level, the Captain becomes Fearless he is immune to all
[Fear] effects. Moreover, all allies within 100 feet of him are also immune to [Fear] effects while
they remain in the area.
Third Aura (Ex): at third level, the Captain may select a third Aura from the Tactical Sergeant's
list. This benefits from Greater Auras just like the others.
Paragon of Might (Ex): at third level, the Captain becomes incredibly strong his Strength
improves by four points, he doubles his carrying capacity, and can attempt to break objects with a
Swift action. Additionally, once per hour he may add 20 to a Strength-based skill check or a break
check, with no limit to the results (such as Jump distance based on height).
War Tactics (Ex): the third-level Captain knows a thing or two about tactics. Whenever Initaitive is
rolled, he may direct all allies to move up to their Move Speed as a Free action, getting his team
into position. Additionally, in the first round of combat he may re-roll any failed rolls.
Legends of the Chapter (Ex): at level four, the Captain knows the legends of his chapter and
company, and is filled with great pride. He becomes immune to all Morale penalties, and in the first
round of combat, enemies never have The Edge on him.
Paragon of Toughness (Ex): at level four, the Captain becomes tougher than Dragonforce, the
hardest metal. His Constitution improves by four points, he becomes immune to Fatigue, and once
per hour he may subtract 20 from the damage he suffers from an attack.
Aura of Champions (Su): at fifth level, the auras of the Captain become even more awesome. For
each of them, select two of the following benefits. No benefit may be selected more than once, even
for different Auras:
All in the area gain a +3 Enhancement bonus to Strength
All in the area gain a +3 Enhancement bonus to Dexterity
All in the area gain a +3 Enhancement bonus to Constitution
All in the area gain a +3 Enhancement bonus to Intelligence
All in the area gain a +3 Enhancement bonus to Wisdom
All in the area gain a +3 Enhancement bonus to Charisma
All in the area gain a +3 Resistance bonus to Saving Throws
All in the area gain a +3 Deflection bonus to Armour Class
All in the area gain a +3 Enhancement bonus to Natural Armour
Paragon of War (Ex): the fifth-level Captain always has the Edge on all opponents, and in the first
round of combat he may Take 10 on all d20 rolls he makes.
Chapter Relic (Ex): at fifth level, the Captain is so awesome that he is entrusted with a Chapter
Relic. If he loses it, he is in disgrace until he can regain it, and even then will need to perform a
great quest to be allowed to wield it again.
Chapter Relics:
If your Chapter doesn't have one that suits your style, then work something out with the MC. It
should be a Martial or Exotic Weapon, or a Firearm, and is a Greater Magic Weapon, usually with a
unique property.
The Axe Morkai (Space Wolves): a Frost Blade (Great Axe) that can be wielded one-handed. If
wielded two-handed, his Strength score is doubled, though only for the purpose of Attack and
Damage rolls.

Foe Hammer (Space Wolves): a Magic Thunder Hammer with the Throwing and Returning
properties.
The Titansword (Grey Knights): a Force Weapon (Long Sword) that has the Bane quality against
[Chaotic] Outsiders, and all [Psychic] creatures.
The Blade of Antwyr (Grey Knights): a Daemon Weapon (Bastard Sword) that, on the wielder's
turn, every turn, will cast Rage at the nearest enemy of the wielder with a Save DC of half the
wielder's Hit Dice plus 18. Additionally, the user may at any time elect to listen to its whispers, also
falling prey to the Rage effect and dealing an additional +5d6 damage on every melee attack made
while under the effects, however he will gain 3 Warp points per round that he is under its effects,
unable to end it voluntarily, and will radiate a Strong [Chaotic] [Evil] aura for the next 24 hours.
Talassarian Tempest Blade (Ultramarines): a Magic Power Weapon (Bastard Sword) that can be
used to make a Coup de Grace attack against any foe, even one who is perfectly mobile. Doing so
requires a Standard action.
Infernus (Ultramarines): a Magic Combi-Weapon (Boltgun-Flamer), loaded with Hellfire
ammunition.
Fist of Dorn (Imperial Fists): a Magic Thunder Hammer that deals an additional 3d6 damage
against Constructs, Vehicles and Objects.
The Spear of Vulcan (Salamanders): a Magic Relic Blade (Great Spear)
The Gauntlet of the Forge (Salamanders): a Magic Armoured Gauntlet that can be fired as a
Heavy Flamer, although it falls under Pistol proficiency.
Moondrakkan (White Scars): a Magic Power Weapon (Bastard Sword) that, on a critical hit,
forces the opponent to make a Fortitude Save (Strength-based) or be slain.
The Lifetaker (Executioners): a Magic Relic Blade (Great Axe) that bestows a Negative Level
with every successful hit.
The Black Spear (Minotaurs): a Magic Relic Blade (Great Spear) that contains a Las-Cannon.
This is fired as an Assault Firearm, but only has enough battery power for one shot per day.
The Black Sword (Black Templars): a Keen Magic Power Weapon (Great Sword)
The Sword of Secrets (Dark Angels): a Magic Power Weapon (Long Sword) that grants the
wielder a bonus [Combat] feat as long as it is wielded.
The Sword of Silence (Dark Angels): a Magic Power Weapon (Long Sword) that forces the target
to make a Fortitude Save (Charisma-based) or be rendered Silent for 3 rounds.
The Dead Man's Hand (Blood Angels): a Magic Power Fist that contains Digital Lasers
Blood Reaver (Blood Angels): a two-handed Chainsword that doubles the user's Strength score for
the purpose of Attack and Damage rolls.
Equipment: Digital Weapons, Power Weapon, Iron Halo, Melta Bombs
Requisition: Artificer Armour, pair of Lightning Claws, Power Fist, Razorback with Pilot
Level 5: Terminator Armour, Astartes Bike, Land Raider Crusader or Redeemer with Pilot
Special: if the Captain belongs to the Space Wolves, he may Requisition a Frost Blade, Cyberwolf,
Rune Armour or a pair of Wolf Claws. If he belongs to the Blood Angels, he may Requsition a Jump
Pack, Inferno Pistol or Hand Flamer. If he belongs to the Grey Knights, he has Terminator Armour
and may Requisition Psychotroke Grenades, Rad Grenades, Empyrian Brain Mines, a Nemesis
Warding Staff or a Daemon Hammer. If he belongs to the White Scars, he may Requisition an
Astartes Bike. If he belongs to the Iron Hands, he has Terminator Armour. If he belongs to the
Minotaurs or Imperial Fists, he may Requisition a Siege Mantlet or Las-Cutter. If he belongs to the
Dark Angels, he may Requisition a Plasma Gun. If specifically part of the Deathwing he has
Terminator Armour. If part of the Ravenwing, he has a Land Speeder. If he belongs to the Black
Templars, he may Requisition Holy Orbs of Antioch.

Celestian Superior
Stay close to the Palatine, keep the enemy heads down, we'll charge them once they're pinned!

Each unit of Celestians is led by a Celestian Superior, a veteran warrior who has not only seen it all,
she's done most of it as well. When it comes to combat, urging her unit onwards, and knowing what
to look out for, she is practically a master.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Detested Foe, Faith (Sacrifice), Celestian Skills

Camaraderie, Faith (Blessings of Hope)

Universal Hatred, Love For Mankind

Apocalyptic Barrage, Faith (Blessings of Vengeance)

Reviled Foe, Faith (Never Fading Flower)

Detested Foe (Ex): the Celestian Superior's Hated Foe is now in even more peril: she enjoys a
Haste effect whenever fighting against them, even if there are other enemy combatants that do not
qualify.
Faith (Su): as she gains levels, the Celestian Superior gains access to even more remarkable acts of
faith that cause even the most jaded of people to believe.
Sacrifice: if an ally is hit by an effect that would reduce them below 0 Hit Points or kill
them, and the Celestian Superior is within 50 feet of them, she may elect to take the blow
instead. She drops to -1 Hit Points and Stable, falling Prone, and her ally is left unscathed.
Her allies instantly gain the benefits of Hated Foe, Abhorrent Foe, Detested Foe and, if she
possesses it, Reviled Foe towards whoever unleashed the attack. The attack can not have
been an Area of Effect or Multi-Target attack that also included the Celestian Superior.
Blessings of Hope: with a Standard action, the second-level Celestian Superior may bless an
ally at will, though only one ally at a time may receive this blessing. For one minute, the ally
benefits from Greater Luminous Armour and Starmantle.
Blessings of Vengeance: at fourth level, the Celestian Superior may specially bless an ally a
number of times per day equal to her Charisma modifier (minimum 1). With a Standard
action, she grants them the effects of Karmic Aura, Karmic Backlash, Karmic Retribution,
Sunmantle and Vengeance Halo. The benefits last for just three rounds.
Never Fading Flower: the fifth-level Celestian Superior stops aging, and never takes
penalties for growing old even losing existing age penalties. She will never die of age, and
is immune to Blindness, Deafness and desiccation damage (such as Horrid Wilting). She
also will not die until she reaches a negative amount of Hit Points equal to her own
maximum Hit Points, though needs to be healed like anyone else afterwards, lapsing into a
coma.
Celestian Skills (Ex): the Celestian Superior gains another Celestian Skill, just like a Celestian.
Camaraderie (Ex): the second-level Celestian Superior makes a lot of friends and is loved by all.
As a result, any Aid Other attempt made by her or made to assist her grants a +5 bonus rather than a
+2 bonus. Additionally, if she Flanks a target, then the ally who Flanks with her enjoys a doubled
Critical Threat Range against that target.
Universal Hatred (Ex): at third level, all of the Celestian Superior's enemies are considered to be
Hated Foes, granting her the basic benefits, though not the benefits of Abhorrent, Detested or
Reviled Foe. She may still use Litany of Hatred, if she possesses it, to grant the benefits to her
allies, and any Favoured Enemy boosting Feat she takes will apply to all enemies.
Love For Mankind (Ex): when attacking a foe, the third-level Celestian Superior can elect to make
the attack deal only non-lethal damage, even when throwing grenades and using boltguns (this
aspect is a Supernatural Ability, and will not work on non-humans, [Psychic] targets, or those
immune to non-lethal damage). Additionally, she is known for being more merciful than the average
Imperial soldier, and almost chivalrous, so when she does the talking, the party takes no penalties
for being violent killers.

Apocalyptic Barrage (Ex): at level four, the Celestian Superior can send a message back to base,
requesting an apocalyptic barrage from orbit. This request generally goes through the Inquisition,
but could also be made via a Sister Dialogus or something. At any rate, this takes a MoveEquivalent action, and will arrive 1d6+1 rounds later, in the form of the following effects hitting a
100' radius area within 1000 feet: Earthquake, Deadly Lahar, Deadly Sunstroke
Reviled Foe (Su): the fifth-level Celestian Superior constantly emits a Pulse of Hate that affects all
[Psychic] enemies and [Evil] Outsiders within the area of effect (and nobody else). This ability
could not be suppressed even if she wanted it to. Additionally, whenever she strikes a [Psychic]
enemy or [Evil] Outsider, they are subject to a Harm effect (Charisma-based), once per round.
Equipment: Rosarius, Power Sword, Storm Bolter, Plasma Grenades, Book of Saint Lucius
Requisition: Artificer Armour, Blazing Maul, Repressor with Pilot
Level 5: Cloak of Saint Aspira, Valkyrie with Pilot (requires 10+ ranks of Diplomacy), Immolator
(requires 6+ ranks of Pilot)

Celestian-Arrow
They will not tread a single step further...

Just as the Celestian Blades focus on melee combat and short-range pistold, the Celestian Arrows
focus on firing from a distance. They still protect Heroines (generally a Canoness), however they do
it a different way by shooting enemies who try to approach, and pinning them down at every
chance. An enemy is lucky to survive so far as to get into close combat with a Celestian Arrow, but
even then she may have unpleasant surprises for them.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower
Level

Special

Trigger Discipline, Bonus Feat

Pinning Fire, Faith (Divine Guidance)

Overwatch, Celestian Skills

Protector, Drive-by

Faith (Heavenly Burst), Celestian Skills

Trigger Discipline (Ex): with an Immediate action, even when denied her Dexterity bonus to
Armour Class, the Celestian Arrow may fire a single weapon once at a foe who attempts a charge,
even if she is not the target of the charge.
Bonus Feat: the Celestian Arrow gains a bonus [Combat] feat.
Pinning Fire (Ex): whenever the second-level Celestian Arrow shoots someone, they must make a
Will Save (Charisma-based) or Cower for one round. If she shoots the same target multiple times in
her turn, they still only need to attempt one save.
Faith (Su): as she gains levels, the Celestian Arrow gains access to new Faith Powers.
Divine Guidance: at second level, the Celestian Arrow may grant herself True Seeing a
number of times per day equal to her Wisdom bonus (minimum 1). Any Invisible targets
seen in this manner do not benefit from Damage Reduction or Regeneration against her
shooting attacks and, if they lack both, suffer 2 Con damage every time she shoots them.
Heavenly Burst: whenever the fifth-level Celestian Arrow activates the Divine Power aspect
of Battle Fury, all of her shooting attacks are resolved as Touch Attacks for the duration, and
ignore all Damage Reduction and Regeneration. Additionally, once per hour, as a Free
action, she may call down a Flamestrike effect (Charisma-based), centred on the target of
her shooting attack. If the shooting hits, the primary target gets no saving throw.
Overwatch (Ex): each turn, the third-level Celestian Arrow may designate a 10x10' square within
the first range increment of a Firearm she is wielding. Doing so is a Free action. Until the beginning
of her next turn, entering that area provokes Attacks of Opportunity from her, which may be made
with a ranged weapon, even a Firearm.
Celestian Skills (Ex): at levels three and five, the Celestian Arrow develops another Celestian Skill.
Protector (Ex): when a level four Celestian Arrow is adjacent to an ally, the ally benefits from Full
Cover, and gains a bonus to her Damage Reduction equal to the Celestian Arrow's BAB.
Drive-by (Ex): at fourth level, the Celestian Arrow can make a Full Attack with a Rapid Fire or
Assault Firearm and also make a Move Action in the same round. The Full Attack may occur at any
point during the movement, allowing her to continue and finish her movement after shooting.
Equipment: Master Crafted Boltgun with Sarissa, Concussion Mines, Condemnor, Tempest
Ammunition, Rhino (as long as she has 4+ ranks in Pilot)
Requisition: other special ammunitions, Storm Bolter, Heavy Flamer, Flamer, Melta, Iron Halo,
Melta Bombs, Las-Cutter, Power Sarissa, Repressor (requires 6+ ranks in Pilot)
Level 5: Immolator (requires 6+ ranks in Pilot), Autocannon, Artificer Armour

Celestian-Blade
What's that? Women can't into melee? Neg four strength? Let me show y- oh, he fell over.

All Celestians fight especially well, but eventually, the best at close combat are selected to become
bodyguards to Palatines. Their role is to take the fight to enemies and cut them down, or to protect
the Heroine with punishing gunfire. Also they flat-out murder fools in hand to hand.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Assault Tactics, Bonus Feat

Gun Fighter, Celestian Skills

Protector, Diving Shot

Point-Blank Killer, Celestian Skills

Faith (Fireball Princess), Keen Edge

Assault Tactics (Ex): Celestian Blades are awesome at smacking people about the place. Any time
the Celestian Blade successfully Trips, Disarms or Grapples an opponent, they must make a
Fortitude Save (Strength-based) or be Dazed for one round.
Bonus Feat: the Celestian Blade gains any [Combat] feat as a Bonus Feat.
Gun Fighter (Ex): at second level, the Celestian Blade is so good at shooting people that she gains
the following benefits: when dual-wielding Pistols, she may treat them both as Twin-Linked.
Additionally, she may fire them at adjacent targets as though they were melee weapons (not
provoking Attacks of Opportunity, no penalties, and using them for Attacks of Opportunity).
Celestian Skills (Ex): at levels two and four, the Celestian Blade gains another Celestian Skill.
Protector (Ex): when a third-level Celestian Blade is adjacent to an ally, the ally benefits from Full
Cover, and gains a bonus to her Damage Reduction equal to the Celestian Blade's BAB.
Diving Shot (Ex): at level three, whenever a Celestian Blade attempts a Reflex Save, she may fire a
Pistol Firearm (or two, if dual-wielding) at the attacker as part of the Saving Throw non-action. She
may only do this a number of times per round up to her Dexterity modifier (minimum 1).
Point-Blank Killer (Ex): any pistol fired by the fourth-level Celestian Blade at an adjacent target
causes a critical hit if it hits. She's just that good at blowing people's brains out when that close.
Faith (Fireball Princess) (Su): whenever she activates the Divine Power aspect of Battle Fury, the
fifth-level Celestian Blade also benefits from Righteous Might. Additionally, once per hour she may,
when successfully charging an enemy, create a Fireball effect, centred on the target (Charismabased). The primary target gets no saving throw if the attack hits.
Keen Edge (Ex): at level five, the Celestian Blade doubles her Critical Threat Range against any
foe she has the Edge over.
Equipment: a pair of Master Crafted Bolt Pistols, Chainsword, Melta Bombs, Burning Brazier
Requisition: a pair of Inferno Pistols, Hand Flamers or Plasma Pistols, Blazing Maul, Sororitas
Assault Glaive, Power Weapon, Rhino with Pilot (requires 6+ ranks in Diplomacy), Relic Blade,
Doom Spear
Level 5: Blessed Weapon (requires 18+ ranks in Diplomacy), pair of Neuro Whips, Eviscerator,
Immolator (requires 6+ ranks in Pilot), Jump Pack

Chaplain
We should put a church on this tank, for when we want to pray and slaughter at the same time.
The Chaplains are the holy warriors of the Adeptus Astartes, serving as priests to lead their brethren
into battle. They take care of relics and holy weapons, memorise the ancient lore which they recite
on the battlefield, utter ancient prayers to drive their allies onwards, and deliver retribution to
enemies. In the face.
Note: if he belongs to the Black Templars, the Chaplain is called a Reclusiarch. If he belongs to the
Dark Angels, he is called an Interrogator-Chaplain. If he belongs to the Space Wolves, he is called a
Wolf Priest.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Lead by Example, Honour of the Chapter

Rage +1d6, Liturgies of Battle

Lead the Charge, Litany of Pride

Rage +2d6, Defy Chaos

Incite Rage, Litany of Zeal, Walking Chapel

Lead by Example (Ex): whenever the Chaplain strikes a foe in melee combat, all allies within 100
feet gain the benefits of a True Strike on their next attack, providing it is made before his next turn.
Multiple hits in the same turn do not grant multiple True Strikes.
Honour of the Chapter (Ex): the Chaplain is immune to [Fear] effects, as are all allies within 100
feet of him.
Rage (Ex): the Chaplain continues to advance his Rage ability, gaining an extra Rage Die at levels
2 and 4 (along with the increase to Damage Reduction).
Liturgies of Battle (Ex): with an Immediate action, a second-level Chaplain may intervene for an
ally within 50 feet, turning a failed attack roll or saving throw into an automatic success.
Lead the Charge (Su): whenever the third-level Chaplain charges, all allies become empowered by
his bravery. Their next attack, should it be made before his next turn, deals +5d6 Axiomatic
damage. As long as he is closest to the enemies or adjacent to an enemy, all allies within 50 feet
gain the benefits of a Divine Power effect.
Litany of Pride (Su): once per hour, the third-level Chaplain may spend a Move-Equivalent action
reciting the Litany of Pride. Even his armour becomes too good to be touched by the enemy,
granting him a Shield of Faith effect, and his adamant belief grants him a True Strike effect.
Defy Chaos (Su): with a standard action, the level four Chaplain may gaze at a foe and make an
Intimidate check. The DC is equal to the opponent's Armour Class. If he succeeds, his force of will
tears at their very soul, rendering them vulnerable: they lose access to a Special Attack or Special
Quality of his choice until the beginning of his next turn.
Incite Rage (Ex): with a Standard action, the level five Chaplain may shout out, causing all allies
within 100 feet to immediately gain his Rage ability (including the same amount of Damage
Reduction and Rage Dice). This does not stack with any they already possess, and lasts for one
minute.
Litany of Zeal (Ex): once per day, the fifth-level Chaplain may spend a Full Round action reciting
the Litany of Zeal, affecting him and all allies within 50 feet. They become engulfed in holy flames
and deliver their souls to the Emperor, gaining the benefits of Etherealness, Balor Nimbus and Fire
Shield for one hour, and during that time their bodies cannot be destroyed or mutilated beyond basic
death (meaning Disintegrate and Destruction outright fail to affect them, and a corpse can always be
recovered).
Walking Chapel (Ex): at level five, the Chaplain emits a Hallowed Sanctuary effect out to fifty
feet, as long as he takes no violent action of his own and even then, only the Sanctuary is
suppressed, and only for 1d6 rounds.
Equipment: Crozius Arcanum, Rosarius, Iron Halo, Purity Seals
Requisition: Power Fist, Storm Bolter, Combi-Weapon (Bolter and Flamer/Melta/Plasma Gun)
Level 5: Astartes Bike, Terminator Armour, Condemnor, Storm Shield
Special: if he belongs to the Black Templars, the Chaplain may Requisition Holy Orbs of Antioch.
If he belongs to the Space Wolves, the Chaplain may requisition a Fang of Morkai or Rune Armour.

Culexus Death Master


I'll blow your mind

The Death Masters of the Culexus Temple of Assassins are better and better at destroying the minds
of those around them, their auras growing more powerful and completely shutting psykers down.
They are also a little more skilled in close combat, but ultimately, they exist to stop magic from
working.
Hit Die: d8
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Willpower
Level

Special

Furious Charge, Tainted Warp

Anti-Magic, Psychosomatic Disease

Servitude of Fear, Speed of Shadows

Revulsion, Triple-Throw

Vortex of Souls, Induce Nausea

Furious Charge (Ex): when the Culexus Death Master charges a foe, he may make a Full Attack,
and treats his Strength score as 4 points higher.
Tainted Warp (Su): anyone who attempts to Scry anything or anywhere within 500 feet of the
Culexus Death Master automatically fails, and additionally must make a Will Save (Intelligencebased) or be affected by Psychic Poison. The Primary and Secondary damage is 1d10 Intelligence.
Anti-Magic (Ex): any magically or psionically powered device, or Warp Drive, will instantly cut
out when within 15 feet of a Culexus Death Master, just like an Anti-Magic Field. This also
deactivates and suppresses magical auras and prevents the casting of spells.
Psychosomatic Disease (Ex): any [Psychic] creature who spends more than one full round within
15 feet of a second-level Culexus Death Master must make a Willpower Save (Intelligence-based).
If they fail, they catch a Psychosomatic disease. This is a [Mind Affecting] effect, and works like
Devil Chills, except using Will Saves, with the same DC as the initial ability, and damage is dealt
immediately upon contracting the effect. Every further round spent in his presence speeds the
disease up by one day.
Servitude of Fear (Su): with a Standard action, the third-level Culexus Death Master can enthrall a
Panicked or Cowering foe. They are entitled to a Will Save (Charisma-based), but if they fail, they
are Dominated for one minute, and Charmed thereafter.
Speed of Shadows (Ex): at third level, the speed of the Culexus Death Master is such that he gains
an additional Move action each turn, and may add his Intelligence Bonus to his Initiative.
Revulsion (Ex): all [Psychic] creatures who stray within 30 feet of a level four Culexus Death
Master must make a Will Save (Charisma-based). If they fail, they are affected by a Rage effect (as
per the spell) for one minute. They cannot cast Spells or use Spell-like or Supernatural Abilities for
the duration.
Triple-Throw (Ex): with the one action, a fourth-level Culexus Death Master can throw three
grenades at a time, even different types of grenade and at different targets/locations.
Vortex of Souls (Su): once per day, the fifth-level Culexus Death Master may unleash a Wail of the
Banshee effect, however it only affects [Psychic] creatures and [Chaotic] Outsiders.
Induce Nausea (Su): with a Standard action, the fifth-level Culexus Death Master may focus his
gaze upon a living target. If they then fail a Fortitude Save (Charisma-based), they become
Nauseated for 1d6+1 rounds.
Equipment: Storm Bolter with Psy-Cannon Bolts, Holo-Field
Requisition: Haywire Bombs, Rad Grenades
Level 5: a Vortex Grenade, Arvus Lighter (requires 10+ ranks in Pilot)

Culexus Executioner
Don't mind him, he just tried thinking at me.
The Executioners of the Culexus Temple are still combat inclined, but just in a different way. They
don't throw so many grenades, nor do they focus so much on tearing the souls from people, instead
training others and shutting senses down.
Hit Die: d8
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Willpower
Level

Special

Follower (Death Cultist), Engulfing Aura

Spell Worm, Invisibility, The Silence

Follower (Culexus Assassin), Tainted Warp

Revulsion, Mass Spell Worm, White Noise

Followers (2 Culexus Assassins), Gaze of Annihilation

Followers (Ex): at first level, the Executioner gets a Death Cultist as a follower. At level three, the
Death Cultist gains four levels of Culexus Assassin. At level five, he gains another of equal level.
Engulfing Aura (Su): the Aura of Fear of the Culexus Executioner extends out to one mile.
Spell Worm (Su): once per round, the second-level Culexus Executioner may spend a MoveEquivalent action to tax the mind of a spellcaster or [Psychic] creature within fifty feet. They must
pass a Will Save (Intelligence-based) or lose a single spell they have prepared (or, for spontaneous
casters, an unused spell slot. For those who use Spell-like Abilities, they lose a daily or hourly use),
starting with the highest ones available. Additionally, they are unaware this is happening until they
pass the save.
Invisibility (Ex): so it seems everybody is a little bit psychic, using It for even their basic senses.
The Second-level Culexus Executioner can become Invisible at will with a Swift Action, lasting
until the end of his next turn (or until ended by attacking someone). Using this effect while it is still
active extends it by one round.
The Silence (Ex): at second level, the Culexus Executioner can spend a Move-Equivalent action to
block out the senses of those around him, radiating Silence out to fifty feet. The silence lasts for
three rounds.
Tainted Warp (Su): anyone who attempts to Scry anything or anywhere within 500 feet of the
third-level Culexus Executioner automatically fails, and additionally must make a Will Save
(Intelligence-based) or be affected by Psychic Poison. The Primary and Secondary damage is 1d10
Intelligence.
Revulsion (Ex): all [Psychic] creatures who stray within 30 feet of a level four Culexus
Executioner must make a Will Save (Charisma-based). If they fail, they are affected by a Rage
effect (as per the spell) for one minute. They cannot cast Spells or use Spell-like or Supernatural
Abilities for the duration.
Mass Spell Worm (Su): at fourth level, Spell Worm affects a number of casters equal to the
Charisma modifier of the Culexus Executioner (minimum 1).
White Noise (Ex): at fourth level, the Culexus Executioner automatically blocks out all radio
communications within 500 feet. He may suppress or resume this ability at will.
Gaze of Annihilation (Su): with a Standard action, the fifth-level Culexus Assassin may glare at an
enemy. If they are a [Psychic] creature, they must pass a Fort Save (Charisma-based) or be slain and
sucked into the Warp. If they are not [Psychic], they must still pass the save, but failure merely
results in them falling Comatose for one round, becoming Stunned, Blind and Deaf for one minute
thereafter, and then being Blind and Deaf for the following hour.
Equipment: Sting Ray, one dose of Etherium Derivatives that doubles the duration of all [Fear]
effects used in the next hour
Requisition: Terror Matrix Harness
Level 5: Arvus Lighter (requires 10+ ranks in Pilot)

Death Company
ARGLEBARGLE NAAAARF!
Blood Angels all suffer from the Red Thirst, a terrible condition. However worst of all is when they
are finally and inevitably consumed by the Black Rage. When this happens, they are lost, never
able to go back.
Although they can, off the field, act vaguely normal, they are still changed, unnerving, and when on
the field of battle, only hatred exists within their minds. The Death Company exists for those who
succumb to it, and who are ready to die.
Hit Die: d12
Skill Points: 2+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Unhindered Stride, Rage +1d6

Fast Healing, Rage +2d6

Immense Rage, Rage +3d6

Fast Movement, Rage +4d6

Deathless Body, Rage +5d6

Unhindered Stride (Ex): the Death Company Marine constantly moves as though under a
Freedom of Movement effect, though he can still be grappled normally.
Rage (Ex): if the Death Company Marine does not have the Rage ability (as the Assault Marine), he
gains it. Regardless, every level he gains an additional Rage die.
Fast Healing (Ex): at second level, the Death Company Marine gains Fast Healing 10. This applies
even when he is in a Rage.
Immense Rage (Su): whenever entering a Rage, the third-level Death Company Marine actually
grows one size larger. When leaving the Rage, he shrinks back down again. In both cases, his
equipment is included.
Fast Movement (Ex): at level four, the Death Company Marine's land speed improves by fifteen
feet, and he gains an additional Move action every turn.
Deathless Body (Ex): at level five, the Death Company Marine becomes immune to anything an
Undead would normally be immune to, and is healed by both Positive and Negative energy. If ever
actually slain, as long as his brain and gene seed are recovered, he may become a Death Company
Dreadnought a Furioso Dreadnought.
Equipment: Frag and Krak Grenades, Chainsword, Bolt Pistol, Hand Flamer or Power Sword
Requisition: Rhino with Pilot, Lightning Claw, Jump Pack, Power Fist
Level 5: Thunder Hammer, Immolator with Pilot, Inferno Pistol

Devastator
I love the smell of napalmed ork in the morning.
Devastator Marines are those who pack the heavy weapons they lug giant things about, setting
them in place to unleash waves of explosive doom on their enemies. Some focus on anti-infantry,
with frag missiles and heavy bolters, others focus on taking tanks out, with lascannons and multi
meltas. But either way, they all cause large explosions.
Hit Die: d8
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Willpower
Level

Special

Heavy Weapon Specialty, Focus Fire

Bulging Biceps, Elation

Tank Hunter, Explosive Cascade

Rain of Terror, Blinding Explosions

Destroyer, Steel Rehn

Proficiencies: Heavy Weapons

Heavy Weapon Specialty (Ex): when wielding heavy weapons, the Devastator gains a special
benefit, depending on the weapon he uses:
Metal Storm: when firing a Frag Missile, the missile explodes in the air, scattering shrapnel
everywhere. The blast radius increases by 10 feet, and Evasion does not apply.
Tin Opener: no form of Damage Reduction or Energy Resistance applies to Krak Missiles.
In fact, the tougher you are outside, the worse it is for your insides, so targets take extra
damage equal to the sum of their Damage Reduction and Armour Bonus.
Scorched Air: whenever a Devastator fires a Multi-Melta, a 10' radius spread emanates for
one round. Anyone who goes through the area is subject to a Parboil effect.
Holy Sol: when the Devastator fires the Plasma Cannon, the point where the blast originated
still burns like a sun. Anyone dumb enough to touch it takes damage as though shot, and 1d4
rounds after forming it erupts like another Plasma Cannon, with a 10' radius.
Strike Through Evil: when the Devastator fires a Lascannon, the bolt becomes a 5' wide 120'
long Line. Everyone in the line is damaged, with a Reflex Save (Dexterity-based) for half.
Thunderous Fury: the Devastator unleashes so many rounds with a Heavy Bolter that the
chain of explosions causes the target (and anyone within 5') to have to make a Will Save
(Wisdom-based) at the end of the shooting or Panic for 1d6 rounds.
Focus Fire (Ex): for every consecutive round that he targets the same individual with the same
Heavy Weapon, the Devastator's accuracy goes down (providing a cumulative -2 to hit), however
the damage increases by +2d6 damage each round.
Bulging Biceps (Ex): the second-level Devastator can fire Heavy Weapons without having to
steady them first, and therefore may use his Move Action however he likes. He still has to steady
[Massive] weapons but is otherwise able to fire them. Additionally, he treats Heavy Stubbers and
Heavy Flamers as Assault Weapons.
Elation (Ex): whenever he kills a foe or destroys a vehicle or building with his heavy firearms, it
brings a smile to the second-level Devastator's face likewise to his allies. All negative effects
afflicting him, and those affecting allies within 50 feet, instantly end, with the exception of entirely
physical ones such as being on fire, or poison.
Tank Hunter (Ex): whenever firing upon moving vehicles, the third-level Devastator treats it as
having moved only half as far. Additionally, his weapons ignore the Damage Reduction and Energy
Resistances of all Constructs and vehicles.
Explosive Cascade (Su): whenever the third-level Devastator destroys a vehicle or Construct,
explosive shards and balls of flame bounce around. Four 10' cubes within 100' of the primary
explosion may be targeted to be hit for 6d6 Fire/Slashing damage, and the primary explosion
extends by 10' in radius. This somehow occurs on a supernatural level, almost psychically directed
by the Devastator.
Rain of Terror (Ex): whenever the fourth-level Devastator kills a foe or destroys a vehicle with a
heavy weapon, enemies panic. All foes within 50 feet of the casualty must make a Willpower Save
(Wisdom-based) or Panic for 1d4 rounds.
Blinding Explosions (Ex): at level four, whenever the Devastator creates an explosion of any kind,
all foes within 20 feet must make a Fortitude Save (Wisdom-based) or be Blinded for 2d4 round.

Destroyer (Su): once per round, the fifth-level Devastator may make a single attack with a Heavy
Firearm a [Destroyer] effect.
Steel Rehn (Ex): at level five, once per day, the Devastator can call down a storm of Deathwind
Drop Pods as a Move-Equivalent action. Four Drop Pods arrive on the following turn within 100
feet, and open fire on the enemies, all equipped with either Missile Launchers or Assault Cannons.
Equipment: two of the following: Plasma Cannon, Missile Launcher, Heavy Bolter
Requisition: Signum, another Heavy Firearm, Las-Cannon, Multi-Melta, Melta Bombs
Level 5: Drop Pod with Deathwind Launcher

Eversor Death Master


Kill kill kill kill kill kill kill

The Eversor Death Master is a raving psychopath, even compared to the regular assassin. Barely
considered a playable character any more when not on their sedatives, they leap from kill to kill,
looking for the next victim.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex
Level

Special

Speed of Shadows, Reaction Overload

Rage +1d6, Toxic Meltdown

Rampage, Muscle Overload

Rage +2d6, Poison Spit

Detonation, Overclock, WRYYYYY

Speed of Shadows (Ex): the Eversor Death Master gains an additional Move Action each round.
Reaction Overload (Ex): with an Immediate action, an Eversor Death Master may take damage
equal to his hit dice to make a single attack against him automatically miss. This shuts his Fast
Healing down for one round.
Rage (Ex): at levels two and four, the Eversor Death Master's Rage ability improves, granting
another point of Damage Reduction and another Rage Die.
Toxic Meltdown (Ex): if the second-level Eversor Death Master is slain, not only does the
explosion occur, but also, everyone in the area must make a Fortitude Save (Constitution-based) or
be affected by a Poison that deals 1d10 Strength, Dexterity and Constitution damage as primary and
secondary damage.
Rampage (Ex): whenever below half his maximum Hit Points, the third-level Eversor Death
Master gains an extra Standard action every turn.
Muscle Overload (Ex): the third-level Eversor Death Master, when making a melee attack, may
add his Constitution bonus to the attack roll, and double his hit dice to the damage. Doing so,
however, also deals his own hit dice in damage to himself and shuts his Fast Healing down for one
round.
Poison Spit (Ex): with a Swift action, a level four Eversor Death Master can spit venom out to
fifteen feet with a ranged touch attack. If it succeeds, the target must pass a Fortitude Save
(Constitution-based) against a poison that causes 1d6 Constitution damage as primary damage, and
Coma for 3d6 days as secondary damage.
Detonation (Ex): if and when the fifth-level Eversor Death Master explodes, the damage increases
to 40d6. You very much may elect to just deal the average, 140 points of damage.
Overclock (Ex): the reflexes of the Eversor Death Master are so wired up and sped up at fifth level
that time seems to freeze. Whenever below a quarter of his maximum Hit Points, if he takes damage
he may activate a Time Stop effect as an Immediate action. Every time he does this, at the end of
the effect he suffers two points of Constitution damage.
WRYYYYY (Ex): when disembarking from a vehicle, the fifth-level Eversor Death Master may
immediately make a charge attack, gaining the benefits of Leap Attack. Additionally, when piloting
a vehicle, he may charge foes and even perform crude jumps (dealing 2d6 damage to the vehicle,
ignoring Hardness and Damage Reduction). Charging or jumping onto someone with a vehicle
doubles the ram/trample damage dealt.
Equipment: Assault Cannon, 5 time-delay Plasma Grenades, 5 time-delay Melta Bombs, ten doses
of Night Dust Sedatives
Requisition: Drop Pod, Rhino
Level 5: Land Raider Crusader (requires 10+ ranks in Diplomacy), Power Armour and Caestus
Assault Ram (requires 18+ ranks in Diplomacy)

Eversor Executive
Good day sir, I wish to talk to you about the benefits of MURDERKILLRAMPAGE!

Some Eversor Assassins manage to become fully productive members of society, becoming
important business executives. Well, that's a lie, they just murder people. Much like the highestranking business executives. But they do it in a suit, and are in better control of themselves. They
get given a suite of James Bond style gear, and are sent in to infiltrate corporations.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex
Level

Special

Follower (1 Commissar), Icy Rage

Rage +1d6, Face Wearer

Follower (1 Commissar Lord), Dual-Wielding Maniac

Rage +2d6, Toolkit of Death, Explosion of Gore

Followers (+Eversor Assassin), Phone A Friend

Followers (Ex): the Eversor Executive gains a follower to help keep him under control Veteran
3/Commissar 3. At third level, the Commissar gains 4 levels in Commissar Lord. At level 5, he also
receives a follower who is an Eversor Assasin (level 6/4). If a follower dies, he is replaced
eventually.
Icy Rage (Ex): the Eversor Executive may act completely normally and rationally in a rage, even
under the influence of any drugs. He also becomes immune to [Mind Affecting] effects.
Rage (Ex): at levels two and four, the Eversor Executive's Rage improves, granting an extra Rage
Die and point of Damage Reduction.
Face Wearer (Ex): after slaughtering someone in a violent manner, the second-level Eversor
Executive may wear their skin as a crude mask, effectively benefiting from Disguise Self. Anyone
who successfully sees through the disguise must make both a Fortitude Save (DC 18) and a
Willpower Save (Intelligence-based). If the Fortitude Save is failed, they become Nauseated for 1d4
rounds. If the Willpower Save is failed, they Cower for one minute.
Dual-Wielding Maniac (Ex): the third-level Eversor Executive may wield Rapid Dire and Assault
Firearms (except for those that are normally Heavy) as Pistols, and may thus hold one in each hand.
Doing so allows him to treat the weapons as twin-linked.
Toolkit of Death (Ex): at level four, the Eversor Executive receives a variety of deadly new
devices:
Eversor Cell Phone
Corrosive Cologne/Perfume
Augmented Knees
Inferno Lipstick
4 Hellfury Cigars
Bionic Fist
Explosion of Gore (Ex): when a foe is sufficiently injured, the fifth-level Eversor Executive may
attempt to dismember them as a Standard action. Roll to damage as normal, with 5d8 bonus
damage. If the amount is enough to reduce the target to zero Hit Points or less, they are slain
instantly, exploding in a spray of gore. Everyone within 15 feet, except the Executive, is Blinded
until they spend a Standard action clearing their eyes, and all within 30 feet must make a Fort Save
(Strength-based) or be Nauseated for 3 rounds. If the damage rolled is not enough, the target takes
no damage.
Phone A Friend (Ex): once per day, the fifth-level Eversor Executive may phone in an orbital
bombardment. A Lance Strike hits one round later, and continues for 1d4+1 rounds.
Equipment: Suit and Tie, 2 Boltguns, Hot-Shot Pen, Briefcase-Ripper Pistol, Tie-Clip Melta-Bomb
Requisition: Drop Pod, Chimera
Level 5: Land Raider Crusader (requires 10+ ranks of Diplomacy), Toxin Water-Cooler

Honour Guard
A warrior with no honour has already lost.

The Honour Guard rate amongst the best warriors of the Space Marines, and in turn have some of
the most important roles: defending the honour of the chapter with their skills, and protecting their
commanders. Likewise, to suit their skills, they are equipped with the best relics of the Chapter.
Hit Die: d12
Skill Points: 2+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Sacred Aura, No Mercy

Honour or Death, Glorious Shield

No Remorse, Combat Blur

Knockdown, Chapter Champion

No Regret, Bronzeflesh

Sacred Aura (Su): the Honour Guard radiates a powerful aura that allows his allies to strike foes
down. Anyone who attacks the same target as he attacked in his last turn may make an additional
attack each round at their highest attack bonus.
No Mercy (Ex): any round where the Honour Guard damages a foe, mark one of the injured foes as
being denied mercy. On their next turn, the wounds catch up with them, dealing additional damage
equal to his Base Attack Bonus, plus 2d6. This counts as ongoing damage.
Honour or Death (Ex): at the beginning of combat, the second-level Honour Guard must designate
a foe to be his enemy as a Free action. He must go out of his way to attack that enemy, taking a -6
penalty on attack rolls against anyone else until the enemy is defeated. However, against that
enemy, he always has the Edge and may take one Attack of Opportunity per round to attack that foe
just because.
Glorious Shield (Ex): if an adjacent ally is targeted by an attack, the second-level Honour Guard
may make an opposed attack roll. On a successful hit, the attack is parried and no-one is harmed.
On a failed roll, he is struck instead, even if the roll would not normally beat his Armour Class.
No Remorse (Ex): every time the third-level Honour Guard slays a foe, he may make a Demoralise
attempt against every foe within 100 feet as a Free action.
Combat Blur (Ex): at third level, the Honour Guard may use a single Swift action to activate all
Swift action weapons at the same time.
Knockdown (Ex): at level four, foes struck by the Honour Guard get hacked down. Any time he
strikes with a melee weapon and deals at least 10 damage, he may make a Trip attempt as a Free
action, with a +4 bonus. If the Trip succeeds, he may make a follow-up attack on the opponent.
Chapter Champion (Ex): at fourth level, the Honour Guard becomes the Chapter Champion, a true
hero amongst heroes. He gains an additional Swift or Immediate action each round, and grants the
Edge to all of his allies against his designated enemy.
No Regret (Ex): at level five, the Chapter Champion becomes immune to [Mind Affecting] effects.
Bronzeflesh (Su): once per day, the fifth-level Chapter Champion may cast Stoneflesh upon himself
and his armour, except he seems to turn into a shining bronze statue of might.
Equipment: Artificer Armour, Power Weapon, Digital Weapon
Requisition: Auxiliary Grenade Launcher, Lightning Claw, Drop Pod
Level 5: Thunder Hammer, Relic Blade
Special: if the Honour Guard is a member of the Ultramarines, the Relic Blade is a regular
Requisition, and is in the form of a Great Axe. If he is a member of the Space Wolves, he is called a
Wolf Guard, and may Requisition a Frost Blade, or a Wolf Claw if fifth level. If he is a member of
the Blood Angels, he is called a Sanguinary Guard and gets an Angelus Bolter or Hand Flamer, and
a Jump Pack. He may also Requisition a Death Mask or Gladius Encarmine.

Hunter of Chaos
Be very very quiet... we're hunting daemons.
The Hunter of Chaos is not exactly a rank or a role, it is really a title there are scout leaders who
continue their role, stalking through the strange landscapes in order to snipe at and kill all foes.
They spend most of their lives in hellish wilderness, honing their skills, and eventually, anything
they choose to pursue is guaranteed to be slain.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex
Level

Special

Hated Enemy, Move Through Cover

Skirmish +1d6/+1, Fade to Black

Mighty Shot, Crack Shot, Detect Chaos

Skirmish +2d6/+2, Jungle Is Massive

Chaos Stalker, Deep Strike (Seize the Objective)

Proficiencies: Heavy Firearms

Hated Enemy (Ex): the Hunter's hatred for his foes really shows through, and he gains a set of
bonuses against [Chaotic] Outsiders: +6 on Bluff, Listen, Sense Motive, Spot and Survival checks,
+6 to hit and on damage rolls. This counts as Favoured Enemy for the purpose of qualifying for
feats and so on.
Move Through Cover (Ex): the Hunter of Chaos ignores Difficult Terrain, and can always move at
full speed when Hiding and Moving Silently, at no penalty for doing so.
Skirmish (Ex): at levels two and four, the Skirmish ability of the Hunter of Chaos improves.
Fade to Black (Su): with a Standard action, the second-level Hunter of Chaos may attempt a DC 20
Hide check. Success grants him a Greater Invisibility effect for one minute, although when it
finishes, it cannot be used again for one minute thereafter.
Mighty Shot (Su): for reasons nobody really understands, the third-level Hunter of Chaos may use
the Power Attack option with Firearms.
Crack Shot (Ex): at third level, the Hunter of Chaos completely ignores Cover (as long as he
knows where the foe is) with Firearms.
Detect Chaos (Su): the third-level Hunter of Chaos may activate a Detect Chaos effect at will.
Jungle Is Massive (Su): the only way to track or follow a fourth-level Hunter of Chaos who doesn't
wish to be followed is through Supernatural means. All other methods fail, and furthermore,
Divination spells will not work. Additionally, whenever he is tracking a specific target, they will
constantly feel harried and scared, unable to take 10 on actions and always counting as Shaken if
they do not pass a Willpower Save (Intelligence-based).
Chaos Stalker (Su): at fifth level, the Hunter of Chaos becomes even better at tracking his foes,
and while being tracked, every day the foe will Panic if they fail a Willpower Save (Intelligencebased), at a random point in the day and lasting for 1d10x10 minutes. Additionally, every time they
sleep they are subjected to a Nightmare effect (same DC). When the target is finally reached, should
they see the Hunter of Chaos, they know their time is up and must make another Willpower Save
(same DC). If this fails, they are Stunned for 1 round and must make a Fortitude Save (same DC) or
die of fright. This is a [Mind Affecting] [Fear] effect.
Deep Strike (Ex): the fifth-level Hunter of Chaos gains the Seize the Objective ability, which
cannot be used while fatigued: on his first turn of combat, he may make a Move action, make a
ranged Full Attack, make another Move action, and another ranged Full Attack. This leaves him
Fatigued.
Equipment: Scout Bike (providing he has 6+ ranks in Pilot), Poisons, Storm Bolter, Stalker Pattern
ammunition, Auxiliary Grenade Launcher
Requisition: Assault Bike, Stalker Pattern Boltgun, Choke Grenades
Level 5: Inferno Clusters, Perforator Clusters, Condemnor, Widowmaker

Librarian
And with the power invested in me, I shall strike them down!
Librarians aren't just there to shush people in libraries. Oh no. For while they do look after many
tomes of ancient lore, their real purpose is to be psychic leaders amongst the Space Marines,
annihilating enemies with surges of powerful mental energy and opening gates through the Warp.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Mindlink, Psykic Discipline, Find Tome

Psychic Strike +2d8, Minor Powers

Psykic Discipline, Channel Power

Psykic Strike +3d8, Auxiliary Power

Psykic Apocalypse, Master of Rites

Mindlink (Su): the Librarian has Telepathy with his allies, out to 100 feet. As a side-effect, as long
as he has his wits about him he may use a Swift action to remove any [Mind Affecting] effect from
an ally within 100 feet.
Psykic Discipline (Ex): the Librarian has the [Psychic] subtype, and gains access to a Psychic
Discipline of choice at levels one and three, gaining the [Psychic] powers and abilities:
Storm Warden: Lightning Bolt (Sp) at will, Persistent Call Lightning Storm (Su),
Shatterfloor (Sp) 3/day; Level 5: Thunderhead (Sp) 1/day and Immunity to Electricity
Seer: Identify (Sp) at will, Persistent Comprehend Languages (Su), Scrying (Sp) 3/day;
Level 5: Moment of Prescience 1/day, Uncanny Dodge
Warp Lord: Wall of Gloom (Sp) at will, Blink (Su) at will, Shadow Well (Sp) 3/day; Level 5:
Abyssal Maw (Sp) 1/day, Immunity to forced planar travel
Mental Hero: Command (Sp) at will, Persistent Prayer (Su), Confusion (Sp) 3/day; Level 5:
Programmed Amnesia (Su) 1/day, Immunity to [Compulsion] effects
Wolf of the Wolf Wolf*: Corona of Cold (Su) at will, Obscuring Mist (Su) at will, Bite of
the Wereboar (Sp) 3/day; Level 5: Greater Whirlwind (Sp) 1/day, Immunity to all bad
weather conditions
Sanguine Blood Vitae*: Fly (Sp) at will, permanent Blood Star (Su), Blood Lance (Sp)
3/day; Level 5: Sanguine Sword (Sp) 1/day, permanent Haste effect
Sanguine Sword: Black Blade of Disaster. It looks blood red.
Blood Lance: Lightning Bolt, dealing Force damage. It is a [Lance] effect.
Find Tome (Ex): if there is a book within 500 feet the Librarian can find it instantly.
Psykic Strike (Su): with a Swift action, the second-level Librarian can charge a melee weapon with
psychic energy. The next attack he makes with it, before the end of his turn, deals 2d8 additional
damage. At fourth level, this improves to 3d8 additional damage.
Minor Powers: at second level, the Librarian gains Minor Powers as a bonus feat.
Channel Power (Su): once per round, the third-level Librarian may channel an offensive [Psychic]
power through a Force Rod or Rune Weapon as part of an attack action. The target, if hit, suffers the
effects of the power, though they are entitled to any Saving Throws as normal, and the area of
effect, if any, is reduced to just their square.
Auxiliary Power (Sp): at level four, the Librarian gains an additional, unrelated [Psychic] power
from the following list:
Split Ray Scorching Ray (Su) at will, Level 5: Twinned Split Ray Scorching Ray
Evard's Black Tentacles (Sp) 1/minute, Level 5: Deltane's Burning Tentacles
Haste (Su) 1/hour, Level 5: permanent Haste effect
Phantasmal Killer (Sp) 1/hour, Level 5: Weird
Nightmare Terrain (Su) 1/hour, Level 5: Persistent Nightmare Terrain

Psykic Apocalypse (Su): at fifth level, the Librarian may select a single Apocalyptic [Psychic]
power to be used once per day as a Spell-Like Ability:
Gate (Travel version only)
Timestop
Astral Projection
Dominate Monster
Detonate
Reaving Dispel
Ultimate Sphere of Destruction
Master of Rites (Ex): the fifth-level Librarian may use a Full Round action to activate two
[Psychic] powers in the same turn.
Equipment: Rune Weapon or Force Rod, Magic Storm Bolter, Psychic Hood
Requisition: Circlet of Intellect, Cloak of Charisma, Plasma Gun
Level 5: Terminator Armour, Drop Pod
Special: a Librarian who belongs to the Space Wolves is known as a Rune Priest and may select the
Wolf of the Wolf Wolf Discipline and requisition Rune Armour. If he belongs to the Blood Angels
he may select the Sanguine Blood Vitae Discipline and, if fifth level and slain, as long as his brain
and geneseed can be recovered, can be placed into a Furioso Dreadnought, retaining his Librarian
status and powers.

Martyr
If my death will be a worthy sacrifice... then so be it.

Redemption can be found in many ways. For some, it is through the embrace of death, and there are
many who actively seek this out. For others, there is the completion of a dangerous quest, some
important mission, or to just have the sins taken from their hide. And then very rarely... sometimes,
there is a martyr. Destined to an early grave, the brightest lights burn fastest, but during the time,
their miracles are beyond explanation by ordinary means, and should one be found, she is very
quickly elevated to Saint status.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower
Level

Special

Faith (Eyes of Fire), Perfect Flight, Redeemed

Faith (Aspiration), Regeneration

Faith (Radiant Touch), Eschew Earth

Faith (Shrouds of Light), Rejuvination

Faith (Imperial Glare), Divine Glory

Faith Powers (Su): as she gains levels, the Martyr gains access to fantastic new Faith Powers:
Eyes of Fire: the Living Saint may cast Split Ray Twinned Scorching Ray (8 rays) once per
5 rounds. Against [Psychic] targets and [Evil] Outsiders, no more than half the damage can
be reduced or negated by any means other than not being hit.
Aspiration: all allies of the second-level Martyr who have access to Faith powers of their
own may add the Martyr's Charisma bonus to one aspect of their Faith powers, aside from
number of uses.
Radiant Touch: at third level, the Martyr may cast Reaving Dispel at will with a melee touch
attack that does not provoke Attacks of Opportunity.
Shrouds of Light: starting at fourth level, the Martyr has a constant Starmantle and Greater
Luminous Armour effect that can only be suppressed, not dispelled or disjoined.
Imperial Glare: with a Standard action, the level five Martyr may glare at a foe. Unless they
shield their eyes (requiring a Reflex Save, Charisma-based, and effectively becoming Blind
until their next turn), they must pass a Fortitude Save (Charisma-based) or instantly be Slain.
Perfect Flight (Ex): the Martyr grows actual magical wings, that are not hindered by her clothes or
armour, and gains a Fly Speed of 50 feet (Perfect).
Redeemed (Ex): the Martyr is redeemed. Although she retains all of her Repentia abilities and any
equipment she wants, she is considered to be forgiven, and has all rights restored to her. She is also
a subject of admiration amongst the Adepta Sororitas (even more than normal), and almost an object
of worship to regular citizens. She may add her Hit Dice as a bonus to Diplomacy checks.
Regeneration (Su): at second level, the Martyr gains Regeneration 5, overcome by Iron, Steel or
Cold Iron weapons.
Eschew Earth (Su): at third level, the Martyr's feet never touch the ground. She always hovers just
enough that she can't be hurt by caltrops or earthquakes, and will never have dirty feet. Even dust
storms, ash clouds, thrown rocks, avalanches and stone spikes will move aside not to touch her, and
filth of any kind will shy away from her body.
Rejuvination (Su): once per week, when killed, the fourth-level Martyr turns out to not quite be
dead, completely restored to life one hour later at full hit points. Even if disintegrated, her body
reforms. The only way to prevent this, aside from killing her again before seven days expire, is to
leave the body in a Desecrated area for the full seven days.
Divine Glory (Ex): at fifth level, the Martyr gains the Half Celestial template, complete with Spelllike Abilities. The Spell-like Abilities are considered to be Faith Powers. Additionally, her tears,
should they touch another mortal creature, bestow a Cure Moderate Wounds effect and a lock of her
hair can be used as a Talisman, granting a +2 Luck bonus on all Saving Throws.
Equipment: Cloak of Charisma, Quality Robes, Ring of Suffrage, Relic Blade with Exterminator,
Bolt Pistol, Book of Saint Lucius, Artificer Armour with Golden Halo (should she desire it)
Requisition: Blessed Weapon, Inferno Pistol, Prayer Beads
Level 5: Litanies of Faith

Master of the Forge


And now, for the honour of the Salamanders... PRESS THE RED BUTTON!
The Space Marines most closely associated with the Adeptus Mechanicus are the Tech Marines,
who maintain all of the technological devices of the chapter, keeping everything working and
acquiring new equipment from the AdMech while uncovering new secrets of their own. The leaders
amongst those are the Masters of the Forge, venerated by Tech Priests for their knowledge and
might.
Hit Die: d10
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude
Level

Special

Rapid Repairs, Charm Machine Spirit, Invention

Servitors (1), Mind's Eye Control

Machine Spirit Harem, Manipulate Machine Spirit

Servitors (2), Vice Grip, Plasma-Proof

IT'S ALIIIVE!, Transcendence

Proficiencies: Heavy Firearms


Note: if a member of the Space Wolves, the Master of the Forge is called an Iron Priest.

Rapid Repairs (Ex): the Master of the Forge's familiarity with machinery halves the time it takes
for him to make any repairs on a vehicle.
Charm Machine Spirit (Su): when activating a charged item or using an energy-based Fireaarm, a
Master of the Forge may attempt to talk it into accepting his own inner power. By adding +5 to the
Use Magic Device DC, a successful check causes the item to be used without spending a
charge/ammunition. For firearms, the DC is a flat 20.
Invention (Ex): the Master of the Forge can, given the required component weapons (even broken
ones) and a power source, create an invention in about a week. Generally, an Invention is a Melee
Weapon (requiring the existing melee weapon it can be a Chainsword, Power Weapon or so on),
and is a Magic Weapon (requiring a power source). It may have a Pistol, Rapid Fire or Assault
Firearm built into it (requiring the existing firearm), and has one of the following benefits:
A Minor or Moderate Weapon Enhancement
Intelligence with Int, Wis and Cha 14, Telepathy with the wielder, Blindsense out to 60 feet
and one Minor and one Major Power
Every time the melee weapon hits, the Firearm automatically fires at the same target
The weapons (melee and Firearm) gains the [Melta] or [Lance] descriptor a melee hit is
always within half range for the purpose of [Melta]
A scaling Enhancement bonus to one Ability Score, or a scaling Resistance bonus to Armour
Class
Once per round, when the weapon hits someone, it can target them with a targeted spell of
level 1-3.
More than one invention may exist at a time, simply based on the components at hand and time
available.
Servitors (Ex): at levels two and four, the Master of the Forge gains a Servitor that follows him
obediently. They may use his own Base Attack Bonus when attacking, and if slain, they are replaced
soon enough.
Mind's Eye Control (Su): when launching missiles (including from vehicles), the second-level
Master of the Forge guides them as though flying his own body into enemies. They become homing
weapons, where a successful Ranged Touch Attack results in the target at the centre of the blast
automatically failing their Reflex Save.
Machine Spirit Harem (Ex): the third-level Master of the Forge gains the benefits of the
Weaponwed feat, applied to every single weapon he ever wields, like the complete techno-flirt he is.
Manipulate Machine Spirit (Ex): beginning at third level, whenever the Master of the Forge
activates an item (magic or otherwise) that casts or emulates a spell, he may talk the device into
granting more powerful effects. He may apply a Metamagic Feat, without possessing the feat, by
increasing the Use Magic Device DC by +4 per spell level increase. He may also do this to energybased Firearms with a Base DC of 15.
Vice Grip (Ex): at fourth level, the Master of the Forge's hands and arms are modified into a
powerful vice. He gains a Constrict attack that deals 3d6 damage, plus one and a half times his
Strength modifier. The victim, if it takes damage, must make a Fortitude Save (Strength-based), or
become Fatigued. If already Fatigued they become Exhausted. If already Exhausted they pass out
until released, and for 1d4 rounds thereafter.

Plasma-Proof (Su): at level four, the Master of the Forge is practically immune to plasma: he takes
half damage from any given Plasma weapon, and they never Overheat in his hands.
IT'S ALIIIVE! (Su): at level five, with one minute of work and a DC 25 Repair or Craft
(Machinery) check, a Master of the Forge can restore a destroyed vehicle to operation at 25% Hit
Points, as long as it was not completely annihilated (exploded: fine; disintegrated or hit by a
[Destroyer] weapon: not fine). Disabled weapons and other effects are fixed.
Transcendence (Ex): should a fifth-level Master of the Forge ever be killed, as long as his brain,
his geneseed or any single piece of cyberwear survives and makes it back, his soul can be
transferred out to an Ironclad Dreadnought. The Dreadnought still has a special Servo-Harness.
Equipment: Artificer Armour, Servo-Arm, Servo-Harness or Conversion Beamer, Axe of the
Omnissiah, Repair Kit, Blessed Oils
Requisition: Thunderfire Cannon, Astartes Bike, Drop Pod, parts for inventions
Level 5: Land Raider (requires 6+ ranks in Pilot), upgrades for Ironclad Dreadnought

Mechanicus Death Master


...hello. Your servitors and automated weapons let me in. Don't bother, your gun won't shoot me.

The Death Masters of the Mechanicus are more than just a little bit tricky. They control the
machines of others, even other people who are hooked to too many machines, and gain the scariest
of specialised experimental equipment.
Hit Die: d10
Skill Points: 6+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude and Willpower
Level

Special

Turbo Boost, Fist Augmentation, Gene Therapy

EYE BEAMS!, Confuse Magic Device

Mechadendrites, Empower Device, Lockdown

Face Augmentation, Electrical Discharge

Amplifier, Cyber-Reincarnation

Note: female Mechanicus Death Masters generally belong to a specific group, the Sisterhood of
Cydonia, and are known as Sisters of Cydonia.

Turbo Boost! (Su): the systems of the Mechanicus Death Master are so overclocked that she
receives an extra Move action every round.
Fist Augmentation (Ex): the Mechanicus Death Master has been modified, with a Thunder
Hammer built into one fist. She still retains regular hand function, she can just punch people with a
Thunder Hammer and playing knuckles is a bad idea.
Gene Therapy (Ex): the Mechanicus Death Master is supposed to be perfect. Thanks to gene
therapy, she is immune to Disease and Poison, and gains an Enhancement bonus to Strength and
Constitution equal to her hit dice divided by 3 (round up).
EYE BEAMS! (Ex): starting at second level, the Mechanicus Death Master may use a Swift action
to fire a pair of beams from her eyes. These function as a single Twin-Linked Hot-Shot Las Pistol,
although only a single shot may be fired with the one action. Additionally, if the target is hit, she
locks on, and any other ranged attacks she makes against them in that round may re-roll the attack
roll if they miss.
Confuse Magic Device (Su): anyone using a magic item or Firearm to target the second-level
Mechanicus Death Master with a spell she doesn't want to be hit by must make a Modified Level
Check (1d20+HD) against her Bluff or Use Magic Device check. If her own roll is higher, the item
instead targets the user. Additionally, any Construct that would attack her is automatically treated as
Confused (overriding the usual immunity to [Mind Affecting] effects), and there is no save against
this.
Mechadendrites: at third level, the Mechanicus Death Master gains more mechadendrites, as
though taking the feat again.
Empower Device (Su): by spending a Swift action whispering sweet nothings to a magic item or a
firearm, the third-level Mechanicus Death Master may cause its effects to be Empowered for the
rest of her turn.
Lockdown (Su): starting at third level, the Mechanicus Death Master can shut down the bionic
systems of another creature within Medium range. She uses a Standard action to focus on them, and
they must then pass a Willpower Save (Charisma-based) or any bionic implants and similar cease to
function for 1d4+1 minutes. If they have a Nerve Staple, Cybernetic Nervous System or Cyber
Brain, she can Dominate them for the duration with this power.
Face Augmentation (Ex): at level four, the Mechanicus Death Master gets special (and painful)
additions to her face, in the way of drills and chainsaw blades added inside her mouth. She can elect
to look normal or hideous, but either way, may use her mouth as a Chainfist.
Electrical Discharge (Su): the fourth-level Mechanicus Death Master constantly benefits from a
Call Lightning effect, as sparks and bolts crackle from her. This radiates dim blue light and can be
suppressed or resumed at will. She may also use a super-charged bolt, shutting this ability off for
1d4+1 minutes, to use a Full Round action charging up a corpse she can touch. The corpse can have
been dead for no more than one minute, and is treated as a Zombie under her control, except with
the normal amount of actions and the Construct type. If they were slain the very round before she
does this, she may instead Resurrect them.

Amplifier (Su): any Construct the fifth-level Mechanicus Death Master has control over (including
herself if she utilises Cyber-Reincarnation), if within 50 feet of her (or actually being her), gains an
additional Standard action each round.
Cyber-Reincarnation (Ex): if someone should kill the fifth-level Mechanicus Death Master and
yet her brain can be brought back to base, then they will rue the day they killed her, AND RUE IT
HARD! She is restored in the Cyber-Reincarnation Shell, although loses the benefits of Gene
Therapy.
Equipment: Land Speeder (requires Pilot 10+ ranks) or Servo Harness, Void-Breaching Pistol
Requisition: Heat Ray, second Void-Breaching Pistol
Level 5: Hades Breaching Drill (requires Pilot 9+ ranks), Leman Russ Executioner (requires Pilot
6+ ranks), Frost Cannon

Mechanicus Executioner
Honk honk, I'm a tonk!

Scary as the Death Masters are, the Executioners of the Adeptus Mechanicus can be considered
more terrifying, possibly in a more obvious way: they roll up in tanks, have followers that help,
slaving devices to themselves, and using a variety of technological devices that allow them to do
their jobs.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude
Level

Special

Followers (1 Death Cultist, 1 Pilot), Mind Link (Tank)

L337 H4XX0R, Void Shield, Infiltrate Systems

Followers (1 Mechanicus Assassin, 1 Tech Priest), Augmented Arm

Holo-Projector, Melta-Slap, Mind Link (Flyer)

Followers (+3 Heavy Weapon Squads), Mind Link (Super Heavy)

Followers (Ex): the Mechanicus Executioner starts with two followers, a level 6 Death Cultist and
a Storm Trooper 3/Shock Pilot 3. At level three, her followers improve, the Death Cultist gaining 4
levels in Mechanicus Assassin and the Pilot gaining 4 levels in Tech-Priest. At level five, she also
gains six Level 6 Fighters (PHB), all who have proficiency with all Firearms. Each Fighter has a
Uniform, Flak Armour, Dagger, Auto Pistol and Lasgun. Each pair of Fighters has one of the
following:
Mortar
Heavy Bolter
Missile Launcher
Auto Cannon
Lascannon
Mind Link (Su): the Mechanicus Executioner may, with a Standard action, link her mind to the
machine spirit of a vehicle. Upon doing this, she effectively is the vehicle, controlling it like a
natural extension of her own body. She needn't make Pilot checks (except for abilities that utilise
checks), instead simply treating the vehicle as being the character, with her Intelligence, Wisdom,
Charisma, skills, feats and abilities. At first it only works with land-based vehicles, without the
[Super Heavy] subtype. At level four, she can do this even for aircraft, and is given a Lightning or
Aquila Lander. At level five, she can even control [Super Heavy] vehicles, and gains a Stormlord,
Shadowsword or Baneblade.
L337 HAXXOR (Su): with a Full Round action, the second-level Mechanicus Executioner may
reach out to any magic item or device with the [Machine Spirit] rule within one mile per level, and
Scry upon the object, the owner or the general area surrounding the object. The owner is entitled to
a Willpower Save (Intelligence-based) if Scryed upon. If the object is being attended to or held, the
owner may make the save. Otherwise, there is no save.
Void Shield (Ex): at second level, the Mechanicus Executioner has a miniature Void Shield
installed in her back. Against attacks originating from more than ten feet away, the Executioner has
a pool of 200 Temporary Hit Points that does not stack with any other kind. They regenerate at the
rate of 1 per round, up to this amount, unless reduced to zero. If this happens, they go offline for 2
hours, returning online with 50 Temporary Hit Points.
Infiltrate Systems (Ex): magic or electronic traps never trigger for the second-level Mechanicus
Executioner, even things like Exploding Runes. Surveillance systems and automated weapons
always elect to ignore her as well.
Augmented Arm (Ex): at third level, the Mechanicus Executioner may pick one of her arms, left or
right. It gets a Hell Rifle built in, fired as an Assault Firearm.
Holo-Projector (Su): the fourth-level Mechanicus Executioner has a Holo-Projector built into one
eye, and may create any of the following effects at will, though only one at a time.
Silent Image
Illusory Terrain
Shadow Evocation (Fireball or Lightning Bolt)
Shadow Conjuration (Solid Fog or Summon Swarm)
Daylight
Darkness
Hypnotic Pattern
Any Save DC is Intelligence-based.

Melta-Slap (Ex): the fourth-level Mechanicus Executioner has a special loading bay built into her
non-laser arm, containing up to 10 Melta Bombs. She may slap one onto even a living target with a
Melee Touch Attack. It detonates on the following turn.
Equipment: 10 Melta Bombs, Land Raider Terminus Ultra or Leman Russ Destroyer or Land Raider
Redeemer, Void-Breaching Pistol
Requisition: Heat Ray, Conversion Beamer, Plasma Syphon, Land Raider Achilles, Rad Grenades
Level 5: Knight, Marauder, Thunderhawk

Mistress
You will assume the position.

One of the best results for the Repentia is, having found redemption, to take on a leadership
position, one over the other Repentia in fact. The Mistresses lead the Repentia into battle, literally
whipping them into a frenzy, but they also take care of them back at base, talking them through their
issues, dealing harsh punishments, reading scriptures that may help them, and keeping them
combat-ready.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Redemption, Sharpen Rage, Battle Dance

Whip Into Frenzy, Strangulation

Intimidating Battlecry, Whipping Frenzy, Rage +1d6

Spiral of Death, Reach of the Lash

Inspire Murder, Inspire Horror

Proficiencies: Whip (including the Scourge, Stingray Whip, Scorpion Whip and similar)

Redemption (Ex): the Martyr is redeemed. Although she retains all of her Repentia abilities and
any equipment she wants, she is considered to be forgiven, and has all rights restored to her. She is
also a subject of admiration amongst the Adepta Sororitas, especially the Repentia, who are all
considered Friendly and Submissive towards her.
Sharpen Rage (Ex): all allies within 50 feet of the Mistress, with a Rage ability, benefit from her
words. Every round, with a Swift action, she can select a [Combat] feat, even if she doesn't possess
it, and all Rage-possessing allies in the area are considered to have this feat until the beginning of
her next turn.
Battle Dance (Ex): the Mistress never provokes Attacks of Opportunity for moving in and out of
squares, and is unhampered by difficult terrain. Additionally, as long as she can see one or more
foes, she gains an additional 5' step per turn, even if she moves.
Whip Into Frenzy (Ex): with a melee touch attack using a whip or whiplike weapon, the secondlevel Mistress may deal a single point of damage to an ally and activate any Rage ability they have.
Additionally, for the duration of the Rage, they use eight-sided dice for the bonus damage, instead
of six-sided. She may even do this to herself, and can make a Full Attack to deliver as many of these
as she has attacks. For allies who have no Rage, she just imbues a Frenzy, as per the Badger.
Strangulation (Ex): upon striking with a whip or whiplike weapon, the second-level Mistress may
elect to begin a grapple without provoking an Attack of Opportunity, even from a distance. If she
succeeds, the target takes automatic damage from the whip each turn the hold is maintained, and
must make a Fortitude Save (DC equals damage dealt, cumulative over multiple rounds) or pass
out. Creatures that do not breathe automatically pass the save.
Intimidating Battlecry (Su): with a Swift action, the third-level Mistress may shout out, forcing all
enemies who can hear her to attempt a Willpower Save (Charisma-based). Whether they pass or fail
the save, they take 1d6 Sonic damage, plus her Hit Dice, plus 1d6 for each of her allies in a Rage. If
the save is failed, however, they become Shaken for 1d6 rounds. If one of her allies is in a Rage,
they are instead Frightened for 2d4 rounds. If two of her allies are in a Rage, the foe Panics for 2d6
rounds, and if at least three of her allies are in a Rage, the foe falls Comatose for 3d6 rounds. This is
a [Mind Affecting] [Fear] effect.
Whipping Frenzy (Ex): with a Full Round action, the third-level Mistress may make a single
attack with each whip or whiplike weapon she is wielding, both against the same enemy. Each whip
hits a number of times equal to the amount it exceeds the Touch Armour Class of the target by. She
cannot cause Critical Hits with this, however. She is then Staggered for one round.
Rage (Ex): at third level, the Mistress gains another Rage die, and +2 to her Damage Reduction.
Spiral of Death (Ex): with a Full Round action, the level four Mistress may whirl her whips and
make a single attack against all enemies she can reach. Each foe hit must make a Fortitude Save
(Dexterity-based) or die. This is a [Death] [Pain] effect.
Reach of the Lash (Ex): at level four, the reach of any whip or whiplike weapon used by the
Mistress increases by 5 feet, generally taking them out to 20 feet.

Inspire Murder (Ex): with a Move-Equivalent action, the fifth-level Mistress can talk her allies
into a killing frenzy with her demagoguery. Until the beginning of her next turn, all successful hits
from her frenzied allies are automatic Critical Hits. If she falls below 0 HP or is slain, then for the
remainder of the battle, all allies who can see her instantly benefit from both this and Whip Into
Frenzy until all enemies are killed.
Inspire Horror (Su): as long is the fifth-level Mistress is within 50 feet of at least one ally in a
Rage, they radiate pure terror. Any enemy who sees the ally must pass a Willpower Save (Charismabased, using her Charisma) or die of fright (a [Fear] [Death] effect). Even if they pass, they are still
Stunned for one round (a [Fear] effect). If they succeed, they are immune for 48 hours. Only one
save needs to be made, no matter how many allies are in a Rage and in range.
Equipment: Ring of Suffrage, Book of Saint Lucius, Power Armour, Torch-Helm, a pair of Neuro
Whips, Purity Seals
Requisition: Excrutiator, Cloak of Saint Aspira, Power Stake, Man-Catcher
Level 5: Gorgon Armoured Transport, Neurocorrosive Whip

Ophanim
Can this thing go any faster? There is a building over there that is not on fire yet!

Amongst the Sisters of Battle, the Ophanim play an important role, that of vehicle-based rapid
strikes, using specialist weapons to respond to any crisis that pops up, and developing hit and run
and skirmish tactics against larger forces. Leaping from their vehicles in an urban environment, they
can tie enemies down and inflict horrific casualties before the enemy has a chance to consolidate
their position.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower
Level

Special

Skirmish +1d6/+1, Litany of Assault

Torch 'Em Again!, Rites of Assault

Skirmish +3d6/+3, Faith (Battle Hymn)

Fast Attack, Metal Boxes

Skirmish +5d6/+5, Faith (Sacred Floral Blitz)

Proficiencies: Assault Firearms

Skirmish (Ex): the Ophanim are skirmishers, designed to strike on the move. Whenever the
Ophanim moves at least ten feet in one round, she gains a +1 Dodge bonus to Armour Class and
+1d6 damage on her attacks. At level three, the bonuses increase to +3 and +3d6, and at level five,
they increase to +5 and +5d6.
Litany of Assault (Su): with a Move-Equivalent action, the Ophanim may utter a prayer, invoking
the right attitude for assaulting people. Until the end of her next turn, she (and all allies within 100
feet) gains a Freedom of Movement effect and an Elation effect.
Torch 'Em Again! (Ex): with a Standard action, the second-level Ophanim may direct her allies to
set heretics on fire. All allies within 50 feet who fired an Assault Firearm on the round leading up to
her turn may do so again as an Immediate action, although the Ophanim selects the targets.
Rites of Assault (Su): the second-level Ophanim should, every morning, perform holy rites to bless
her weapons (along with the usual prayers and meditation). If she does so, she gains the following
benefits for the entire day:
Glorious Thunder: when she fires a Storm Bolter, the Ophanim never runs out of
ammunition or needs to reload, firing an endless stream of rounds. The explosive noise has a
50% chance to disrupt any [Sonic] effect within 10 feet of the target, and all spellcasters
within 20 feet of the target must make Concentration checks (DC = Spell Level + her
Highest Attack Roll that turn) just to cast spells.
Magma of Grace: anyone hit by the Ophanim's Melta takes a Sunstroke effect. If they are
wearing metal armour, they also suffer a Heat Metal effect. Again, if wearing metal armour,
their Armour Bonus is reduced by 1 until repaired as molten metal splashes off, dealing
1d6+Armour Bonus in Fire damage to all adjacent creatures.
Merciful Flames of Retribution: anyone who catches fire due to the Ophanim's Flamer will
Panic if they fail a Will Save (same DC), lasting until the flames are out. Secondly, Evasion
simply does not work against her Flamer.
Frostbite: anyone who fails the save against her Frost Cannon is Entangled for one round,
and takes 1d6 Strength and Dexterity damage.
Brain Cook: anyone damaged by her Stingray suffers a Parboil effect (Dexterity-based)
Crucifixion: should the Ophanim shoot someone with a Condemnor or Impaler Cannon, the
bolts dig in, refusing to leave. The target must pass a Fortitude Save (Dexterity-based) or be
Nauseated with pain for 1d4 rounds, and the damage cannot be healed until the bolts are
removed (requires a DC 10 First Aid check as a Standard action to do it roughly, causing
2d6 more damage per bolt, or DC 25 and one minute to do it gently with no extra damage).
Faith (Su): as she gains levels, the Ophanim is granted fantastic new Faith powers.
Battle Hymn: at third level, the Ophanim has a special hymn that requires a Swift action to
activate or maintain. While it is being sung, the Ophanim produces a Faerinaal's Hymn
effect and a Warcry effect. This is a [Language-Dependent] [Sonic] effect.
Sacred Floral Blitz: at fifth level, three times per day, the Ophanim may call down a storm
of actual holy flowers to shred her enemies. It takes a Full Round action, but causes both a
Rain of Roses and a Rain of Black Tulips.
Fast Attack (Ex): once per round with a Free action, the fourth-level Ophanim can dash up to 10
feet, ignoring Difficult Terrain and without provoking Attacks of Opportunity. Unfortunately, this
does not count as movement for her Skirmish ability.

Metal Boxes (Ex): the Ophanim don't hide in metal boxes, they just ride them so they can assault
enemies all the quicker. When a fourth-level Ophanim is piloting a vehicle, she may subtract any
number up to her Base Attack Bonus from the vehicle's Armour Class and add double this amount
to any kind of damage the vehicle deals. Both last until the beginning of her next turn. Additionally,
no vehicle she pilots can be rendered immobile without actually destroying it.
Equipment: Frag, Krak and Choke grenades, Condemnor, Storm Bolter or Melta or Flamer, Rhino
(with pilot if she has less than 6 ranks in Pilot), Cluster Mines
Requisition: Immolator, Repressor, vehicle upgrades, Psybolt Ammunition, Psyflame Canisters,
Stingray, Impaler Cannon, Frost Cannon
Level 5: Valkyrie (requires 10+ ranks in Pilot and Diplomacy), Exorcist (requires 10+ ranks in Pilot
and 18 ranks in Diplomacy)

Ordo Hereticus Inquisitor


A plea of innocence is guilty of wasting my time.

Of all the Orders of the Inquisition, it is that of the Hereticus that is the most sinister. For while the
others mostly fight the enemy without, the Ordo Hereticus fight the enemy within. The mutant, the
heretic, the psyker, all must be destroyed. They also watch over other Inquisitors, as an internal
investigative power with nothing to keep them in check aside from others in their order.
Ordo Hereticus Inquisitors work with, and sometimes draw their members from, the Adepta
Sororitas.
Hit Die: d10
Skill Points: 6+Int
Base Attack Bonus: Medium
Good Saving Throws: Reflex and Willpower
Level

Special

Mettle, Bonus Feat, Smite Chaos

Seize the Truth, Zealous Conviction

Improved Mettle, Psychic Power

Burn the Witch!, Fortress of Arrogance

Defy Witches, Call Bombardment

Mettle (Ex): any time the Ordo Hereticus Inquisitor is required to make a Fortitude or Willpower
Save for a partial effect and makes the save, she suffers no effect on a successful save. At third
level, this is improved so that, on a failed save, she only suffers the effect that people normally
suffer on a successful save.
Bonus Feat: at first level, the Ordo Hereticus Inquisitor gains a bonus feat from the following list:
Bureaucrat, Danger Sense, Detective, Doppelganger Hunter, Dreadful Demeanour, Iron Will,
Leadership, Mage Slayer, Master of Terror, Weapon of Righteous Destruction.
Smite Chaos (Su): the Ordo Hereticus Inquisitor can declare any melee attack to be a Smite, once
per round. If the opponent is Chaotic in alignment or has the [Chaotic] subtype, she may add her
Charisma bonus to the attack roll, and her Hit Dice to the base damage. Declaring a Smite is not an
action, but must be done before rolling.
Seize the Truth (Ex): at second level, the Ordo Hereticus Inquisitor can bully the truth out of
people with pure fear. If she converses with or shouts at someone for a full minute, she may make a
Demoralise attempt against them. If she succeeds, they will truthfully tell her everything they know
about the subject they are questioned about. If she utilises actual torture, she gains a +5 Profane
bonus on the check.
There is a 10% chance, however, that a target will simply tell her what they think she wants to hear,
to get them out of further interrogation. This increases to 50% if she utilises actual torture. This is a
[Fear] effect.
Zealous Conviction (Ex): a second-level Ordo Hereticus Inquisitor believes so firmly in herself
and the Emperor that she cannot be convinced she is wrong. She may add her ranks in Sense Motive
as a bonus on Sense Motive checks, and is considered to be interacting with illusions (and thus able
to attempt a Disbelief save) simply by seeing them.
Psychic Power (Sp): at third level, the Ordo Hereticus Inquisitor gains a psychic power. If she
wasn't already a [Psychic] creature, she is now.
Divine Pronouncement: the Inquisitor may cast Fear at will (Charisma-based)
Hammerhand: with a Swift action at will, her hands become natural Slam attacks (1d8+Str),
with an Enhancement Bonus to Strength of +1 per 3 Hit Dice (round up). Her slams count as
Magic Steel weapons, and this lasts until the start of her next turn.
Psychic Communion: the Inquisitor has a permanent Telepathy effect out to 200 feet.
Scourging: the Inquisitor may cast Chain Lightning (Charisma-based) at will, though
[Psychic] foes take maximum damage every time.
Burn the Witch! (Su): at fourth level, the Ordo Hereticus Inquisitor may make a single melee
attack as a Standard action, which may also be a Smite, which is particularly unpleasant to creatures
with the [Psychic] subtype and Spellcasters. Such creatures take 1d6 additional Fire damage per Hit
Die she possesses, and must pass a Reflex Save (Charisma-based) or catch fire. If the target is
viable for her Smite attack, then it is Axiomatic Fire damage, which works exactly the same except
it ignores Resistance or Immunity to Fire damage.

Fortress of Arrogance (Ex): the level four Ordo Hereticus Inquisitor considers herself to be above
her foes, and untouchable. She may make Willpower Saves in place of Fortitude Saves, and is
immune to [Fear] effects and [Death] effects.
Defy Witches (Ex): at fifth level, the Ordo Hereticus Inquisitor is used to being targeted by baleful
spells, and has learned to deal with it. Any time she has been subject to an effect for at least one full
round, if that effect could be removed by Break Enchantment, it immediately ends.
Call Bombardment (Ex): at level five, the Ordo Hereticus Inquisitor can call for an orbital
bombardment once per day. She needs a form of communication, and giving the order takes a
Standard action. After 1d6 rounds, the bombardment arrives, dealing 20d6 Fire/Sonic damage to a
100' radius area she can see, and subjecting it to an Earthquake effect.
Equipment: Power Armour, Psychic Hood, Condemnor, Bolt Pistol or Hand Flamer, Chainsword,
Rosarius, Mandate of Authority, Frag Grenades, Krak Grenades, Psychotroke Grenades, Empyrian
Brain Mines, Psyocculum, Servo-Skull, Rhino with Pilot, Digi-Weapon
Requisition: Force Weapon, Chimera, Aquila Lander, Melta Bombs, Power Stake, Inferno Pistol,
Null Rod
Level 5: Land Raider, Neural Shredder, Vortex Grenade, Small Army, Thunder Hammer
Small Army: twenty units of ten, Human Warrior 3, with Rapid Fire and Assault Firearms
Proficiency, each equipped with Flak Armour, Uniform, Short Sword, 1 Frag Grenade, Autogun or
Shotgun or Lasgun, and two units of ten, as above, but with Pistol and Heavy Firearms Proficiency,
replacing the gun with an Autopistol and Mortar, and finally one unit of ten, Human Warrior 5, with
Assault Firearms Proficiency, Carapace Armour, Frag and Krak Grenades, Uniform, Good Boots,
and a Melta Gun.

Ordo Sicarius Inquisitor


The ends always justify the means.

Those of the Ordo Sicarius have a grim job indeed: keeping tabs on the Officio Assassinorum.
Often they pose as actual assassins, trying to never reveal their true identity, though some make it
known what they are. Still, they always walk away with intimate knowledge of how Assassins
operate, and they gain various contacts within the organisation, along with various skills.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Reflex and Willpower
Level

Special

Mettle, Bonus Feat, Sneak Attack +1d6

Seize the Truth, Survival Traits, Tricks of the Trade

Assassin Spotter, Sneak Attack +2d6

Tricks of the Trade, Fortress of Arrogance

Killteam, Call Bombardment, Sneak Attack +3d6

Mettle (Ex): any time the Ordo Sicarius Inquisitor is required to make a Fortitude or Willpower
Save for a partial effect and makes the save, he suffers no effect on a successful save.
Bonus Feat: at first level, the Ordo Hereticus Inquisitor gains a bonus feat from the following list:
Bureaucrat, Danger Sense, Detective, Dreadful Demeanour, Elusive Target, Iron Will,
Leadership,Lightning Reflexes, Master of Terror.
Sneak Attack (Ex): at every odd level, the Sneak Attack of the Ordo Sicarius Inquisitor increases.
Seize the Truth (Ex): at second level, the Ordo Sicarius Inquisitor can bully the truth out of people
with pure fear. If he converses with or shouts at someone for a full minute, he may make a
Demoralise attempt against them. If he succeeds, they will truthfully tell him everything they know
about the subject they are questioned about. If he utilises actual torture, he gains a +5 Profane bonus
on the check.
There is a 10% chance, however, that a target will simply tell him what they think he wants to hear,
to get them out of further interrogation. This increases to 50% if he utilises actual torture. This is a
[Fear] effect.
Survival Traits (Ex): at second level, the Ordo Sicarius Inquisitor has managed to hone his body
(and modify it) to the point that he is immune to Critical Hits.
Tricks of the Trade: at levels two and four, the Ordo Sicarius Inquisitor can select a special ability
from the following list, representing his learning new tricks and skills:
Become [Psychic] and gain one of the Ordo Hereticus Inquisitor powers
Gain another Bonus Feat from the list above
Gain immunity to [Charm] and [Compulsion] effects
Become immune to Disease and Poison
Gain the Combat Piloting ability
Gain the Speed of Shadows ability
Rapid Onslaught: gain an additional Swift or Immediate action each round
Lingering Damage: any time he deals Sneak Attack damage to someone, they take 4
Constitution damage on the following round.
No ability may be selected more than once
Assassin Spotter (Su): due to the many assassination attempts made on his life, the third-level
Ordo Sicarius Inquisitor has Blindsense out to sixty feet, and a constant True Seeing effect.
Fortress of Arrogance (Ex): the level four Ordo Sicarius Inquisitor considers himself to be above
his foes, and untouchable. He may make Willpower Saves in place of Fortitude Saves, and is
immune to [Fear] effects and [Death] effects.

Killteam (Ex): at level five, the Ordo Sicarius Inquisitor gains a special loyal killteam: one Death
Cultist 6/Eversor Assassin 3, one Death Cultist 6/Callidus Assassin 3, one Death Cultist 6/Culexus
Assasin 3 and one Death Cultist 6/Vindicare Assassin 3. If any member dies, a replacement
eventually arrives.
Call Bombardment (Ex): at level five, the Ordo Sicarius Inquisitor can call for an orbital
bombardment once per day. He needs a form of communication, and giving the order takes a
Standard action. After 1d6 rounds, the bombardment arrives, dealing 20d6 Fire/Sonic damage to a
100' radius area he can see, and subjecting it to an Earthquake effect.
Equipment: Frag Grenades, Krak Grenades, Choke Grenades, Gas Grenades, Psychotroke
Grenades, Psyk-Out Grenades, Rad Grenades, Plasma Grenades, Rosarius, Ripper Pistol, Scythian
Talon, Rhino with Pilot, Cluster Mines
Requisition: Power Armour, Psychic Hood (if [Psychic]), Force Weapon (if [Psychic]), Chimera,
Aquila Lander
Level 5: Land Raider, Hell Rifle, Conversion Beamer

Paladin
There are the daemons! Smite on sight!
Grey Knight Paladins are much like D&D Paladins: they run about the place in the heaviest armour,
smiting daemons on sight and fighting evil. They are protected by powerful wards that help them
banish the forces of evil.
Hit Die: d12
Skill Points: 2+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Tactical Teleportation, Smite Chaos

Holocaust, Magic Circle Against Chaos

Psykic Strike, Axiomatic Aura

Empty Soul, Warp Instability

Holy Sphere, Banish Daemons

Tactical Teleportation (Su): the Paladin, if wearing his Terminator Armour, can Teleport up to 100
feet away with a Standard action, with no error occurring.
Smite Chaos (Su): the Paladin can declare any melee attack to be a Smite, once per round. If the
opponent is Chaotic in alignment or has the [Chaotic] subtype, he may add his Charisma bonus to
the attack roll, and his Hit Dice to the base damage. Declaring a Smite is not an action, but must be
done before rolling.
Holocaust (Sp): at second level, the Paladin gains Advanced access to the Pyre sphere. The spelllike abilities gain the [Psychic] descriptor.
Magic Circle Against Chaos (Su): a second-level Paladin has a permanent Magic Circle Against
Chaos effect, and is unable to suppress it.
Psykic Strike (Su): with a Swift action, the third-level Paladin can charge a melee weapon with
psychic energy. The next attack he makes with it, before the end of his turn, deals 3d8 additional
damage.
Axiomatic Aura (Su): starting at level three, the Paladin emits an aura of Order. All [Chaotic]
creatures within 50 feet suffer a -4 penalty on all rolls they make until they leave the area.
Empty Soul (Ex): at fourth level, the Paladin automatically passes all Willpower Saves, and never
gains Warp Points.
Warp Instability (Su): starting at level four, any time the Paladin strikes an [Extraplanar] creature
with a Nemesis weapon, the target must make a Willpower Save (Charisma-based) or suffer a
Banishment effect.
Holy Sphere (Ex): the fifth-level Paladin gains Basic access to one of the following Holy Spheres
note that the spell-like abilities all gain the [Psychic] descriptor: Aegis, Courage, Exorcism,
Judgement, Piety
Banish Daemons (Sp): with a Standard action, the fifth-level Paladin may unleash a wave of power
that forces daemons back to the Warp. All [Chaotic, Extraplanar] creatures within 60 feet must pass
a Will Save (Charisma-based) or be banished back to their home plane, unable to return for 1d4
days.
Equipment: Terminator Armour with Storm Bolter and Nemesis Force Weapon (Long Sword)
Requisition: Psilencer, Nemesis Warding Stave, Nemesis Force Weapon (Greatsword), Psyk-Out
Grenades, Holy Incense
Level 5: Land Raider Crusader with Pilot and Truesilver Hull, Daemonhammer

Palatine
May the light of the Emperor guide us to victory... Come, let us take this city!

Palatines are some of the highest-ranking Adepta Sororitas, able to lead small armies across the
battlefields. However they don't go so far as to lead massive forces, and their leadership role, while
impressive, is limited to small numbers and plays a secondary role to her incredible skill in battle.
Hit Die: d8
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude, Reflex and Willpower
Level

Special

Faith (Repentance), Disrupt Action

Deep Strike (Storm the Objective!), Provide Opportunity

Faith (Brilliant Aspect), Loved By All

Deep Strike (Rapid Onslaught), Turbulence

Faith (Shimmering Radiance), Heroine Overdose

Faith (Su): as she gains levels, the Palatine gains additional Faith Powers.
Repentance: upon making a full attack with a melee weapon against a single foe, the
Heroine may spend a Swift action to force the target to make a Will Save (Charisma-based).
If they fail the save, they are transported to the centre of the planet, as per Imprisonment.
She may do this three times per day.
Brilliant Aspect: once per hour, the third-level Palatine may Shapechange into a Celestial of
any kind, lasting for five rounds. No non-instantaneous effect created by this Celestian will
last beyond the duration of the Shapechange effect (for instance, Wishes, summoning other
creatures, turning into other creatures and so on).
Shimmering Radiance: once per day, the fifth-level Palatine may use an Immediate action to
make herself, along with all adjacent allies, immune to any kind of damage, harm or ill
effect until the end of her next turn. The allies only need to be adjacent when she activates
the effect.
Disrupt Action (Ex): the Palatine may attempt to monkeywrench any action an opponent is taking.
She may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand
with a thrown object but the result is the same: the opponent's action is wasted, and any spell slots,
limited ability uses or the like used to power it are expended. A Palatine must be within 30 feet of
her opponent to use this ability, and must hit with a Touch Attack or Ranged Touch attack. Using
Disrupt Action is an Immediate action.
Deep Strike (Ex): as she gains levels, the Palatine learns new Deep Strike abilities, which cannot
be used when Fatigued or Exhausted.
Storm the Objective: at second level, the Palatine grants Seize the Objective to all allies
within 100 feet.
Rapid Onslaught: at level four, the Palatine gains an additional Swift or Immediate action
every round.
Provide Opportunity (Ex): the second-level Palatine is good at providing opportunities to those
who fight alongside her. She grants the benefits of Opportunist to all allies within fifty feet.
Loved By All (Ex): everyone loves the Palatine. After speaking with someone for one minute, the
third-level Palatine can bestow a Charm Person effect upon them (Charisma-based, +2 to the DC if
she has 10 or more ranks in Diplomacy). After speaking with someone for ten minutes, she can
bestow a Suggestion upon them (Charisma-based, +2 to the DC if she has 15 or more ranks in
Diplomacy). Additionally, if she drops below 0 Hit Points or is slain in combat, all allies with line
of sight to her may add her hit dice to their damage rolls for the rest of the encounter.
Turbulence (Su): when the fourth-level Palatine charges using a Jump Pack or Sororitas Jump
Pack, all enemies she passes adjacent to must make a Fortitude Save (Dexterity-based, altered by
their size and stability as by Tripping) or fall Prone. If she ever spends a round in the same square
while wearing an active Jump Pack or Sororitas Jump Pack, all enemies within 15 feet are affected
by a Vertigo Field.
Heroine Overdose (Su): any time the fifth-level Palatine strikes someone in melee, they suffer
1d6+Charisma modifier Divine damage per hit received on the following round.
Equipment: Cloak of Saint Aspira, Rosarius, Inferno Pistol, Relic Blade, Litanies of Faith
Requisition: Blessed Weapon, Artificer Armour, Repressor, Immolator, Mantle of Ophelia
Level 5: Land Raider Redeemer, pair of Lightning Claws, pair of Neuro Whips

Pegasus Knight
Here is a horse, now give me your kingdom.

People bang on endlessly about the special Chapters of Space Marines, but there are the Orders of
Sisters that are just as unique, with their own special training and equipment. The Order of the
Faithful Blade emphasises acting fast and reaching the opponent quickly, and as such those who are
not in vehicles tend to ride the Cyber-Pegasus mounts, speeding as fast as jetbikes. These are the
Pegasus Knights, valiant charging champions, as noble and chivalrous as any male knight of legend.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower
Level

Special

Mounted Combat, Aero-Assault, Planetary Collision

Faith (Shooting Star), Lacerating Wings

Knightly Spirit, Defend Others, Quick Recovery

Faith (Wings of Faith), Rescuer

Faith (Angelic Knight), Princess Knight, Sacrifice

Proficiencies: the Lance, Light Spear, Heavy Spear, Great Lance and Doom Spear

Mounted Combat: the Pegasus Knight gains Mounted Combat as a bonus feat. If she already has
this feat, she may select any other [Combat] feat in its place.
Aero-Assault (Ex): the Pegasus Knight can't really wear her Jump Pack while riding her steed, but
that's okay, because the same principles apply. Any ability she has that requires the use of a Jump
Pack can still be used when mounted on her flying steed.
Planetary Collision (Ex): after the Pegasus Knight, if riding her flying steed, resolves her charge
against a target (waiting until all attacks are resolved), the target must, if hit, pass a Fortitude Save
(Strength-based, with a +4 bonus to the DC, but with modifiers to resist based on size as though
being Tripped) or be launched 30 feet away, minus 5 feet for every size category above Medium,
plus 5 feet for every size category smaller than Medium. The target lands Prone at the end of this
movement.
Faith (Su): as she gains levels, the Pegasus Knight gains access to fantastic new Faith powers.
Shooting Star: should the second-level Pegasus Knight charge someone on her steed, she
almost looks like a comet in the distance. This doesn't grant wishes, but all allies who see
her do so gain a +5 Luck bonus on all d20 rolls until the beginning of her next turn.
Additionally, she deals +2d6 Force damage on a charge.
Wings of Faith: at level four, as long as she is riding her flying steed, the Pegasus Knight
can infuse it with incredible power. She may cast Wings of Flurry (Charisma-based) three
times per day, and Wings of Cover at will.
Angelic Knight: the fifth-level Pegasus Knight is basically an angel, gaining a permanent
Magic Circle Against Evil, Globe of Invulnerability and Daylight effect.
Lacerating Wings (Ex): at level two, the Pegasus Knight can use the wings of her Cyber-Pegasus
to slice through enemies. With a Move action, she can move her steed in a straight line up to its base
move speed, and make one melee attack. This attack applies against every enemy on either side
during the move. Those hit take 1d8 damage, plus 1 per 10' of movement.
Knightly Spirit (Ex): with a Move-Equivalent action, a third-level Pegasus Knight may restore any
amount of ability damage or drain that she has suffered.
Defend Others (Ex): a third-level Pegasus Knight may use her own body to defend others. Any
ally adjacent to her gains Evasion, though she does not.
Quick Recovery (Ex): if a third-level Pegasus Knight is Stunned or Dazed during her turn, that
condition ends at the end of that turn.
Rescuer (Ex): the Pegasus Knight has to be skilled at many things, including saving the lives of
others in an emergency. Starting at fourth level, she may make a Treat Injury check as a Full Round
action to provide life-saving help: a DC 25 check will Raise someone to life if they have been dead
for one minute or less bringing them up to 1d4 HP. On a live target, they regain HP equal to the
check minus ten. This may only be used once per person per day.

Princess Knight (Ex): the fifth-level Pegasus Knight is knightly and chivalrous, kind of like Utena
in fact. She gains a Bonus Feat that may be Command, Leadership or The Friendly Imperial.
Additionally, any time she is first to the scene, any non-enemies in the area become Friendly
towards her.
Sacrifice (Ex): with an Immediate action, a fifth-level Pegasus Knight may make herself the target
of an attack or targeted effect that targets any creature within her reach.
Equipment: Cyber-Pegasus, Power Weapon (Lance or Spear, including Great/Heavy variants),
Doom Spear, Large Steel Shield, Power Sword, Repair Kit, Cloak of Charisma
Requisition: vehicle upgrades, Relic Blade (Lance or Spear, including Great/Heavy variants)
Level 5: Storm Shield, Cloak of Saint Aspira, Mantle of Ophelia
Special: in the world of Dungeons and Dragons, it is perfectly acceptable to assume a Pegasus
Knight could encounter and befriend an actual Pegasus or Unicorn. Though they would likely be
too fragile to survive any hit directed at a level 11+ character, a Celestial Charger, Half Celestial
Unicorn with additional hit dice etc. could manage the job.

Penitent
Aaaargh! It buuuurns! And now... I will make you burn even worse... Emperor, guide me to you!

Sometimes, the Repentia don't feel redeemed at all, and in fact feel so full of guilt and hateful of
themselves that they require punishments even more severe. For these few, they are hooked up to
the giant Penitent Engines, actual sockets drilled into their flesh, and they are sent into battle, the
red-hot metal burning their bare skin as they tear enemies asunder.
Hit Die: d12
Skill Points: 2+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Two Weapon Rend, Rage +1d6

Widened Flame, Scorching Breach

Healthy Link, Rage +2d6

Agonising Critical, Burning Rage

Smoky Veil, Perfect Concentration, Rage +3d6

Proficiencies: all weapons that are connected to her Penitent Engine

Two Weapon Rend (Ex): when hooked up to her Penitent Engine, the Penitent gains the benefits of
the Epic feat Two Weapon Rend.
Rage (Ex): at every odd level, the Penitent's Rage ability increases, adding 1 to the DR and +1d6 to
the rage dice.
Widened Flame (Ex): at second level, when using any Cone-area weapon (such as Heavy
Flamers), the Penitent can spread the flames out wide, doubling the width of the cone.
Scorching Breach (Ex): when hooked up to her Penitent Engine, the second-level Penitent can
strike exceptionally fast. After successfully damaging a foe with a melee attack, she may use a Swift
action to fire a Cone-area weapon that is attached to that weapon. The enemy automatically fails
their Saving Throw, but they are the only one hit. If the target was a vehicle, everyone inside is
automatically hit, with no Saving Throw.
Healthy Link (Ex): the third-level Penitent gains a special pool of Temporary Hit Points equal to
five times her class level, however she only has access to this when attached to her Penitent Engine.
When attached to it, one point regenerates per minute, and all damage is subtracted first from it,
though effects which damage both Temporary and real Hit Points for vehicles do the same to her.
Additionally, when hooked up, she is immune to any effect requiring a Fortitude Save, unless it
affects objects. If it only affects objects, she is still immune.
Agonising Critical (Ex): whenever the level four Penitent scores a critical hit, the target falls Prone
and must make a Fortitude Save (Strength-based). If they fail, the pain Nauseates and Blinds them
for 1d4 rounds, then Sickens them for one minute thereafter. This is a [Pain] effect.
Burning Rage (Su): when in a Rage, the fourth-level Penitent gains Fire Resistance equal to
double her hit dice, and may add her hit dice in Fire Damage to all melee attacks she makes.
Smoky Veil (Ex): at fifth level, when hooked up to the Penitent Engine, the Penitent churns out so
much smoke that she can't be seen. She gains the benefits of Concealment against all adjacent foes,
and Full Concealment against all foes any further away. Additionally, adjacent foes need to make a
Fortitude Save every round (Constitution-based) or spend the round being Nauseated by the smell
of her burning flesh, fuel and siphoned hatred.
Perfect Concentration (Ex): the fifth-level Penitent gains such a clear view of the world that
nothing can break her concentration. No effect short of death may stop her from acting, or even
penalise her movement, attack rolls or damage rolls.
Equipment: the Penitent Engine, Purity Seals
Requisition: vehicle upgrades/weapon changes
Level 5: Iron Maiden Drop Pod

Retributor
Well, time to give them our ammunition. You know, the first ork tank was made out of fire...

The Sisters Retributor are the heavy weapon specialists of the Adepta Sororitas, and they make it
known. They carry weapons that can be even bigger than they are, blasting away with deafening
noise as they tear buildings and bunkers apart, or mow infantry down in a blaze of flame and heavy
bolter shells.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Heavy Weapon Rites, Bulging Biceps

They See Me Rolling, Faith (Relentless Rage)

Leadership Through Demolitions

They Hating, Faith (Purge the Unclean)

Destroyer, Inferno

Proficiencies: Heavy Firearms

Heavy Weapon Rites (Su): every morning, the Sister Retributor should perform holy rites to bless
her weapons, along with her regular prayers and meditation. As long as she does so, she gains
special benefits when firing different weapons:
Blessed Scorched Earth: the ground of the area she blasts with a Heavy Inflamer, Incinerator
or Incendiary Missile turns to magma for 1d4 rounds, which is unfortunate for anyone who
walks on it. If the ground is more fire resistant than Steel, this does not apply.
Vanquish the Evil: after resolving her full attack when shooting someone with a Heavy
Bolter, the Sister Retributor can fling them 15 feet in the direction of her choice per round
that hit them. Subtract 5 feet per full +4 Strength modifier they possess, and 5 feet per size
category above Large. This can be used to launch targets into the air.
Holy Light of Purification: anyone she shoots with a Multi-Melta, Melta Missile or Purifier
must make a Fortitude Save (Intelligence-based) or suffer the following terrible side effects:
their eyes burst from heat, permanently Blinding them. Their kidneys and lungs are scorched
and roasted, leaving them Nauseated for 1 round and Mute for 1 day.
Divine Detonation: when the Sister Retributor uses a Demolition Charge or hits with a
Mortar or Thunderfire Cannon, everyone in the area who fails their Reflex Save is in for a
bad day, as all of their own explosives and alchemical devices instantly explode as well.
Treat them as being hit with all of such items (no save).
Bulging Biceps (Ex): the Sister Retributor is used to lugging heavier weapons around. She may
treat the Heavy Flamer and Heavy Stubber as Assault Firearms, and needn't brace Heavy Weapons,
thus being able to fire a single shot with a Standard action and still have a Move action left. Massive
weapons are simply treated as regular Heavy weapons that must still be braced.
They See Me Rolling (Ex): the second-level Sister Retributor may fire a Vehicle weapon as a Swift
action, allowing her to drive along at full speed. For any weapon that does not use a Cone area
effect, this is somewhat inaccurate, and takes a -4 penalty to hit.
Faith (Su): as she continues to gain levels, the Sister Retributor gains access to new Faith powers.
Relentless Rage: at second level, with a Swift action, the Sister Retributor may enter a
Relentless Rage at will. This lasts for a number of rounds equal to her Charisma modifier,
and adds bonus bonus damage as if she had scored a critical hit with the weapon she is
wielding: this extra damage can be divided amongst her attacks or just added to one hit. On
the downside, she must pass a Will Save each round (Charisma-based) to avoid simply
charging a foe whenever given the chance.
Purge the Unclean: at level four, the Retributor's Hated Enemies get an even worse deal: if
she attacks them and deals damage, they are automatically knocked Prone and prevented
from leaving their current square on their next turn.
Leadership Through Demolitions (Ex): whenever the third-level Sister Retributor destroys a
Huge or larger construct, vehicle or building, her allies rejoice. Once this happens, they may all
move up to their base speed as a Free action, even out of turn, and end the effects of any penalties
or afflictions they are suffering from.
They Hating (Ex): if the fourth-level Sister Retributor is merely inside a vehicle, she bestows all
the effects of her Hated Foe ability upon the vehicle and all crew, including any other abilities or
feats linked to this (with the exception of Purge the Unclean). Furthermore, her Hatred also applies
to any foe who is at least two size categories larger than her.

Destroyer (Su): once per round, the fifth-level Sister Retributor may make a single attack with a
Heavy Firearm a [Destroyer] effect.
Inferno (Ex): once per day, the fifth-level Sister Retributor can call for an air strike of Hellfire
missiles, covering the landscape in burning promethium. It takes a Move-Equivalent action (and
communication gear) to call in, and arrives on the following round. It functions as a Rain of
Embers, affecting a 1,000' radius area, lasting for five rounds. Anyone damaged by the effect on any
given turn must pass a Fortitude Save (Intelligence-based, along with any other DC) or be
Nauseated with pain (a [Pain] effect) for the round.
Equipment: Demo Charge or Heavy Flamer or Mortar, Multi Melta or Heavy Bolter or Incinerator
Requisition: Missile Launcher with Incendiary and Melta Missiles, Artificer Armour, Immolator
(requires 6+ ranks in Pilot)
Level 5: Thunderfire Cannon, Purifier

Sanguinary Priest
Drink from this cup... this is my blood.
Although the Blood Angels do indeed have Chaplains and Reclusiarchs in great number (generally
to try to keep the Black Rage in check), there are also the Sanguinary Priests, those who use their
mystical blood to power the Red Thirst in their allies. It is a dangerous position to take, but the
benefits can be extraordinary.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude, Reflex and Willpower
Level

Special

Feel No Pain, Litany of Blood

Rage +1d6, Aura of Blood 1

Fast Healing 10, Alchemical Blood

Rage +2d6, Aura of Blood 5

Litany of Sanguine Rage

Feel No Pain (Ex): the Sanguinary Priest is immune to [Pain] effects and non-lethal damage.
Litany of Blood (Su): the Sanguinary Priest often speaks out with verses of dedication and anger.
With a Move-Equivalent action, he may allow all allies within 50' to Charge a foe as an Immediate
action. If they do this, their Strength is treated as 4 points higher and they gain the Pounce ability
for the charge.
Rage (Ex): at levels two and four, the Sanguinary Priest gains an extra Rage Die and point of
Damage Reduction when in a rage.
Aura of Blood (Su): at level two, the Sanguinary Priest starts to emit a 30' radius aura. Allies in the
area gain Fast Healing 1, and enemies in the area who are at less than full HP lose 1 HP per round
and take 1 extra point of damage from all damaging attacks (HP damage only). At fourth level, this
improves to Fast Healing 5, 5 damage per round and 5 extra damage from attacks.
Fast Healing (Su): at level three, the Sanguinary Priest gains Fast Healing 10, even when in a rage.
Alchemical Blood (Ex): at third level, the blood of the Sanguinary Priest seems magical. With an
hour and two pints of his blood, dealing negligible damage, he may brew any potion or oil (to the
usual level restrictions) as though he had access to the entire Cleric spell list. This costs no GP, XP
or material components. Those who imbibe must also, however, pass a Will Save (Charisma-based)
or enter a Rage as per the spell unless they possess Rage as a special ability, in which case they
activate that on a failed save.
Litany of Sanguine Rage (Su): at fifth level, the Sanguinary Priest's words spark even greater
flames in his allies. With a Standard action he may grant all allies the following for one round:
Feel No Pain (as his ability)
Rending Strike (all melee weapons ignore Hardness, Damage Reduction and Regeneration.
Against foes who lack all of these defences, the attacks deal +2d6 damage)
+4 Enhancement bonus to Strength
Equipment: Narthecium, 3 doses of Stimm, Gold Chalice, one of the following pairs: Chainsword
and Inferno Pistol or Hand Flamer and Power Sword
Requisition: 2 Lightning Claws, Jump Pack, Plasma Pistol, another pair (above)
Level 5: Power Fist, Gladius Encarmine

Seraphim-Imagifer
Got him! Come on, fight harder, I've impaled three!

Traditionally, the role of the Imagifer or banner bearer was an infantry role, one for carrying the
Simulacrum Imperialis or Sacred Banner across the field so that others may see it. In more recent
times, however, forward-thinking Sisters have taken to soaring across the skies with it, so that all
may see, and even using the icon itself as a spear or lance. This seems to be working pretty well.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude, Reflex and Willpower
Level

Special

Impaling Charge, Bless the Faithful

Faith (Beacon of Hope), Lunge

Marker Fire, Fire Stride

Dance of Death, Awesome Blow

Faith (Wings of Flame), Turbulence

Impaling Charge (Ex): whenever the Imagifer charges, when using a Piercing weapon, she may
add 4d6 damage to the first attack she makes. Additionally, if an opponent is adjacent to her foe and
directly opposite her, she may then make an additional attack against them with the same bonus etc.
For one minute after this attack, the first target treats his Damage Reduction and Armour Bonus to
AC as zero due to the giant gaping hole left in him.
Bless the Faithful (Su): once per day the Imagifer can, with a Swift action, bless her allies. All
Faith Powers that have a number of uses per time period, including her own, are refilled for all
allies within 50 feet. This is not a Faith Power in and of itself.
Faith (Su): as she gains levels, the Seraphim-Imagifer gains access to new and amazing Faith
powers.
Beacon of Hope: the second-level Seraphim-Imagifer constantly emits Daylight, Hallow and
Consecration, affecting whatever area happens to surround her at the time.
Wings of Flame: the fifth-level Seraphim-Imagifer can cast Wings of Flame as a Swift action
once per hour, though retaining use of her arms. Her Jump Pack is what transforms.
Lunge (Ex): the second-level Imagifer may treat her reach as 5 feet more than normal this affects
reach weapons and area threatened in the normal way. Electing to do so is not an action, but affects
her attacks until her next turn. Until then, she takes a -3 penalty on all attack rolls.
Marker Fire (Ex): whenever a third-level Imagifer successfully hits a foe with a firearm, all allies
gain a bonus on attack rolls against that foe equal to her Dexterity bonus. This lasts until her next
turn.
Fire Stride (Su): whenever the third-level Imagifer uses a weapon with a Cone effect, such as a
Flamer, as part of the action she may move to any point within the cone, not taking damage from
the attack.
Dance of Death (Ex): with a Move-Equivalent action, the fourth-level Seraphim-Imagifer may
hold her weapon aloft and shout a battlecry. All allies within 100 feet may move up to their base
Speed immediately, adding triple her Charisma modifier to their damage rolls until her next turn.
Awesome Blow (Ex): whenever striking a foe with a melee weapon, the level four Imagifer may
elect to launch the enemy into the air: for every 5 damage dealt, the target is forced back five feet,
including diagonally, but the direction is fixed no bouncing around corners or zig-zagging through
Wall spells. This movement provokes Attacks of Opportunity, but not from her.
Turbulence (Su): when the fifth-level Imagifer charges using a Jump Pack or Sororitas Jump Pack,
all enemies she passes adjacent to must make a Fortitude Save (Dexterity-based, altered by their
size and stability as by Tripping) or fall Prone. If she ever spends a round in the same square while
wearing an active Jump Pack or Sororitas Jump Pack, all enemies within 15 feet are affected by a
Vertigo Field.
Equipment: two Hand Flamers or Hell Pistols, Melta Bombs, Holy Water, Plasma Grenades,
Simulacrum Imperialis
Requisition: Sacred Standard of the Order, Sororitas Assault Glaive, Valkyrie with Pilot (requires
10+ ranks of Diplomacy)
Level 5: Vulture (requires 9+ ranks of Pilot)

Sister Nunciate
That doesn't sound like prayer! LOUDER! OUR EMPEROR, WHO ART ON TERRA...

In the non-Militant branches of the Adepta Sororitas, communication skills are absolutely vital.
Whether it is keeping the various units on the same page in the battlefield, maintaining good
relations with other forces of the Imperium, working citizens into a frenzy for the Emperor or
coordinating joint efforts between different Militant orders, they are the ones who get it done. The
Nunciate is a role for high-ranking Sisters Dialogus, Famulous and Sabine.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Reflex and Willpower
Level

Special

Faith (Power Words), Incite Rage

Incite Praise, Incite Riot

Incite Fanaticism, Mystic Praises

Faith (Greater Words), Incite Zeal

Incite Miracle, Stop With a Word

Faith (Su): as she gains levels, the Sister Nunciate gains access to new Faith powers.
Power Words: five times per day, in any combination, the Sister Nunciate can cast any of the
following: Power Word: Blind, Power Word: Fatigue, Power Word: Sicken, Power Word:
Disable. Once each per day she may cast Power Word: Nauseate and Power Word: Stun.
Additionally, she may create any of the following effects at will: Symbol of Pain, Symbol of
Stunning, Symbol of Persuasion, Symbol of Sleep.
Greater Words: at level four, the Sister Nunciate may cast any of the following three times
per day in any combination: Power Word: Kill, Power Word: Petrify, Symbol of Insanity,
Otto's Irresistable Dance
Incite Rage (Ex): the Sister Nunciate can use a Move-Equivalent action to whip her allies into a
frenzy. Any allies who can hear her and who have a Rage ability automatically activate this ability.
Those who do not may gain the effects of a Rage spell. This is a [Language-Dependent] effect.
Incite Praise (Ex): the second-level Sister Nunciate, as long as she is able to speak, has a constant
Recitation effect active.
Incite Riot (Ex): the second-level Sister Nunciate, when Inciting Rage, also grants all affected
allies the following effects: Snake's Swiftness, Bull's Strength.
Incite Fanaticism (Ex): at third level, the allies of the Sister Nunciate who are under the effects of
Incite Praise gain a Divine Power and Divine Favour effect.
Mystic Praises (Su): the third-level Sister Nunciate can speak special words of praise to the
Emperor, using a Swift action to speak any given word. If a given word has a Save DC, it is
Charisma-based. They can all be used at will:
Voice of the Heart: speak with a Tongues effect for the entire round
Invigorate the Spirit: remove Fatigue and Exhaustion from all allies who can hear her
View With the Mind's Eye: gain a True Seeing effect until her next turn
Speak With the Emperor's Voice: all enemies who can hear must pass a Will Save or be
Frightened for 1d4 rounds. [Fear] [Mind-Affecting]
Extend the Lifespan: restore 50 Hit Points to a target in Line of Sight, or Extend the effects
of a Power Word cast this round.
Burn With the Emperor's Fury: foe in Line of Sight takes 10 Fire damage per hit die with a
Fortitude Save for half.
Incite Zeal (Ex): when a level four Sister Nunciate affects her allies with any Incite effect, they
also gain the benefits of a Righteous Might effect.
Incite Miracle (Su): the fifth-level Sister Nunciate can, once per day, create a Miracle effect.
Stop With a Word (Ex): at level five, the Sister Nunciate can use an Immediate action to halt an
enemy action with just a word. She makes a Diplomacy or Intimidate check against their HD+Cha
check, and if her check beats theirs, the action is cancelled, although any daily uses etc. are still
expended.
Equipment: Magic Shield Robes, Psychotroke Grenades, one Blessed Instrument, Laud Hailer
Requisition: Cloak of Saint Aspira, another Blessed Instrument, Master Vox Caster
Level 5: Exorcist Tank (requires 10+ ranks in Pilot), any Cleric scrolls

Sister Hospitaler-Superior
Oh hush, I've sewn millions of lungs back together before. Just lie still, you'll be fine.

Of all the Adepta Sororitas, the Hospitalers-Superior are those who are loved the most, and not only
by their fellow Sisters. Everyone across the Imperium has received medical attention at some point
in time, however those who feel the ministrations of the Hospitaler Superior know they are in good
hands, guaranteed to survive with no pain and likely no lasting injuries.
Hit Die: d8
Skill Points: 8+Int
Base Attack Bonus: Medium
Good Saving Throws: Fortitude and Willpower
Level

Special

Loved By Many, Bonus Feat, Perfect Body

Faith (Ministrations), Celestian Skills

Loved By All, Cyber Doctor

Faith (The Doctor's Touch), Celestian Skills

Miracle Worker, Improved Mettle

Proficiencies: Needlers, Vivisectors and Dire Syringes

Loved By Many (Ex): the Hospitaler Superior generally has a lot of friends. All in the Imperium
are automatically considered Friendly if she doesn't give them a reason not to be. Additionally,
allies in her presence, as well as people she administers care to, are so elated that they are immune
to [Pain] effects.
Bonus Feat: the Hospitaler Superior gains an additional Bonus Feat from her Non-Militant list. Just
like the other bonus feats gained from Non-Militant, it grants the next benefit up.
Perfect Body (Ex): the Hospitaler-Superior is completely immune to all poisons and diseases, even
completely magical ones. She may choose to be affected by drugs and potions or not, however.
Additionally, she gains an Enhancement bonus to Constitution equal to her hit dice divided by three
(round up).
Faith (Su): as she gains levels, the Sister Hospitaler-Superior gains new Faith powers.
Ministrations: with a Full Round action, the second-level Hospitaler Superior can remove
any amount of ability damage from someone, or grant them an Enhancement bonus to
Strength or Dexterity equal to one third of her Hit Dice (round up).
The Doctor's Touch: at level four, the Sister Hospitaler-Superior can make a special check if
she takes a full hour to work on someone. She makes a Knowledge (Religion) check and a
First Aid check, and adds the results together. The target regains ten times this amount in Hit
Points, with any excess being Temporary Hit Points that last for an hour or until used up.
The target is also healed of any status ailments as per a Heal spell.
Celestian Skills (Ex): though not a Celestian, the Hospitaler-Superior is as experienced as one. At
levels two and four, she gains a Celestian Skill, just like a Celestian.
Loved By All (Ex): at third level, even complete strangers from outside the Imperium are Friendly
towards the Sister Hospitaler-Superior when she doesn't give them reason not to be. Anyone she
actually provides medical care to will forever more be fascinated and enamoured with her, wanting
to help her and do whatever she says, and vying for her attention. Whenever she provides care to
someone, they gain a Good Hope effect for one hour.
Cyber Doctor (Ex): the third-level Hospitaler-Superior has the training (and is given the
equipment) to perform Cyber-Surgery, granting bionic limbs and organs to people. It takes her 4
hours to safely remove or attach something, 8 hours if the original limb/organ is still there and in
need of removal, and 2 hours just to repair an exposed bionic piece.
Miracle Worker (Su): whenever the fifth-level Hospitaler-Superior performs surgery on someone
or uses a Faith Power to restore any Hit Points to them or return them from the dead, she also grants
them a permanent Enhancement bonus to Constitution equal to one third of their hit dice, rounded
up. They also gain this as a Resistance bonus on Saving Throws of all kind.
Improved Mettle (Ex): the fifth-level Sister Hospitaler-Superior, upon failing a Fortitude or
Willpower Save, only suffers the effects others would suffer upon passing the save.
Equipment: Magic Shield Robes, Magic Vivisector, Needler
Requisition: Cloak of Resistance, Choke Grenades, Rad Grenades, Rad Cleanser, Dire Syringe
Level 5: Artificer Armour and Servo-Harness, replacing Servo Arms with Vivisectors and replacing
the Plasma Torch with a Rad Cleanser

Sister Pronatus
This is too valuable for them to even look at... but to kill them with, it is acceptable.

Those of the Order Pronatus have the sacred duty of seeking out, recovering, guarding and
maintaining the ancient relics of the Adepta Sororitas, as well as those of the Ecclesiarchy and the
Imperium in general. The things they take care of are all one of a kind, priceless relics that are
imbued with real power thanks to the belief in them. Often, they take care of combat relics by
bringing them into battle to stab people with.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Relic-Seeker, Order Heirloom

Faith (Imbued Brilliance), Treasure-Bearer

Brilliant Wards, Crafting Prowess

Faith (Psi-Shock Treasure), Bonus Feat

Reverence, Celestian Skills

Relic-Seeker (Su): the Sister Pronatus has an uncanny knack for finding ancient treasures. She can
cast Legend Lore (items only), Detect Magic, Identify and Locate Object at will
Order Heirloom (Ex): the Sister Pronatus is given a single very special item to look after, gaining
new powers as she gains levels. If the item is ever lost, sold, stolen, traded away or destroyed, she is
forever shamed the only possibility of redemption is to recover it, followed by a lengthy session
of prayer, re-dedication, meditation and self-flagellation. Even then, it is possible she must be remade as a Repentia. The heirloom itself can be any of the following:
Blessed Weapon
Holy Lance
Cloak of Saint Aspira
Sororitas Assault Glaive
Blazing Maul
Storm Bolter
Inferno Pistol
Artificer Armour
Rosarius
Mantle of Ophelia
If a weapon, it is a Magic Weapon, and has a Minor Power. At second level, it gains a Moderate
Power. At third level, it gains a Major Power, and at fourth level it becomes Intelligent, with
Telepathy, Blindsight out to 120 feet, Intelligence, Wisdom and Charisma scores of 20, and a
Dedicated Purpose and Power as well as a Minor or Major Intelligent Item power. At fifth level, it
gains any non-Epic Weapon of Legacy Power of her choice.
If a protective item, it has an Enhancement bonus to the Armour Bonus and to her Dexterity and
Constitution scores equal to one third her hit dice (round up). It has a Minor Power (for an
accessory), then gains a Moderate Power at level 2 and a Major Power at level three. At level four,
it becomes Intelligent, with Telepathy, Blindsight out to 120 feet, Intelligence, Wisdom and
Charisma scores of 20, and a Dedicated Purpose and Power as well as a Minor or Major Intelligent
Item power. At fifth level, it gains any non-Epic Weapon of Legacy Power of her choice.
Faith (Su): as she gains levels, the Sister Pronatus gains new and exciting Faith powers.
Imbued Brilliance: at second level, she gains more bang for her buck any bonus she gains
from any item she has, if the bonus scales with Hit Dice, is improved by one. Additionally,
three times per day she may use a limited use power of an item (Wand charges, daily uses of
spell-like abilities) without actually using up the charge or daily use.
Psi-Shock Treasure: at level four, the Sister Pronatus bestows a powerful benefit on any
magic weapon she uses: it has the [Psi-Shock] descriptor. For armour and other nonweapons, foes who so much as touch it (hitting her with an unarmed or natural weapon for
armour, actually trying to touch it for others) suffer the effects of [Psi-Shock] alone.
Treasure-Bearer (Ex): at second level, the Sister Pronatus is flat-out given a Major Magic Item to
look after. Additionally, she gains an additional Magic Item Slot, able to carry and use one more
than normal.
Brilliant Wards (Su): the third-level Sister Pronatus is exceptionally good at protecting her relics.
All of her Magic Items are protected, granting her the following permanent effects as long as she is
carrying even one: Magic Circle Against Chaos, Magic Circle Against Evil, Globe of
Invulnerability, Sanctuary. Attacking merely suppresses the Sanctuary for one round.

Crafting Prowess (Ex): at level three, the Sister Pronatus can actually make her own valuable
items. They are not yet great treasures or relics, but only because they are new. They are still highly
valued and this ability is seen as a holy rite. Effectively, she can craft Magic Arms and Armour as
well as Rods and Wonderous Items, paying only the time and material costs.
Bonus Feat: at level four, the Sister Pronatus gains a bonus [Skill] feat of her choosing. This counts
as a bonus feat from Sister Non-Militant, so gains the next ability up.
Reverence (Su): at level five, the magic items of the Sister Pronatus can no longer be sundered,
broken, lost, taken from her without permission or Disjoined they are hers until she elects to give
them away. Not even magical [Compulsion] can force her to do so, she must decide of her own free
will. Additionally, when openly displaying her Heirloom, she has a 30 foot radius aura that causes
all foes to Cower while within it, with a Will Save to negate (Charisma-based).
Celestian Skills (Ex): though not a Celestian, the Sister Pronatus learns enough tricks on the field
to be worthy of the title. At fifth level, she gains a Veteran Skill and a Celestian Skill, just like a
Celestian.
Equipment: Power Armour or Magic Shield Robes (unless Heirloom is a protective item), Amber
Amulet, Ring of Sustenance, Mastercraft Boltgun or Magic Shotgun or Magic Bolt Pistol (unless
Heirloom is a Firearm), Relic Blade (unless Heirloom is a melee weapon)
Requisition: Ring of Protection, Circlet of Charisma, Periapt of Wisdom, Rod of Splendour, Rod of
Lordly Might, any Wand
Level 5: Lenses of True Seeing, any Staff or Ring, Ring of Free Movement, Sanctified Land Raider

Terminator Sergeant
Come on, we are unbeatable! Assail their walls!

Terminators are practically tanks, they just happen to vaguely resemble infantry. Under that many
layers of armour, they can wade across the battlefield, setting down a trail of destruction. It helps to
have a sergeant, though, someone who can lead them a bit.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Willpower
Level

Special

Teleporter, Legendary Speech

Inspire Heroism, Combat Tactics

Teleport on the Run, Bless This Bolter

Rites of Purification, Get Over Here!

Duty Never Ends, Last Resort

Proficiencies: Heavy Firearms, Heavy Armour

Teleporter (Su): using the proper Teleport facilities at the HQ, the Terminator Sergeant may
Teleport to any location he has previously been to, out to ten miles per hit die.
Legendary Speech (Sp): with one minute of speaking, the Terminator Sergeant can inspire great
loyalty in his allies. This creates the benefits of a Heroes' Feast effect, and allows everyone who
heard the speech a single Cure Moderate Wounds, Fox's Cunning, Owl's Wisdom or Eagle's
Splendour as a Swift action in the next 12 hours.
Inspire Heroism (Sp): with a Standard action, the second-level Terminator Sergeant can shout
words of praise to allies, allowing them to attempt particularly dumb things with little ill effect. One
ally within 100 feet gains the benefits of Starmantle, Vengeance Halo and Energised Healing for
one round.
Combat Tactics (Ex): the team works better with the second-level Terminator Sergeant around. If
he spends a Full Round action giving directions and orders, every member gains the benefits of any
single [Combat] feat (even one he doesn't have) until the start of his next turn. The same feat is
chosen for all, and this includes him if relevant.
Teleport on the Run (Su): with a Move-Equivalent action, a level three Terminator Sergeant may
activate a Dimension Door effect to anywhere within 100 feet.
Bless This Bolter (Su): once per round, the third-level Terminator Sergeant may designate a single
hit with a Bolt Pistol, Boltgun, Storm Bolter or Heavy Bolter. It becomes an automatic critical hit.
Additionally, every round, he can just change the type of ammunition inside simply by willing it so.
Rites of Purification (Su): at level four, the Terminator Sergeant can perform a minute-long rite.
When it ends, the target of the rite is affected by Inspire Heroism (above) for one full hour. Only
one person may be affected by this at a time.
Get Over Here! (Ex): by bellowing at an enemy with a Swift action, the fourth-level Terminator
Sergeant can intimidate them into approaching to get their arse kicked. He must make an Intimidate
check against a foe who can hear him, and they oppose it with a modified level check. If they fail,
they must spend all actions on their next turn attempting to get close. Once there, they snap out of it
and can fight normally (unless dead by then, of course).
Duty Never Ends (Ex): if a fifth-level Terminator Sergeant is ever killed, and at least his brain
makes it back, he gets brought back as a Dreadnought or Siege Dreadnought. If a member of the
Blood Angels, he may be brought back as a Furioso Dreadnought.
Last Resort (Ex): the Terminator Sergeant is always prepared for the worst. At level five, he is
given a single Vortex Grenade, which can be replenished once per mission, to use at his discretion.
Equipment: Terminator Armour, Power Fist or Power Sword, Storm Bolter
Requisition: Heavy Flamer, Cyclone Missile Launcher, Assault Cannon, Chain Fist
Level 5: Land Raider with pilot, Drop Pod, Caestus Assault Ram with pilot

Vindicare Death Master


...headshot.

Vindicare Assassins rate amongst the best snipers in the galaxy, however even amongst the best it is
possible to compare them and make distinctions, for one to be the best of the best. And that would
be the Vindicare Death Master the sharpest of sharp shooters.
Hit Die: d8
Skill Points: 6+Int
Base Attack Bonus: Good
Good Saving Throws: Reflex and Willpower
Level

Special

Death Attack +1d6, Eagle Eye

Death Attack +2d6, Double-Tap (Shield-Breaker)

Death Attack +3d6, Deflection Sniping

Death Attack +4d6, Double-Tap (Armour-Piercing)

Death Attack +5d6, Spotter

Death Attack (Ex): each level, the Vindicare Death Master gains an extra die of Death Attack
damage.
Eagle-Eye (Ex): the Vindicare Death Master doubles the range increments for all Heavy Firearms.
Remember that doubling a doubling is a tripling, if relevant.
Double-Tap (Ex): when using iterative attacks to repeatedly shoot the same target in the same turn,
the Vindicare Death Master gains benefits for every shot after the first.
Shield-Breaker: at second level, all shots after the first ignore Damage Reduction and
Regeneration that the target may have
Armour-Piercing: at fourth level, all shots after the first ignore any Armour Bonuses to
Armour Class
Deflection Sniping (Su): by spending an Attack of Opportunity, the third-level Vindicare Death
Master may make a ranged attack roll. If this beats the attack roll of a ranged attack, the shot is
deflected and completely negated.
Spotter (Ex): once per day, the fifth-level Vindicare Death Master can call for a Defence Laser to
come online, using a Swift action to make the call. Any time within the next minute, he may shoot a
target and then, as a non-action, designate that target as marked. The next round, the target is hit by
a Defence Laser: 20d6 Light Damage, [Destroyer], Reflex Half (DC 30).
Equipment: Magic Exitus Sniper Rifle, Camouflaged Salamander Transport, Concussion Mines
Requisition: Ring of Blinking, Psy-Cannon Bolts fitted for the Exitus
Level 5: Ring of Invisibility

Vindicare Executioner
No, you see, this is how you shoot someone.
People will always need to be shot in the face. As such, new Vindicare Assassins will always be
needed. The Executioners not only fill that role, but more importantly, they train others to follow in
their footsteps, so that there can be more people to meet the need of face-shooting.
Hit Die: d10
Skill Points: 4+Int
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex
Level

Special

Hair Trigger, Followers (Sniper & Death Cultist)

Eagle Eye, Death Attack +1d6

Ballet of Bullets, Followers (2 Snipers & Vindicare)

Deflection Sniping, Death Attack +2d6

Call Titan Killer, Followers (2 Snipers & 2 Vindicares)

Hair Trigger (Ex): the Vindicare Executioner may draw, fire and sheath a Pistol all with the one
Swift action. Doing so allows only a single shot to be made, not a Full Attack.
Followers (Ex): the Vindicare Executioner has a pair of followers a Veteran 3/Sniper 3 and a
Death Cultist 6. At level three, he gains another Sniper, and the Death Cultist gains 4 levels in
Vindicare Assassin. At level 5, he gains another Vindicare Assassin.
Eagle-Eye (Ex): the second-level Vindicare Executioner doubles the range increments for all
Heavy Firearms. Remember that doubling a doubling is a tripling, if relevant.
Death Attack (Ex): at every even level, the Vindicare Executioner gains another die of Death
Attack damage.
Ballet of Bullets (Ex): with a Full Round action, the third-level Vindicare Executioner may make a
Full Attack with a Firearm against a foe, shooting at the feet. The foe is not directly hit, but still
takes 1d6 damage per shot from deflected rounds, scattered stones and the like. Additionally, the
target must make a Move action, moving at the exact direction of the Executioner.
Deflection Sniping (Su): by spending an Attack of Opportunity, the fourth-level Vindicare
Executioner may make a ranged attack roll. If this beats the attack roll of a ranged attack, the shot is
deflected and completely negated.
Call Titan Killer (Ex): once per day, the fifth-level Vindicare Executioner may spend a MoveEquivalent action calling the orbital systems and delivering the co-ordinates of a single target he
can see, of at least Huge size. The following round, the target becomes the centre of a 15' radius
infinitely tall Column. The column deals 20d6 Light damage [Destroyer], with a Reflex Save for
half (DC 25).
Equipment: Digi-Weapon Marker (500' range, make a Ranged Touch Attack to get a +5 bonus on
the next attack made with a Firearm against that target), 3 portable Hunter-Killers with joystick
controllers (2 mile range)
Requisition: Ring of Blinking, additional students, Personal Teleporter
Level 5: Ring of Invisibility

Running a Game in Siege Tier:


Siege Tier is actually pretty simple, especially if the game is continuing from the end of Assault
Tier. Chances are, at the end of Assault Tier, the PCs discovered a terrible threat too big for them,
and now the big guns get brought in.
Remember that such characters should probably be getting their hands on magic items Battle
Sisters might be picky (they won't use evil items, and might be so anal as to only use things that
seem appropriate to the Emperor and their faith). Space Marines are usually more practical, though
some chapters are even more anal than the Sisters. Assassins generally use any tool to their
advantage, so you could drop an Unholy Avenger or Nine Lives Stealer in their lap and watch them
get to work with it.
If players make a habit of burning magical gear or handing it in for destruction, consider awarding
more requisitions to make up for it. If they hand gear in for investigation, it's easy enough for it to
eventually be handed back, telling them it's fine to use.
Some possible threats, plot hooks and adventures:
Mind Flayers think they're the scariest and most evil things? NOT ANY MORE!
Beholders decide to just disintegrate the entire fleet
The Lich King Morcar has risen again, and remembers the forces of Chaos
There are always Lower planes in need of having their shit ruined
You know, those Celestials look too much like mutants...
The team find a harem of succubi. Sadly, they cleave only unto the Emperor, so set their
flamers from Kill to Kill More
Dragon Versus Dreadnought. HEAVEN OR HELL, LET'S ROCK!
The entire populace is being mind-controlled and needs to be freed so that they can be
brainwashed by Imperial forces for their own good

Feats
Gaming Den Community Tome Material:
There are many mentions to feats found in the Gaming Den material. Any mention of, for instance,
Iron Will refers to the Gaming Den versions unless specified. This game assumes the use of such
feats and sub-systems, so if your game does not use them, there will be problems, and it's not my
job to fix your mess.
A Note on [Psychic] Feats:
No character may normally select more than one of the following [Psychic] Feats: Telepathy,
Telekinesis, Pyromancy, Biomancy. If a character receives one as a bonus feat or class feature,
however, that does not count and they are free to take another.

Feats New to Dungeon Crusade:


Agile Leaper [Skill]
If a place exists, you can probably jump there.
Benefit: there is no maximum distance you can jump. Additionally, you can elect to go up to twice
as high/far as the dice say you can when you make a Jump check. This feat scales with your ranks
in Jump.
4 ranks: you can triangle-jump off walls. This effectively means you can jump twice as high when
next to a wall. If given two walls close to each other, you have a climb speed equal to your Jump
height.
9 ranks: you may perform the deadly Leap Attack, just like the feat. When charging, you may jump
at your foe, making a DC 15 Jump check. If you pass, your Power Attack ratio is doubled. If you
fail, you land prone in front of your foe.
14 ranks: you learn the mystical art of the Double Jump. You may make a Jump check while still in
the air to jump a second time. You may either use this to go twice as high/far in a round, or to keep
yourself aloft for one round, allowing you to fly.
19 ranks: you may jump on the heads of your foes, like a hedgehog. With a Standard action, make a
Jump check equal to or exceeding their Armour Class against Touch Attacks. If it succeeds and you
could actually reach your foe with the jump, you land in their square, hit them with a Leap Attack,
and knock them Prone. Additionally, the foe is shoved into an adjacent square. If you still have
enough movement left to reach another foe, you may continue moving and make the Jump check to
attack them, continuing until either you miss (landing prone) or run out of movement. You cannot
do this to people already Prone. This is a [Sonic] effect.
Beast Master [Psychic]
Animals like you. They insist on hanging around you.
Benefit: you gain Wild Empathy as a [Psychic] effect, and have an Animal Companion as if you
were a Druid of your own level.
Biomancy [Psychic]
Your control over your body, and those of others, is disturbing.
Benefit: you may cast Expeditious Retreat as a Spell-like Ability at will, and Ray of Enfeeblement as
a Supernatural Ability once per hour. All powers from this feat have the [Psychic] tag.
3 Hit Dice: you may cast Cure Moderate Wounds and Bull's Strength once each per hour as Spelllike Abilities.
6 Hit Dice: you may cast Blindness/Deafness as a Spell-like Ability at will, and Horrid Sickness
once per day as a Spell-like Ability.
10 Hit Dice: you may cast Polymorph once per day, as a Supernatural Ability.

Bionic Reconstruction
They can rebuild you... stronger, faster, more expensive!
Benefit: if you ever lose a limb or an eye, you simply get a bionic replacement, no questions asked.
Additionally, upon taking this feat you may have metallic components surgically added to grant a
25% immunity to critical hits, as well as up to 3 of the following any may be taken more than
once:
Secret Compartment: you have a hidden carry capacity (Search DC 35 with a thorough
check) of about 6 inches by 6 inches by 6 inches.
Charger Port: you may recharge clips for laser weapons, 1 clip per hour
Drug Dispenser: once per day, gain the benefits of Cure Light Wounds or Barkskin
Shock Inducer: once per day, you may deliver a Shocking Grasp
Special: you may take additional upgrades from the above list as Requisitions. If you lack this feat
and lose a limb, you must trade a feat out for it unless you are deemed worthy of receiving a
replacement for free.
Chapter
You belong to a chapter of Space Marines, and display the common traits of it.
Benefit: select a Chapter. Your benefit depends on the chapter chosen:
Black Templars: you swear an oath that makes you immune to [Compulsion] effects, and
any time you charge a [Psychic] foe you may roll twice for each attack roll and pick the
higher roll.
Blood Angels: you gain a Rage ability at will, when dealing damage or struck by an enemy,
which lasts for one minute. All attacks gain a +2 bonus to the attack and damage rolls, and
deal +1d6 damage. If you gain another Rage ability, simply gain +1d6 Rage Dice and +1 to
Damage Reduction of your Class-based Rage. At 10 Hit Dice, you gain another d6 of Rage
Dice, and +1 more DR in a Rage.
Dark Angels: you gain an additional 5' step per dound, and gain the Turbo Boost feature
when piloting vehicles. If you later get this as a class feature, it doubles in effectiveness. You
also gain a Skirmish bonus of +1d6 damage/+1 Armour Class.
Grey Knights: you gain Hated Enemy of [Chaotic] Outsiders, and radiate a permanent
Magic Circle Against Chaos as a [Psychic] power. Once per day you can cast Dispel Chaos
as a [Psychic] Spell-like Ability.
Salamanders: you have Fire Resistance equal to triple your Hit Dice, and your Acid Spit
deals Fire damage instead, setting foes on fire as well.
Space Sharks: you gain a Swim speed of 30 feet, with a +8 bonus to Swim checks. You also
gain a Bite attack that deals 1d8+Str in damage and 1 Strength damage, and each time you
injure a foe in melee, you gain a +5 Morale bonus to attack and damage rolls on the
following round, but -3 to Armour Class.
Space Wolves: you gain a Rage ability at will, when dealing damage or struck by an enemy,
which lasts for one minute. All attacks gain a +2 bonus to the attack and damage rolls, and
deal +1d6 damage. If you gain another Rage ability, simply gain +1d6 Rage Dice and +1 to
Damage Reduction of your Class-based Rage. Your body weight increases by 10%, and you
gain 1 HP per level, as well as Cold Resistance equal to double your hit dice.
Ultramarines: you never suffer penalties to any of your Saving Throws, ever. If your ability
scores are penalised or reduced, the Save Bonuses are lowered still.
White Scars: whenever you pilot a vehicle, you gain a +4 bonus to Initiative, Armour Class
and Reflex Saves.
Special: many classes grant special equipment options based on your chapter. This feat allows you
to take those items.

Cleanse With Fire [Combat]


Setting people on fire is a hobby for you.
Benefit: the DC for any of your fire-based weapons or attacks improves by +3.
+1 BAB: people set on fire by your weapons keep burning indefinitely. The duration changes to
forever until put out - remember that, as that requires a Reflex Save, this feat increases the DC by
3.
+6 BAB: you're good at covering people in fire. If you set someone on fire, anyone who even enters
a square adjacent square to them has to make a Reflex Save (DC 10 + half Hit Dice + 3 for this feat)
or also catch fire.
+11 BAB: when you use a fire-based weapon that covers an Area of Effect, the entire area covered
catches fire for one round. This means that everyone who moves through the area takes one point of
damage for every die of damage the weapon deals, and must save against catching fire.
+16 BAB: any time you spend a Full Round action setting the one target on fire, they have to make
a single Fortitude Save (Intelligence-based, with a +3 bonus from this feat) or be incinerated, dying
instantly. If you torch multiple people with the fire, you can still only select one target for this.
Emperor's Tarot
You're pretty good at divining things through the Emperor's Tarot. Just be careful, some people view
it as Heresy. Some people view chewing too fast as Heresy though, so your mileage may vary.
Benefit: by making a Character Level + Wis or Int check, you may attempt to divine the future
through the Emperor's Tarot. You actually need the deck of cards to do this. If you can make a DC
of 15, then after around twenty minutes you get the benefit of an Identify spell, or can gain a vague
understanding of how a mission is likely to unfold (the number of challenges the DM expects, give
or take 1d3, and the general EL range). Only one attempt is possible per item/mission per level.
Level 3: you gain a +3 bonus on the check, and if you can make a DC of 20, then after an hour you
gain the benefit of Locate Object, Locate Person or Clairvoyance. Only one attempt is possible per
object/location/person per level.
Level 6: you may roll twice and select the better of the two rolls when making these checks. Also, if
you can make a DC of 25, then you gain a Contact Other Plane effect after 1d4 hours. Before
attempting, you must list the questions you are asking. If the check fails, you may not ask these
questions again of the Tarot until you gain a level.
Holy War [Skill]
When you fight, it's not just business, it is a religious matter.
Benefit: you may treat anyone as [Chaotic, Evil] if they don't worship the same god as you. This
allows you to use Smite Evil and similar effects against them. The other benefits scale with your
ranks in Knowledge: Religion.
4 ranks: you can use Detect Evil (only affecting unbelievers and heretics) as an Extraordinary
ability at will.
9 ranks: with a Move-Equivalent action, you may rant about setting heretics on fire. For a number
of rounds equal to your Charisma modifier, you and all allies may make one Smite attempt per
round against unbelievers. This adds your Wis bonus to the attack roll and your Hit Dice to the
damage.
14 ranks: you may perform a Coup de Grace on an unbeliever just for being prone.
19 ranks: for every round that you spend a Standard action preaching hatred against the wicked, all
of your allies within 100' count as having this feat, and additionally may add your ranks in
Knowledge: Religion to their damage rolls against heretics.

Hurl Opponent [Combat]


You enjoy picking enemies up and throwing them.
Benefit: as a Standard action that does not provoke Attacks of Opportunity, you may grab an enemy
with a melee touch attack. You may then, if it succeeds, make an opposed Trip attack using Strength
or Dexterity (your choice your opponent must use the same ability score) and you gain a +4
bonus. If you fail, the opponent cannot try to trip you. If you succeed, you throw them 10 feet away,
plus five feet you beat them by, and they land prone and take 1d6 plus any falling damage they
would normally take. You cannot throw people into occupied squares.
+1 BAB: now you can throw the target into occupied squares. They take no damage, but they are
forced to make their own Trip attack against the creature in the square. If they pass, both fall Prone
in the same square. If they fail, they merely fall Prone adjacent to the target.
+6 BAB: your bonus improves to +8, and the damage for being hurled improves to 6d6 plus falling
damage. Now, if thrown into another target, each takes half this amount of damage.
+11 BAB: you can launch people as if you were a ballista. They travel for double the full thrown
distance in a straight line, or until they slam into something solid, whichever comes first. Anyone in
the path must make a Reflex Save (Strength-based, +2 for every size category the target is above
Medium) or take 4d6+Str Bludgeoning damage and also fall Prone.
+16 BAB: you may, with a Full Round action, make a Move action and attempt to throw everyone
you are able to grab hold of during the move (limited by your attacks from BAB, so, four). Also,
your bonus improves to +12.
Malignant [Monster]
You are... a bit different.
Benefit: all your natural weapons become +1 Keen weapons. Also, you gain the Scent ability.
3 Hit Dice: your Unarmoured and Lightly Armoured Speed improves by 10 feet, and your claws (if
you have any) deal an additional 2d6+Str damage on any round that all claws hit. This damage
ignores Damage Reduction and Regeneration.
6 Hit Dice: you gain the Pounce ability, and grow a pair of Scythes as natural weapons.
12 Hit Dice: your Bite attack (if you have one) gains the Wounding property, and if you spend one
full round grappling a foe and hit with a Bite attack, they must make a Fortitude Save (Strengthbased) or die as their brain is extracted.
18 Hit Dice: you become immune to [Mind Affecting] effects not caused by Tyranids.
Special: be very wary about selecting this feat as an Imperial agent. Death could be forthcoming.
Mechadendrites
You now have bionic tentacles schoolgirls not included.
Benefit: a pair of robotic tendrils is added to your body. They provide a +4 bonus to Climb and
Grapple checks, and can reach out to 15 feet to perform actions such as Sleight of Hand, Repair,
First Aid and Disable Device. They may even be used to grapple at a distance, though you do not
add your own Strength modifier in such a case. They may also be used to make a flailing attack,
dealing 1d6 Slashing damage plus your Strength modifier.
6 Hit Dice: your body provides enough energy to add 1d6 Electricity damage, plus your
Constitution modifier, to the attacks they make.
Special: you may take this multiple times, but the total bonuses increase from +4 to +6 for the
second pair, then +7 for the third pair, then they do not increase beyond that.

Minor Powers [Psychic]


You possess a handful of lesser powers that make good party tricks. They're minor enough that
Inquisitors don't usually care, unless they're in a bad mood or it's Thursday.
Benefit: you gain a number of [Psychic] Spell-like Abilities you may use at will:
Acid Splash
Cure Minor Wounds
Flare
Light
Mage Armour
Mage Hand
Resistance
Special: if you take it a second time, you may also cast the following at will:
Calm Animals
Delay Poison
Lullaby
Mending
Open/Close
Purify Food and Drink
Touch of Fatigue
Psychic Blank
You are so un-psychic it unnerves people.
Benefit: you gain Spell Resistance Hit Dice + 11 against all [Psychic] effects, and take a -4 penalty
on all Diplomacy, Gather Information, Handle Animal and Perform checks.
6 Hit Dice: you can re-roll any failed Saving Throw against a [Psychic] effect, and may attempt to
Demoralise [Psychic] creatures with an Immediate action.
10 Hit Dice: you gain a +5 Resistance bonus on Saving Throws against [Psychic] effects, and
radiate a 30' aura of Fear just like a Dragon. Against non-[Psychic] spells and spell-like abilities,
you have Spell Resistance Hit Dice + 7.
Pyromancy [Psychic]
You can set things on fire by thinking about it really hard.
Benefit: you may cast Heat Stroke as a Spell-like Ability at will, and Burning Hands as a
Supernatural Ability once per day. Any powers gained from this feat gain the [Psychic] tag.
3 Hit Dice: you may cast Fireball and Scorching Ray once each per hour as Spell-like Abilities.
6 Hit Dice: you may cast Wall of Fire and Blackfire as Spell-like Abilities once each per hour. You
may also cast a Quickened Flamestrike once per day as a Spell-like Ability.
10 Hit Dice: you can cast Parboil once per day as a Supernatural Ability, and gain Fire Resistance
equal to triple your level.

Relentless Rage [Combat]


You get really angry sometimes. Usually that anger doesn't go away for a long time.
Benefit: whenever an enemy injures you, you gain the Hated Foe benefits against them. Any class
ability that applies to Hated Foes also applies to them. This lasts until the encounter ends.
+1 BAB: you may make a Charge attack as an Immediate action if you are not Fatigued. Doing so
makes you Fatigued until you rest for one minute.
+6 BAB: as long as you spend a Move action advancing towards an enemy, you may fire Rapid Fire
Firearms as though they were Assault Firearms.
+11 BAB: if you slay a Hated Foe in melee combat, you just get angrier. If you could reach another
enemy after making a 5' step (or however far your steps of adjustment are), then you may make that
step and make a Cleave attempt, designating that foe to be Hated as well.
+16 BAB: when injured, you gain Hated Foe of every enemy for one minute.
Survivor Against the Odds [Skill]
No-one knows how you do it, but you somehow survive things that usually kill people.
Benefit: whenever dropped to Dying (usually -1 to -9 HP), you instantly stabilise. Additionally, you
actually gain 1 HP per round until you reach 1 HP. At that point, you continue to heal 1 HP per
round if you elect to just lie there, faking death. The benefits of this feat scale with your ranks in
Survival.
4 ranks: you gain the benefits of Mettle. If you ever gain Mettle from something else, you simply
gain +1 HP per hit die.
9 ranks: your Constitution and Charisma can never be penalised, damaged or drained. Additionally,
you have impressive or terrifying scars (pick one). If impressive, you may make Survival checks in
place of Perform, Diplomacy or Bluff checks, with a bonus equal to your Constitution modifier. If
horrifying, you may make a Survival check in place of Intimidate checks, with a bonus equal to
your Constitution modifier, and automatically attempt to Demoralise anyone who views you for the
first time. You gain a -5 penalty to Disguise either way, though.
14 ranks: you are somehow immune to ageing, starvation, thirst, dehydration, extreme heat (short of
Fire damage), extreme cold conditions (short of Cold damage) and drowning.
19 ranks: once per day, when you would normally die, you may decide to instead not die. If it is due
to damage, you simply do not take the damage, thus don't lose enough HP to die. Similarly for
negative levels and ability damage. If it is a [Death] effect or similar, it merely fails.
Telekinesis [Psychic]
You have some degree of telekinetic power.
Benefit: you may cast Greater Mage Hand and Shield as Supernatural Abilities at will. All powers
gained from this feat gain the [Psychic] tag.
3 Hit Dice: you may cast Wall of Force and Battering Ram once each per hour as Spell-like
Abilities.
6 Hit Dice: you may cast Wings of Cover and Telekinesis as Spell-like Abilities once each per hour.
10 Hit Dice: once per day, as a Supernatural Ability, you may deal 20d4 Force damage to a single
target in Close Range. This is negated with a successful Fortitude Save (Intelligence-based).

Telepathy [Psychic]
GREETINGS, MIND SLAVES
Benefit: you gain Telepathy out to 100' as a Supernatural Ability, and can cast Distract Assailant as
a Supernatural Ability once per hour. All powers gained from this feat gain the [Psychic] tag.
3 Hit Dice: you may cast Detect Thoughts and Chain of Eyes once each per hour as Spell-like
Abilities.
6 Hit Dice: you may cast Vision of Entropy and Ray of Dizziness as Spell-like Abilities at will. You
may also cast Charm Monster once per day as a Spell-like Ability.
10 Hit Dice: you may cast Probe Thoughts once per day and Greater Rebuke once per hour, both as
Supernatural Abilities.
The Nice Imperial
Very rarely, people come across a member of the Imperium who isn't a complete dick. You're one of
them.
Benefit: if a foe is Panicked or Cowering, you may make a Diplomacy check against their roll of
1d20 + Hit Dice + Charisma modifier (penalised by Fear modifiers), with a Full Round action. If it
succeeds, they surrender to you. This will not work if they observe you or your allies mercilessly
slaughtering anyone else who surrendered or was helpless.
2 Hit Dice: by speaking to an ally for one full round (not an action, but a Sustained activity that
requires concentration and uses your verbal abilities), you can remove any [Fear] effects from them.
5 Hit Dice: people in general like you. You always have an extra Requisition item.
10 Hit Dice: by making a Diplomacy check against a modified level check (a Standard action), you
can force a target to end a Rage, Frenzy or similar effect. The target must be able to see and hear
you.
15 Hit Dice: you are not eligible for any kind of Hated Foe or Favoured Enemy bonus that your
enemies might have. This doesn't prevent them from trying to kill you, but it does take the edge off
their hatred. Mindless creatures and animals won't attack you unless explicitly instructed to.
Tinker
You like to toy with machinery, taking your equipment apart and making it better. Some consider
this heresy, but some consider skipping breakfast heresy so whatever.
Benefit: given eight hours of downtime and the right materials, you may enhance your equipment
or that of your allies. You may increase the range of a weapon by 25% or the speed of a vehicle by
25% or improve the Armour Bonus of a vehicle by 2. You may also make any equipment
Masterwork in quality or add 1d6 to the damage of a weapon. You can also quite possibly create
Woundrous Items or grant special abilities to equipment ask your MC.
Weaponwed
You have been married to the machine spirit of your favourite weapon, though not in a kinky way
involving embarrassing trips to the medic.
Benefit: select one weapon you own that has the [Machine Spirit] tag. When using the selected
weapon, you may re-roll one failed attack roll per round. If wielding it, once per round it may
automatically fire as an Immediate action, even accurately targeting enemies that are Invisible.
Special: you may take this feat multiple times, each time applying it to another weapon, though you
may not use the one Immediate action to fire all of them at once.

Equipment:
Equipment by Class:
Your class (and prestige class) gives you certain equipment, and that is automatically yours. It is
generally replenished on a per-mission basis, although in most games, it is best to just assume there
is enough ammunition (and only count rounds in an individual clip). If something is lost or
damaged, then it can generally be replaced or repaired at the end of a mission.
Requisitions:
Every class has certain things they can requisition. A character may gains a requisition each time
they complete a mission or with the end of a story arc the character is present for. Characters
brought in halfway through the game, therefore, won't have as many requisition items as characters
who were played from the start.
Additionally, by handing in valuable magic items, characters can be awarded additional
requisitions, and there are some feats and class features that grant automatic requisitions. Once per
level, the character may attempt a DC 20 Diplomacy check to gain one more requisition, however
every time it succeeds, +10 is added to the DC.
Some requisition items have a minimum level or skill rank requirement. If the item is a weapon or
piece of armour, proficiency with that class of weapon/armour is required.
Twin-Linked:
If a Firearm is twin-linked, then it basically fires twice as many shots, and in most cases either both
hit or both miss. Twin-Linked weapons roll for damage twice and pick the highest result.
Combi-Weapons:
A Combi-Weapon is basically two Firearms combined. There is a main weapon and a sub weapon.
If one of the weapons is a Boltgun, it is the main weapon. The main weapon is not affected, and the
sub weapon has only half the clip/battery/canister size.
Clip:
This shows how many attacks can be made before reloading, not the actual number of bullets.

The Equipment New to This Game:


Armour:
Not Armour
Name:

AC Bonus Max Dex

Penalty

ASF

Armoured Greatcoat +2

+5

-1

10%

Synth-Skin

N/A

0%

Light Armour
Name:

+2

AC Bonus Max Dex

Penalty

ASF

DR

Carapace Armour

+5

+4

-2

20%

10

Flak Armour

+4

+3

-3

20%

Mesh Armour

+4

+6

-1

10%

Shield Robes

+4

+6

-1

10%

Medium Armour
Name:

AC Bonus Max Dex

Penalty

ASF

DR

Artificer Armour

+12

+2

-6

90%

50

Power Armour

+10

+3

-6

50%

30

Rune Armour

+10

+3

-6

20%

30

+5

-4

25%

25

Scout Power Armour +8


Heavy Armour
Name:

AC Bonus Max Dex

Penalty

ASF

DR

Siege Mantlet

+15

+1

-10

150%

60

Terminator Armour

+15

+1

-10

200%

50

Shields
Name:

AC Bonus Max Dex

Penalty

ASF

DR

Storm Shield

+9

-9

50%

Suppression Shield

+4

-9

50%

Extra Rules:
Armoured Greatcoat: this can be worn on top of armour, adding the Armour Bonus together, but
also adding the Penalty and ASF together, and using the lowest Max Dex. It provides a +3
Circumstance bonus on Hide checks in desert terrain or anywhere where there is a lot of sand or
dust. If worn over other armour, it provides 20% Reinforcement.
Synth-Skin: this armour comes in a can, and is sprayed on, taking 1 minute for a rush job (only
+1 Armour bonus, lasts only 1d4 hours) or 5 minutes to apply properly. When properly applied, it
grants a +4 Circumstance bonus on Hide checks, and grants a constant Blur effect, and is fully
sealed.

Carapace Armour: this armour has a visor and is fully sealed. The Damage Reduction is overcome
by Magic or Adamantine. Tinker and similar abilities may be used to add a power source, granting
the [Machine Spirit] descriptor and increasing the carry capacity of the wearer as though 2 points
stronger.
Flak Armour: the Damage Reduction is overcome by Magic, Power Weapons or Adamantine.
Mesh Armour: this is specifically designed to be a good insulator, so grants Fire and Cold
Resistance of 5. Tinker and similar abilities may be used to make it fully sealed, with a visor.
Shield Robes: these robes are part mesh, part carapace. The Damage Reduction is overcome by
Magic, Adamantine or Power Weapons, but it also insulates well, granting Fire and Cold Resistance
10. Tinker and similar abilities may be used to make it fully sealed, with a visor.
Artificer Armour: this is largely the same as Power Armour, below, except where noted in the table,
and the bonus to Fortitude Saves is improved to +5. Servo Arms and Servo Harnesses are
specifically designed to hook up to these.
Power Armour: whether Astartes, Sororitas, or Inquisitor Power Armour, it all functions the same. It
has the [Machine Spirit] descriptor, is fully sealed, and has a visor and radio comms to 100 feet.
Additionally, it provides 25% Fortification, and provides a +4 bonus to Strength and a +2 bonus to
Fortitude Saves. The Damage Reduction is overcome by Adamantine or Power Weapons. The
power source has enough charge to go for two weeks. In an Earthlike atmosphere it can regain one
hour of charge for every 8 hours left in the sun, and plugged into a proper source, it can regain one
day for every 5 minutes. If unpowered, it is effectively impossible to move in.
Rune Armour: Rune Armour has all the regular benefits and rules of Power Armour, above, but is
also carved in protective runes: the bonus is treated as a Deflection bonus against Incorporeal Touch
Attacks, and if something bypasses the Damage Reduction, half of it (round up) still applies
anyway. It also provides a +4 bonus to any Spell Resistance the wearer happens to have.
Scout Power Armour: this has the [Machine Spirit] descriptor and has a visor, as well as adding a +2
bonus to the wearer's Strength. It also provides 10% Fortification. The Damage Reduction is
overcome by Adamantine or Power Weapons. The power source is the same as that for Power
Armour, but has four weeks of charge due to the lower energy requirements.
Siege Mantlet: a Siege Mantlet is incredibly bulky, but designed for surviving just about anything
sniper rounds, missiles, buildings collapsing, IEDs, the list goes on. It has the same basic rules as
Power Armour, except for the different numbers and weight category, and Movement is halved
instead of the slightly more than half of Medium and Heavy armour. The wearer takes half
damage from Area of Effect attacks which allow a Reflex Save for half, due to the armour
absorbing so much of the impact.
Terminator Armour: this massively heavy armour incorporates a power source like Power Armour,
but only has enough energy for one week of sustained use. The Damage Reduction is overcome by
Adamantine or Power Weapons, but even then it still has Damage Reduction 10/- (modified by
[Machine Spirit] as normal). It has the [Machine Spirit] descriptor, and is fully sealed and has a
visor. Against Touch Attacks it still has a +6 bonus to Armour Class, and it increases the wearer's
Strength by 6 and adds a +5 bonus to Fortitude Saves. Once per day the user may cast Teleport.
The wearer is treated as having Bulging Biceps, and can wield Heavy weapons one-handed.

Storm Shield: this is a +5 Ghost Touch Tower Shield, and furthermore, even works against Power
Weapons.
Suppression Shield: this massive Tower Shield is mostly made of a plastic alloy. Besides the normal
benefits of a Tower Shield, it grants Electricity and Light Resistance 20 plus BAB, and can be used
to make a Shield Bash for 1d6 Bludgeoning damage plus Strength. For every 10 electricity damage
received in the past round, 1d6 Electricity damage is added to the first Shield Bash made. This has
the [Machine Spirit] descriptor.
Fully Sealed: provides Immunity to Gases and Drowning, and a +2 bonus on Saves against
Enchantment effects.
Visor: grants Low-Light Vision and immunity to being Dazzled or Blinded.
Damage Reduction: Damage Reduction for Imperial Armour applies even against energy types,
but not against [Power] weapons or any Touch or Ranged Touch Attacks. It still applies against
things that have no attack roll, such as Magic Missile or Fireball.

Firearms:
Pistols
Name:

Range Increments Damage

Autopistol

50'

2d4

19-20/x2

Clip 12

Bolt Pistol

50'

3d6

20/x3

Clip 20

Eversor Pistol

50'

3d6

20/x3

Clip 20

Exitus Pistol

60'

2d6

18-20/x2

Clip 6

Hand Flamer

10' Cone

2d6

N/A

Canister 6

Hell Pistol

50'

1d8

18-20/x2

Pack 100

Inferno Pistol

30'

4d8

20/x3

Canister 10

Las Pistol

50'

1d8

20/x2

Battery 30

Neural Shredder

20' Cone

10d6

N/A

Canister 10

Plasma Pistol

50'

5d6

20/x2

Canister 10

Plasma Torch

30'

5d6

20/x4

Canister 6

Ripper Pistol

50'

2d4

19-20/x2

Clip 10

Stubb Gun

50'

2d6

20/x3

Clip 8

4d10

15-20/x2

Pack 20

Void-Breaching Pistol 50'

Rapid Fire Firearms


Name:
Range Increments Damage

Critical

Critical

Clip

Clip

Boltgun

100'

4d6

20/x3

Clip 30

Condemnor

80'

1d8

19-20/x2

Clip 4

Lasgun

100'

2d6

20/x2

Battery 30

Plasma Gun

100'

6d6

20/x2

Canister 20

Rad Cleanser

60'

1d10

20/x2

Unlimited

Assault Firearms
Name:

Range Increments Damage

Angelus Bolter

100'

4d6

20/x3

Clip 10

Anima Speculum

100'

3d6

20/x2

Clip 10

Autogun

120'

2d6

19-20/x2

Clip 20

Auxiliary Grenade
Launcher

30'

Clip 3

Deathwind Launcher 150'

6d6

N/A

Clip 3

Flamer

30' Cone

5d6

N/A

Canister 10

Grenade Launcher

70'

Clip 6

Heat Ray

50' or 30' Cone

Pack 30

Hell Gun

100'

2d6

18-20/x2

Pack 100

Melta Gun

50'

6d8

20/x3

Canister 20

Psilencer

100'

3d4

20/x2

Infinite

Psycannon

75' or 150'

6d6

Drum 30

Purifier

50' or 100'

20/x3

Canister 15

Shotgun

Clip 12

Sting Ray

30' Cone

5d6

N/A

Battery 20

Storm Bolter

150'

4d6

20/x3

Drum 60

Critical

Clip

Heavy Firearms
Name:

Range Increments Damage

Assault Cannon

200'

2d4

19-20/*

Drum 20

Autocannon

300'

10d6

20/x4

Drum 40

Conversion Beamer

1000'

N/A

Battery 20

Cyclone Missile
Launcher

200'

Drum 10

Exitus Rifle

200'

3d6

20/x4

Clip 10

Frost Cannon

75' Cone

6d6

N/A

Tank 10

Heavy Bolter

200'

6d6

20/x4

Belt 100

Heavy Flamer

50' Cone

6d8

N/A

Tank 20

Heavy Stubber

100'

4d6

20/x3

Belt 100

Hell Rifle

200'

8d6

20/*

Infinite

Impaler Cannon

250'

5d6

19-20/x4

Single Load

Incinerator

50'

6d10

N/A

Tank 20

Las-Cannon

250'

15d6

19-20/x2

Battery 40

Las-Cutter

10'

15d6

20/x3

Battery 30

Missile Launcher

200'

Clip 4

Mortar

100'

4d6

N/A

Single Load

Multi-Melta

100'

8d8

20/x3

Tank 25

Needle/Sniper Rifle

250'

2d4

19-20/x3

Clip 10

Plasma Cannon

200'

10d6

N/A

Cell 20

Quad Gun

100'

4d6

N/A

Load 4

Siege Mortar

100'

6d6

N/A

Single Load

Stalker Boltgun

200'

5d6

19-20/x4

Clip 30

Widower

250'

4d4

19-20/x4

Clip 6

Critical

Clip

Extra Rules:
Autopistol: Piercing damage
Bolt Pistol: Fire/Sonic damage. Can also take Psy-Cannon, Tempest, Dragonfire, Hellfire, Inferno,
Stalker, Metal Storm, Blessed and Kraken Penetrator Bolts.
Eversor Pistol: a Bolt Pistol with a special Needler built-in (Clip 2). It can be fired out to 50' and
deals 2d4 Piercing damage (19-20/x2), as well as delivering a potent toxin: DC 20, Primary
Damage 2d4 Str, Secondary Damage 2d4 Con.
Exitus Pistol: Piercing damage
Hand Flamer: Fire damage to all in the Cone, Reflex Half (DC = Attack Roll). Ignores Cover, and
those who fail the save catch fire, burning for 1d6 damage per round until they put the flames out.
Can take Psiflame Fuel. [Sustained 1d6]
Hell Pistol: Light damage, treats Armour Bonus as 2 points lower (minimum 0), [Hell]
Inferno Pistol: Fire damage, resolved as a Ranged Touch Attack, [Melta], [Sustained 2d8]
Las Pistol: Light damage, treats Armour Bonus as 2 points lower (minimum 0). Can also take HotShot Charge Packs.
Neural Shredder: Electricity damage to all in the Cone, Willpower Half (Charisma-based). Ignores
Cover, and those who fail the save are Stunned for 1 round. [Sustained 2d6]
Plasma Pistol: Fire/Electricity damage, resolved as a Ranged Touch Attack, [Plasma]
Plasma Torch: Fire/Electricity damage, resolved as a Ranged Touch attack, [Sustained 3d6],
[Plasma]
Ripper Pistol: Piercing damage, delivers a Poison: DC 20, 1d4 Con/2d6 Con
Stubb Gun: Bludgeoning damage, may take Man-Stopper Bullets.
Void-Breaching Pistol: Negative Energy damage, ignores Deflection bonuses, all Damage
Reduction and the following: Conversion Field, Refractor Field, Void Shield
Boltgun: Fire/Sonic damage. Can also take Psy-Cannon, Tempest, Dragonfire, Hellfire, Inferno,
Stalker, Metal Storm, Blessed, Latheworld Hyper-Penetrator and Kraken Penetrator Bolts.
Condemnor: Piercing damage, [Psi-Shock]. Pierces DR as though Cold Iron.
Lasgun: Light damage, treats Armour Bonus as 2 points lower (minimum 0). Can also take HotShot Charge Packs.
Plasma Gun: Fire/Electricity damage, resolved as a Ranged Touch Attack, [Plasma]
Rad Cleanser: Negative Energy damage, also deals 2 Constitution damage and 1 Negative Level (1
hour duration). The following round, another number of d6 Negative Energy damage is suffered
equal to the highest damage roll from the Rad Cleanser that turn. [Sustained 1 Negative Level]

Angelus Bolter: a wrist-mounted weapon, it takes no hands to hold but two hands to fire.
Fire/Sonic damage. Can also take Psy-Cannon, Tempest, Dragonfire, Hellfire, Inferno, Stalker and
Metal Storm Bolts.
Anima Speculum: Force damage, [Psi-Shock]. Psi-Shock also applies against spell-casters of any
kind. For every [Psychic] creature or Spellcaster within 30' the Critical Threat Range increases by
+1 and the damage increases by 1d6.
Autogun: Piercing damage.
Auxiliary Grenade Launcher: attached to the wrist or to a Boltgun, it otherwise functions as a
short-range grenade launcher with reduced ammo capacity. Has Frag and Krak Grenades by default,
other grenades can be loaded in.
Deathwind Launcher: Fire/Sonic damage to three 10' radius spreads in range, Reflex Half (DC
equals Attack Roll).
Flamer: Fire damage to all in the Cone, Reflex Half (DC = Attack Roll). Ignores Cover, and those
who fail the save catch fire, burning for 1d8 damage per round until they put the flames out.
Can take Psiflame Fuel and Toxflame Fuel. [Sustained 2d6]
Grenade Launcher: launches a grenade, the effects depending on the type. Typically comes loaded
with Frag and Krak Grenades other types are only gained if the character normally gets them, but
it can fire any grenades.
Heat Ray: Fire damage, has two settings:
Spray: as a Cone, all in the area take 4d6 damage with a Fortitude Save for Half (DC =
Attack Roll). Ignores Cover. [Melta], [Sustained 1d6]
Pulse: resolved as a Ranged Touch Attack, 6d6 damage, [Melta], [Sustained 2d6]
Hell Gun: Light damage, treats Armour Bonus as 2 points lower (minimum 0), [Hell]
Melta Gun: Fire damage, resolved as a Ranged Touch Attack, [Melta], [Sustained 3d8]
Psilencer: can only be used by [Psychic] characters, Force damage. Allows one extra attack in a
Full Attack at the shooter's highest Attack Bonus. Completely silent.
Psycannon: Force damage. Deals 1d6 extra damage if wielded by a [Psychic] character. Can be
fired as a Heavy Firearm, dealing the damage to all in a 30' radius Blast, with a Fortitude Save for
half damage (DC = Attack Roll). As a Heavy Firearm, it becomes [Sustained 1d6].
Purifier: Holy Fire damage, resolved as a Ranged Touch Attack, [Melta], [Sustained 4d8]. It can be
fired in two modes:
Assault: 50' Range Increments, 8d8 damage
Heavy: 100' Range Increments, 10d8 damage
Shotgun: takes Scattershot, Solid Slugs, Flareburst, Latheworld Hyper-Penetrators and Executioner
Rounds. Standard issue is Scattershot and Solid Slugs.
Stingray: Fire damage to all in the Cone, Fortitude Half (DC = Attack Roll). Ignores Cover, and
those who fail the save become Fatigued. Completely Silent. [Sustained 2d6]

Storm Bolter: Fire/Sonic damage. Can also take Psy-Cannon, Tempest, Dragonfire, Hellfire,
Inferno, Stalker, Metal Storm, Blessed, Latheworld Hyper-Penetrator and Kraken Penetrator Bolts.
May make one additional attack in a Full Attack at the highest Attack Bonus.
Assault Cannon: Piercing damage. Make a single attack roll, with the target suffering one hit per
point the attack roll beats their Armour Class by. If a Critical Threat is rolled, double this amount
no actual critical hit occurs. [High Impact]
Autocannon: Piercing/Bludgeoning damage. Once all attacks have been resolved, each target hit
must make a DC 20 Strength check (with Size modifiers as though being Tripped/Grappled) or be
knocked Prone.
Can also take Psycannon Bolts.
Conversion Beamer: resolved as a Ranged Touch Attack, [High Impact]
Within 100' it deals 2d6 Light Damage.
Within 105-250' it deals 5d6 Light Damage
Within 255- 500' it deals 6d6 Light Damage to a 10' burst (Ref half, Intelligence-based, but if the
target is hit they get no save)
505-1000' it deals 10d6 Light Damage to a 10' burst (Ref half, Intelligence-based, but if the target is
hit they get no save)
Cyclone Missile Launcher: this can fire Frag and Krak Missiles, and is Twin-Linked. Is attached to
the back and shoulders, using the Shoulders slot, with a simple hand-held trigger.
Exitus Rifle: Piercing Damage.
Can also fire Shield-Breaker, Latheworld Hyper-Penetrator and Hellfire Ammunition
Frost Cannon: Cold damage to all in the Cone, Reflex Half (DC = Attack Roll). Ignores Cover,
and those who fail the save are rendered Helpless for one round and take 2 Dexterity damage.
[Sustained 3d6]
Heavy Bolter: Sonic/Fire damage. Can also take Psy-Cannon, Tempest, Dragonfire, Hellfire,
Inferno, Metal Storm, Blessed, Latheworld Hyper-Penetrator and Kraken Penetrator Bolts.
Heavy Flamer: Fire damage to all in the Cone, Reflex Half (DC = Attack Roll). Ignores Cover, and
those who fail the save catch fire, taking 2d6 Fire damage per round. Is an Assault Firearm for those
with Exotic training or Bulging Biceps.
[Sustained 3d8]
May take Psiflame or Toxflame fuel tanks.
Heavy Stubber: Bludgeoning damage. Once all attacks have been resolved, each target hit must
make a DC 20 Strength check (with Size modifiers as though being Tripped/Grappled) or be
knocked Prone. Is an Assault Firearm for those with Exotic training or Bulging Biceps.
Hell Rifle: Evil damage. Treats Armour Bonus as four points lower (minimum 0). Ignores all
Damage Reduction. [Sustained 3d6], bestows 1 Warp Point on the user each time it is fired, +1 for
each damage increase via Sustained. Good-aligned targets take an extra 50% damage (round up).
On a Critical Hit, the target suffers no extra damage but suffers 10 Warp Points and 2 Constitution
damage.

Impaler Cannon: Piercing damage. If it misses due to Miss Chance or failing even a Touch Attack,
it continues on, attacking the next person in the straight line (if in range). Targets struck must pass a
Fortitude Save (DC 20) or be Staggered for one round. The damage cannot be healed until the stake
is removed (a Full Round action, requiring a DC 15 Heal check to avoid dealing damage again).
Can be loaded with Force-Stake Impalers.
Incinerator: Fire/Force damage to all in the Cone, Reflex Half (DC = Attack Roll). Ignores Cover,
and those who fail the save catch fire, taking 2d6 Fire damage per round. Deals 1d10 extra damage
if wielded by a [Psychic] character.
[Sustained 3d10]
Lascannon: Light damage. Resolved as a Ranged Touch Attack. [High Impact] [Massive]
Las-Cutter: Light damage. Resolved as a Ranged Touch attack. [Lance] [Sustained 1d6]
Missile Launcher: [High Impact] As standard, comes equipped with Frag and Krak missiles. Some
may have Incendiary or Melta Missiles. Any Missile Launcher can fire any of the above, however.
Mortar: Fire/Sonic damage to a 20' radius Blast with a Reflex Save for Half (DC 16). Targets may
elect to automatically pass the save but be rendered Prone. Targets must pass a Will Save (DC 16)
or automatically choose this option as well as Cowering for the round and being Shaken for one
minute.
[High Impact] [Massive]
Multi-Melta: Fire damage, resolved as a Ranged Touch Attack, [Melta], [Sustained 4d8]
Needle/Sniper Rifle: Piercing damage plus Poison. Poison: DC 20, 1d6 Str/2d6 Con. Completely
silent.
Plasma Cannon: Fire/Electricity damage to all in a 15' radius with a Reflex Save for half (DC 25).
[Massive] [Plasma] [Sustained 3d6]
Quad Gun: Fire/Sonic damage to a 20' radius Blast with a Reflex Save for Half (DC 16). Targets
may elect to automatically pass the save but be rendered Prone. Targets must pass a Will Save (DC
16) or automatically choose this option as well as Cowering for the round and being Shaken for one
minute. If the target is hit multiple times in one round, they suffer a cumulative penalty on both
saves equal to the total number of Quad Gun blasts taken that turn.
[Massive]
Siege Mortar: Fire/Sonic damage to a 30' radius Blast with a Reflex Save for Half (DC 18). Targets
may elect to automatically pass the save but be rendered Prone. Targets must pass a Will Save (DC
18) or automatically choose this option as well as Cowering for the round and being Shaken for one
minute.
[Massive] [High Impact]
May take Smoke Shells, Inferno Shells and Bastion Breacher Shells
Stalker Boltgun: Piercing damage, overcoming all material Damage Reduction. Completely silent.
Widower: Adamantine Slashing damage. Completely silent.

Special Ammunition:
Psycannon Bolts: Bolt Pistol, Bolter, Storm Bolter, Angelus Bolter, Heavy Bolter, Autocannon
The damage changes to Bludgeoning/Force, and ignores all Damage Reduction. If wielded by a
[Psychic] character, the damage increases by 1d6.
Psiflame Fuel: Hand Flamers, Flamers, Heavy Flamers
The damage changes to Fire/Force, and increases by 1d6 if wielded by a [Psychic] character.
Toxflame Fuel: Flamers, Heavy Flamers
The damage changes to Fire/Acid, and it adds a Poison for all who take damage: DC 20, 1d4
Con/2d4 Con
Stalker Bolts: Bolt Pistol, Bolter, Storm Bolter, Angelus Bolter
The weapon becomes completely silent, and the damage is simply Piercing. The Critical Threat
Range is increased by 1, as is the Critical Multiplier.
Hellfire Bolts: Bolt Pistol, Bolter, Storm Bolter, Angelus Bolter, Heavy Bolter
The damage type changes to Acid, and it delivers a Poison: DC 20, 1d4 Con/2d4 Str
Only one save need be made in a round, further hits simply subtract rounds from the time before the
secondary damage kicks in.
For Heavy Bolters, the acid sprays in a 10' radius Spread, with a Reflex Save (DC 20) for half
damage any damage still delivers the poison, however. It becomes [Sustained +2d6, +1 DC]
Inferno Bolts: Bolt Pistol, Bolter, Storm Bolter, Angelus Bolter, Heavy Bolter
The damage type is all Fire, and the target must succeed on a Reflex Save (DC 20) or catch fire,
suffering 1d6 Fire damage per round. Only one save need be attempted per turn, further hits merely
add +1 to the DC per hit.
Tempest Bolts: Bolt Pistol, Bolter, Storm Bolter, Angelus Bolter, Heavy Bolter
The damage type is Electricity, and the target must succeed on a Fortitude Save (DC 20) or be
Stunned for 1 round. Only one save need be made per turn, further hits merely add +1 each to the
DC.
Dragonfire Bolts: Bolt Pistol, Bolter, Storm Bolter, Angelus Bolter, Heavy Bolter
The damage type is Fire, and the bolts burst into a 5' radius Spread (15' radius for Heavy Bolters).
The weapon becomes [Sustained +1d6, +1 DC] or, for Heavy Bolters, [Sustained +2d6, +1 DC],
and all in the area can halve the damage with a Reflex Save that gets no bonus from Cover (DC 20).
If the primary target is hit, they get no save.
Blessed Bolts: Bolt Pistol, Bolter, Storm Bolter, Heavy Bolter
Only available to Inquisitors, Adepta Sororitas and Grey Knights
The damage changes to Good, and the weapon is treated as Holy and Axiomatic.
Kraken Penetrator Bolts: Bolter, Storm Bolter, Heavy Bolter
The damage changes to Piercing and Adamantine, as well as treating Armour Bonuses as 4 points
less (minimum 0). The Critical Value changes to 18-20/x2.

Metal Storm Bolts: Bolt Pistol, Bolter, Storm Bolter, Angelus Bolter, Heavy Bolter
The damage type is Slashing/Piercing, and the bolts burst into a 5' radius Spread (15' radius for
Heavy Bolters). The weapon becomes [Sustained +1d6, +1 DC] or, for Heavy Bolters, [Sustained
+2d6, +1 DC], and all in the area can halve the damage with a Reflex Save (DC 20). The weapon
also deals 1 point of Con damage from blood loss to all who fail the save.
Latheworld Hyper-Penetrators: Bolter, Storm Bolter, Heavy Bolter, Shotgun, Exitus Sniper Rifle
The damage type is Piercing and Adamantine, and it ignores all Damage Reduction and
Regeneration. Armour Bonuses are halved as well, although the density of the rounds halves the
range (for Shotguns, half the range of the Solid Slug).
Scattershot: Shotgun
3d6 Bludgeoning damage to a 20' cone, Reflex Half (DC = Attack roll)
Solid Slugs: Shotgun
60' range, 3d6 Bludgeoning damage, crit 20/x3
Executioner Rounds: Shotgun
Only available to Inquisitors and Arbiters
100' range, 2d6 Piercing damage, crit 19-20/x2, not affected by Cover or any Miss Chance
Flareburst Rounds: Shotgun
2d6 Fire damage to a 15' cone, Reflex Half (DC = Attack roll)
Those who fail the save catch fire, suffering 1d6 Fire damage per round
Shield-Breaker Rounds: Exitus Sniper Rifle
Resolved as a Ranged Touch Attack, and the target must pass a Fortitude Save (DC 20) or become
Staggered for 1 round thanks to the impact.
Hellfire Rounds: Exitus Sniper Rifle
Deals 6d6 Acid damage (half if it only makes a Ranged Touch attack), also delivering a Poison.
Poison: DC 25, 1d6 Con/1d6 Con
Hot-Shot Charge Pack: Laspistol, Lasgun
The Charge Pack becomes Clip 1, but the attack is resolved as a Ranged Touch Attack.
For a Las Pistol, damage increases to 2d8. For a Lasgun, damage increases to 4d6.
Manstopper Rounds: Stubb Gun
Damage increases to 2d8, however non-Alignment Damage Reduction and Hardness count double.
Inferno Shells: Siege Mortar
Deals Fire damage, and all targets who fail the Reflex save catch fire, burning for 2d6 Fire damage
per round.
Smoke Shells: Siege Mortar
Creates a thick cloud of smoke (Full Concealment) in a 30' radius.
Bastion Breacher Shells: Siege Mortar
Against structures, the damage is doubled and ignores all Hardness/Damage Reduction.
Force-Stake Impalers: Impaler Cannon
Cold Iron weapon, [Psi-Bane]. On a critical hit, 6d6 extra [Psi-Bane] Fire/Good damage is dealt.

Frag Missile: Missile Launcher


Deals 5d6 Fire/Sonic damage to all in a 30' radius Blast, with a Reflex Save (DC = Attack Roll) for
half damage.
Krak Missile: Missile Launcher
Halves the target's Armour Bonus, deals 6d8 Fire/Sonic damage, Critical: 19-20/x4
Incendiary Missile: Missile Launcher
Only available to Adepta Sororitas
Deals 4d6 Fire damage to all in a 30' radius Blast, with a Reflex Save (DC = Attack Roll) for half
damage. Cover does not assist in this save, and those who fail catch fire, suffering 1d6 Fire damage
per round.
Melta Missile: Missile Launcher
Only available to Adepta Sororitas
Deals 6d8 Fire damage on a Ranged Touch Attack, with the [Melta] rule applying no matter what
the range. Critical: 20/x2

Explosives:
Name

Throw Range Blast Radius Damage

Save DC

Blind Grenade

50'

15'

N/A

16

Choke Grenade

50'

30'

N/A

17

Concussion Mine

N/A

10'

2d6

15/25

Demolition Charge

30'

15'

10d6

Attack

Frag Grenade

40'

20'

4d6

15

Gas Grenade

40'

30'

N/A

17

Haywire Bomb

15'

N/A

2d6

N/A

Holy Orb of Antioch

50'

20'

10d8

Cha-based

Improved Toxin Grenade 40'

30'

N/A

22

Inferno Cluster

N/A

N/A

3d4

Krak Grenade

25'

5'

8d6

17

Melta Bomb

N/A

5'

10d6

25

Perforator Cluster

N/A

N/A

2d4

Plasma Grenade

40'

10'

10d6

16

Psychotroke Grenade

40'

30'

N/A

20

Psyk-Out Grenade

40'

10'

N/A

20

Rad Grenade

25'

10'

N/A

20

Scout/Cluster Mine

N/A

15'

3d6

15/25

Vortex Grenade

50'

30'

N/A

30

Blind Grenade: those who fail a Fortitude Save are Blinded for 1d4+1 rounds, whereas passing the
save results in being Dazzled for 1 round. Targets who are not flat-footed may attempt a Reflex
Save (same DC). If successful, they needn't attempt the Fortitude Save at all. Creatures vulnerable
to Sunlight automatically fail the Fortitude Save.
Choke Grenade: the cloud of gas lingers for 1d6+1 rounds or until dispersed. It provides
Concealment, and any in the area who fail a Fortitude Save (attempted every round) fall Prone and
Nauseated for the entire round.
Concussion Mine: set into ground as a 5' radius Caltrop field. Stepping on them causes a 10' radius
explosion (from the point the original radius extended from). Failing the Fortitude Save for half also
results in being Stunned for 1 round. The higher DC is for the target who triggers it.
Demolition Charge: Fire/Sonic damage. Those who fail the Reflex Save for half are also knocked
Prone.
Frag Grenade: Fire/Bludgeoning damage. Those who fail the Reflex Save for half are also
knocked Prone.
Gas Grenade: the gas lingers for 1d4 rounds, providing Concealment, and is toxic: those who fail
the Fortitude Save suffer 1d6 Con damage, and then suffer 1d6 HP damage per round for 6 rounds.

Haywire Bomb: with a Ranged Touch Attack it will attach to a vehicle, detonating to deal the
Electricity damage. Additionally, if the target is a Vehicle, it is treated as Stunned for one round
with no save.
Holy Orb of Antioch: Good damage, with a Reflex Save for half.
Improved Toxin Grenade: the gas lingers for 2d4 rounds, providing Concealment, and is toxic:
those who fail the Fortitude Save suffer 2d6 Con damage, and then suffer 2d4 HP damage per round
for 10 rounds.
Inferno Cluster: this is placed into the ground like a mine, and stepping on it causes it to burst,
spraying acid and napalm, which soon ignites in the 5' square. There is a DC 10 Reflex Save to
avoid treading on an exposed one in normal conditions, +5 to the DC if it is hidden, and +2 if
running or +5 if in combat running in combat merely uses the +5 for running. The damage is
Acid/Fire, and then a DC 15 Reflex Save must be made to avoid taking the damage again on the
following round.
Krak Grenade: Fire/Piercing damage. A successful Reflex Save halves the damage.
Melta Bomb: Fire damage with a Fortitude Save for half. [Melta] the target the bomb is attached
to is subject to the full [Melta] rule, nearby targets are not.
Perforator Cluster: this is placed into the ground like a mine, and stepping on it causes it to burst,
spraying needles into the feet of the victim. There is a DC 10 Reflex Save to avoid treading on an
exposed one in normal conditions, +5 to the DC if it is hidden, and +2 if running or +5 if in combat
running in combat merely uses the +5 for running. The damage is Piercing, and then a DC 15
Fortitude Save must be made to avoid being slowed as though taking damage from Stone Spikes.
Plasma Grenade: Fire/Electricity damage with a Reflex save for half. The plasma energy lingers in
the area like a gas cloud for 1d4 rounds, damaging anyone who enters the area no save in this
instance.
Psychotroke Grenade: a cloud of gas that grants Concealment and lingers for 2d4 rounds. Those in
the area must pass a Fortitude Save or be subject to a Confusion effect until they have left the cloud
for 3 rounds.
Psyk-Out Grenade: [Psychic] creatures and Spellcasters in the area must make a DC 20 Will save
or fall unconscious for 1 hour.
Rad Grenade: those in the area take a -4 penalty on Fortitude Saves for 3 rounds. Additionally,
they must make a Fortitude Save or suffer one negative level (one hour duration) and 2 Constitution
damage.

Scout/Cluster Mine: set into ground as a 5' radius Caltrop field. Stepping on them causes a 15'
radius explosion (from the point the original radius extended from). Failing the Fortitude Save for
half also results in being Stunned for 1 round. The higher DC is for the one who triggers it.
Time-Delay: a Time Delay version of an explosive is the same as normal, except it will not explode
for a set length of time: 1-3 rounds, as set in advance by the user.
Vortex Grenade: all in the area must first make a Fortitude save. If they fail, their bodies are
completely annihilated, and the dustlike remains automatically fail the next save. If they pass, they
must then make a Will save or be Plane Shifted straight into the Warp where they are likely to be
destroyed. The area remains as a sphere of nothingness, and touching it causes the same effects as
being hit by the initial blast. Every round, roll 1d6:
1-2: the void disappears
3-4: the void remains where it is
5: the void charges 50' in a random direction
6: the void extends its radius by 10 feet.

Melee Weapons:
Axe of the Omnissiah: a Magic Shocking Burst Power Weapon (Hand Axe)
Blazing Maul: a two-handed Power Weapon (Warhammer) that deals additional Fire damage equal
to the wielder's Base Attack Bonus and, once per hour, can be fired as a Flamer. This may be
triggered as a Free action upon hitting someone with the weapon. If so, they automatically fail the
Saving Throw.
Blessed Weapon: a Relic Blade that is also an actual Magic Weapon, with the Holy quality.
Additionally, it bestows an Enhancement Bonus to Wisdom equal to +1 per 3 Hit Dice (round up).
Burning Brazier: treated as a Magic Flame Flail, this brazier constantly emits holy incense - all
Daemons within 5' of the bearer must pass a Fortitude save at the beginning of every turn (Chabased) or be Nauseated for 1 turn.
Chainfist: a Power Fist, except it has a 4:1 Power Attack ratio and deals 1 Point of Constitution
damage every time it strikes. If striking a vehicle, it deals 10 additional damage direct to HP.
Chainsword: an Adamantine Longsword with a +1 Enhancement bonus to attack and damage rolls.
Furthermore, it deals 1 point of Constitution damage with every hit and targets, if hit, suffer 2d6
additional Slashing damage at the end of the turn. This extra damage ignores Damage Reduction
and Regeneration. [Machine Spirit]
Crozius Arcanum: a Power Weapon (Staff) that deals an additional 3d6 Axiomatic damage to all
[Chaotic] Outsiders and [Evil] Outsiders. To [Chaotic, Evil] Outsiders it deals 3d10 damage.
C'tan Phase Scythe: a Power Weapon (Scythe). This weapon ignores Armour, Shield, Natural
Armour and Deflection bonuses to Armour Class, as well as all Damage Reduction and
Regeneration. It even injures Incorporeal or Ethereal creatures 100% of the time. On a Critical Hit,
the target must make a Fortitude Save (Strength-based) or be slain instantly.
C'tan Phase Sword: a Power Weapon (Short Sword). This weapon ignores Armour, Shield, Natural
Armour and Deflection bonuses to Armour Class, as well as all Damage Reduction and
Regeneration. It even injures Incorporeal or Ethereal creatures 100% of the time.
Daemon Hammer: a (Chaotic Outsider) Bane Thunder Hammer. [Chaotic, Evil, Extraplanar]
Outsiders struck by it must make a Fortitude Save (Strength-based) or be Banished.
Daemon Weapon: a Power Weapon that is also an actual Magic Weapon, usually in the form of a
sword of some kind, unless the Daemon is claimed by one power or another. It is an Intelligent
weapon, most having Intelligence, Wisdom and Charisma of 16, with one of those scores increased
by 2. The personality is never that nice, and they are [Chaotic] and [Evil]. They can communicate
via Telepathy with their wielders, and have Blindsight out to 30 feet. A Daemon Weapon has one
Minor Power unless specified otherwise, and does not have the [Machine Spirit] descriptor.
Very rarely, a Daemon Weapon may become a Greater Daemon Weapon.

Greater Daemon Weapons increase their lower ability scores by +2 each and the higher one by +4,
have 2 Minor Powers and a Major Power (or a Dedicated Purpose and Power), and have Telepathy
with anyone. Some Daemon Weapons (Greater or not) are also dedicated to a specific Chaos God:
Khorne: weapons dedicated to Khorne are usually axes, particularly the Great Axe, and also
receive the Wounding or Blood Drinking quality. If Greater, it also has the Speed quality.
Nurgle: Nurgle usually uses Rapiers or Dire Syringes, but sometimes Sickles and Scythes.
His weapons deliver Filth Fever or Slimy Doom (Con-based DC) on a successful hit, with
the initial damage occurring instantly on a failed save. If Greater, the speed of infection is
accelerated, with one day passing every round until cured or dead.
Slaanesh: Slaaneshi weapons are almost always Whips or their variants, but threaten all
squares they can hit, do not provoke Attacks of Opportunity, do real damage and are not
ignored just by having armour or natural armour. Each hit also deals 2d6 Non-lethal damage.
The Greater versions force a Fortitude Save (Cha-based) against falling Prone and Helpless
for 3 rounds due to the exquisite pleasure.
Tzeench: it is almost always a Staff of some kind that Tzeench Magic Weapons take the
shape of. They can cast Magic Missile at will (no limit on the number of missiles), and if
Greater, can be fired as a Lascannon once per hour that additionally forces the target to
make a Fortitude Save (Int-based) or be Polymorphed into a Chaos Spawn.
Dire Syringe: a two-handed Exotic melee weapon that inflicts 1 point of Piercing damage, but can
also be loaded with an alchemical preparation or Potion as if it were a Light Crossbow. A loaded
charge can be injected into the target as a free action after any hit - causing its normal effects. The
Dire Syringe (and whatever charge it delivers) threatens a critical on a 2-20 with a x2 multiplier.
Doom Spear: a spear with a single-use explosive tip: a successful hit deals 6d8 Fire and
Bludgeoning damage, and it has a 20/x4 critical rating. After this, it is useless as anything other than
a quarterstaff.
Eviscerator: a Wounding Power Weapon (Greatsword) that, if it hits successfully, Rends the target
for an extra 4d6 damage at the end of the round. Against Vehicles, each hit deals an additional 10
damage direct to HP, and the Rending damage is also applied direct to HP.
Force Weapon: in the hands of most, it is a Magic Weapon. In the hands of a [Psychic] character, it
is a Power Weapon that also adds a +4 Enhancement bonus to Strength. In the hands of a [Psychic]
character with at least 15 hit dice, it is a Blood Drinking Power Weapon that adds a +6
Enhancement bonus to Strength. Force Weapons are usually Long Swords, Bastard Swords,
Scimitars, Falchions or Halberds, though Great Swords, Great Axes, Spears and the like are not
unheard of.
Frost Blade: almost always a Hand Axe or Long Sword, the Frost Blade is a Power Weapon that
has its damage die scaled up by one step and causes 1d10 damage through blood loss on the
following turn.
Gladius Encarmine: a Power Weapon (Great Sword) that allows the wielder to re-roll all failed
attack rolls and miss chances when in a Rage of any kind.
Lightning Claw: a Power Weapon that is one-handed and deals 1d8+Str base weapon damage, as
well as an extra 1d10 Electricity damage. It has a 17-20/x2 threat range, and if worn as a pair, one
damage roll for each may be re-rolled per turn.

Loyalty Stick: this stout stick is treated as a Masterwork Club, and is mostly used to encourage
troops via beating the hell out of them. It can be used to deal Non-lethal damage at no penalty, and
increases the damage die by one step when doing so. In the hands of an officer, it provides a +2
Circumstance bonus to Intimidate checks against anyone nominally under their control (including
prisoners).
Nemesis Warding Staff: a Force Weapon (Quarterstaff) that grants a 50% Miss Chance (not from
Concealment) against melee attacks.
Neurocorrosive Whip: a Power Weapon Snare Whip that also deals +2d6 Electricity damage and
+2d6 Acid damage every time it hits, and once per target per round, the target must pass a Fort save
(Str-based) or take 1d6 Str, Dex and Con damage. (Snare Whip: an Adamantine Whip that threatens
squares, does not provoke, deals real Slashing damage and is not negated by armour/natural armour.
It adds a further +4 on any attempts to Disarm, Trip or Entangle foes.)
Neuro-Gauntlet: a one-handed Martial Weapon that deals 3d10+Str Electricity damage, crit 20/x2.
The first hit per foe per round forces a Fortitude save (DC = Damage dealt) or the target is Stunned
for 1 round. Attacks are resolved as Touch Attacks. [Machine Spirit]
Neuro-Whip: a Power Weapon (Whip) that threatens every square it can attack, does not provoke
Attacks of Opportunity, does real damage (Slashing/Electric) and is not negated by armour or
natural armour. Once per round, a target struck by it must pass a Fortitude Save (Dexterity-based) or
be Stunned for 1 round. It can be set to deal Non-lethal Damage, should you wish to not kill your
target for some reason.
Null Rod: a Power Weapon (Club) that grants the wielder complete immunity to [Psychic] powers
as long as it is being held. Furthermore, once per turn when it strikes a [Psychic] creature, the target
must pass a Willpower Save (Charisma-based) or be slain outright, their soul and energy drained
into the rod.
Power Fist: a Power Weapon (Spiked Gauntlet) with a x4 critical multiplier, and that doubles the
user's Strength score for the purpose of dealing damage. Grants a Constrict attack equal to the
weapon damage (including doubled Strength score).
Power Stake: a Power Weapon (Spear), this is made from Silver and has the [Psi-Bane] descriptor.
On a critical hit, it unleashes a mixture of chemicals that ignite into holy fire, dealing 6d6 Holy/Fire
damage to the target and setting them on fire for 2d6 Holy/Fire damage per round. Each time this
happens, it must be refuelled to unleash the fire again.
Power Weapon: is typically a Long Sword, Great Sword, Hand Axe or Great Axe, but all sorts of
melee weapons show up as Power Weapons if you look hard enough. They ignore Armour Bonuses
(but not magical enhancements to Armour Bonuses) and Natural Armour Bonuses to Armour Class,
as well as Hardness and any DR that can be overcome by [Power] weapons. They can also hit
Incorporeal creatures with no miss chance, and have an innate enhancement bonus equal to 1/3 of
the wielder, round down. They are not Magic weapons, however, so do not bypass DR/Magic.
[Machine Spirit]

Relic Blade: a ([Chaotic] Outsider) Bane Power Weapon, always a Martial or Exotic Melee weapon
of any variety. Additionally, the user gains a special Sacred bonus to their Strength:
Not Lawful or Good: +0
Lawful or Good: +2
Lawful Good: +4
Worships the Emperor: +1 for every 4 ranks in Knowledge: Religion (stacks with the above)
Has access to Faith Powers: +2 (stacks with the above)
Rune Weapon: a ([Chaotic] Outsider) Bane Rune Weapon (almost always a Quarterstaff,
sometimes a Hand Axe or Great Axe) that doubles the Bane bonuses.
Sarissa: this Boltgun attachment allows the weapon to be wielded as a Masterwork Spear with a
doubled Critical Threat Range.
Scoriada: less a weapon than a device for self-flagellation, it can nevertheless be used as a weapon
in a pinch. It is a light Exotic weapon, though any character who regularly uses it for its intended
purpose gains proficiency, that deals 1d6 Non-lethal Slashing/Bludgeoning damage, with a 1920/x3 critical value. Any amount of Armour or at least +4 Natural Armour will negate it completely.
When used for flagellation (self or otherwise), it will assist any prayers in the process, adding a +4
Circumstance bonus to Concentration and Knowledge (Religion) checks made throughout, along
with dealing 1d3 Non-lethal damage.
Some weave ballbearings, wires and similar into them. Doing so allows it to be treated as a regular
Scourge, but means the damage taken when using it for prayer becomes 1d6 Slashing real
damage.
Scythian Talon: treated as a Masterwork Sickle with a +1 Enhancement bonus to damage, simply
due to the sharpness. If the attack roll exceeds the Armour Class by more than 5 points, a second hit
is made, thanks to the multiple blades. The weapon has capsules of poison loaded in, holding up to
four doses at a time, and automatically administers a dose with every successful hit. The standard
poison is Giant Wasp Poison or Large Scorpion Venom.
Shark Claw: this giant beast of a gauntlet can be used, any time it hits, as a Lightning Claw or a
Chainfist. If worn as a pair and they both hit, the target takes an additional 2d10 Electricity damage
and an additional 2 Con damage.
Shock Gauntlet: a one-handed Martial Weapon that deals 1d10+Str Electricity damage, crit 20/x2.
The first hit per foe per round forces a Fortitude save (Strength-based) or the target is Stunned for
one round.
Sororitas Assault Glaive: a Power Weapon (Glaive, or Halberd in some cases) with a built-in Bolt
Pistol. It may be fired as a Bolt Pistol at any time, and once per round may be fired as a Free action
against a target the Glaive just hit. In this instance, the Bolt Pistol automatically hits.
Stun Baton: a Loyalty Stick that deals an additional 1d6 Electricity damage. Once per round, a
struck foe must make a Fortitude save (Strength-based) or be Stunned for one round.

Thunder Hammer: a Thundering Power Weapon (Warhammer) that also ignores Shield bonuses.
At the end of the user's turn, every foe that was hit by it must make a Fortitude save (Strengthbased) or be Stunned for 1 round. Every time it hits, the foe must make a Balance check or Strength
check (modified by Size as though being Tripped), with a DC equal to the damage dealt, or fall
Prone.
Witch Blade: a Magic Weapon (almost always a Katana, Longsword or Spear). If wielded by a
Psyker, they may add their Hit Dice as an Enhancement bonus to their Strength.
Wolf Claw: a Lightning Claw that grants the Trip ability of a Wolf. If worn as a pair, then instead of
re-rolling one damage roll per turn, one failed attack roll per turn may be re-rolled.

Cybernetics:
Bionic Eye: this replaces a lost eye, and can see normally. It also has Darkvision 120' and LowLight Vision, as well as Immunity to Blindness (but a -4 penalty to hit if Blinded when you only
have one Bionic Eye).
Bionic Arm: this replaces a lost arm, and functions normally. It grants a +2 Enhancement bonus to
Strength when using that arm if both arms are Bionic, then to support this weight, bionic
enhancements are made to the shoulders and spine as well the Enhancement bonus to Strength
applies even to things not using the arms, and is considered a +4 bonus for the purpose of lifting
and carry capacity.
Bionic Leg: this replaces a lost leg, and functions normally. If both legs are replaced, they grant a
+4 Leg bonus to Saves against Slow/Entanglement and to resist being Tripped, as well as a +8
Competence bonus to Jump checks
Augmented Knees: more than just the knees are actually augmented, enough that the character
cannot receive a penalty to their Movement Speed. Additionally, each houses a concealed shortbarrel shotgun each with Solid Slugs (half range, Clip 1), that can be fired, as a pair, with a Swift
action.
Bionic Fist: this is treated as a Spiked Gauntlet, but has a special explosive built-in. With a
Standard action, a Demolition Charge may be fired from it, with a 50% chance to destroy the hand
(it gets replaced the next time they're at base). It can also be activated with a Free action as part of a
punch, allowing no save to the target OR the user, and destroying their entire arm and any gloves,
gauntlets etc. For what it's worth though, the wound where the arm used to be is instantly
cauterised.

Drugs:
Advanced Drugs: this is a special syringe containing a number of drugs designed to work in
unison. It grants a Heal effect at Caster Level 15.
Amasec: alcohol is a drug. This is considered the equivalent of a strong, decent quality wine. There
are higher and lower quality blends and vintages, but it is usually Good quality.
Antivenin: the subject is Nauseated for one round as they vomit up ingested toxins, but other than
this it functions as a Neutralise Poison effect. This must be injected.
Apocalypse Antibiotic: the subject is Nauseated for 1d4 rounds, but benefits from a Remove
Disease effect. This must be consumed orally.
Astartes Cigar: a cigar strong enough for a Space Marine to smoke. As such, anyone else who tries
to smoke one must pass a DC 25 Fortitude Save against Poison or be Stunned for 1d6 rounds and
Sickened for an hour.
Etherium: Etherium is slowly injected into the neck, with the benefits lasting for one hour: all Aura
effects the user has, even those granted by other items or spells, have their radius doubled.
Frenzon: upon being injected, this unleashes incredible power in the imbiber. They gain the
benefits of Divine Power, Divine Favour and Righteous Might all at once, and halve all damage
taken, except from effects that bypass all Damage Reduction. All benefits last for 1 minute, though
afterwards the imbiber takes 1d4 Constitution damage. Each successive dose in the same 24 hour
period increases the damage by 1d4 2d4 Con damage for the second dose (3d4 total), 3d4 for the
third dose (6d4 total) and so on.
Lho Sticks: effectively cigarettes, but probably with more toxins and carcinogens. Many actually
have filters designed to provide protection against the environment (+4 to Saving Throws against
gases and airborne bacteria).
Mercy Tablet: this small tablet must be taken orally. 1D4 rounds later, they are affected by a potent
Poison effect: DC 25, Death/Death. Even succeeding on the save results in Coma for 1 hour.
Moonshine: cheap, strong and foul-tasting alcohol made from things best not thought about. It
requires a DC 20 Fortitude Save against being Nauseated for 1 round after consumption.
Morphia: after consuming this orally or via injection, the subject is immune to [Pain] effects,
[Fear] effects and non-lethal damage for one hour, though they suffer a -4 Alchemical penalty to
Initiative and Saving Throws against Confusion for the duration. Taking a second dose before the
first wears off resets the duration but forces a DC 15 Fortitude Save against passing out for 1 hour
and a DC 15 Fortitude Save against becoming Nauseated for 1 minute, both as a Poison. Failing
both saves can result in death by choking. Every further dose taken before the reset duration ends
requires saving again, each time increasing the DC of both effects by 2.
Narthecium: this can be taken orally or via injection, and bestows a Cure Critical Wounds effect,
Caster Level 15.
Night Dust Sedative: snorted and injected, this requires a DC 20 Fortitude Save to resist a Calm
Emotions effect. One minute later, they must save again if the first save was failed, the second
save is against falling asleep.

Polymorphine: once injected, this grants a Disguise Self effect, but as a Transmutation effect, for 6
hours. The shape can be changed multiple times, but requires 1d6 minutes each time.
Slam: once this is injected or inhaled, it causes the user to become so fast they gain a Mirror Image
effect any round in which they move, and a single True Strike (due to others seeming to move so
slowly). Additionally, the imbiber gains an additional attack per round when making a full attack this stacks with Haste. This lasts for 2d6 rounds, and then the imbiber becomes Stunned for one
round, then Exhausted until they rest.
'Slaught: this must be injected or inhaled, but grants a Rage and Bull's Strength effect, both for one
minute. Afterwards, the user becomes Fatigued and suffers 2d6 non-lethal damage.
Stimm: this can be taken orally, nasally or via an injection. One round after consumption (2 rounds
if taken orally), the user gains a Haste effect for 1 minute, and Immunity to Fatigue and Exhaustion
for one hour, though afterwards it catches up with them. Taking it again before the duration ends or
taking more than three doses in one day Nauseates them for 1d6 hours.

Misc:
Amber Amulet: nobody knows where such things were found, nor how they are not deemed
heretical, but these are the Amber Amulets of Giant Vermin from the Magic Item Compendium.
Auspex: a hand-held device that can cast the following at will:
Detect Poison
Detect Magic
Deathwatch
Detect Animals or Plants
Know Direction
Read Magic (DC 10)
Detect Chaos (DC 10)
Detect Secret Doors (DC 12)
Locate City (DC 12)
Identify (DC 15)
Status (DC 18)
Find Traps (DC 20)
If a DC is set, it must be made on a Use Magic Device check to use that spell effect.
Auto-Scribe: effectively a basic laptop with built-in printer, it is mostly used for typing/word
processing. It is password protected (requiring a DC 25 Use Magic Device check to hack) and can
save/load files you don't have to print things each time. Also has a basic Search function, and
some have simple games on them, which is often considered Heresy.
Bio-Harness and Dispenser: this harness is worn over clothing, and has a monitor to keep track of
the status of the wearer. It automatically provides doses of drugs as needed, and can have a
combination of ten doses of whatever kind loaded in. It is also able to be triggered to provide a dose
with a Swift action. If suffering from pain or non-lethal damage, it will apply Morphia
automatically. If severely injured, it will apply Narthecium. If fatigued, it applies Stimm. If
poisoned, it uses the antivenin and the moment a disease is contracted it applies an Apocalypse
Antibiotic. One Swift action can hit the emergency button to provide one dose each of the
following: 'Slaught, Stimm, Frenzon, Slam.
Blessed Instrument: a musical instrument of some kind that provides a +1 per 2 Hit Dice
Enhancement bonus on Perform checks relevant to that instrument. Additionally, any given Blessed
Instrument can provide one of the following, three times per day:
Song of Discord (Charisma-based)
Bardsong (6th level)
Heroism
Remove Fear
Enthrall (Charisma-based)
Blessed Oils: these oils help machines run more smoothly, appeasing the machine spirits. Applying
this to a vehicle provides a +5 Enhancement bonus on all Pilot and Repair checks made on it for the
rest of the day. Whenever the Machine Spirit fires a weapon rather than the pilot, it gains a +2
Sacred bonus to hit.

Book of Saint Lucius: reading this book every morning (or the previous night) helps keep one
mentally fortified the character does not suffer any kind of penalty to her Will Saves, aside from
Wisdom damage reducing the Wisdom bonus to Will Saves. Additionally, if reading from it in
Combat (a Standard action that requires her Concentration), she can allow all allies within earshot
to use her Will Save bonus instead of their own complete with the inability to be penalised.
Briefcase-Ripper Pistol: this briefcase is titanium-plated and has four buttons: one locks/unlocks
the other three buttons, one opens one compartment, one opens the other compartment, and the final
button makes the compartments and sides fall away, revealing a bigger-than-normal Ripper Pistol,
similar in shape to an Uzi. The handle is used as the loading slide.
Chameleoline: this occupies the Cloak slot and provides a +4 Enhancement bonus to Hide
checks and the Hide In Plain Sight ability. Any round in which the character does not move, he
gains a 25% Miss Chance against all incoming attacks due to Concealment.
Cloak of Saint Aspira: the wearer of this treasured relic (using the Cloak slot) is protected by the
sacrifice of Saint Aspira: it grants her a +5 Enhancement bonus to her Armour Bonus, adds 20 to her
Damage Reduction, and grants a +4 Resistance bonus to Will saves and +4 Enhancement bonus to
Charisma.
Combat Servitor:
Medium Humanoid [Human, Mindless]
Str 20 Dex 10 Con 15 Int - Wis 9 Cha Hit Dice: 6d10+12 (45 HP)
BAB/Grapple: +6/+11
AC: 15 (+2 natural, +3 Studded Leather Equivalent)
-flat 15, touch 10
Fort +7 Ref +2 Will +1 (usually immune)
Slam +11 (1d4+7)
Special:
Feel No Pain: Servitors are immune to [Pain] effects and Non-lethal damage
Dead Flesh: Servitors add their Con bonus as natural armour to AC
Nerve-Stapled: any [Mind Affecting] effect must pass a DC 20 Caster Level check. Failure
results in the Servitor being considered Immune to it. Success shorts out the Nerve Staple,
killing it.
Electricity damage, while still suffered as damage, Hastes Servitors for one round
Damage Reduction 5/May be equipped with one of:
-Plasma Cannon (gains proficiency and Bulging Biceps)
-Heavy Bolter (gains proficiency and Bulging Biceps)
-Two Power Fists (gains Two Weapon Fighting and proficiency)
-Arms Replaced With Tendrils (gains Multi Weapon Fighting and proficiency, counts as having 3
Flails per limb)
Comm Bead: placing this in the ear allows for radio communication out to 500 feet.
Commissar Uniform: a very respectable looking uniform, this would not be out of place at a
banquet or a military parade. It grants a +4 Competence bonus to Intimidate checks against people
under the wearer's command, and grants them a +4 Circumstance bonus to Saving Throws against
anyone else's [Fear] effects (if there are multiple Commissars, they do not provide the bonuses
against each other's [Fear] effects).

Communications Kit: this consists of a variety of things a Vox Caster, Radio, Comm Bead, Laud
Hailer and Portable Generator. Furthermore, everything contained within is Masterwork, allowing
the bonus on relevant rolls made with them.
Conversion Field: this forcefield generator can be as large as a backpack or as small as a belt. The
wearer is protected against attacks that originate from more than 5' away, reducing the damage by
20. If excess damage is taken, it releases a flash of light, as per a Blind Grenade.
Corrosive Cologne/Perfume: if sprayed directly onto metal or stone with a Standard action, it
deals 100 Acid damage ignoring Hardness. If sprayed into the air with a Full Round action, it can
fill a 10' radius cloud with toxic gas (Inhaled Poison, DC 20, 3d6 Con/Death)
Cyberwolf: a Construct Dire Wolf. They can be made with additional Hit Dice, and adjustments
can be made with the Tinker feat to add Hit Dice or apply an Enhancement bonus to the attack and
damage rolls. They must be controlled by someone, usually voice-activated or radio-controlled out
to 100 feet away, or via a control panel on the back (to be rode like a warhorse), but do have basic
command modules for attacking things that are inhuman or aggressive, to bark at the sound of
intruders and so on.
Cyber-Mastiff: a Construct Dog with two hit dice. They can be made with additional Hit Dice,
even up to Medium size, and adjustments can be made with the Tinker feat to add Hit Dice or apply
an Enhancement bonus to the attack and damage rolls. They must be controlled by someone,
usually voice-activated or radio-controlled out to 100 feet away, but do have basic command
modules for attacking things that are inhuman or aggressive, to bark at the sound of intruders and so
on.
Daily Prayers: these are prayer slips that are actually edible, each one providing the calories and
nutrients to stay alive, though not really enough for fighting and other stressful activity. But it's
enough to get by. Reading and eating these offsets any Morale penalties caused by strict rationing or
being under siege.
Death Mask: wearing this mask allows the wearer to add his Charisma bonus to Saving Throws
against [Mind Affecting] effects. Additionally, he gains a Gaze attack that causes the victim to be
Frightened for 1 round on a failed Will Save (Charisma-based).
Digital Weapon: it occupies either a Ring slot or an Eye slot, and can be fired once with a
Swift action, making a single attack even if the weapon it is based on is an Assault Firearm. The
range is also decreased to 10 feet, and the choices are: Las Pistol, Plasma Pistol, Needle Pistol. The
Clip size is 3.
Dogtags: these provide a handy form of identification, and require a DC 15 Forgery check to
replicate (assuming the materials are on hand).
Empyrian Brain Mines: these devices must be thrown as a ranged attack, up to 15 feet away. If the
target is not wearing a helmet, it is a Ranged Touch Attack. Alternatively, they can be clamped on in
a grapple, making a Touch Attack. Once attached, the target must pass a Fortitude Save (DC 20) or
be rendered Paralysed and Stunned for 1 round, a [Mind Affecting] effect, as their motor functions
are halted by the device.
Eversor Cell Phone: one button fires a single Lascannon shot as an Assault Firearm with half the
usual range. There is only enough use for one of these. Another button turns it into a Plasma
Grenade, ready to be thrown. Any other button injects the user with Colossal Centipede Venom.

Excruciator: this is a very horrible torture device, that can be neatly packed away into a small
backpack. It incorporates a restraint harness, various drug injectors (treat as having 3 doses of
Liquid Pain), the full set of scalpels and saws, as well as a shock function. The harness can be
escaped with a DC 20 Escape Artist or Strength check, and gives a +5 bonus on rolls made when
torturing people. Even showing it to someone and the threat of its use grants a +2 bonus on
Intimidate checks, but grants a 10% chance of them simply saying what they think the bearer wants
to hear.
Exterminator: this can be attached to any non-Pistol Firearm, or any melee weapon, or to a
Crossbow. It can be fired as a Flamer, with a Clip size of 1. If attached to a melee weapon and the
weapon hits in close combat, it may be fired as a Free action: the target gets no save, but the area of
effect is limited to their square.
Fang of Morkai: this fang is worn on a chain like an amulet, and grants not only the wearer but all
allies within 30 feet Immunity to [Fear] effects.
Field Rations: field rations provide a day's worth of food, water and vitamin supplements. They are
generally bland or worse, but do keep the soldier well-fed.
Fine Robes: these look good and will generally lead people to believe the wearer is a vaguely
important member of the Imperial church.
Flip Belt: the wearer may add their level as a bonus on Tumble and Balance checks, and can walk
on any surface, as gravity becomes subjective for them.
Forensics Kit: this kit includes gloves, bags for preserving evidence, print dusters, a microscope,
magnifying glass, portable DNA analysis kit and similar things. When making a check to discover
evidence via forensics (likely a Search check), the check gains a +6 bonus.
Gas Mask: these enclosed masks have oxygen tanks, granting immunity to gases while the air is
running (about an hour is contained). Most have Goggles as well.
Goggles: they do nothing. Provide immunity to Blindness and Dazzling, unless it's the result of a
disease or something.
Golden Halo: once per round, a single successful hit against the wearer may be negated on a roll of
11+ on 1d20.
Good Boots: soldiers understand the value of good boots. They provide a +4 bonus on resisting
fatigue or non-lethal damage from walking long distances, likewise catching diseases from walking
through swamps and crap. They ignore regular Caltrops, too.
Grav-Chute: anyone wearing a Grav-Chute basically has a permanent Feather Fall effect, and
never suffers falling damage.
Hellfury Cigar: one round after this is lit, it launches itself off as a miniature Hellfire Missile.
Those who are unaware of this tend to lose their head as a side-effect.
Holofield: the wearer has a constant Mirror Image effect up. 5 images are created, and if destroyed
(by being hit), they regenerate at the rate of one minute each. This takes up the Belt Slot.

Holy Incense: this is usually carried in a censer or brazier, or in a large stove or set of candles on
the back and shoulders. [Evil] Outsiders within 15 feet must pass a Fortitude Save (DC 25) every
round or be Nauseated for the round.
Hot-Shot Pen: this can be used as a pen, but with a click of the button, it can be fired as a Las
Pistol with Hot-Shot Charge Pack. Doing so ruins it as a pen.
ID tags and Life Permission Certificate: these provide identification, usually for [Psychic]
characters, as well as granting explicit permission to live. Executing the bearer can result in trouble,
unless the killer is a Commissar or part of the Inquisition.
Inferno Lipstick: where this is smeared, it leaves a trail of Melta Gel if ignited, it burns the area
like a Melta Bomb (but is not concentrated enough to extend out to a range). It can also be applied
as a Contact Poison (DC 25, 3d6 Str/Coma 2d6 Days).
Iron Halo: once per round, a single successful hit against the wearer may be negated on a roll of
11+ on 1d20.
Jammers: these small radio devices block most forms of communication: radio, radar and
Divination effects, within 100 feet. Likewise, Teleport Beacons are blocked within the area, and
Teleport Without Error, if targeted to within 100 feet, ignores the Without Error part.
Jump Pack: this is worn like a backpack or attached to armour and lets the user fly, somewhat.
They gain a +10' bonus to Move Speed if merely using it to skim along (and when charging, move
at triple speed rather than double), and can also cross difficult terrain without penalty. If used for
actual flight, the speed is 40' (Clumsy), generally only used to launch in straight lines.
Litanies of Faith: these provide a number of benefits to the owner, providing she has access to
Faith powers and reads these daily:
Any Faith powers she possesses with uses per day, hour, minute or encounter see this
amount increased by 1
She does not automatically fail attack rolls (and, if using Skip's dumb rules, saving throws)
on a natural 1
Reading the litanies at the start of the day will, at the first combat of the day, cause a Divine
Power or Righteous Might (your choice) to immediately kick in.
Reading them before bed makes her immune to any dream/nightmare based spells or
psychic intrusion while she sleeps.

Looting Servitor:
Medium Humanoid [Human, Mindless]
Str 16 Dex 12 Con 15 Int - Wis 9 Cha Hit Dice: 2d10+4 (15 HP)
BAB/Grapple: +2/+5
AC: 15 (+2 natural, +3 Studded Leather Equivalent)
-flat 15, touch 10
Fort +5 Ref +1 Will +0 (usually immune)
Slam +5 (1d4+4)
Special:
Feel No Pain: Servitors are immune to [Pain] effects and Non-lethal damage
Dead Flesh: Servitors add their Con bonus as natural armour to AC
Nerve-Stapled: any [Mind Affecting] effect must pass a DC 20 Caster Level check. Failure
results in the Servitor being considered Immune to it. Success shorts out the Nerve Staple,
killing it.
Electricity damage, while still suffered as damage, Hastes Servitors for one round
Damage Reduction 5/ Trapfinding
Skills: several Skill Modules are built in, along with special sensory tools:
Disable Device +10, Search +15, Spot +10
Mandate of Authority: this device has a holo-projector that can be scanned for its unique
identifier, and shows that the bearer, being an Inquisitor, does indeed have a blank cheque of
authority to do practically whatever they please. If the bearer requests something be handed over,
then it should be handed over. If they request assistance, then it had better be granted, and so on.
Mantle of Ophelia: when this mantle is worn, the wearer is protected from harm. It grants an
Enhancement bonus to Constitution, +1 per three hit dice (round up), and once per day the wearer
can elect to automatically pass a Fortitude Save.
Master Vox Caster: this is a Vox Caster with a range of ten miles, and the ability to override other
signals on the same channel. It can also simply project sound like a loudspeaker.
Medals: these don't have any real effect, though low-ranking soldiers and government officials are
impressed by them, granting a +2 bonus on Intimidate and Diplomacy checks against them.
Medikit: this provides enough bandages, water and other clean medical supplies to grant a +5
bonus to Heal checks and Survival checks, as well as providing one dose of each of the following:
Morphia
Narthecium
Antivenin
Apocalypse Antibiotics
Stimm
Slaught

Mediskull:
Tiny Construct
30 HP, Fly 30' (Perfect)
Str 10 Dex 17 Con - Int 14 Wis 11 Cha Saving Throws: Fort +3 Ref +3 Will +0
Armour Class: 18 (+3 Dex, +2 Size, +3 Natural)
Base Attack Bonus: use that of the owner
Equipment: Mechadendrite, Vivisector, Injector with Narthecium and Morphia
Officer Uniform: a very impressive looking uniform, it's enough to get let into fancy events.
Old Uniform: the uniform is old, and a bit tattered and faded. It doesn't look so great.
Personal Teleporter: a Personal Teleporter is small enough to be worn as a backpack for those
wearing Power Armour. It allows the user to travel via Dimension Door at will, with a range of 100
feet per movement. Each teleport grants a Warp Point.
Plasma Syphon: this strange device causes fluctuations in plasma energy nearby, and draws
incoming plasma towards itself. All [Plasma] weapons that are fired from within or into a 20' radius
of the bearer deals only half damage, and any [Plasma] weapons fired at or from the bearer suffers a
50% Miss Chance.
Psiber Eagle: this is a Construct Eagle armed with a Hell-Pistol inside the beak. Additionally, if
within 10 feet of the owner, it may elect to redirect any targeted Spells or [Psychic] attacks from the
owner to itself.
Psi-Occulum: this special lens, pair of goggles or monocle takes up the "eyes" slot, and allows the
wearer to constantly See Invisible, as well as to recognise all visual illusions as such instantly.
Additionally, if they have the [Psychic] descriptor, they can re-roll failed rolls to hit against others
who have the [Psychic] descriptor and gain Darkvision 120'.
Psychic Hood: the Psychic Hood is worn over the head, and is used to cancel the effects of psychic
attacks. It only functions when worn by a [Psychic] character, however. The wearer, if ever targeted
by a [Psychic] power, may elect to negate the power by making an Opposed Caster Level check.
This is not an action. If he rolls higher, the power is negated. He may also use an Immediate action
to attempt to negate a [Psychic] attack that is targeted at anyone else within 30 feet, even a SelfOnly power.
Purity Seal: wearing Purity Seals grants a constant +2 to Saving Throws against Possession and
Domination. Multiple Purity Seals stack for this benefit, and Immunity to Possession is granted if 5
or more are worn. Every round, the wearer automatically loses a number of Warp Points equal to the
number of Purity Seals worn.
Quality Uniform: a uniform of good quality, it looks fairly neat and respectable.
Radio Headset: allows for Radio communication out to about two miles.
Rangefinders: these are known as binoculars, generally with an actual distance finder, and some
even have nightvision built-in.

Rebreather: this basic gas mask filters the air, providing a +6 bonus on saving throws against
gases, but provides no protection against drowning or surviving in a vacuum there needs to be air
to filter.
Refractor Field: the Refractor Field is simply a man-portable forcefield, if there is anything simple
about that. It bestows a Deflection bonus to Armour Class equal to one third the wearer's Hit Dice
(round up).
Repair Kit: this provides a +6 bonus to Repair checks, and contains enough tools and materials to
perform large repairs.
Ring of Suffrage: a ring that serves as evidence the wearer has the right to vote in local matters,
that they are a proper citizen with full rights and responsibilities. Mostly worn by the Adepta
Sororitas to remind themselves of the great services rendered by the first of their kind, and their
own duties.
Rosarius: occupies the "Belt" slot, granting a +5 Deflection bonus to AC, as well as a +3
Resistance bonus to all saving throws.
Rule of the Sororitas: this book of rules and regulations serves a reminder to the Adepta Sororitas
exactly what they stand for, helping to keep them focused on their duties. As long as they read it
daily, they are Immune to any effect that would normally grant them an additional save or a bonus
to the save due to making them act against their nature.
Sack Cloth Robes: these show that the wearer is in morning or penance, and look very scruffy.
They also tend not to cover much, and are itchy.
Sacred Standard of the Order: this is a more glorious and valuable variant of the Simulacrum
Imperialis. It is a Magic Weapon, grants a Morale bonus to Saving Throws against [Fear] effects
equal to one third the bearer's Hit Dice (round up), and adds the same amount to the DC of any
[Fear] effect used by the wielder. Additionally, the wielder only ever suffers half damage from
[Evil] effects.
Servo Arm: this is very much attached to the user or their armour. At the end of their turn, the
Servo Arm may make a single attack for them, counting as a Power Fist. It may instead elect to
Grapple the foe, using their full Grapple Bonus while leaving the user out of the Grapple.
Servo Harness: the Servo-Harness is attached to Terminator or Artificer Armour and adds a second
Servo Arm (both may be used in the same turn, or one may be reserved to make an Attack of
Opportunity), as well as two more arms with weapons: one Flamer, and one Plasma Cutter. Both
may be fire together with the one action, but doing so precludes doing anything else in that action,
such as attacking with other weapons.
Servo Skull Familiar:
Tiny Construct
50 HP, Fly 30' (Perfect)
Str 10 Dex 17 Con - Int 12 Wis 11 Cha Saving Throws: use base values of the owner
Armour Class: 18 (+3 Dex, +2 Size, +3 Natural)
Base Attack Bonus: use that of the owner
Equipment: Twin-linked Digi-Weapon (Las Pistol), 1 Mechadendrite, Auspex for owner to use

Signal Flare: when activated, it slowly spirals into the air, lit up as though it was the centre of a
Daylight effect.
Signum: this device is either worn over the eye or attached to the shoulder, and provides useful
targeting information that can be relayed to others. It takes a Standard action to utilise the Signum,
but until the user's next turn, any ally within 50 feet may use his Base Attack Bonus instead of their
own when attacking with Firearms, and can re-roll failed attack rolls with Firearms.
Simulacrum Imperialis: this is a large standard a banner, flag or icon atop a pole. It is treated as
a Holy Adamantine Longspear if wielded as a weapon, is attached to a harness so it can be held
upright while leaving the hands free, and emits a constant Consecration effect. Additionally, any
ally with Line of Sight to it who is suffering from a [Fear] effect automatically ends the effect at the
end of their turn.
Skull Helmet: a helmet with built-in rebreather. It looks like a grinning skull and grants a +2 bonus
on Intimidate checks.
Someone Else's Wallet: it is a wallet. It belongs to someone else, but it's yours now. It has a small
amount of money in it.
Sororitas Jump Pack: more elegant than a normal Jump Pack, this actually flies properly. If using
it to skim along, the wearer gains the regular bonuses, but it can also grant a Fly Speed of 50'
(Good) rather than 40' (Clumsy).
Suit and Tie: a very respectable looking business suit with tie.
Target Finder: this special nightvision visor occupies the "Eyes" slot and allows the wearer to
ignore all Miss Chances gained from Concealment or Invisibility, as well as enabling them to
accurately target the square a hidden foe is in.
Teleport Beacon: this beacon can be located in the Warp, and also via satellite or radio, so it can be
locked onto. Any attempts to Teleport to the beacon or within 30' of it suffer no risk of arriving offcourse, and no risk of picking up Warp Points in the process.
Terror Matrix Harness: this can be worn by anyone, but only functions if the user has some form
of Aura of Fear and is currently under the influence of Etherium. Firstly, it doubles the duration of
Etherium (and its derivatives) in the body. Secondly, the wearer may spend a Full Round action
generating a Weird effect, though this causes him to become Fatigued.
Tie-Clip Melta-Bomb: this is a tie-clip that can be used as a melta bomb. Be careful.
Torch-Helm: a helmet that has a gas-powered fiery torch on top. It has enough fuel for an hour of
constant use.
Toxin Water-Cooler: a water-cooler that appears to have water in it. In actual fact, it contains
sulphuric acid. Sipping it results in 2d6 Acid damage, with 1d6 Acid damage the following round.
Taking a large gulp results in 3d6 Acid damage, with 2d6 Constitution damage and 10d6 Acid
damage the following round.
Transport-Tarantula: a Medium Construct that trundles along at 10 feet per round, generally
following the owner via a small locator. It has a carry capacity as though it had a Strength score of
30 (keep in mind that it is a quadruped).

Uniform: a regular military uniform, nothing special.


Uplifting Primer: it is filled with prayers (providing a +4 bonus on Knowledge: Religion and
Perform: Oratory checks made to pray), rules and lies (providing a -4 penalty on Knowledge checks
made to identify and know about monsters).
Vox Caster: a bulky radio that can be carried about and allows communication, generally out to
about 2-5 miles.
Writing Kit: this kit contains sheets of paper, scrolls, scroll-cases, quills, ink pots, pens, pencils,
special gold leaf parchment, a board to rest the paper against, a ruler, and a stamp with wax. It also
has envelopes.

Vehicles:
Name:

Max Speed

Armour

Fort

Ref

Will

HP

Temp

Arvus Lander

400' (A)

+10

+5

+2

+4

50

50

Astartes Bike

250'

+6

+5

+2

+5

50

10

Aquila Lander

500' (G)

+10

+5

+3

+5

50

50

Baal Predator

200'

+13

+10

+5

+6

60

70

Bane Wolf

200'

+12

+10

+3

+6

60

60

Caestus Assault Ram

F 250' (P)

+16

+10

+4

+6

80

70

Chimera

180' S 100'

+12

+10

+3

+6

60

60

Cyber Pegasus

60' F 250' (G) +9

+5

+3

+5

40

20

Deathwind

N/A

+14

+8

+2

+8

60

60

Devil Dog

200'

+12

+10

+3

+6

60

60

Drop Pod

N/A

+12

+7

+2

+6

50

50

Exorcist

140'

+16

+10

+4

+7

80

70

Gorgon

100'

+30

+14

+0

+14

250

100

Hades Breaching Drill

40' B 40'

+12

+10

+3

+8

100

120

Hellhound

200'

+12

+10

+3

+6

60

60

Immolator

180'

+13

+11

+3

+7

60

80

Iron Maiden Drop Pod

N/A

+10

+7

+2

+8

40

50

Land Raider

100'

+25

+13

+5

+9

120

100

Land Speeder

F 250' (A)

+7

+1

+4

+2

25

50

Land Speeder Storm

F 250' (A)

+8

+2

+4

+2

25

50

Leman Russ

100'

+20

+12

+5

+9

100

70

Lightning

F 600' (G)

+10

+8

+4

+6

40

50

Predator

170'

+12

+10

+3

+6

60

70

Razorback

150'

+12

+10

+3

+6

60

60

Repressor

180'

+14

+11

+4

+7

75

80

Rhino

200'

+12

+10

+3

+6

60

60

Salamander Transport

200'

+12

+10

+3

+6

50

60

Sentinel

100'

+8

+3

+3

+3

30

30

Thunderfire Cannon

30'

+6

+2

+1

+4

30

60

Valkyrie

F 500' (G)

+10

+8

+3

+6

40

50

Vendetta

F 500' (G)

+10

+8

+3

+6

40

50

Vindicator

100'

+15

+10

+3

+6

60

70

Vulture

F 600' (G)

+10

+8

+3

+6

40

50

Whirlwind

120'

+12

+10

+3

+6

60

60

Arvus Lander
Size: Huge (Long)
Crew: Pilot, optional co-pilot
Transport Capacity: 12 passengers
Equipment:
None
Upgrades:
Armoured Cockpit
Ejection Pod
Flare Launchers
Underslung Storm Bolter
Special:
Space-Capable
Astartes Bike
Size: Large (Long)
Crew: Pilot
Transport Capacity: 1 passenger (uncomfortable)
Ram/Trample: 2d6+10
Bullrush +20
Equipment:
Twin-Linked Boltgun
Variants:
Scout Bike:
40 HP
Passenger cannot be larger than Medium (without Powerful Build).
Passenger space can be replaced with a mine-layer
Attack Bike:
20 Temporary HP
Maximum Speed 150'
Side-car: space for 2 more passengers
Side-car: Heavy Bolter or Heavy Flamer or Multi-Melta
Aquila Lander
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: 7 passengers
Equipment:
Armoured Cockpit
Nose-Mounted Heavy Bolter
Special:
Space-Capable
Upgrades:
Extra Armour
Flare Launchers
Ejection Pod
Replace Heavy Bolter with Autocannon or Multi-laser

Baal Predator
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: None
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Turret-Mounted Flamestorm Cannon
Upgrades:
Dozer
Hunter-Killer Missile
Search-Light
Extra Armour
Replace Flamestorm Cannon with Twin-Linked Assault Cannon
Take two Sponsons with Heavy Bolters or Heavy Flamers
Replace Heavy Bolters with Lascannons
Bane Wolf
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: 2 passengers/emergency crew
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Hull-mounted Heavy Bolter or Heavy Flamer or Multi-Melta
Turret-mounted Chem-Spray
Upgrades:
Pintle-mounted Storm Bolter or Heavy Stubber
Dozer
Camo Netting
Hunter-Killer Missile
Search-Light
Extra Armour
Caestus Assault Ram
Size: Huge (Long)
Crew: Pilot
Transport Capacity: 10 passengers (must have Power Armour or heavier)
Ram: 4d8+20
Equipment:
2 Assault Ramps
Afterburners
Armoured Cockpit
Wing-Mounted Firefury Missile Battery
Hull-Mounted Twin-Linked Magna-Melta
Upgrades:
2 Frag Launchers
Teleport Homer

Chimera
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: 12 passengers
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
6 Hull-mounted Lasguns (passenger-operated)
Smoke Launchers
Hull-mounted Heavy Bolter or Heavy Flamer
Turret-mounted Multi-laser or Heavy Flamer or Heavy Bolter or Autocannon
Upgrades:
Pintle-mounted Storm Bolter or Heavy Stubber
Dozer
Camo Netting
Hunter-Killer Missile
Search-Light
Extra Armour
Cyber-Pegasus
Size: Large (Long)
Crew: Pilot
Transport Capacity: 1 passenger
Equipment:
Auspex
Ramming Horn (2d6, +1 per 10' moved, [Lance], [Power])
Upgrades:
Extra Armour
Deathwind
Size: Huge (Tall)
Crew: None
Transport Capacity: None
Crush: 10d6+20
Equipment:
Four Deathwind Grenade Launchers or six Heavy Bolters
Inertial Guidance System
Upgrades:
Deathwind Grenade Launchers may be replaced with Assault Cannons
Special:
AI attack module, BAB +8, Dexterity +0

Devil Dog
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: 2 passengers/emergency crew
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Hull-mounted Heavy Bolter or Heavy Flamer or Multi-Melta
Turret-mounted Melta-Cannon
Upgrades:
Pintle-mounted Storm Bolter or Heavy Stubber
Dozer
Camo Netting
Hunter-Killer Missile
Search-Light
Extra Armour
Drop Pod
Size: Huge (Tall)
Crew: None
Transport Capacity: 10 passengers (or 1 Dreadnought, or 3 passengers and a Thunderfire Cannon)
Crush: 10d6+20
Equipment:
Storm Bolter
Inertial Guidance System
Upgrades:
Storm Bolter can be swapped for a Deathwind Grenade Launcher
Special:
AI attack module, BAB +8, Dex +0
Exorcist
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: None
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Exorcist Missile Launcher
Upgrades:
Pintle-mounted Storm Bolter
Dozer
Hunter-Killer Missile
Search-Light
Extra Armour
Truesilver Hull
Holy Icons
Laud Hailers
Siege Armour

Gorgon
Size: Colossal (Long)
Crew: Pilot and 2 Gunners
Transport Capacity: 50 passengers
Ram/Trample: 8d6+30
Stability, Bullrush +40
Equipment:
Armoured Prow
Mine Sweeper
Two Turret-mounted Twin-Linked Heavy Stubbers
Two Gorgon Mortars or four Heavy Stubbers
Upgrades:
Camo Netting
Hunter-Killer Missile
Search-Light
Smoke Launchers
Gorgon Mortars may be swapped for four Heavy Bolters or Heavy Flamers
Siege Armour
Hades Breaching Drill:
Size: Huge (Long)
Crew: None (controlled via remote)
Transport Capacity: None
Equipment: Melta-Cutter
Upgrades: None
Drill (Ex): when performing a Ram, Trample or Overrun, targets must attempt a Reflex Save (DC
20) to escape. Alternatively, they may attempt an Attack of Opportunity, but doing so denies them
the chance to attempt a save. On a failed/denied save, the target suffers 10d8 Fire damage as a
[Melta] effect and 20d6 Adamantine Crushing damage.
Hell Hound
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: 2 passengers/emergency crew
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Hull-mounted Heavy Bolter or Heavy Flamer or Multi-Melta
Turret-mounted Inferno Cannon
Upgrades:
Pintle-mounted Storm Bolter or Heavy Stubber
Dozer
Camo Netting
Hunter-Killer Missile
Search-Light
Extra Armour

Immolator
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: 6 passengers
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Turret-mounted Twin-Linked Heavy Flamer or Twin-Linked Heavy Bolter
Upgrades:
Pintle-mounted Storm Bolter
Turret Weapons may be replaced with Twin-Linked Multi-Melta or Twin-Linked Autocannon or
Inferno Cannon (this one removes all passenger space)
Dozer
Hunter-Killer Missile
Search-Light
Extra Armour
Truesilver Hull
Holy Icons
Laud Hailers
Command Upgrade:
+10 HP and Temporary HP,
Master Vox Caster
Replace Turret Weapons with Twin-Linked Incinerator
Upgrade: replace Twin-Linked Incinerator with Twin-Linked Missile Launcher (with
Incendiary and Melta Missiles) or Flamestorm Cannon or Twin-Linked Assault Cannon or
Twin-Linked Purifier
Iron Maiden Drop Pod
Size: Huge (Tall)
Crew: None
Transport Capacity: 10 passengers
Crush: 10d6
Equipment:
Inertial Guidance System
4 Single-use Frag Launchers
Upgrades:
None

Land Raider
Size: Gargantuan (Long)
Crew: Pilot and Machine Spirit
Transport Capacity: 10 passengers
Ram/Trample: 6d8+20
Stability, Bullrush +34
Equipment:
Smoke Launchers
Assault Ramp
Hull-Mounted Twin-Linked Heavy Bolter
Two Sponson-Mounted Twin-Linked Lascannons
Upgrades:
Pintle-Mounted Storm Bolter or Multi-Melta
Hunter-Killer Missile
Extra Armour
Search-Light
Variants:
Land Raider Achilles
Transport Capacity: 0
No Assault Ramp
Replace Twin-Linked Heavy Bolter with a Thunderfire Launcher
Replace Twin-Linked Lascannons with Twin-Linked Multi-Meltas
Ferromantic Shielding
Land Raider Ares
Transport Capacity: 0
Replace Assault Ramp with Siege Shield
Replace Twin-Linked Lascannons with Twin-Linked Heavy Flamers
Replace Twin-Linked Heavy Bolters with Demolisher Cannon
Land Raider Crusader
Transport Capacity: 16
2 Frag Launchers
Replace Twin-Linked Lascannons with Hurricane Bolters
Replace Twin-Linked Heavy Bolter with Twin-Linked Assault Cannon
Land Raider Prometheus
2 Frag Launchers
Replace Twin-Linked Lascannons with Prometheus Heavy Bolter Sponsons
Replace Hull-Mounted weapon with Master Vox Caster and Battle Auspex
Land Raider Redeemer
Transport Capacity: 12
2 Frag Launchers
Replace Twin-Linked Lascannons with Flamestorm Cannons
Replace Twin-Linked Heavy Bolter with Twin-Linked Assault Cannon
Land Raider Terminus Ultra
Transport Capacity: 0
No Assault Ramp
Add two more Sponsons with single Lascannons
Replace Twin-Linked Heavy Bolter with Twin-Linked Lascannon
Special: such is the stress placed on the engine that these generate Heat Points like [Plasma]
weapons, directly damaging the HP of the vehicle itself

Land Speeder
Size: Large (Long)
Crew: Pilot and Gunner
Transport Capacity: None
Equipment:
Heavy Bolter or Heavy Flamer
Tornado-Pattern Heavy Bolter or Heavy Flamer
Upgrades:
Replace Heavy Bolter with a Multi-Melta
Replace Tornado-Pattern weapon with a Tornado-Pattern Multi-Melta or Assault Cannon
Replace Tornado-Pattern weapon with a Typhoon Missile Launcher
Special: Dark Angels and White Scars may upgrade to a Land Speeder Tempest:
Gains Afterburners
Remove all other weapons
Gain a Fuselage-Mounted Twin-Linked Missile Launcher
Gain a Nose-Mounted Assault Cannon
Armoured Cockpit
Land Speeder Storm
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: 5 passengers (wearing Scout Armour or lighter)
Equipment:
Jammers
Cerberus Launcher
Heavy Bolter or Heavy Flamer
Upgrades:
Replace Heavy Bolter with Multi-Melta or Assault Cannon
Leman Russ
Size: Huge (Long)
Crew: Pilot and 1-2 Gunners
Transport Capacity: None
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Hull-mounted Heavy Bolter
Two Sponsons with Heavy Bolters or Heavy Flamers
Battle Cannon
Upgrades:
Pintle-mounted Storm Bolter or Heavy Stubber
Dozer
Camo Netting
Hunter-Killer Missile
Search-Light
Extra Armour
Minesweeper
Siege Armour
May replace Hull weapon with a Lascannon
May replace Sponson weapons with Multi-Meltas or Plasma Cannons
May take Siege shells or Auger Shells as an upgrade

Variant Options:
Annihilator:
Replace Battle Cannon with Twin-Linked Lascannon
Demolisher:
Replace Battle Cannon with Demolisher Cannon
May take Siege shells as an upgrade
Destroyer:
Remove the Turret and Sponsons
Replace the Hull weapon with a Laser Destroyer
Eradicator:
Replace Battle Cannon with Eradicator Nova Cannon
Executioner:
Replace Battle Cannon with Executioner Plasma Cannon
Exterminator:
Replace Battle Cannon with Twin-Linked Exterminator Autocannon
Punisher:
Replace Battle Cannon with Punisher Gatling Cannon
Vanquisher:
Replace Battle Cannon with Vanquisher Cannon
May take Hunter Shells as an upgrade
Lightning
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: None
Equipment:
Flare Launchers
Ejection Pod
Nose-Mounted Long-Barrelled (double the range increments) Auto-cannon
One Wing-mounted Twin-Linked Lascannon
Upgrades:
Search Light
Infra-Red Targeting
Armoured Cockpit
Extra Armour
Four Bombs, Hellstrike or Hellfury Missiles or six Skystrike Missiles
Space Modules

Predator
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: None
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Turret-Mounted Autocannon
Upgrades:
Dozer
Hunter-Killer Missile
Search-Light
Extra Armour
Replace Autocannon with Twin-Linked Lascannon
Take two Sponsons with Heavy Bolters or Heavy Flamers
Replace Heavy Bolters with Lascannons
Razorback
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: 6 passengers
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Turret-mounted Twin-Linked Heavy Bolter or Missile Launcher
Upgrades:
Pintle-mounted Storm Bolter
Turret Weapons may be replaced with Twin-Linked Multi-Melta or Assault Cannon or Twin-Linked
Lascannon or Lascannon and Twin-Linked Plasma Gun
Dozer
Hunter-Killer Missile
Search-Light
Extra Armour
Grey Knights: Truesilver Hull, Gellar Warding
Blood Angels: Turret Weapons may be replaced with Twin-Linked Heavy Flamer

Repressor
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: 12 passengers
Ram/Trample: 4d8+20
Stability, Bullrush +30
Equipment:
Smoke Launchers
Pintle-Mounted Heavy Flamer or Water Cannon
Cupola-Mounted Storm Bolter
Dozer
Upgrades:
Second Storm Bolter
Siege Shield
Extra Armour
Hunter-Killer Missile
Search-Light
Laud Hailers
Adepta Sororitas: Holy Icons
Siege Armour
Rhino
Size: Huge (Long)
Crew: Pilot
Transport Capacity: 10 passengers
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Pintle-Mounted Storm Bolter
Upgrades:
Second Storm Bolter
Dozer
Hunter-Killer Missile
Search-Light
Extra Armour
Adepta Sororitas or Grey Knight or Inquisitor: Truesilver Hull
Adepta Sororitas: Holy Icons, Laud Hailers
Grey Knight: Gellar Warding

Salamander Transport
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: 6 passengers
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Hull-Mounted Heavy Bolter or Heavy Flamer
Hull-Mounted Autocannon
Upgrades:
Pintle-mounted Storm Bolter or Heavy Stubber
Dozer
Camo Netting
Hunter-Killer Missile
Search-Light
Extra Armour
Master Vox Caster and Battle Auspex
Sentinel
Size: Large (Tall)
Crew: Pilot
Transport Capacity: one passenger (uncomfortable)
Ram/Trample: 4d6
Stability, Bullrush +20
Equipment:
Turret/Arm-Mounted Multi-laser or Heavy Flamer or Autocannon or Missile Launcher
Smoke Launchers
Upgrades:
Extra Armour
Armoured Cockpit
Hunter-Killer Missile
Camo Netting
May replace Arm weapon with a Plasma Cannon or Lascannon or Multiple Rocket Pod
Thunderfire Cannon
Size: Medium
Crew: None (follows via remote control or locator)
Transport Capacity: None
Ram/Trample: 2d6
Stability, Bullrush +16
Equipment:
Thunderfire Launcher
Upgrades:
Extra Armour

Valkyrie
Size: Gargantuan (Long)
Crew: Pilot and 2 Gunners
Transport Capacity: 10 passengers
Equipment:
Flare Launchers
Ejection Pod
Nose-Mounted Multi-laser or Lascannon
Two wing-mounted Multiple Rocket Pods or Hellstrike Missiles
Upgrades:
Search Light
Extra Armour
Armoured Cockpit
Two door-mounted Heavy Bolters
Space Modules
Vendetta
Size: Gargantuan (Long)
Crew: Pilot and 2 Gunners
Transport Capacity: 10 passengers
Equipment:
Flare Launchers
Ejection Pod
Nose-Mounted Twin-Linked Lascannon
Two wing-mounted Twin-Linked Lascannons or Hellfury Missiles
Upgrades:
Search Light
Armoured Cockpit
Extra Armour
Two door-mounted Heavy Bolters
Space Modules
Vindicator
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: None
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Siege Shield
Shield-Mounted Demolisher Cannon
Upgrades:
Pintle-mounted Storm Bolter
Hunter-Killer Missile
Search-Light
Extra Armour
Siege Armour

Vulture
Size: Gargantuan (Long)
Crew: Pilot and 2 Gunners
Transport Capacity: None
Equipment:
Flare Launchers
Ejection Pod
Search-Light
Nose-Mounted Heavy Bolter
Two Wing-mounted Hellstrike Missiles, Hellfury Missiles or Multiple Rocket Pods
Wing-mounted Twin-Linked Multilaser or Twin-Linked Lascannon or Twin-Linked Auto-cannon or
Twin-Linked Missile Launcher or two Multiple Rocket Pods
Upgrades:
Extra Armour
Infra-Red Targeting
Armoured Cockpit
Space Modules
May replace Hellstrike Missiles with 6 Bombs or Hunter-Killer Missiles
May replace all weapons except the Heavy Bolter with a Punisher Gatling Cannon
Whirlwind
Size: Huge (Long)
Crew: Pilot and Gunner
Transport Capacity: None
Ram/Trample: 4d8+20
Stability, Bullrush +28
Equipment:
Smoke Launchers
Turret-mounted Whirlwind Launcher
Upgrades:
Pintle-mounted Storm Bolter
Dozer
Hunter-Killer Missile
Search-Light
Extra Armour
Siege Armour

Vehicle Upgrades:
Afterburners: a flying vehicle with afterburners can activate them with a Swift action, gaining a
burst of speed until they are deactivated, also requiring a Swift action. Doing this adds 100' to the
Fly Speed, but reduces the manoeuvrability to Clumsy.
Armoured Cockpit: the cockpit has additional armour applied, keeping the pilot safe from any
attack that doesn't outright wreck the vehicle. Additionally, the pilot and gunner/s cannot be affected
by outside effects, such as being Stunned due to the vehicle being knocked about.
Armoured Prow: attacks made against the front of the vehicle are less effective, treating the
Armour Bonus (and thus Damage Reduction) as 10 points higher. It also has an extra pool of 50
Temporary Hit Points against attacks from the front, and is immune to Critical Hits from the front.
Assault Ramp: the assault ramp is a fast-opening hatch that allows the passengers to pour out of
the vehicle with haste. Exiting the vehicle is considered a Swift action, allowing those inside to leap
out and still charge.
Battle Auspex: the vehicle has a built-in Auspex and scanner, allowing the Machine Spirit to use
the abilities. It is considered to have a Use Magic Device total of +10 or equal to the pilot's,
whichever is higher, and can utilise one feature of the Auspex per turn as a Free action.
Camo Netting: this helps hide the vehicle when it doesn't move around, granting it Concealment
and a +6 bonus on Hide checks. Neither effect applies when it is moving or firing.
Dozer Blade: a vehicle with a dozer blade ignores difficult terrain, even making it no longer
difficult. It just pushes all that crap out of the way so it is easy to walk and drive over. Ramming
also deals an extra +3 damage from this.
Ejection Pod: with an Immediate action, the Ejection Pod can be activated, launching the pilot (in a
lightly armoured pod) to relative safety. The pod does have a grav-chute, and limited environmental
protection.
Extra Armour: adding extra armoured plates to a vehicle helps keep it going. Add +3 to the
Armour Bonus and Damage Reduction of the vehicle, as well as +15 to its Temporary Hit Points.
Ferromantic Shielding: vehicles with Ferromantic Shielding ignore the [Melta] and [Lance]
qualities of weapons, and electricity, electromagnetism, radiation, heat and other unpleasant
environmental effects do not get through the vehicle to affect the passengers or crew.
Flare Launchers: with an Immediate action, flares can be unleashed from the aircraft, spraying out
and making it harder to shoot down even heat-seekers have trouble locking on. This translates to a
-6 penalty on all attack rolls made against it until its next turn, and any Infra-Red targeting or HeatSeeking rules do not apply.
Frag Launchers: with a Swift action, the vehicle can release a burst of shrapnel in an outwards arc.
Treat this as a Frag Grenade that affects all in a 15' Cone from the point of origin. Additionally,
those caught in the area become Flat-footed until their next turn. Frag Launchers have only enough
ammunition for 6 blasts.
Gellar Warding: Gellar Warding is a rare, complicated and expensive procedure that protects
vehicles in Warp travel. They may be Teleported (from base they haven't their own teleporters)
just like Terminator Armour, and do not suffer daemon attacks or Warp Points for doing so.

Holy Icons: covering a vehicle with holy icons is a good idea... if you believe it is. [Chaotic]
Outsiders have trouble even looking at the vehicle, so take a -4 penalty on attacks made against it,
and it gains a +4 Sacred bonus on all Saving Throws it has to make as a result of [Chaotic] or [Evil]
effects. Additionally, those loyal to the Emperor who have line of sight to the vehicle suffer reduced
[Fear] effects: if they would be Panicked or Comatose from fear, they Cower. If they would be
Frightened or Cowering, they are Shaken. If they would be Shaken, they ignore the effect entirely.
Inertial Guidance System: this acts as a guided homing system for drop pods, so that they do not
land in places they can't safely land: when falling, it can be adjusted by up to 30' per round, and
automatically veers away from the kind of terrain that would make for a dangerous landing.
Infra-Red Targeting: this uses the Infra-Red spectrum to locate targets and lock on with attacks. In
short, unless the foe has the [Cold] subtype, you needn't guess their square if concealed or invisible
they show up. Also, the worst miss chance you can suffer from Concealment or Invisibility is
20%. If they have the [Fire] subtype, there is no miss chance. Finally, all firearms gain a +3 bonus
to hit targets that lack the [Cold] subtype, or +6 if they have the [Fire] subtype.
Laud Hailers: these have two uses. The first is just to amplify noise, which can be useful on a
battlefield. The other is to constantly blast out hymns and condemnations of foes, allowing the Pilot
to make Demoralise attempts at all enemies within 1,000 feet with the same action.
Mine Layer: up to 10 Cluster Mines can be loaded into this, and it will set them into the ground
behind the vehicle, each one requiring a Swift action. Alternatively, it can be set to do it every round
with a Free action, but cannot be stopped it keeps going until out of mines.
Minesweeper: if a vehicle has a minesweeper, it is safe from mines: they just get knocked aside
and detonated ahead of it. Mines and similar explosives do not trigger upon contact with the
vehicle, they instead trigger 10 feet ahead of it, and have a 50% chance to not affect it at all.
Searchlight: see stuff
Siege Armour: Siege Armour helps seal vehicles and protect the small openings that can be
targeted in a siege environment. It gains +20 Hit Points, and Ordinance weapons used on it do not
force Pilot checks to maintain control. Additionally, gases will not penetrate the vehicle.
Siege Shield: a Siege Shield is basically a very big, thick dozer. It grants all the benefits of a dozer,
grants a further +4 to resist being Tripped etc. and also grants +10 Temporary Hit Points. Any attack
from the front has its Threat Range decreased by 1 (to a minimum of 20) and Critical Multiplier
reduced by 1 (to a minimum of x2).
Smoke Launchers: these single-use projectiles unleash a 50' radius spread of thick smoke, centred
on the vehicle itself. Anything in the smoke has Concealment against adjacent foes, and Full
Concealment against all other foes.
Space Modules: Space Modules involve sealing the hull, pressurising the cabin and adding special
thrusters, as well as altering the programming, with a net result of allowing the vehicle to fly
through space with no drama.
Truesilver Hull: any [Evil] Outsider who so much as touches the hull of the vehicle, including
attacking it with natural weapons or being rammed by it, instantly suffers 2d6 damage that ignores
all Damage Reduction, and must pass a DC 17 Fortitude Save or be Nauseated for 1 round. The
Ram/Trample damage is considered to be both Silver and Cold Iron.

Template Vehicles:
Cyber-Reincarnation Shell
Type: changes to Construct [Living, Human]
Ability Scores: +10 Strength, -6 Dexterity if higher than 11 (minimum 8), Constitution becomes 10
Hit Dice: modify to 10 HP per level, modified by feats and class features, but not by Constitution.
Saves, Skill Points and BAB remain unchanged.
Temporary HP: 10 per level (as a vehicle)
Size: Huge (with Powerful Build)
Vision: normal, low-light, Darkvision 120'
Speed: 30' (already taking armour into account)
Armour Class: +25 Armour Bonus. +5 Deflection Bonus. Lose Natural Armour.
Damage Reduction: 75/-, only 20/- if Flanked.
Special Qualities:
Construct Traits
Not immune to [Mind-Affecting] effects, but does gain a +8 bonus on all saves against them.
Although not precisely a vehicle, is treated as one for the purpose of Temporary Hit Points, Critical
Hits, [Melta] and [Lance].
Fast Healing only applies to Temporary Hit Points
All other Special Attacks and Special Qualities are retained
Weapons:
Power Fist (scaled to Gargantuan) with underslung Storm Bolter
One of the following:
Multi-Melta
Twin-Linked Heavy Flamer
Twin-Linked Autocannon
Another Power Fist with Storm Bolter
Assault Cannon
Requisitions:
Replace Storm Bolter with a Heavy Flamer or Hell Rifle
Replace second weapon with one of the following:
Plasma Cannon
Twin-Linked Lascannon
Conversion Beamer
Thunderfire Launcher
Battle Cannon with Auger Shells
Laser Destroyer
Take a pair of Hunter-Killer Missiles
Take Extra Armour
Take Siege Armour

Dreadnought
Type: changes to Construct [Living, Human]
Ability Scores: +6 Strength, -4 Dexterity if higher than 13, Constitution becomes 10
Hit Dice: modify to 10 HP per level, modified by feats and class features, but not by Constitution.
Saves, Skill Points and BAB remain unchanged.
Temporary HP: 5 per level (as a vehicle)
Size: Huge
Vision: normal, low-light, Darkvision 120'
Speed: 30' (already taking armour into account)
Armour Class: +20 Armour Bonus. Counts as wearing Heavy Armour. Lose Natural Armour.
Damage Reduction: 50/-, only 10/- if Flanked.
Special Qualities:
Construct Traits
Not immune to [Mind-Affecting] effects, but does gain a +6 bonus on all saves against them.
Although not precisely a vehicle, he is treated as one for the purpose of Temporary Hit Points,
Critical Hits, [Melta] and [Lance].
Fast Healing only applies to Temporary Hit Points
All other Special Attacks and Special Qualities are retained
Weapons:
Power Fist with underslung Storm Bolter
One of the following:
Another Power Fist with underslung Storm Bolter
Twin-Linked Heavy Bolter
Twin-Linked Autocannon
Multi-Melta
Twin-Linked Missile Launcher
Assault Cannon
Twin-Linked Heavy Flamer
Requisitions:
Replace Storm Bolter with a Heavy Flamer
Replace second weapon with Plasma Cannon or Twin-Linked Lascannon
Take Extra Armour
Take Siege Armour

Furioso Dreadnought
Type: changes to Construct [Living, Human]
Ability Scores: +6 Strength, -6 Dexterity if higher than 11 (minimum 8), Constitution becomes 10
Hit Dice: modify to 10 HP per level, modified by feats and class features, but not by Constitution.
Saves, Skill Points and BAB remain unchanged.
Temporary HP: 7 per level (as a vehicle)
Size: Huge
Vision: normal, low-light, Darkvision 120'
Speed: 30' (already taking armour into account)
Armour Class: +25 Armour Bonus. Counts as wearing Heavy Armour. Lose Natural Armour.
Damage Reduction: 75/-, only 20/- if Flanked.
Special Qualities:
Construct Traits
Not immune to [Mind-Affecting] effects, but does gain a +6 bonus on all saves against them.
Although not precisely a vehicle, he is treated as one for the purpose of Temporary Hit Points,
Critical Hits, [Melta] and [Lance].
Fast Healing only applies to Temporary Hit Points
All other Special Attacks and Special Qualities are retained
Weapons:
One of the following:
Power Fist with underslung Storm Bolter
Blood Claw with underslug Storm Bolter
One of the following:
Another Power Fist, with underslung Melta Gun
Frag Cannon
Blood Claw with underslung Melta Gun
Requisitions:
Replace Storm Bolter with a Heavy Flamer
Take a Magna-Grapple
Take Extra Armour
Librarian:
Psychic Hood is built in, weapons: Power Fist with underslung Storm Bolter, and Force Weapon

Ironclad Dreadnought
Type: changes to Construct [Living, Human]
Ability Scores: +6 Strength, -6 Dexterity if higher than 11 (minimum 8), Constitution becomes 10
Hit Dice: modify to 10 HP per level, modified by feats and class features, but not by Constitution.
Saves, Skill Points and BAB remain unchanged.
Temporary HP: 7 per level (as a vehicle)
Size: Huge
Vision: normal, low-light, Darkvision 120'
Speed: 30' (already taking armour into account)
Armour Class: +25 Armour Bonus. Counts as wearing Heavy Armour. Lose Natural Armour.
Damage Reduction: 75/-, only 20/- if Flanked.
Special Qualities:
Construct Traits
Not immune to [Mind-Affecting] effects, but does gain a +6 bonus on all saves against them.
Although not precisely a vehicle, he is treated as one for the purpose of Temporary Hit Points,
Critical Hits, [Melta] and [Lance].
Fast Healing only applies to Temporary Hit Points
All other Special Attacks and Special Qualities are retained
Weapons:
One of the following:
Seismic Hammer with underslung Storm Bolter
Chainfist with underslung Storm Bolter
One of the following:
Hurricane Bolter
Flamestorm Cannon
Power Fist with underslung Melta Gun or Heavy Flamer
Requisitions:
Replace Storm Bolter with a Heavy Flamer
Take a pair of Hunter-Killer Missiles
Take Extra Armour
Take Siege Armour

Penitent Engine:
Type: changes to Construct [Living, Human]
Ability Scores: +8 Strength, -2 Dexterity, +4 Constitution
Size: Huge
Armour Class: +10 Armour Bonus
Damage Reduction: 10/Weapons:
2 Power Fists (special: Critical 20/x5) with Heavy Flamers (treat as Pistols)
One Power Fist and Heavy Flamer may be swapped for one of the following:
Hurricane Bolter
Multi-Melta
Eviscerator
Flamestorm Cannon

Vehicle Weapons:
Name:

Range Increments

Damage

Critical

Payload

Battle Cannon

500'

12d6

N/A

Single

Cerberus Launcher

30'

3d6

N/A

Clip 6

Chem-Spray

60' Cone

3d6

N/A

Tank 20

Demolisher Cannon

100'

15d6

N/A

Single

Destroyer Laser

300'

20d6

20/x2

Battery 10

Eradicator Nova Cannon

200'

10d6

N/A

Single

Executioner Plasma Cannon

200'

10d6

N/A

Cell 20

Exorcist Launcher

500'

12d6

20/x4

Drum 20

Exterminator Autocannon

300'

10d6

20/x4

Belt 40

Firefury Missile Battery

150'

6d6

N/A

Single

Flamestorm Cannon

50' Cone

8d10

N/A

Tank 10

Fragstorm Cannon

50' Cone

6d10

N/A

Clip 10

Gorgon Mortar

60'

6d10

N/A

Single

Inferno Cannon

120' Cone

8d8

N/A

Tank 20

Magna-Grapple

75'

10d6

20/x3

N/A

Magna-Melta

60'

8d8

N/A

Tank 6

Melta Cannon

100'

8d8

N/A

Tank 20

Melta-Cutter

100'

8d8

N/A

Tank 10

Multiple Rocket Pods

60'

6d6

N/A

Drum 10

Multi-laser

200'

8d6

19-20/x2 Battery 100

Punisher Gatling Cannon

150'

4d6

N/A

Belt 20

Thunderfire Launcher

250'

5d10

N/A

Load 4

Typhoon Missile Launcher

200'

Belt 20

Vanquisher Cannon

750'

12d6

18-20/x3 Single

Water Cannon

80' Line

2d10

N/A

Tank 20

Whirlwind Missile Launcher

50-200'

5d10

N/A

Drum 20

Blood Claw: a Lightning Claw. If it incapacitates a foe, it gains a Cleave attack. If a pair are worn
and one incapacitates a foe, they each gain a Cleave attack.
Bomb: with a Standard action that may take place during a Move action (as though the vehicle had
Fly-By Attack), any number of Bombs may be dropped directly below the vehicle. Each explodes
for 6d6 Fire/Bludgeoning damage in a 30' radius Blast, with multiple bombs able to cover different
areas (they must just be touching) or all stacked onto the one point. Each allows a DC 16 Reflex
Save for half damage, though those who fail the save land Prone.
Battle Cannon: Sonic/Bludgeoning damage to a 30' radius Blast, with a Reflex Save (DC = Attack
Roll) for half. [Ordinance]
Cerberus Launcher: Fire/Piercing damage to a 10' radius Blast, with a Reflex Save (DC 15) for
half. Those in the area are also affected as though by a Blind Grenade.
Chem-Spray: deals Acid damage to the entire Cone, and delivers a Poison (DC 20, Primary
Damage 2d6 Con, Secondary Damage 2d6 Con). [Sustained +1d6 Acid]
Demolisher Cannon: Sonic/Bludgeoning damage to a 30' radius Blast, with a Reflex Save (DC =
Attack Roll) for half. Ignores Damage Reduction. [Ordinance]
May take Siege Shells: the radius is reduced to 20', but Hardness does not apply, and buildings
suffer double damage.
Destroyer Laser: deals Light damage. Resolved as a Ranged Touch Attack. [Ordinance]
Eradicator Nova Cannon: Sonic/Fire damage to a 30' radius Blast, with a Fortitude Save (DC =
Attack Roll) for half. [High Impact]
May take Auger Shells as a Requisition: the blast area becomes a large crater, treated as Difficult
Terrain. Furthermore, Hardness of targets is permanently reduced by 5, and the Armour Bonus to
Armour Class suffers a -2 penalty (multiple shells stack) until it can be repaired. Vehicles suffer an
extra 10 damage to Temporary Hit Points (subtracted first does not spill over into Hit Points).
Executioner Plasma Cannon: Fire/Electricity damage to all in a 20' radius with a Reflex Save for
half (DC 25). [Massive] [Plasma]
Exorcist Launcher: resolved as Ranged Touch Attacks. Deals Fire/Sonic damage, ignoring all
Hardness and Damage Reduction.
Exterminator Autocannon: Piercing/Bludgeoning damage. Once all attacks have been resolved,
each target hit must make a DC 20 Strength check (with Size modifiers as though being
Tripped/Grappled) or be knocked Prone. Twin-Linked, allows one additional attack at the highest
Attack Bonus.
Firefury Missile Battery: deals Fire/Sonic damage to four 10' radius Blasts, each allowing a
Reflex Save (DC 16) for half damage. These are Twin-Linked. [High Impact]
Flamestorm Cannon: deals Fire damage to the entire Cone, with a Reflex Save for half (DC =
Attack Roll). Ignores Cover, and those who fail the save catch fire, taking 3d6 Fire damage per
round. [Sustained 4d8]
May take Psiflame fuel tanks.

Fragstorm Cannon: deals Adamantine Piercing damage to the entire Cone, with a Reflex Save for
half (DC = Attack Roll). It also deals 2 points of Constitution damage also halved if the Save is
passed.
Gorgon Mortar: deals Fire/Bludgeoning damage to two 10' radius blasts, with a Reflex Save (DC
16) for half damage.
Hellfury Missile: single-use, self-propelled weapon. 500' range, hitting all in a 10' radius blast for
10d6 Fire damage, Ref half (DC 20). [Ordinance]
Hellstrike Missile: single-use, self-propelled weapon. 500' range, hitting all in a 50' radius blast for
6d6 Fire damage, Ref half (DC 18), with Cover providing no benefits.
Hunter-Killer Missile: single-use self-propelled weapon. 1000' range, hitting all in a 10' radius
blast for 8d8 Fire/Piercing damage, Ref half (DC 17). Can be aimed at a target, requiring a Ranged
Attack to hit. If successful, they are allowed no Reflex Save.
Hurricane Bolter: with the one action, it fires as three Twin-Linked Boltguns, at the same target.
Inferno Cannon: deals Fire damage to the entire Cone, with a Reflex Save for half (DC = Attack
Roll). Ignores Cover, and those who fail the save catch fire, taking 3d6 Fire damage per round.
[Sustained 4d8]
Magna-Grapple: Piercing damage. This [Power] weapon, upon hitting, allows an opposed Strength
check to be made, modified by Size like a Trip attempt. The weapon also adds a +5 bonus to this
check. For every 5 the attacker beats the defender by, the defender is pulled 5 feet closer.
Magna-Melta: deals Fire damage to a 5' radius Spread, with a Fortitude Save (DC 25) for half.
[Melta] [High Impact]
Melta Cannon: Fire damage to a 15' radius Spread, with a Fortitude Save (DC 25) for half.
[Melta] [Sustained 5d8]
Melta-Cutter: Fire damage to a 15' radius Spread, with a Fortitude Save (DC 20) for half.
[Melta] [Sustained 3d8]
Can instead be fired as a regular Multi-Melta.
Multiple Rocket Pods: deals Fire/Sonic damage to a 30' radius blast, with a Reflex Save (DC 16)
for half. Cover provides no benefit. [High Impact]
Multi-Laser: Light damage. Armour Bonus is halved (round down) against this, and one additional
attack is gained at the highest Attack Bonus.
Prometheus Heavy Bolter Sponson: with the one action, it fires as two Twin-Linked Heavy
Bolters, both at the same target.
Punisher Gatling Cannon: Piercing damage. Make a single attack roll, with the target suffering
one hit per point the attack roll beats their Armour Class by. If a Critical Threat is rolled, double this
amount no actual critical hit occurs. [High Impact]
Seismic Hammer: a Thunder Hammer that deals an extra 2d6 damage to vehicles, direct to Hit
Points.

Skystrike Missile: single-use self-propelled weapon. 1000' range, requiring a Ranged Attack.
Homes in on large mass, gaining a +4 bonus to hit targets in the air, +8 if they are Gargantuan or
larger, but taking a -8 penalty to hit targets on the ground. Deals 8d8 Fire/Piercing damage.
Thunderfire Launcher: deals Fire/Sonic damage to a 15' radius Blast. Has three launch modes,
selected before making a Full Attack.
Airburst: Reflex Half (DC 24), with no benefits from Cover.
Surface: Reflex Half (DC 20), deals +1d10 damage.
Subterranean: Fortitude Half (DC 20), failing the save results in being knocked Prone and Dazed for
1 round.
Tornado-Pattern Weapon: the weapon is Twin-Linked, and allows all failed attack rolls to be rerolled as well.
Typhoon Missile Launcher: loaded with Frag and Krak missiles.
Vanquisher Cannon: deals Sonic/Bludgeoning damage on a successful Touch Attack. Ignores
Hardness, Damage Reduction and Regeneration. [Ordinance]
May take Hunter Shells as a Requisition: these shells ignore Cover and Concealment, and may reroll failed attack rolls.
May take High-Explosive Shells: treat as a Battle Cannon with the Vanquisher Cannon's range, only
dealing 10d6 damage to a 15' radius blast.
Water Cannon: Non-lethal Bludgeoning damage to all in the line, with a Fortitude Save for half
(DC 15). All who fail the save are knocked Prone and shoved 5' away.
[Sustained +1d6 damage, +1 DC and +5' of movement]
Whirlwind Launcher: deals Fire/Sonic damage to a 30' radius Blast, with a Reflex Save for half
(DC = Attack Roll). [Ordinance]
May take Hyperios Anti-Air Missiles: these are fired as Twin-Linked Skystrike Missiles.
May take Castellan Incendiary Missiles: these only deal 4d10 Fire damage, but Cover provides no
benefits, and those who fail the save catch fire, suffering 1d8 Fire damage per round.

Appendices:
Bridging the Tiers
Acolyte
Cyber Commando
Lord Commissar
Master Psyker
Tech-Priest
Electro-Priest
Ordo Malleus Inquisitor
Ordo Xenos Inquisitor
Spell References